Dragon Princess v3 Combined 05-11-22

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o Palace of the Dragon’s Princess
Written by Mark Taormino

AN ADVENTURE FOR CHARACTER LEVELS 8-12

Once upon a time, the beautiful lakeside realm of Thorin Vale was suffering from the death of its benevolent King. All hope now lay
with his only daughter, Princess Francesca who was set to marry her fathers bravest knight and that union would restore the empire.
However, on the wedding day, the evil Dragon Maelfesto attacked the castle by surprise and took control! The serpent drove everyone
out and took the woman captive in the caverns below, wickedly enchanting the place and was never seen again. Riches, honor and
glory will be gained for those who can save the fair maiden, defeat the beast and return alive from the Palace of the Dragon’s Princess!
Maximum Mayhem Dungeons™ are fun to play and have that classic look and feel, including blue maps, removable covers and
fantasy art from some of the best artists in the business! Filled with diabolical villains, irreverent characters, over-the-top monster
encounters, outrageous magic, mischievous NPCs, traps, puzzles and more, this adventure will entertain and challenge everyone
who dares to play it!
This product uses the Open Game License Version 1.0a and is easily adapted to any First Edition Style Fantasy Role-Playing
Game or OGL / OSR Style System.

www.darkwizardgames.com
DWGMMD-005 v3 Copyright © 2022 Dark Wizard Games, All Rights Reserved. Made in the USA.
Maximum Mayhem Dungeons #5: Palace of the Dragon’s Princess
www.darkwizardgames.com
3rd Level

3
Maximum Mayhem Dungeons #5
Palace of the Dragon’s Princess
Written by Mark Taormino
AN ADVENTURE FOR CHARACTER LEVELS 8-12

Credits

Editor in Chief: Mark Taormino


Art Director / Cartography / Color: Alan Chamberlain
Technical Consultant: Joe Pearce
Cover Artist: Brian McCranie
Interior Artists: Jacob Blackmon, Carlos Castilho, Jeff Dee, Ed Lacabanne,
Mark Lyons, Brian McCranie, Phred Rawles, Phil Stone and
Hugh Vogt
Proofreader: Justin Ryan Isaac
Play Testers: Thomas Allison, Timothy Connelly, Timothy Brannon,
Emil DeVries, Eric Fabiaschi, Grant Foster, Victor Garrison,
Justin Ryan Isaac, Jeremy Kear, Mitchell D. McPhetridge,
and Kevin Watson
Special Thanks: Jeremy Kear, Micheal Ruger, Sean Carroll,
Steven“Ragnar”Hill and Douglas Zielsdorf

Maximum Mayhem Dungeons™ and Dark Wizard Games™ are trademarks of Mark Taormino. Palace of the Dragon’s Princess™ original publication date © 2018. This
product uses the OSRIC™ System (Old-school System Reference and Index Compilation™). The OSRIC™ system text may be found at http://www.knights-n-knaves.
com/osric. The OSRIC™ text is copyright of Stuart Marshall. “OSRIC™” and “Old-school System Reference and Index Compilation™” are trademarks of Stuart Marshall
and Matthew Finch and may be used only in accordance with the OSRIC™ license.
DWGMMD-005 v3 Copyright © 2022 Dark Wizard Games, All Rights Reserved. Made in the USA.

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GM BACKGROUND formation of rock was the great white castle. The keep
This module is designed for 6-8 characters of levels 8 has changed hands between warlords and tyrants,
to 12. The party should consist of at least 4 Fighters, 2 revolutionaries and kings for more than six hundred
Clerics, 1 Magic User, and 1 Thief. Of course feel free to years. The fortress was beginning to look as if it’s
work with the Players to figure out whatever you and gleaming white tower would outlast the power of men
your group feel is best. If you need to scale down or all together. After all, it has survived over the years amid
scale up the encounters go ahead. The scenario can the joy of the best of times and the gloom of the worst
be run stand-alone or as part of a campaign. Feel free of times. The area was ruled by King Rufus Wildingham
to change the names of locations to match your game who’s ancestors had united what homesteads and
world. This module provides several fun and interesting, villages were left in the area and maintained peace
detailed characters, options and backstories for you and order locally for the last two hundred years.
to utilize as you wish and enjoy with your Players!
SUMMARY:
Years ago the great fortress called the “White Palace”
by the locals, was ruled by King Rufus Wildingham and
his beloved wife, Queen Veronica. The Kingdom was
grand and prosperous for many years but began to
decline after the sudden and unexpected death of
the Queen while giving birth to their one and only
child, Princess Francesca. She grew up but at the age
of eighteen, her father the King became very ill. On his
death bed, he wished that his only daughter save the
kingdom and family lineage by marrying his most loyal
knight Sargon Valtorius, a man she did not love.
Forced by Sargon against her wishes but still wanting to
be loyal to her father, the wedding took place in the
courtyard the next day however before the vows could
be exchanged, the ancient green dragon known as
Maelfesto appeared in the skies above the Palace!
He attacked the castle during the wedding and took
the Princess captive! The dragon’s magical energies
now permeate the castle and are corrupting the lake
and surrounding area. This dark force draws all evil to
it, and the castle has become a haven for wicked and
unspeakable magic. A dragon worshiping Cult has
also taken residence within the castle and they are THE PRINCESS:
building an army of beasts and seemingly aiding the After a few years, the royal family decided to
serpent. They are led by the mysterious figure known as have children and the Queen became pregnant!
the “Master” and armed with leftover weapons from Celebration and joy were in the air! Everyone in the
the castle, they are becoming a threat to the entire land cheered their renewed good fortune as the King
region. While the Cult is mainly made up humans, they declared a new age of prosperity and peace! The
will recruit and pay mercenaries of any race as long Mystics scryed for the Queen and told her that she
as it helps their cause. The meager attempts to retake would have a girl and that her birth would change the
the castle have failed and so the power of Maelfesto’s course of the Kingdom’s destiny forever! Hearing this
magic grows and a sinister evil now festers there. great news, the King boasted before the gods that the
Princess would be more beautiful than his finest gem
HISTORY OF THE KINGDOM: and worth more to him than all the gold in his treasury!
For many years the peaceful Kingdom of Wildingham There was nothing more precious in the heavens or on
was one of the most picturesque and prosperous in earth than his baby girl, he proudly told them!
the region! Established in the old white fortress on the However nine months later tragedy struck. On the their
Trakai lake, they had many acres of green forests to most joyous day the Queen gave birth to a beautiful
the north and a great plain of colorful flowers and baby girl but due to unexplained circumstances
bountiful crops. The great lake and rivers teemed with died during the delivery of their daughter Francesca.
fish and the Forbidden Peaks to the East provided Despite the unexpected tragedy the King loved his
and abundance of rich minerals. Built on a natural new baby girl and in her blue eyes, he saw a new
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future of prosperity and grace. Everyone in the land and chambers. Each time she explored the tunnels
loved the child and was devastated at the loss of their she would fill out a little more of her parchment map
beloved Queen. of the underground world she was discovering. She
Francesca was an adventurer and intrepid explorer, kept this map hidden in her diary pages.
even very young. She spent her childhood learning
about every nook and cranny of the Palace. Her
father was her idol: Strong, protective, smart, honest
and brave. As she grew up, she missed her mother
incredibly and had unbearable heartache and guilt
about her death. She felt it was her fault for being born
and spent many a tearful night visiting her mother’s
crypt in the lower level chambers of the Palace. She
only would know her mother’s beauty and wisdom by
viewing the various paintings of her around the Palace.
As the young girl grew up, her education was carried
out at home under the supervision of the king and only
the best tutors that could be hired. She became quite
a scholarly young woman highly educated in many
things, including many languages and cartography
which she excelled. She also loved reading books THE RUBY AMULET AND THE DREAM:
about high adventure. She was trained in various One night she was exploring the far edges of the tunnel
affairs that were to serve her well in later life. These system when something caught her eye. A glint of red
included the management of the kingdom and all of - it was a ruby fixed to a golden amulet necklace,
the socially acceptable ways of distributing charity. sparkling and just laying there on the ground in the
Other duties she learned included instruction in public middle of a natural chamber! It began to glow and
affairs, politics, and history. She was loyal to her father it seemed to speak to her! “Young lady... I am now
but lacked the freedom that the commoners had, yours and you will be mine,” she could have sworn it
growing more and more bored with the ease of royal whispered in a very proper authoritarian voice.
life in the kingdom. She could have whatever she “It’s just my imagination,” she thought as she was so
wanted, except for the one thing that she could not excited to find her first treasure! She loved it and put
ever do: leave the castle for the adventures she loved it around her neck! That evening she camped out in
reading about as her father forbid it. the tunnels and fell asleep while reading her favorite
One day at the age of seventeen, she was in the royal adventure novel by candlelight. In the midst of deep
library reading through several of the dusty Tomes of slumber she had a lucid dream that she was in a vast
the Elder Ones when she discovered false back cover cavern surrounded by amazing treasure, gold coins,
on one of the books. Wedged inside was a map with jeweled artifacts and gilded harps were just a few of
mysterious faded runic writings on it! Intrigued, she hundreds of intriguing items.
realized the map was of a section of the crypts in the Suddenly a huge shadowy winged dragon would
lower level of the Palace. Even more surprising was
appear in the nearby darkness with glowing red eyes!
that it revealed a secret door hidden in one of the
Frightened but brave she would stave off the beast
walls in the back of an ancient crypt leading to a vast
and at her darkest hour, a mysterious hero would arrive
unknown system of subterranean caves and tunnels.
to rescue her, defeating the monster through combat
She translated the writing and discovered that secret
and other times through clever wit. Upon gazing into
treasures from the ancient ones were hidden deep
below, long forgotten to time. each others eyes, the Princess and the hero fall in love
and get happily married. At this point, she would wake
Over the next few months curiosity got the best of her
up, smile and laugh it off. Over several months the
and she would routinely sneak down into the crypts in
same dream re-occurred but always with a different
the dead of night, open the secret door and explore
the passageways for hours. She kept this information a hero each time. She would write of these dreams in
secret, knowing that her father would never approve her diary routinely and even consulted with the local
of these little adventures. Sometimes she would find mystics who confirmed that this was the one she
a nice quiet place in the caves and read her books would marry and live a happy life ruling the kingdom
by candlelight. Over many trips she was able to together in peace, love and harmony. “That voice...”
memorize the majority of the subterranean pathways she wondered, “...is it the hero from my dreams?”

