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Cinders of The Dragon Lord

Old School Adventure for RPGs

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0% found this document useful (0 votes)
205 views13 pages

Cinders of The Dragon Lord

Old School Adventure for RPGs

Uploaded by

jtwuest
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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What’s Going On?

Hooks
All was sleepy and good in the lands of Amblemere until it fell Get Rich or Die Trying. Dragons hoard treasure, everyone knows
under the hateful gaze of Ti-Nokk, the Dragon Lord. From deep that. This Dragon Lord must have enough money to send a dozen lucky
in the bosom of the slate hills, the Dragon Lord spied on the adventurers into an early retirement.
lands of men and hated. He hated the bounty of its farmers. He Justice for a Loved One. The PCs’ grandmother—or lover, cousin,
hated the gallantry of its knights. He hated the spritely bouncing moonshiner, pen pal, etc.—happened upon the evil knight on the old
of its cheerful woodland critters. And in hate he sallied forth, road. Unfortunately, they did not give up their riches easily and met her
burning the land’s forests and looting the land’s men. blade. The PCs spilled their blood upon the church’s altar and swore
the god-binding oath to avenge their death.
A brave knight struck out to slay the Dragon Lord, buoyed by her
mother’s bold stories. But her bravery was no match for the Save the Forests. The death of so many woodland critters sends
dragon’s fire and claws and sorcery. The Dragon Lord captured ripples of psychic agony to those who care to listen. Perhaps the PCs
her and, through evil magic, stole her bravery. The brave knight are listening. Or perhaps the PCs are indebted to the bowl-bound druid
became a compliant husk and now obeys the Dragon Lord’s to the west (AREA A). He promises a mystical reward for anyone who
commands to plunder her own people. His treasure vault stops the Dragon Lord’s fires.
overflows with hard-earned wages and beloved heirlooms. Save the Tulip Knight’s Daughter. A former knight lies bedridden
in her country estate (AREA F), dying of a broken heart. She apologizes
Months have passed. Pilgrims and merchants who take the old
endlessly to her manservant, cursing the day she entertained her
road are robbed by an evil knight riding atop a wingless dragon.
daughter with bogus stories of her “dragon hunts.” She is racked with
The forests turn to ash, their birdsongs extinguished. guilt and desperate enough to cede her country manor and its gardens
Amblemere cannot bear Ti-Nokk’s tyranny one more day. The to anyone who can bring her daughter, Moira, back. Of course, Moira
Dragon Lord, and his hateful hoard, await… has been transmuted into the evil, dragon knight.
Err-Lin May-Vex. 4HD (28HP), AC 17, ML 10, NA 1
Dragon Facts  Manipulate with melodious flattery
 Dragons can smell treasure and crave it above all else. They do not  Two Claws: +3 to-hit, 1d6/1d6 dmg
 Bite: +3 to-hit, 1d8+1
wish to spend it, however. Instead, they hoard it to grow and to
 Breath Weapon: 50ft cloud of frost, 1d6 dmg and slowed to a crawl or save for
deprive lesser beings.
half, twice per day
 Dragons hate humanity. They regard us as we regard cockroaches—
filthy little vermin. Dragons despise how we pollute the land with our An adult, female frost dragon with an icy gaze and angular beauty. She is
patient, preferring to verbally enchant the weak-willed rather than kill them.
farms and cities. They loath our false ideals of order and pity.
She wants to see proof of Ti-Nokk’s quality as a mate, goading suckers to
 Dragons are born in litters of 3d6 bony, chicken-sized reptiles called challenge him so she can observe his might, possibly outfitting these doomed
“dregs.” Dregs have 1HD and one-syllable names. Their biological challengers with a fireproof dragon skin (AREA 7). If Ti-Nokk is worthy, she
development requires wealth. As they accumulate treasure, dregs will pursue him. If he is lacking, she will attempt to usurp him.
grow—one HD and one syllable at a time—into proper dragons,
becoming larger, smarter, and fiercer. A 4HD dragon is a fully grown Gremlin. ½HD (2HP), AC 12, ML 4, NA 2d6+6
adult, but a rare few dragons reach 10 or even 20HD.  Excavate and clean dungeons under the threat of master’s lash
 Dragons wield elemental breath weapons and are immune to harm  Bicker with each other about status and petty nonsense
from their natural element. They tire after using their breath  Teeny Tiny Pickaxe: +1 to-hit, 1d2 dmg
weapons once or twice, needing to rest before using it again. One-foot tall, impish, demon people with pointy ears, clawed feet, and teeth
like tiny knives. They are manufactured by evil sorcery to build and maintain
NPCs dungeons for their dark lords. They do not need food, water, or air to survive.
They are as smart as kindergarteners but only speak the demon tongue. They
Drag. 3HD (12HP), AC 14, ML 8, NA 1d3 are liable to desert their masters if they are commanded to go above ground or
if they witness their master showing kindness or weakness. If locked in a cage
 Offer tough deals under threat of force and covered with a blanket, they will fall asleep rapidly—just like a parrot.
 Two Claws: +2 to-hit, 1d6/1d6 dmg
 Breath Weapon: 20ft cone of fire, 1d8 dmg or save for half, once per day Moira. 2HD (9HP), AC 18, ML 12, NA 1
Dragons the size of mastiffs, their mottled scales just beginning to harden.  Wordlessly rob humans at sword point
Scheming, but in the obvious way of a used car salesman.  Mother’s greatsword: +2 to-hit, 1d10+1 dmg

