TEXT: An Adventure for 4-6 Characters, Levels 3-6
  Official Game Adventure
  The Caverns of Draconis
  ADVANCED DUNGEONS & DUERGAR, PRODUCTS OF YOUR FASCINATION, and the TSP logo are trademarks owned by TSP Inc.
  TSP, Inc.
  PRODUCTS OF YOUR FASCINATION
  TM
  
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  MAP OF THE WIZARD’S CASTLE
  
  Official Game Adventure
  Adapted by Daniel Anderson and Cameron Foster
  Credits
  Table of Contents
  The Caverns 
  of Draconis
  An Adventure for 4-6 Characters, Levels 3-6
  TSP, Inc.
  PRODUCTS OF YOUR FASCINATION™
  TM
  This adventure is a work of PARODY based 
  on “Caverns of Draconis” featured in season 
  2, episode 14 of the TV series, “Community.” 
  Adapted by: Daniel Anderson (Instagram @
  bugbearbrothers) and Cameron Foster
  Cover Illustration: Royalty-free stock art
  Interior Illustrations: Bill Bronson 
  (Instagram @the_bronson_monster),  
  L.F. OSR (lfosr.com), Troy Winscott 
  (Instagram @ruinsoftroy), and Eric Smith 
  (Instagram @fullblownink; fullblownink.com)
  Cartography: Gregory Vangibergen 
  (Instagram @worldbuilding.io; 
  Twitter @buildersinn; www.worldbuilding.io), 
  and Eric Smith 
  Layout and Typesetting: Eric Smith
  Note: This parody is a tribute to a game 
  and show that we love. We took painstaking 
  measures to try to replicate the look of the 
  module from the show, at the same time 
  making it simple enough to engage beginner 
  and/or casual players. 
  We claim no ownership or rights, whatsoever, 
  to Advanced Dungeons & Dragons, the 
  AD&D logo, TSR, Inc., the TSR, Inc. logo, 
  Products of Your Imagination, Caverns of 
  Draconis, the TV series “Community” or any 
  names from the TV series, “Community.”
  Introduction ..............................................................................................................2
  The Basics ............................................................................................................................2
  Dice .....................................................................................................................................2
  Task & Enemy Levels .........................................................................................................2
  Advantage & Disadvantage .................................................................................................2
  Player Turn ..........................................................................................................................2
  Combat ...............................................................................................................................2
  Death ..................................................................................................................................2
  Welcome to the Game ..........................................................................................................4
  Character Sheets ................................................................................................................12
  Open Game License OGL  ................................................................................................16
  Maps
  Map 1: Wizard’s Castle GM  .............................................................................Inside cover
  Map 2: Overland .................................................................................................................3
  Map 3: Wizard’s Castle Players  .........................................................................Inside cover
  
