Castle of the Mad Archmage

The Castle of the Mad Archmage™ is an enormous megadungeon adventure module in the grand tradition of the dungeon-crawl campaigns that inaugurated the fantasy role-playing hobby.

A long-deserted castle stirs with new life. Decades ago, the dungeons beneath Castle Greyheim teemed with wealth and danger, but were eventually emptied. Now explorers report that the monsters have returned and huge treasures await those brave and foolhardy enough to enter the dungeons. Truly an immense RPG environment, the Castle of the Mad Archmage can serve as the center for a dungeon-crawl RPG campaign literally for years.

The Castle of the Mad Archmage features:

  • Over 13 huge levels both above and below ground
  • More than 1,500 encounter areas
  • Dozens of factions and important NPCs
  • Hundreds of tricks to foil mappers and traps to snare the unwary
  • New monsters, new spells, and new magic items
  • Three books; the adventure book itself, an illustration book to show the players, plus a separate map book for the game master

The Castle is designed to be generic enough to fit into almost any fantasy campaign milieu. It is designed for use with the Adventures Dark and Deep™ rules, and can thus be used with most old-school RPG rules, and a Pathfinder Role Playing Game version is also available.

Expansion Module: Level Three East - the Museum and the Watery Caves

The first fourteen levels were only the beginning!

Confound your players with a whole new level to add to your Castle of the Mad Archmage™ adventure. Level Three East describes the wonders of the Mad Archmage’s own museum, which contains curiosities and treasures from all over the multiverse, and the challenges of the Watery Caves, which are a series of living caves connected by an underground river.

This module features 74 new encounter areas and 6 new monsters, a full two-page map, plus new magic items, new rumors, an explanation of how this module fits into the whole Castle structure, and the impact it will have on the inhabitants of the central third level of the dungeon. There are also tips for game masters who would like to run this level as a stand-alone adventure.

Levels in the dungeon roughly comport to suitable character levels, to this module is best suited for PCs of approximately 3rd level. However, there are (intentionally) some encounters that only more powerful characters can expect to handle.