Drake. 3HD (12HP), AC 14, ML 11, NA 1 A silent, imposing knight in scorched plate mail, soot covering the embossed
tulip on the breastplate. Knotted hair spills out of the helmet. Vacant eyes peer
 Obey their masters to avoid cruel discipline through the visor. She serves Ti-Nokk until reunited with her bravery or killed.
 Bite: +2 to-hit, 1d8 dmg
Moira’s mount—a horse-sized, wingless cousin of dragons. Bestial and slow- Ti-Nokk Geck-Siks. 4HD (30HP), AC 17, ML 10, NA 1
witted, drakes act as beasts of burden for their “superior” cousins.  Impose his will with gravelly commands and awe-inspiring fire
 Two Claws: +4 to-hit, 1d6/1d6 dmg
Dreg. 1HD (4HP), AC 12, ML 6, NA 1d6  Bite: +4 to-hit, 1d8+2
 Bark two-word threats  Breath Weapon: 40ft cone of fire, 3d6 dmg or save for half, twice per day
 Claw: +1 to-hit, 1d6 dmg An adult, male fire dragon—hulking muscle and glossy black scales. In the
 Breath Weapon: 10ft cone of fire, 1d4 dmg or save to negate, once per day dark, one knows him by the sulfurous, wet heat of his breath and the ember
Bony, chicken-sized reptiles with claws and tiny wings. As smart and eloquent glow of his eyes. Humiliates the weak. Demands total acknowledgment of his
as a grade-school bully. superiority. Might negotiate with those who bow to him. If a fight starts to go
south, he will retreat to his vault to burn his foes from the safety of his pillar.
This adventure takes place in a once picturesque, four-hex d44 Rumors
region called “Amblemere.” Amblemere is centered on a quiet
stretch of the old road, which, in better times, carried merchants 11 The dragon knight left tracks near the old road.
and pilgrims from the capital in the west to the god stones in the The dragon knight’s armor looked just like the armor of the
east. Assume each hex is six miles across and that it takes one 12 old tulip knight. She should have a house around here.
watch (i.e., six hours) to travel to an adjacent hex, search the 13 The dragon lord was spotted with a second, female dragon.
current hex, rest, scout, or forage. The entrance to the dragon lord’s dungeon is in a massive
14 dragon’s head. A sacrifice of blood and treasure will open it.
A few months ago, the Dragon Lord, Ti-Nokk, launched his
assault on humanity. Since then, Amblemere has gone to “hell in
21 Dragons fill their dungeons with fire traps.