  2
  INTRODUCTION
  The following module is a parody based on Season 2, Episode 
  Dragons.” In the episode, the show’s characters played a fictional 
  AD&D module titled “The Caverns of Draconis.” Drawing on the 
  source material available from the episode, we have tried to 
  recreate the module’s contents while being true to the layout and 
  conventions of AD&D adventures. However, rather than stick to 
  AD&D’s 2nd edition’s complex ruleset, this rules-lite version of the 
  game is best suited for a rowdy evening of drinks and tomfoolery 
  with friends.
  The Basics
  This is a roleplaying game, which means that it takes place in the 
  players’ collective imagination. Some groups prefer to play the 
  game with miniatures and a grid in order to help them visualize 
  ultimately that’s up to your game group. If you are not playing 
  with visual aids, make sure to describe each encounter in detail 
  for your players. 
  This game can be played with 2-9 players. One player takes on the 
  role of the Game Master (GM), and is responsible for running the 
  monsters, background characters, and making rules judgements. 
  Everyone else will play the role of a single character. There are 9 
  pre-generated characters to choose from. 
  Dice
  This RPG system only uses two types of dice, a task dice, and a 
  damage dice. The task dice is twenty-sided, and is called a d20. 
  The damage dice is twelve-sided, and is called a d12. At the start 
  of the game, provide each player with their own set of these two 
  dice. If you only have one set, keep them in the center of the table 
  so they are easily accessible to all players. 
  Task & Enemy Levels
  In the game, players will want to accomplish various things, and 
  these are called tasks. Most mundane tasks, such as opening 
  doors, having a conversation or drinking a beer do not require the 
  players to roll their task dice. However, things that have a decent 
  chance of failure require players to roll their task dice.
  The Game Master (GM) decides what the type of task is and the 
  task’s difficulty level. Any task you attempt will fall into one of three 
  categories: Body tasks, Mind tasks, or Spirit tasks. Tasks that 
  use your strength, agility, stamina or vigor are Body tasks. Some 
  examples would be attacking, climbing, or jumping. Tasks that 
  require you to use your experience, analytic ability, or memory are 
  Mind tasks. Some examples would be searching a room, reciting 
  a fact, or casting an arcane spell. Tasks that require you to use 
  your personality, charisma, faith or bravery are Spirit tasks. Some 
  examples would be charming a guard, casting a divine spell, or 
  holding your ground in the face of danger.
  Tasks come in different difficulty levels. In order to accomplish 
  any easy task, players must get a result of 10 or higher. Players 
  can get a result of 10 or higher in one of two ways. First, they can 
  roll a result of 10 or higher on their d20, this is called a natural roll. 
  Second, they can roll a result below 10 on their task dice, such as 
  an 8, and then increase their result by adding their Body, Mind or 
  Spirit bonus, this is called a modified roll. 
  In order to accomplish a moderate task, players must get a result 
  of 15 or higher on their task dice. In order to accomplish a hard 
  task, players must get a result of 18 or higher on their task dice. 
  If you ever roll a natural 20 on your task dice, then the task that 
  you were attempting succeeds spectacularly. Better yet, if you 
  get a natural 20 on an attack task, you also double your damage! 
  If you ever roll a natural 1 on your task dice, whatever you were 
  attempting catastrophically fails! The Game Master can decide 
  on the consequences depending on what type of task you were 
  attempting. 
  Easy Task = 10+
  Moderate Task = 15+
  Hard Task = 18+
  If you would like to damage a creature, you need to hit them with 
  an attack task first. If the creature is unarmored, it is an easy 
  task to hit them. If the creature is wearing regular armor, it is a 
  moderate task to hit them. If the creature is wearing magical 
  armor, it is a hard task to hit them. If you successfully hit, roll a 
  d12 to determine how much damage you deal to them. 
  Monsters similarly come in three levels of difficulty. Runts only 
  have 6 health. Elites have 12 health. Bosses have 36 health.
  Runt: 6
  Elite: 12
  Boss: 36
  Advantage & Disadvantage
  Situational and contextual factors can affect your chances at 
  performing a task. If a player has a situational advantage, such as 
  elevation or the element of surprise, the GM may grant the player 
  ‘advantage’. That means that the player gets to roll their task dice 
  twice when performing the check, and takes the higher of the 
  two dice results. If the situational factors are against the player, 
  the GM may impose ‘disadvantage’, which means the player rolls 
  their task dice twice and takes the lower of the two dice results. 
  Player Turn
  On a player’s turn, they may perform one task and move. Players 
  have the option of using part of their movement, completing a 
  task, and then using the rest of their movement afterward. After 
  a player’s turn ends, play proceeds clockwise around the table. 
  Combat
  When combat begins, everyone, including the Game Master, rolls 
  their task dice, in order to determine whether the monsters or 
  the heroes go first. This is called rolling for initiative. Players add 
  their Body bonus to the roll, while the GM always adds a bonus 
  equal to the number of other players at the table. Whoever rolls 
  the highest begins combat and then play proceeds clockwise 
  thereafter.
  Death
  When a player’s character drops to 0 health, they are dying. If 
  an ally reaches them before their next turn, and successfully 
  makes a moderate Spirit task, then they arise with 1 health. If no 
  one reaches them, or if their allies fail to succeed on their Spirit 
  tasks, then on the downed player’s next turn they must conduct a 
  moderate Spirit task themselves, if they fail they are permanently 
  dead. If they succeed, they arise with 1 health. When monsters 
  drop to 0 health, they die immediately.
  14 of NBC’s TV show Community, titled “Advanced Dungeons &
  what’s  happening  and  see  various  creatures’  locations,  but
  
  3
  OVERLAND MAP
  
  4
  Welcome to the Game
  “You are all standing on a country road. Legend has it that the 
  evil dragon Draconis dwells nearby, guarding a massive pile 
  of treasure. Working as a team, your goal is to track down the 
  dragon, kill him, and then claim the treasure as your own.” – Abed, 
  L1. Country Road
  Before you lies a wide dirt path 
  hedged in by large coniferous 
  trees on both sides. The sound 
  of squabbling rooks emanates 
  from deeper in the thick wood.
  A band of six bloodthirsty 
  goblins patrol the edges of this 
  road, and will ambush travelers 
  if they encounter them. If the 
  goblin leader is captured, he 
  will disclose that he, and his 
  fellow goblins, used to reside 
  in the forests located North 
  of the Wizard’s Castle. The 
  goblins vacated their lands 
  after a great red lizard, living 
  near the keep, began to hunt him and his kind, decimating the 
  goblin villages.  
  Goblin Runt
  H: 6 
  B: +2
  A: Unarmored 
  M: +1
  S: 30 ft. 
  S: +1
  Equipment: Shortbow + 20 arrows, Dagger 
  Ability: Goblins have advantage on their attacks if other goblins 
  are within 5 ft. of their target.  
  Goblin Elite
  H: 12 
  B: +4
  A: Nonmagic Armor 
  M: +2 
  S: 30 ft. 
  S: +2 
  Equipment: Shortbow + 20 arrows, Daggers 
  Ability: Goblins have advantage on their attacks if other goblins 
  are within 5 ft. of their target.
  L2: The Town of Tallar.
  When you approach the town of Tallar, it is protected by a 10 ft. 
  tall wooden, crenellated wall with manned parapets every 50 ft. 
  Entering the town, you cross a wooden bridge spanning a frothing 
  set of rapids.
  Built on the land spit where the Edylmann River forks is the elven 
  town of Tallar, the last standing stronghold of the Amburg region. 
  The town has a tall wooden barricade built around its borders in 
  order to stave off roving bands of vikings. Outside the town’s front 
  gates is a large wooden bridge, which allows travelers to safely 
  pass over the Edylmann rapids below onto a dirt path through the 
  Ingold forest. 
  L3: Pegasi Fields.
  Straying from the Main Street in Tallar, you see a surreal tableau. 
  A comely elven maiden is hard at work grooming a flock of seven 
  pegasi. You hear her laughing aloud as she contends with one of 
  her more unruly charges. The pegasus in question is obviously not 
  intent on having its wings tended to.
  Slightly outside of the Main Street of Tallar is a field full of pegasi, 
  guarded by an elven maiden with a shepherd’s hook. The maiden 
  cares for the creatures and resides in a nearby stable. If asked 
  to provide the party with pegasi, she will refuse, as her flock has 
  dwindled since riders heading Northward had failed to return. 
  She may be convinced with romance, or some assurance of her 
  flock’s safety, however.
  Season 2, Episode 14 of NBC’s Community
  
