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  APPROVED FOR USE WITH JJUIGEOIS l DBAGOIS 
  The Dragon Crown 
  By Michael Mayeau 
  COLLECTORS EDITION OF THE 1978 PACIFIC ENCOUNTERS CONTEST DUNGEON 
  No.76 
  $1.75 
  
  The actual dungeon contest run at the 1978 
  PACIFIC ENCOUNTERS CONVENTION 
  THE DRAGON CROWN 
  You are crawling down a damp , dark tunnel under the ground, with a group of your fellows. You are 
  mercenaries, on another assignment. Well , not just another assignment, you are working for a huge, evil RED 
  DRAGON . If you succeed, your reward will be the pick of his treasure hoard . If you fail , it will be death!! 
  You wonder about the strange twists of fate , and how you got to be here. It all began .. . . .. . .. . 
  The Dragon Crown © Copyright 1979 by Michael E. Mayeau 
  Designer: Michael E. Mayeau 
  Illustrated By: Paul Jaquays & Sheryl England 
  Layout By: Mark Holmer & Dave Sering 
  Graphics by : Bob Bledsaw 
  ·-2-
  
  Given to Players at the Contest 
  INTRODI!CTJON 
  You will go on a mission; your objective is to accomplish this mission and return within a given time 
  span (4 hours). Treasure, characters, rooms are all pre-determined. Your direction, die rolls, & decisions are 
  left up to you and chance. This is a test of skill and luck. I have found that in running these contests, that the 
  skillful, well-balanced party will overcome adverse conditions much more repeatidly than a random lucky 
  party, as good luck usually lasts only a short time. Some rules and ideas used here may be different from what 
  you're used to playing at home. As per D&D Vol. 1, "The.laws of the cosmos sometimes change." You may 
  stop to argue a point, but what is happening to your character won't. 
  Generally I run an action oriented game. Most of your decisions will not be, "What is that thing?", 
  but whether you wish to swing back at it or not! Looking thru books, manuals, etc. is permitted, however 
  do not expect the monsters to wait for you to finish. You may be dead by the time that you do! 
  There will be 4 teams running thru this contest, each team will go thru the same dungeon, with the 
  same characters. 
  Each team will have 6 players, and 2 alternates (team #4 will bave 3 altermates). If a player gets his/her 
  character killed, then 1st alternate takes over, 2nd alternate becomes 1st alternate, and the player who got 
  th,eir character killed becomes 2 alternate. Likewise if a player is late, doesn't show up, or has to leave, 1s.t 
  alternate takes over, 2nd alternate becomes 1st alternate, and possibly a new 2nd alternate will be brought in. 
  Alternates may kibitz, but may not direct the game, or its progess. Constructive kibitzing will help 
  your team, but may prolong or prevent you from entering a character into action yourself, it's your choice. 
  First the players, then the alternates, select their characters from the selection of pre-rolled characters. 
  There are 12 pre-rolled characters, and all 12 of them are going thru the dungeon with you. However only 6 
  are active, and none of the inactive ones may be brought in while all of thse 6 are alive. When 1 dies a new 
  one may be brought in immediately, or at the end of the battle that killed one (or more) of them. If you 
  run out of pre-rolled characters (you shouldn't), then I'll make some more up, but you can probably hang 
  up your chances at that point for getting most successful team! 
  There will be a total of 16 prizes. 8 will go, one each, to the members of the winning team (9 if team 
  #4), the other 8 are for various other awards, which will be announced ldter. 
  The main idea is to have a good time exploring somebody elses dungeon, not getting a small trinket. If 
  you play with that in mind,, you will have a more enjoyable evening! 
  If you would like to have a copy of this dungeon, I plan to have it available in some hobby shops soon. 
  THANK YOU, and good hunting. 
  -3-
  
  THE DRAGON CROWN 
  You are a mercenary, hired by an empire to stop an invading army. Although paid, you believe in the 
  cause of your employer. Especially since the invading army holds the opinion that all other races, including 
  yours, are inferior and should be exterminated! 
  The battle has gone very badly for your side. In the few hours of battle before noon , your side has had 
  60% loses, compared to 10% loses of the enemy . Simply put, you have been routed. You are now fleeing to 
  attempt to escape with your life . As you flee you stumble onto a large cave, since you've been running for 2 
  hours without rest (its now about 2 p.m.) you de cide to hide in it and rest. 
  As you enter the cave you find it goes back very deep, wanting to hide as best as you can while resting, 
  you find some old tree limbs, make torches of them, and proceed to the rear of the cave. When you reach the 
  back-most part you find a large cavern, and are utterly dumbfounded to see mounds and mounds of treasure 
  there . It looks like the loot collected by some large victorious army that must have invaded this land hundreds 
  or thousands of years ago. 
  You forget the army outside, somewhere, and just dive thru the treasure. You grab gold, gems, items of 
  precious jewelry, and unknown artifacts of great magic created millinia ago. As you go about collecting your 
  respective piles of loot, and fantisizing with each other over what you plan to do with your great wealth, you 
  notice that the cavern has grown unbearably hot. You look around to find the cause for this sudden tempera-
  ture rise and are stunned to see 2 Red Dragons blocking the way out of the cave. One of them is the biggest 
  Red Dragon you have ever see. He seems barely able to fit into the gigantic c~vern. 
  The huge Red Dragon looks at you and says "Hello Dinner" in a loud, rasping voice. The smaller one 
  looks at him and says in a scratchy, feminine voice, "How would you like you dinner cooked , Dear?" And 
  she begins to take a deep breath. You likewise take a deep breath , feeling it will be the last you will ever take. 
  The huge dragon eyes you closely, and says, "Ah, Minotaur Chips, I thought at first that they were 
  some of those thieving, rotten, little Kobolds that stole MY Dragon Crown, its only some wandering humans." 