a handbasket.” Merchants and pilgrims avoid the old road, 22 Some dragons will negotiate with humans.
raising prices and suffocating local businesses. Poor folks, who 23 The dragon lord bathes in blood.
relied on the forest wildlife for food, go begging in the streets of The dragon lord resides in a massive treasure vault. Lots of
24 his treasure is melted and tarnished.
Brightburg. The wealthier families are migrating in droves,
packing their furniture, silverware, and tearful children into 31 The druid seeks a champion to slay the dragon lord.
wagons and leaving their eerily empty houses behind. Dragons carve extra tunnels in and out of their dungeons for
32 hunting—and quick escapes.
Overland Encounters 33 Some dragons practice alchemy and foul sorcery.
Dragons often tire after using their breath weapons once or
Moira and her drake rustling in a thicket. Moira rummages 34 twice. They might have to rest before using it again.
through a cloth sack, counting the day’s loot (wedding bands,
1-2 copper pieces, and a bloody silver goblet). The drake feeds on
41 The dragon lord loves pan flute music. (F)
a twitching hawk as it screeches. 42 Bathing in dragon’s blood will allow you to breathe fire. (F)
5 dregs and a dog. Defiant growling and the smell of burnt 43 Dragons can’t stand the smell of garlic. (F)
meat. The dregs have encircled a wounded coonhound. They Dragons are too superstitious to touch anything with a holy
3-4 jab at the dog with their claws. The dog growls in defiance, 44 symbol on it. (F)
blood dripping into its snarl. hutner’s corpse—singed tunic,
rabbit snares, 11gp—stinks from an upwind stand of pine
trees.
Ti-Nokk Geck-Siks hunting. Rhythmic “whoosh” sounds
from above. A murky shape slides in and out of the gray
5-6 clouds. Any creatures that do not immediately conceal
themselves are targeted—with Ti-Nokk hurtling to the
ground to incinerate his prey with his breath weapon.
A. Druid Shack C. Dungeon Entrance
Charred, black tree trunks give way to healthy pines and oaks A cone of smoking cinders blankets the ground in front of an
full of whistling birds. Beyond, a thatched-roof hut squats in a enormous dragon-head statue. Two bronze bowls flank the
clearing. Next to the hut, a stumpy man rubs mud on himself statue, one on either side.
while a rabbit sits with dignity atop his bald head.
Dragon Head Statue. A 20ft tall, slate statue of a dragon’s head
Druid. A serene, shirtless, legless man in a wooden “bowl”—a resting on a plinth. Its massive jaws are shut. There are holes where
repurposed whiskey barrel secured over his shoulders with the dragon’s eyes should be.
suspenders. He speaks in a calm, gentle voice like a school counselor.
This is the entrance to Ti-Nokk’s dungeon. The dragon’s head is hollow.
He greets the PCs with respect, he’s been expecting them.
Its jaws can open, revealing stairs inside the bottom jaw that lead up
The druid is pained by the psychic screams of the plants and animals the dragon’s throat and into the foyer (AREA 1). If a sacrifice is placed
burned by Ti-Nokk and has been performing a days-long ritual to in one bowl, a fire ignites within the dragon’s head with a soft
summon a champion to defeat the dragon. He will offer to perform a “whoosh,” dancing behind the eye holes. If a sacrifice is placed in both
divination for any adventurers successful in the task, stoically cutting bowls, the statue’s jaws open slowly and unleash a funnel of fire
open Lyra’s belly and reading her entrails to miraculously answer any dealing 2d6 damage (save for half) to any creatures within the
question the heroes pose. scorched cone in front of the statue. After the fire trap is triggered, the
 The druid claims to have no name. jaw can be safely climbed to enter the dungeon. The statue’s jaws
 He is deceptively quick, pushing off the ground with calloused hands to remain open for one watch (i.e., six hours), after which the close to the
propel himself. clinking of a mechanism hidden in the foyer walls.
 Can perform minor magical rituals. All of them take many days to complete.
 Lives in poverty, his hut is cramped and spartan. Left Bowl. A bronze bowl draining into a pipe that leads underground.
 If desperate, he will give his meagre savings (63gp) to anyone who agrees to A copper piece balances on the bowl’s lip. This bowl accepts any
challenge Ti-Nokk. If feeling bold, he will ask the willing heroes for treasure as its sacrifice.
permission to partake of their bodies “with reverence, of course, as part of a
sacred, druidic funeral” in the event they die on their quest. Right Bowl. A bronze bowl draining into a pipe that leads
underground. Its sides are stained with ruddy brown streaks. This
Rabbit. The druid’s familiar, an eerily self-possessed rabbit named bowl accepts any blood as its sacrifice.
Lyra. Lyra is supernaturally agile and can communicate with the druid
telepathically. It was she who first discovered the Dragon Lord’s D. Scorched Boulder
destruction.
A curiously large boulder with scorched sides lies in a clearing.
B. Odd Tracks
If Moved. The boulder is tremendously heavy and requires the
A stone’s throw from the old road, a line of odd tracks stretches strength of an adult dragon to move. Under the boulder, a roughly
north towards a stand of burnt trees. circular tunnel steeply descends over 40ft. The tunnel worms through
the earth for what seems like a mile before ending at another boulder
On Inspection. The tracks are just larger than a horse’s hoofprints (AREA 18) of similar size which blocks the way to Ti-Nokk’s vault.
and show deep gouges into the earth, as if made by claws.