3
THE TALE OF SARGON VALTORIUS:
Years ago, a young boy named Sargon lived in the
Village of Uboo, a small farming hamlet on the
southeast corner of Thorin Vale. His father was Nalen,
a local blacksmith and his mother was Gertrude who
cooked for the small community. Her hearty stews fed
many a tired and hungry soul. Sargon was timid, smart
and slightly awkward. He played games of chance
using warlike toys and dice however was generally
shunned and bullied sometimes by the other children
in the village. In his solace, he loved whittling and
he would fashion wooden short swords, miniature
soldiers and other odd toys for himself and his few
friends from wood scraps using old broken daggers
from his fathers trash pile. Over many dinners Nalen
told him legendary tales of myth and magic about
brave knights fighting evil beasts while in service to the
King! These stories fascinated the boy. Everyday Nalen
The boy understood a few of the words they were
would hear more and more epic adventures from the
growling out... “attack in the night,” and “he’ll find us
knights whose weapons and armor he repaired. He
soon!” The sound and vibrations of a heavy galloping
knew that he was just a humble blacksmith, but that
horse could be heard getting closer and the orcs
his son could one day be someone fearless and brave!
suddenly looked scared. Sargon continued to hide,
“If you became a knight,” he would tell his son, “You
watching in dead silence as a large black warhorse
could bring honor to our family name, along with
rode into the clearing from the darkness of the forest.
great wealth and prestige!” He wanted his son to grow
Upon the wicked steed was a sinister looking orc
up to protect the King himself and maybe even one
known to locals as General Brugo, a huge muscular
day marry a Princess! All this talk of a lofty destiny began
and monstrous beast wearing jeweled black leather
to make young Sargon nervous and full of anxiety.
armor along with a bad attitude. He dismounted his
“Nobody is going to take me seriously as a
knight,” he told himself, “People only see me as horse and slowly walked over to the two orcs who
strange, weak and different.” Nalen loved his son nervously saluted him as he approached. They began
and over time, realized maybe he was more of an to argue in orcish but the only word that Sargon could
artisan than a warrior. So he forged him a beautiful understand was General Brugo calling them “traitors.”
silver dagger and presented it to Sargon on his tenth Before the orcs could react, General Brugo drew his
birthday. The boy was thrilled and treasured the sword and skewered one of them through the heart!
item. The next day, Sargon decided he was going He immediately fell dead. The other tried to run but the
to use the new silver dagger for something great! He general grabbed him by the scuff, lifted him up and
wanted to use it to carve a special gift for his father sliced him in two in a bloody display. He stood over
and to challenge his internal fears at the same time the bodies laughing with his back to the bushy area
by venturing out to the remote edges of the forest where the boy was hiding. His pig-like nostrils sniffed
looking for Basswood Trees. He strapped on a small the air suspiciously as a sneer slowly crawled across his
back pack and tucked his dagger in his belt behind face as if he could sense a nearby presence. Sargon
his back and headed off looking for adventure. argued with himself in his own mind, “If I can slay this
He knew some of these trees existed a little beast, I will prove myself a great warrior!” but then
farther out than he normally would travel as that hesitation, “No! It’s too dangerous! He’s too powerful,
area was where the more wild things resided. you’re crazy! Look what that butcher did to his own
After a few enjoyable hours exploring the deep kind!” He nervously watched the from his hiding place
woods, the peaceful sounds of chirping birds slowly as his mind continued to churn. “I must do it! Father
dissipated to an unsettling and eerily quiet void. In the says I am brave. You say no because you are weak.
distance he could see dark clouds gathering in the sky. I am not like you! I can get him by surprise... this is
Several minutes later he started to hear rustling my big chance!” Suddenly General Brugo, who was
noises and monstrous voices coming from a nearby standing in the center of the clearing, slowly turned
clearing. Frightened but curious, he hid in the bushes around to face the bushes, with his nostrils flaring. “Who
and watched an unusual sight: two ugly, green, black is hiding there?” he spoke in Common, “I can smell
haired, foul smelling orcs were squabbling over some human swine. Step forward and face me!” Sargon
kind of parchment map that one of them was holding. slowly rose out of the bushes and stepped forward into
4
the clearing with two trembling legs, raising his fists as over the child. Before the boy could react or pick up
if to box the giant orc. General Brugo was surprised a weapon, General Brugo grabbed him by the neck
to see the boy and began laughing, “A child?” he and lifted him up in the air so their faces were within
scoffed. “I am Sargon Valtorius and I will fight you.” inches of each other, eye to eye. The remaining village
The orc boss laughed. “Ha ha ha! You want to fight survivors watched in terror and suspense alongside
me? Fight with this young warrior.” He reached down their orc enemy counterparts. The boy’s parents
on the ground and picked up one of the dead Orcs were being restrained with a blade at their throats by
another orc and could only view the scene in horror.
bloodied short swords and tossed it towards the child.
General Brugo snarled at the child, “It is time for you
It landed in the dirt in front of his small feet. Sargon
to join the rest of your filthy, weak species in the
picked up the sword by the bloody hilt and pointed it
great beyond! Don’t worry, your mother and father
towards the beast. General Brugo knelt down on the
will be following shortly after you!” the boys eyes lit
ground on one knee in a semi-vulnerable position and
up red in a fiery rage as the General began laughing
taunted the boy, “Come here young one. Strike me
uncontrollably. Time seemed to slow down. As the
down!” Sargon swallowed hard while sweat dripped
moment stretched out, Sargon felt the cool winds off
down his forehead. His teeth grit and hands shook, but
the coming storm, lightly across his hair. He saw the
he couldn’t move. Then in a panic, he dropped the
sheer terror in the eyes of his mother behind whom the
sword and made a run for it. General Brugo began skies were made orange and purple from the burning
laughing at the fleeing boy, before mounting his horse village. He noticed the drool forming in Brugo’s loose
and riding off into the woods in the opposite direction. jowls as he laughed. Sargon slowly reached behind
As Sargon fled he could hear only three things, his his back, clenching the dagger tightly as General
footsteps crunching through the brush, his rapid Brugo continued to laugh, “Ha ha ha!” Then in a
heartbeat thumping and the laugh of that horrible split second it happened. Sargon drew the dagger
General Brugo fading into the distance! The boy ran as and lunged forward stabbing it into Brugo’s neck and
fast as he could while storm clouds were covering the tearing it out hard to the right, critically hitting him.
landscape like a dark shroud of doom. In the distance He dropped Sargon and grasped at his neck. Blood
he could see small fires in the village. It was night by began to squirt out, spewing as his laughter turned
the time the boy arrived back home and fear was into choking and gargling. Everyone watched on in
in the air which was deathly still. But it was too late! stunned disbelief as Brugo collapsed, crawled a bit
The silence was shattered by the thunder of rushing toward Sargon and then died in a pool of his own
of hooves, running feet and blood curdling screams blood. Before the orc soldiers could take revenge,
in the night! Death was everywhere as the village was they were pelted with arrows as the King himself and
under attack by a orc horde led by General Brugo. his Noble Knights finally arrived on horseback. One of
Explosions, fire and smoke appeared all over as the the orcs holding the child’s parents took an arrow to
place was totally being destroyed. Young Sargon the eyeball and the other got one in the groin. Both
wondered, “Where are the King’s knights?” Racing fell dead releasing their captives! The remaining orcs
around in a panic all the boy could see was chaos fled the area in defeat. The surviving villagers cheered
and destruction. The blackened, twisted and melting in celebration as Sargon ran into his parents arms.
bodies of the villagers, some of whom were his friends The King, having witnessed the exchange said, “Your
and others the very folks that had mocked him; were child is very brave. The boy will train with my elite
everywhere he turned. Tears welled up in his eyes and warriors and will grow up to be a fine Knight under
then through the ash and smoke he could hear his my service if you allow it.” His mother and father
father’s voice calling his name. As the smoke cleared smiled proudly and replied, “It is our honor, Sire!”
the boy could see his father defending his wife in a The boy, still soaked in Brugo’s blood, knelt before the
sword fight with General Brugo! “Bastard!” the boy King, looked him in the eyes and spoke. “My Lord, I
screamed and ran towards him! Nalen yelled, “No swear eternal loyalty to your throne and will bravely
son, stay back!” at which point several orcs grabbed defend our Kingdom until my ultimate destiny, when
Nalen and his wife subduing them. Brugo hearing the I die in honorable combat at the hands of our sworn
voice turned around to see the boy and shouted, enemies; be they evil men, foul beasts or even
“Halt the battle!” a crowd of remaining orcs and something as powerful and mighty as a dragon
villagers assembled around in a circle stopping the melting me in a glorious blazing inferno of fire!”
fight but still grappling each other. General Brugo Everyone looked around awkwardly at each other
turned to the boy mocking him saying, “Son have during the very long pause that followed. The King finally
you now found your bravery here which I couldn’t answered, “Um...yes! Well said, young man! Now we
teach you in the forest?” the beast and child slowly will just get some people down here to clean up this
stepped towards each other in a standoff. General mess and then we’ll all head back up to the castle
Brugo’s sword was soaked in blood as he towered and grab a bite to eat!”
5
THE DEATH OF THE KING: “No!” the Princess screamed in disbelief. She sobbed
As the Princess grew up, her father became old and and grabbed at her fathers lifeless hand. Saldero
eventually grew sick and weak with a mysterious checked his wrist and neck for a pulse and then put
illness. He knew his time was short now and he secretly his ear to the King’s face waiting for any sign of breath.
arranged for her to marry his most trusted knight Then he solemnly backed away from the bed. “He’s
Sargon Valtorius, a man whom she disliked greatly. gone,” said the cleric. “May his spirit find its way to
One rainy night, the King summoned the Princess to the halls of our ancestors. May the gods ease his
passing. Ashes to ashes. Dust to dust. Our King is
his chamber where he had been laying ill for many
dead.”
months. Standing guard next to him was Sargon along
The Princess, shaking in disbelief stood up and turned
with Saldero the Wise the Court High Cleric.
toward Sargon and said,“I will never marry you!” She
began to walk away. He grabbed her by the wrist and
pulled her towards him, replying “It’s the choice of
your father. The King!” She struggled to get free from
his grasp but could not, he pulled her closer to him as
he leaned into her and continued, “You will be my
bride. In time you will love me.” He forced her into
a kneeling position conveying his power over her and
continued, “One way or another!” Looking up at him
she shook her head and whispered in fear “No.” He
then shoved her backwards and released her! She
fell on the ground in tears then got up and ran out of
the room crying. Sargon turned to Saldero and said,
“Prepare the Palace for the wedding. Tomorrow at
noon!” Saldero spoke, “But sire the King’s body is still
warm. We must have a proper burial in the crypts
so that his spirit may enter the afterlife!” Sargon
drew his blade from its sheath then held it up against
Saldero’s neck which drew a tiny drop of blood... “I
Servants hustled about the room as a group of minstrels am the rightful heir to this throne and kingdom,
played a somber tune. The Princess sat down on a red now do as I say or else!” Saldero slowly gulped and
plush velvet chair next to the bedside of her father responded, “Yes, my Lord.” An evil grin slowly crept
taking his hand. Sargon turned to the King, then spoke across Sargon’s face as he began to realize his newly
in a troubled and very serious tone, “My liege, we are found power. His guards arrived as the cleric and
losing more battles than we are winning. Orcs and everyone hastily exited the room. Sargon yelled at
trolls are coming down from the mountains.” The his guards, “Find the Princess! Lock her up in the
Princess snapped at Sargon, “I think your lust for war tower until our tomorrow!” They left the room as he
and revenge can wait. I have a plan of peace to began a sinister and evil laugh, which swelled louder
deal with the monsters.” Sargon’s face revealed look and louder, knowing his dream of rule was now in his
of sheer disgust. He scoffed and turned his back on grasp!
her. The King looked at his daughter and smiled while
THE NIGHT IN THE TOWER
squezing her hand. “My child... I’m dying. Even the
The Princess ran to her chambers with plans to flee to
healing power of Saldero cannot help me now. I have
the nearby gypsy camps, but Sargon’s goons took her
accomplished everything I have wanted to do in life,
including bringing you into this world. You are my into custody and locked her in the central tower with no
greatest treasure and I love you more than anything.” way to escape. The castle inhabitants could only follow
The Princess wept, “I love you too, father!” The Sargon’s orders as the will of the King was to be followed.
musicians ended their song leaving only silence. The King After many hours she realized she must proceed with
continued, “I have decided the man you must marry. the wedding. That night she wrote in her diary that “the
Let me die knowing you will honor my last request! needs of the many, outweigh the needs of the few
If you do this, you can bring the Kingdom back to or the one” and that she could save and renew the
its former glory and carry on the family lineage with Kingdom if she marries Sargon tomorrow in the morning
many children.” The Princess collapsed crying, “Who is light. It is her destiny. “It is my fathers wish. So it be said,
this man of which you speak?” The King manages a so it shall be done.” she wrote as her last entry before
final smile before whispering, “Lord Sargon!” A shivering placing the book in a secret compartment she had
clap of thunder could be heard outside as he gasped, fashioned years earlier in the chest next to the bed. She
exhaled his last breath, and laid still. For several moments then fell to her knees in tears and looked out the window
there was only the sound of the rain pouring down on the on a moonless, rainy evening as thunder and lightning
rooftop as everyone waited in stunned grief. cracked across the gloomy night sky.
6
THE WEDDING DAY
When the Princess woke on the morning of the
wedding, the handmaidens were already at her door
with a beautiful white bridal dress and a golden crown.
Around her own neck she placed the Ruby Amulet.
After what seemed like many hours all the guests were
gathered in the hall and the ceremony began. The
High Cleric Saldero somberly stood ready to perform
the wedding. The walk up to the altar was the longest
walk of Francesca’s life. She looked at Sargon and
tried not to snarl at him. During the ceremony, she
was in a trance of disbelief thinking about the loss of
her father the night before. When Saldero called for
the rings, she was shocked back into reality. Sargon
grabbed her hand and hastily tried to put the ring on
her finger saying, “With this ring, I thee...” Suddenly, a
distant, animalistic scream echoed through the castle
interrupting him. The crowd went silent, fear creeping
over them. Then another scream that turns into a roar.
It’s much louder now... much closer. With a swoosh of
wind, a giant shadow passed across the castle. For a His voice was deeply haunting, bellicose and far more
moment no one moved or said anything. regal than you would expect from a monster. It is the
“Dragon!” Someone finally screamed, and the crowd voice she was familiar with from contact with the
scattered in panic. Fire lit up the sky over the dome amulet. She was instantly at ease and smitten with the
and there were deep booms that shook the castle to beast. “My name is Maelfesto and I am the rightful
its core. Princess Francesca tried to run, but Sargon was master of these lands.” The dragon looked around
holding her by the wrist. He grabbed the other ring in a and admired his desctructive handiwork hall. Using
desperate attempt to complete the wedding. Saldero three of his claws he scratched a huge gash across the
saw them struggling and ran to help her, but it was all in Kings throne chair and spoke. “The age of men is over.”
vein. A huge, winged monster came smashing through He scooped up an entranced Francesca and turned
the dome and crashed down right beside them. It was his large body back towards the old keep, awkwardly
an Elder Green Dragon almost thirty meters long, smashing walls and columns along the way. He leaned
against the tower leaving a deep gash and cracks up
The beast’s hind foot knocked over a column that
its face. “Now, let’s have a look at my treasury!” he
landed just inches away from Sargon. With a swipe of
mused. Protecting Francesca with his other hand and
the dragon’s wing, the princess was knocked down
tucking her under his wings, he smashed through the
and Sargon was thrown across the hall. He couldn’t
back wall disappearing deeper into the castle depths.
hold onto the ring, juggled it briefly before it fell, rolled Sargon had witnessed the unbelievable exchange and
and disappeared through a new crack opening up vowed revenge! He ran through the rubbled courtyard
in the floor. He looked up to see the dragon raise it’s as fire and smoke filled the air trying to rendezvous with
head and blanket his fleeing guards with fire. More of his surviving guards who wanted to flee. Sargon cursed
Sargons goons entered from the far side of the room them as cowards. “I will stop at nothing to get my
but the dragon dispensed them with efficiency and rightful bride and kingdom back!” With that he drew his
grace, some with his tail, others with fire, some by shimmering, brand new long sword and with nothing but
good old-fashioned stomping. Soon the hall was a grooms regalia clothing disappeared into the smoke, fire
blackened mess with pockets of fire lighting up the and darkness of the castle depths, hot on the trail of the
smoke filled air and ashes shaped of men and women dragon. As the few remaining survivors looked back at the
who are now burned into the the walls. burning fortress and the lines of injured and burned people
A burning wedding banner slowly floated down and coming out the front gates they thought to themselves
dropped next to Francesca who was stunned but that this is what the end of the world must look like. The
unharmed. She sat up to find the dragon right there in attack by the dragon put an end to notion of a bright new
front of her! He lowered his giant head to meet her at future for the Kingdom. The land seemed cursed now and
eye level and spoke in common. “Young lady... I am the dragons magical energies would infest and poison it
now yours and you are now mine!” for many years to come.
7
MAELFESTO THE DRAGON: Led by the self proclaimed “Master” Dragos, the Cult
For over 1,700 years the Dragon Maelfesto has been has been restoring the walls and establishing the castle
a thorn in the side of men and beasts throughout the as a base of operations. Whether they have made a
Eastern Realm. He’s almost 30 meters long from snout deal with Maelfesto or are merely tolerated by him is yet
to tail with a 30 meter wing span. to be seen. The devastated countryside has yielded up
He has high intelligence and knowledge that stretches many starving and desperate men, eager to believe
back centuries before men arrived on the continent. whatever will give them food and shelter and the cult’s
He has witnessed the rise and fall of empires and seen numbers are growing.
the great pendulum of good and evil swing back
THE WHITE PALACE:
and forth many times. If one were to go into the great
In the east, the River Wylde is connected to a
Library of Ages and search the ancient texts about
string of giant lakes called the Vestigium or “Titan’s
the Olde Wars, you would find Maelfesto’s name.
Footprints”. Branching off from these large bodies of
Scrawled in fearful remembrance of fire and blood
are the tales of battles fought against him and other water to the north is a relatively small lake, only seven
kilometers wide called Trakai that sits at the base of
monsters of legend.
the Forbidden Peaks.
After the construction of the White Palace and
On the lake’s eastern shore, is the fortress of the castle
subsequent campaigns east across the Forbidden
Peaks, Maelfesto was injured by a magical ballista from or “The East Gate”, built hundreds of years before
the White Palace and fell back into the unmapped humans conquered and ruled the known world.
unknown. After many years with no sightings of him, he The castle was a crucial base and staging area for
was believed dead, and after a few generations, only campaigns beyond the mountains where all manner
the dusty scrolls remember him. of monsters and horrors were said to live.

However, the passing of a few centuries is nothing Since that time, the castle has been occupied by a
to an Elder Dragon like Maelfesto. He had long succession of smaller despots and Kings and for the last
since seeded the breadth of his territories with few generations had been home to the benevolent
magical red crystals through which he could scrye King Wildingham who until the coming of the dragon,
and transmit his dark magic. These “dragon eyes” controlled the lake and surrounding towns and
allowed him to see far and wide and from the dark settlements.
shadow of the unknowns he watched and he There are many small keeps and castles strewn about
waited for opportunities or revenge on his enemies. the land, but compared with their lack of engineering
Time started to forget him during his long and shoddy craftsmanship, The White Palace stands
period of inactivity as he simply watched his out as a masterpiece of building. It is many times larger
world for any new challenges and waited.
than average, made to house thousands of soldiers,
Far away, beyond the Forbidden Peaks and into
with a central white tower over 30 meters high. Its
the unmapped unknown, the renewed confidence
of men drifted like a foul scent in the wind. Over hill outer walls are 10 meters high and 2 meters thick with
and valley, across rivers and seas it traveled until in eight towers built with mechanisms for pouring oil and
the darkest of shadows a jealous, revenge filled heart dropping boulders. In it’s heyday it had over three
perceived and an evil eye crept opened. The Western dozen defensive catapults and ballistas and enough
lands were once Maelfesto’s domain from the limitless stores to withstand many years under siege.
blue skies to the vast underground realms in the earth The main body of the castle was built against a natural
and he wanted it back, but in a big way. When the formation of rock with the original keep just being a
princess found one of his eyes, he saw a far more
single rectangular block that was added onto for
intimate and effective way of destroying this kingdom
many subsequent iterations. The inner ward is raised
of men.
with it’s own walls and defenses and the outer wall
THE DRAGON CULT encloses the forward parade grounds with a commons
Maelfesto’s occupation of the castle and the growing area on each side.
reach of his dark energies, have brought an obscure At it’s most vibrant, the fortress is a town unto itself
cult of dragon worshipers to prominence. Once with the Commons containing many free standing
scorned and ridiculed by their fellow men and living in structures, including residential housing, stables, halls
scattered, semi-homeless bands, they have taken up and shops. Most of these have been ransacked and
refuge within the castle. are now abandoned.