  At this point he seems to muse himself, "I'd give anything to have my Dragon Crown back." Seeing a possible 
  means of saving yourself and escaping, you quickly offer to go out and attempt to retrieve the crown from the 
  Kobolds. Feeling that once outside, you could conveniently forget y~ur mission and flee. The huge dragon 
  eyes you suspiciously at first, then gives you an evil smile that chills your bones, and says, "If you get my 
  stolen Dragon Crown back for me, not only will I spare your lives, I'll also. let you take those small piles of 
  treasure that you attempted to steal from me with you. 1 give you a Dragon's Oath on this! Do you agree?" 
  You think about the " Dragon Oath" for a moment, you seem to have forgotten one thing about it, but you 
  remember that the dragon is absolutely bound by it, and having little choice anyway, you agree. 
  The dragon then casts a powerful suggestion spell on you, and says he'll give you 4 hours to complete 
  your mission, then you'll return to him via the suggestion. Either with his crown , Dr to become dinner. He 
  gives you an item that looks similiar to a compass, which he says can be used once to indicate the direction 
  of his Dragon Crown. Then , to your dismay, he rolls back a large rock, which was covering the entrance to 
  a hole in the back of the cavern and says "You have 4 hours to complete your mission, GO!" 
  You grab your torches and equipment and crawl down the hole. After you are all in and moving for-
  ward, you hear the huge dragon say to his mate, "Keep a sharp eye on the hole, I'll be back in 4 hours for 
  dinner." You feel confident in your own abilities however, and proceed onward. 
  ENDING 
  As you crawl up the tunnel leading to the cavern, you hear quite a bit of commotion coming from the 
  direction of the cavern. You cautiously creep up and peer out. The small dragon is dead, along with about 
  200 soldiers of the invading army. The huge dragon has not come back yet, and there are several hundred 
  more soldiers of the invading army proceeding to remove the dragon' s treasure, they are carrying out the last 
  of it now. 
  -4-
  
  (Ifthey are returning with the crown) 
  You sit down casually, pat the magical Dragon Crown, and wait for the return of the huge Red Dragon. 
  You smile to yourself as you think of the destruction he will cause tonight at midnight upon the invading 
  army's camp, under YOUR direction. 
  (If they are returning with the other crown, or empty handed) 
  You hide and await their leaving. Then you flee for your lives, you run from the cavern and continue 
  running (You do not take the crown with you as it would slow you down--if they want to 90% chance of 
  being caught by either the dragon or the enemy). You know that the Dragon's Treasure will help your en-
  emies campaign, and you will never see any of it again, you merely hope to escape with your lives. However 
  you can't help smiling to yourself as you realize that your enemie s have earned themselves the honor of TOP 
  position on the huge Red Dragon's Shit List! 
  D.M. GUIDELINES ON PLAY 
  These notes are to try to give D.M.'s the ability to run this contest as close as possible to the way that I did for compari-
  ison of their own groups to the contest players. 
  . 
  The Vol. I, II, III, and Greyhawk rules must be used. I realize the Advanced D&D is out, but it was not at the time this 
  contest was designed, and was only newly out when it was run at Pacific Encounters. 
  Movement of beings is 5' for every 3" of movement rate they have. A being can move up to ~ it's movement and still 
  attack, over ~ movement and they get no attack that melee tum. The turn sequence is; Players move, players attack, players 
  (option) take over fallen foe's space, monsters move, monsters attack; monsters (option) take over fallen foe's space.- repeat-
  The Elf move full movement and still fire his bow. 
  All monsters have infravision, so if anyone hides in the shadows, they will be hiding from the other players, but the 
  monsters can still see them. 
  Unless listed below, the party will have initiative in all encounters. Rooms where the monsters have initiative are #1, 
  #5, #7, #11, ;t:14 (last group of 5), #22, #23, and #25. Wandering monster 'A' will have initiative, and will strike at the 1st 
  person coming down the stairs. In rooms #1 and #5, if the skeleton can be turned back into the closet, and the door shut, it 
  will leave the party alone. In room #8, the Orcs will speak in a friendly manner to the party, and if not slain, will attack the 
  party from the rear, while the party is fighting their way into room #14. In room #11, the Hobgoblins will try to get the hu-
  mans to kill all the non-humans in the party, offering assistance to the party if they do. Afterwards, the Hobgoblins will attack 
  the survivors. In the corridor outside room #15, the crossbow bolts will not penetrate the door to the room if it is closed. They 
  will sound like someone knocking on the door 3 times. I had a lot of fun with one team on that one. When I did it, one of the 
  players eyes got big, and he said "My God, there's someone or something at the door!!" In room #18, the Kobolds have no 
  qualms about pulling the lever if they are still alive. Their attitude is "I'll take you with me fellow!" In room #19, the sliding 
  door will close again after the party leaves, if not spiked open. This means that the party will have to go thru room #21 to get 
  back. In room #22, the lizardmen will issue a friendly greeting to the party, and if the party passes thru without slaying them, 
  they will be gone on the return trip. In room #23, any other wraiths created cannot leave the room either. If the Elf is killed, 
  he will merely be dead, and not a wraith also. 
  Wandering monster 'C', got a surprise in every case, as the teams were rushing out with the crown, and not proceeding 
  with caution. 
  · 
  Read whichever ending is appropriate to the players at the end of the adventure. 
  All combat dice should be rolled openly, so as to prevent an occasional mis-reading of the dice. If the players die, they 
  die, the same with the monsters, otherwise you are not really running a true comparison with the contest players. 
  I might also note that my Kobolds are of a particularly vicious nature. They can move 12" , and charge with their horns, 
  or a spear, getting a +4 to hit charge bonus on both, and doing double damage. They will always fight to the death in an affort 
  i o take somebody with them, or at least do as much damage as possible. They love doing nasty acts, like striking at a foe who 
  has fallen down. Friends I D&D with, rarely laugh when they encounter my Kobolds, as they have usually seen player charac-
  ters fall to them. The little fiends have the best kill record of any monster I use. Out of 19 player characters killed during the 
  contest, 8 were killed by Kobolds, a long way behind was the Hell Hound, who got only 3. 
  The remaing 6 (or less) unused characters are assumed to be bringing up the rear. They cannot in any way aid the party, 
  but they will not be molested either. They can only move up re-enforcements if the party loses one or more characters. 