If Followed. The tracks lead three miles north, through intermittent


stretches of cheerful woods and smoldering ash, to the dungeon
entrance (AREA C).
Callie’s Trade House and Outfitter. Two wagons are roped to trees just
E. Brightburg outside this neat, square building with a painted wooden sign showing two
arrows pointing in opposite directions. Inside, families with clean clothes and
A cheerful sign along the old road proclaims this little huddle of combed hair argue with the owner, Callie (tiny, spectacles, pedantic) about the
stone buildings “Brightburg.” The first “r” has been lined out and high prices of mules and rope. Behind the counter and through an open door,
replaced with an “l” in red paint. there is a storeroom full of lanterns, pitons, rope, and other gear.
 Callie will sell any mundane adventuring gear at double its normal price, correcting
In Town. Homes and business flank a stale dirt road. Men and women the buyer’s grammar all the while.
in scraggly clothes sit beside upturned hats filled with copper pieces,  Callie will buy any treasure or loot at its typical price.
asking meekly for “a spare silver, please… or copper.” Occasionally, a  After the first signs of dragon activity, Callie bought a naturalist’s journal which details
donkey pulls an overpacked wagon to the outskirts of town and their thorough, and accurate, studies of dragons. She is willing to sell it for 200gp. The
journal takes three watches (i.e., 18 hours) to read and contains all the “Dragon Facts.”
beyond, accompanied by the sounds of clattering dishes, crying babies,
and sad banjo twanging.
F. Country Manor House
Brightburg was a quiet, little village supported by farmers, hunters, and
the occasional pilgrim passing through on their way to god stones. A stately, two-story house. Manicured tulip gardens border the
Now, the town is dying. Prices have doubled due to supply shortages. house. A rowboat is beached on the edge of a picturesque lake a
Church of the Judge. The largest building in town—black stone blocks, stone’s throw from the gardens. Chipmunks titter and cavort
stained glass windows, and a piercing stone spire atop its roof. Inside, Brother everywhere.
Bert (hefty, crumpled robes, tonsure) lashes out at his “double-damned, no-
good” flock. He is blaming the dragon attacks on the townspeople’s loose In the House. The house is richly furnished but devoid of life. The
morals. “Shit-fire, if I can see your ankles then so can the devil.” sounds of muffled sobs echoes through the halls, leading to a
 Brother Bert has been passing the collection plate more frequently—and bedchamber where a manservant attends a pallid woman lying in bed.
judgmentally—than usual. In secret, he plans to skip town with the collection money
in 1d6 days. Manservant. This is Colton—a diminutive, mustachioed man in tulip-themed
 A group of especially devout teens, bombastically calling themselves “The Flail of the livery. He patiently dabs at the woman’s tears with a handkerchief.
Lord,” has formed in response to Brother Bert’s fiery sermons. They beg any
adventurers willing to challenge the Dragon Lord to let tag along, serving as retainers.  Colton is stoically loyal to Belle and Moira, at least as long as there is a chance that one
They are naive, zealous, talkative, and terrified (but won’t admit it). or both of them will maintain their claim to the manor house. If Belle dies and Moira
remains missing or is proven dead, Colton will produce a forged letter that names him
Dancing Candle Inn. A squat, stone inn—its wooden sign splintered. Inside, as the inheritor of the manor house and grounds.
optimistic drinking has soured into depression drinking. The hearth emits
threads of acrid smoke. Patrons sulk alone and in twos—slumping in chairs or
Pallid Woman. Belle, the former tulip knight. She is as an elderly woman, big
and graceful as a willow tree but rapidly turning sickly—sunken eyes, hair
dry-heaving on the ground. A trio of sketchy lowlifes in black robes whisper to
drying out like straw. She is dying of a broken heart—intermittently crying and
each other in the corner. The proprietor, Handsome Dan (fit, puffy shirt, five-o-
muttering apologies to “my brave Moira.”
clock shadow) stands bleary eyed behind the bar, running his finger along a
knife’s edge wondering what it feels like to be stabbed.  Entreats anyone capable of adventuring to find her daughter, Moira, and bring her
back to safety. She offers her manor house and grounds as a reward.
 Ale, whiskey, and rye are available. Handsome Dan is too drunk to remember what the
 She knows that Moira went out to slay the dragon lord. Moira had been obsessed with
newly raised prices are and, so, just asks for “some money (hic) but like… more than
the dragon attacks and, the day of her disappearance, Belle found her armor and
normal.” He accepts most handfuls of shiny or round objects as adequate payment.
sword missing. That was several weeks ago, Moira hasn’t been seen since.
 No food is available, as Dan couldn’t be bothered to prepare the stew.
 She is wracked with guilt and blames herself for Moira’s disappearance. When Moira
 The Dancing Candle has one room to rent, upstairs above the bar. The door doesn’t was young, Belle used to tell her made up stories about her “dragon hunts,” claiming
lock and Dan hasn’t cleaned it in weeks but isn’t opposed to letting travelers use it “so she slew many evil dragons with her “magic” sword.
long as you don’t (hic) ask me for… stuff.”
 The patrons know several rumors and would share them, if made sufficiently sober. Walking the Grounds. The grounds are well-kept and unguarded.
 If left alone, one of the sketchy lowlifes—a perpetually smiling woman with 2d6 busted
teeth—will attempt to steal Handsome Dan’s best rye as well as the day’s take (77gp,
The chipmunks follow everyone, looking at them with big, cute eyes,
two green buttons, and an exquisite glass pipe) from behind the bar and run, yipping begging for food.
like a fool, out into the street.
The dungeon is made of smooth-hewn, black slate. The walls Moira
and ceiling are glossy like a newly seasoned cast-iron pan—
except for the sporadic gouges where the dragons have sunk Lair AREA 13
Plundering the old road (near AREA B), returning to her lair in 10
their claws into the rock. The sour tang of sulfur and copper 1-2 turns.
muddles the air. All is cloaked in velvety darkness. Patrolling the dungeon halls, returning to her lair (AREA 13) in 8
3-4 turns.
Dungeon Encounters 5-6 Lying on her bed (AREA 13).