8
CASTLE FEATURES: Sewers: The indoor “bathrooms” (the circular rooms)
are more like latrines with a common outlet. Sewage
The Commons: This area evolved from the original
is flushed from the castle out a pipe coming out
settlement around the old keep which itself is now
the western side of the fortress. At the time of this
surrounded by a protected wall. See Page 34 for a
adventure,all the pipes are backed up and the sewer
breakdown of non-Encounter structures.
pit is full. There are no pipes or intra-level pathways
Defensive Towers: The towers are 10 meters high given for the sewers.
with thick protective walls dotted with arrow slits and
Prisoner’s Gate: There is a water level passage on the
murder holes. They each are covered with traditionally
western side of the castle that leads beneath it and to
framed wooden roofs in various states of disrepair. On
a dock with easy access to the dungeons. It can be
the top level, each is open on the end facing the wall
used as an entrance under special circumstances or
which has a sunken, protected walkway all the way
an easy exit from the castle.
around the castle. They have doors at ground level
and a series of stairs. See page 35 for Tower Interiors RUMORS TABLE:
Rooftops: The freestanding buildings of the inner ward The party will have heard possibly 3-4 rumors from the
and the commons all have roofs of various styles, following table while exploring around:
strengths and levels of disrepair/decay. Actual designs 1. A Dragon Cult has taken up residence inside the
and allowed movement across the rooftops will be at ruined castle and they are ruled by a mysterious
the GM’s discretion. leader known as the “Master” and his strange assistant
The Keep: The Central tower and Keep rise an Aldor, a Satyr.
impressive 50 meters (160 ft) above the valley floor.
2. After the dragon took over the castle and
The Keep was built on a natural rock formation as
was the tower and both have solid foundations and kidnapped the princess, a team of adventurers went
support that run down through the ground. The map into the dungeons to rescue her. Only one member
shows only one level of the keep which were the living of the team returned barely alive. He told a wild tale
chambers of the royal family. Below this would be a about how all of the other party members met a
wine cellar. Above would be several more levels of horrible end, except for Sargon who went “mad” and
living chambers and then the upper portion is basically disappeared into the underground darkness looking
an enclosed belltower. There is a single square spiral for his arch enemy Maelfesto.
staircase that runs up the middle with belfries on both 3. The Dragon Maelfesto has enchanted the castle with
sides of it. There are catwalks at the uppermost level treacherous magical traps and monsters! Dozens of
in the shape of a cross and all the way around so you adventurers in the past ventured into the black castle
can access the bells and get to all sides of the keep.
trying to save her; only to die of horrible, embarrassing
There is a single door that opens to the bridge to the
and disgusting deaths.
tower and hatches that let you onto the roof of the
keep which is itself made of wood but finely crafted 4. Only the bravest and brightest adventurers will
and fitted together. The whole castle has very good survive. So far only a bunch of morons have tried and
drainage designed to divert all rainwater to the lake. failed... but YOU folks look much smarter than those
Central Tower: The tower has thick walls built around a buffoonish idiots!
metal frame that goes deep into natural rock. A spiral 5. Whoever rescues the princess could win her hand in
staircase takes up most of its interior. The top contains marriage and rule the kingdom with her side by side!
two levels of interior. Over time the structure was used as
a watchtower, a King’s penthouse and a dungeon and 6. The sad and tragic ghost of King Wildingham still
until the princess was put there before the wedding, it haunts the Throne Room - I’m told he’s waiting for
was a largely unused except for the occasional visitor brave adventurers to save his daughter and restore his
who just wanted to take in the view. The spiral stair opens Kingdom to its former glory.
up through a door in the floor of a passage that rings 7: Shadowy figures have been seen wandering around
the tower with windows all around and a door leading the ruins and a strange figure has been appearing in
into the single room interior. There is a ladder that leads the central tower window on nights when the moon is
up to the second level that is basically the same but it full something’s definitely going on in that place but I
also has a door leading out onto the bridge. sure as hell ain’t going in but you’re welcome to!
Tower Bridge: The “bridge” the connects the tower to
the keep is a support beam for the castle superstructure 8: A dragon has been seen flying around at night with
with a hollow facade. You can walk across it’s top to a a hooded figure riding it! I thought it was a crazy tall
door in the main body of the castle. tale until I saw it last night myself!

9
4. Gore Dogs - (#1d8): AC: 6, MV: 150 ft, HD: 2+2, HP:
12-18 each, #AT: 4 (claw, bite, tail, gore), D: 1d4+1, 1d6,
1d12, 2d4+2, SZ: Medium, MR: Standard, AL: Neutral,
Level/XP: 2/50 + 2/hp

5. Green Slime - (#1): AC: 9, MV: 0 ft, HD: 2, HP: 8,


#AT: 0, D: Nil, SA: Drip Goo, SZ: Small, MR: Standard, AL:
Neutral, Level/XP: 2/95 + 2/hp

6. Human Mercenaries - (#1d4): AC: 6, MV: 90 ft, HD:


1, HP: 8, #AT: 1, D: 1d8 or by weapon type, SZ: Medium
to Large (6’-8’ feet), MR: 50%, AL: Chaotic Evil, Level/
XP: 1/150 + 1/hp

GETTING THE PLAYERS INVOLVED:


Here are a few hooks to get the player characters
involved in the story:

1: During a drinking binge at a local village tavern


you heard tall tales about a ruined castle on the edge
of the great lake Trakai. A princess is supposedly held
captive there by an evil dragon! After many hours
of guzzling down some tasty brown ale your party
has decided to take on the challenge and loot the
place... I mean to “go and rescue the broad.”
2: One of the player character’s dear friends had
ventured into the castle months earlier and never
returned and now that player has assembled a group
of stalwart adventures to go on a quest to try to find
WANDERING MONSTERS: the friend.
Use these monsters as you see fit or whenever the party 3: The player characters were surprised one evening
gets out of hand and needs an extra little kick in the ass! when a panicked woman wearing nothing but loin
Cult members will be dressed with the red Dragon Cult cloths stumbled into their camp. She tells them a wild
tabbard, or a red hooded cloak over their clothing. story about how she escaped from a group of cultists
Cult Devotees have unremarkable weapons and little living in a castle near by led buy a madman calling
training. Cult Priests use dark magic that is fed by the himself the “Master” with his weirdo assistant named
dragon so his priests have extra strong magic shields
Aldor, a Satyr. The party has decided they’re going to
and fire spells. Cult Warriors will be armored and better
check it out.
trained, wielding swords, spears or axes. Warriors and
Magic Users will always travel with several other cultists 4: A wealthy merchant couple wants to hire the
and devotees. Small bands of Mercenaries are being party to go to a castle far to the east that is being
paid by the Cult to rob the nearby trade wagons for occupied by a dragon. Here you are to retrieve their
food and supplies as well as to patrol the castle and beloved son, the great knight Sargon Valtorius who
terrorize the locals. Roll a D6 or pick on from the table disappeared there on his wedding day.
below: 5: Your group has journeyed from a far away land
1. Cult Devotee - (#1d8): AC: 5, MV: 90 ft, HD: 1, in search of a new life path and destiny. One of you
HP: 8 each, #AT: 1 with Dagger, D: 1d4, SZ: Man, MR: heard of a sweet-ass, new Dragon Cult that has been
Standard, AL: Chaotic Evil, Level/XP: 1/100 +1/hp forming in a ruined castle nearby here and now all of
you think it’s a pretty cool idea and you’d be able to
2. Cult Warrior - (#1d4): AC: 5, MV: 90 ft, HD: 2, HP: kick back and relax. It’s rumored that members can
16 each, #AT: 1, D:1d4, SZ: Man, MR: Standard, AL: live a pretty awesome life worshiping the dragon and
Chaotic Evil, Level/XP: 1/100 +1/hp partying it up in ceremonies with wine, women and
3. Cult Priest - (#1): AC: 5, MV: 90 ft, HD: 6, HP: 18-32, song every night! Sure some poor bastard outsider
#AT: 1, D:1d4, SZ: Man, MR: Standard, AL: Chaotic Evil, gets sacrificed every now and then but oh well there’s
Level/XP: 4/100 +1/hp. 50% chance the Priest is a Level free food! If you could only learn the secret cult hand
1d4 Cleric or Level 1d4 Magic-User. signal it could give you an extra shot at acceptance!

10
PLAYERS BACKGROUND: Encounters #1-3 are different ways to enter the castle
Read this to the players as they arrive at the castle to that the players can discover if they search.
start their adventure...
#1. THE MAIN GATE
After many days and nights of travel you find
yourselves at what appears to be the pathway up to Approaching the castle from the front, you must go
the ruined castle. You can see the fortress and large up a ramp of earth onto a raised road that curves
central tower from what must be several kilometers east then south to the front entrance. There is no draw
away. Its white walls shine brightly and still have bridge, but the road is too narrow for siege equipment
some torn and tattered wedding decorations eerily or big armies. At the front gate it is only forty feet wide
beckoning approaching weary travelers. Against with a steep drop to water on the left and the rocky
the stoneless, flat surfaces of water and plain, it is ground on the right. The large double doors of the gate
the uncontested monument of the region.The castle are closed and the portcullis is down. The remnants
itself does not appear to have much structural of decayed white wedding banners still hang from
damage. At first glance, its walls look intact and the front towers, and a tattered, sun-bleached flag is
the wooden roofs on the guard towers have only
barely hanging onto the flagpole. In ancient times this
begun to decay. The northern side of the castle is
entrance was where the royals, knights, commoners
the steep wall of the keep coming out of a natural
and many a weary traveler would go into the castle
formation of rock. The eastern side is defensive walls
carrying goods or spoils of victory! Close examination
and towers, and the western side is against the
lake, where from water rise sheer walls of stone. The of the walls you can see they are built of stones of
south side is clearly the front and main gate. Two varying sizes and shapes, each one unique. From a
roads merge a few hundred meters out and turn distance it appeared uniform white, yet up close it is
towards the castle entrance. At this cross roads of a mixture of polished and smooth rocks painted with
sorts are several shade trees and some brush and white wash which form this huge castle, the former
it’s probably the last place to hide out of sight from crown of jewel of the beautiful surrounding lands
potential castle occupants. Perhaps it is time to known as Thorin Vale. In the shade of the roofed
get whatever final rest or preparations needed to towers, there is movement before a single guard in
venture onward and into the castle ruins. Along the a red robe comes running out to the front of the wall
way here you heard several rumors and tales which over the main gate to look down at you. “Hold it
leave many questions in your mind. Is there really a right there!” He shouts! “The Master says miscreants
Dragon Cult and what secret hand gesture is used or adventurers are unwelcome. There’s no gold or
to identify members to each other if questioned? glory for you here only death! Now turn around and
Also where is the that evil Dragon and what is the go back to the filthy hole you crawled out from!
fate of the fair maiden? Most importantly, what kind Unless you show me the Dragon Cult’s hand signal
of treasure will we get if we rescue her? You will soon greeting?”
find out! It is time to venture into the Palace of the
Dragon’s Princess! The guard is a novice Cult Devotee (AC: 5, MV: 90
ft, HD: 1, HP: 8 each, #AT: 2 Bow/Dagger, D: 1d4,
At this point the adventure can begin. If the Players
SZ: Medium, MR: Standard, AL: Lawful Evil, Level/XP:
need rest for the night then now would be a good
1/100 +1/hp) and he may fire his bow at the players
time. The Players have heard many variations for the
or call additional devotees to the wall for help. If the
“hand gesture” signal used by the Cult Members. You
party engages with him, he will have more to say and
can use your imagination for it. Maybe the Vulcan
insults to hurl. He could also be tricked somehow by a
symbol or any other humorous one!
clever party. If he calls for additional devotees then 1d4
Cult Devotees (AC: 5, MV: 90 ft, HD: 2, HP: 5 each,
#AT: 1, D:1d6, SZ: Man, MR: Standard, AL: Chaotic
Evil, Level/XP: 1/100 +1/hp) will arrive within 1d6
rounds and they will be armed with scimitars. They are
stationed in a nearby in gatehouse and guardroom on
the ground level. The cult has repaired and closed the
main gate which is locked and the portcullis is down.
Players may attempt to use their bend bars/lift gates
roll, however if they do so it may draw the attention
of some wandering monsters. The portcullis outer gate
is made of crossed iron bars spaced about 3” apart.
They can be lifted by the players using their strength
points or by a knock or other spell. To lift it physically will
require more than one player. See Bend Bars/Lift Gates
on page 32.
11
#2. HOLE IN THE WALL of glass are very sharp and a bit dusty, and the
Exploring the east wall between guard towers dried spilled wine is now just a sticky black residue in
you find a break in the wall. Someone dug a hole some places. There are a few barrels which remain
hidden from the outside then stones were carefully unbroken amid the rubbish. In the center lies a heap
removed above the hole allowing for creatures of refuse, rubble, and bones. Several wooden crates
larger than a man to squeeze through the wall. The have pushed aside and an old iron chest with a
heavy lock has been over turned to be used as a
earth has been built up around it hiding it from the
table with a couple of small barrels for stools. Odd...
casual observer both on top of the wall and from a
It must be your imagination but it looks like there are
distance outside. drips of fresh oozing green blood on many of the
If the players go through the hole they will come up objects.
just behind what used to be the storage room. The
The cultists have emptied the nearby armory and
hole was made by the cultists who have taken over
storage houses. They took all of the weapons, food,
and are occupying much of the ruins. They did it to
water, and equipment and left the room a disaster
make it make it easier for them to transport items in
area. The drops of “green blood” are actually gobs
and out of the castle. It has been abandoned for a
of a huge dripping Green Slime growing over the
while becuase a Green Slime has taken up residence
ceiling with dozens of pendulous bulbs of slime are
on the ceiling of the Storage and Casks Room #2A.
almost ready to drop on random PCs. The vibrations
#2A. STORAGE AND CASKS ROOM from passing creatures cause these bulbs to fall.
(1) Green Slime (AC: 9, MV: 0 ft, HD: 2, HP: 16, #AT:
This room appears to once have been a storage
room. It is stocked with very old barrels, casks and 0, D: Nil, SA: Drip Goo (see below) SZ: Small, MR:
random items of broken and decaying furniture. Standard, AL: Neutral, Level/XP: 2/95 + 2/hp) If a
There are many empty sacks made of burlap bulb strikes exposed flesh, it will convert the flesh rapidly
scattered around the room. A pungeant sour-sweet to green slime. It can also eat through wood (slowly) and
scent of vinegar assaults your nose as you enter metal (quickly—a metal item will be consumed in 1d6
this room. Burned casks and broken shards of wine rounds). Only stone can stop it. Green slime is unharmed
bottles lie randomly around the room. The chunks by most weapons or spells. It does take damage from
cold or fire, and can be killed by a cure disease spell.
Failing that, a creature with green slime on it must cut
away the affected area, amputate the affected limb,
or die in 1d4 rounds (after which it will be converted to
green slime and cannot be raised or resurrected). The
iron chest is locked and can be broken open in 2d4
rounds and will cause the Green Slime to attack. In the
chest is: 2000 cp, 1000 sp, 6000 ep, Gems (34): 7 gp, 8
gp, 9 x 10 gp, 11 gp, 16 gp, 3 x 20 gp, 30 gp, 2 x 50 gp,
55 gp, 60 gp, 6 x 100 gp, 400 gp. Total Value: 13087 gp.

#3. PRISONER’S GATE


From the lake side you can get a sense of the original
rock formation that the castle is built on and from,
as it’s natural, jagged rock turns into sheer brick wall.
From the water you make out a depression in the
side by the water line, which on closer examination
appears to be a cave of some depth.
The water is only two or three meters here and as
you approach the mouth of the cave, it gets more
shallow from an accumulation of dirt and muck.
Now it becomes obvious that this is an entrance
into some lower level of the castle, the entrance is
bricked and fortified with its own heavy portcullis. It
is dark beyond and you can’t see more than a few
feet in. There is a slight air current coming from within
that carries with it a sour odor like rotting fish.

