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Dungeon Vault Magazine - Issue 50 - SD

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100% found this document useful (3 votes)
574 views41 pages

Dungeon Vault Magazine - Issue 50 - SD

Uploaded by

LordOFFlies
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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Credits

Managing Editor. Derek Ruiz

Editor. Arthur Rouise

Authors. Derek Ruiz and Arthur Rouise

Graphic Design / Layout. Derek Ruiz

Cover. Refluo @ shutterstock.com

Interior Illustrations. Elven Tower Cartography, CC-0 assets, Public


Domain assets, Arthur Rouise (page 9), and Kim Holm (CC-BY 4.0).

Cartography. Elven Tower Maps and Arthur Rouise (Isometric on p. 24).

Special Thanks. All of our fantastic supporters on patreon who keep on


helping us create fantastic locations and adventures. Without your sup-
port, this compilation product would not be possible.
Table of Contents
Credits �����������������������������������������������������������2 Temple of the Dragon God������������������������23
Level 2-3 Dungeon
Table of Contents������������������������������������������3
Curse of Pinegate ��������������������������������������27
Leaf Valley������������������������������������������������������5
Brochure Adventure
Level 1-4 Region

Ironbark Catacombs���������������������������������29
Leaf Valley Creatures����������������������������������8
Level 3 Dungeon

Queendell����������������������������������������������������10
Shrine of Beggars��������������������������������������32
Level 1-2 Settlement
Level 3 Dungeon

Night of Spirits��������������������������������������������13
Maw of the Ruby Dragon �������������������������36
Level 1-2 Encounter
Level 4 Dungeon

Willowhill����������������������������������������������������16
Thank You����������������������������������������������������40
Level 2-3 Settlement

Licensing�����������������������������������������������������41
Wildsor ��������������������������������������������������������20
Level 3 Encounter
Thus S p o k e T a r g a n o r a t h
Foolish mortal, you dare disturb my slumber and
steal what is mine? I am Targanorath, the age-
less f lame, guardian of ancient power long for-
gotten by your f leeting kind. You, Eustace Gibett,
in your arrogance, have taken a ring forged in the
heart of my wrath. The Draconid Band is a token
of power; no mortal hand can bear its weight.

For your insolence, I condemn you to a fate worse


than death. You shall wear the skin of a beast,
twisted and vile, an abomination of dragonkind.
Pain will be your constant companion, and grief
shall consume your soul for all eternity. Walk this
world as a wretched being, forever cursed to know
the suffering of the dragons you have scorned.

May your screams echo across time, Eustace,


for no one shall remember your name. Your life,
deeds, and legacy shall become a forgotten crime.
Leaf Valley
“Leaf and flame may battle for the soul of this valley, but it is courage, not
chaos, that will decide its fate. Help us! We must come out victorious.”
Shelandra, Ruler of Leaves
eaf Valley, once a lush and peaceful haven, now In his cursed form, Eustace knows nothing but pain and

L stands on the edge of catastrophe. Known


for its emerald forests, tranquil streams, and
towering willows, the region’s harmony has
been shattered by the fiery wrath of a dragon that scorch-
es the skies. Yet, this is no ordinary dragon, for the truth
destruction. His mind is lost, leaving only a beast that
ravages the valley in a ceaseless frenzy. The once noble
explorer is just a shell, driven by an insatiable thirst for
chaos. There is a way to undo this process, but unfortu-
nately for Eustace, the people of Leaf Valley are looking
of its origin lies in a terrible curse. Unbeknown to most, for heroes to defeat the monster, not to help it.
the incredible creature is not a natural-born terror, but a
man who defiled the sacred—Eustace Gibett.
Adventure Hook
The Tragedy of Eustace Gibett ▶ The Quest. Shalendra, the leader of Leaf Valley, has
called for heroes. For her, the task is simple. The mon-
Eustace Gibett was once an ambitious explorer, driv- ster must perish. She ignores the origin of the dragon
en by greed and an insatiable curiosity for ancient magic. that ravages her territory so she needs brave warriors
Leading a group of fellow treasure hunters, he ventured who shall not falter when confronting the beast. She of-
into the forbidden Temple of the Dragon God, a long-for- fers a reward of 3,000 gp for the dragon’s head (10 XP).
gotten ruin dedicated to the veneration of Targaronath,
the Elder Wyrm of the Crimson Flame. For centuries, L e v e l 1 - 4 Re g i o n
the temple had been sealed, its wards protecting the ▶ Shattered Sky. A strange, permanent crimson glow
sanctity of the remains of this primordial being, but Eu- taints the skies above Northcrest Mountain, a result of
stace saw it as a mere obstacle in his quest for fortune. the ruby dragon’s fiery breath. At night, the light pulses
He and his followers pillaged the temple, desecrating like a heartbeat, casting an ominous red hue over the val-
sacred relics, and looting ancient treasures, but their ley. This has everyone worried and on their toes.
ultimate prize was a magic ring—the Draconid Band, a ▶ Destruction. Throughout the valley, blackened earth
powerful ring imbued with ruby and draconic energy. It and charred trees create a winding path of destruction
was never meant to be worn by a mortal, and in taking leading from some locations to others. The air smells of
it, Eustace unknowingly sealed his fate. The moment the ash, and faint embers flicker in the lands.
ring touched his finger, he was overcome by a curse from ▶ Whispering Winds. As the heroes travel deeper into
Targaronath’s slumbering power. His body twisted, his the vale, they notice the wind carries soft, eerie whispers,
humanity burnt away, and he became a mockery of the almost as if the very vale were speaking. Some believe
being he sought to exploit—a dragon, but smaller, more the souls of the Night of Spirits communicate through
feral, and consumed by endless hunger and rage. The the winds, warning of dangers ahead. This otherworldly
first of his crimes was to end the lives of his followers. feature has no mechanical effect on the journey, though.
The poor men were no match for the abomination.

RUMORS
d6 Details
Former travelers and visitors to the Night of Spirits say the ancient forest ghosts have grown restless, and one recently men-
1
tioned seeing “the cursed one” flee from something darker still, hidden in the valley’s heart. It is all a mysterious message.
2 The dragon is the result of powerful magic. The elder druids of Glenfield speak of strange magics binding the creature.
3 Rumor has it that a second dragon, much larger and more powerful, slumbers deep beneath Northcrest Mountain.
Locals say that Duskview is slowly disappearing, house by house. There are various crazy stories surrounding this rumor. Some
4
believe the town is being pulled into a parallel realm as a result of the dragon’s cursed presence. This is not true.
5 It is said that an ancient dragonkin, once a servant of Targaronath, still lives in exile within the forest north of Glenfield.
6 Traveling merchants whisper that foul bandits, emboldened by the chaos, have taken to ambushing all travelers in the territory.

5
L e v e l 1 - 4 Re g i o n

Exploration Encounters Queendell, Seat of Shalendra, Ruler of Leaves


Roll 1d6 when the characters travel to a new location.
Shalendra, the Ruler of Leaves, has reigned for centu-
Roll twice if they travel during the night, or if they fail to
ries with wisdom and grace. Her connection to the nat-
spot monsters and danger (DC 9 WIS check).
ural world is profound and the valley has flourished un-
der her rule. However, even Shalendra’s powerful magics
1. The heroes stumble upon a rhinoceros. The wild cannot quell the threat posed by the cursed dragon.
beast is neutral to them unless they approach. She oversees the city from the Bastion of Leaves, her
2. The heroes see 2d8 wild horses running free. home and fort. The strong walls and watchtowers keep
3. The heroes unluckily walk on the path that brigands the people calm and protected. Queendell’s citizens trust
stalk. One thief and three bandits threaten them. that their leader shall find a solution to their problem.
4. A scared, angry gorilla panics before the heroes.
The large primate is trying to get away from a troll.
Night of Spirits
A mystical grove where time seems to stand still. Under
They can ignore the chase. But if the heroes step
a canopy of old trees, the boundary between the mortal
in, the troll turns its attention to them entirely.
realm and the spirit world fades. Locals believe that the
5. While the heroes travel, the ruby dragon flies
whispers of ancestors can be heard on moonlit nights.
above their heads. It breathes fire on them and
Pilgrims visit this sacred place to seek guidance, per-
then flies away, satisfied with its chaotic attitude.
form rituals, or leave offerings and feel blessed. The
6. Spawns of the ruby dragon find the heroes. Three grove offers a unique opportunity to commune with the
ashen wyrmlings fly up to them and attack! ethereal, uncovering secrets long forgotten by the living.

Leaf Valley 6
Willowhill Ironbark Catacombs
Second only to Queendell, Willowhill is a large and pros- Hidden deep beneath the towering trees north of Leaf
perous settlement known for its willow-lined avenues Vale, are a vast network of ancient tunnels carved into
and bountiful farmland. The city’s namesake trees bend the roots of the legendary Ironbark trees. Long used as a
low, creating natural archways throughout the town. Wil- burial ground for the valley’s most honored warriors and
lowhill is famed for its skilled herbalists and brewers druids, the catacombs are guarded by enchanted roots
who create potions and remedies known throughout the that shift and coil, protecting the sacred dead.
valley. However, the dragon’s recent raids have left many
of its fields scorched, and the once-thriving marketplace Shrine of Beggars
is now a place of anxious whispers and shuttered stalls. A humble stone altar, weathered by time, nestled in a
quiet hillside to the east of Glenfield. Once a place where
Wildsor the destitute came to offer prayers to forgotten gods, it is
Wildsor is located nearby the Northcrest Mountain. It is said that those who leave a coin or a scrap of food may
a rugged and untamed place, home to hunters, trappers, receive a fleeting glimpse of their future.
and woodsmen who live in constant vigilance against the
dangers that lurk beyond the valley’s protective moun- Maw of the Ruby Dragon
tains. The dragon has hit Wildsor the hardest, and many Once a dormant volcanic chamber, this place has become
of its people have fled south to Willowhill, or disap- the lair of the cursed dragon, Eustace. Rubies and mol-
peared into the wild, hoping to find refuge and remain ten rock glisten in the dim light, giving the cave its omi-
unnoticed. Those who remain have fortified their town, nous name, though few dare approach. The heroes may
preparing for what may be a final, desperate defense. learn about the Draconid Band’s existence, the source of
Eustace’s torment, before coming here. To defeat or try
Temple of the Dragon God to help the dragon is something they must decide.
Leaf Vale’s inhabitants know little about this place.
Magical wards and immortal guardians have kept trea- Other Locations
sure-seekers and tomb robbers at bay. But the heroes Apart from the capital and Willowhill, Leaf Vale’s popu-
might find answers to valuable information here. lation is scattered in many other smaller, but not less im-
portant towns. The heroes’ quest may bring them to any of
Curse of Pinegate the following locations: Duskview, Glenfield, Opal Pass,
The poor people of Pinegate find themselves under a and Fairnook. The locals consider themselves lucky; the
strange spell. Everyone in town suffers from horrible dragon has focused its rage on the larger settlements as
nightmares. No one has been able to get a good night’s of now. However, the populace believes something must
sleep in weeks. The people affected ignore if this situa- be done before the draconic abomination destroys their
tion has anything to do with the scaled monster. Fortu- farms and everything they have worked for. Nobody from
nately, Pinegate remains untouched by the dragon’s fire. these towns knew Eustace in the past, nor his fate.

