Dungeon Vault Magazine - Issue 50 - SD
Dungeon Vault Magazine - Issue 50 - SD
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.
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
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.
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
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
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
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
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
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
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.
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-
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.
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
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.
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
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
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
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.
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.
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
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
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
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.
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
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).
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-
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
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
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
Creative Commons Collection
Quality maps and illustrations all
released with the CC-BY 4.0 license
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
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.
Conclusion
The characters reach the end of this campaign and
face the consequences of their valiant deeds.
40
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