12
Depending on how quietly they entered the main gate,
GM’s discretion on the kind of reception they receive
once inside, if any. The cult is the main force occupying
the castle, but they are not everywhere, in every tower,
and watching everything with the precision of an army
on alert. There is (1) Cult Devotee (AC: 5, MV: 90 ft,
HD: 1, HP: 8, #AT: 1 Dagger, D: 1d4, SZ: Medium, MR:
Standard, AL: Lawful Evil, Level/XP: 1/100 +1/hp)
cult devotee out caring for the garden when the PCs
enter this area for the first time. Afterwards there will be
only a 50% chance. If approached the cult member will
talk to the Player or if attacked run to warn the others.
The players have discovered the old prisoner’s gate
They will always run if they see you hurt one of their
used to deliver prisoners unseen into the castle
brethren. If the players carefully approach a cultist in the
dungeons by boat. Someone has sealed and locked
garden, he or she will speak to them in common and try
the portcullis. See Bend Bars/Lift Gates on page 32.
to recruit them to join the cult only if they are not dressed
If they take too long here they will be attacked from
in cult robes. If the Players are engage in a conversation
the inside by a female Trakai Naga (AC: 5, MV: 90
with a cultist and they ask about the statues they will
ft, HD: 3, HP: 21, #AT: 4, D: 1d8, 1d6, 1d6, 1d6, SZ:
respond with the following:
Man-Sized, MR: Standard, AL: Lawful Evil, Level/XP:
3/95 + 3/hp). She is armed with two tridents and two “These are all of the beautiful souls who decided
scimitars. She is on the other side of the portcullis and to offer themselves to our god Maelfesto via
will not let you get a grip on it. The naga of this region his instrument, Dragos our leader.” The devotee
have a reptilian head, a torso and four arms. See smiles and walks up to a nearby statue of a joyous
New Monsters on page 33. Depending on the players woman in loincloths. “This woman willingly
actions, the monster may have some salty things to accepted her fate, as I would if I was so lucky!”
say. Her small tribe has taken over this section of the The devotee looks dreamily at the statue as if envy was
castle and gone relatively unnoticed by the humans. in their heart. The cult member then smiles and walks up
This gate leads to E2.12a but take note of the special to a nearby pristene marble statue of a human male
circumstances of entering the castle this way. screaming in agony but he is wearing adventurer clothes
and not loincloths. “This man did not want to accept
#4. GRAND COURTYARD AND THE STATUES his fate!” The devotee turns to you smiling and says,
Walking through the main gate from the stark “Regardless, they all heard the Call of the Serpent.
flatness of the plain is like entering another world Our diety Maelfesto the Dragon whispers to Dragos
of landscaped grandeur. Welcoming you to the whom to choose for the next sacrifice. The chosen
parade grounds is a statue of KIng Wildingham one lays on the Altar of Truth. Dragos performs the
that has been defaced and a serpent icon crudely ritual that uses the dragons power to magically
scrawled across it’s base like a red stain. The statue transform them into these priceless eternal statues.
stands before a large tree ringed in flowers, behind Here they will live forever in this garden honoring
which the triangular point of inner wall’s bastion Maelfesto.”
jets out at you. Beyond the trimmed grass and
Yes the extremely realistic statues that are scattered
trees to each side is a topiary garden with hedges
around the gardens and topiary were former offerings
so high and broad you cannot see the castle wall
in Drago’s Sacrificial ceremonies. Maelfesto tolerates
through them. There is a main road of stone that
him but does appreciate the followers tending the
runs right and left and dead ends into gated walls
gardens who keep out adventurers. The statues magic
on each side. There are well made walkways
will be broken if the Players defeat Maelfesto and
and garden paths off the main road through the
rescue the Princess either by sword or cleverness etc.
garden and towards the castle. It doesn’t look
Maelfesto knew a cult would rise worshipping him
like this place has been attacked by a dragon at
and require sacrifices so he promised the Princess
all. Then you start to see them, outlines of humans
that the human offerings would be turned into
burned to ash and stained on the walls forever.
beautiful marble statues and freed from the spell
There are dozens and dozens white marble statues
upon her rescue should that occur. If the party stays
of extremely life like men and women of all races
in the courtyard for an extended period of time or
with some wearing loin cloths and others wearing
draws too much attention to itself, it should result in
normal clothes or armor. Some of them have the
wandering monsters. If the players explore the stables
most peaceful smiling tranquil faces, while others
they will find nothing of value, but you can decide
look like they are screaming in mortal fear and terror.
whether or not the stables have any Gore Dogs.
13
#5. BEASTS OF THE TOPIARY GARDEN beautiful Topiary Beast Garden you’ve ever seen in
If the players venture off of the paths into the two large your entire lives, I mean it seriously.
E1.05 areas then read the following:
The smell in the air is like an amazing floral perfume This garden was a favorite of the King’s court.
wafting through this garden. There are significant Before the Dragon Maelfesto attacked the castle,
collections of species, old and modern roses are there was a beautiful topiary of plants shaped like
arranged in theme gardens. Planted among the cute and adorable normal animals in the central
them are beautiful companion plants, so there is gardens. After the castle was turned into ruins the
something blooming in every season. Beyond the plants became overgrown and misshapen until the
parade grounds and off to the sides of the main Dragon Cult arrived and promptly began trimming
walkway to the castle is an exquisite topiary garden them into hideous winged and clawed monsters.
enclosed in walls of green leafy shrubs. All the This pleased the Maelfesto so much that he used his
large plants inside have been carved into various magic to enchant the plants to become animated
monster shapes. Scores of blooming flowers cover and attack any intruders venturing into the Keep! His
the ground in intricate colored patterns, bordered magical energies are strong in the earth here, and all
by greenery from every corner of the Kingdom. the plants are expressing an exotic array of effects.
The garden is fairly maze-like with the path winding If the Players spend more than a few rounds examining
nonsensically about to give visitors a good view of any of the plants there is a 50% chance that 1d4 of
the various plant-carved scenes. One is sculpted the plants will come alive and attack! Topiary Plant
into a gargoyle with wings depicted rearing up Monster (AC: 0, MV: 120 ft, HD: 7, HP: 49, #AT: 2,
and is surrounded by plants cut into upward spirals. D:2d8, SZ: Large, MR: Standard, AL: Chaotic Evil,
A giant snake forms a wave of green that curves Level/XP: 7/70 + 7/hp). These creatures are quite
vulnerable to fire: fire attacks requiring a roll to hit gain
around a tableau of a man fighting what looks like
a bonus of +4, a treant makes saving throws vs fire at
an owlbear. A series of spheres on cones lead to a
–4, and any hit die of damage inflicted upon it gains
pair of giant snakes with their heads touching tails.
a +1 to its result dice.If they continue to explore the
Everywhere you look is another masterful creation.
gardens relatively unmolested they can encounter a
The highly-cultivated yews seem meticulously cared
cult priest who can force the matter. See page 10 for
for, pruned, and trained. This has to be the most
stats.

14
#6. THE WEST COMMONS
The western wall extends across the main road
separating the commons from the courtyard. There
is a gate here and towers on either side, but it seems
relatively quiet. The gate itself looks closed from a
distance but is broken and disconnected and merely
leaning in place. A rustling noise can be heard
nearby.

The gate offers no resistance but there is a large pit


trap on the other side Anyone falling in will take 2d8
damage. Players that Save vs. Death will take 1/2
damage. When the players gets down the path and
come around the cover of trees they find the source
of the noise. It is (1) Amber Creeping Vine (AC: 7,
MV: Nil, HD: 3, HP: 24, #AT: See below, D: Special, SZ:
Large, MR: Standard, AL: Neutral, Level/XP: 4/75
+ 3 per hp) An Amber Creeping Vine is a climbing
plant with striking amber flowers like honeysuckle
blooms that exude a musky, heady perfume. Upon
reaching maturity each vine covers about 20 sq ft, has
2d6 blooms and 1d4 buds. Not only does the amber
creeping vine not require sunlight to grow, it actually
appears to thrive in the absence of light. Amber
creepers are often found growing in the soil of caverns
from the vine. If the intelligence drain in any given
and dungeons or in the deep, dark hearts of ancient
round reduces the victim’s intelligence to exactly
forests, climbing up the rock walls or clinging to tree
1 or 2, the victim becomes an amber zombie (see
trunks alike with ease. Indeed, the problem is not
below). Intelligence loss in persons the creeper
getting the vines to grow, it is controlling their spread.
does not kill or transform into an amber zombie is
These plants can defend themselves and there are
temporary, requiring but a day of rest to regain a point
those who take advantage of these abilities by planting
of Int. Healing or other curative magic will restore full
amber creeping vines near treasure troves. Amber
intelligence immediately, but a spell used thus will not
creeping vines sustain themselves by feeding on living
heal hit points. Each amber creeping vine will have
creatures unfortunate enough to approach too close.
a number of zombies under its control equal to half
When a creature approaches within 10 ft of the vine
the number of blooms, rounded down. Creepers do
its amber blossoms will start waving in a mesmerising
not value treasure but the belongings of those who
pattern while puffing clouds of fragrant pollen into the
have fallen victim to the plant’s pollen attack will be
target’s face. A successful hit indicates the victim has
found in the soil under the plant. The vines are mobile
inhaled the pollen and he or she must save vs spells
enough to cover the evidence of the plant’s peculiar
or become enthralled, walking forward into the mass
feeding habits.
of vines to be engulfed within its leafy, tentacle-like
limbs. The individual will resist any attempts to restrain
#7. FOYER OF THE INNER WARD
him or her from entering the vines. Once the victim is
inside the plant, numerous root-like organs will intrude The main doors leading to the inner ward are missing.
into his or her skull. The amber creeping vine will begin It too has a lowered portcullis, but half of it is smashed
to consume the unfortunate victim’s brain at a rate of through leaving you free to enter the main body of
1d4 intelligence points per round. Though the brain- the castle. The foyer is a large rectangular room with
consuming tendrils can be easily cut, so many attach shiny floors, a series of columns, and lower stone
to the victim so rapidly that the only way to stop the ceiling. There are no windows and it’s dark and
draining is to kill the creeper. The amber creeping damp in here and smells like burnt wood. Where it
vine has a bulbous root which lies 1 ft beneath the would have double doors going into the castle, the
soil; stabbing through the root will kill the vine and door, wall and ceiling have collapsed into a pile of
halt the consumption of the victim’s brain tissue. If rubble blocking passage there. There are doors to
the intelligence drain is not halted before the victim’s the right and left across the smooth tile floors. There
intelligence ability score reaches zero, the victim dies is one painting on the wall of a woman, perhaps the
and a bud flowers into bloom as a new bud sprouts queen! Wait a minute? Those eyes... Did they move?

15
A careful search of the painting will reveal a that it’s Shambling mounds appear to be piles of rotting
eyes are spy holes for anyone on the other side of vegetation but are semi-intelligent plants. Surrounded
the wall. A secret compartment in the wall behind it by dead material they are very hardy with fire and
contains a jeweled box filled with the following items, cold having no effect. See OSRIC page 296. Also in the
(4) Potions of Extra Healing, Scroll of Protection greenhouse beneath rotting plants is 1000 gp.
from Magic, Cloak of Protection +2, Bracers of
#10. LIBRARY
Archery and 3000 sp, 9000 gp, 400 pp, Gems (15): 7
gp, 2 x 10 gp, 35 gp, 3 x 50 gp, 4 x 100 gp, 140 gp, 2 x The library is a rectangular room filled with rows of
500 gp, 1000 gp, 5 x 50 gp, 6 x 120 gp, 150 gp, 2 x 500 shelves stuffed with books and scrolls. The walls are
gp, 1000 gp. . Value: 2752 gp. lined with more shelves twice as tall as a man with
sliding ladders to access the top. There are reading
#8. ODD CORNER tables and chairs and a central raised platform with
Rats inside the room shriek and scatter when you more tables and desks. The east door is closed. A
enter, exposing a dead body. This odd, corner room hooded figure in a robe looks up from a scroll as
is full of debris and trash taken from other parts you enter. His face is concealed in the darkness of
of the castle leaving a narrow walkway. There is the hood. “Shhhhh!” says the librarian eerily with his
a stairway leading up onto the inner wall with an finger to his mouth. Candlelight flames cast creepy
empty weapons rack beside it. In the far corner shadows around the room.
several damaged barrels have been shoved aside
The library has been kept in remarkable condition
all together The corpse is fresh and looks human,
since the dragon attack and could contain special
but the work of the rats has made it difficult to tell.
tomes not available anywhere else. There may be spell
There is a secret door and stairs to E2.12b here, but it scrolls or hidden items here at the GM’s discretion. If
should remain hidden from this side. The corpse was the players engage the old man and he trusts them
a recent devotee that accidentally got killed by his he will slowly pull back his hood revealing an aged, sad and
own Gore Dog that went crazy after exposure to the
bearded withered face. He speaks.
Dancing Loons in the garden. The body still wears a
red robe and has a small pouch containing: 5000 cp, “My name is Saldero, I was the head cleric for his
3000 sp, 2000 ep, 100 pp. majesty King Wildingham, before the dragon came. By
#9. GREENHOUSE the grace of the gods, our precious scrolls didn’t burn
and I was spared to care for them as Maelfesto wished
This room has no ceiling and contains a greenhouse
it. He wanted to make sure his archives were accurate
that takes up a majority of the west side of the room.
It is made of metal and moss covered glass which and not changed by some other “editor” or “historian”
seems miraculously unbroken though the door is in the future. One day Dragos came with his strange
hanging on its hinges. There are doors leading in all cult. They killed or converted all my helpers and the
other directions. On one side of the room there are people taking refuge in the castle. Dragos wants to
small trees and shrubs in pots, many having dried one day sit on the throne no matter what cost. He’s
out and died but on the other side of the room is power mad, cruel and must be stopped! The statues
a large flowering plant that is thriving. There are in the gardens and around the Palace are people that
a dozen of them, a meter tall with large surreal were sacrificed in his ceremonies. Some went willingly
blossoms. You can’t tell if they smell good because and others unwillingly. He had to spare me because
of the rotting odor pouring out of the greenhouse. because I pledged loyalty to the dragon and vowed to
It’s dark in there and the plants inside must be dead spend the rest of my days keeping up this collection for
The large flowers are actually (12) Dancing Loons him. I believe if you can defeat Maelfesto it wll break
(AC: 10, MV: None, HD: 0, HP: 1, #AT: 1, D:1d4, SA: the spell and they can return to life.” Saldero whispers
Poison Spores, SD: Camouflage, SZ: Small, MR: to you. “I’m sorry. I had to give in. He reveals the cult
Standard, AL: Neutral, Level/XP: None). See new branding on his chest of two dragon wings. Just know
monsters on page 33. The Dancing Loons will attack that my loyalty is to the Princess. You must save her
when the Players get near them. They have been and end this madness. I’ve heard Sargon is alive and
eating a pile of dead bodies shoved up into the corner somewhere in the dungeon. He’s gone insane and
behind the greenhouse. The body on the bottom has can’t be trusted! Seek out the Ghost of the King in the
a pouch with 1g. If the players enter the greenhouse,
Throne Room. He will have a message for you.”
they will be attacked by (1) Shambling Mound (AC:
0, MV: 60 ft, HD: 10, HP: 80, #AT: 2, D:2d8, 2d8, SA: Saldero can relay verbatim details of any part of the
Suffocation, SD: See below, SZ: Large, MR: Standard, backstories of this adventure. He can also give the PCs
AL: Neutral, Level/XP: 10/1000 + 10). and tips or information of the GMs discretion.
16
#11 THRONE ROOM OF THE GHOST KING taken her hostage and into the caverns below this
This expansive hall was once a beautiful spectacle castle! I fear that dragon has corrupted her mind
of engineering and artistic might. With its majestic with his twisted tales of the ages! Sargon, my bravest
columns, shining marble floors and domed ceiling knight who was also her future husband went below
of interlocking wooden beams, it must have been a to save her and never returned. He must be alive
marvel to behold in it’s time. Now it is cold and gray down there somewhere as I have not seen his spirit
with fine ash floating here and there like arrant snow. depart. When you find my daughter tell her I love
Across the room, with the backdrop of the white her. Tell her I was wrong to force her to marry one
tower is the throne itself on a riser. Like the rest of the she didn’t love. I see that now. It was my self serving
room, it has been stripped of anything of value and is vanity in wanting to preserve the Kingdom that
simply carved rock now. What was once a great seat brought on this horror. Tell her she was right, and if
of power now overlooks a tomb. The faint remnants she can forgive me my soul will be free to leave this
of wedding banners still flutter in the breeze coming shadow world!”
from the sizable hole in the ceiling and wall. There is The Ghost King can reveal any backstory information
ample evidence that a dragon has been here. There
up until his death that you want the party to know. If the
are blackened scorch marks everywhere and several
Party can give the Kings message to the Princess in person
columns have been ripped out and tipped over. You
it might help convince her to want to leave the dragon
realize that the piles of dirt here and there around the
and be rescued. It will free the Kings soul. If the party
room are actually the ashy remnants of people. There
attacks the ghost: Ghost King (AC: 0 when manifest
are claw marks on the tower itself and you can follow
/ special, HD: 12+1, HP: 85, #AT: 1, D: Special, SA:
the line of destructions deeper into the castle where it
Wither; Magic Jar, SD: Magic weapons required to
ends in a smashed and collapsed wall. A eerie, pained
hit when manifest; immune to spells when ethereal
moaning breaks the silence. As your eyes adjust, you
unless the caster is also ethereal, SZ: Man-Sized,
can see a ghostly apparition of a king figure taking
shape seated on the throne. He looks so forlorn and MV: 90 ft, MR: As above, AL: Lawful Good, Level/XP:
sad. He calls out to you, “Brave Warriors are you here 12/4200 + 12) There is a secret door behind the throne.
to answer my call? Stand before me! I need your It leads into the bottom of the Central Tower. Inside is a
help! You are not the first to enter into my quest rusted metal ladder that leads up into a secret panel
but I know you will be the last. My daughter... you that opens up in the floor of top of the Tower (E1.20)
must save her from Maelfesto the Dragon! H e has which is the chamber that Sargon locked the princess on
the evening of the wedding.
17
#12 ARMORY #15 REMNANTS OF THE KITCHEN
This odd shaped reinforced corner room must have This must have been a kitchen, there are pantries
been the old armory. There are empty weapon racks, and cabinets against the walls, all hanging open and
and the floor is littered with broken and discarded empty. A single, cracked pot lies on the floor. Where
swords and pieces of armor. A pile of the same you would expect the stove and ovens to be, the
styled helmets lie in the corner, the remnant of some room is missing and appears to have collapsed and
organized band that met an ill fate. On the other side disappeared underground; leaving an enormous
of the room is a stack of a dozen bodies of various hole surrounded by rubble. It is dark down there, but
races, men and women. They have been stripped a warm air current is coming up from below.
bare and stacked neatly with a tarp over them. There is nothing of value here. The hole is a seven
The armory contains nothing of value. Examination of meter drop down to E2.05.
the bodies they will notice they have all a small branding #16. VESTIBULE OF SPECTRES
of a pair of dragon wings on their chest over the heart.
This is an odd shaped vestibule with many doors and
#13 THE BALLROOM passages. The interior of the room has been burned
This majestic hall has a high arching ceiling like a and there is ash and blackened human remains on
cathedral decorated with murals and stained glass. the floor disturbed by many sets of footprints.
It’s polished floors still shine and on it’s white-washed
There is nothing of value here. When Maelfesto
walls still hang some of the original artwork. A large
attacked, several wedding guests were blown by his
hole has been made on the western wall where a
fire clear down the hallway and into this room where
column or some other debris was sent through at
they burned to death in a mass. Their souls never left
high speed. Bits and pieces of the damage wall are
and have now become vengeful Spectres that will
everywhere. There are burnt streaks radiating from
attack the Players after 1d4 rounds in this room. (6)
the hole and it looks like whatever was in the the
Spectres (AC: 2, HD: 7+3, HP: 60, 57, 50, 45, 40, 37,
southern side of the room burned down to ash.
#AT: 1, D: 1d8, SA: Level Drain; Magic Jar, SD: +1 or
One round after the Players enter this room they will be better weapon to hit; immunity, SZ: Man Sized, MV:
surprised by (6) Cult Devotees (AC: 5, MV: 90 ft, HD: 90 ft hovering, MR: As above, AL: Lawful Evil, Level/
1, HP: 8 each, #AT: 1 with Dagger, D: 1d4, SZ: Man, XP: 7/1,815 +10 per hp) Spectres exist primarily on the
negative material plane. See Monsters on page 33.
MR: Standard, AL: Chaotic Evil, Level/XP: 1/100
+1/hp) who will burst in and attack. Three from the 16a. These circular rooms appear to be toilets. If once
northern doors and three from the southern ones. they functioned to get rid of the waste, they are now
completely overflowing with muck everywhere. There
#14 DINING HALL
is nothing of value here. If someone examines inside
This large room is covered with dust and cobwebs the latrine for some odd reason, he will be grabbed
and must have been the dining hall, but most of by a Gronsag (AC: 5, HD: 6, HP: 48, #AT: 9, D: 1d4,
its tables and chairs have been piled together on 1d8, SA: Poison SD: none, SZ: Large to Giant, MR:
one side. Large dusty barrels are stacked in the far Standard, AL: Neutral, Level/XP: 6/650 + 6 per hp)
corner of the room. The ceiling is smoothly marbled See New Monsters page 32 which resides in the sewer
and the thick pillars that support it are pure white. A pond below. That player must Save vs. Poison and do
pile of half eaten food sits on the table. It appears a dexterity check. If he fails either, the monster will pull
somebody or some “thing” split in a hurry while a him down into the toilet where he will disappear to an
meal was in progress. unknown fate and cannot be played. The party will
have a chance to recover this player in E2.13.
(1) Escaping Devotee (AC: 5, MV: 90 ft, HD: 1, HP: 8, #17. DRY STORAGE
#AT: 1 with Dagger, D: 1d4, SZ: Man, MR: Standard,
AL: Chaotic Evil, Level/XP: 1/100 +1/hp) is hiding This is a storeroom and contains mostly empty bins of
behind one of the barrels. She will remain quiet even picked-through supplies. Storage shelves for grains,
if the party finds her. If she trusts the party she will tell root vegetables, seeds and preserved meats are
them that she wants to escape and is on her way out. now empty. Casks of wine and mead have been
She will convey whatever information the GM wants broken open here. From the stench it seems that
to the party. Players may find that under a loose stone whoever did the drinking, also did some peeing.
in the ground is a compartment which contains: 400 The floor is covered with a dark, sticky residue and
cp and (2) Potions of Healing. If the players search giant splatter stains, along with some broken pottery
through all the tables and chairs, there is a Dagger +2 and glass. If you’re not mistaken there are several
that someone dropped and forgot. unopened and undamaged casks in the corner.