1d6+1 dregs on patrol. One of them has a polished instrument The Drake
1 fashioned from a dragon’s horn. They are under orders to blow
Lair AREA 12
the horn in alarm if they encounter hostile intruders.
Serving as Moira’s mount as she plunders the old read (near AREA B),
2 drags fighting over a frightened monk they captured. One 1-2 returning to its lair in 10 turns.
wants to keep the monk’s prayer beads and allow the other to eat
2 him. The second demands they split the meal 50-50, Lady and
3-6 Eating (AREA 12).

the Tramp style.


Ti-Nokk
Err-Lin slithering along the ceiling, hungry for live prey and
3 information about Ti-Nokk’s quality as a mate. Lair AREA 17
4 2d4 greedy adventurers looking for a way out of the dungeon. 1 Hunting (near AREAS C and D), returning to his lair in 12 turns.
Moira staring into a dungeon wall, studying her reflection in its 2-3 Bathing (AREA 16).
5 glossy, black surface. Awareness nearly finds her. 4-6 Atop his pillar (AREA 17), red eyes smoldering in the dark.
Ti-Nokk questioning his minions, paranoid that they are
6 considering defecting to Err-Lin. 1. Foyer
NPC Appearances Two grisly tapestries hang on the walls. On the floor, streaks of
blood run south and down the stairs into the yawning darkness.
Each time the PCs enter the dungeon, the GM may use the
following tables to determine where certain NPCs are. Or, the Tapestries. Two exquisite silk tapestries depicting the gory aftermath
of a battle. A mammoth dragon swallows a frowning man wearing a
GM may simply decide each NPC is in their lair.
gold crown, feet first. Bifurcated pikement grasp for their entrails. Each
Err-Lin tapestry is fragile and worth 150gp to any merchant who can stomach
the disturbing images.
Lair AREA 8 Behind each tapestry, there is a button camouflaged with the wall. If
Returning from a hunting trip—slithering along the ceiling with a
1 frozen boar in her jaws. She will reach her lair (AREA 8) in 6 turns. either is pressed, the dragon head statue’s (AREA C) jaws open without
2-6 Hanging from a stalactite in her lair (AREA 8). activating the fire trap.
2. Wall Reliefs Cauldron. A ladle is hooked on the cauldron’s lip. Inside, a silvery,
slick solution simmers—despite the lack of a heating element. It smells
Two identical wall reliefs, one on the west wall and another on noxious.
the east. On the floor, the blood streaks continue south.  If examined, the solution calms, forming a mirror-like surface which shows the face of
the viewer’s most hated creature(s).
Inspecting the Reliefs. They show two young dragons opposed by  If someone drinks a ladle’s worth of the solution, the remaining liquid’s surface
shows—in real time—what their most hated creature is doing. This scrying effect lasts
frightened human soldiers cowering behind a lowered portcullis. The
for 6 turns. However, the solution is toxic and characters who drink it must save or
area around the portcullis is scratched and worn. The portcullises on their hit-point maximum decreases by 1).
each relief can be raised and lowered, which they do in unison when  There are five servings of the solution in the cauldron.
either is adjusted. When they are raised, the real portcullis (west of  If removed from this room, the cauldron begins to thrum in warning. If removed from
AREA 3) lifts to the open position. When the relief portcullises are the dungeon, the cauldron cracks and its solution congeals—worthless.
lowered, the real portcullis descends to the closed position.
Chairs. The chairs are plain and made of wood. The seat stains are
ruddy brown and thick. Within the stained areas, iron nails stick up
3. Guard Station through the seat like bristling little spear tips.
The blood streaks on the floor end at two dregs sloppily eating a Curios. A diverse variety of tokens and ornaments.
dead fawn. On the west wall, a lowered portcullis blocks the  A melon-sized hunk of ambergris (67gp).
hallway.  A stumpy cane with a silver, spider pommel (53gp).
 12 witch-hair dolls arranged in a circle (20gp each).
Dregs. These guards have been tasked with keeping watch but are  A stone-tipped spear (2sp).
distracted by their meal. When aware of outsiders, they demand to  A belt of jade squares and bronze links, giant-sized (158gp, bulky).
hear what business they have with the dragon lord.
 If the outsiders are here to pay tribute to the dragon lord, the guards direct them east 5. Supply Room
and then south to Ti-Nokk’s vault.