Leaf Valley 7
Leaf Valley Creatures
The creatures of Leaf Valley, once harmonious with the land, have become twisted by the dragon’s presence. The
Purple-Leaf Mandrake, a docile creature harvested and used in local herbalism, has gone back to its aggressive de-
meanor. They scream violently when uprooted, causing madness in those who hear their cries. Forest wolves and
stags, normally timid, have become greatly aggressive and unwary of any intruder. Even the birds of the vale screech in
panic, scattering from their nests as the scent of sulfur permeates the air. The once-peaceful creatures seem to sense
the looming presence of the dragon, their minds frayed by the constant aura of fear and fire.

Eustace, the Cursed

The Ruby Dragon Eustace the Cursed is a twisted version of a fire dragon,
smaller but no less terrifying. His scales are cracked,
uneven. They glow with an angry, molten light. His
A grotesque, cracked red dragon, its molten scales once-human eyes burn with mindless rage, and his maw
and tattered wings embodying the agony and mind- constantly drips with flames that sputter and hiss. Every
less rage of the curse that twisted its body. roar that escapes his throat is a cry of agony, a reminder
of the curse that has consumed his body and his soul.
AC: 14
HP: 41 LV 8
ATK: 2 rend +2 (2d8) of 1 fire breath
MV: Double Near (fly)

S: + 4 D : +2 C : +3 I : +1 W : +1 C h : +1

Ruby Protection. Fire Immune.


Fire Breath. Fills a double near-sized cube ex-
tending from the dragon. All targets DC 12 DEX
or 3d10 damage.

The Draconic Band


The Draconid Band is an ancient ring, forged
from the molten scales of Targaronath, the Elder
Wyrm of the Crimson Flame, by dragonkin long
forgotten. It was designed as a conduit for the raw,
primal magic of dragons, meant only for their kind
to wield. The ring holds immense power, capable
of amplifying fire magic and bending dragon
spirits to the wearer’s will. However, when worn by
a mortal, the ring overwhelms their body, twisting
them into a draconic form—a smaller, weaker
mockery of a true dragon that spawns even more
twisted versions of itself. The Draconic Band binds
to the soul, making it hard, but not impossible, to
remove. Thus, perhaps there is still a faint hope
for Eustace, the Cursed.

 8
Ashen Wyrmling
Small, arcane offspring of the ruby dragon, with
cracked black scales that leak embers and smoke.

AC: 12
HP: 11 LV 2
ATK: 1 rend +2 (1d6) or 1 fire bolt
MV: Near (fly)

S: +2 D : +1 C: +0 I: -1 W: +0 C h: - 1

Ruby Protection. Fire Immune.


Fire Bolt. One target within far. DC 9 DEX or
1d8 damage.

Mandrake
A gnarled, humanoid-rooted plant that screams
when uprooted, its piercing cry a lethal defense.

AC: 6
HP: 3 LV 1 ATK: 1 cry
MV: None

S: -4 D : - 3 C: +1 I : -1 W : +1 C h : +0

Cry. Enemies who can hear within double


Near DC 12 CHA. On a fail, they take 1d3 CON
damage. Creatures reduced to 0 CON die.
Uproot. 1/day, the mandrake tries to push it-
self upward with a 3-in-6 chance.

 9
Queendell
“Leaf Valley has never seen a threat so ominous. Mighty heroes, I summon you
to wealth and glory. Slay this dragon and become immortal in all our hearts.”
Shalendra, Ruler of Leaves
outheast of Northcrest Mountain lies the larg- Level 1-2 Settlement

S est settlement in Leaf Valley: Queendell. The


city was originally founded by forest elves
centuries ago but migration and alliances
with humans have slowly transformed the population
and the once heavily-forested region. Shalendra, Ruler
▶ Special Events. Check for a Random Event in every

other area the characters visit (3-in-6 chance).


▶ Elvish Abodes. Queendell merges with the surround-
ing forest almost seamlessly. Large trees within the
of Leaves, is the sole leader. The elf hierarch was among city walls feature elvish accommodations among their
the city’s founders and is the only authority the town has branches. Some elves refuse to live on the surface as hu-
ever known. It has sometimes caused distress to humans mans; preferring their elvish traditions instead.
as Shalendra, with her elven immortality, shall never re- ▶ Shattered Sky. The strange, crimson glow tainting
linquish power. Alas, she has proven to be a fair ruler the sky above Northcrest Mountain, is at times interrupt-
and a shrewd negotiator, thus avoiding humans’ proclivi- ed by a dark presence that flies above it. Even at such
ty to seek power and control. The new threat of the ruby a distance, the ruby dragon can be glimpsed above the
dragon scouring the region is on everyone’s minds. Sto- treetops that surround the city of Queendell.
ries of the dragon’s attacks in northern settlements start
to emerge as refugees arrive seeking protection from the 1. Linna’s Brewery
scaled abomination. The danger looms ever closer. The pungent smell of fermenting ale surrounds this
wooden building and welcomes weary travelers. Linna,
the master brewer, directs many laborers in their craft.
Lost Shipment (3 XP). Linna offers 300 gp to sells-
words to visit her associate Mark in Pinegate. Mark is a
barley farmer who should have sent a shipment a week
ago but it is missing. There are strange rumors about
Pinegate but Linna believes none, she needs the barley.

2. Chop-Stew Inn
This three-story building is the perfect place for adven-
turers and traveling merchants to settle during their ad-
ventures in the Leaf Valley. The owner is a dwarf named
Gardold who is always inebriated and blushing.
▶ Pilgrims (2 XP). Twelve peasants gather here to set

out toward the Night of Spirits. Anticipating trouble, they


offer 150 gp to the characters as bodyguards.

RANDOM EVENT
d6 Details
1 Rumor has it that a fabled, fire-resistant set of armor is hidden in the Ironbark Catacombs, an ancient elvish tomb.
Beggars in the city clamor about a holy shrine east of Northcrest Mountain. Stories vary but they claim great treasure is buried
2
there but it can only be claimed by someone who knows no greed. It is also said that the near future can be glimpsed there.
3 Ten farmer refugees arrived yesterday from Willowhill. They said the ruby dragon was flying above the town when they left.
A messenger from Pinegate came yesterday to request Shalendra’s aid. The man claimed that no one in Pinegate can sleep as
4
they suffer from foul nightmares. Nonetheless, he was sent away as the urgency to deal with the dragon trumps all else.
5 People say that the glow from Northcrest Mountain foreshadows a future eruption of the dormant volcano.
6 A relief caravan wants to travel to Willowhill. No escort dares accompany them though they offer 200 gp as payment (2 XP).

10
Level 1-2 Settlement

3. Red Auction House 5. Quartz Observatory


This museum and storehouse of interesting items and The domed top of this elvish spire opens at night to gaze
relics from the past hosts an auction every Thursday at the skies and, increasingly these days, toward North-
at sunset. Merchants and nobles gather to bid on these crest Mountain. An elf apprentice named Veler uses the
pieces and to mingle with each other. The curator of the telescope to observe the stars and infer the future from
fine collection is Shalendra’s sibling, Theverell. their movements and positions. His predictions are not
▶ Retrieval (5 XP). Theverell seeks valiant warriors to accurate as he slowly learns the ways of magic.
travel to the Shrine of Beggars to retrieve a mythical rel- ▶ The Lens (4 XP). Veler laments the inaccuracy of

ic called the Beggar’s Cape. He offers 450 gp for it. both his observations and predictions as his former mas-
ter retired and left him alone. He claims that a quartz
4. Gamblers’ Abode lens is said to be guarded in a place known as the Temple
Open all day and night, the Gamblers’ Abode is the per- of the Dragon God. He offers 350 gp to escort him there.
fect place to splurge one’s money and carouse until all He wishes to find this lens to improve his telescope.
gold coins are spent. This elf-managed business caters
to all social circles and features entertaining card games 6. Queendell Docks
and dice wagers. It is truly a gold trap. The docks are crowded with small vessels and barges
▶ Peace-Making (1 XP). During the characters’ first from the western settlements as refugees arrive. City
visit, four drunk thugs rage after losing their games; they guards do their best to sort them out but they are disor-
hit the clerks and start thrashing the place. If the charac- ganized and lack the resources for proper shelter. The
ters help the two guards to restrain and arrest the thugs, characters can use a barge to travel to Pinegate for 5 gp
the manager is thankful and offers 100 gp as a reward. each. Navigating west, upstream, is not possible.

Queendell 11
7. House of Flames 12. Bastion of Leaves
The turmoil and worry from the town abate in the temple A fine amalgam of elvish and human architecture,
grounds. The aura of peace before the House of Flames the Bastion of Leaves is a resilient fortress that has
attracts those who seek to calm their souls. The priest, never been lost in battle. Three elvish spires rise to
a man named Jorland, does his best to quell the fearful overlook Queendell; the tallest structures in the city.
townsfolk and offer shelter to the endless stream of refu-
▶ Summons. Valiant warriors and mercenaries are
gees. When meeting the characters, Jorland shares that
summoned to the castle for the war effort. Messengers
he has foreseen troubling signs during his meditations.
in the streets and taverns beckon all strong-looking peo-
▶ The Curse (0 XP). Trying to find a solution to the drag-
ple to heed the ruler’s call to the Bastion of Leaves.
on problem, the priest prayed to the god of flames for ad-
▶ The Crisis. Soldiers, mercenaries, mage apprentic-
vice. In prayer, he has seen strange images of a doomed
es, nobles, and the characters gather in the bastion’s au-
expedition to a temple south of Queendell. He has seen
dience room where Shalendra, Ruler of Leaves awaits,
the pain and suffering of a single man. He knows not
sitting on a throne decorated with brass leaves. The el-
how this relates to the ruby dragon but beckons the char-
ven ruler explains that many smaller settlements are un-
acters to visit the Temple of the Dragon God.
der attack and refugees must be escorted to Queendell
8. Adventurer’s Guild to protect them. According to witness reports, the drag-
Led by the retired adventurer Danna Wolf-Eye, the Ad- on flies around Northcrest Mountain but increases the
venturer’s Guild is a good place to look for mercenary radius of its journeys with each passing day. The dragon
work. Danna charges 2 gp per adventurer to sign up. is expected to storm Willowhill any given day. Soldiers
and mercenaries are called to help escort and shelter the
▶ Escort (2 XP). Danna offers 150 gp to travel to Glen-
countless refugees from towns close to the mountain.
field and escort any refugees there to Queendell.
▶ Dragon Slaying (10 XP). Shalendra calls for the
▶ The Noble (2 XP). A high-born man wishes to visit
strongest of all to step forward as there is a dragon to
the Night of Spirits with his daughter to make an offer-
slay. She offers 3,000 gp for the dragon’s head as it must
ing. Danna offers 180 gp to escort them there and back.
be put down immediately. Apart from the monetary re-
9. Sir Wilhelm’s Home ward, she offers knighthoods for the dragon slayers.
Knighted after beating single-handedly a wolfish mon-
ster in Duskview, Sir Wilhelm (knight) seeks glory once
more. Sir Wilhelm summons the characters to dine at
this table and offers his services if he sees them on the
streets. Otherwise, the characters meet Sir Wilhelm in
the Bastion of Leaves as he too heeds Shalendra’s call.
The knight is held in high regard in Shalendra’s court;
she recommends the party welcome his help.