  When opening a door with a being on the other side, have the player opening that door roll a 20-sided die, if the mon-
  ster is a Kobold have it roll a 8-sided die, if it is an Ore or Hobgoblin have it roll a 12-sided die, if it is a Gnoll or Ghoul, or any-
  thing else have it roll a 20-sided die too. Whoever gets the highest number wins. If it is the player then the door opens and the 
  monster is knocked behind it (no damage, but highly irritated), if it is the monster, then the door opens part way (assuming 
  he made his roll to open the door period), hits the monster and stops. In this way a player may open a door and have it hit some-
  thing, this causes an interesting reaction to players who don't usually have this happen. 
  -5-
  
  DESIGNERS NOTES_ 
  This dungeon was designed specifically as a contest dungeon. The following objectives were kept in mind during the 
  design. 
  I) 
  The average group should be able to complete their objective within 4 hours. 
  2) 
  For variety, several alternate routes should be available, but all should lead to the objective. 
  3) 
  Each group should have the same chance of success. 
  4) 
  Most important, the contest should be enjoyable to each person participating in it. 
  5) 
  And last, the dungeon should be a realistic approach to Fantasy Gaming. 
  I) 
  2} 
  3) 
  4) 
  5) 
  To obtain these objectives, the following considerations were made: 
  The dungeon was a simple, one (I) level dungeon, with exacting distances for corridors, rooms, etc., for easy mapping. 
  Each team was given a "Compass" that would give them the exact azimuth of the Dragon Crown. Secret doors & Traps 
  could only be looked for once, but it was not necessary to find a secret door to locate the crown. All characters were 
  pre-rolled to reduce set-up time. 
  Four times along the path to the objective, alternate branches were available, which, unknown to the ph,1yers, tied to-
  gether again. 
  All monsters were pre-rolled, and pre-positioned, including wandering monsters. (Wandering monster E was the only 
  one rolled for, and only if the party got too noisy, or did an excessive amount of backtracking, and thus can easily be 
  avoided.) All characters were pre-rolled, including equipment & spells, to give all teams an even start. All players were 
  given a copy of the "Technical Rules". All D.M. dice were openly rolled, as sometimes the D.M. gets sympathetic to-
  wards player characters, and in a contest that would be unfair. ' 
  I fmnly believe in letting players roll their own dice, including Saving Rolls. This is normally no problem, except with 
  saving rolls that they should not know what they are making. To overcome this, I will randomly ask various players to 
  roll a 20-sided die several times during the course of an adventure, ignoring the results, and merely saying "OK" after-
  wards. This method is especially good on players whose attention has drifted from the game, and are reading a manual, 
  talking to the person next to them, etc. After one random "Saving Roll", you would not believe how fast their attention 
  can be riveted to the game, to find out why 'their character' had to make a saving roll. Lastly, players were allowed to 
  select their character from the list of characters available. This was done to enable them to play a type of character that 
  they find enjoyable to play. 
  Bandaging injuries is a reasonable action, and shou,ld have some benefit, but not total removal of injury. My views on a-
  lignment are as stated. I believe the Greyhawk Magic Missile is too. weak, and in the niw Advanced D&D Players Manual 
  Mr. Gygax has indeed strengthened it close to what I used here. I also believe every battle is a serious matter. Given the 
  example of a 7th level fighter in AC=5, vs a group of Kobolds, he could just wade thru them, ignoring their attacks, and 
  laugh at them, as they could not possibly hurt him. With my Critical Hit system, there is a chance they could hit him, 
  and even kill him, thus making the battle not a laughing matter at all. I have created this Critical/Fumble system to use 
  and memorize. It has a low percentage occurance so it does not usually interfere with normal combat seriously. 
  The Magic Swords have been given names. These have no significance in play. I just believe in giving all magical weapons 
  that have an alingment names. 
  If you are going to run this contest per the instructions, to compare how your group would do in relation to the contest 
  players, their final scores were; Team #I= I5,840 (winner), Team #2 = I0,540, Team #3 = 11,300, and Team #4 = 8646. 
  Player loses ranged from 2 killed and 2 paralized (count as~ value for losing victory points}, to 7 killed. 
  If you are going to incorporate this into a regular campaign, or run it as a solo dungeon with characters of your own, 
  then the value of-the Dragon Crown MUST be devalued, both in worth and power, or you will unbalance your game. Were 
  it my campaign, I would drop the value of the crown to 4,000,000 G.P, and make it's dragon control a one-time use, after 
  which, the value of the crown would be further reduced to I ,000,000 - or less!!! 
  My Chaotic Clerics operate under different conditions (and Gods} than do Lawful Clerics. While they may not use bladed 
  weapons, except for a daggar (for sacrifices of course), they must draw blood when they strike. Hence, Morning Stars and 
  Javelins are favored by them. 
  Rooms are basically empty, except for monsters, to eliminate pointless searching and speed things up. 
  Any other questions will be answered if a self-addressed, stamped envelope is enclosed with the question and sent to the 
  following address: 
  Michael Mayeau 
  I 076 Kitchener Circle 
  San Jose, Calif. 95I2I 
  -6-
  
  TECHNICAL RULES 
  Victory Points -You receive 'Victory Points' for checking rooms, killing monsters, finding treasure, encoun-
  tering/defeating traps, and obtaining your goal. You lose them for losing characters. The team with the 
  most Victory Points at the end of the contest wins! 
  Notes - Accepted, and information passed in notes if specifically requested. Sometimes I pass blank pieces 
  of paper just to confuse others, you will know you got nothing, but they won't, unless you show them. 
  Hit Damage -When you reach maximum hits, you fall unconscious, you will die in one melee round unless 
  someone comes to your aid to stop the bleeding, and bandage you. Any time you exceed your max-
  imum hit damage, you are dead! 
