Quantum Dungeons Preview 2

Posted: 2025-07-14
Last Modified: 2025-07-21
Word Count: 2525
Tags: playtest quantum quantum-dungeons rpg

Table of Contents

Last time I gave an overview of the rules for the upcoming Quantum Dungeons RPG from Stellagama Publishing. I also ran six characters through what was supposed to be a challenging combat, but which proved easier than I had heard.

Ragnar’s Crew

Name Lvl Skills Talents (Species)
Aelfred 1 Combat 2, Stealth 1 Marksman
Berthold 1 Combat 2, Physical 1 Two-Fisted
Duri 2 Combat 1, Craft 2. Social 1 Dwarf
Giles 2 Combat 1, Physical 1, Stealth 2 Sneak Attack
Mithrius 2 Combat 1, Lore 3 Sorcerer
Ragnar 3 Combat 3, Physical 1 Armor Training, Heavy Hitter

Mithrius’s Spells: Respite, Sleep

Name AC Stamina Parry Weapons
Aelfred 8 3 2 Bow (1d6), Sword (1d6)
Berthold 9 7 2 Warhammer × 2 (1d6)
Duri 9 7 2 Axe (1d6), Shield
Giles 8 12 1 Machete (1d6), Knife × 3 (1d6D)
Mithrius 8 6 0 Staff (1d6), Knife (1d6D)
Ragnar 10 12 4 Axe (1d6), Warhammer (1d6), Knife (1d6D), Shield

Nightmares in Brass

This one-shot adventure for OSE comes from 13 Weird One-Shots by Joseph R. Lewis from Dungeon Age Adventures. All quoted and boxed text comes directly from the adventure.

The Crew must investigate the perilous house of Lady Trella Yog.

Rumors:

After agreeing on a price, the Crew head to Lady Yog’s “manse” to investigate.

Outside Lady Yog’s Manse

A hedge of razor-wire topiaries surround a trimmed amber lawn. A flagstone path leads to a black gothic mansion with gingerbread details and a witch-hat tower. Dead animals litter the manicured grass. A white silk purse lies near them.

Giles succumbs to temptation and grabs for the purse. Two spinning blades pop out of the grass and nearly slice off his feet. The purse contains 13 gp and a tube of black lipstick.

Living Room

The door is ajar. The Crew enters.

Plush blue velvet couches sit slashed open. A cold tea service rests on the coffee table. Blood trickles down the walls. Under a leather armchair, a white cat hisses. A brass clockwork butler bows and offers tea and sandwiches.

Duri and Ragnar graciously accept the tea ans sandwiches, but sample none of it. The butler introduces itself as Niles, and explains the mistress is “indisposed”.

Abruptly the butler exclaims, “Oh my word! I’m naked! Please don’t look at me!” It then tries to poke the Crew’s eyes out.

Clockwork Servant

AC 5 [14], HD 2 (9hp), Att 1 × fist (1d4), THAC0 18 [+1], MV 60’ (20’), SV D12 W13 P14 B15 S16 (1), ML 12, AL Lawful, XP 20.

Quantum Dungeons Translation: AC 8, Stamina 9, Attack: 1 x 1d6D; Combat 2, Physical 1, Stealth 1

Initiative

  1. Ragnar (12)
  2. Niles (10)
  3. Aelfric (8)
  4. Berthold (8)
  5. Duri (8)
  6. Mithrius (7)
  7. Giles (6)

Round 1

End of Combat

Giles pockets the only seemingly valuable thing in the room, a snowglobe.

Dining Room

Inkara porcelain dishes and Twilight Age silverware are arrayed on a polished mahogany table under two golden chandeliers. Serpentine shapes slither under the wallpaper. A brass clockwork maid runs circles around the table.

Berthold and Mithrius have the bright idea to stop the maid and ask it what’s wrong, but it twists out of their grasp and keeps shrieking, “I can’t get away from it. It keeps chasing me.”

Abruptly two tentacles materialize out of the wall and attack Duri and Aelfred. The tentacles hit Aelfred for 5 damage and hit Duri for 7 damage. Both are Wounded and out of the fight. The others drag them into the next room and Mithrius casts Respite on each of them, bringing their Stamina back to full (but leaving a Wound).

Kitchen

Gleaming steel pots and pans hang above white granite counters. Tables and floors are crowded with covered dishes. A brass clockwork cook works ceaselessly to make more and more new meals.

The clockwork cook pats her abdomen and mutters, “I’m cooking for two now.”

The food smells delicious, but when Ragnar lifts one of the covers, he sees a gelatinous red blob that stares at him with golden eyes. He hastily re-covers the dish.

The kitchen’s back stairs lead up to the upper floor.

Workshop

The door at the top of the stairs is locked. Giles examines it and discovers that opening the door will trigger a sleeping gas trap. He disarms the trap, then handily picks the lock.

Hundreds of tiny wires, plates, gears, rods, and orbs hang neatly on the walls above scratched tables. Three brass clockwork cats hunch on the floor, coughing up tiny brass teeth.

Accompanied by the sound of clockwork cats coughing up gears, the Crew search the room. The only items of note are three quarts orbs that glow and spark with some sort of energy, and a carafe of a silvery liquid. Mithrius advises the Crew not to touch the liquid.