10. The Elfin Bazaar


Characters seeking traveling equipment, dungeoneering
gear, carts, mounts, and a small selection of potions and
menial magic items can find all that here. Dozens of mer-
chants offer their wares here during the day.

11. Rivercross Library


Characters looking to increase their knowledge of the
region and its locations find important information after
1d6 hours of research (DC 12 INT check).
▶ Ironbark Catacombs. It is a burial site of great elvish

warriors. It is said that a dragon guards their remains.


▶ Shrine of Beggars. Offering a coin or food at this al-

tar provides a glimpse of a fleeting image of one’s future.


▶ Temple of the Dragon God. A gatehouse’s log reveals
that the place was visited by Eustace Gibett weeks ago.
Their expedition never came back to Queendell.

Queendell 12
Night of Spirits
“It came two moons ago and threatens to siphon out our souls. We have tried
to stop its endless thirst to no avail. Maybe you mortals can do something.. ”
The Cursed One
ocated on top of a sparsely forested hill north-

L east of Fairnook is an ancient elvish ruin col-


loquially known as the Night of Spirits. It was
once a temple and an observatory of druids.
Alas, the druids left these lands centuries ago follow-
ing the movement of astral bodies, leaving behind their
The Spirits
Harmless, undead apparitions meander in the
area and appear to interact with pilgrims. Most are lit-
tle more than barely-recognizable humanoid ghosts,
but a few have some features and signature sounds that
stone observatory that has partially collapsed as it is re- guides love to point out to first-time visitors. One of them
claimed by nature. The arcane auras crafted by the dru- is the Cursed One, a mischievous spirit that sometimes
ids shall last for eternity, they attract the attention of fey plays light-hearted pranks on pilgrims like stealing their
creatures and spirits from beyond the veil. purses, exchanging their shoes, or crying in their ears.
In time, the Night of Spirits has become a fabled place However, a new spirit came to the ruin, attracted by the
for the humans and elves of Leaf Valley. Locals believe magical auras. It is the Dark Veil Ghost, an undead mon-
that the spirits of the dead are attuned to this place. ster far more dangerous than the rest of the spirits here.
Hence the tradition of pilgrimages to this ruin to pray Just recently, the Dark Veil Ghost learned how to pos-
and leave offerings. The spirits are mostly harmless as sess weak-minded people to use them as living weapons.
they cannot directly interact with the living. But a few of
them often pose a danger to the hapless pilgrims. Level 1-2 Encounter
▶ Danger. Unsafe. Check for a Random Event every 3
crawling rounds and after loud noises (3-in-6 chance).
▶ Magic Aura. The detect magic spell reveals a strong

magical force coming from the top of the ruin where the
sacred pond resides. It is an enchantment that attunes
the mind to the whispers of the long-dead. Spellcasters
have a +2 bonus casting spells within 30 feet of the pond.
▶ Pilgrims. Visitors who come to pray are prone to be
possessed by the Dark Veil Ghost. Characters must be
careful when confronting them so as not to kill them.

1. Reaching the Observatory


The Night of Spirits is 2 hours from Fairnook taking a
well-trodden hill trail. Reaching the hilltop requires a
minimum of stamina (DC 9 CON). On a fail, the charac-
ter has disadvantage on all checks for 1 crawling round.

RANDOM EVENT
d6 Details
The Cursed One (shadow) appears before the characters and begs them to get rid of the Dark Veil Ghost. Then, unable to con-
1
trol its mischievous attitude, the Cursed One steals a random weapon from a character (DC 12 DEX to avoid).
2 Four thugs arrive at the observatory intending to rob pilgrims of their gold and weapons. They flee if reduced to half their HP.
3 A thunderous roar pierces the hilltop’s silence as the ruby dragon soars through the sky. It turns toward Northcrest Mountain.
4 Six refugees (peasants) from Opal Pass come here on their way to Queendell. They wish to spend the night by the pond.
5 The Dark Veil Ghost appears for 1d2 rounds and attacks the party. It prioritizes attacking a wizard or a priest.
A pilgrimage of dozens of ephemeral spirits floats from the bridge near Fairnook to the Night of Spirits. These ghosts ignore the
6
living as they reach the pond and throw themselves into the clear waters. The water glows with their otherworldly energy.

13
Level 1-2 Encounter

2. The Observatory Entrance 4. The Sacred Pond


Two towering statues of robed elves holding wooden Glimmering water flows from a 2-foot-tall stone pond
staffs welcome travelers to the Night of Spirits. Be- at the top of the ruined compound. Light bugs, birds,
tween them, two flights of stairs ascend to the hilltop and even ghosts are attracted to this place. The omi-
where a sacred glimmer warms lonesome souls. nous magical aura can be felt even by mortal beings.
Each of the statues features delicately-carved emeralds The druids of yore are long gone but their spells, weaved
for eyes. As creatures move about the area, the statues’ through the fabric of the world and the stones of the vol-
eyes appear to follow them with piercing gazes. cano, linger even now; attracting lost souls and spirits.
▶ The Statues. Inspecting the effigies for 1 crawling ▶ The Pond. The sacred pond is the magical aura’s

round reveals ancient druidic spells etched onto their source. A dispel magic spell can suppress the pond’s
surfaces. A spellcaster identifies this magic as a faint power for 1 hour. If done during a combat encounter, all
lure to attract roaming spirits to the ruined observatory. spirits in the area are banished for the time being.
▶ Treasure (2 XP). Each eye is worth 50 gp (four in ▶ The Water. The crystal-clear liquid is imbued with
total). However, most people in Leaf Valley know these magic and considered sacred. Pilgrims often drink it
jewels well and no one will purchase them in the region. as the water’s healing properties are beneficial to wea-
Prying out the emeralds summons three shadows to ry travelers. Drinking a cup-worth of water heals 1d4 hit
punish the characters for their unquenchable greed. points and cures minor, non-magical diseases. Drinking
more water within a day causes a strong headache (Dis-
3. The Concentric Walls advantage on checks for 1 crawling round).
The observatory features three concentric walls in a
▶ Pilgrimage. People in the Night of Spirits pray at
state of disrepair and erosion. The walls are 20 feet tall
sunset and often stay the night huddled inside the in-
and are carved with strange patterns and bas-reliefs.
nermost wall of the ruin, next to the pond. Rumor has it
▶ The Stone. The walls are built from a volcanic rock that sleeping to the water’s pouring lull soothes the spir-
brought from Northcrest Mountain (DC 12 INT). it. At dawn, if the spirits so will it, the pilgrim’s fortune is
▶ The Reliefs. Inspecting the reliefs reveals that the changed. During the characters’ visit, many pilgrims are
druids traveled south in their never-ending search for the present to pray and make offerings. The Dark Veil Ghost
ultimate truth of their cosmological model. shall attack them soon (see Of Pilgrims and Ghosts).

Night of Spirits 14
Of Pilgrims and Ghosts DARK VEIL GHOST
Many people are present when the characters ar- Forged by loneliness and darkness, an ethereal figure
rive at the Night of Spirits. There are twelve pilgrims by covered with a tattered veil emerges from the afterlife.
the Sacred Pond. In addition, the characters may have Its eyes reflect the pain of the common man.
brought a retinue of pilgrims from Queendell or Willow- AC 12, HP 16, ATK 1 touch +2 (1d8) and 1 possess,
hill as many parties offer money to be escorted here. MV near (fly), S +0, D +2, C +2, I +1, W +0, Ch +2, AL
However many pilgrims are present, they are common C, LV 2
peasants with no combat training or weapons. When Possess. A random peasant within near becomes a
the sun sets and the pilgrims kneel before the sacred possessed thrall (no save, max four thralls).
pond to pray, the Dark Veil Ghost attacks.

Confusion and Disarray


The Dark Veil ghost does not reveal itself directly. It
uses its Possess ability to take control of a random pil-
grim. The possessed pilgrim stops praying and uses
whatever weapon in its reach to attack another pilgrim.
At first, it appears that a person has lost all reason. The
problem soon grows out of control as the Dark Veil
Ghost takes control of a new person at every opportu-
nity. The evil ghost makes itself visible when the char-
acters subdue the second pilgrim. Unaffected pilgrims
dare not abandon the glimmer of the sacred pond. The POSSESSED PILGRIM
Cursed One (shadow) aids the characters in this fight. It
can finally redeem all of his past mischiefs. A moment ago, the person prayed with the utmost fer-
vor. Now they rise with a red glow in their eyes. They
To deal with the pilgrims, a detect magic spell reveals
are beyond themselves, prisoners of untold goals.
a necromantic aura surrounding the possessed person.
The protection from evil spell or any healing magic re- AC 10, HP 4, ATK 1 knife +1 (1d4), MV near, S +1, D
leases the person from the ghost’s possession. Other- +0, C +0, I +0, W +0, Ch +0, AL L, LV 1
wise, they can be subdued in combat. When a character Anguished Cry (1/day). The possessed pilgrim utters a
deals a blow that would bring the person to 0 hp, they shriek that deflates the hearts of its enemies. One crea-
can attempt to deal non-lethal damage (DC 12 STR or ture within 5 feet succumbs to their fear, drops their
DEX). On a fail, the pilgrim is dying as per the rules. weapons, and drop to the floor for 1 round (DC 9 WIS).

Night of Spirits 15
Willowhill
“Perfection isn’t found in nature, but in what we create from it. A steed with
the heart of a lion and wings of a gryphon—now that’s a beast worth riding.”
Glenmar Voss
he second largest settlement in Leaf Valley is

T a prosperous town nestled in fertile eastern


lands, renowned for its vast farmlands and
skilled animal breeders. The town’s name-
sake willows line the rivers that crisscross the region,
their long, sweeping branches shading the fertile soil
Adventure Hook
▶ Defenders. The characters must travel to Willowhill
to both investigate more about the dragon and help the
people here defend themselves. The many reports de-
scribing the monster flying nearby have gotten everyone
where crops grow in abundance. Willowhill’s farmlands on their nerves. Additionally, a caravan from the capital
are famous not only for their bountiful harvests but for may hire the characters to escort them here.
the unique purple-leaf mandrakes that thrive in its en-
chanted soil. These rare mandrakes are prized for their Level 2-3 Settlement
potent alchemical properties, used in healing potions ▶ Special Events. Check for a Random Event in every
and powerful enchantments. Willowhill’s steeds boast other area the characters visit (3-in-6 chance).
an unmatched endurance and speed. Life in Willow-
▶ Charred Fields. The dragon soars by and burns a
hill is tied closely to the land, with the community work-
ing in harmony with nature, but the recent disturbances strip of land as if playing a game. The monster does not
from the dragon’s presence have left the people anxious, attack the same spot twice (see map). The populace is
threatening the town’s tranquil way of life. scared and jumpy, looking at the sky at all times.
▶ Unrest. People often look for logical explanations
or culprits for their fears. Unfortunately, the House of
Flames became the target of their hatred. Perhaps a
voice of reason could help (see House of Flames).