  Bandaging - Whenever you have received 5 or more hits of damage in a single battle (or over 50% of your 
  maximum hits if you have 9 or ,less hits maximum), you may bandage yourself after the battle is over, 
  and you have cleared the room · or corridor. This is done by declaring to the D.M. that you are band-
  aging, rolling a 4-sided die, and removing that many hits of damage. You may only bandage once after 
  any battle.The only time bandaging is allowed at other times is to save the life of a fallen companion, 
  who has just reached 0 hit points, then the bandaging occurs ONLY once during the battle, and NOT 
  again after the battle. The person doing the bandaging is themself subject to attack at +4 to hit while 
  bandaging. Bandaging takes 1 melee round per hit point healed (4 max.). Bandaging may not be done 
  AFTER using a Cure Light Wounds, Hands of Healing, or Potion of Healing is used, but must be done 
  prior to their use, for the most· current hit damage. 
  Alignment - Characters do not ·know each others alignment, and if told would care less, or disbelieve it. 
  (Did you know that on one side of you is mass murderer who has killed 428 people, and on the other 
  side is the Pope?) (If you believe that, I have a bridge over the S.F. Bay I'll sell you.) 
  Magic - You have your spells permenantly memorized, however you only have the mental energy to excer-
  cise so many of them per day. After that, you mind is so tired that you can't think clearly, and the 
  spells won't work. 
  Magic Missile- Hits automatically. 2-7 Damage (No saving roll). 
  Secret Doors- You get one try*, roll a 6-sided die, on a '1' (1 or 2 for elves) you find any within the range 
  of your vision. To open, roll your intelligence or less on a 20-sided die.(*= per person) 
  Traps- You get one try per person, roll a 12-sided die (Dwarfs use 8-sided die), on a roll of '1' you find 
  something that looks 'suspicious'. Roll your wisdom or less on a 20-sided die to try to devine further 
  information. 
  Light- Very dim light coming from somewhere, vision (includes infravision) is 30 feet. Many shadows 
  throughout dungeon. 
  Critical Hits- On any roll of a natural '20', when rolling for hit probability, you have a chance of a critical 
  hit for extra ·damage, or possible immediate death on you foe. Roll a 20-sided die, on a I thru 14 
  you have no critical hit, treat as a normal 20. On a 15 thru 20 you have scored a critical hit, refer 
  to the chart below for the results indicated by the number you rolled. A critical hit ALWAYS hits the 
  foe, irreguardless of its armor class. The ONLY exception is if you are striking at a target which re-
  quires magic and/or silver weapons to hit, and you are not using a weapon capable of hitting it. 
  DIE ROLL 
  RESULTS 
  IS=Maximum damage of attackers weapon. 
  16=Damage roll x 2. 
  17=Max. damage of attackers weapun x 2. 
  DIE ROLL 
  RESULTS 
  18= Damage roll x attackers level, or# of Hit Die. 
  19= Max. damage of attacker weapon x level/Hit die 
  20= Instant death. 
  Fumbles- On any roll of a natural '1', when rolling for hit probability, you have possibly fumbled. Roll a 
  20-sided die, on a 7 thru 20 you have not fumbled, treat as a normal 'I.'. On a 1 thru 6 you have fum-
  bled, refer to the table below for results indicated by the number you rolled (use a little common sense 
  if necessary also). A fumble ALWAYS misses your foe. 
  -7-
  
  DIE ROLL 
  RESULTS 
  6 = 
  Stumble, roll your dexterity or less on a 20-sided. die or fall. If you fall, each melee round you may 
  attempt to rise, if you wish. Roll a 10-sided die, you must roll your armor class or less to rise. (Treat 
  all magic armor as AC=2, do not count cloaks of protection, rings, spells, dexterity, etc. in determining 
  armor class for rising.) If someone attempts to help you up, each one roll the 10-sided die, if anybody 
  rolls your armor class or less you get up. 
  5 = 
  Weapon Breaks. If a magic weapon, roll 2/6-sided die, and add your weapons plusses to the die roll, 
  if your total is 7 or less your magic weapon broke. (Broken magic weapons can be reforged by elves, 
  if they have the proper equipment, i.e. enchanted furnaced, etc.) 
  4 = 
  Hit nearest ally,~ damage. 
  3 = 
  Hit yourself,~ damage. 
  2 = 
  Possible critical hit on nearest ally*, otherwise normal damage. 
  1 = 
  Possible critical hit on yourself*, otherwise normal damage. 
  * Roll a 20-sided die, a 15 thru 20 is a critical hit (refer to table above), otherwise make damage roll 
  and normal damage is scored (Fumbles always hit on 1 thru 4). 
  Both you and your foes can get critical hits and fumbles! 
  Arguing with the D.M. -If you feel you have a valid point, you are welcome to bring it up. I may accept it, 
  reject it, or if indecided give you a die -roll for it. This dungeon is basically designed and run per 
  Greyhawk, with some modifications. If you feel I should not be able to make these changes, I suggest 
  you read the first few pages of Vol. 1. 
  Fighting Among Party- Not recommended, but it's up to you. This is simply a sign to the D.M. that you feel 
  the action is starting to drag, and to liven things up you're creating your own action. This D.M. will 
  usually respond favorably to this by stepping up the action for you. 
  Noise, Loud Talking, etc.- What you say, your character just said! Did you really want your character to yell 
  out, "PASS ME A COKE"? 
  Wandering Monsters - Generally a low percentage chance. The idea is to explore the dungeon, and achieve 
  your goal, not to defend a corridor all night. However, as noise increases, so does the wandering mon-
  ster percentage. 
  -8-
  
  Name ______________________ 'BRUNO' 
  Human 
  Strength=l7 
  Constitution=l3 
  Hits to kill = 24 
  +2 with missile fire 
  Fighter 
  Intelligence= 13 
  Dexterity= 13 
  2-handed Sword (1-10) 
  Light Cross-bow (1-6) 
  Daggar (1-4) 
  Plate 
  Small Sack 
  30 Quarrels 
  12 Iron Spikes 
  Water Skin 
  3 Torches 
  Expeience Level= 4 
  +4 to hit probability, +2 to damage 
  Open doors 1-4 
  Name __________________ ___ 
  Human 
  Strength= 13 
  Constitution=!! 