 If the outsiders are hostile, one dreg runs to alert Ti-Nokk while the other attacks. A sleeping drag sprawled across stacks of crates against the
 If the outsiders offer a generous bribe, the dregs will play dumb, pretending they never wall.
saw anyone.
Drag. Emitting hot, raspy snores from its nostrils. Shirking its guard
Portcullis. This portcullis is operated by the wall reliefs (AREA 2) as
duty.
well as a secret switch camouflaged with the wall 10 feet to the west.
Crates. Wooden boxes of various sizes with lids nailed shut.
4. Diplomat’s Reception  Most of the crates contain mundane building supplies like lime, pitch, lumber, rope,
pulleys, tools, etc.
An iron cauldron bubbles beside the northeast wall. Three  Faint breathing comes from one microwave-sized crate. It holds a sleeping gremlin.
chairs with stained seats are clustered in the middle of the
room, facing the southern passageway. Curios are arranged 6. Icy Hole
neatly inside a glass case on the southeast wall.
An ice-covered hole in the floor.
Hole. The hole sharply descends 10 feet to a rough, ice-covered tunnel.
7. Err-Lin’s Vault Niches. Hollowed-out shelves carved into the walls. These niches are
used as miniature lairs and treasure vaults for Ti-Nokk’s draconic
A slate cavern, its walls, floor, and speleothems coated in ice. minions. Each is about five feet wide and deep.
Mounds of treasure lie here and there, smothered in ice. 1. Four red eyes bob in the darkness.
o Two curious drags watch, waiting for their chance to extort the PCs—or pick the
Ice. The layers of ice range from 1-3 inches thick. treasure from their corpses.
2. Darkness.
 Walking on the ice carefully halves the characters’ speed. Running on it requires a o Empty.
save to avoid slipping and falling. 3. Darkness, acrid smell.
 Melting a 10ft area of ice with torches takes one turn. o A dreg sleeping deep in the back of its niche.
4. Glinting metal.
Treasure. An assortment of coins, trophies, and creatures, all of o 27gp.
5. A scaly mass, unmoving.
which look fuzzy through the hoary frost.
o A dead dreg. Its body is ripped with claw marks.
 1,237sp. 6. Darkness.
 312gp. o A black cloth sack (42pp).
 21pp. 7. Six red eyes and three sets of sharp, white teeth.
 A wizened old man, mouth frozen agape mid-scream (long dead). o Three starving dregs. Behind them, 268sp and an opal the size of a chihuahua’s
 Two dwarves, locked in an embrace (long dead). head (1,000gp).
8. Darkness.
 A painted, marble statuette of a dragon whose piercing eyes seem to follow you
o An iron ring with dozens of keys (one opens the door to AREA 14, about one quarter
(800gp, bulky).
of the keys open the suspended cages in this room, the rest have no discernable
 A silver sextant (212gp).
purpose).
 A pile of large dragon bones and a ragged, ten-foot square of scaly skin (the remains of
9. Darkness, dank stench.
Err-Lin’s last suitor, the skin is fireproof).
o Dragon excrement—a ruby ring with the “N & F, forever,” engraved in its band
(230gp).
8. Err-Lin’s Lair 10. Darkness.
o Empty.
11. White fur, stained with blood.
An oblong slate cavern, its walls, floor, and speleothems coated o Half-eaten rabbit.
in ice. [Err-Lin May-Vex might be here.] 12. A pointy tail leading to a scaly body, softly breathing.
o A sleeping drag.
Ice. The layers of ice range from 1-3 inches thick.
 Walking on the ice carefully halves the characters’ exploration speed. Running on it
Cages. Fourteen metal-wire cubes, just over one-foot long on each
requires a save to avoid slipping and falling. side. Eight are unlocked—their doors open with blankets inside. The
 Melting a 10ft area of ice with torches takes one turn. other six are locked with dark fabric draped over them—these contain
sleeping gremlins.
9. Barracks Floor. The stains are obviously of excrement. The angled floor works
A putrid, square room with a dozen cubby-shaped niches carved as a latrine—any liquid that reaches the ground slowly drains through a
into the north and south walls. A handful of small cages dangle crack where the floor meets the north wall.
from chains bolted to the ceiling. The floor is smeared with
yellow-brown stains and slopes gently towards the north wall.
10. Pit Trap Floor. The stains are obviously of excrement. The angled floor works
as a latrine—any liquid that reaches the ground slowly drains through a
A seam runs down the center of the floor. crack where the floor meets the north wall.