Johann’s Farmstead.
Located on the outskirts of Willowhill, Johann crafts the
finest remedies and potions. He is renowned for his deep
bond with mandrakes, treating them as pets rather than
mere plants. Surrounded by vibrant fields of purple-leaf
mandrakes, Johann carefully harvests them with the
help of his daughter Anna, an adept herbalist.
▶ Shrieking Problem. Johann’s mandrakes have gone

mad; harvesting them has become a lethal ordeal and he


cannot even leave his home. The PCs can help. If they
defeat six mandrakes, Johann can continue working, at
least for a while. He rewards them with 150 gp (1 XP).

RANDOM EVENT
d6 Details
1 A mandrake that grew in the middle of the street uproots itself, the heroes must intervene before its scream injures someone.
A herd of great steeds panics after a roar from the dragon echoes through the valley. The heroes must help corral the animals
2
before they trample people or cause damage (DC 12 STR check). If the check fails, they succeed but take 1d6 damage.
3 The heroes explore the town when they are suddenly attacked by two ashen wyrmlings. The monsters fight until slain.
4 A shadow passes, believed to be the cursed dragon circling nearby. Tension rises as the townspeople fear an attack.
Four bandits attempt to steal the horse master’s best steed at night. The heroes notice strange movements and can decide to
5
ignore this or act. If they stop the robbers, the horse master rewards them with one strong horse, and one sturdy mule.
6 Five wolves, unnaturally aggressive and emboldened by the dragon’s presence, begin attacking livestock on the outskirts.

16
Level 2-3 Settlement

Red Leaf Tavern Glen’s Laboratory


A cozy, well-worn establishment near the Opal River, A workshop on the edge of Willowhill, run by Glenmar
known for its vibrant red-leaf decorations and rich, Voss, a brilliant but eccentric gnome scientist known for
spiced cider brewed from the town’s unique apples. his unpredictable experiments. He aims to blend horse
breeding with the traits of other creatures like lions, gry-
Marla Hart, a sharp-tongued but kind-hearted halfling phons, and even giant insects. His stables are filled with
with a knack for gathering gossip, owns the place. Marla strange hybrid beasts—horses with claws, wings, or in-
is a former adventurer, her past full of wild tales, and she sect-like exoskeletons, most of them are unstable and
is always ready to share a rumor or offer advice. Heroes temperamental, impossible to ride. Glen’s goal is to cre-
can gather crucial information about the region here. ate the ultimate war steed. Nevertheless, even his best
▶ Connections. As long as the heroes sit down for a creations have a couple of months’ lifespan.
few drinks, Marla joins them a little after. She gossips ▶ Monsters Essence. Glen explains to the heroes what
about mundane topics but she is happy to share what he does and the purpose of his deranged experiments.
she knows about other places, the locals, and jobs. He reveals he is close to breeding the perfect hybrid, one
Willowhill Docks that shall show unique improvements and live as long as
Being the fastest way of communication, it is common a regular horse. To help him, the character must gather
for people in Willowhill to travel by boat to the capital. samples of skin, teeth, saliva, or any other gland or rare
The Opal River traverses Opal Pass and Fairnook, where ingredient from monsters. Glen pays them 100 gp (1 XP)
more people usually join the journey. For a small fee (4 per sample. However, none of his experiments improve
gp each), the heroes can book a passage to Queendell. his results. Only the body remains of the ruby dragon
can provide the samples he needs to succeed.

Willowhill 17
Torren’s Steeds Ruined Manor House
Torren’s Steeds is a renowned breeding stable in The manor’s once-elegant stone walls are now
Willowhill, owned by Torren Farstride, a gruff yet cracked and crumbling, scorched by dragonfire.
respected half-elf known for producing most of the The dragon’s fiery wrath reduced this once-noble estate
finest warhorses in the realm of Leaf Valley.
to ruins, leaving behind nothing but hollow echoes of
Torren values the purebred strength, speed, and loyal- Earl Tristan Hunt and his family; a taste of what might
ty of his steeds over magical or experimental enhance- happen to the entire vale if the dragon is not dealt with.
ments. His amazing horses are sought after by knights, With the earl dead and no relief from Queendell, Wil-
nobles, and adventurers for their unmatched endurance lowhill is on the verge of a civil uprising. The House of
and unbreakable bond with their valiant riders. Flames, despite the people’s claims, aims to take control.
▶ Wild Beast (2 XP). Torren informs the heroes of a ▶ Exploration. Charred corpses surround the de-
majestic wild horse spotted on the outskirts of Wildsor. stroyed manor, evidence of the horrible event. There is
The horse master hopes the heroes can tame the beast nothing of value. When the heroes decide to leave, two
and bring it to him. He pays 250 gp for the specimen. ashen wyrmlings swing down and attack them.
The heroes find the horse and manage to subdue it and
bring it to Willowhill if they pass a DC 12 WIS check. Ruined Farmsteads
These poor fields lie in desolation, their once-thriving
Miccah’s Storehouse grass now blackened wastelands of scorched earth.
Miccah is a popular half-elf in town. He sells all sorts of Burnt remnants of wooden barns and cottages crum-
mundane items and provides storage services. Miccah ble into ash, their thatched roofs long consumed by the
needs people to transport a cart full of goods to Opal dragon’s flames. The air is thick with the bitter smell of
Pass. He offers 150 gp for delivering the goods and re- smoke, and the only sounds are the faint crackle of em-
turning with a receipt signed by Constable Lee (1 XP). bers and the distant cry of displaced livestock.

House of Flames ▶ Retrievers. Some animals have been recovered, but


the heroes can still help retrieve the missing livestock. It
The House of Flames is a grand, flame-shaped tem- takes them the entire day to do this (DC 9 WIS). If they
ple in Willowhill, dedicated to the worship of Ignari- succeed, the farmers reward them with 200 gp (2 XP).
on, the ancient fire deity of creation and purification.
The temple’s towering braziers burn with ever-glow-
ing magical fire, symbolizing Ignarion’s eternal flame.
With the sudden arrival of the cursed dragon, some
townsfolk mistakenly believe it to be a manifestation of
the god’s wrath, sent to purge the valley of sin. Priests of
the temple struggle to quell the panic, insisting that the
dragon is an abomination, not a divine sign, yet many
still flock to the temple for blessings and answers. The
earl perished during the dragon’s last attack. The priests
want to profit from this and take control of the town.
▶ Unrest. Heroes may help restore order to the in-

creasingly zealous crowds. They can do so with an epic


speech (DC 15 CHA). If words fail, they can subdue the
populace with physical repression. Four thugs and ten
peasants do not fear the heroes’ peace-keeping efforts.

Willow Observatory
A tall, ivy-covered tower named for the ancient willow
tree that twists around its base. Recently, strange star
patterns have begun to align, and locals believe they may
hold the key to understanding the dragon’s curse. He-
roes can seek guidance from resident scholars and visit
the observatory to consult star charts. If the characters
spend a day studying the skies, they learn about the loca-
tion of the Temple of the Dragon God in Leaf Valley.

Willowhill 18
Hereditary Wickedness
Oh, yes! we paid the price. Now,
all shall serve our demonic blood.

In Hereditary Wickedness, the characters visit


Straton. A small thriving town ruled by the Strats,
a family with a long history and a good relation
with the crown. The characters ignore what they
are about to witness. Maximilian Strat, the cur-
rent ruler’s predecessor, made a deal with a devil
about a hundred years ago. He wished for his fam-
ily to be strong and cunning, so the devil added a
little of his blood to his. Today, all of the Strats
foster a little devil’s blood within their veins, and
a devilish possession is about to occur.
This Shadowdark adventure brings the heroes to
a town that is about to be taken over by devils.
The characters experience strange phenomena
in town and the villagers beg them to investigate
Fort Strat and learn what is happening. Will the
heroes cleanse the town or become victims too?
This adventure has been designed for Shadow-
dark RPG through their 3rd-party license. The
system is meant to be accessible to OSR players
and modern players alike. Adapting the material
Click images to see product page
to 5e or other systems is a simple affair.
Wildsor
“I know we are fools. . But I would rather be killed by the dragon than abandon
my ancestors’ land. I was born here and in this god-forsaken land shall I perish.”
Gallen, Valiant Farmer
eing the closest settlement to Northcrest Level 3 Encounter

B Mountain, Wildsor has been hit the hardest


by the ruby dragon. Thirty-six people live in
this small thorp by the bridge, surrounded by
well-tilled farmlands. Alas, most of them have fled south
to Willowhill in fear of the constant dragon attacks. The
▶ Danger. Check for a Random Event every hour during

the battle prep time (2-in-6 chance). The ruby dragon ap-
pears 2d4+1 hours after the characters’ arrival.
▶ Ambiance. The remaining locals work tirelessly to

burnt scars of the dragon’s breath weapon scourge the craft improvised weapons and prepare for battle. Their
surrounding land and the fields. Half the thorp’s wood- faces display the resolve of a man ready to die in peace.
en buildings were destroyed a few days ago when the ▶Smells and Sounds. The smell of charred fields and
dragon finally landed. In its pass, the mammoth creature homes permeates the area. There is a 2-in-6 chance of
laid waste in Wildsor. But surprisingly, a small group of hearing the faraway roars of the ruby dragon every hour.
farmers and herders refuse to leave. Their roots to these
lands are so strong that they are unfazed by the dragon’s
presence and already prepare for its next attack. They The Defense Effort
brought two siege scorpions from Queendell’s walls and When the characters arrive at Wildsor, the locals
rush to set them up. They lack the ability to properly op- are up to an impossible task: defend the thorp from the
erate them and yet, they soldier on to defend their town. ruby dragon and slay it if possible. A few of them are op-
timistic about their odds but most have made peace with
the possibility of this being their last day in this world.
The characters’ arrival bolsters their resolve, however.
They are rejoiced to have the help of strong-looking mer-
cenaries within their ranks. The townsfolk are brave but
the characters’ actions are crucial to defending Wildsor.

1. Road to Willowhill
It takes a 1-hour ride to move from Wildsor to Willowhill.
Most of the traffic in normal times is grain transports
and cattle herders. Today, the road is empty except for a
few Wildsor locals returning from Willowhill with bun-
dles of scorpion bolts and farm implements.
▶ Ruffians. Four thugs impede passage 1 mile south
of Wildsor. They demand a payment of 5 gp per person.
They fight if opposed but flee if reduced to half HP.