  Hits to kill = 16 
  Paladin 
  Intelligence=9 
  Dexterity= 11 
  Hands on curing 3 times. 
  Sword (1-8) 
  Heavy Cross-bow (1-8) 
  Daggar (i -4) 
  Plate & Shield 
  Small Sack 
  Vial Holy Water 
  30 Quarrels 
  Wine Skin 
  3 Torches 
  Experience Level = 3 
  + 1 to hit probability 
  Open doors 1-2 
  Neutral 
  Wisdom=14 
  Charisma= 11 
  Hits: 
  'BRIANT' 
  Lawful 
  Wisdom=11 
  Charisma= 17 
  Hits: 
  Name ________________________ _ 
  'ESAIL' 
  Elf 
  Fighter/Magic User Lawful 
  Strength= 16 
  Constitution= 14 
  Hits to kill = 11 
  Intelligence= 15 
  Dexterity= IS 
  Listen/Find Sec. Doors 1-2 
  Wisdom=l1 
  Charisma= 14 
  Hits: 
  + 1 missile 
  1st Level spells - 2 per day 
  Sword (1-8) 
  1) Detect Magic 
  Bow (1·6) 
  2) Hold Portal 
  Daggar (1-4) 
  3) Read Magic 
  Small Sack 
  4) Charm Person 
  5 Silver Arrows 
  5) Sleep 
  20 Arrows 
  6) Magic Missile 
  Leather Armor 
  7) Ventriliquism 
  Water Skin 
  Experience Level= 2 
  + 1 to hit probability & damage 
  Open doors 1-3 
  Name ____________________ __ 
  Human 
  Strength= 17 
  Constitution= 16 
  Hits to kill = 21 
  t-I with missile fire 
  Fighter 
  Intelligence= 11 
  Dexterity= IS 
  Hits: 
  2-handed Battleaxe (1-10) 
  Light Cross-bow (1-6) 
  Daggar (1-4) 
  Plate 
  Small Sack 
  30 Quarrels 
  5 Silver-tipped Quarrels 
  Water Skin 
  3 Torches 
  Experience Level= 3 
  +2 to hit-probability & damage 
  Open doors 1-4 
  Name __________________ __ 
  Dwarf 
  Strength= 16 
  Constitution= 16 
  Hits to kill = 16 
  Fighter 
  In telle gence= 13 
  Dexterity=12 
  Find traps on a 1 (6-sided die) 
  Axe (1-8) 
  Hammer (1-6) 
  Hand Axe (1-6) 
  Plate & Shield 
  Small Sack 
  3 Wooden Stakes 
  12 Iron Spikes 
  Wine Skin 
  3 Torches 
  Experience Level= 2 
  + 1 to hit probility & damage 
  Open doors 1-3 
  Name ______________________ __ 
  Human 
  Magic User 
  Strength=13 
  Constitution=!! 
  . Intelligen<;e= 16 
  Dexterity=l4 
  Hits to kill = 11 
  Spells 
  Daggar ( 1-4) 
  Leather Armor 
  Leather Back Pack 
  50' Rope 
  10' Pole 
  Wine Skin 
  3 Torches 
  Experience Level= 3 
  + 1 to hit probability 
  -9-
  Open doors 1-2 
  1st Level 
  3 per day 
  1) Detect Magic 
  2) Hold Port 
  3) Read Magic 
  4) Light 
  5) Charm Person 
  6) Sleep 
  7) Magic Missile 
  8) Shield 
  'DIRK' 
  Chaotic 
  Wisdom=! I 
  Charisma= 14 
  'THO RAG' 
  Neutral 
  Wisdom=12 
  Charisma= 11 
  Hits: 
  'ZEPAR' 
  Neutral 
  Wisdom=9 
  Charisma=8 
  Hits: 
  2nd Level 
  1 per day 
  1) Phan Force 
  2) Invisible 
  3) Knock 
  4}Darkness 
  5) Strength 
  6)Web 
  
  Name ________________________ _ 
  'BENET' 
  Human 
  Strength=l4 
  Constitution= 15 
  Hits to kill= 18 
  Spells 
  Mace (1-6) 
  Chain & Shield 
  Leather Back Pack 
  Silver Cross 
  Vial Holy Water 
  Wine Skin 
  3 Torches 
  Cleric 
  Lawful 
  Intelligence= II 
  Dexterity= II 
  Wisdom=l4 
  Charisma= 12 
  Hits: 
  1st Level, 2 per day 
  I) Cure Light Wounds 
  2) Purify food & water 
  3) Detect Magic 
  4) Detect Evil 
  5) Protection from Evil 
  6) Light 
  Experience Level = 3 
  + 1 to hit probability 
  Turn Undead ability·· (T-T-7-9-11) 
  Open doors 1-2 
  Name ________________________ _ 
  'HOOBAR' 
  Human 
  Strength=8 
  Constitution= I 0 
  Hits to kill = 7 
  Spells 
  Daggar (1-4) 
  Leather Armor 
  Leather Back Pack 
  50' Rope 
  10' Pole 
  Water Skin 
  3 Torches 
  Experience Level= 3 
  Open doors 1-2 
  Illusionist 
  Intelligence= 16 
  Dexterity= IS 
  1st Level, 2 per day 
  Neutral 
  Wisdom=l4 
  Charisma= I 0 
  Hits: 
  I) Phantasmal Forces 
  2) Light (clerical) 
  3) Wall of Fog 
  4) Gaze Reflection 
  5) Hypnotism 
  6) Darkness 
  7) Detect Invisible 
  Name ________________________ _ 
  'DRAXUS' 
  Human 
  Strength= 16 
  Constitution= IS 
  Hits to kill= I 0 
  Spells 
  Morning Star(I-8) 
  Daggar ( 1-4) 
  Chain & Shield 
  Leather Back Pack 
  Silver Mirror 
  12 Iron Spikes 
  Water Skin 
  3 Torches 
  Experience Level= 2 
  Anti-Cleric 
  In telligence=8 
  Dexterity= 12 
  1st Level, 1 per day 
  Chaotic 
  Wisdom=l4 
  Charisma=8 
  Hits: 
  1) Cause Light Wounds 
  2) Putrify food & water 
  3) Detect Magic 
  4) Detect Good 
  5) Protection Good 
  6) Darkness 
  -l; 1 to hit probability & damage 
  Open doors 1-3 
  -10-
  Name 
  'LOGO' 
  Human 
  Druid 
  Neutral 
  Strength= 11 
  Intellingece= 10 
  Wisdom=l3 
  Constitution= 15 
  Dexterity=l2 
  Charisma=l4 
  Hits to kill = II 
  Hits: 
  Spells 
  1st Level 
  2nd Level 
  2 per day 
  1 per day 
  Scimitar (1-8) 
  I) Predict Weather 
  1) Produce Flame 
  Spear (1-6) 
  2) Locate Animals 
  2) Locate Plants 
  Leather Armor 
  3) DetectS. & P. 
