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7/25/2019 An Abandoned Fortress
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An Abandoned
FortressA Dungeons & Dragonsd20 adventure
supplement suitable for low level characters
Kristian Richards 2002
http://enworld.cyberstreet.com/hosted/csp
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2/14
Getting Started
To use this adventure supplement you will require
use of the Dungeons & Dragons Players Handbook
(third edition) published by Wizards of the Coast.
Introduction
PCs, on the whole, can be an unpredictable lot,
suddenly going off in completely the opposite direction
to that which you (the DM) had planned, orinsisting on
visiting a possible adventure area that appears on their
campaign map - but which you have not designed yet.
This is where a side-track adventure may be able to
help. The basic idea behind these mini-adventure
supplements is that, while they can be used a small
adventures on their own, they can also be inserted into
an existing adventure or campaign as an extra area for
your players to explore.This side-track adventure therefore concentrates
solely on the dungeon aspect of the encounter(s), and
can be used in conjunction with the full colour dungeon
floorplans that can be downloaded from the CSP
web-site ( http://enworld.cyberstreet.com/hosted/csp ).
Even if you dont use miniatures, using the floorplans to
show the layout of the dungeon is a great time saver
(rather than having to quote the exact room dimensions
for the partys mapper all the time).
With any luck, these side-track adventures may
help you create a more believable world for your
players to explore - after all, its always a good idea tohave a back-up dungeon or two up your sleeve for those
times when your players seem to ignore every hint you
throw at them and go off at a complete tangent.
Background Information
& Adventure Summary
This adventure supplement details the layout of an
old abandoned dwarven fortress. Although the
adventure begins at the entrance to the mountain
labyrinth, the fortress itself could be part of a larger
dwarven complex (perhaps surrounded by ruinous stone
battlements), or maybe it is the forerunner to a lost
dwarven kingdom the choice is yours.
Within the depths of this ancient dungeon are host
of monsters for the adventurers to encounter, and
numerous hazards for them to overcome. It is also
worth noting that the adventure itself can be a bit
combat heavy (due to the hostile nature of its current
inhabitants), and although a simple hack & slash
approach will surly get the job done (presuming the
PCs are up to the task) - DMs should always be open
to any ingenious non-combat solutions that the players
come up with for any given encounter (presuming thereis at least a slight chance of success).
Adventure Hooks
Following are a number of circumstances in which
you may find this mini-adventure useful, as well as
several ideas on how to use this supplement as an
adventure in itself.
The adventurers have been hunting for a lost
artefact and their inquires lead them to the old
abandoned fortress.
The ruin (which happens to be quite near to a small
town or village) has recently been occupied by a
goblinoid horde. These monsters have begun
raiding some of the outlying farmsteads - growing
bolder and bolder with each attack. Therefore a
group of adventurers/mercenaries are sought out to
help eliminate the problem.
An old dwarf (possibly a elderly relative of a party
member) spins a yarn about a time when dwarves
occupied the nearby mountains. He claims to haveuncovered a map to one such fortress, which was
probably home to a small garrison of troops once,
and asks/hires the adventurers to verify the
authenticity of the map (by following it to the
indicated point). He also offers to purchase any old
dwarven artefacts that they find (at the full price)
should they undertake this task, and may even offer
to accompany them (thus urging them to enter the
old ruin once they arrive at the site).
The adventurers simply insist (for whatever reason)
that they need to travel to the dwarven ruin that
appears in a mountainous area of the campaignmap.
Severe weather threatens the safety of the party as
they are crossing a treacherous mountain range.
Luckily (or so it would seem) they come across the
entrance to an old dwarven ruin just as the main
force of the storm hits.
here lie the
halls of jarnhellir
fortress of
the mighty rune
kingdom
An Abandoned Fortress Kristian Richards 2002
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In addition to the monsters that are tied to the
various rooms within the dungeon, there is also a
chance that the party may encounter a wandering
monster or two during the exploration of the fortress
(due to the ruin being a fairly active place). Therefore,
if the party spend an extended period of time in one area
(due to prolonged combat, taking 20 on a check,
extensive searching, etc.) you should consult the
following table to determine whether a wandering
monster happens upon the group.
2 hobgoblins20
2 goblins18-19
Nothing1-15
Encounter1d20
WANDERING MONSTER TABLE
Note that only two successful wandering monster
encounters should be used during the course of the
adventure.
The Dungeon Layout
2
Note that the dotted lines separate one dungeon tile from another (so that they are easily distinguishable).
Wandering Monsters
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1. Entrance AreaThe cunning dwarves who originally occupied this
site made sure that no-one could approach the entrance
without them knowing about it. Therefore, secreted
away in the mountainside to the west of the entrance is
a narrow arrow slit that leads to a lookout post (area 5).
The slit itself is hidden in a dark crevice in the rock face
making difficult to spot, and characters searching this
area can only find this narrow window (that is too small
for them to crawl through) on a successful search check
(DC10).