RANDOM EVENT
d6 Details
The ruby dragon flies by at a high altitude, unreachable by the scorpions. Three ashen wyrmlings spawn along its path and drop
1
toward Wildsor. If the scorpions are ready (see area 3), a single bolt is enough to destroy one ashen wyrmling instantly.
2 Four guards from Queendell arrive in town. They beg the locals, on behalf of Shalendra, to abandon their efforts and flee south.
3 Three mandrakes, planted in the farmed fields, uproot themselves and crawl toward the water well. They are aggressive.
A scholar arrives from Northcrest Mountain; her name is Ashlyn. She claims to have witnessed signs that the magma chamber
4
under Northcrest Mountain is becoming active. She thinks the ruby dragon brings forth this geological change.
5 An apprentice mage from Willowhill arrives in town. He offers his services to the characters as he wants to be an adventurer.
6 The land trembles for half a minute. Then, a plume of gray smoke emerges from Northcrest Mountain.

20
Level 3 Encounter

2. Destroyed Buildings 3. Siege Scorpions


Half the town is in shambles, burnt and destroyed. Two pairs of farmers attempt to set up the scorpions. Un-
Townsfolk carry bundles and crates from place to aided, it takes them 6 hours to have them ready for com-
place, getting ready to defend what little is left. bat. This is too long as the ruby dragon might attack ear-
lier than that. Two characters can aid the farmers put the
Four edifices were destroyed during the dragon’s last at- siege weapons together to accelerate the process. With
tack. Three of them belonged to farmers. One of them, the characters’ help, the scorpions are ready in 3 hours
Victor, remained in town to defend it. The others fled. (DC 12 INT check). On a critical failure, one scorpion is
The fourth and largest building belonged to Earl Jirden. ruined until spare parts are brought from Queendell.
Unfortunately, the earl perished during the attack. His
▶ Scorpion. A character and two peasants can operate
family, high-borns but with little wealth and/or influence,
promptly fled south to Queendell. The rugged locals re- one scorpion. DC 15 DEX to operate, per shot. On a suc-
gard them as lowly cowards and weak turncoats. cess, the bolt impacts its target and deals 3d8 damage. It
takes 1d3 rounds to reload the scorpion.
▶ Strategy. The ruined buildings provide good hiding

spots for ranged attackers and low barriers that give ad- 4. Toll Booth
vantage against the merciless dragon’s fire. On normal days, a crown’s representative charges 5 sp
▶ Treasure (1 XP). Inspecting the large, ruined build- per traveler for crossing the bridge. The officer fled after
ing for 2 hours yields 30 gp, 48 sp, a set of chain mail ar- the dragon’s first attack. The toll booth is now used as a
mor, two longswords, and a silver dagger (15 gp). storage room for farm implements and weapons.

Wildsor 21
5. Gallen’s Home
Gallen is the first to welcome the characters to Wildsor
Scourge of the Ruby Dragon
upon their arrival. His two teenage sons stand by him The characters shall test their steel and resolve
trying to display the same bravery as Gallen’s but it is ap- against the ruby dragon for the first time here. The drag-
parent that the two lads are scared and insecure. on does not fight to the death here. After being reduced
to half its HP it takes flight and flees to Northcrest Moun-
After the earl’s death, the locals have relied on Gallen
tain. The characters can finally defeat it there.
for confidence and support. Gallen (peasant), a potato
farmer, has turned out to be a brave warrior willing to The ruby dragon arrives at Wildsor 2d4+1 hours af-
die for Wildsor. He wields a hay fork valiantly and plans ter the characters’ arrival. Its mighty roar causes the
to operate one of the scorpions unless a character volun- world to tremble as it descends from the sky and uses its
teers. He believes they can defeat the dragon together. Breath Weapon ability as it flies by. Two ashen wyrm-
lings are left in its wake as the ruby dragon doubles back
6. Grain Silo and Storage slowly to town. It takes 2d3 rounds for the dragon to re-
Some non-combatant townsfolk work to set up ham- turn. There is a 3-in-6 chance that the dragon attempts
mocks and sleeping pads inside the silo for all that a second pass with its Breath Weapon when it doubles
choose to remain in town. The characters are offered a back toward Wildsor but its wyrmlings are not spawned
spot to eat and sleep if they help defend the town. on the second fly-by. After this, the ruby dragon lands on
▶ Preparation. This building is vulnerable to dragon- the bridge, angered if it took any damage (area 7).
fire due to the dry grain and flour sacks inside. Unless Apart from the characters, there are ten peasants in
the characters intervene, it shall surely trigger a peril- town willing to fight the dragon. They operate the scorpi-
ous explosion (see Scourge of the Ruby Dragon). The ons or use forks and spades to fight the dragon.
characters can spend 3 hours wetting the structure and ▶ The Silo. If dragonfire reaches area 6, it explodes in
removing some of the sacks to protect it from fire. The a fiery conflagration after 1d3 rounds (5-in-6 chance).
odds of the building catching fire are reduced to 2-in-6. Creatures within 15 feet take 3d6 damage (DC 15 DEX).
7. The Bridge ▶ The Mystery. The ruby dragon fights with a ferocity

The stone structure of the bridge proved impervious to unseen in creatures of its kind. The glow in its eyes sig-
the dragon’s breath weapon. There are a few scorched nals to spellcasters that magic is at play. A detect mag-
marks near the easternmost pillars but the stone has not ic spell reveals an aura of transformation magic concen-
melted. When the dragon attacks (see Scourge of the trated on a ring the dragon wears: the Draconic Band.
Ruby Dragon), this bridge is its landing spot. Creatures ▶ Treasure (4 XP). As the dragon flees, it drops a large
standing on the bridge fall prone (DC 15 STR check). red scale that can be worn as an amulet of vitality.

Wildsor 22
Temple of the Dragon God
“I feel no pity for those who dare steal from the gods and burn in their
arrogance. Eustace is a foolish, non-consequential mortal; a leaf in the wind.”
Targaronath, the Crimson Flame
his majestic tomb is an ancient, crumbling

T sanctum built deep within the heart of a


southern hill in Leaf Valley, long before the
rise of mortal kingdoms. It was erected by
dragonkin to honor Targaronath, the Elder Wyrm of the
Crimson Flame, a primordial dragon who was given
To Consider
The heroes’ job is to rid Leaf Valley of the aggressive
dragon burning their fields and lands. They may come to
this temple seeking treasure or because they were paid
to. Perhaps, they have heard enough rumors about the
the status of a god by his kin. After he died in a legend- dragon and believe this temple holds the answers.
ary battle with otherworldly ancient forces, his remains
were entombed within the temple, sealed by powerful
wards to contain his lingering essence. The temple be- Adventure Hook
came a sacred site for dragonkind, with relics and trea- ▶ Explorers. In a somewhat ironic fashion, the adven-
sures offered to honor Targaronath’s memory. But with turers wish to quench their thirst for seeing new places
the dragonkin gone, or hidden, the temple fell into ruin and delve into uncharted territories, like Eustace. Unless
over the centuries; its wards weaken and the knowledge they find someone to fund their expedition, exploring
of its existence fades into myth—this was true until Eus- this temple must be paid out of their purse (0 XP).
tace Gibett disturbed the thousand-year-old dragon god’s
slumber, igniting the curse that now plagues the valley. Level 2-3 Dungeon
▶ Danger. Deadly. Check for a Random Event every 2

crawling rounds and after loud noises (4-in-6 chance).


▶ Traps. When triggered, any device or trap described
below magically resets its mechanism every hour.
▶ Guardians. The denizens of the dungeon are magi-
cally created. When defeated, they reform at dawn.
▶ Light. Most areas feature braziers with permanent

fire. All denizens of the dungeon are dark-adapted.


▶ Draconic Magic. Targaronath’s majestic essence lin-
gers in the air of the dungeon, empowering the arcane.
All checks to cast spells within the temple are made with
advantage. Fire-related spells do double damage.
▶ Signs. If the characters open their eyes well and look
for evidence, they might notice that someone else (Eus-
tace) walked these halls before them (DC 12 WIS).

RANDOM EVENT
d6 Details
1 One of the ancient dragon statues animates (gargoyle without Impervious feature). The guardian attacks the heroes until slain.
Jets of searing flame from the mouths of carved dragon heads along the walls are the result of a pressure plate being triggered
2
by a random hero. The fire reaches everyone in the area. Heroes must make a DC 9 DEX check or take 1d10 damage.
3 Loose debris detaches from the old ceiling, hitting a random hero. They make a DC 12 DEX check or take 2d6 damage.
4 The bones of long-dead dragonkin, corrupted by Targaronath’s lingering magic, animate into four aggressive skeletons.
5 The heroes disturb the nest of a swarm of spiders. The insects flee if they are reduced to half their Hit Points, though.
Spectral figures of long-dead drakes rise from the shadows of a tomb, their translucent forms crackling with dark fire. Two of
6
these draconid wraiths (use the stat of ashen wyrmlings) pass through walls, appearing suddenly to ambush the party.

23
Level 2-3 Dungeon

Getting There 2. West Wing


This chamber lies behind a poor-quality lock. A skilled
The heroes take a 2-hour ride to travel from Queen- thief can bypass it with a DC 9 DEX check. The two ani-
dell to this location. They soon find foot-tracks on the mated armors attack at once. The heroes can access the
hills. They belong to Eustace and his group. After, they Chamber of Dragons (area 8) using the elevators in this
stumble upon half a dozen charred corpses a few hun- area and its counterpart (area 3). They must defeat the
dred feet from the temple’s entrance. Eustace burned his immortal guardians for the elevators to activate, though.
friends to the bone after his baleful transformation.
▶ Crossbows. Three bolts fly and hit whoever descends
1. Main Hall first, dealing 2d8 damage (DC 12 DEX for half). The PCs
easily notice the secret passage’s outline connecting this
A vast, echoing chamber with towering stone pillars corridor to the rest of the dungeon (see map).
carved to resemble the scaled bodies of dragons. The
floor is inlaid with sections of bronze and red scales 3. East Wing
that pulse with a faint heat, marking the way toward Use the same description as in area 2. The heroes must
a majestic, tall gate at the far end of the chamber. defeat the two animated armors to use the elevator too.
▶ Scaled Floor. The large door only opens when some-
▶ Spiked Pit. This elevator is a clever trap. It vanish-
one experiences the Trial of Fire. This consists of stand- es after it descends 5 feet. All users fall 20 feet and get
ing on each of the scaled floor sections and feeling the impaled. They take 3d6 damage (DC 12 DEX). The PCs
burning heat (1d6 damage). The runes on the door glow easily notice the secret passage’s outline connecting this
when the first section is stepped on. When the person corridor to the rest of the dungeon (see map).
doing the trial burns for the second time, the gate opens.

Temple of the Dragon God 24


4. Chamber of Offerings
Three stone plinths littered with small objects of value
and varied trinkets. A detect magic spell reveals an aura
of magic that protects this area from the passage of time.
▶ Altar. The heroes can leave something of value as

tribute. The object must be worth 1 gp at least. Any hero


who does this is rewarded with a luck token.
▶ Defilement. A delicate, purple-hued, quartz lens rests

on a plinth. Veler, from Queendell, seeks this bauble for


the observatory. If removed, the spirits of two dragonkin
(shadows) respond to this insult and attack the robbers.