  5
  dilapidated home, but in truth she has long since passed. The 
  current occupant of this hovel is the refugee wizard Yehamaan 
  the Wild, who was displaced from his massive castle in the nearby 
  woods. Yehamaan has a penchant for brewing magical potions 
  and fashioning arcane poultices. The offrun of this experimental 
  alchemy now sours the river waters running South, mutating and 
  sickening any who drink it.
  If Yehamaan feels threatened, he will attack any visitors, 
  polymorphing them into gestalt beasts of his whimsy. However, 
  if he senses goodwill, he will disclose that he abandoned his 
  nearby castle because of a foul-smelling steam drifting through 
  the cobblestones’ grout. He will describe the steam as being thick 
  and hot, and smelling like a snake’s skin. 
  If the players hint that they could reclaim his castle, Yeehamaan 
  will supply them with three vials of the following potion.
  Potion of Velocity: When you drink this potion, you may move at 
  double speed for the next minute. 
  L6: Viking Camp Site.
  A sizable camp of tents is visible in the nearby brush. It appears 
  to be unoccupied.
  If the party chooses to inspect the camp, read or paraphrase the 
  following:
  L4: The Tavern of Tallar.
  As you enter the tavern you see a 
  bustling alpine lodge crammed full of 
  long mead tables with rowdy patrons 
  and cut-up cork dart boards. Small 
  beleaguered gnomes move to and 
  fro between the tables, serving up 
  frothing mugs of mead to quenched 
  customers. An obese half-elven 
  bartender scrutinizes the gnomes’ 
  work with a smug, judgmental 
  gaze. One of the gnomes appears 
  particularly exhausted. His eyes are 
  wide but downcast, his neck craned 
  and his hands, filthy.
  Kyle, the lead waiter will offer to 
  seat any new customers and will 
  serve them personally. Mead is all 
  the depressed elves can drink these 
  days. The river water on which they 
  used to subsist has been tainted by 
  a cloudy black ichor that drains from 
  a witch’s hovel upriver. Any who have 
  ventured Northward upstream to confront the witch have never 
  returned. As such, the town carries on inebriated, awaiting the 
  impending dragonfire that haunts their dreams. 
  L5: House of Gorgotha the Witch.
  Nearing the hovel rumoured to be that of the witch Gorgotha, 
  a lanky, decrepit-looking man in long red robes appears in 
  the doorway. His face is horrifying, as a third eyeball blinks 
  repeatedly in the centre of his forehead. He eyes you suspiciously, 
  commanding you to stop where you are, and demands you tell 
  him your business before you come any closer.
  Far north, sitting on the Edylmann River, is the hovel of Gorgotha 
  the Witch. Local rumors tell of a vile hag that lives in this 
  
