The Lair of the White Wyrm

This is a Swords and Wizardry Whitebox adventure for 4-5 1st-level
characters. I originally wrote it for my children, then ages 7 and
10, whom I was just introducing to tabletop RPGs. So it is by design
simple and thematic, meant to be played in one session of perhaps
two or three hours.

                            ~~~~~~~~~

A white dragon has moved into a lair of caves at the base of the
Frozen Spires near to the town of Snowcap in the northern reaches of
the Known Lands. A renowned halfling thief by the name of Fin
Hairbreath recently stole a purportedly magic gem (known as the
Shadowgem) from the lair, enraging the dragon and causing it to take
it's anger out on area villages and merchant caravans bringing
supplies to Snowcap from the south. Yesterday, Fin was caught trying
to fence the gem in town, and arrested by the town guard. The town
Regent has asked for volunteers to return the gem to the Wyrm's lair
forthwith, to prevent more attacks by the dragon. Rumors of the
lair's dangers, including orc guards have kept away volunteers, but
you are anxious to prove your worth as adventurers. The adventure
starts just outside of the cave entrance, in the blowing snow and
biting cold, with the gem in hand.



                                                          ...
                                                        ..  ...
                            ....                     ....    .....
                         ....  ....                  .            .
                       .          ..      ......     ..           .
               .........     2     ........    ...    ....   8    .
              ..  .....             ....    X    ..      ....     .
             ..  ..   ....         .   ...       ..         .     ...
             .  ..       .... .....      .. 3.....         ..       .
             . ..           . ..          . .            ...       ..
             . .          ... ..          . .           .......   ..
             . .         ..  ..           . .        stairs    ...S..
     ......... ..        ..  .            . .       ......      .. .
   ...          ....     ..  .            . .    .... ...       . 7.
   .               ..     .. .          ... ......   ....       .  .
   .                ..      . .         ..             ..       .  .
 ...     1           ..     . ..          ....    5  ...       ..  .
 .                 ....    ..  .             ....  ...        ..  ..
. ..................       ..  .                ....        ...  ..
. .                        ..  .                            .   ..
Entrance           .....  ..  ..                          ...  ..
                 ...   ....   ..                       ....   ..
                 ...           .. .............       ..   ...
                   ...          ............  .........     ...
                     ..    4    ....       ... .....          ..
                 .....             ..             ..         ...
                ..       ...        .           ...          ..
                ....    ..  ..      .           .       6    .    ...
                   ......    ...   ..           ..           . ......
                               .  ..              .....    ........
                             ...   .                ......stream ...
                             ..  4a.             ........ ...      .
                              .....       ..........      ..     ...
                                     ... .. .....          .. ....
                                   ..........
                                   ....


Note: There is a 1 in 1d6 chance of the worg from area 6 being
present as a wandering monster in any of the rooms of the complex,
except the dragon's lair.

1. Entrance/ guard area

Three orcs guard the entrance at all hours; at night there is a 4 in
6 chance that one of the orcs will be asleep. They have a small camp
setup near the eastern wall, there will be a small fire here at all
times, venting smoke through a natural chimney. Under a pile of
rocks against the eastern wall is a leather bag with 40GP.

Orcs: AC: 13 HD: 1 HP: 2,5,4 DMG: 1d6 sword SAV: 18 HDE/XP: 1/15

2. Storage area

Barrels line the walls, containing dried foodstuffs, water and
ale. Behind a broken barrel of food along the northern wall, two
giant rats will be hiding. If the party does not disturb them, they
will likely not attack. Note that a fight here will alert the orc
guards in area 4. The rats have no treasure.

Giant rats: AC: 12 HD: 1-1 HP: 2,3 DMG: 1d6 bite SAV: 19 HDE/XP:
1/10

3. Empty cave

A small cave lies to the east of the storage area. It is empty,
although there is a pit trap in the center of this cave, anyone
walking over it has a 4 in 1d6 chance of springing it and falling
10ft. for 1d6 damage. Dwarves will notice the trap 1-2 in 1d6. The
skeleton of a long-dead adventurer lies at the bottom of the pit,
with a rusty helm and sword. A pouch near the skeleton will hold 10
small gems worth 100GP in total. If the trap is sprung, the party
will have no chance of surprising the dragon in area 8.

4. Sleeping quarters

Four Orcs and their leader live in the alcoves here. At any given
time, there will be a 2 in 6 chance of one of the Orcs being asleep,
meaning they will not be able to participate in the first round of
combat.

Orcs: AC: 13 HD: 1 HP: 4,3,3,1 DMG: 1d6 sword SAV: 18 HDE/XP: 1/15
Orc leader: AC: 14 HD: 1 HP: 6 DMG: 1d6+1 sword SAV: 18 HDE/XP: 1/20

The south alcove belongs to the leader, he has 20GP and a potion of
healing amongst his belongings. The small cave to the south (4a) is
used as a latrine.

5. Spider cave

Humanoid bones and refuse litter the floor of this cave. A giant
spider lays in wait, hanging from a large web that covers the
ceiling. He will surprise the party 1-5 in 1d6. When (if) the spider
is killed, the party can search the refuse and find a quiver of 10
+1 arrows, a pouch with 23 GP, and a large ruby worth 150GP.

Spider: AC: 13 HD: 2+2 HP: 9 DMG: 1d6 bite SAV: 18 HDE/XP: 5/240
Special: Poison bite, save vs poison or 1 hour of weakness, unable to
fight.

Stairs cut into the rock lead down and to the north, directly into
the dragon's lair.

6. Stream

A cold mountain stream flows through the southern portion of this
cave, it is the water source for the Orc guards. There will always
be several empty buckets laying next to the stream. On the other
side of the stream, a worg has made it's lair. It is a pet to the
Orcs, and will be present 1-5 in d6 (otherwise wandering the caves).

Worg: AC: 13 HD: 4 HP: 16 AT: bite DMG: 1d6 HDE/XP: 4/120

A downward-sloping tunnel exits to the north and area 7.

7. Secret door

A dead-end is actually a secret door, activated by pushing on the
floor just below the wall. Elves and Dwarves in the party will
notice the triggering mechanism 1-2 in 1d6. The door opens silently,
out into the dragon's lair.

8. Dragon's lair

The young but still imposing white dragon is holed up here along
with an impressive pile of gems and coins, with an occasional sword
or bit of armor visible. The dragon will only be surprised by those
entering from the secret door to the south, otherwise he will always
be alert and watching the staircase entrance.

Young white dragon:

AC: 17 HD: 7 HP: 14 ATK: Frost Breath (3/day)/Bite DMG: 14 HDE/XP:
9/1,100

The party can use the Shadowgem to make a deal with the dragon in
trade for some of its large treasure pile. Offering the gem quickly
will result in the dragon offering a the party a large sack, filled
with the following:

- A +1 dagger
- A +1 war hammer
- Cloak of protection +1
- Scroll of cure light wounds
- 860 GP
- 1200 SP
- 18 small gems worth 20 GP each.

The GM can reduce this a bit depending on the party's behavior and
the dragon's implied reaction. The GM can also decide how to deal
with the rest of the treasure hoard if for some reason the party
decides to attack the dragon, and (however improbably) kills it, but
it's more likely a single breath weapon attack would kill an entire
party of first-level adventurers in one fell swoop.

There is a small alcove on the north wall, where the dragon usually
keeps the Shadowgem inside a large, unlocked chest.

Upon returning successfully to the town, the grateful Regent will
reward each player 100GP.