Palace of The Vampire Queen
Palace of The Vampire Queen
Palace of The Vampire Queen
Layout by J W
Work by Brad
Cover by Judy Kerestnn
1st Printing June 1976
Copyright
Referee maps of the area showing the trips and traps of each room
Sheets Of pre-factored creatures and treasure for solo as well as group play
Designed for use with the Dungeon and DragonsR rules Set. this kit represents a ready—to-use
adventure for those of strong heart and steel strength. (Possession of a wooden cross couldn't hurt.
either. )
Kit Use:
The Dungeon Master may give or sell the player map to the players to speed game play.
Wandering Monsters are left to the discretion and imagination of the Dungeon Master.
To avoid confusion. read the pre—factored sheets before playing since the rooms could not be numbered in
any one consecutive order.
Dungeon Master:
Feel free to use your imagination for dialogue or any extra details you feel would add to more exciting
play. The kit itself is only a basic outline you can make it a dramatic adventure.
KEY
Trapdoor to 10' pit. causes 6-side die damage
Storytellers say that long ago the Vampire Queen was shipwrecked
on the island - barely alive and all but drained of blood. Shipwrecked
with her were her guards and ladies in waiting - all her jewels. her
rich clothing and her crown. But none Of these things. nor the love
that her subjects bore for her, had the power to save her, and she died
that night.
The road the people took was steep and hard. but the road is
there. Children talk of how they will conquer it when they grow up.
Their parents huddle at the fire and pray that their children will live
to grow up. Brave men have tried to end the reign of the Vampire Queen.
but none have ever returned. Rumor says that there is a palace high in
the mountains and that it contains great riches. But rumor also Says
that it contains great dangers greater than mortal men can hope to face
and win.
The people wait in fear at night. The King wanders his royal
palace. so empty now without his only child. Neither the King or his
people have hope left that a Hero or group of Heros will come to rid
them of the Vampire Queen. For surely the Vampire Queen lies deep
within the forbiding mountains. protected by her subjects. vengeful
with hate for all truly living things and constantly thirsting for
human blood on which to feed.
PALACE OF THE VAMPIRE QUEEN
Level I
Creatures
Room Encountered Max. Dama e Contents of Room
1 3 Goblins 4 3 2 Em t , 17 GP on Goblins
2 None 6 bags - each bag
contains ration for 1
for 1 week in dungeon.
but 1 ba is oisoned
3 3 Goblins Armory. 5 sword g.
shields.
2 da ers. All non-ma iCal
4 N one Chest with poison lock,
1, 000 CP in chest
5 4 Goblins 5 2 Empty. 30 cp. IOGPon
G obl ins
(3 slee in . 1 on uard)
6 1 Wounded Warrior Empty. Warrior is
Chaotic, good prisoner.
If asked, will warn of
Rust Monster in Rm 8.
If healed will •oin
part
7 None Em t
8 Rust Monster 20 Em t
9 Em t
10 2 Giant Rats 9 11 Empty. Rats are
trained as uards for
bandits in Rm 23
11 N one Em t
12 1 Bandlt Em t . 1 GP on G uard
13 1 Screech Owl Empty. Crossbow aimed at entrance
to room will fire if door opened.