However, characters who step within 10ft of the slit
will be attacked (via a kobold guards crossbow) as they
approach (see area 5 for more details on the kobold
guards). To avoid being surprised, a character with
darkvision is allowed a spot check (versus the kobolds
hide check), though the kobold still gets the shot of first
(as a readied action).
After firing its crossbow the guard (and his twocolleagues) will attempt to flee to area 7. However if a
player manages to get to the slit before the guards can
make their escape (or fires a missile weapon at the
guard), the guard is considered to have 9/10 cover (and
thus gets +10 to its AC and +4 to its REF save).
Also, once the characters have been shot at, they
will thus be aware that some kind of hole is present in
the rock face - and so the search check to discover it is
reduced to a simple DC5.
When the PCs approach the main entrance:
Before you stands a large 10ft tall section of
worked stone, that has been skilfully carved to forma flat vertical surface. At the bottom of this wall is a
narrow, cleanly cut, passage, that appears to run into
the mountainside for a short distance before opening
out into a larger room.
Running around the entire rim of the passage
entrance is what looks to be runes of some sort, that
have been intricately carved into the mountain wall.
Note that the writing around the passage entrance is
written in dwarven and reads as follows:
Here lie the halls of Jarn Hellir,
fortress of the mighty rune kingdom.
Therefore any character who is able to read dwarven
will be able to identify the writing, or characters who
make a successful Decipher Script check (DC20) will
be able to discern that this is the fortress Jarn Hellir.
Also note that presuming the kobold guards located
in area 5 (the room with an arrow slit that overlooks the
entrance) have yet to be discovered, one of the guards
will fire a crossbow at any character that stands too
close to the entrance (e.g. to examine the runes, or to
enter the passage). After the initial shot the guards will
flee to area 7.
2. Entrance Hall
This 20ft square room is dimly illuminated by
daylight shining in from the southern entry, and has
10ft high walls that lead to what was once an ornate
arched ceiling. Various stone rubble, along with
lumps of gravel and dirt, lie strewn across theuneven floor, and to the east is and old rotten timber
door frame devoid of any door.
As the name suggests, this is the main entrance to
the fortress and would have been heavily guarded back
when the complex was in use. The rubble that can now
be seen upon the rooms floor is all that remains of the
once grand stone door that protected the fortress
occupants from the elements (or worse), and any traps
that were once used as a secondary precaution (against
unwanted guests) have long since been triggered or fell
into disrepair.
3. T Junction
4. T Junction
5. Lookout PostThis room afforded the fortress guards with a clear
view to the main entrance via a narrow arrow slit in the
eastern wall. It was from here that any visitors
(welcome or not) would have been espied (usually at
arrow point) while the commander of the garrison was
informed. Occupying this room at the moment are threekobold guards who take it in turns to watch the entrance
(as explained in area 1s description).
If a character looks into this room from outside:
Through the narrow opening you can see what
looks to be a small square room roughly 15ft wide
with what appears to be a narrow passage leading
off to the north.
If a character enters the room:
A narrow shaft of light streaks in from a small
arrow-slit in the eastern wall to illuminate this smalldamp chamber. The room itself is bare apart from an
old rotten stool which stands in a small puddle of
rainwater that has gathered in a small depression in
the floor beneath the window.
Three Kobolds are usually found in this room (as
described in previous entries), but more than likely they
will have already fled to area 7 when the PCs get close
to this room.
3
The Dungeon
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Kobolds (3): CR1/6; small humanoid (reptilian);
HD d8; hp 2; Init +1 (Dex); Spd 30ft; AC15; Atk -1
melee (1d6-2 halfspear), +2 ranged (1d8 light
crossbow); SQ darkvision 60 ft, light sensitivity; AL
LE; Sv Fort +0, Ref +1, Will +2; Str 6, Dex 13, Con 11,
Int 10, Wis 10, Cha 10.
Skills and Feats: Craft (trapmaking) +2, Hide +8,Listen +2, Move Silently +4, Search +2, Spot +2:
Alertness.
Special Qualities: Light Sensitivity (Ex): Kobolds
suffer a -1 penalty to attack rolls in bright sunlight or
within the radius of a daylight spell.
Possessions: halfspear, light crossbow, leather armour,
and d20 bolts in a crude leather quiver.
6. Secret Room
The entrance into this small dank chamber looks
to have once been a well kept secret judging by its
large stone door that has been fashioned to look
almost identical to the surrounding walls. Now
though, this secret door lies open, thus revealing the
empty chamber that stands before you.
Like a lot of doors within an ancient dungeon, the
door that leads into this room is stuck. However unlike
most stuck doors, this one is jammed in the open
position. Unfortunately, this hampers movement and
vision into the passage that leads to area 7, though any
medium sized character can squeeze past it (and into the
passage beyond) as a full round action. Due to their
size, smaller characters (and monsters) can perform asimilar action as a move equivalent action.
Characters wishing to close the door (for whatever
reason) will be required to make a strength check to
determine the result.
Secret Door: Hardness 8; hp 60; Close DC 25.
