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The Warlock of the Ruins

The Room is
1. A great cavernous hall
2. An alchemist’s laboratory, what’s that smell?
3. A lair, gnawed bones litter the floor
4. Twisting, turning corridors
5. A chasm with a perilous bridge
6. An ancient temple, with a hideous statue

The Monsters are


1. Living slimes, acidic to the touch
2. A swarm of imps, full of fire magic
3. A stone troll, with a heavy club
4. Frog like men, with rusty knives
5. Ferocious giant apes, with viscious fangs
6. Giant poisonous frogs, with lashing tongues

The Complication is
1. A pit trap, filled with foul water
2. Magical winds extinguish the lights
3. Prisoners from the village
4. The ceiling is crumbling, rocks fall!
5. Gaseous vapours make you sleepy
6. Locked doors and portcullises bar the exits
The crazed warlock Sable Darkmoor has returned
Every third room features stairs leading down, and
to his keep, and is preying on residents of the
a treasure.
nearby town of Farrowdale. The heroes must
venture into his dungeons to rescue them and stop
The treasure is
his plan to summon the hideous and hungry frog
1. A chest of gold and jewels
demon Slibbobobuleth.
2. An emerald ring that shines with green light
Fear in Farrowdale 3. A potion of invisibility
4. Winged boots of speed
The heroes are approached by Flix Bigman, the 5. A magical rope that will bind one creature
generous mayor of Farrowdale. Over the past three 6. A magical sword that blazes with fire
nights dozens of his citizens have been spirited
away in the night. He suspects that evil has When the heroes reach the fourth level (the tenth
returned to the long abandoned ‘Warlock’s Keep’. room) they come face to face with the warlock.

At the keep the heroes find evidence of


recent activity. They also find the gates to an Sable Darkmore & Slibbobobuleth
underground dungeon, sealed with a magical
In the deepest chambers of his dungeon Sable
puzzle:
Darkmore, a crazed warlock is preparing to
summon the hideous and hungry frog demon
I happen once in a lifetime,
Slibbobobuleth to whom he will feed his prisoners.
twice in a moment, but never in A
Can the heroes stop him?
hundred years?
After you’ve played the game, challenge your kids
The answer is the letter M. The heroes must speak
to invent their own dungeon generator!
it to enter.

Dungeon Generator Suggested Hero: Sir Alix Tremain


Sir Alix is the bravest knight in the kingdom, an
The heroes must make their way through the
agile warrior, and a master of many different
warlock’s dungeons, but what’s in there? For
weapons. His war cry strikes fear in his foes.
each room roll three six sided dice and look up the
result on the tables below. A roll of 1, 4, 6 would
Being brave (d12), Master of weapons (d10),
give a great cavernous hall, occupied by frog like
Tumbling (d8), Ferocious war-cry (d6)
men with rusty knives, the doors are locked and
portcullises bar the exit.

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