18
If the Players are dressed in cult robes he may simply
While you are looking things over, a large, ugly
question them and order them out of his chambers
man wearing a cult robe stumbles into the room
forcing them to take the chamberpot with them for
apparently drunk. He does not notice you and walks
emptying. The chamberpot is full and worth 2000
up to a tapped barrel he has leaning over a broken
gp. Hidden behind one of the portraits is secret
shelf. Here he begins to fill one of his five canteens
compartment containing some treasure that Dragos is
with booze. He is mumbling to himself but you can’t
unaware of: Gems (27): 6 gp, 5 x 10 gp, 13 gp, 30 gp, 5
make it out. He does a little dance, turns completely
x 50 gp, 60 gp, 65 gp, 70 gp, 100 gp, 200 gp, 3 x 650 gp,
around without noticing your party and walks to
4 x 1000 gp, 2 x 2000 gp. Total Value: 10794 gp.
center of the chamber. He notices your party and
raises his hand displaying the cult hand symbol. #19 GUEST BEDROOMS
The man is a human male and will proceed to engage In this room are eight bunk beds with mattresses that
are stuffed with straw, mixed with cotton and wool.
the party offering them booze not to reveal his identity.
A chamber pot can be found under each of the
Zuhgan the Mercenary (AC: 6, MV: 90 ft, HD: 1, HP:
beds. A small foot locker sits at the head of each
8, #AT: 1, D: 1d8 or by weapon type, SZ: Small to
bed. Clothes are also kept in a dresser. Typically nicer
Man Size (3’ to 5’ feet), MR: 50%, AL: Chaotic Evil,
clothes are kept in the closet because they can be
Level/XP: 1/10+1/HP) came in as a hired mercenary hung up while leisure clothing and undergarments
but found that dressing up like a devotee, he could are stored in the dresser.
wander the castle freely and loot the booze. After he
When the original keep was active this is where the
finishes going potty there is only a 50% chance he will
extended royal family, guests and court would live.
notice the Players and even that is GMs discretion. If
The footlockers contain old clothes and other small
the Players are wearing Cult Robes when they meet personal items that once belonged to the guests that
him he will think they are real cult members and try to were attending the wedding and staying in the castle.
offer them booze in exchange for not telling on him. If Now the place is in tattered and rotting despair and
they Players drink with him he will reveal any knowledge used by Cult Warriors to protect Dragos. There is a 25%
the GM wishes to impart the Players. He will not attack chance that 1d4 Cult Warriors (AC: 5, MV: 90 ft, HD:
unless he feels threatened and will flee if the battle 2, HP: 16 each, #AT: 1, D:1d4, SZ: Man, MR: Standard,
does not favor him. He has a small pouch strapped to AL: Chaotic Evil, Level/XP: 1/100 +1/hp) could be
his belt carrying: Gems (7): 10 gp, 2 x 50 gp, 60 gp, 100 in this chamber when the Players enter it. Hidden in
gp, 500 gp, 1000 gp. Total Value: 1770 gp a secret compartment in one of the footlockers is a
box trapped with a poison needle. Save vs. Poison or
#18. KING’S RESIDENCE take 1d4 damage every four turns until cured. Inside
The King’s chamber is lavishly furnished and the box is: (2) Potions of Healing and 6000 cp, 100
decorated with thick fur rugs, wall hangings, pp, Jewelry (3): 1200 gp, 2000 gp, 6000 gp. Total Value:
comfortable stuffed chairs, and a velvet couch with 9200 gp.
cushions. A bronze urn flickers and burns, heating the #20. CENTRAL TOWER
room and sending a flowery incense into the air. A The top of the tower is an empty circular room with
huge bed with plush pillows and fine blankets adorns a door leading out onto the bridge. An additional
the center of the room. There are oak night stands staircase goes up to a hallway that rings the tower
on each side with matching candelabras sitting on enclosing a final circular room. There are windows
them. Stylish furniture fills the space which includes all the way around the tower and the air blowing
a red velvet chair and a boot-shaped, light purple through is as crisp and refreshing as the miraculous
ottoman. This bedroom is all clearly all about royal view. On the other side of the ring from the staircase
taste and elegance. The room has a broad, well you find a single door with bars across the view slat
used fireplace still warm with hot embers. There is like it was a dungeon. Inside there are some hay
chamberpot under the bed that appears to be bails, a chamber pot, and a conspicuously nice bed
made of solid gold. There are several large portraits with a canopy and fine linens. There is a chest next
of Queen Veronica with her looking down on you to the bed containing a woman’s dress and boots.
disapprovingly.
This is the room where the Princess was locked up the
This was the royal bed-chambers in better times. It has night before the wedding. If the Players search within
been kept spotless by the Dragon Cult and is now the the chest they may discover a secret compartment
personal residence of Dragos the Cult Leader. His stats that contains the Princess’ diary. From her writing, the
are in E2.17. There is a 25% chance he may walk in at party can learn any of the GM back-stories leading up
anytime. If so then GMs discretion if combat ensues. to the wedding.

19
20
21
#21. KING’S HIGHGARDEN LEVEL 2 - DUNGEON LEVEL
On the south side of the inner curtain wall, the #1. WOODEN STATUES ROOM
bastion sticks out forming a large triangular
You come down the stairs into what must have
platform. When it was constructed, the top was
used as a defensive extension of the wall for soldiers been a combat training room. Fighting circles are
and equipment, but it has long since been turned painted on the floor. Six large wooden fighting
into a private garden for the former King. There are dummies stand waiting for someone to attack
shrubs and flowering plants and a sand garden them. A few tattered punching bags hang from
for meditation. It looks maintained except for the the ceiling. The wall to your left is collapsed in and
central tree which has been burned to a blacked there is rubble on the floor. There are stairs leading
skeleton. As you approach, there is a single armored out of the room before you and to the right. There’s
figure standing in the garden waiting for you. This something odd about it all though, especially the
must be the some cult bigwig seeing as his red and perfectly sculpted faces of these sparing dummies.
gold dragon armor looks custom made. Shiny. He It seems an odd way to memorialize a warrior or
has a broadsword and as you near, he puts on a hero this way; to capture someone’s likeness on an
red helmet emblazoned with golden fire. “I am the object meant to be wailed on. There is a lit brazier
Arm of the Master, I am powered by his fire.” he in the far corner allowing you to see stairs before
says. “If you have any honor, send your best man
you to the south and also to the west. The cult left
against me and accept the outcome. If you have
a sign here with a crude red arrow painted on it,
any code or any integrity you will not refuse this
indicating the southern stairs.
challenge.” He turns and salutes you with his sword.
“Who will face me?” Some of the statues were carved by Sargon himself,
The warrior is a Cult Champion: AC: 2, MV: 90 ft, who made them to honor his best trainers over the
HD: 12, HP: 96, #AT: 1, D:1d8+3, SZ: Man-Sized, MR: years, all who had died mysteriously as he rose through
Standard, AL: Chaotic Evil, Level/XP: 12/1200 +12/ the ranks. Since Maelfesto arrived his magic has turned
hp) with Broadsword +3. He is immune to all magic. the statues into Wood Golems and they will attack the
Once engaged, He will fight to the death. players at random when they least expect it.

22
(6) Wood Golems (AC: 3, MV: 25 ft, HD: 10, HP: 60, 54, have a chance to recover this player in E2.13. There
48, 33, #AT: 1 by weapon type, D: 2d8, SD: Immune are several crates of food rations, casks of beer and a
to Cold & Fire Attacks, SZ: Medium to Large, MR: single locked chest which contains: 10,000 gp, Potion
Standard, AL: Neutral, Level/XP: 10/1,500 + 10/ hp) of Plant Control, Oil of Sharpness +3, Sword +2 and
Under the Brazier, there is a loose floorboard beneath 4 Potions of Healing.
which is the following treasure: 9000 gp, Jewelry (8): 700 3c. The room contains a row of overused and backed-
gp, 900 gp, 1800 gp, 3000 gp, 5600 gp, 5900 gp, 2 x 6000 up latrines. If someone falls into the pit trap on entry or
gp. Total Value: 29900 gp., Leather Armor +2, Ring Mail looks inside one of latrines, they will be grabbed by a
+3 and a Ring of Fireballs with three charges left. Gronsag (See New Monsters page 32) which resides
in the sewer pond below. That player must Save vs.
#2 GUARDROOM AND ARMORY
Poison and do a dexterity check. If he fails either he
This was once an armory, probably the original will disappear into the sewer pond and cannot be
armory of the old keep. There are weapons racks played. The party will have a chance to recover this
lining the walls, but they contain nothing now but player in E2.13.
worthless remnants and broken bits and pieces. It
#4. THE DUNGEON
looks like someone is collecting swords and shields
in one corner, but they are just scrap metal at this 4a. You descend down a carpeted stair into a long
point. Broken furniture lies scattered about and hallway decorated with weapons. On the wall are
there is a fine layer of dust on the floor. A line of eight sets of short swords and shields, four on each
footprints in the dust reaches from the door to the side. At the end of the hall are locked double doors.
stairs and there is a well worn path to a cluster of The swords and shields are Phantom Guardians and
crates. There is a barrel in the middle of the crates they will attack the party as soon as the players are
being used as a table and the crates as chairs. halfway down the hallway. When the players defeat
On the barrel is a pile of silver coins and a deck of the Phantom Guardians they will vanish and reappear
cards sliding off onto the floor. It looks like someone on the wall but will not attack again. (8) Phantom
abandoned their game in haste. Guardians (AC: 3, MV: 0 ft, 60 ft flying, HD: 6, HP:
48 each, #AT: 2, D: 1d8, 1d6, SZ: Small-Medium, MR:
The former residents of the this room heard the Players
approaching and have taken up hiding positions in Standard, AL: Neutral, Level/XP: 6/160 + 6hp)
the Army Barracks E2.03 below. The double doors open to a dungeon. The room is
#3. ARMY BARRACKS split into two sections with the hallway between
them. The west side of the room is divided into three
Before you is a well lit hallway more than a hundred
large cells with walls and doors made of iron bars.
feet long with doors along the north side and one
The other side of the room is one large cell containing
door on the south. There is a statue on the far end of
eight smaller cages that are barely large enough for
the hall, but it is being obscured by several dragon
a man. There is a oubliette here too that is just a hole
cultists who have overturned some tables and are
in the floor from here. Everything but metal and stone
preparing to fire their crossbows at you.
has been removed and it doesn’t seem like the cult
Hiding behind the tables are 1d4+1 Cult Warriors takes any prisoners. The last of the large cells is locked
(AC: 5, MV: 90 ft, HD: 2, HP: 16 each, #AT: 1, D:1d4, however, and with a torch light or candle, you can
SZ: Man, MR: Standard, AL: Chaotic Evil, Level/ see someone is sleeping in the bed in there.
XP: 1/100 +1/hp) waiting to attack the players with
Asleep in the cell is the warden of the dungeon, a
crossbows. They have four loaded and ready but will
human named Keymaster (AC: 3, MV: 90 ft, HD: 2, HP:
need a turn to reload after firing. They are also armed
16 each, #AT: 1, D:1d4, SZ: Man, MR: Standard, AL:
with daggers and maces. The rooms on the north side
of the hallway are knights quarters each with their own Neutral, Level/XP: 2/30 +1/hp) he has a Sword+1.
beds. The door to the south leads to the barracks. Although he is wearing a red cloak, he isn’t necessarily
3a - This expansive space smells like the sweat and a cult loyalist. He’s been enjoying the easy job and
grime of many bodies. Thanks to a barely lit brazier in getting drunk all day. He only locks himself up for his
the middle of the room you can see a row of double own protection so he can nap in peace. He was in the
bunk beds made to sleep an army. There is also middle of sleeping off his last bender when the party
bedding in the corners, and along the walls. The cult disturbs him. GM’s discretion on how this interaction
must really pack them in here to sleep at night, but plays out. If they cooperate with the Keymaster or kill
lucky for you it is currently emptied. him, he has the following on his person: 50 gp, 1 Potion
3b - Behind the secret door is a pit trap. Players must of Healing, and the Master Keyring, on which is a key
Save vs Paralyzation or go through the floor and for every door and lock in the caste. There is a secret
disappear in the sewer below and cannot be played. door in the eastern dungeon wall that opens to E2.13
23
#5. CAVERN DOWN TO LEVEL 2 #7. THE MASTERS ASSISTANT
It is seven meters down to the jagged rubble that The old man enters the wooden room which has
fills what used to be an underground room. It is been painted all red on the inside and is filled with
completely dark here. If the players search they will cult banners and logos. It is a shocking transition
find a small passage a few feet off the ground that going from gray stone and dark, rubble filled halls to
they can crawl through to another clearing. this well lit, and absolutely blood red anteroom. There
are well tended braziers in both corners and a little
There is nothing of value here. The small passage has
table with candle, a half full stein, and a battle horn
a pit trap on the other side that will release boulders to
on it. There are some building materials and debris
crush the party. Players failing a dexterity check will be
in the far corner, piled together so as not to spoil the
hit and take 1d6 damage or worse. effect of the overwhelming red. The old man opens
5a - You have gone from one rubble filled room to the next set of double doors and a well dressed Satyr
another. The room has no doors and there are rocks with a fancy staff enters the room. The old man closes
and boulders in every direction. the doors and locks them leaving you alone with this
If someone uses magic within this room for any reason, odd individual. He is very dapper and looks like he
a Wizard’s Bane will come out of hiding and attack. raided the royal wardrobe, He speaks in common.
“I am Aldor I take care of the new recruits for
(1) Wizard’s Bane: AC: 2, MV: 80 ft, HD: 13, HP:
the Master. He is looking for fresh offerings and
80, #AT: 3, D: 4d6, 2d6, 1d4 SZ: Giant MR: 70%, AL:
inductees willing to open their hearts and minds.”
Chaotic Evil, Level/XP: 13/13,000 +13/hp) There
Aldor looks the players up and down.“You look like
are two secret doors/passages that the players can
lost souls. The Master is in need of more souls.
find with a good search. The one to the west goes to
You better hurry on in, the Initiation Ceremony is
E2.06 and the small one to the south leads to E2.14.
about to begin. If you are lucky maybe you will
There is a locked chest hidden behind some rocks that
get chosen for the next sacrifice!”
contains: Gloves of Dexterity and 500 gp.
Unless the Players attack or give themselves away in
#6. WAITING HALL conversation, Aldor will assume that they are vetted
You push and squeeze your way through the new recruits and unlock the doors, letting them into
passage until you reach the clearing of some old E2.08. He’s been drinking all week and is fairly lazy and
hall lit by two braziers. Your side of the room has unsuspecting. If you fight him, GM’s discretion on the
collapsed and there are knocked over columns and resulting commontion and if more cultists are alerted.
large boulders laying about that make you question
the integrity of the ceiling. There is a line of intact
columns and more rubble obscuring the furtherest
extents of the room, but before you is a double
doorway of wood. The wall here is wood too and
just seems very makeshift and out of place. Probably
a recent cult construction project to section off parts
of the room.
The crates stacked up in the corner are empty. There
are several passages the players can find leading
to E2.01 and E2.05a. If the PCs search beyond the
columns or rubble on the west end, they will cross into
E2.13. If they lost a player to the toilets, they might
hear his desperate calls for help from here. After the
PCs spend a few rounds in this room read this:
You hear the wooden double doors unlocking from
the inside before an elderly cult devotee slowly
pushes open each door and uses a rock to hold
them open. The old man’s arms are dyed red from
the elbows to his fingers. He looks up slowly and
squints at you. “You should be in a line,” he says
and turns to go back in, “This whole operation
gets sloppier by the day. They’ll let anyone in this
stinking outfit and that fat one looks like trouble
if you ask me!”