Peeking around the door (to get a view of what lies
beyond, will cause the character to become the target of
another crossbow attack from the kobolds beyond
(though the player will be considered to have cover
(i.e. +7 to AC).
7. Guard Room (Kobold Lair)Given the opportunity, this is where the kobold
guards from area 5 will have fled to. There is also a
kobold warrior lurking within this room - which will
probably bring the total to 4 by the time the PCs reach
it.
Kobold (Lvl 1 Warrior): CR1/2; small humanoid
(reptilian); HD 1d8; hp 8; Init +1 (Dex); Spd 20ft;
AC16; Atk +0 melee (1d6-2 shortsword); SQ
darkvision 60 ft, light sensitivity; AL LE; Sv Fort +2,
Ref +1, Will +0; Str 6, Dex 13, Con 11, Int 10, Wis 10,
Cha 10.
Skills and Feats: Craft (trapmaking) +2, Hide +6, Listen
+2, Move Silently +2, Search +2, Spot +2: Alertness.
Special Qualities: Light Sensitivity (Ex): Kobolds
suffer a -1 penalty to attack rolls in bright sunlight or
within the radius of a daylight spell.
Possessions: shortsword, leather armour, and a small
steel shield.
Once the PCs gain access to the room:Arranged along both left and right hand sides of
this small, fairly nondescript room are numerous
skins and pelts. Directly opposite from the entrance
is a small pile of rotten pieces of timber and an
occasional tattered rag.
The animal hides found in this room are used as
bedding by the Kobold guards. Similarly the pile of
rotten timber is what the guards have managed to scrape
together for firewood. Searching the room (DC10) will
turn up the following items:
A pouch containing 8 small blue quartz gems (worth5gp each).
A bag of silver coins (contains 243sp) A darkwood shield (worth 257gp).
8. Waiting Room
The passage leads into a dingy little room with
more rubble strewn across the floor in the form of
splintered wood and tumbled down stone.
Decorating the eastern wall is an impressive looking
archway, beneath which runs a wide corridor
leading further into the fortress.
9. T Junction
10. Reception Hall
This large 25ft square room has exits located on
both the northern and western walls - though any
doors that once hung within these 10ft wide portals
have long since vanished. Adorning each of the lofty
walls are images of many large pillars, all of which
have been carved into the stone itself, presumably to
add a touch of grandeur to this spacious chamber
rather than to perform any real structural support.
11. Mess Hall (Goblin Hideout)
A large square room opens out before you with
exits located in the centre of each of the four walls.
Various pieces of broken crockery litter the floor,
along with splintered remnants of rotten wood that
probably once formed grand dining tables. In the
corner of the room is one such table, still intact -
though turned upon its side.
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Hiding behind the upturned table in this room is a
goblin archer (who thus gains cover - i.e. +7 to AC
and +3 to Ref saves). Players who stand at the doorway
to this room are required to make a spot check (versus
the goblins hide check) to determine whether they are
aware of its presence. As soon as any PC steps foot
into the room the goblin archer will attack and then startscreaming for help.
For each round that the goblin screams for
assistance you should allow its comrades (in area 18
make a listen check DC20) to determine whether they
hear its pleas for help, and thus come rushing to its
aid.
Goblin: CR1/4; small humanoid (goblinoid); HD
1d8; hp 4; Init +1 (+1 Dex); Spd 30ft; AC15; Atk +1
melee (1d6 halfspear), +3 ranged (1d6 shortbow); SQ
darkvision 60ft; AL NE; Sv Fort +2, Ref +1, Will +0;
Str 8, Dex 13, Con 11, Int 10, Wis 11, Cha 8.
Skills and Feats: Hide +6, Listen +3, Move Silently +4,Spot +3; Alertness.
Possessions: halfspear, studded leather armour and d20
arrows in an animal-hide quiver.
12. 4-way Junction
13. Kitchen
Upon the walls of this 30ft square room are
numerous rusty iron brackets, a few of which still
support mould covered wooden shelves. Scattered
here and there across the dusty floor are severaldented and broken pots, pans, and other cooking
utensils. Dominating the southern wall is what looks
to have been a huge fireplace - though now
blackened with soot and partially blocked will fallen
rubble. In the eastern wall there lies a set of rotten
wooden doors hanging clumsily from their corroded
hinges.
Despite their obvious ruinous state, the doors
located on the eastern wall of this room have swollen in
their frame and become stuck.
Rotten Wooden Doors: Hardness 5; hp 10; Break(open) DC 13.
In addition, the chimney of the fireplace is now
home to a dire bat. Therefore, any character who
attempts to examine the fireplace (and thus peers up the
chimney) will disturb the creature - who will come
swooping down to attack the intruder. The character in
question is however allowed a spot check (versus the
dire bats hide check) beforehand - to determine
whether he/she is surprised by the animals attack.
Dire Bat: CR2; large animal; HD 4d8+12; hp 30;
Init +6 (Dex); Spd 20ft, fly 40ft (good); AC20; Atk +5
melee (1d8+4 bite); Face/Reach 10ft x 5ft / 5ft; SQ
blindsight; AL N; Sv Fort +7, Ref +10, Will +6; Str 17,
Dex 22, Con 17, Int 2, Wis 14, Cha 6.