  3) Spk w/Animals 
  Shield 
  4) Detect Magic 
  4) Cure It. Wounds 
  Water Skin 
  5) Purify Water 
  5) Obscurement 
  3 Torches 
  6) Faerie Fire 
  6) Create Water 
  12 Iron Spikes 
  7) Heat Metal 
  Leather Back Pack 
  8) Warp Wood 
  3 Bunches of Mistletoe 
  Experience Level = 2 
  Open doors 1-2 
  Name ________________________ _ 
  'TIFFY' 
  Hobbit 
  Strength= I 0 
  Constitution= 15 
  Hits to kill = 5 
  + 1 with missile fire 
  Sword (1-8) 
  Bow (1-6) 
  Daggar (1-4) 
  Leather Back Pack 
  20 Arrows 
  5 Silver Arrows 
  Wine Skin 
  3 Torches 
  Leather Armor 
  Experience Level= I 
  Open doors 1-2 
  Name 
  Human 
  Strength=l4 
  Constitution= II 
  Hits to kill = 8 
  +3 w/missile fire 
  Sword (1-8) 
  Bow (1-6) 
  Daggar 91-4) 
  Leather Back Pack 
  20 Arrows 
  5 Silver Arrows 
  Wine Skin 
  3 Torches 
  Experience Level= I 
  + 1 to hit probability 
  Open doors 1-2 
  Thief 
  Chaotic 
  Intelligence=9 
  Dexterity= IS 
  Wisdom=10 
  Charisma=!! 
  Hits: 
  Open Locks = 25% 
  Remove Traps= 15% 
  Pickpocket = 25% 
  Move Silently= 30% 
  Hide in ·shadows = 20% 
  Hear Noise= 1-3 
  Fall during climb= 13% 
  Lockpick Tool 
  'CRATO' 
  Healer 
  Lawful 
  Intelligence= IS 
  Wisdom=15 
  Dexterity= 17 
  Charisma= 12 
  Hits: 
  1 Cure Lt Wnds/day 
  1st Level, 1 per day 
  I) Detect Magic 
  2) Detect Evil 
  3) Detect Poison 
  4) Detect Disease 
  5) Detect Invisible 
  6) Detect Phase 
  No Armor but AC=6 (Dex) 
  
  ROOM CONTENTS 
  Room 
  Contents 
  Skeleton (in closet) AC=7, 4 hp (lHD), 1-6 damage, attacks immediately if door is opened. 
  2 
  6 Kobolds, AC=6, 3 hp each (lHD), 1-6 damage, will attack immediately. S G.P. on each one. 
  3 
  8 Kobolds, AC=6, 3 hp each (lHD), 1-6 damage, will attack immediately. S G.P, on each one. 
  4 
  6 Kobolds, AC=6, 3 hp each (lHD), 1-6 damage, will attack emmedaitely. S G.P. on each one. 
  S 
  Skeleton (in closet) AC=7, 4 hp (lHD), 1-6 damage, attacks immediately if door is open. 
  6 
  3 Gnolls, AC=S, 10 hp each (2HD), 1-8 damage, will attack immediately. 30 G.P. on each one. 
  7 
  4 Kobolds, AC=7, 3 hp each (lHD), 1-6 damage, will hear sounds of battle, and wait until battle is over, then open doors 
  and attack party. Will get surprise unless party posts guard at door. 6 G.P. on each one. 
  8 
  S Orcs, AC=6, S hp each (1 HD), l.Q damage. Will try to negotiate and allow party to pass, then ambush them from 
  behind later. Will attack if party finds the secret door. 10 G.P. on each one. 
  9 
  Chest (Trapped)*, opening will release poison gas. Save vs poison or take I6 points damage. Gas covers ~ of room. Chest 
  contains 6 gems worth 200 G.P. each (1 00 points each). *S00/2SO points for trap. 
  IO 
  Block of Stone with Sword inside. To remove roll a 20-sided die vs your strength. Sword is a Gleaming Brown Sword, 
  which is titled "SIDEKICK" and is a neutral +I Sword. Other alignments take 4 points damage if they touch sword 
  after it is removed from the stone. (1000 points) 
  11 
  4 Hobgoblins, AC=S, 7 hp each (1 +IHD), 1-8 damage, will try to get party to fight among themselves then finish off the 
  survivors. 20 G.P. on each one. 
  I2 
  Chest (Trapped)*, opening will release a fireball which covers~ of the room. It does 20 points in damage divided by the 
  number of persons in the fire area. Save vs magic for~ damage. Contains I potion of healing (400 points), and 1 scroll of 
  2 spell: I) Magic Missile (3 for S points damage each), & 2) Fireball (20 points damage). (600 points). *S00/2SO points 
  for trap. 
  13 
  Block of Stone with Sword inside. To remove roll a 20-sided .die vs your strength (must roll equal or less to remove). 
  Sword is a Gleaming Black Sword, which is named "DESTRUCTION". It is a chaotic + 1 sword. Players of neutral 
  alignment take 3 points damage, and players of lawful alignment take 6 points damage if they touch it after it is removed 
  from the stone. 