24
Aldor: Satyr (AC: 5, MV: 180 ft, HD: 5, HP: 40, #AT: is filled with cult robes and tabbards. The other contains
1, D: 2d4 or by weapon type, SZ: Man-Sized, MR: a dozen food rations, and several pairs of old boots.
50%, AL: Neutral, Level/XP: 5/110) He is armed with (12) Cult Devotees (AC: 5, MV: 90 ft, HD: 1, HP: 8,
a Staff of the Serpent (the head will animate on a #AT: 1 Dagger, D: 1d4, SZ: Medium, MR: Standard,
successful hit and bite causing victim to to a Save. vs AL: Lawful Evil, Level/XP: 1/100 +1/hp) Bracers of
Poison or take 1d4 poison damage every six rounds Armour +3. The Cult Priest has the same stats and
until cured). If players search the building debris, they double the HP. There are the double doors south that
will find a footlocker containing: 3000 ep, Gems (14): 5 the recruit went through and there is an odd side door
gp, 12 gp, 2 x 20 gp, 3 x 50 gp, 2 x 100 gp, 2 x 500 gp, 2 behind the statue which leads to E2.16. From here, the
x 1000 gp, 1200 gp. Total Value: 4607 gp. party will be attacked on sight if they are not in cult
#8. INITIATION ROOM robes or wearing tabbards, but if they are disguised
they can proceed unmolested in the next few rooms.
You come out of the red anteroom back into a
wide open space in the bowels of the castle. It is #9 CULT MEETING ROOM
decorated with thick red curtains taken from all
You open the double doors and find another large,
over the palace and is lit by hundreds of burning
well lit room full of male and female cultists. To your
candles held aloft by chandeliers. There are 12 Cult
right are three large storage bins with two attending
Members wearing red robes lined up in groups of six
priests. There are several tables and chairs with six
on the left and right sides of the room. They stand cultists eating and drinking while two cult warriors stand
completely still. Positioned in the middle of the room guard. As you’re looking around, the double doors on
is a large wooden chair that has been painted black the other end of the room open and three cultists with
with red wings on its high backboard. A frightened wheelbarrows come running into the room forming a
looking man wearing nothing but a loincloth around line at the storage bins where priests begin filling them
his waist, obviously a new cult recruit, is sitting in the with an assortment of food. A third priest has already
chair. Behind the chair on the far wall, past a series of seen you and is coming up the ramp. “That’s enough,
load bearing columns are two big wooden storage just tell brother Aldor, to hold the rest outside. You
cabinets. There is a sinister looking cult priest here slackers barely made it in time.” As he’s talking, the
tending a brazier and waiting. He takes a red-hot now full wheelbarrows are going back out the doors
branding iron out of a brazier. The iron ends with to the south. “Let’s these idiots through you better
a glowing red metal symbol. He approaches the hurry into the main audience chamber by the pit!”
recruit in the chair while smiling gleefully and speaks. The room slowly starts to empty in the same direction.
“You must raise your right hand and swear eternal The priest is motioning for you to follow into the next
loyalty to Dragos and the Way of the Serpent!” room. “Well come on, what are you waiting for?”
The scared man raises his hand and speaks, “I... I...
There is nothing of value here but food it seems. The
I will.” The priest smiles and raises the branding iron
party will be directed to E2.10.
up by his face. Its fiery red glow reflects off of the
frightened eyes of the inductee. The recruit looks up #10. BACKSTAGE
at the glowing metal. “Hey boss,” he says to the You are led through the double doors, down a ramp
cult priest in a joking tone, “I was thinking maybe and into another large room filled with cultists of every
you could brand me in the arm, this way I...” He is variety. Past a line of adoring priests are a group of
interrupted by brand hitting his upper left torso with specially marked warriors surrounding a figure in
a sizzling hiss! A symbol in the shape of two dragon a red hood who is jogging in place and shadow
wings has now been burned on his chest. He drops boxing. This must be the beloved Master. In front of
to the floor whimpering. The priest opens one of the this group is the line of cultists with full wheelbarrows
cabinets and takes out a red robe which he throws on and then a group of priests with headdresses holding
top of the recruit who eagerly puts it on. The double cult banners. They are all lined up preparing to go
doors leading out are opened for him and he slowly through the eastern passage on the far side of the
makes an exit. “Welcome to the Cult, we love you.” room. The priest escorting you pushes the party along
speak the 12 Cult Members in monotone unison. The to go through ahead of this odd caravan.
priest then turns his attention to you. He comes up to If the players don’t resist they will be ushered into E2.17.
the group impatiently. “Well, who’s next?” he asks? If they attack or make a dumb mistake here, they will
The cult priest will want to brand the party one by be attacked by the entire cult at the GM’s discretion.
one. If there is resistance and the priests aren’t quickly There are casks of beer in the southern corner by a
subdued, they may call for help resulting in more locked door and a storage bin against the west wall
enemies or wandering monsters. If the players search containing nothing of value. If players search behind
the room they will find that one of the large cabinets the storage bin, they will find a secret door to E2.11.
25
#11. LANDING and lock them out of E2.10 so they are funneled up the
spiral stair in E2.12b and thereby up to E1.08. There is a
The stone floor of this area comes to a jagged end
chest in E1.08 you can use to give the party a surprise
several meters above the water. Not quite a room
as they emerge at ground level.
anymore, the space here has long since eroded and
collapsed into the water. A small beach of debris 12b - Down the steps from the dock, the stone
has formed at the waterline. The air is moist and it ground is wavy and smooth as if water had run over
smells mildly of fish down here. To the west is a spiral it for an extended time. There is a perfectly smooth
staircase going up and disappearing into the rock wall to one side that looks like a foundational
and to the east is a flat, featureless wall of gray stone. support carved from natural rock. There is a spiral
There is nothing of value here. There is a square spiral staircase that goes up into darkness.
stair that goes up to E2.04 and a secret door in the There is nothing of value here.
rock that leads to E2.10
#12. DOCK #13. SEWER PIT
Hidden behind a make-shift wall of rubble, you find
The cavern opens up exposing a high ceiling of
the destination of all the castle plumbing. There is
natural rock. The water ends against eroding cliffs
an enormous sewer pit before you of unknown
of stone and rubble several meters high. There are
depth. It is filled to the brim with a frothy brown and
carved walls and structures here which should be
black mixture that’s bubbling and hissing. The odor
the underside of the castle. Directly ahead is a small
pier of wood on which hangs a still burning lantern. is something of nightmares and you find yourself
It has a ladder down to the water and stairs to one gagged by it’s thick presence. The room looks
side. It looks like the pier was added after this section eroded like the pit is slowly eating the castle. While
of castle eroded into the lake. you standing there pondering why you came this
way, the ceiling emits a farting sound as raw waste
If players enter the water, search the boat or move comes free from a stopped up pipe and splatters on
onto 12a or 12b, they will be attacked by (1) Water top of the pit. If you can bare the smell, it looks like
Elemental (AC: 2, MV: 60 ft, swimming 180 ft, HD: 16, there is a unopened chest in a little alcove a few
HP: 60, #AT: 1, D:2d10, SA: See below, SZ: Large, MR:
meters away.
Standard, AL: Neutral, Level/9/3,650 + 20/hp). Some
Water Elementals can take the form of a great wave of This used to be a rudimentary sewage plant. There was
water or other liquid, constantly in motion, but retaining a wall with a door that could close to seal it off from the
an almost humanoid shape. They can fight on land, they rest of the castle. The pit itself was much smaller and
prefer to be surrounded by as much liquid as possible, bricked in and some lucky peasant could stir it with a
which greatly increases their speed and allows them to pole from above. Water from the lake was brought in
effectively disappear from sight whenever they wish. In one side and it helped flush out the waste out of the
main sewage pipe on the western side of the castle.
such an environment they strike opponents with a great
As it is now, every pipe is clogged including the main
watery limb for 5d6 points of damage. Additionally,
drainage pipe out, so the pit is slowly growing and
when fighting on land they strike opponents for only
there is no exaggerating how bad this place smells.
5d4 points of damage. In a locked box on the boat is
a Potion of Healing and a vial of Sweet Water. If the players take too much time here, venture into
the sewage pond or go for the chest, they will be
12a - As you come through the narrow channel attacked by the Gronsag that lives in the sewage pit.
your feet find unsure footing beneath the thick, dark It has eight tentacles like a octopus and it’s touch is
water. It is utterly black for a moment but then your poisonous. (1) Gronsag (AC: 5, MV: 90 ft, HD: 3, HP:
eyes adjust and you can see a faint light further in 21, #AT: 1, D:1d8, SZ: Man-Sized, MR: Standard, AL:
The light is coming from a hanging lantern on a small Lawful Evil, Level/XP: 3/95 + 3/hp). If the monster
dock. There is a little boat secured to it by rope and has a successful attack, and the player fails either a
as you get closer you can see it is empty. The water Save vs Poison or a dexterity check, the monster may
grab the player and pull him into the pit incapacitating
gets shallow here and there is a small beach of sand
him for 1d6 rounds. Any contact with the pit or monster
and rock that has formed on the south side of the
reduces charisma by -2 for 2d6 rounds. If the party lost
channel. There are strange swirls in the sand here,
a player to the one of the toilets, you can use him here
like the tracks of a large snake. to taunt the players, tease them into this fight, or have
There is nothing of value here. If the players are entering them rise up out of the sewage when the monster is
the castle by way of the Prisoner’s Gate, you should defeated. The locked chest contains: 200gp, 100sp, a
restrict them along the dotted line from going to E2.11 Bracelet of Friends and a Bottle of Air.

26
The catacomb to the players left (east) is filled with
caskets full of dead bodies and nothing of value. There
is a chest behind the caskets here that contains: 5000
gp, Gems (10): 2 x 10 gp, 11 gp, 75 gp, 80 gp, 100 gp,
130 gp, 400 gp, 500 gp, 650 gp. Total Value: 1966 gp.
If they disturb the caskets in the catacomb to the
player’s right (west), they will be attacked by the (12)
Casket Creeps (AC: 2, MV: 30 ft, HD: 10, HP: 35 each,
#AT: 3 (claw, claw, bite), D: 2d6, 2d6, 2d8, SA: Cold
Touch (See below), SD: Can only be hit by magical
weapons, SZ: Man Sized, MR: Standard, AL: Chaotic
Evil, Level/XP: 10/300 + 1 per hp) that live there. The
Sarcophagi contain very old corpses and nothing of
value. Behind the statue of the Queen is a secret door.