Skills and Feats: Listen +11*, Move Silently +11, Spot
+11*.Special Qualities: Blindsight: Dire bats can see by
emitting high-frequency sounds, inaudible to most other
creatures, that allow them to locate objects and
creatures within 120 feet. A silence spell negates this
ability and forces the bat to rely on its weak vision,
which has a maximum range of 10 feet. *The dire bats
+4 racial bonus to Spot and Listen checks are also lost
if blindsight is negated.
14. Food Store
After finally managing to bypass the doors you
discover a small musty chamber with more rotten
shelving. From the ceiling hang large rusty hooks
suspended from corroded chains, down which
trickles a tiny amount of water that echoes
throughout the room as it drips into a green, slimy,
moss-like substance that covers the entire floor.
The floor of this chamber is covered in Green Slime
(see below for details) that will deal damage to any
player or item that touches it.
Green Slime: CR4; Green slime deals 1d6 points of
temporary Constitution damage per round while it
devours flesh. On the first round of contact, the slimecan be scraped off a creature (most likely destroying the
scraping device), but after that it must be frozen,
burned, or cut away (applying damage to the victim as
well). Extreme cold or heat, sunlight, or a remove
disease spell destroys a patch of green slime. Against
wood or metal, green slime deals 2d6 points of damage
per round, ignoring metals hardness but not that of
wood. It does not harm stone.
15. Y Junction
16. T Junction
At the far end of this long narrow corridor is a
ancient looking iron door, covered in rust and
sporting a large lock. To the left is another shady
passage leading off into darkness.
The Iron door at the end of the passage is securely
locked and requires the key found in area 18 to open.
Door: Hardness 5; hp 20; Break DC23; Lock DC25.
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As the PCs reach the intersection:
As you reach the junction you can now see that
the passage to the left is also barred by a closed
wooden door.
You should secretly roll listen checks (DC10) for
the PCs as they reach the intersection to determine
whether they hear gruff guttural voices coming from
room 18. PCs who make a point of listening at the door
for sounds of life only need succeed a DC5 check.
Similarly, PCs that make any noise in this area will
give the goblinoids beyond the door a similar chance of
a listen check. If the goblinoids do hear anything - one
of the goblins will be sent to investigate.
17. Commanders Office
The first thing that grabs your attention as you
peer into this small room is the huge carving thatdominates the rear wall. The entire surface of the
stone appears to have been skilfully fashioned into
the likeness of a large dwarven face, which, though
defaced with childlike scrawl and chipped from the
impact of various weapons, still manages to retain a
certain nobility.
In front of the impressive carving, littering the
floor is several broken pieces, is what looks to have
once been a grand table and chair.
As the title suggests, this chamber was reserved for
the commander of the fortress. Although the room has
long since been ransacked there are still a few items ofnote that may be discovered. Also, characters who
actively listen at the north-western wall (DC20) will be
able to hear the hushed voices of the goblinoids lurking
in area 18.
Secreted away in the mouth of the huge dwarven
face is a map that details the entire layout of the fortress
(Search check DC 15 to find if the character examines
the carving), though any writing on it is, of course, in
dwarven (see the player handout at the end of this
supplement for more details). Accompanying the map is
a large rusted key that can be used to open the door
leading to area 24. Any character who simply puts hisor her hand into the mouth hole will automatically find
the above items.
18. Officers Quarters
This large rectangular room reeks with the smell
of sweat and rotten meat. Upon the floor, arranged
in a haphazard fashion are tattered looking bedrolls,
and in the far corner is what appears to be the
remains of a half eaten mountain goat.
Hanging from an old hook upon the far wall can
be seen a rusty looking key suspended from a small
corroded chain.
Within this room there can usually be found 3
goblins and one hobgoblin. It is these goblinoids that
are given the task of guarding the lesser treasures that
are contained within area 19.
Goblins (3): CR1/4; small humanoid (goblinoid);
HD 1d8; hp 4; Init +1 (+1 Dex); Spd 30ft; AC15; Atk
+1 melee (1d6 halfspear), +3 ranged (1d6 shortbow);
SQ darkvision 60ft; AL NE; Sv Fort +2, Ref +1, Will
+0; Str 8, Dex 13, Con 11, Int 10, Wis 11, Cha 8.
Skills and Feats: Hide +6, Listen +3, Move Silently +4,
Spot +3; Alertness.
Possessions: halfspear, studded leather armour and d20
arrows in an animal-hide quiver.
Hobgoblin: CR1/2; medium size humanoid(goblinoid); HD 1d8+1; hp 5; Init +1 (Dex); Spd 30ft;
AC15; Atk +1 melee (1d6 scimitar), +2 ranged (1d8
longbow); SQ darkvision 60ft; AL LE; Sv Fort +3, Ref
+1, Will +0; Str 11, Dex 13, Con 13, Int 10, Wis 10,
Cha 10.
