The reason may well have been its theming, and its crossover with the Ravenloft line, which made Castle Spulzeer a great Halloween release.Ĭastle Spulzeer has an even more far-reaching connection: its ending can lead players to the demiplane of Ravenloft and The Forgotten Terror adventure. Some books would be delayed for over a year, and others would disappear altogether, but Castle Spulzeer was relatively lucky: it was just delayed four months, until October 1997. Then, near-bankruptcy caused a total failure of TSR's schedule, resulting in no books being published from February through the very end of July.
Visit for instructions on creating your own classic module conversions and selling them on the DMs Guild.Ĭastle Spulzeer was originally scheduled for publication by TSR in June 1997. To use this conversion guide you will need a copy of Castle Spulzeer, originally available in hard-copy and now for sale in digital format on the DMs Guild. This conversion guide allows DMs to run the original module with 5th Edition rules. The second transports the characters to the Demiplane of Dread, where the plot continues in the Ravenloft adventure The Forgotten Terror. The first leaves the party in the Realms. However, as a crossover story, it offers every Dungeon Master a choice between two endings. The heroes must choose with whom they will ally - and the wrong choice could lead to their doom.Ĭastle Spulzeer is an adventure complete in itself. Each will stop at nothing to keep it from the other two. These three ensnare the party in their fight over an ancient weapon.
When the heroes enter the haunted keep, they meet a terrifying trio of residents: a madman armed with stolen magical power, a liche whose secret laboratory houses untold horrors and treasure, and a furious ghost bent on revenge. Their ultimate destination is Castle Spulzeer, a once proud stronghold that has become a den of terror. While traveling throught the towns and terrain (detailed here for the first time) that lie in their path, they hear rumors and obtain clues about their mission. With further exploration they can locate the Ancient Temple which serves as the tomb and stronghold of Sakathas, the vampiric LIZARD KING!Īn omnious encounter with a fortuneteller sends a party of adventurers on a 200-mile journey across the Lands of Intrigue. Hired by the Count of Eor, the party is tasked with tracing the source of these foes and eliminating them for the safety of the realm.Īfter a set piece combat in Count Brunis's castle, the party must trek across Eor's wilderness, eventually coming to the Great Southern Swamp beyond the village of Waycombe. Why has robbery suddenly erupted in the peaceful southlands? How could mere brigands be as powerful as the foes described to you by their numerous victims? Is this really mere robbery? Or is there some truth to the rumors, told only in hushed whispers, about the beginnings of a hideous plot being hatched by an ancient, vile, and evil foe of all mankind?"Įor is beset by marauders and lizardmen of a boldness not seen in years. You find yourselves faced with many mysteries! After taking counsel with the High Priest of Eor, he believes that a small party of cunning, bold adventurers may succeed where armed might has failed. Now John Brunis, Count of Eor, has turned to you for aid. The goodly count has sent a troop of his trusted fighters to exterminate the brigands believed responsible for these outrages, but weeks have passed, and still there is no word from this force.
The peasants are fleeing their lands, and all are demanding protection from the powerful Count of Eor. Merchants will no longer run their caravans on the main highway past the quiet village of Waycombe. "The southlands of Eor are being despoiled.