15a. Through the secret door there are some poorly


#14 . THE LAUGHING FOUNTAIN carved steps leading down into a small cavern that
The space was once a room, but now it is more like marks the end of the building and sculpting. The walls
a collapsed cave with broken brick and rubble all here are jagged rock and rubble. Two narrow tunnels
around. There must have been many statues here lead off into an unknown natural cave structure.
as you see pieces of sculpted hands and faces
lying on the floor. Before you is a dusty cobweb The players have found the Princess’ secret passage
covered entrance to the crypt. The cult has made ways. You decide if there are any monsters in here.
If they really search down the narrow tunnels they
no attempt to clear this area and it looks fairly
will find a chest in the back that contains: 10000 gp,
undisturbed. There is one surviving fountain in the
4000sp and torn out pages from the Princess’ diary.
corner by the door. It depicts three laughing heads,
These pages can reveal any part of the back-story that
but the middle head’s mouth is stopped up with a
still needs telling. GM’s discretion If they can use these
diamond the size of your fist.
tunnels to access E2.18 directly, skipping the cult.
If the players try to remove the diamond, it may shatter
as it is only fine crystal. If it breaks or they remove it #16. THE OVERLOOK
cleanly, a trapped water elemental is released which You come up the steps onto a wide platform of rock
attacks the players: (1) Water Elemental (AC: 2, MV: that is cracked in the middle leaning slightly down
60 ft / 180 swimming, HD: 8, HP: 64, #AT: 1, D:5d6, on both sides. You can’t tell if it was the floor or a
SZ: Large, MR: Standard, AL: Neutral, Level/XP: wall that fell over, but it is stable to walk on. Straight
9/3,650 + 20/hp) After the elemental is defeated, the across, you can detect some light coming through
fountain will also offer up the following treasure: 1000 the rubble. To your right, there is a ridge piled up with
ep, Gems (19): 3 x 10 gp, 20 gp, 4 x 50 gp, 80 gp, 90 gp, debris where the floor comes to an abrupt end ten
3 x 100 gp, 2 x 200 gp, 3 x 500 gp, 1000 gp. Total: 3620 meters above the next level down. From here you
gp. There two obscured/secret passages leading out are overlooking a vast cavern that is underneath
of this room (to E2.05a and E2.16) and a closed and the castle. Just below you is a wide floor of carved
locked door of stone leading to the crypts (E2.15). stone that goes out thirty meters or more and ends
in another giant pit of darkness. The entirety of the
#15. THE CRYPT
Dragon Cult is gathered below all facing the pit,
The door opens with a hiss of contained air, revealing a sea of red robes lit by brazers and torches. They
a short stairway leading into the family crypt. To your are all chanting quietly and it fills the cavern with a
left and right are catacomb inlets of stone filled floor surreal hum. There must be fifty or more cultists down
to sealing with sealed coffins. The space to your left there, a blend of devotees, warriors and priests. If
must have water getting in because it smells of moist you stay quiet maybe they won’t notice you. As
decay in there. Down the ramp is a large dark room you silently shush each other and hide out on the
with a higher ceiling. It is filled with ten sarcophagi in overlook, a ceremony is about to begin.
two neat rows of five. Against the far wall are three
There is nothing of value here. If players search for
undisturbed statues. The two in the corners look older
hidden doors, they will discover a tight passage to
and they depict former kings or warriors. The statue in
E2.14. If the players stay hidden and watch quietly
the middle is of a beautiful queen and it looks like it
from the ridge, then they can watch the ceremony
was sculpted yesterday. The sarcophagus closest to
undetected. If they make themselves known or attack,
the door is empty with it’s top lying to one side as if they will have to fight all 50 cultists (types and strengths
being prepared for a new occupant. at GM’s discretion) and the enemies from E2.17
27
THE CEREMONY He raises his arms as if to cast a spell then holds and
Male and female Cult Priests with special red stares at the crowd for an uncomfortable amount of
headdresses and robes come out of the southwest time. Then he lowers them dramatically.
door and light two brazers out by the pit. They
place tall, dragon banners beside them forming a At this point it’s GMs discretion here. Are any of the
kind of stage at the edge of the giant hole. There is PCs in the line up of the eight offerings? Dragos might
drumming now coming from three seated cultists at choose one of them possibly. Or maybe he has a sixth
the back by the curving series of columns. A large sense and detects the PCs in the crowd then chooses
bronze gong is hanging next to them. Cult members one of them. Or you can just have him choose one of
gather on the main floor and up on the ledges. You the NPCs in the offerings line up as well. Note blissful
notice they have eight people in loincloths standing ones are real cult members who will be happy to be
next to each other on display in front of a stone the chosen ones!
altar. There are four men and four women. Some
“You are chosen,” he says, being sure to make eye
are nervously eyeing one another scared to death
contact with one unfortunate soul. “You are special.
and others appear happy and joyous like this is the
You have been through the tribulation of your own
best day of their lives. You notice each one of them
weakness and you survived by the grace of our Lord...
has the serpent wings branded on their chests. The
Maelfesto!” “Ancient One!” the crowd chants back.
drummers are now working with the chanting crowd
“There is no room for what you were before. Throw it
in some kind of rehearsed or well-worn song and
away, let it burn in his fire. You are called to be great
the tension is building. More brazers are lit, filling the
in the new world...heed the words of your Master.”
cavern with an orange glow. The priests are lighting
“Dragos... Dragos...” the crowd chants. “Now I will
bundles of incense on fire, getting it to smolder and
show you what power, what real power looks like.” A
tossing it just inside the hole. Now the pit looks like a
the chosen one is grabbed and brought forward to the
smoking dragon hole. A priest appears and walks to
pit! Dragos then stiffens his hand and rears back as if to
the edge of the pit. He raises his arms. “Oh Maelfesto,
strike! “Oh my Lord of Fire of bearer of life and death.
great dragon of old, we honor you, your mystical
If it be your will that this Chosen One’s power should
powers and your ageless knowledge. May we all
be mine and I will honor you with their beauty for an
feel your presence and power this day. May your
eternity.” Dragos is reaching for the victims chest as the
fire cleanse the world.” The gong is rung loudly,
drums and chanting begin to build. “Let me transform
echoing through the cavern. “Maelfesto!” everyone
you into your new eternal glory!” With that, Dragos’
yells in a loud, startling unison. Followed quickly by a
right hand begins to glow with white and blue electrical
shout of “Ancient One!” from one single cultist in the
sparks of magic! He touches the dragon wings brand
back. The room goes silent and after a beat the priest
on their chest. The music stops and everyone eagerly
speaks “Bring forth the offering!” one of the other
waits in anticipation! “Now give me your soul!” he
priests shrieks and the door opens again. Out pours
shouts. The white and blue electrical charge spreads
a parade of cultists with wheelbarrows full of fruits,
across the victims body in a whirlwind of magical haze!
vegetables and prepared meats. They are wheeled
After a few seconds the haze dissapates and the victim
up to the hole and then one after the other dumped
has been turned into a ivory statue. After a dramatic
into the pit. In a moment they are gone and the priest
pause, he turns back towards the audience, “You
takes his position again. The drums are slowly beating
see,” Dragos says, “The dragon has empowered me.
again and the priest turns and faces the swaying
I am his chosen messenger and you will all pledge
crowd. “And now, it is my esteemed pleasure to
eternal loyalty to me... um, I mean Maelfesto!” The
introduce our main event this evening. He’s the man
crowd cheers, the drums pound and the fires forward
you’re all here to see, born under a shooting star, a
braziers are doused with dramatic flair leaving Dragos
boy raised by the dragons, a hero with the scars
in darkness. Cult Members gather around the statue
to prove it, a demi-god, the master of disaster...
and take it out of the the cavern to be placed in the
Dragos!” The crowd goes crazy as fire shoots up from
gardens outside the castle with the others.
the pits! More fire from the door as specially armed
soldiers come two by two surrounding The Master People are starting to slowly filter out of the door. Dragos
himself. Dragos comes center-stage before the pit and his guards are waiting by the pit for the others to
and his guards line up on either side of him. Dragos leave. If Aldor is still alive then Dragos will pull him aside
looks like a human male with a mustache and scar and ask “How was my performance tonight on the
across his face. He is covering his body with a long stage? Do I need more bigger arm movements?
black cape and as he scans the crowd, you’re briefly More iambic pentameter in my speech?” Aldor will
concerned he might notice you. say. “You were marvelous, simply marvelous.”

28
Dragos (STR: 10, INT: 18, WIS: 16, DEX: 12, CON: 15,
CHR: 12, AC: -3, MV: 90 ft, HP: 48, #AT: 1, D:1d4, SZ:
Man, MR: Standard, AL: Chaotic Evil, Level/XP: 8/100
+1/hp). He speaks many languages including dragon
and is a 8th/8th Level Cleric/Magic-User. He wears
Bracers of Defense and Cloak of Protection +3
Cleric spells: 1st Level: Protection from Good, Cause
Fear, Sanctuary. 2nd Level: Hold Person, Spiritual
Weapon, Resist Fire. 3rd Level: Animate Dead, Dispel
Magic, Cause Disease. 4th Level: Cause Serious Wounds
and Detect Lie. Magic-User spells: 1st Level: Charm
Person, Enlarge, Magic Missile and Shocking Grasp.
2nd Level: Invisibility, Shatter and Stinking Cloud. 3rd
Level: Fly, Phantasmal Force and Feign Death. 4th
Level: Polymorph Self and Wall of Fire. There are also (8)
Dragos Guards (AC: 4, MV: 90 ft, HD: 2, HP: 20 each,
#AT: 1, D:1d4, SZ: Man, MR: Standard, AL: Chaotic
Evil, Level/XP: 1/100 +1/hp)

#18 SARGONS PIT


The great pit now lays before you, a dark hole of
unknown depth. It looks like it will be difficult to get
down there but possible.

#17 DRAGOS A.K.A “THE MASTER” The Players must either use ropes, magic items or spells
to get down into the pit. After an initial 20 feet, the pit
You are directed by the remaining priests and warriors opens out into another large cavern with a 100 foot
through the southeast passage, down a ramp and drop. Falling players take 1d6 damage per 10 feet
out into a vast cavern underneath the castle. The fallen. GMs discretion on getting Players down pit.
entirety of the Dragon Cult is gathered before you Once the Players get to the bottom they will discover
all facing the same direction. About a hundred feet Sargon Valtorius in a less than ideal state.
out, the floor is cracked and warped and finally dips
The cavern is littered with dozens of random human
down into a large collapsed pit of undetermined
bones, food scraps and trash. Out of the darkness
depth. You move around the back of the crowd to
steps a pale skinned, disheveled man with crazy long
your left where a curved series of support columns
white hair and a wickedly matted long beard as well!
are being used to chain up half-naked prisoners,
He is wearing torn, dirty and tattered clothing that
Before you now is a sea of red robes lit by brazers looks like it was once colorful velvet royal groom attire
and torches. The audience is chanting quietly and and is holding a battered longsword with dried blood
it fills the cavern with a surreal hum. There must be all over it. His eyes are glowing an eerie white. He sighs
fifty or more cultists with you, a blend of devotees, then breaks down getting emotional and pleads with
warriors and priests. Several drummers take their you in a maniacal rambling speech, “I’ve fought him!
seats and begin a hypnotic beat that blends with Yes! Maelfesto the Dragon! But I cannot defeat
the chanting. A ceremony is about to begin. him! He bests me every time! My destiny! I cannot
Once the players are in position, read The Ceremony achieve it! I can’t kill him or get my Princess! And
on page 28. When the ceremony is over, the room will that twisted bastard won’t kill me!” He giggles and
empty leaving Dragos and his guards alone in front continues. “You know why? It was years ago, the
of the pit where he is absorbing their adulation. If first time we battled face to face. I got the best of
there is no other action, Dragos will eventually notice him and I was about to deliver the ‘coup de grâce’
to his scaly throat when the Princess jumped in
your group “You there,” he says pointing right at
front of him and pushed me out of the way! The
you,“You’re new right? You haven’t seen the show
Princess! Can you believe it? That evil serpent has
before. What did you think? All I ever get is empty
corrupted her mind! The beast whipped his tail
praise from this sycophants, I don’t know if I should
around critically hitting me and then he pinned
even do a matinee anymore.” Dragos will engage
me down on the ground with his right claw! He put
the players in conversation, but may grow suspicious
his face right up to mine, his eyes glowed with the
and even ask to see their brand. If the players flee into
rage of a millennium of hatred toward mankind.
E2.10, they should find the room crowded with cultists
I could feel the heat from his breath and nostrils
who just left the ceremony.

29
welling up on the inside as he defeat would come
in a fiery blaze of glory at hands of my greatest
enemy!” but before he blasted me, he paused
and looked at Francesca! She had an evil grin
on her face and spoke to Maelfesto while staring
me down, “No.” she said, “I have a better idea.
He shall stay in the pit and feed off the scraps
from the cults offerings until his death by the
hands of lesser enemies, invaders or dysentery.”
He seems lost in thought then continues his story.
“Maelfesto grinned, picked me up and placed
me down here! I battle him over and over but
it’s always the same outcome. To add insult to
injury I have to fight all these other bastards
coming here to steal my princess, my glory and
my kingdom!” He laughs, takes a deep breath and
then his demeanor changes to anger and speaks.
“And now I stand before you as before my other
enemies! My name is Sargon Valtorius. I am
the rightful heir to this kingdom and princess!
Prepare to die!” he assumes a dueling position!
He moves toward you and more coins spill around
Sargon Valtorious is a 12th Level Human Fighter (STR: the pile... you don’t know whether to run in fear or
15, INT: 14, WIS: 17, DEX: 12, CON: 14, CHA: 15, HP: stay frozen in awe at this amazing sight before your
96, AL: Lawful Evil) He has a +3 Longsword, +3 Silver mortal eyes. “This world... MY world, was peaceful
Dagger, Ring of Protection, Rod of Lordly Might. He before the rise of humans and your ilk. You have
has developed infravision and uses the rod creatively in brought nothing but war and disease - only
combat (paralyzation, fear and draining abilities, etc.) thinking of yourselves and how to improve life
In his pocket are the wedding rings he recovered years for your kind while taking what you want as your
before. Is he telling the truth? Only the GM knows for sure! destiny! The time of humans and their misguided
#19. MAELFESTO AND THE PRINCESS deeds must end!” The Princess wakes up and is
surprised to see your group! Maelfesto continues,
Emerging down into the cavern you can see the
“You must defeat me to get your Princess back!”
most amazing sight your primitive eyes and minds
he begins to laugh with a deep and bellicose fervor.
have every comprehended! A huge treasure pile
of seemingly millions of gold coins fills the whole This is the final encounter with Maelfesto the Green
natural chamber that is hundreds of feet wide! Dragon (AC: -3, MV: 90 ft, HD: 15, HP: 120, #AT: 3,
Everywhere you turn are thousands of golden D:2d6,2d6,2d10, SZ: Huge (36 feet long), MR: Standard,
shimmering coins, gems and jewels of every kind: IN: Genius, AL: Lawful Evil, Level/XP: 15/1,500 +15/
gorgeous sapphires, turquoise, sparkling diamonds,
hp). He can cast the following spells as an 8th level
black opals, green emeralds; peridots and countless
Magic-User: 1st Level: Sleep, Protection from Good,
others! As your mouth drops open you can notice
glints of golden jeweled swords, harps, helmets and Ventriloquism and Charm Person. 2nd Level: Detect
goblets encrusted with colored gems of every kind; Invisibility, Darkness 15’ Radius, Shatter and Stinking
necklaces set with gorgeous jewels of every color Cloud. 3rd Level: Hold Person, Slow, Suggestion and
The floor is also covered inches deep of gold coins Feign Death. 4th Level: Enchanted Weapon, Polymorph
and sparkle like the stars in the night sky. Sleeping on Self and Fear. Maelfesto has fire as his dragon breath
top of the pile is a woman wearing a little white dress which can blast an area 50 ft long, 40 ft wide, and 30
and wearing a golden crown. Without warning, a
ft high. The dragon may use this breath weapon up to
booming voice speaking in Common echos through
three times per day for 6d6hp damage. There are some
the cavern: “Welcome... I have been awaiting you
for a long time!” Suddenly a huge ancient green traits that are generally common to all dragons and he
dragon rises up from the center of the treasure pile will sometimes agree to fight until subdued rather than
showering you with thousands of golden coins! His to the death at which point he will flee. The GM should
eyes have a devilish twinkle as he grins and speaks: rule about the likelihood of the dragon’s acceptance
“Man has been the scourge of my world since and the conditions that apply, since these will depend
you first arrived over a millennium ago.” on the nature of the challenge.