  I4 
  IS Kobolds, AC=6, 3 hp each (lHD), 1-6 damage. S by each door. The S by the closest door will attack immediately, the 
  S by the middle door will join the fight, 1 on 2nd melee turn, 2 on 3rd melee turn, and 2 on 4th melee turn. The otherS 
  will attempt to surprise the party after the battle is over. 2 G.P. on each one. 
  IS 
  Chest (Trapped)*, opening will release 3 crossbow bolts from the far end of the corridor (3 points damage, roll to hit 
  each person in the corridor until all bolts hit or all persons in corridor are missed). ~hest contains a gold ring worth 200 
  G.P. (100 points) and a GOLDEN CROWN worth 2000 G.P. (1000 points)- not the Qne they want! 
  I6 
  Contains a black, velvet padded shelf with an antique wooden box resting on it. Box is S' long x 1' wide x 6 " high. 
  Inside is a Glowing Silver Sword with the name "TROLL FIRE" engraved on it. It is a lawful + 1 Flaming Sword. A 
  neutral player takes 4 points damage and chaotic player takes 7 points damage if they handle it. (1000 points) 
  I7 
  Trap -If lever pulled down trap doors open in each comer and drop anyone there into a SO' deep pit, they take 2S points 
  damage. They can roll a 20-sided die vs dexterity, if they roll their dexterity of less, they can subtract their constitution 
  and AC (AC=9 for healer) from the damage. S00/2SO points. 
  I8 
  S Kobolds, AC=6, 3 hp each (IHD), 1-6 damage, will attack immediately. 6 G.P. on each one. Lever is a trap* and causes 
  the roof (to 3' deep) to cave in. Players inside the room may move I space and roll a 20-sided die, if they roll their 
  dexterity or less they take no damage. If they roll over their dexterity or do not move .they take S points of damage. This 
  must be done 3 times or until everyone is dead or out of the room. If the Kobolds are losing, the last one will attempt to 
  go to the lever and pull it. *S00/2SO points. 
  I9 
  10 Kobolds, AC=6, 3 hp each (IHD), 1-6 damage, will attack immediately. S G.P. on each one. If they are not killed or if 
  this room is not entered, they will pull the lever (which operates the sliding door), and will attack the party from the 
  rear, by surprise, when (and if), the party goes down the coridor. 
  20 
  Trap - Lever causes roof outside room in west & south corridors to collapse, forcing party to go out NE door. Treat 
  anyone outside room in those corridors (to a distance of 20' for doors) as per room I8 trap, except they keep rolling 
  until they are out of the collapse area or dead. S00/2SO points. 
  -11-
  
  21 
  20gres, AC=S, 20 hp each (4 +lHD), 1-10 damage, will attack immediately. Carry 1000 G.P. each. 
  22 
  3 Lizard men, AC=S, 10 hp each (2 + lHD), 2 claws/1-3 each, & 1 bite/1-8 damage. Will allow party to enter room 23, 
  but will attack them if they co111e out or refuse to enter upon seeing its occupant. Will also attack if party attempts to 
  search for secret doors. 200 G.P. on each one. 
  23 
  Wraith, AC=3 (requires magic or silver to harm), 20 hp (4HD), I level+ 1-6 damage. He is sitting on a chair in the middle 
  of the room. He will smile, gesture with his finger, and tell the party to "Come here". If they do he will touch nearest 
  (lose 1 level and take 1-6 damage). If they do not, he will say "You're not going to make me come and get you are you?" 
  Then he will slowly rise and start towards them. (He can't leave the room however). 
  24 
  2 Ghouls, AC=6, 9 hp each (2HD), 2 claws/1-3 damage each, I ·bite/1-4 damage, save vs immediate paralization on every 
  hit (except elves). Will attack immediately, but can not leave room. 
  25 
  1 Hell Hound, AC=4, 18 hp (4HD), 1 bite&l-6 damage, or breath 4-24 damage (save vs breath for~ damage). Will pause 
  1st melee round, breathe 2nd round(14 points damage), bite the next 3 rounds, then breathe every round thereafter on a 
  roll of 7 or higher on 2-6 sided die. If door closed immediately, dog will not breathe, if closed on any round dog breathes 
  and person(s) closing the door are the target they only get ~ damage (\4 damage if they save). 
  26 
  A velvet covered table and on it is a Golden Crown, encrusted with gems. On top of the crown in the center is a Dragon's 
  Head, made from a single huge diamond. On the outside of the crown engraved on the gold band is written "DRAGON 
  CROWN". Engraved on the inside of the gold band in magic runes is "He who wears this crown, controls dragons" (no 
  save for dragon). A detect magic will verify this power. Value 40,000,000 G.P. 
  POINTS LOCATION CHART 
  Room# 
  Monster 
  Room 
  Gold 
  Treasure 
  Trap 
  1 
  100 
  100 
  2 
  100 
  100 
  30 
  3 
  100 
  100 
  40 
  4 
  100 
  100 
  30 
  5 
  100 
  100 
  6 
  200 
  100 
  90 
  7 
  100 
  100 
  24 
  8 
  100 
  100 
  50 
  9 
  100 
  600 
  500/250 
  10 
  100 
  1000 
  11 
  100 
  100 
  80 
  12 
  100 
  1000 
  500/250 
  13 
  100 
  1000 
  14 
  100 
  100 
  30 
  15 
  100 
  1100 
  500/250 
  16 
  100 
  1000 
  500}250 
  17 
  100 
  18 
  100 
  100 
  30 
  500/250 
  19 
  100 
  100 
  50 
  --
  20 
  100 
  500/250 
  21 
  400 
  100 
  2000 
  22 
  200 
  100 
  600 
  23 
  400 
  100 
  24 
  200 
  100 
  25 
  400 
  100 
  26 
  100 
  10,000 
  Wandering 
  Monsters 
  A 
  100 
  6 
  B 
  300 
  c 
  200 
  40 
  D 
  E 
  3500 
  2600 
  3100 
  15,700 
  3000 
  Total possible is 28,000 victory points. 