Skills and Feats: Hide +0, Listen +3, Move Silently +2,
Spot +3; Alertness.
Possessions: scimitar, longbow, chain shirt and d20
arrows in a leather quiver.
The key hanging on the wall can be used to gain
access to area 19, and a successful search check (DC10)
will also reveal the following amongst the goblinspossessions:
2 full waterskins.
37 silver coins & 14 copper coins.
19. Treasury
With some effort the old door slowly creaks open
to reveal a small square chamber with three heavily
built chests lining the rear wall. Upon the walls are
several large rusted hooks and brackets, most
probably used for supporting shelves and hanging
small weapons, though none are now evident.
The three chests within this room are securely fixed
to the floor (hence them still residing within this room).
All three have had their locks broken, as they were
plundered long ago, but have since been filled with the
following.
Chest 1 contains 1000 silver coins.
Chest 2 contains 500 copper coins, 400 silver coins,
and 100 gold coins.
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Chest 3 appears to be empty, however a successful
search check (DC20) will reveal that it has a false
bottom. Beneath is a small square hollow in the
stone floor, into which has been secreted away a
golden idol of long-bearded dwarf clutching a huge
hammer (worth 1000gp & weighs 15lb).
20. Barracks
A large rectangular chamber opens up before you
with exits located near the centre of each of the
eastern, western, and southern walls. Upon the floor
lie various rugs and furry animal hides that are
arranged in such a way as to suggest that they are
used as some kind of primitive bedding.
Upon the northern wall lies the remnants of an
ornate fireplace, though its fine craftsmanship has
been marred by the disfiguring marks of many cruel
hands.
This large chamber has, since its construction, been
used to house the general rank & file troops that
manned the fortress (and is still used by the current
occupants in a similar fashion).
Sleeping atop one of the furry pelts is a bugbear.
Characters who enter this room will entitle the beast to a
listen check (DC10) to see whether they disturb the
bugbear from its slumber (or an opposed move silently
check if the player attempts to be quiet). Once
awakened the bugbear attacks any intruders in its lair.
Bugbear: CR2; medium-size humanoid (goblinoid);
HD 3d8+3; hp 16; Init +1 (Dex); Spd 30ft; AC17; Atk+4 melee (1d8+2 morningstar), +3 ranged (1d6+2
javelin); SQ darkvision 60ft; AL CE; Sv Fort +2, Ref
+4, Will +1; Str 15, Dex 12, Con 13, Int 10, Wis 10,
Cha 9.
Skills and Feats: Climb +2, Hide +3, Listen +3, Move
Silently +6, Spot +3; Alertness.
Possessions: leather armour, small shield, morningstar,
and javelin (also see below).
Note that for combat situations the sleeping bugbear
is considered to be helpless. Characters (who get close
enough) may therefore attempt a coup de grace on the
creature. A melee attack against the helpless bugbear isat a +4 bonus on the attack roll (a ranged attack gets no
special bonus). In addition the helpless creature cant
use any Dexterity bonus to AC. In fact, its Dexterity
score is treated as if it were 0 and its Dexterity
modifier to AC were -5 (and a rogue can sneak attack
him).
Players wishing to search the fireplace will discover
that it is completely blocked with large tumbled down
stones and other bits of debris - thus rendering it
useless. Players searching the bedding can find one of
the following on each successful search check (DC10):
An empty waterskin. 5 copper coins.
A rusty dagger.
Flint & steel.
A coiled rope (50ft).
In addition, players may search the bugbears body
(presuming it is defeated). In doing so they will
automatically discover all of the items listed as its
possessions, but on a successful search check (DC10)
they will also discover the following (secreted away
beneath its armour:
A ceremonial electrum dagger (worth 1000gp).
21. Passage
22. Jailers Room
The passage leads to a small damp chamber with
narrow archway set into the south wall.
23. Corner Passage With Alcove
The narrow corridor opens out into a small alcove
off to the right before turning to the left and ending
in a heavy set ironbound door.
The door at the end of the passage leads to a small
prison cell, and is therefore securely locked. To bypass
the door characters may either attempt to break it down,
pick the lock, or use the key hidden in area 17.
Door: Hardness 5; hp 20; Break DC23; Lock DC25.
24. Dungeon
This small square chamber is set on two differing
levels, with a set of stone steps leading down to the
lower of these off to your left. Set into the wall of
the lower level is a pair of rusty iron manacles,
hanging from which is a small skeletal figure
covered in dusty cobwebs.
The set of manacles that holds the skeleton in place
is actually a magically animated object. However, upon
a simple visual inspection, the manacles will appear to
be fairly mundane and a little rusty. It is not until anycharacter comes within the objects reach that they will
discover its true nature - as this is when the construct
will attack.
Also note that due to the manacles being securely
fastened to the wall of the dungeon, the constructs
movement is confined to the 5ft square that it occupies.
Characters examining the skeleton in this room will
be able to discern that it if that of a small goblinoid or
similar (maybe a goblin or a small orc).