Veler, the elf from the Observatory


If the elf (apprentice) from Queendell travels with the
heroes, his emotion at seeing the lens among the rest
of the tribute gets the best of him, and takes it without
hesitation. This triggers the encounter (see above).

5. Draconic Portal
This chamber features a wooden desk and a table
with mouth-watering-looking food. An ominous circle
engraved with strange runes dominates the far end.
A wizard identifies the circle as the focus for a teleport
spell. The rune sequence can be copied for later use. The
food, edible and delicious, reappears in 1 hour. A magi-
cal aura protects this area from the passage of time.
▶ Desk. Inspecting the documents on the desk for 1 8. Chamber of Dragons
crawling round reveals the following information: ▶ Scaled Floor. Another Trial of Fire (four phases, 1d6
damage each). Whoever passes shall be rewarded with
1. Dragonkin built this temple. It is the resting place
a moment to listen to Targaronath’s spirit (see below).
of Targaronath, a legendary primordial dragon.
▶ Treasure (4 XP). The vault is hidden (DC 12 WIS
2. The offerings and Targaronath’s tomb must not be
to find). It contains 238 gp, 3,864 sp, 10,563 cp, a gold
touched by non-dragon beings. Ancient spells and
mead tankard (20 gp), a silk robe (35 gp), a fine suit of
incantations shall punish whoever does this.
chainmail (60 gp), and one cockatrice egg (100 gp).
3. A page describes Eustace’s expedition: They took
the Draconic Band from the offerings but did not 9. Targaronath’s Skull
find anything in the Chamber of Dragons. Satis- Even after death, Targaronath’s presence can be felt. The
fied with their findings, they left and Eustace was heroes feel the weight of an invisible stare while they
transformed. It recounts how the ruby Dragon (Eu- stand before the skull. If anyone passes the Trial of Fire
stace) killed his companions outside. The last en- in area 8, they may listen to the dragon god for 1 minute.
try describes what the heroes have done so far. ▶ Parley. Via telepathy, the dragon explains it feels no
sympathy for Eustace, and hopes the cursed man lives
6. The Flame of the Dead forever. Targaronath wishes the visitor farewell and
These remains belong to Targaronath’s bodyguards.
grants the Blessing of Fire (fire damage is reduced by
Four skeletons come to life and attack the heroes. Ig-
half, a permanent boon). However, the outcome of this in-
nore this if Random Event 4 has already occurred.
teraction is different if the heroes have pillaged the place.
7. The Flame of the Living ▶ Fools. If an item from the offerings is brought here,
A small room to meditate and pray to the dragon gods. or if the heroes attempt to see what Targaronath’s tomb
The heroes may spend 1 crawling round here to be holds, an incorporeal fire dragon and the eight dragon
blessed by the flame of life, and gain 1 luck token. statues (gargoyles) emerge to remove the tomb defilers.

Temple of the Dragon God 25


Curse this wretched form!
The Curse Targanorath and his vile
magic! I am no longer a man;
Ruby no longer anything I once
knew. My f lesh is now stone
Dragon and scales, my heart cold as
the ring that marks my prison.
I am not a true dragon but an
abomination, a twisted creature
shaped by the ancient one.
But he is dead! The one I truly
loathe, the one whose breath
poisoned my soul, is long gone.
And now, what remains? Only
the peasants below... helpless,
cowering, pitiful. They scatter
like insects beneath my wings,
and I burn them to convey the
f lames of my own punishment.
It does nothing to ease this
torment, this endless pain that
sears through my bones. Yet,
they shall hurt just as I suffer.
Let their screams rise like
smoke. Let them share in my
agony. They are the ones left to
bear the weight of my rage.
Curse of Pinegate
Brochure Adventure
Ironbark Catacombs
“Strength does not lie in the edge of the you wield, but in the purpose that
guides it. Stand true, and let your heart be your stalwart shield.”
Elandar
estled beneath the dense roots of the ancient

N Ironbark Forest north of Glenfield, these cat-


acombs are a sacred burial ground dedicat-
ed to the great elven warriors of Leaf Valley’s
past, from a time when the territory was known by a dif-
ferent name. Generations of elven heroes rest in these
Adventure Hook
▶Delvers. Many historians and treasure-seekers have
explored the catacombs long before the ruby dragon’s ar-
rival. But all come back empty-handed, leading to rumors
that the catacombs are well-protected and that only one
hallowed halls. The catacombs are supported by im- deemed worthy by the elvish spirits may claim the Armor
mense roots of the great Ironbark tree, whose magical of Elandar. The heroes come to test their luck, get their
properties prevent decay and ward against dark magic. hands on the armor, or find other treasures (0 XP).
Whispered among the elves is the tale of the Armor
of Elandar, a legendary set of fire-resistant elven plates
Level 3 Dungeon
said to be hidden deep within the catacombs. Forged in ▶ Danger. Unsafe. Check for a Random Event every 2

the flames of the first war against the devils, the armor is crawling rounds and after loud noises (3-in-6 chance).
imbued with the essence of Ironbark and enchanted to ▶Elvish Magic. Feeling the looming threat of the dra-
protect its wearer from even the fiercest of flames. The conic monster, the elvish guardians have returned from
few people who know of this fabled relic, believe it to be the dead to protect what’s theirs. Additionally, they have
the key to confronting the dragon ravaging the valley. advantage against turn undead or rebuke unholy effects.

The Dragonkin
Deep within the forest, remnants of the ancient drag-
onkin still linger, twisted versions of their once-noble an-
cestors. Eons ago, these beings, known as the Vyr’shaal,
were the proud builders of the catacombs, crafting the
halls to honor the elven warriors who stood alongside
them. Today, the few surviving Vyr’shaal are barely recog-
nizable—warped by the centuries and driven mad by the
loss of their civilization. They skulk through the forest,
living in primitive tribes, their minds clouded by a primal
fury. Fiercely territorial and distrustful of all outsiders,
the once-great architects have become little more than
savage guardians of their forgotten legacy, attacking any-
one who dare trespass upon their ancestral grounds.

RANDOM EVENT
d6 Details
1 Four dragonkin (beastmen with scaled skin) drop from the shadows to surprise the intruders (DC 9 WIS to avoid an ambush).
The ironbark roots above begin to twist, threatening to crush anyone caught beneath them (DC 12 DEX). Whoever lacks the
2
quick reflexes to get away takes 1d8 damage, and becomes entangled and restrained. It takes 1 crawling round to be set free.
3 An ironbark root oozes a white, glimmering sap. Drinking from it restores 1d6 HP. Drinking more than once has no effect.
4 The characters disturb a swarm of spiders. The insects are aggressive but flee if they are reduced to half their Hit Points.
The spirit of the elven hero Elandar manifests. He comes from a time when elves and dragonkin ruled these lands. If there are
5
no elves among the heroes, Elandar suggests they leave. For only elven blood shall be worthy enough of his legendary armor.
6 The heroes were followed. A group of two thugs, one soldier, and two peasants wish to join their party and share the treasure.

29
Level 3 Dungeon

1. Road 3. Dark Tunnels


The trail traverses the forest and leads here. The heroes The heroes descend more than 50 feet into the dark
must navigate the dense woods for a few hours to find underground tunnels. Before they can determine if the
the catacombs (DC 9 WIS). On a failure, they stumble bones in the tunnel belong to people or monsters, three
upon a brown bear and its two cubs. Mama bear does skeletons rise and charge against the intruders. Elvish
not take the sight of strangers lightly and attacks. magic is responsible for the creation of these improvised
guardians. Three more skeletons coalesce and block the
2. Bark Entrance characters’ way before they reach area 9 (see map).
A crude entrance is carved on a thick root. Beyond the
These tunnels connect to several parts of the dungeon.
threshold, the descending steps are an ominous invita-
The heroes can visit all areas walking these tunnels with-
tion to the unknown. Four dragonkin (beastmen with
out necessarily following the numerical order (see map).
scaled skin) attack the characters before they enter.

Ironbark Catacombs 30
4. The Ancient Core 8. The Chamber of Loyalty
This circular cavern features four towering statues This resting place belongs to the dwarf Ulf Stonehand
of elven sentinels that surround a magic circle in and his two cousins. They were some of Elandar’s best
the center, their expressions stern and vigilant, each friends. The dwarves left their home to join Elandar and
effigy extending their empty palms before them. help the elves achieve their goals. Their forge mastery
and skills were paramount during their reign and that
Wisps of ethereal light drift upward from the circle, illu-
earned them a place of honor in these catacombs.
minating the statues and casting long shadows across
▶ Treasure (4 XP). These sarcophagi can be pillaged
the stone floor as if the sentinels themselves are watch-
ing. The arcane runes of the circle reveal this is a means without any consequences. The elvish wards were never
to travel here via teleportation. Alas, the circle’s magic is intended to guard this treasure: a dwarvish pipe (25 gp),
obstructed; large, greenish roots grow on its runes. an ironwood lute (75 gp), a suit of blackened-steel plate
mail (130 gp), and a Kytherian Cog (300 gp).
▶ Circle. Removing the roots allows for the last crea-
ture who used the circle to come here to finally arrive. A 9. Grim Tunnel
gibbering mouther appears. It was once an elf, but the The heroes approach Elandar’s sarcophagi. The heroes
hapless being got caught between worlds for centuries; find more skeletons blocking their way (see area 3).
the eyes and mouths aberration is all that remains. After
the battle, a spellcaster notices the magic circle is a one- 10. Elandar’s Resting Place
way device into the dungeon. It cannot be used to leave. A solemn chamber bathed in the warm glow of two
enchanted braziers. At the far end, Elandar’s or-
5. The Fonts nate sarcophagus lies as the centerpiece, intricately
This small, secluded chamber is serene, its air cool carved with scenes of his heroic deeds. Five grand
and still. Two stone stoups, carved with intricate sarcophagi line the walls, each containing one of
elven patterns, stand opposite each other, filled with his most trusted captains. The stone benches face
crystalline water that glows softly in the dim light. toward Elandar, inviting visitors to honor the legacy
▶ Healing Waters. The water is imbued with powerful of the elven leader who once safeguarded the vale.
healing properties. Creatures that drink from it regain Dragonkin warriors rest in the five sarcophagi that ac-
2d4 Hit Points. Drinking more than once has no effect. company Elandar in the afterlife. The ever-loyal warriors
shall protect their former leader again if it comes to it.
6. The Chamber of Trust
A single brazier illuminates five sarcophagi in this small The heroes may speak with Elandar’s spirit if they did
chamber. The central sarcophagus belongs to Elandar’s not defile the guarded catacombs. Furthermore, if an elf
most trusted confidant, Raowen. He was an advisor, as- is with the party, they might be worthy of Elandar’s ar-
sociate, and friend to the well-respected elf champion. mor. Otherwise, the heroes must fight for it (see below).