  -12-
  
  ·:·:·.·· 
  CHEST 
  ::-:· 
  TRAP EFFECT AREA 
  TABLE OR SHELF 
  ·· 
  ·· ... · 
  MONSTER LOCATION 
  DOOR '.f.: 
  * 
  SLIDING WALL 
  ·. 
  .TEN. FOOT 
  1 BLOCK 
  Jubge~ ~uilb. .·.· 
  . 
  . . 
  ' 
  -:·. ·.·· ·· . . 
  -13-
  
  I -
  ..,.. 
  ·' 
  Players Name 
  Character Name 
  Armour Class 
  + to hit Weapon/Missile 
  +to Damage 
  .Experience Level 
  Race 
  Claa 
  Alignment 
  Strength 
  Intelligence 
  Wildom 
  Constitution 
  Dexterity 
  Charisma 
  Open Doors 
  Hits to Kill 
  Hits Taken 
  1st Levitl Spells 
  2nd Level Spells 
  Healing (Handl or Heeler) 
  · Arrows/Bolts 
  Sllwr ArroWI 
  HolyWeter 
  Experience Points 
  Briant 
  Thorag 
  2 
  2 
  1/0 
  1/0 
  -
  1 
  3 
  2 
  Human 
  Dwarf 
  Paladin 
  Fighter 
  Lawful 
  Neutral 
  13 
  16 
  9 
  13 
  11 
  12 
  11 
  16 
  11 
  12 
  17 
  11 
  1-2 
  1-3 
  16 
  16 
  -
  --
  --
  -
  3/2 
  -
  30 
  -
  -
  -
  1 
  -
  Bruno 
  Dirk 
  Esail 
  3 
  3 
  7 
  4/2 
  2/1 
  1/1 
  2 
  2 
  1 
  4 
  3 
  2 
  Human 
  Human 
  Elf 
  Fighter 
  Fighter 
  Ftr-MU 
  Neutral 
  Chaotic 
  Lawful 
  17 
  17 
  16 
  13 
  11 
  15 
  14 
  11 
  11 
  13 
  16 
  14 
  13 
  15 
  15 
  11 
  14 
  14 
  14 
  14 
  1-3 
  24 
  21 
  11 
  -
  --
  2 
  -
  -
  --
  -
  -
  --
  30 
  30 
  20 
  --
  5 
  5 
  --
  -
  -
  Zepar 
  Hoobar 
  Tiffy 
  Benet 
  7 
  7 
  7 
  4 
  1/0 
  0/1 
  0/1 
  1/0 
  --
  --
  --
  --
  3 
  2 
  1 
  3 
  Human 
  Hobbit 
  Human 
  Human 
  Magic User 
  Illusionist 
  Thief 
  Cleric 
  Neutral 
  Neutral 
  Chaotic 
  Lawful 
  13 
  8 
  10 
  14 
  16 
  16 
  9 
  11 
  9 
  14 
  10 
  14 
  11 
  10 
  15 
  15 
  14 
  15 
  15 
  11 
  8 
  10 
  11 
  12 
  1-2 
  1-2 
  1-2 
  1-2 
  11 
  7 
  5 
  18 
  3 
  2 
  --
  2 
  1 
  --
  --
  -
  --
  --
  --
  --
  --
  --
  20 
  --
  --
  --
  5 
  -
  --
  --
  --
  1 
  Logo 
  Draxus 
  6 
  4 
  0/0 
  1/0 
  --
  1 
  2 
  2 
  Human 
  Human 
  Druid 
  Anti-clone 
  Neutral 
  Chaotic 
  11 
  16 
  10 
  8 
  13 
  14 
  15 
  15 
  12 
  12 
  14 
  8 
  1-2 
  1-3 
  11 
  10 
  2 
  1 
  1 
  -
  --
  --
  -
  -
  --
  -
  --
  -
  erato 
  6 
  1/3 
  --
  1 
  Human 
  Healer 
  Lawful 
  14 
  15 
  15 
  11 
  17 
  12 
  1-2 
  8 
  1 
  --
  1CLW 
  20 
  5 
  -
  I 
  I 
  Monster 
  Points 
  T,...ure 
  Points 
  Sub Total 
  L-
  TOTAL-----
  
  WANDERING ENCOUNTERS 
  Location 
  Encounter 
  A 
  1 Kobold, AC=6, 3 hp (lHD), 1-6 damage, 6 G.P. will attack closest person. 
  B 
  1 Wight, AC=5, 11 hp (3HD), 1 level energy drain, will be watching in direction of room 14 and advance immediately. 
  C 
  3 Gnolls, AC=5, 10 hp each (2HD), 1-8 damage, will be looking in direction of room 17 and will attack immediately. 
  40 G.P. total. 
  D 
  Some member of the party (roll for member) will remember what he forgot about a Dragon's Oath. That is that a Dra-
  gon is absolutely bound by it unless he can kill the one(s) he gave it to. 
  E 
  Noisy party, 1-10 kobolds, AC=6/7, 3 hp each (lHD), 1-6 damage, no treasure or victory points awarded. (a penality) 
  VICTORY POINTS AWARDING 
  MAXIMUM 
  1) 
  100 points awarded to party to each room entered. 
  2600 max 
  2) t 
  100 points per hit die of each group of monsters (includes single monsters) slain by party. 
  (ignore any pluses to hit die.) 
  3500 max 
  3) 
  1 point to party for each gold piece acquired . 
  3 100 max 
  4) 
  Points as noted on room contents list for various magic items and treasure found . 
  (Including Crown) 
  15 ,700 max 
  5) 
  500 points awarded to party for each trap they activate and take no loses or damage, otherwise 
  only-250 points. Bypassing traps= 0 points. 
  3000 max 
  6) 
  100 p_oints if they accomplish their mission without using the locating stone. 
  100 max 
  28,000 max 
  7) 
  500 points per level for each character they get killed, is deducted from their total score. 
  th€ sooty ltst 
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SOURCE: textdata/thevault/Wilderlands/Miscellaneous JG/JG76 The Dragon Crown.pdf