Seam. The seam runs between two false floor panels on hinges. 14. Laboratory
 There is a 5-in-6 chance that stepping on this ten-foot square causes the floor panels to
swing down, causing the character to fall into a ten-foot-deep pit.
A fireplace full of dancing, green flames. An odd chair apparatus
 The bottom five feet of the pit are filled with “dragon tar,” a sticky, highly flammable with a helmet and wires. Two glowing jars rest on a desk
goo. The dragon tar will ignite within two feet of any open flame—causing 1d6 damage covered in scrolls and tiny dishes. A stone door with a relief
per round until extinguished. Attempts to wipe off the tar result in the wiping object or
character becoming stuck as well. Only vinegar and alcohol can dissolve dragon tar,
stands in the northeast corner.
water simply beads up against it and sloughs off.
Fireplace. Carved into the slate wall. Low, emerald flames sprout from
11. Pantry crackling salts sprinkled in the hearth. No smoke. No flue.
 This is the vessel for the gremlin-conjuring ritual. If the right ingredients are added in
Three dozen chalky egg sacs cling to north and south walls. A the correct order, the flames release a grayish gas that congeals into a gremlin.
 The correct order of ingredients is: (1) a piece of silver, (2) a pinch of salt, and (3) a
pile of tools rests in front of the west wall. human appendage.
 When added in the correct order, the flames change color to (1) blue, (2) violet, and (3)
Egg sacs. Spider eggs. Each is edible and provides the same nutrition white. If incorrect ingredients are added, the flames revert to green—the process reset.
as a standard ration. Will hatch in 3d6 days, releasing a tiny,
translucent spider. Chair apparatus. A heavy, wood chair with leather straps and a metal
helmet. Wires snake from the helmet to a pair of clips clamped onto the
Tools. Tiny pickaxes, shovels, and chisels.
lip of a glass jar.
West wall. Scratched, tool marks.  If the helmet contacts a creature’s head, the apparatus activates—sending convulsing
shocks through the creature and siphoning their defining virtue (or vice) into the glass
12. Drake’s Lair jar.
 The affected creature must save or fall unconscious for 1d6 turns. In addition, the
affected creature’s personality changes, their defining personality trait replaced with
A long, spartan room. Two iron bowls are pushed in the corner. numb compliance.
The floor is smeared with yellow-brown stains and slopes gently
Glowing jars. One is full of glowing, red liquid (Moira’s bravery). The
towards the north wall. [The drake might be here.]
other is full of foaming, green liquid (Ixx’s greed).
Iron bowls. One bowl is full of dirty water. The other bowl is full of Moira’s bravery. Moira’s stolen bravery. If Moira drinks it, she will become
food scraps—chicken feet, boar snouts, human fingers and ears. her normal self again, regaining her bravery and committing herself to slaying
Ti-Nokk before returning home to her mother (AREA F). If another character
Floor. The stains are obviously of excrement. The angled floor works drinks it, they gain her bravery (+2 bonus to all saves against fear and charm
as a latrine—any liquid that reaches the ground slowly drains through a effects). If poured on a weapon, the weapon becomes magical (+1 to-hit and
crack where the floor meets the north wall. damage, shatters into a thousand pieces if its wielder ever surrenders or flees
from a fight).
13. Moira’s Lair Ixx’s greed. The greed of one of Ti-Nokk’s dreg minions who served as a test
subject. If a character drinks it, they gain Ixx’s greed (-2 penalty to to-hit rolls
A cramped, bare room. A makeshift bed of pine needles is tucked and saving throws unless carrying at least 300gp worth of treasure). If poured
in the corner. The floor is smeared with yellow-brown stains and on a weapon, the weapon becomes cursed (vibrates in the presence of hidden
treasure, psychically begs its wielder to slaughter and loot random
slopes gently towards the north wall. [Moira might be here.] merchants—it will shatter if these pleas are ignored repeatedly).
Scrolls and tiny dishes. The scroll on top describes the correct Treasure. Coins, jewelry, instruments, tools, furniture, and trinkets.
recipe for the gremlin-conjuring ritual, written in magical script. The Anything placed in the treasure sacrifice bowl (AREA C) ends up here.
other scrolls are failed attempts that contain similar formulae but are  8,111sp.
all lined out. The tiny dishes hold salt, ink, 12sp, and two human toes.  2,671gp.
 49pp.
Stone door. Ornate, nearly the color of the wall. The relief depicts a  120 swords, 12 halberds, 45 bows, 13 maces, 12 shields.
dragon’s head with its jaws open.  Staff of groveling (5 charges). Petrified giant’s femur. Any affected creature must save
or fall to the ground, repeatedly bowing to the user for 1d4 turns.
 If fire is held against the relief, the door slides down into the floor, granting access for 1
 Flail of perpetual torment. A demon’s skull spiked with nails and barbs serves as the
turn before sliding back up.
striking head. Functions as a normal flail (1d6 dmg) but the scars and pain of its
 Both sides of the door have identical reliefs that function the same way. wounds persist, even after the hurt creatures recover and regain their lost HP.
 13 oil paintings, all surrealist portraits of goat people lying in open graves (10gp each).
15. Fire Trap  A tourmaline statuette of a sailfish (570gp, bulky).
 16 banjos, flutes, and spoons (broken).
A ten-foot bronze plate on the floor. Scorch marks on the walls.  6 fine chairs (splintered).