  6
  As you approach the camp you see a recently doused campfire, 
  that suggests the area might not be as abandoned as you initially 
  suspected. Before you can explore any further you hear rustling 
  coming from the surrounding trees. A group of twelve tall, burly 
  men have surrounded you, cutting off any escape route. The trap 
  has been sprung! 
  Located East of Tallar is a makeshift war camp erected by the 
  bloodthirsty vikings of the Grindola Sea. These surly, long-
  shanked tribesmen have previously crossed the river to raid Tallar 
  for goods, but had been pushed back by the skilled marksmanship 
  of the forest elves. A standoff now exists between these peoples, 
  with both sides waiting on a move from the other. Tallar is cut off 
  from foreign supplies by the encampment and the vikings run low 
  on food since they have stopped raiding the coastlands.
  The vikings are hostile to most outsiders, but have become 
  more amenable to assistance from outsiders since a behemoth 
  red dragon has begun to torment their camp. The creature has 
  created more immediate concerns for the starving seafarers 
  beyond their goal of taking Tallar. If an alliance is forged with 
  visitors, the vikings will reveal that they seek a magical amulet in 
  the region, which promises to grant them control over Draconis. 
  With the aid of this amulet, and the dragon it commands, they will 
  be able to reclaim their homeland across the seas. 
  Viking Elites 
  H: 12 
  B: +3
  A: Unarmored 
  M: 0
  S: 30 ft. 
  S: +2
  Equipment: War Axe, Javelins
  Ability: If a viking critically strikes a target, they amputate one of 
  the limbs of their target. 
  Thoradin Grimloins (Viking Boss) 
  H: 36 
  B: +5
  A: Unarmored 
  M: +1
  S: 30 ft. 
  S: +3
  Equipment: War Axe, Javelins
  Ability: If a viking critically strikes a creature, they amputate one 
  of the limbs of their target. 
  L7: The Forest of Ingold.
  Travelling through the woods, the deafening silence that surrounds 
  you is periodically punctuated by scuffling sounds, accompanied 
  by high-pitched chirping noises, that belong to no bird you are 
  familiar with. Close inspection of the trail reveals strange tracks. It 
  is impossible to tell what kind of creature made them, as they have 
  been intentionally or unintentionally interfered with.
  This coniferous forest runs the length of the Edylmann River 
  and separates the Wizard’s Castle and the elven town of Tallar. 
  The topography of the region is relatively flat, with a few granite 
  erratics and shallow ravines littering the forested landscape. The 
  forest is full of goblinoid tribes, cervidae, and dire wolves. There 
  are rumors of a sorcerer who walks the wood, but none have ever 
  confirmed these terrifying tales. 
  L8: Swamp of Despair.
  As you enter the swamp, you are overwhelmed with a sadness you 
  have seldom felt. It is a sorrow so strong--so powerful--that it feels 
  as though it carries its own physical weight, just as oppressive 
  and claustrophobic as the humid stench that now opposes you 
  at every turn. 
  An ulcer of bubbling filth situated midway up the Edylmann river 
  on the Eastern edge of the Ingold forest. The swamp is full of red 
  ferns, spindly Cyprus trees, cattails, and sinkholes of putrid slime. 
  Lizardfolk rule this small pocket of land, often venturing into the 
  surrounding forest to hunt elves, goblins or humans to feed the 
  small lizardlings in their growing tribe. 
  The swamp’s miasma has a debilitating effect on mammalian 
  brains, causing them to plunge into a deep depression upon 
  entry. Characters must perform an easy Spirit task upon entry. If 
  they fail, they move at half speed. 
  
  7
  The lizards’ encampment is constructed out of yellow and 
  red stained mud. These domiciles have reed shingles and are 
  scaffolded to the trunks of larger cyprus trees. If these huts 
  are explored, have players perform an easy Mind task. If they 
  succeed they discover Newt Liquor, a fermented jug of syrup that 
  can either be consumed for long-lasting inebriation, or lathered 
  onto the skin to take half damage from fire. Other items commonly 
  found in these homes include macahuitls, deer jerky, and alligator 
  snapping turtle shields. 
  Lizardmen Runts
  H: 6 
  B: +2
  A: Nonmagic Armor 
  M: 0
  S: 35 ft. 
  S: +1
  Equipment: Swamp Machete, Javelins 
  Ability: If a creature can smell the lizardmen, they have 
  disadvantage on their attacks against them.
  Lizardmen Elites
  H: 12 
  B: +3
  A: Magic Armor M: 0 
  S: 35 ft. 
  S: +2
  Equipment: Swamp Machete, Javelins 
  Ability: If a creature can smell the lizardmen, they have 
  disadvantage on their attacks against them.
  L9: Reflecting Pool.
  This small pool is a welcome respite from 
  your troubled travels. The peaceful basin 
  is completely still, creating a majestic 
  mirror effect as you look into it. It is 
  as if it calls out to you, imploring 
  you to dive in.
  Northwest from Tallar is a small pool 
  fed by runoff from the Edylmann river. 
  When one stares at the pool, it appears 
  to perfectly mirror the trees and sky 
  hanging above it. However, if one dives 
  deep into the pool, they will discover 
  a glowing crystal amulet resting at its 
  bottom. This amulet feels warm to the 
  touch and hums quietly.
  The Draconian Amulet: The wearer of 
  this item can control the mind of any 
  dragon within 30 ft. of it. 
  L10: Grindola Sea.
  Faring the Grindola Sea is 
  not for the faint of heart. The 
  eddies and riptides boil and 
  bubble like a witch’s cauldron. 
  Driftwood and seaweed is 
  wantonly flung into the air, 
  as more nefarious serpentine 
  bodies appear to undulate 
  just under the surface. Not 
  too far from the shore, a Viking 
  longship struggles to stay 
  afloat. The agitated bellows of 
  the crew, barely audible from 
  your location.
  This treacherous body of water 
  spans the Amburg region’s 
  coastline. The sea is infested with massive, fanged serpents and 
  violent viking warships. A turbulent sheet of brine, accented by 
  white foam, stretches off the soft green shores as far as the eye 
  can see.
  L11:  The Wizard’s Castle.
  An impressive sight sits before you: the one-time castle of 
  Yeehamaan the Wild! The massive fortress is intimidating in its 
  vastness, although it has clearly seen better days, having the 
  appearance of being abandoned long ago. The place reeks of 
  brimstone, and rotting organic matter.
  The Wizard’s Castle is a massive stone structure built in the middle 
  of the Ingold forest. The ancient castle appears to be constructed 
  of three ascending fortifications nested within one another like 
  a Russian Doll. Despite its impressive size, the castle was only 
  home to one--Yeehamaan the Wild. However, since Draconis 
  formed his home underneath the masonry, the castle has been 
  abandoned and has since fallen into disrepair.
  There are three entrances to the Wizard’s Castle. The most obvious 
  entrance is a wooden gate that opens into the Arcane Temple 
  (L11-18). There is also a door, overgrown by ivy that opens from 
  the swamp (L11-15) into the barracks (L11-16), but this entrance 
  requires a moderate Mind task to notice, and a hard Body task to 
  open. Finally, there is a gaping broken section of wall, leading into 
  one of the castle’s hallways from the Pit of Hate (L11-13).
  L11-1: Museum.
  You enter a large room with several flayed creatures on display. 
  The center of the room is dominated by a large skeleton of 
  a tyrannosaurus rex. The place has a strong chemical smell 
  unfamiliar to you.
  