Owl w ill give alarm to Rm 53 if
not killed in 1 turn
14 5 Skeletons 3 2 2 3 1
15 N on e Em t
16 N one Em t
17 15 House Cats t each Em t
18 10 House Cats 1 pt each Empty. Madman will not
1 Madman 3 fight. If Madman is
attacked, Cats will
attack. If Madman is
left alone he will
tell party of secret
door from Level Ill to
IV
19 None Empty. Room full Of C
at dro in s
20 N one Em t
21 None Em t
22 N one Em t
23 7 Bandits6 5 2 2 4 3 5 Empty. Bandits carry
3-18 GP each
24 None E mpt
PALACE OF THE VAMPIRE QUEEN
Level L - Page 11
Creatures
Room Encountered Max. Damage Contents of Room
25 None Chest with 1500 P. Silver
dagger with jeweled handle
worth 2. 000 GP. 15 live
Centipedes in false bottom
of
Chest
26 Giant Tick 9 Em t . Tick is on Ceilin
27 None Em t
28 N one Empt
29 None Em t
30 N one Em t
31 None Em t
32 N one Em t
33 None Em t
34 4 Bandits 5 5 4 2 Empty. Bandits carry 3 —18
GP each
35 None
36 Crossbow set to fire if ened. 1-6 pts dama e. Room Em t .
door o
37 None Em
38 None
39 None Em
40 None
41 5 Skeletons 3 3 3 2 2
42 None Chest, 25 GP. 700 cp. 3
gems worth 2, 000 sp each
43 Geletinous Cube 13 Silver Cross, 6 GP.
80 cp in Cube
44 None Em t
45 None Em t
46 1 Giant Spider 11 Empty. Spider web is
over stairs to Level Il and
opening to Rm 47. Hides both
47 None Map to Level Il in
Corner covered with
dust
48 None Em t
49 2 Skeletons Em t
50 None Em t
51 None Table set for dinner with 5
drained Bandit bodies. 15 CP
on bodies
52 5 S ittin Cobras 6 s each Empt
53 6 Bandits 5 5 3 9 4 6 Owl in Rm 13 will give warning.
(1 is 3rd level thief) chance of waking Bandits.
Chest with 3 gems worth 700
GP total. 500 GP. 450 sp
PALACE OF THE VAMPIRE QUEEN
Level 11
Creatures
Room Encountered Max. Dama e Contents of Room
N one Empt
2 None Em t
3 Lawful Conjurer 10 Empty. Conjurer will warn of
Orcs in Rm 32 and will aid
ainst them, onl
4 N one 200 GP. Ba of Transmutin
5 3 Orcs 6 Empty. If attacked, Orcs in
Rm 8 will come to •oin fi ht
6 None E
m
7 None Em t
8 9 Orcs Empty
9 None E
m
10 None (This is a rt room which art to Rm 32
trans
sends
11 1 Blink Dog 20 Empty. Blink Dog is compan
— ion to Conjurer in Rm 3.
Will warn if Orcs are
attacking. If Conjurer is
attacked by anyone. dog
will fight for Con 'urer
12 None E mpt
13 None Em t
14 Geletinous Cube 13 6 lus 1 arrows in Cube
15 2 Giant Ticks 12 8 Em t . Ticks on ceilin
16 4 Skeletons
3 2 3 1 Chest with 75 GP. 25 cp.
rin worth 100 SP
17 1 Giant 60 2 flasks Healin Potion
Slu
18 1 Troll 24 3 empty bags and one Gold
Coin (non -ma iCal)
19 N one Skeleton (non -animated), 10
arrows, 1 broken bow
20 None 7 bodies stacked against
wall. Pile of weapons: 6
swords. 6 shields, 1 bow,
20 arrows
21 one Laboratory: Counters and
cupboards, large table in
center of room. Empty except
for 24 flasks scattered on
table: 20 empties. 1 poison,
3
Undead Control
22 2 Zombies 3 3 Em (One is female)
23 None 6 lar e em t ba s
30 Green Slime Em
31 None Em t
PALACE OF THE VAMPIRE QUEEN
Level 111
Creatures
Room Enc ountered Max. Dama e Contents Of Room
1 Ghoul 8 Em t
2 4 Dwarf Children 1 pt each Empty. Children are almost
drained of blood and have
been left for the Ghoul to
finish
3 2 Werewolves 15 20 Empty. Werewolves are in
shape of Ghouls, unaffected
by Priests
4 2 Hunting Wolfs 9 11 Empty. Rms 3&4 are guard posts
I W erewolf for door to Level IV. Party
17 need not enter room. If party
passes room the guards will
come out and attack (70%) or
come out and stalk art (30%
2 None
3 None Invisible Chime of eni
n
4 I Shadow 8 8.000 GP in 2 ba s
5 1 owl Bear 28 Em t
6 None Em t
None E
m
8 None Em t
9 1 Stone Giant 39 Em t
10 3 Owl Bears 25 27 28 Chest with 10 Gens worth
7.000
GP total, 1 Gem (eye for Stone
Lammasu in Rm 1 Pouch with 500
GP. If chest is Opened,
1 or pit with poison Spikes
opens
6' in front of chest. Pit is a
6'x6i s uare 0 enin
11 None Em t
12 Black 17 Em t . Puddin is on
Puddin ceilin
15 Gnolls
13 7 5 10 9 9 4, 000 GP in heap in corner,
Staff Of Striking (used as pole for
6 11 7 7 15 Skull standard thrown in corner
3 12 12 8 7
14 N one Em t
15 2 Vam ire Guards 29 35 3 waterskins filled with blood
16 None Em t
17 4 Mummies 16 20 21 13 Em t
18 None 4 Gold Coffins (total 35.000 GP)