Animated Manacles: CR1; small construct; HD
1d10; hp 5; Init +1 (Dex); Spd 30ft; AC14; Atk +1
melee (1d4 slam); SA constrict; SQ construct, hardness10; AL N; Sv Fort +0, Ref +1, Will -5; Str 10, Dex 12,
Con -, Int -, Wis 1, Cha 1.
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Special Attacks: Constrict (Ex): The flexible animated
object deals automatic slam damage with a successful
grapple check against creatures up to one size larger
than itself.
Special Qualities: Construct: Immune to mind-
influencing effects, poison, disease, and similar effects.
Not subject to critical hits, subdual damage, abilitydamage, energy drain, or death from massive damage.
Hardness (Ex): The animated object has the same
hardness it had before it was animated.
Tactics: As mentioned above, due to the manacles
being fixed to the wall, the construct will wait until a
character comes within its reach before attacking. If
this occurs, the construct will drop the skeleton from
its grasp and attempt to grapple the nearest opponent
(note that the object is considered to be able to
move-in to maintain the grapple even though it isnt
usually allowed any movement beyond the 5ft square it
occupies). If the construct is then successful in gaininga pin on the grappled character, the object is considered
to have locked its manacles in place about the
characters wrists. From then on the object should be
treated as a normal set of manacles (see below for
details), with the unfortunate character it was grappling
imprisoned within its grip.
Manacles: Hardness 10; hp 5; Break DC26.
25. Corner Passage
26. Well RoomThe air in this room feels damp upon your skin
and fills you nostrils with an unpleasant aroma. In
the far corner of the rectangular chamber you can
make out an octagonal arrangement of worked
stones blocks, which appears to be a well or chute of
some kind.
The well in this room (that also supplies the rest of
the fortress) is slightly tainted and therefore any
character that drinks from the well will be required to
make a Fortitude save (DC10) or suffer 1d2 temporary
Constitution damage after an incubation period of 24
hours. Needless to say, due to continual exposure to the
tainted water supply, the creatures who now dwell
within the fortress have become immune to its effects.
27. PassageLocated at the midpoint of this narrow passage is a
secret door that is relatively hard to discover (DC20 to
find). Characters who possess the map of the fortress
(found in area 17) and thus are aware that there should
be a room beyond the wall, will have a slightly easier
time discovering the door (DC15 to find).
28. Secret Room
A 5ft wide section of wall swings inward, kicking
up years of dust in the process, to reveal a small
square chamber. At the centre of the room stands a
old wooden mannequin-like torso, over which is
draped a chainmail shirt covered in fine cobwebs.
It is within this secret room that the dwarves of the
fortress hid away many of their prised possessions.
Unfortunately during their fall, most of the dwarves
were wearing their enchanted armour and wielding their
most powerful magical weapons in an attempt to repel
the invaders.
All that remains within this room now is a single(though still much sough after) mithral shirt (worth
1100gp).
29. 4-way Junction
30. Passage
31. Bath House
Dominating the far corner of this room is a large
circular pool filled with murky looking water. An
old rusted chain that is fixed to the wall by several
large clasps, winds its way across the floor before
disappearing from view beneath the waterline of the
stagnant pool.
Scattered here and there, about the floor you cansee numerous bones of various shapes and sizes,
most of which appear (at least at first glance) to be
roughly humanoid in appearance.
Lurking beneath the water of the pool is a hungry
crocodile that is kept as a pet by the current inhabitants.
The animal wears a sturdy metal collar around its neck,
that is in turn fastened to the chain that hangs from the
chamber wall.
Therefore, due to its restraints, the crocodile can
only move (and thus attack) within the confines of this
room (though of course the chain may be broken in the
normal way).
Chain: Hardness 10; hp 5; Break DC26.
Crocodile: CR2; medium-size animal (aquatic); HD3d8+9; hp 22; Init +1 (Dex); Spd 20 ft, swim 30 ft;
AC15; Atk +6 melee (1d8+6 bite), or +6 melee (1d12+6
tail slap); SA improved grab; AL N; Sv Fort +6, Ref +4,
Will +2; Str 19, Dex 12, Con 17, Int 2, Wis 12, Cha 2.
Skills and Feats: Hide +7*, Listen +5, Spot +5 (*A
crocodile gains a +12 racial bonus to Hide checks when
submerged).
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Special Attacks: Improved Grab (Ex): To use this
ability, the crocodile must hit a Medium-size or smaller
opponent with its bite attack. If it gets a hold, the
crocodile grabs the opponent with its mouth and drags it
into deep water, attempting to pin it to the bottom. The
crocodile automatically deals bite damage each round it
maintains the pin.
Tactics: the crocodile will remain hidden (hide check
verses the characters spot check) just below the surface
of the water - at the centre of the pool. Any character
who then enters the room and decides to examine the
pool or lingers near the waters edge will become the
target of the animals attack. However if the PCs
simply rush through the room with the intent to bypass
it as quickly as possible - roll a D6 for each PC as
he/she does so to determine the crocodiles action. Only
on the result of a 6 will the animal leave to water to
attack the character (as a readied action).