Bronze plate. The trigger of a fire trap. Pillar. A 30-foot tall, conical pillar made from the remains of Ti-Nokk’s
enemies. Climbing the pillar under duress requires a save to avoid
 There is a 5-in-6 chance that stepping on this plate causes a pillar of flame to spray
down from the ceiling, dealing 1d6 damage to any creature on the plate. tumbling down and being buried in a bone avalanche.

16. Bath 18. Boulder


A mammoth pool of blood dominates the room—a flexible, A curiously large boulder pushed against the west wall.
scabby mat of congealed gore floating on top. [Ti-Nokk Geck- If Moved. The boulder is tremendously heavy and requires the
Siks might be here.] strength of an adult dragon to move. Past the boulder, a roughly
Pool of blood. The pool occupies almost all the floor space in this circular tunnel worms through the earth for what seems like a mile
room, leaving only a narrow border between the pool and the walls. before ending at a steep ascent of over 40ft. At the top of this shaft,
another boulder (AREA D) of similar size which blocks the way to a
 Anything placed in the blood sacrifice bowl (AREA C) ends up here.
forest clearing.
 Walking around the pool to reach the other side of the room is risky. Characters must
save or else slip and tumble into the pool.
 Characters that become coated in the blood must save or else fall terribly ill over the
next day (losing 1d6 points of STR until healed).

17. Ti-Nokk’s Vault


A yawning, utterly black chamber with a smooth, dull gold floor.
Piles of treasure bulge up from the floor like hillocks. A pillar of
bones, glued by webs of melted leather, rises in the center. [Ti-
Nokk Geck-Siks might be here.]
Floor. An inch-thick layer of melted treasure—glossy gold, silver, and
copper streaks mixed with dirt and gore. This melted treasure is
hopelessly tarnished, worthless.
Consequences Credits
Ti-Nokk. If left alone, Ti-Nokk will continue to gather treasure— Concept, words, cover art, and layout by Operant Game Lab.
growing into a 6HD draconic terror. He will eventually burn Brightburg
to the ground and kill Moira out of boredom. After Amblemere is totally Hex-map icons from the Noun Project.
picked clean and incinerated, Ti-Nokk will expand his reach to an  Dragon icon by Lars Meiertoberens
adjacent region.  Hut icon by Yosua Bungaran
Err-Lin. If Ti-Nokk proves to be a mighty and terrible Dragon Lord,  Village icon by iconcheese
Err-Lin moves in with him permanently. Together, they have a litter of  Rock icon by Mayur Bhat
11 dregs with caustic steam breath weapons. If Ti-Nokk struggles to  Manor House icon by Georgiana Ionescu
handle the human invaders, or otherwise shows weakness, Err-Lin  Tree icon by Andrew Aprillio Raharjo
kills him in his sleep, taking over his dungeon for herself.  Burnt Tree icon by Stone

The Country Manor House. If the PCs save Moira, Belle gives them
the estate. Otherwise, Belle dies of grief and Colton takes over the
estate, turning it into a thriving distillery which specializes in cheap,
potent whiskey. As a result, Brightburg’s morals really do become loose
and the village becomes a haven for vice, banditry, and yahoo-ism.

The Druid. If the whole forest burns down, the druid sacrifices
himself in a moonlight ritual that turns him into a psychic fern. Over
the next 100 years, the psychic ferns spread over the entirety of the old
forest’s territory. The ferns send pleasant, telepathic messages to all
travelers who respect nature—and implant awful hallucinations in the
minds of those who exploit it.

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