  8
  This L-shaped room contains a number of exhibits containing 
  skinned creatures that have their sinew and organs preserved 
  and exposed. There are also some displays of dinosaur bones. 
  One particular bone glows maroon. If grabbed, the wielder’s 
  muscles swell to body-builder proportions and their voice drops 
  immensely. 
  Femur of Submission: This club knocks a creature prone when 
  it strikes them. In addition, the wielder’s Body score is increased 
  by +2. 
  L11-2: Treasure Closet.
  You open the closet door and suddenly feel much lighter and the 
  familiar sound of coins clinking together in your satchel, that you 
  have grown so accustomed to, suddenly ceases.  
  The first person to open the door to the closet will lose any money 
  or magic items that they possess. The loot will be deposited inside 
  the pocket dimension of the closet and can only be retrieved 
  using a code word, known only by the wizard who once occupied 
  the castle.
  L11-3: Closet of Robes.
  Inside this closet you discover a brilliantly colorful set of eight 
  magi robes. 
  Inside this closet are a series of eight magi robes. Each robe is a 
  different color: red, orange, yellow, green, teal, blue, indigo, violet. 
  If a player puts on any robe other than teal they burst into flame, 
  taking fire damage. If they put on the teal robe their Mind score 
  increases by +3. 
  L11-4: Bag Room.
  You enter a small room that is packed full of various satchels, 
  backpacks and bags.
  Inside this room there are thousands of bags. Every bag is 
  magical. One third of the bags are bags of holding. One third of 
  the bags are bags of devouring. And the final third are bags of 
  holding that transform into bags of devouring 24 hours after first 
  making contact with biological material. A bag of holding is a bag 
  that can hold up to 1,000 pounds of goods in an extradimensional 
  space. A bag of devouring is a garburator that mutilates anything 
  that passes inside. In order to determine what type of bag a given 
  bag is, roll 1d12, on a 1-4 the bag is a bag of holding, on a 5-8 it is 
  a bag of devouring, and on a 9-12 it is a transforming bag. 
  L11-5: Gem Storehouse.
  You enter a circular room that contains a central display of ten 
  gems contained underneath the solid quartz floor. 
  Inside this circular vault are ten precious gems laid out in golden 
  samite display cases located underneath the glass floor. The floor 
  can be cracked open with a hard Body task. The gems insert into 
  the hilts of most swords in the world. Once inserted they cannot 
  be removed. Five of the gems bestow boons to their wielders, 
  while five affix a curse.
  1. Diamond -  +1 Body
  3.  Ruby - Causes confusion in anyone who looks at it (easy Mind 
  task), causing disadvantage on attacks for 24 hours. 
  4.  Emerald - Once inserted into the hilt of a sword, it causes 
  Mind task).
  5.  Opal - Causes the wielder to salivate constantly, causing giant 
  globs of saliva to spill from their lips creating terrain that costs 
  double movement wherever they travel. 
  (hard Body task).
  7.  Amethyst - This gem will not stop screeching once it is 
  touched. Awaking every creature in a 50-mile radius, including 
  Draconis, who will immediately burst forth from the floor. 
  8.  Topaz - The wielder will suddenly have an overwhelming hatred 
  means necessary. This effect lasts as long as the owner is in 
  possession of the topaz, and someone is in possession of the 
  opal.
  9.  Azurite - The first person to touch this gem becomes 
  overwhelmed with fear, and must spend their turn getting as 
  far away from it as possible. All others will be unaffected. 
  10. Turquoise - The wielder can breathe underwater
  anyone within 5 ft. of it to fall in love with the wielder (moderate
  6.   Onyx - Causes permanent blindness in anyone who touches it
  for the possessor of the opal, and attempt to kill them by any
  2. Sapphire - +5 ft. of speed
  