Giles pockets the spheres as the Crew open the door into the next room.

Library

A cyclone of shredded paper whirls around empty bookcases. Two brass clockwork parrots fly around the room at blinding speeds. A gold-plated tome lies on a colorful Carcassite wool carpet.

Each of the parrots squawks, “We’re falling!” and cries out in panic. As the Crew watch a shred of paper catches fire and burns to ash.

Ragnar empties his pack, and Duri and Berthold do likewise. Ragnar uses his pack as a makeshift net and, after several attempts, the trio catch the parrots, which are still squirming and complaining that they’re falling.

Now that the room is passable, Mithrius looks at the book. It only seems to be a book, but is in fact a clockwork construct resembling a book. It seems to be doing nothing. Mithrius decides to carry it with him anyway.

Master Bedroom

A short hallway leads to a smashed door.

The doorway is blocked by a motionless brass clockwork warrior with four arms holding four scimitars. The furniture inside is splintered and shredded.

The automaton squawks, “Off you go! Off you go!” Then it moves to attack.

Clockwork Warrior

AC 3 [16], HD 3 (13hp), Att 4 × scimitar (1d8) or gears, THAC0 17 [+2], MV 60’ (20’), SV D12 W13 P14 B15 S16 (1), ML 12, AL Lawful, XP 100.

Quantum Dungeons Translation: AC 9, Stamina 13, Attack: 4 x 1d6A; Combat 2, Physical 1, Stealth 1

Initiative

  1. Giles (13)
  2. Berthold (11)
  3. Ragnar (10)
  4. Aelfred (9)
  5. Frayzer (Clockwork Warrior) (9)
  6. Duri (5)
  7. Mithrius (5)

Round 1

After Combat

No one is currently at 0 Stamina, save the automaton. Mithrius casts Respite again, bringing Duri back up to full Stamina. The others hold off for now.

The Crew step into the bedroom. Within they see …

[an] armoire bursting with moth-eaten frilly dresses [and a] vanity covered in dusty perfume bottles. An elderly woman lies unconscious in bed, wearing a brass sunhat.

Ragnar and Mithrius approach the woman. As they near the bed, two slimy red tentacles slither from under the bed. One strikes Ragnar but does no damage; the other hits Mithrius for 5 points of damage. Battle is once more joined!

Slyndroth

AC 4 [15], HD 4 (18hp), Att 2 × tentacle (2d6) or eldritch thrum, THAC0 16 [+3], MV 60’ (20’), SV D12 W13 P14 B15 S16 (1), ML 7, AL Chaotic, XP 100.

Quantum Dungeons Translation: AC 9, Stamina 18, Attack: 2 x 2d6 or thrum; Combat 2, Physical 1, Stealth 2.

Initiative

  1. Giles (12)
  2. Ragnar (10)
  3. Berthold (9)
  4. Aelfred (7)
  5. Slyndroth (6)
  6. Duri (6)
  7. Mithrius (6)

Round 1

Stamina Aelfred Berthold Duri Giles Mithrius Ragnar Slyndroth
maximum 3 7 7 12 6 12 18
current 3 4 7 9 1 12 18

Round 2

Stamina Aelfred Berthold Duri Giles Mithrius Ragnar Slyndroth
maximum 3 7 7 12 6 12 18
current 3 4 7 9 1 12 18

Round 3

Round 4

End of Combat

The others awaken, and, harassed by tentacles, assist Aelfred and Mithrius out of the mansion.

After The Crew Escapes

Aelfred was Wounded three times, once in the Dining Room, once by Frayzer, and once by Slyndroth. Aelfred spends a Hero Point to reroll a bad Triage roll, and ends up with a 10, or an 8 after penalties from his Wounds. He needs a week of rest, and will retain scars from his various battles.

Duri was wounded once by Slyndroth in the Dining Room. He rolls a 9, which means only five days of rest.

Mithrius was Wounded twice by Slyndroth. Mithrius rolls a 9 on the Triage chart, or 8 considering his extra Wound. He will need three weeks under a healer’s care, and bear an impressive tentacle scar.

The others suffered no Wounds, apart from a lifelong fear of cats.

Ragnar and the others apprise the villagers of the true nature of the problem, and mention they disabled the two most troublesome automatons. They lack the magic to handle the creature in possession of the house, but offer to assist the villagers in finding more magically inclined adventurers. After long and bitter negotiations, the villagers grudgingly give the Crew 28 gp.

Once Mithrius heals up, the Crew go on their way. Mithrius keeps the book. Giles keeps the three orbs and the contents of the purse.

Experience

The experience total is as follows:

XP Source
28 gold from the villagers
13 gold from the purse
100 gold value of the snowglobe (Sympathetic Snowglobe)
900 gold value of the three orbs (Charged Quartz Orbs)
300 gold value of the “book” (Golden Gear Grimoire)
75 XP for defeating the berserk butler (2 HD)
150 XP for defeating Frayzer (3 HD)
1566 TOTAL
261 split six ways

With the 34 XP from last time, Aelfred and Berthold are 15% of the way to Level 2.

Further Comments

Next Time

For the final outing we take on a full adventure for Shadowdark, the furthest “OSR” system from Quantum Dungeons’s emulation of Classic D&D (Original D&D, B/X, BECMI, and Rules Cyclopedia).