If the heroes open the sarcophagi to look for treasure,


▶ Friends. The heroes left areas 6, 7, and 8 intact. They
one shadow and four zombies emerge, angered by their did not disturb the dead and behaved respectfully. Elan-
utter disrespect. After combat, the following is found: dar welcomes them to his catacombs and praises their
group’s respectful attitude. He cannot help them defend
▶ Treasure (3 XP). A green crystal statuette of Mem- the valley in his current state, but he gladly gives them a
non (50 gp), a set of polished bone dice (25 gp), a leather cloak of elvenkind and a longbow of the elven kings. And
bandoleer with 10 blue bottles (3 gp each), a mace inlaid if an elf is present, they get the Armor of Elandar (a beau-
with gold holy symbols (50 gp), and a bag with 84 gp. tiful +2 mithral plate mail with immunity to fire).
7. Catacomb of the Red Cloaks ▶ Enemies. The heroes robbed the catacombs and dis-
Serathil rests in the sarcophagus. A trusted lieutenant respected the dead. Or perhaps they want to take Elan-
and shield-bearer for Elandar. Eleven red urns hold the dar’s armor by force. Elandar (wight), his guard of five
ashes of Serathil’s loyal red cloaks, bound by an oath to dragonkin (zombies), and two shadows (see area 11) at-
protect Elandar’s legacy even in death. A faint aura of tack the intruders. If the heroes manage to win this fight,
honor and sacrifice lingers in the stale air. they can leave with all the treasure and weapons.
▶ Treasure (4 XP). The collection of polished amber
11. The Twins
urns is worth 450 gp, and Serathil’s sarcophagus has a Two brothers who pledge their lives Elandar. They were
+1 longsword. But if the heroes attempt to grab any of granted a place of honor because they died stopping
these, their defilement summons the ire of one wraith. an assassination attempt on Elandar. Their souls come
Serathil’s spirit shall chase the intruders until slain. back to this world to aid Elandar if they must (see above).

Ironbark Catacombs 31
Shrine of Beggars
Only those who truly surrender their possessions, material belongings, and
personal bonds, shall be granted the gift of a glimpse of the future.
Dungeon’s Inscription
he Shrine of Beggars is located in a seclud-

T ed temple east of Northcrest Mountain, deep


within an old dungeon, built by clerics and
priests of yore. Despite its humble name, the
main genuflecting statue holds a powerful allure, draw-
ing the downtrodden and destitute from across the val-
The Beggar’s Cape
This is a mythical relic, said to have been woven from
the rags of a long-forgotten sage who sacrificed every-
thing to protect the needy. It is believed to grant its wear-
er protection from harm and the wisdom to see through
ley with tales of its mystical properties of foresight. deception, but only those with a pure heart can claim it.
According to legend, the shrine is a place of divine in- Rumors say that somewhere within the shrine lies the
sight where those who have nothing to give but their sin- hidden path to this relic, buried beneath the very stones
cerity may glimpse fleeting visions of the future. Beggars of the altar, waiting for one worthy enough to unearth it.
and travelers leave offerings, mostly coins and trinkets, The shrine’s unpredictable magic often reveals glimps-
hoping to receive guidance in their darkest hour. The es of the near future to those who make sincere offerings,
shrine itself is guarded by ancient incantations, said to though the visions are fleeting and cryptic, appearing as
protect it from those with ill intent, and many believe hazy astral visions in one’s head. Many have sought the
that only one who truly knows no greed and has aban- treasures and secrets of the Shrine of Beggars, but few
doned all links to material things or wealth can unlock have left with more than a mysterious vision.
its greatest secret: the fabled Beggar’s Cape.

Adventure Hook
▶ Retrievers. The heroes may come as explorers after
learning about this place. However, they could be hired
at the Red Auction House in Queendell. Theverell, the
curator, is looking for a group of heroes. He wants them
to retrieve the fabled Beggar’s Cape (5 XP, 450 gp).

Level 3 Dungeon
▶ Danger. Unsafe. Check for a Random Event every 2
crawling rounds and after loud noises (4-in-6 chance).
▶ Devices. The dungeon features many traps (see

map). Unless stated otherwise, the traps reset after 1


hour. Provided the heroes find the panels to manipulate
the traps (DC 9 WIS to spot), they can be disarmed by a
thief with the right tools (DC 12 DEX, one check each).

RANDOM EVENT
d6 Details
The air fills with the whispers of unseen spirits, offering cryptic advice or warnings (DC 9 CHA). Characters who fail to listen
1
carefully hear only misleading riddles. This translates to a magical disadvantage on the next check or attack they make.
2 Three peasants and their escorts, two thugs and one soldier, have come to leave offerings at the shrine.
3 A pile of coins materializes, but those who reach for it trigger a trap. The illusion explodes, dealing 1d8 damage (DC 9 DEX).
4 A sentient brown bear has come to leave some acorns as tribute. The beast becomes hostile if bothered or interrupted.
An ancient, spectral figure appears, challenging the heroes to solve a riddle about sacrifice and greed (DC 12 INT). Success
5
reveals the secret passage that takes to area 8 (see map); failure summons the anger of one shadow.
6 The heroes disturb a swarm of spiders in the area they explore. The insects are aggressive but flee when reduced to half HP.

32
Level 3 Dungeon

1. Leaf Valley 4. The Sacred Pond


The characters must travel the main road east of Glen- The tranquil room’s heart is dominated by a shim-
field and continue their journey through the rocky hills. mering pond of sacred water. Four statues on their
Finding the shrine is not hard (DC 9 WIS). On a fail, the knees line the walls. A faint, mystical glow emanates
heroes stumble upon a herd of wild horses. The two al- from the water’s surface, and the air is filled with the
pha males from the herd are violent and territorial. A scent of wildflowers and the vibration of magic.
character may try to tame one (DC 15 WIS). On a fail,
A detect magic spell reveals the arcane properties of the
the hero involved takes 1d10 damage from a kick.
water. The heroes may use empty flasks to fill up to four
2. Entrance holy water doses. The remaining water becomes regular
The heroes descend 30 feet and reach a stone corri- after this but regains its blessing every 24 hours.
dor where overgrown grass and moss have managed ▶ Site of Prayer. The walls show old frescoes of people
to sprout. The light of two braziers marks a small ante- on their knees, their heads inclined forward, being bless-
chamber. Areas 3, 4, and 5 can be seen from here. ed by a majestic holy light cast above them. The heroes
can assume a genuflecting position like the statues in the
3. The Beggars of Stone room and meditate for 1 crawling round before the holy
The corridor slopes gently downward, its stone walls pond. This prayer-like action grants them a luck token.
lined with alcoves that cradle four statues of solemn,
genuflecting figures, each depicting an elven warrior 5. Funerary Urns
bowing with hands extended in the utmost reverence. Eight golden urns are symmetrically aligned by the
The heroes are free to descend to area 10 from here. A walls and the room’s extension. The dead found their
group of people starts climbing the stairs the moment eternal rest in their peaceful, undisturbed darkness.
the characters choose to make their descent. The urns hold the ashes of some of the people who
▶ Visitors. Six peasants and their bodyguards (three helped build this place. Their offerings and sacrifices
soldiers) just finished their prayers and left their offer- earned them a place of honor in these halls.
ings. They tell the heroes that Lauren, a woman from her ▶Treasure (2 XP). Each urn is coated in gold (25 gp).
group, has prayed for more than a day. The heroes meet However, three shadows coalesce from the dark ceilings
Lauren when they approach the shrine (see area 10). and attack whoever attempts to remove or take them.

Shrine of Beggars 33
6. The Shrine’s Office 8. Chamber of Death
Three shelves filled with tomes and scrolls surround a A perceptive hero may notice the secret passage while
single central desk. A detect magic spell reveals an in- entering the dungeon (area 2, DC 12 WIS, see map).
cantation that protects this chamber from the passage of ▶ Traps. Creatures crossing this room get burned by
time; all looks clean and remains in good condition. fire jets or cut by rotating blades (DC 15 DEX, 2d8 dam-
▶ Lore. If the heroes spend 1 crawling round reading age). The heroes may try to disarm them (see Devices).
the documents in this area, they learn the following:
9. South Treasure
1. The shrine was built ages ago by a religious guild ▶ Swinging Blades. Four attacks. Blade +3 (1d6). The
that believed in life without material belongings.
blades return to their starting positions after 1 minute.
All the gold they gathered or gained throughout
▶ Treasure (2 XP). A mithral shield inlaid with small,
their pilgrimages was invested to build the shrine.
blue pearls (80 gp), and a tier-1 spell scroll (80 gp).
2. Their spells and beliefs became one, and the shrine
is now bestowed with arcane properties. 10. Shrine of Beggars
3. The religious guild is long gone, but the shrine re- ▶ The Future. After leaving an offering worth at least
mains. It has become a beacon of hope and a spiri- 1 gp, the heroes must meditate for an entire day kneel-
tual motivation for those who have nothing. ing and praying, like the effigy. If they do, they experience
a mysterious, cryptic vision of the future (GM’s choice).
▶ Treasure (2 XP). A well-made bastard sword (10

gp), a pair of silvered daggers (10 gp each), a tier-1 spell ▶ The Beggar’s Cape. The heroes do not meet the re-
scroll (80 gp), and a tier-2 spell scroll (140 gp). quirements to take this artifact. The only way for them to
get their hands on it is through Lauren (see below).
7. North Treasure ▶ Lauren. Wearing a simple ragged robe and no shoes,
The heroes must traverse a 100-foot-long corridor to she prays and explains she is looking for the Beggar’s
reach the treasure chest at the end. An automated cross- Cape. She has given up everything she has in life. A se-
bow shoots three times when creatures approach. cret compartment opens on the floor and Lauren grabs
▶ Crossbow. Bolt +3 (1d8). This apparatus in particular the Beggar’s Cape and dons it (the wearer gains +1 AC
reloads and is ready to fire again in 1 minute. and advantage on checks to detect lies or ruses). There is
▶ Treasure (3 XP). A half-finished suit of chainmail (30
nothing the heroes can say to convince her to sell it or ex-
gp), a silver-and-gold circlet (40 gp), an opalescent pearl change it. And if they take it by force, six wights emerge
(40 gp), a rare incense that is repulsive to undead (50 from their sarcophagi (see map) and chase the heroes
gp), and a wooden box with a Kytherian Cog (300 gp). wherever they are to punish them. They shall bring the
cape back to its rightful owner or back to the crypt.

Shrine of Beggars 34
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Maw of the Ruby Dragon
“How brave of you to come find me in my lair. Alas, it is all for naught; your
lives are forfeit. Your deaths shall fuel the awakening of this dormant volcano.. ”
The Ruby Dragon
fter the deadly encounter with the ruby dragon Level 4 Dungeon

A in Wildsor and roaming Leaf Valley in search


of information and strength to fight the dra-
conid beast, the characters are ready to con-
front it in the magma chamber of Northcrest Mountain.
The characters and their allies must climb the dormant
▶ Danger. Unsafe. Check for a Random Event every 3

crawling rounds and after loud noises (4-in-6 chance).