Presuming the crocodile is defeated, players mayattempt to search the pool (which is only a couple of
feet deep). Resting at the bottom of the pool (search
check DC10) are the following:
A blue quartz gem (worth 10gp). A small iolite gem (worth 20gp). A large obsidian gem (worth 15gp). A small amber gem (worth 40gp). A large freshwater pearl (worth 15gp).
32. Passage
33. Corner Passage
34. Armoury
The passage leads to a long rectangular room with
a further exit leading off to the right. At the far end
of the chamber can be seen a large forge-like hearth
which, despite its rather sorry state of repair,
appears to be at least partially usable. In front of the
hearth stands a blackened anvil.
PCs who go around to the other side of the anvil
will see a large hammer resting against it. PCs who
decide to examine the hearth will discover that it is still
slightly warm. In addition, there are two hobgoblins
lurking in area 36 who should be allowed listen checks
(DC20) should the PCs make any excessive noise. If
the creatures do hear anything - they will come to
investigate.
35. Round Antechamber
The narrow passage opens out to form a small
round antechamber with another passage leading to
a rather battered looking iron door off to the left.
Standing in the centre of the room is a life-size
statue of a dwarven smith of some sort, with amighty hammer raised above his head.
If any of the characters examine the door to the
north, they will discover that it looks to have been
forced open (after much abuse). Characters making any
noise in this area will give the hobgoblins (who are
luring in the room beyond the door) the opportunity to
make a listen check (DC10). If the creatures do hear
anything - they will come to investigate.
Alternately if a PC listens at the door, he/she will
hear harsh, guttural voices on the other side (on a
successful listen check DC5).
36. Weapon Stores
With some effort you mange to pull the damaged
door open, thus revealing a small chamber beyond.
Lining the walls are several half-empty weapon
racks, above which hang a few metal shields. In the
far corner their lies a pile of dented helms, while
upon the floor their lie a few corroded spear heads.
Usually there will be two hobgoblins lurking in this
room (though that obviously depends on whether they
have been given the opportunity to make any listenchecks). It is in here that they would have been either
attending to the maintenance of the various stored
weapons (e.g. sharpening blades), or (as is more likely
the case) seeking a quiet place to hideout to avoid guard
duty.
Hobgoblins (2): CR1/2; medium size humanoid
(goblinoid); HD 1d8+1; hp 5; Init +1 (Dex); Spd 30ft;
AC15; Atk +1 melee (1d6 scimitar), +2 ranged (1d8
longbow); SQ darkvision 60ft; AL LE; Sv Fort +3, Ref
+1, Will +0; Str 11, Dex 13, Con 13, Int 10, Wis 10,
Cha 10.
Skills and Feats: Hide +0, Listen +3, Move Silently +2,Spot +3; Alertness.
Possessions: scimitar, longbow, chain shirt and d20
arrows in a leather quiver.
Searching the room turns up the following:
2 scimitars & 3 halfspears (on the weapon racks). 3 (somewhat rusty) small steel shields. 4 dented (and unusable) helms. 3 corroded spear heads.
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37. Hall Of Heroes
This large room must have once been an
impressive sight judging by the line of dwarven
statues that adorns the far the wall. Each stands
roughly 10ft tall, and although cracked, and missing
the odd appendage in one or two cases, are still amagnificent sight to look upon.
Beneath a finely carved archway to the right runs
another narrow passage, while to the left hangs the
tattered remnants of a gigantic tapestry. Upon the
floor, gathered mostly about the corners of the room,
are various bits of rubble, some of which appear to
be the missing parts from the broken statues.
Characters taking a closer look at the statues will
discover numerous chips in the stonework (from both
blunt and edged weapons) and crude marks scratched
into the surface.
The tapestry on the south wall is covered in patches
of brown mold (see below for more details). Therefore
anyone approaching the south end of the room will
notice a decrease in temperature as they do so. If the
mold is destroyed, the tapestry is found to be too badly
damaged to discern any kind of pattern or writing.
Characters searching the piles of rubble will find
several pieces that have been broken off the statues (e.g.
a hand, the head of an axe, a lower arm, etc.) amongst
other less obvious fragments of stone and dirt.
Brown Mold(CR 2): Brown mold feeds on warmth,drawing heat from anything around it. It normally
comes in patches 2 to 3 feet in diameter, and thetemperature is always cold in the area surrounding it.
Living creatures within 5 feet of it take 3d6 points of
cold subdual damage. Fire brought within 5 feet of the
mold causes it to instantly double in size. Cold damage,
such as from a cone of cold, instantly destroys it.
38. Corner Passage With AlcoveCharacters making any noise in this area will give
the bugbear (lurking in area 40) the opportunity to make
a listen check (DC15). If the creature does hear
anything - it will lie in wait (i.e. move to the side of the
door) - ready to ambush anyone who steps into thechapel.