  9
  L11-6: Gem Cutter’s Quarters.
  You enter a fully cushioned room that feels buoyant and uplifting. 
  This round cushioned room is thoroughly padded and bouncy. 
  Some bed spell enchants the room, making the gravity lighter and 
  the air more delicious smelling. 
  L11-7: Chamber of the Keeper.
  You enter a rectangular-shaped room that contains a number of 
  chests, and what appears to be an alcove in the left corner. A 
  charred robot stands still in the center of the floor. 
  Yeehamaan’s mighty construct, Algornok the Keeper, stands still 
  inside this room guarding ten chests containing magical reagents. 
  He is programmed to battle any intruders who enter his domain. 
  When creatures enter the room, he activates, releasing torrents of 
  flame from the gaps in his armor and prepares to do battle. 
  Algornak the Keeper (Boss)
  H: 36 
  B: +4
  A: Nonmagic Armor M: 0
  S: 25 ft. 
  S: +1
  Ability: Once per day, Algornak can 
  release a flame nova, dealing fire 
  damage to all creatures within 60 ft. 
  of him. This ignites the clothing and 
  belongings of creatures caught up in 
  take 2 fire damage again at the end of 
  their subsequent turn(s). 
  L11-8: Catacombs of the Deep.
  As you enter the catacombs, your ears are assailed by a cacophony 
  of discordant chanting accompanied by the deep tones of an 
  organ that resonates throughout the area. It appears as though this 
  section of the cave has been sculpted into an aberrant cathedral.
  A religious congregation of grey-skinned mutants sing to their 
  deity in this church of misery. A fluted organ is built out of limestone 
  and hangs above an elaborate ivory organ. At the height of their 
  demented chorus, they begin digging their long sharp fingernails 
  into the beds of their foreheads and pull downwards, as their 
  shed their skin and ungulate in unison. Nothing can disturb these 
  fervent zealots, not even death, they will continue to sing shrilly--
  even in the midst of slaughter. 
  L11-9: Game Room.
  This room appears to have once been a games room, as suggested 
  by the numerous shelves containing the remains of assorted 
  board games, some familiar, others more obscure. A table against 
  the far wall, features something akin to a chess board, the game, 
  unresolved.
  A wooden table sits in this room. On it are expertly-carved small 
  wooden models that match the players’ characters. Dust coats 
  the replica map that the pieces are standing on, which models the 
  very dungeon they are now walking in. Their players’ characters 
  have no dust on their heads and are placed in the very room they 
  presently stand in, indicating that someone, or something, had 
  moved them recently. 
  L11-10: Library of the Seraphim.
  You enter a large octagonal room full of giant bookcases and flying 
  tomes.
  Each one of the arcane tomes in this room are kept aloft by six 
  wings that are woven into their ancient spines. These moth-like 
  books flutter and land around the room, coating cabinets and 
  flapping away when you get too close. If you disturb the furry 
  armada of moths covering the back wall of the room, you reveal a 
  secret hallway that leads to Yeehamaan’s arcane river. This swiftly 
  flowing river materializes midair and shoots towards a hole in the 
  nearby forest floor. 
  L11-11: The Jailhouse.
  You enter a jailhouse with one giant cell separated by prison bars. 
  The cell has two doors, both with a simple lock. The jail cell is full 
  of skeletons and desiccated cadavers in a state of decay.
  A single skeleton is sentient and claims to be named Hines. The 
  skeleton promises to fight on your behalf if you release him from 
  his cell. Opening the lock with tools or brute force is a moderate 
  Body task. However, if you do open the cell, he immediately 
  attacks you and tries to rob you. 
  L11-12: Solitary Confinement Cells.
  When you enter this room, you see seven thick iron doors, each 
  with a feeding slot at its base. 
  A posh, sentient skeleton named Roger grovels inside one of 
  these solitary confinement cells. He pleads with you not to trust 
  Hines, claiming he’s rotten to the core. Opening the iron door is a 
  hard Body task. Roger has a manacle attached to a ball and chain 
  wrapped around his ankle. He politely asks for you to release him. 
  If you do so, he immediately attacks you and tries to rob you. 
  L11-13: The Pit of Hate.
  After the first two people enter this putrid pit, the exit will be 
  sealed with an impenetrable wall of arcane force, trapping them 
  inside. They must immediately succeed on a moderate Mind task, 
  or will be overcome with a burning hatred of one another, and be 
  forced to battle to the death. The exit will become accessible after 
  ten rounds have elapsed or after one of the combatants has died.
  L11-14: The Monster’s Gambit.
  You see a long hallway adorned with expertly crafted stone 
  monster heads on each side. 
  monster heads lining each side. The mouths of these monsters 
  contain concealed poison dart dispensers triggered by weight 
  being placed on the floor panels immediately in front of them. 
  Each poisoned dart deals poison damage and the creature hit by 
  the toxin.
  L11-15: The Putrid Swamp.
  Entering the swamp, you are instantly overcome by a sickly odor, 
  which rises from the depths of the murky quagmire. Sticky mucus-
  like bubbles ooze to the surface of this swamp porridge, popping 
  and releasing excess stink. There appears to be movement in the 
  peripheral shadows, but the place remains deathly quiet.
  perform an easy Body task to avoid becoming nauseous, giving 
  them disadvantage on attacks while travelling through this area. 
  As the players move through the swamp, they will be accosted by 
  6 aggressive mushroom women who live there. The players may 
  try to placate the creatures with some fast talk, which requires a 
  moderate Mind task.
  This  5 ft.  wide  hallway  contains  various  masonry  depictions  of
  the dart must perform a moderate Body task or drop dead from
  The  swamp  emits  an  odor  so  heinous  that  the  players  must
  the blast, and they must
  staunch the flame or else they
  