▶ Light. Area 2 is brightly lit by the lava. The rest of the
areas are pitch dark. All denizens are dark-adapted.
volcano and find the entrance of a rocky compound that ▶ Magic Aura. As the ruby dragon lives longer and
the ruby dragon has claimed as its lair. takes more lives, the rune circles in area two gain power.
The characters are armed with magic weaponry, spells, The detect magic spell can perceive these auras from up
and their wits. But the most crucial piece of this puzzle to 500 feet away, even through solid obstacles.
might be information. In the Temple of the Dragon God,
the characters may have learned that the ruby dragon is
an explorer named Eustace under the effects of a nefari-
Climbing Northcrest Mountain
ous curse. The Draconid Band, which the dragon wears, The trail northeast of Wildsor leads to uneven ter-
is the key to helping Eustace. A tricky challenge as the rain and Northcrest Mountain. An hour into the journey,
characters must find a way to remove the magic ring the road is almost indiscernible from the landscape as
from the angry dragon’s claw (see The Cursed Eustace). recent earthquakes have shifted the terrain.
▶ Climbing. A character must guide his companions

through the scabrous mountainside (DC 12 WIS check).


On a success, the characters reach area 1 without com-
plication after 2 hours of travel. On a failure, the char-
acters take twice as long to reach area 1 and the ruby
dragon appears in the sky. The abominate draconid flies
by the characters and uses its Fire Breath once. After the
attack, the dragon retreats to the mountaintop. The char-
acters shall encounter the dragon again in area 2.
▶ The Scorpions. The siege weapons used in Wildsor,

if they still exist, are not easy to move up the mountain.


Mounts and carts cannot traverse the rugged mountain-
side and each siege weapon requires 4 hours to assem-
ble. A DC 18 INT check allows the characters to come
up with a reasonable plan to move the weapon to area 1
but it does not prevent the need to assemble it.

RANDOM EVENT
d6 Details
The magma chamber (area 2) momentarily increases its volcanic activity. The temperature in the dungeon rises to dangerous
1
levels for 1 crawling round. Creatures without magical resistance to heat take 1d8 damage (DC 15 CON check).
2 Two shadows emerge from a nearby wall. The undead’s ephemeral appearance is of a humanoid shrouded in flames.
3 Two ashen wyrmlings are born from the lava in area 2. They fly to the characters’ location and attack.
4 The ruby dragon roars in the distance. NPCs with no adventuring experience accompanying the party must roll Morale.
5 Twelve valiant peasants arrive at area 1. They want to fight alongside the characters against the ruby dragon.
Four dragonkin (beastmen with scaled skin), heeding an arcane call to aid the ruby dragon, traveled from the forest around the
6
Ironbark Catacombs to area 1. They hide until the ruby dragon fights the party (DC 12 WIS to spot); then they help the dragon.

36
Level 4 Dungeon

1. The Fiery Entrance 2. Magma Chamber


An opening in the mountain, large enough for the The short passage gives way to a grand chamber
ruby dragon to pass through, leads into the depths of mostly covered with molten rock. On a rock platform,
Northcrest Mountain. A fiery glow comes from with- the ruby dragon stands by a raging brazier surround-
in, evidence of the magma chamber beyond it. ed by two circles of pulsating runes. The dragon
The raging heat of the magma in area 2 can be felt takes flight and leaves through the main vent above.
from here. This is where fire-protecting items or protec- After spotting the party, the dragon leaves through the
tive spells excel and do their job best. If the characters volcano’s main vent, hundreds of feet above. It returns
brought a siege scorpion up here, this is the only feasi- here for the final confrontation with the characters (GM’s
ble place to assemble it because its wooden parts ignite choice for the most appropriate moment).
if brought into area 2 for longer than 1 crawling round. ▶ The Heat. Creatures take 1d2 damage per minute in
▶ Draconic Tracks. The ruby dragon’s foot tracks lead this area. The Armor of Elandar nullifies this effect. The
in and out of the magma chamber but they disappear 20 Blessing of Fire from the Temple of the Dragon God is
feet from the entrance; it can be implied that the drag- useful against this effect too. Flammable objects catch
on takes flight at that point (DC 9 INT check). Careful fire after 1 crawling round of exposure.
observers notice that the right front leg’s footprints are ▶ The Runes. A spellcaster that inspects the runes
different; a large circular mark takes the place of a dig- for 1 crawling round discovers that, as the ruby dragon
it. This mark is left by the Draconid Band (DC 12 WIS). takes more lives, the runes’ power increases. Soon, they
▶ The Coward. If Sir Wilhelm has come this far since shall cause Northcrest Mountain to explode; the volca-
the party left Queendell, the knight’s resolve falters when no’s eruption would bring death to all in Leaf Valley.
gazing into the fiery portal into the mountain. Unless ▶ The Egg. If the characters place the cockatrice egg
stopped, the knight utters a petty excuse and runs in pan- from the Temple of the Dragon God in the brazier, the
ic to the skirts of Northcrest Mountain. A character can ruby dragon becomes transfixed by it upon its return.
vigorously shake Sir Wilhelm and offer inspiring words The dragon mistakes it for a competitor’s egg. The char-
(DC 12 CHA). On a success, Sir Wilhelm stays resolute. acters can take advantage of this to surprise the dragon.

Maw of the Ruby Dragon 37


3. The Ruined Hall 7. Teleportation Circle
Crumbled stone walls and rotting timbers surround a Little remains of the circular walls of this chamber. It
dust-covered banquet table. Faded banners hang limp contains two gilded vases and a glimmering circle that
while shattered chandeliers dangle precariously, their can be used with the teleport spell. A spellcaster can
once-glorious cut crystals now dull and lifeless. copy the rune sequence for later use of that spell.
▶ Integrity. One of the four pillars supporting the cham-
8. The Ransacked Columbarium
ber fell after the volcano became more active a week ago.
Rows of hollowed niches line the pillars, many gap-
Careful observers note that the room’s structural integ-
ing and looted, their contents gone. Skulls on rows,
rity is precarious. Each crawling round, there is a 1-in-6
on shelves, gaze at the darkness beyond them.
chance that the room collapses. Creatures in the area
take 2d6 damage and become trapped (DC 12 DEX). Believers of the House of Flames from Leaf Valley were
interred here generations ago. To scorn them, heretics
▶ Treasure (2 XP). Inspecting the room for 1 crawling
stole their remains and brought them to area 5. Soon
round reveals the splintered remains of a wooden chest.
after, the volcano erupted for the last time and both the
Under it lie 70 gp and a spell scroll of fireball.
mountain temple and the scorned dead fell to oblivion.
4. Souls of Fire ▶ Spirits. Six shadows coalesce here when the char-
This room contains two sarcophagi; the lids are adorned acters arrive. They describe their predicament and an-
with gold inlays and an encrusted ruby. Two shadows swer any questions about the ancient House of Flames
materialize when the characters arrive. They beg of them temple. The spirits request the retrieval of their bodily
to open the enclosures, retrieve their bodily remains, remains to this chamber. In exchange, the spirits offer a
and throw them into the magma of area 2. They claim it +2 longsword as a reward. If refused, the spirits cannot
is their only road to eternal rest. They attack if refused. quell their anger and attack like angered beasts.
▶ Treasure (5 XP). Each of the lids weighs 200 pounds.

If transported intact to Queendell, they can be sold for


300 gp each. If they are damaged, they are worth 50 gp.

5. Grim Ossuary
This small chamber contains a mound of humanoid
bones. The remains of at least sixty different people are
here, a mixture of humans, dwarves, and elves. These re-
mains were originally housed in the columbarium (area
8) but were removed by heretics of the House of Flames
in Queendell more than a hundred years ago. A swarm
of scarabs emerges from countless cracks in the walls
when the characters arrive. The bugs attack relentlessly.

6. The Ruined Chapel


Flickering torchlight reveals cracked pillars and
crumbling pews. The altar, now defaced and shat-
tered, lies beneath a thick layer of dust. Faded mu-
rals, barely discernible, cling to the damp stone walls.
▶ The Altar. Careful inspection of the defaced effigy re-

veals it is identical to the one in the House of Flames, in


Queendell and Willowhill. Along with the murals, it is re-
vealed that the faith once claimed this place as a site of
worship. Alas, it was collectively forgotten after the vol-
cano erupted centuries ago. Ancient spells protected the
chambers from the heat but the priests never came back.
▶ Angered Guardian. A man who was once a priest

of the House of Flames (wraith) emerges from the al-


tar like a flaming figure. In its vengeful rage, it cannot be
reasoned with. The undead fights until destroyed.

Maw of the Ruby Dragon 38


The Cursed Eustace
The final confrontation occurs on a subsequent
visit to area 2 (GM’s choice). The ruby dragon, former-
ly Eustace Gibett, descends from the main vent above
area 2 and lands by the brazier. The characters have pre-
pared for this confrontation but, when the dragon lands,
all bets are off. The characters’ lives are in real danger.
The ruby dragon fights to the death here. Two ashen
wyrmlings emerge from the magma on round 3.
▶ Tide of Battle. The characters should make use of

several things or strategies to aid them in this fight:


• Allies like Sir Wilhelm (knight) or valiant peasants,
although weak, may make the difference.
• The Armor of Elandar (Ironbark Catacombs), and
the Blessing of Fire (Temple of the Dragon God), can
aid the party endure the heat and fire attacks.
• A scorpion can be used from the entrance (area 1).
• The cockatrice egg offers a useful ruse (see area 2).

The Draconid Band


If the characters are aware of the magic ring and
wish to aid Eustace be rid of the curse, they must still
contend with the ruby dragon. After dropping the ruby
dragon to at least half its Hit Points, a character can
attempt to grab the Draconid Band from its finger and
force it out with sheer strength (DC 15 STR). On a fail,
the dragon steps on the character, dealing 1d8 damage.
Characters can attempt this feat more than once.

Conclusion
The characters reach the end of this campaign and
face the consequences of their valiant deeds.

The Dragon Slain


After slaying the dragon, only the mangled body of Eus-
tace Gibett and the Draconid Band remain. Shalendra,
Ruler of Leaves, congratulates the party and pays the
3,000 gp reward. The city then engages in a week-long
celebration in honor of the valiant dragon-slayers.
Conclusion
The Curse Lifted Whether the characters slay the dragon in cold blood
The ruby dragon disappears when the Draconid Band
or manage to save Eustace’s life, they are the heroes
is removed from its finger. All that remains is a broken
of Leaf Valley. Through their deeds, they have brought
man: Eustace Gibett. He is physically unharmed but his
peace to the valley and hope to all those who lost their
mind and spirit shall take months to fully heal after the
livelihoods or close ones. The characters’ new titles give
terrible ordeal. Eustace carries clear, haunting memo-
them the privilege of owning land in the valley; they are
ries of all his deeds while he was a beast. In Queendell,
free to settle down and retire from a life of adventure.
Eustace is arrested but Shalendra lets him go when it
The Draconid Band falls into a slumber for 1 month. If
becomes clear that he is but another victim of ancient
a character dons it after that, the dragon god may act
magic and untamed greed. After Eustace is cleared, a
again. Alas, that is an adventure for another day...
week-long celebration to honor the characters begins.

Maw of the Ruby Dragon 39


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