30
As for the Princess, it is now up to you. Here are some are planning to rule the land, destroying anyone or
options to help with your ending: anything that gets in the way of their happiness!
1) The Princess had the dream of a hero that would After the fighting, someone should probably clean up
rescue her and one of the players can be that hero. all the treasure that is just lying around on the floor:
GMs choice as to which of your Player Characters is 100,000 gp, 150,000 sp, 200,000 cp, 75,000 ep, 50,000
the chosen one... Maybe it’s the classic human high- pp. Gems (38): 5 gp, 9 gp, 3 x 10 gp, 2 x 13 gp, 3 x 20
charisma hero, or maybe it’s the Dwarf, Gnome or gp, 40 gp, 8 x 50 gp, 2 x 100 gp, 110 gp, 200 gp, 7 x
Ugly-Half Orc in the party? 500 gp, 700 gp, 6 x 1000 gp, 2000 gp. Jewelry (16):
2) The Princess doesn’t want to be with any one of the 1600 gp Choker, 900 gp Comb, 200 gp Ring, 12000
player characters and would rather continue to rule gp Small Box, 4000 gp Choker, 7000 gp Seal, 9000 gp
the Kingdom as is: running the dungeon and the ruins Brooch, 1300 gp Coffer, 2000 gp Necklace, 7000 gp
as they are without restoring the kingdom enjoying her Comb, 4000 gp Medallion, 2000 gp Bracelet, 1400 gp
current way of life. She chooses to stay with Maelfesto Bracelet, 6000 gp Headband, 1800 gp Decanter, 5900
and orders him to attack! gp Earring. Total Value: 66100 gp. Magic Items: Battle
Axe +3, Bullet, Sling +3, Girdle of Dwarvenkind, Elfin
3) Maelfesto has poisoned Francesca’s mind and she
Chain Mail +5, (15) Potions of Healing, Splint Mail
has become sympathetic to his cause and doesn’t
+3, Staff of Compulsion, Wand of Fire, Broadsword
want to leave. She is mesmerized by the endless tales
+5, Scarab of Protection, Potion of Fire Resistance,
from the dragon about history, philosophy and legend.
Horn of Valhalla, Blessed Book, Hammer +3, Candle
The dragon doesn’t mind either since he is such an
of Invocation, Cloak of Displacement, Elixir of Truth,
egomaniac and loves to hear his own voice. And he
Golden Plate Mail +5, Harp of Charming, Holy Mace,
has plenty of time on his hands to chat since he has to
Chalice of Endless Water, Shortsword +3, Elemental
abide by the Dragon Code in which once a Princess is
Gem, Ringmail +5, Hat of Disguise, Dagger +5, , Gem
kidnapped she must be rescued and the serpent must
of Brightness, Sling of the Halfling, Horseshoes of the
be defeated by combat or wits to free her.
Zephyr, Bag of Holding, Chime of Opening, Gauntlets
4) Dragos and the Princess have began a sinister of Ogre Power.
and unholy alliance. They have fallen in love and THE END

31
BEND BARS / LIFT GATES: GRONSAG
Use these porticullis rules for E1.01 and E1.03 Frequency: Rare
No. Encountered: 1
In this case a total of 35 strength points are required. Size: Large to Giant
The strength points are the total points needed to Move: 40 ft (120ft swimming)
raise the portcullis. E.g. Gorgog the Frighter has a Armor Class: 5
strength of 17 and Figgis the dwarf has a strength of Hit Dice: 6
15. Together their strength equals 32. They would need Attacks: 9 (8 tentacles, 1 bite)
Damage: 1d4, 1d8
a 30 on average to raise this portcullis, so they would
SA: Poison (See below)
barely be able to lift it. Now to figure out how long the
SD: None
portcullis will stay up, roll 1d6. If a 1 is rolled, consider MR: Standard
it an embarrassing fumble as the gate will come Intelligence: Animal
crashing down after it is released producing a very Lair Probability: 65%
loud noise that might possibly attract a cult memeber Alignment: Neutral
or wandering monster. Any other number rolled will be Level/XP: 6/650 +6/hp
how many rounds the gate will stay up as indicated on Psychic Ability: None
the die. When a knock spell is used, the portcullis will Only in the dankest, dirtiest, smelliest, most rotted, fetid, and
horrible places will you find this disgusting beast. Gronsags
remain up 6 rounds before slipping back down, if any
are similar in overall shape to an octopus, with a large central
other means is used then go with your GMs discretion. body/head and eight or more tentacles. It has two mouths
or orifices, one under it’s body and one on on top, both lined
N E W M A Y H E M M O N S T E R S with rings of sharp teeth.. It’s upper mouth is surrounded by
a dozen or more primitive eyes. Whichever mouth is used to
consume something, the other mouth is used to eject the
TRAKAI NAGA waste. It’s central body is made up of chambers like a heart
Frequency: Rare that pump through food while bathing it in a bone-dissolving
No. Encountered: 1d3 acid. Anything that goes in the creature’s mouth and is
Size: Medium to Large swallowed is gone forever including limbs and weapons.
Move: 60 ft (120 ft swimming) The monster’s touch, saliva and blood are highly toxic and
Armor Class: 3 if touched, players must Save vs. Poison, or suffer 1d4 poison
Hit Dice: 6 damage. Injured players will also carry a vicious stink that
reduces their charisma by 3 for 10 rounds.
Attacks: 1
Damage: 3d4 GORE DOG
SA: Splatter (See below) Frequency: Rare
SD: (See below) No. Encountered: 3d6
MR: Standard Size: Medium
Intelligence: Low - High Move: 150 ft
Lair Probability: 45% Armor Class: 6
Alignment: Neutral Hit Dice: 2 + 2
Level/XP: 4/50 +5/hp Attacks: 4 (claw, bite, tail, gore)
Psychic Ability: None Damage: 1d4+1, 1d6, 1d12, 2d4+2
SA: Bleeding (See below)
Naga of the northern lakes and southeastern ocean have
SD: None
serpentine heads, a torso and two arms like a man. They can
MR: Standard
stand up right on their tail and move quickly over land as well
as water, They are named for one of the great Vestgium lakes Intelligence: Semi
where their clan is said to have originated. Unlike their more Lair Probability: 30%
exotic cousins, Trakai Naga are notoriously good hunters of Alignment: Neutral
marine wildlife and they could easily survive full-time in the Level/XP: 2/50 + 2 per hp
water, While they breathe air, they can hold their breath for Psychic Ability: None
up to six hours and often sleep underwater for protection for Physically similar in many ways to a modern dog, these
even longer than this. beasts have a single, two foot horn protruding from their
forehead, razor sharp claws and a spiked tail like a morning
Like most of the lesser thinking beings in the world, the Naga
star. They are high endurance hunters that can cover vast
are looked down on by men, who for the most part treat them distances without tiring and their ferocity is matched only by
like animals. The number of tribes or locations is unknown as their bonded loyalty once broken and domesticated. Every
they most often keep to themselves in the wilds. Naga often side and part of the Gore Dog can inure you. These attacks
use tridents which they make themselves, crafted from the usually cause massive bleeding resulting in 1d4 damage per
bones of long-dead monsters found beneath the lake bed. round, and can ultimately lead to infection and even death.

32
DANCING LOON WIZARD’S BANE
Frequency: Common Frequency: Very Rare
No. Encountered: 1d12 No. Encountered: 1
Size: Small Size: Giant (8’-14’)
Move: None (See below) Move: 80 ft
Armor Class: 10 Armor Class: 2
Hit Dice: 0 (1/2 hp) Hit Dice: 13
Attacks: 1 Attacks: 3 (bite, claw,
Damage: 1d4 tentacle)
SA: Poison Spores (See below) Damage: 4d6, 2d6, 1d4
SD: Camouflage (See below) SA: Mana Drain (See below)
Magic Resistance: Standard SD: None
Intelligence: Low MR: 70%
Lair Probability: 100% Intelligence: Low
Alignment: Neutral Lair Probability: 50%
Level/XP: None Alignment: Lawful Neutral
Level/XP: 13/13, 000 + 13/hp
Psychic Ability: None
Psychic Ability: None
Dancing Loons innocently appear as blooming flowers but
are actually horrible carnivorous plants. They stand 1 to 3 The Wizard’s Bane is a round beast with a disproportionately
ft tall and live in highly vegetated areas, blending in with large mouth, two muscular legs and a back covered with
their environment which gives them a bonus to surprise their a dozen or more tentacles. It’s tentacles act as arms, tail
victims. They will wait until the adventurers are nearby (within and antennae as well as helping to balance it’s awkward
a few feet) then start to wave slowly doing a dance (as if body when moving. Though it has no eyes or ears, the
wind is moving them back and forth) however they will then Wizard’s Bane can smell it’s environment through sense
organs in its gums and tongue. The Wizard’s Bane drains
explode with a cloud of poison spores in the characters
mana or magical energy from those it attacks so it could
direction causing 1d4 damage to those that fail a Save
limit a caster’s ability to use magic, but the GM will have
vs. Poison. Those who fail their save will take 1hp choking
to decide how this manifests depending on the rules and
damage every round until cured or dead. The spores will
the version you are playing. The bite of a Wizard’s Bane
land on the ground and grow 1d4 more fully grown Dancing
delivers a 10% chance of the victim to temporarily lose
Loons within one turn however they will grow off a dead
1 point of intelligence for 24 hours if they fail a Saving
body in numbers of 1d12 and faster within half the time while
Throw vs Magic.
eating through the meat and flesh of the hapless victim.

33
Castle Key
A. Single Family Dwelling
B. Multiple Family Homes Keep
C. Latrines
D. Stables Outer Curtain
E. Storage
Interior Wall
F. Barracks
G. Apothocary Inner Ward
H. Clothing Shops
I. Pottery Shop
J. Cathedral
K. Marketplace East Commons
L. Armory
M. Blacksmith
N. Extra Residence
O. Royal Storage
P. Keep Foyer
Q. Inner Gate

West
Commons
Commons Wall
Gardens
Parade Grounds

The Commons evolved from the settlement that grew up around the original keep. Now the entire area is part of the fortress
and surrounded by a protected wall. This map names all the structures not involved directly in encounters and suggests
what they would have been used for pre-dragon. By the time of the adventure, armories would have emptied, storage
rooms pillaged, and shops stripped bare. There may be some horses in the stable for the Dragon Cult big-wigs and barracks
long since commandeered by devotees, but this will be up to the GM.

34
Central Tower Interior Defensive Tower

E 2.19
TREASURE ROOM

35
CHARACTER INFORMATION SHEET CHARACTER INFORMATION SHEET
HUMAN FIGHTER HALFLING THIEF

Name: Dickon Westerfield Name: Landis Morgan


Save vs. Save vs.
Alignment: Chaotic Good Alignment: Neutral
Aimed Magic Items: 9 Aimed Magic Items: 14
Race: Human Race: Halfling
Breath Weapons: 8 Breath Weapons: 16
Class: Fighter Class: Theif
Death, Paralysis, Poison: 7 Death, Paralysis, Poison: 13
Level: 6 Level: 8
Petrification, Polymorph: 8 Petrification, Polymorph: 12
Hit Points: 48 Hit Points: 37
Spells: 10 Spells: 15
Armor Class: -3 Armor Class: 4
STR: 18:00 STR: 9
DEX: 15 DEX: 16
CON: 17 CON: 13
INT: 10 INT: 10
WIS: 12 WIS: 15
CHA: 16 CHA: 6

Languages: Common
Languages: Common, Elven, Gnoll, Gnomish, Goblin, Halfling,
Special Abilities: None Hobgoblin, Orcish
Weapons and Armor: Plate Mail +1, Shield +1, Longsword +2 Special Abilities: Halfling Abilities, Thief Skills
Magic Items: Potion of Extra Healing, Potion of Super-Heroism, Ring of
Weapons and Armor: Leather Armor +3, Dagger +3
Protection +3
Equipment: Backpack, Grappling Hook, Hammer, 12 Iron Spikes, Lantern, Magic Items: Bag of Holding, Oil of Slipperiness, Ring of Invisibility
Mirror (small steel), 2 Flasks Oil, 2 Pouches (large), Rations (10 days), 50’
Rope, 2 Sacks (large), Scroll Case, Tinderbox, 3 Torches, Waterskin Equipment: Backpack, Grappling Hook, Hammer, 12 Iron Spikes, Lan-
tern, Mirror (small steel), 2 Flasks Oil, 2 Pouches (large), Rations (10 days),
Notes:
50’ Rope, 2 Sacks (large), Scroll Case, Tinderbox, 3 Torches, Waterskin

Notes:
CHARACTER INFORMATION SHEET CHARACTER INFORMATION SHEET
HUMAN MAGIC-USER ELF CLERIC
Save vs.
Name: Zeldalia Grimsbane Aimed Magic Items: 14 Name: Wilmore Shadowisp
Breath Weapons: 15 Save vs.
Alignment: Neutral Alignment: Neutral
Death, Paralysis, Poison: 14 Aimed Magic Items: 14
Race: Human Race: Elf
Petrification, Polymorph: 13 Breath Weapons: 16
Class: Magic-User Class: Cleric
Spells: 12 Death, Paralysis, Poison: 10
Level: 10 Level: 7
Petrification, Polymorph: 13
Hit Points: 40 Hit Points: 44
Spells: 15
Armor Class: 5 Armor Class: 2

STR: 10 STR: 13
DEX: 15 DEX: 9
CON: 15 CON: 16
INT: 15 INT: 14
WIS: 9 WIS: 16
CHA: 8 CHA: 12

Languages: Common
Languages: Common, Elven, Gnoll, Gnomish, Goblin, Halfling,
Special Abilities: None Hobgoblin, Orcish
Weapons and Armor: Cloak +3, Dagger +2 Special Abilities: Elf Abilities
Magic Items: Potion of Extra Healing, Potion of Super-Heroism (2)
Potions of Extra Healing, Bracers of Armour +4, Wand of Lightning (25 Weapons and Armor: Chainmail +3, Mace +3
charges), Ring of Telekinesis
Magic Items: Potion of Extra Healing, Potion of Water Breathing, Cloak
Equipment: Spellbook, Backpack, Grappling Hook, Hammer, 12 Iron +3
Spikes, Lantern, Mirror (small steel), 2 Flasks Oil, 2 Pouches (large),
Rations (10 days), 50’ Rope, 2 Sacks (large), Scroll Case, Tinderbox, 3 Equipment: Backpack, Grappling Hook, Hammer, 12 Iron Spikes, Lantern,
Torches, Waterskin Mirror (small steel), 2 Flasks Oil, 2 Pouches (large), Rations (10 days), 50’
Magic-User Spells: Rope, 2 Sacks (large), Scroll Case, Tinderbox, 3 Torches, Waterskin
1st Level: Protection from Evil, Spider Climb, Magic Missile, Sleep, Light Cleric Spells:
2nd Level: Ray of Enfeeblement, Wizard Lock, Detect Evil, Strength, Mirror Image 1st Level: Cure Light Wounds, Light, Protection from Evil, Resist Cold, Detect Magic
3rd Level: Hold Person, Lightning Bolt, Water Breathing, Flame Arrow 2nd Level: Slow Poison, Silence 15’ Radius, Find Traps, Spiritual Weapon,
4th Level: Wall of Ice, Fear, Wizard Eye Speak with Animals

5th Level: Passwall, Feeblemind, Distance Distortion 3rd Level: Remove Curse, Feign Death, Animate Dead, Dispel Magic
4th Level: Tongues, Lower Water, Cure Serious Wounds
Notes:
Notes:
THERE’S NOTHING IN GAMING LIKE
MAXIMUM MAYHEM DUNGEONS

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38
L I C E N S E S
OPEN GAME LICENSE 12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game
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This printing of the “Palace of the Dragon’s Princess™” is done under version 1.0a of the 13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of
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written permission from the Contributor to do so. 15 COPYRIGHT NOTICE - Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.

39
www.darkwizardgames.com
DWGMMD-005 v3 Copyright © 2022 Mark Taormino, All Rights Reserved. Made in the USA.
This module is designed for 6-8 characters of levels 8 to 12. The party should consist of Fighters, Clerics, Magic Users, and
a couple of Thieves, but you are free to figure out what works best for you and your group.
1st Edition Style Fantasy Gaming Compatible! This product uses the Open Game License Version 1.0a and is easily
convertable to any First Edition Style Fantasy Role-Playing Games or OGL / OSR Style Systems.

Quotes from the Palace of the Dragon’s Princess:


“Wow that topiary garden was just incredible. So many neatly trimmed plants shaped like huge winged
reptillian creatures! They were so realistic, especially when they came alive an attacked us killing half the
party! I hope one day I can learn that enchantment spell.” - Zeldalla Grimsbane the Human Mage

“The Ghost of the King sure has a gift of gab, I mean what’s the deal with all of the excruciatingly detailed
back stories? Yes we know, the Princess was kidnapped by Maelfesto the Dragon and ‘yadda, yadda,
yadda’ ... now we have to save her! I mean get to the point sir, we have treasure to plunder!” - Landis
Morgan the Halfling Thief

“I’ve traveled and been in a lot of cults and I was underwhelmed by the scale of Drago’s show. I expected
more in such a big venue and I didn’t even see a dragon. Can’t recommend.” - Dickon Westerfield the
Human Fighter

If you like this adventure look for our other titles:


Maximum Mayhem Dungeons #1 Hanging Coffins of the Vampire Queen
Maximum Mayhem Dungeons #2 Secret Machines of the Star Spawn
Maximum Mayhem Dungeons #3 Villains of the Undercity

www.darkwizardgames.com
DWGMMD-005 v3 Copyright © 2022 Dark Wizard Games, All Rights Reserved. Made in the USA.

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