  10
  If the beds are searched the players will discover a Ring of Power 
  underneath one of the pillows. The door at the far end of the room 
  is jammed due to overgrown weeds on the outside, and requires 
  a hard Body task to open. 
  Ring of Power: The ring grants the wearer +1 to hit and damage 
  rolls. 
  L11-17: The Scribe’s Station.
  Inside this room is an inkwell, parchment and a quill lying on the 
  ground. None of the three items have dust on them. 
  If the name Draconis is ever mentioned inside this room, the 
  ghost of an oaf who was killed by the dragon--and who has since 
  been haunting the castle--will begin sketching a map pointing to 
  Draoconis’ caverns. 
  L11-18: Temple to the Arcane God.
  You enter a room that perpetually hums with the sound of an ever-
  vibrating gong. Magical syrups ooze in anti-gravitational currents 
  and seeps through the grout into the ceiling and walls.
  Distorted pockets of aether and phlogiston litter the air, making 
  explosions an imminent threat. Any flame inside the room causes 
  an instant explosion, dealing everyone who is present fire damage. 
  L11-19: The Cartography Chamber.
  This compact room is strewn full of loose maps, spilt inkwells and 
  sharp pins stabbed into the wall. 
  If the heroes successfully complete a moderate Mind task, they will 
  discover a map that reveals the location of the library passageway 
  that leads to an arcane river and the caverns beneath the castle.
  Mushroom Women (Elites)
  H: 12 
  B: +2
  A: Nonmagic Armor 
  M: 0
  S: 25 ft. 
  S: +2
  Equipment: Roots, tuber and mandrake teddies stuffed full of 
  mallow and toad guts.
  Ability: Once per day, a Mushroom Woman may discharge 
  psychedelic spores from the crown of her head, which can affect 
  players in various ways if they fail an easy Mind task. Roll 1d12 
  for the effect:
  1 or 2 - The player will attack the nearest creature until they 
  perform an easy Mind task at the start of their turn.
  3 or 4 - The player falls to the ground prone for one turn, wracked 
  with pain. Take damage.
  5 or 6 - The player is overcome with infectious laughter, becoming 
  stunned until performing an easy Mind task at the end of their 
  turn. Any player who is within 30 ft. will hear the laughter and be 
  forced to perform an easy Mind task or succumb to the same 
  effects.
  7 or 8 - The player will feel invigorated, and invulnerable, only 
  dying once they have lost double their hitpoints. This effect lasts 
  for ten rounds. If after ten rounds the player has exceeded their 
  initial HP, they drop dead. 
  9 or 10 - The player immediately begins to sprout small mushrooms 
  from their pores. They will eventually grow to a length of 1 inch. 
  This effect is permanent and trying to sever the protrusions is 
  immensely painful and only delays their inevitable growth.
  11 or 12 - The player is affected with spore madness, and will 
  attack themselves for one minute. The player may perform an 
  L11-16: Barracks.
  This room is bare with the exception on nine bunk beds lined up 
  in three parallel rows. The beds are nicely made. There is a door at 
  the far end of the room.
  moderate Mind task at the start of every turn to stop this effect.
  
  11
  L12: The Caverns of Draconis.
  You come across a giant sinkhole hidden in the middle of the forest. 
  A vibrant purple river spills out of the nearby castle and runs down 
  into this hole. The air near the hole is hot. Charred craggy rocks 
  line the side of the steep descent down into the caverns.
  These limestone caverns are well concealed by the overgrown 
  shrubs and trees of the Ingold Forest. The glowing arcane river of 
  Yeehamaan spills into these caves, creating the constant sound 
  of cascading water and coating the stonework in glowing residue. 
  The caverns undergird the Wizard’s Castle, hooking beneath 
  the stonework. Here, lying in slumber, is the giant red dragon 
  Draconis! He sleeps upon a massive hoard of glowing relics and 
  gold coins.
  Draconis Mega Boss 
  H: 72 
  B: +5
  A: Magic Armor 
  M: +3 
  S: 60 ft. fly, 40 ft. walk 
  S: +4
  Ability 1: Fire Breath. Deals all creatures within a mile radius fire 
  damage and sets them alight. Creatures will take fire damage at the 
  start of their turns until they use their action to put out the flame. 
  Ability 2: Bite and Swallow. Bite a creature dealing it damage and 
  they must perform a moderate Body task or be swallowed and die. 
  Ability 3: Shapechange (1/day). Changes a creature’s appearance 
  according to Draconis’ will. To resist the creature must perform 
  a hard Spirit task. If the creature fails, this effect persists until 
  Draconis’ wills it not to, or Draconis dies. 
  Ability 4: Timestop (1/day). Stops time for two full rounds, Draconis 
  can act during these rounds with advantage.
  
  12
  CHARACTER SHEETS
  Zippity-Do the Dwarf Fighter
  EQUIPMENT: Battle Axe, Helm of Spirit (grants 
  wielder +2 Spirit).
  ABILITIES:
  Zealous Roar: Once per day, you can grant yourself 
  and all your allies advantage on their tasks that round.
  Battle Hungry: While engaged in combat, you can 
  move an extra 5 ft. per turn. 
  H: 24 
  B: +2
  A: Unarmored 
  M: 0
  S: 25 ft. 
  S: +1
  Bing Bong the Archer
  EQUIPMENT: Bow + 20 arrows, Nonmagic Armor, 
  Gem-Encrusted Dagger 
  ABILITIES:
  Stunning Strike: When you critically strike a target 
  with an attack task, the creature cannot move or act 
  on their next turn. 
  Adrenaline Rush: Once per day, you can perform 
  two attack tasks on your turn.
  H: 20 
  B: +2
  A: Nonmagic Armor M: +1
  S: 35 ft. 
  S: +1
  Marrrrrr the Fighter
  EQUIPMENT: Throwing Knife, Broadsword, 
  Nonmagic Armor 
  ABILITIES:
  War-Trained: You can add your Body bonus to your 
  damage dice’s result.
  Brutalizer: You may triple your damage instead of 
  doubling it when you roll a natural 20 on an attack 
  task. 
  H: 30 
  B: +3
  A: Nonmagic Armor M: +1
  S: 30 ft. 
  S: +1
  
  13
  Lavernica
  speed outdoors), Belt of Scrying (once per day, you 
  may determine the direction of one creature in the 
  world relative to you), 1 Torch
  ABILITIES: 
  Holier Than Thou: If one of your allies fails at a Spirit 
  task with a creature, you may attempt the same task 
  with advantage.
  Language Expert: You can speak common, 
  dwarvish, elvish, goblin and gnomish and are able to 
  communicate basic phrases to other creatures that 
  you do not know the language of. 
  H: 20 
  B: 0
  A: Magic Armor 
  M: 0
  S: 30 ft. 
  S: +1
  CHARACTER SHEETS
  Hector the Well-Endowed
  EQUIPMENT: Chuckling Staff (grants wielder +1 
  ABILITIES: 
  Shield Bash: If you hit a creature with a melee 
  attack, you may use your shield to stagger them, 
  pushing them back 5 ft. in a direction of your choice. 
  Grit: Once per day, you can recover 5 health.  
  H: 36 
  B: +2
  A: Unarmored 
  M: 0
  S: 30 ft. 
  S: 0
  EQUIPMENT: Magic Armor, Wilderness Boots (1.5X
  Spirit), Shield, Ring of Vitality (grants wielder +2 health)
  
  14
  CHARACTER SHEETS
  Brutalitops the Dark-Elf Magician
  EQUIPMENT: Book of Spells, Nonmagic Armor, Staff 
  of Power (grants wielder +2 Mind).
  ABILITIES: 
  Fire Blast: You may make a Mind attack against a 
  creature. If you hit, deal fire damage and set them 
  alight. They will continue to take 1 damage at the start 
  of every turn until they use their action to douse the 
  flame. 
  Frost Blast: You may make a Mind attack against a 
  creature. If you hit, deal frost damage and they are 
  slowed to half speed on their next turn.
  H: 12 
  B: 0
  A: Nonmagic Armor M: +3
  S: 35 ft. 
  S: 0
  Duquesne of Clan Duquesne
  EQUIPMENT: Longsword of Duquesne (+3 to hit and 
  damage), Elven Cloak of Windwalking (+10 ft. speed)
  ABILITIES: 
  Whirlwind: When you make a melee attack and hit, 
  deal the damage to all hostile creatures within 5 ft. of 
  you. 
  Well-Read: You get +2 to any Mind tasks related to 
  world lore. 
  H: 26 
  B: +2
  A: Unarmored 
  M: 0
  S: 30 ft. 
  S: +1
  
  15
  CHARACTER SHEETS
  Pierce 
  EQUIPMENT: Naked
  ABILITIES: 
  Seasoned Colon: Once per day, you can break wind. Creatures that are within 10 ft. of you have disadvantage 
  on their tasks that round.
  Unpredictable: Once per day, you can decide to go first in Initiative.
  H: 20 
  B: +1
  A: Unarmored 
  M: +1
  S: 30 ft. 
  S: +1
  
  16
  OPEN GAME LICENSE Version 1.0a
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC. 
  System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.; 
  Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, 
  Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, 
  and Steve Townshend, based on original material by E. Gary Gygax and 
  Dave Arneson.
  Caverns of Draconis, Copyright 2021, The Bugbear Brothers
  END OF LICENSE
  
  17
  door
  bars
  swamp
  1 square = 5 feet
  stream
  PLAYERS’ MAP OF THE WIZARD’S CASTLE
  
  Official Game Adventure
  The Caverns of Draconis
  ©2021 TSP, Inc. All Rights Reserved. Printed in U.S.A.
  The red worm has slumbered too long...
  The elven town of Tallar is the last remaining 
  stronghold of the Amburg region. An evil red 
  dragon named Draconis has been terrorizing the 
  local residents, desecrating and plundering their 
  temples and strongholds in order to feed his 
  insatiable greed. Despite these frequent raids, 
  none know the location of the dragon’s hoard, 
  nor the day or hour when he will strike again. 
  An outcry has resounded throughout the realm, 
  demanding that the vile dragon be destroyed. 
  Rumors of this dark threat have spread to 
  faraway lands. Accompanying these ominous 
  tales are whispers of the great fortunes being 
  amassed by the red worm of the North. It was 
  not long before foolhardy adventurers heeded 
  this alluring gossip, and ventured in search of 
  the fire breather’s grim bounty.
  In this dark hour, you and your fellow adventurers 
  trek along a country road on your way to Tallar, 
  hoping to find clues that would lead you to 
  Draconis’ hoard.
  TSP, Inc.
  PRODUCTS OF YOUR FASCINATION
  TM
  
SOURCE: textdata/thevault/Miscellaneous Rules; Add-On Systems; Curios/The Caverns of Draconis.pdf