Alternately if a PCs choose to listen in this area,
they may attempt a similar listen check (DC15) in order
to hear the deep voice of the bugbear conversing with
its goblin underlings.
39. Chapel Entrance
The passage leads to a small circular room with a
huge stone door to the north-west. Engraved upon
the door is a large image of two crossed hammers
over that of an anvil, all of which has been defaced
with unintelligible scrawl. The door itself sitsslightly ajar and appears to swivel about its mid
point.
Characters making any noise in this area will give
the bugbear (lurking on the other side of the door) the
opportunity to make a listen check (DC5) - or an
opposed move silently check (if the characters state that
they are attempting to make no noise). If the creature
does hear anything - it attempts to sneak to the side of
the door (move silently check), ready to ambush anyone
who steps into the chapel .
Alternately if the bugbear has not heard anything
thus far, the PCs may choose to listen in this area.
Doing so requires a listen check (DC5) in order to hear
the deep voice of the bugbear conversing with its
goblin underlings.
Players attempting to peek around the corner (hide
check) will get a rough idea of the layout of the room
and will either see two goblins and the bugbear
gathered near the centre of the room (if the PCs have
not been heard approaching), or just the two goblins
standing near the sarcophagus (if the PCs have been
heard). In the latter scenario, the character may also
attempt a spot check (versus the bugbears hide check),
to determine whether he/she manages to spot thecreature hiding off to the side of the doorway - ready to
pounce.
40. Chapel
The door swings open to reveal a large
rectangular chamber with a spectacular vaulted
ceiling that is supported by two huge pillars. Against
the far wall rests an ornate sarcophagus covered in
scrawl and childlike graffiti, which appears to have
had its lid removed. Upon the floor lies yet more
rubble and debris.
As mentioned in the above entry, the scene that
awaits the PCs as they enter this room depends on
whether the monsters inside were aware of their
approach or not. If it has turned out that the bugbear did
hear the PCs approaching (and is thus waiting to
ambush them), it should be allowed an immediate attack
on anyone who enters the room (as a readied action).
Bugbear: CR2; medium-size humanoid (goblinoid);
HD 3d8+3; hp 16; Init +1 (Dex); Spd 30ft; AC17; Atk
+4 melee (1d8+2 morningstar), +3 ranged (1d6+2
javelin); SQ darkvision 60ft; AL CE; Sv Fort +2, Ref
+4, Will +1; Str 15, Dex 12, Con 13, Int 10, Wis 10,Cha 9.
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Skills and Feats: Climb +2, Hide +3, Listen +3, Move
Silently +6, Spot +3; Alertness.
Possessions: leather armour, small shield, morningstar,
and javelin.
Goblins (2): CR1/4; small humanoid (goblinoid);
HD 1d8; hp 4; Init +1 (+1 Dex); Spd 30ft; AC15; Atk
+1 melee (1d6 halfspear), +3 ranged (1d6 shortbow);
SQ darkvision 60ft; AL NE; Sv Fort +2, Ref +1, Will
+0; Str 8, Dex 13, Con 11, Int 10, Wis 11, Cha 8.
Skills and Feats: Hide +6, Listen +3, Move Silently +4,
Spot +3; Alertness.
Possessions: halfspear, studded leather armour and d20
arrows in an animal-hide quiver.
Once the goblinoids have been dealt with, the
characters may opt to examine the sarcophagus. Inside
the tomb can be found the following items that have
been stashed away by the bugbear leaders:
A finely wrought small gold bracelet (worth 60gp) A silver ewer (worth 50gp) A carved bone statuette (worth 55gp) A brass mug with jade inlays (worth 350gp) A black velvet mask with numerous citrines (worth
105gp)
A pouch containing the following gems:
2 citrines (worth 50gp each)
amber (worth 100gp)
jade (worth 100gp)
A silvered dagger (worth 10gp) A breastplate (worth 200gp) 200 silver coins 50 gold coins
Note: If you are running this adventure as a recover the
lost artefact scenario - then this would be the ideal
place to home the aforementioned artefact.
Scaling The Adventure
For a higher level party (e.g. level 3-4) you may find
it beneficial to alter this adventure slightly - so that it
proves more challenging to your players. If this is the
case, it is suggested that you make the following simple
changes.
Replace all kobolds with goblins
Replace all goblins with hobgoblins
Replace all hobgoblins with bugbears
Add an additional sleeping bugbear to area 20.
Add a +1 magic weapon (that is suitable for one or
more of your party members) to the treasure stash
found in area 40.
Replace all of the monsters found in area 40 with
one ettin (see below for stats):
Ettin: CR5; large giant; HD 10d8+20; hp 65; Init +3
(-1 Dex, +4 improved initiative); Spd 40ft; AC18; Atk+12/+7 melee (1d10+6 [x2] greatclubs), +5/+0 ranged
(1d8+6 [x2] longspears); Face/Reach 5ft x 5ft / 10ft; SA
superior two-weapon fighting; SQ darkvision 90ft; AL
CE; Sv Fort +9, Ref +2, Will +3; Str 23, Dex 8, Con 15,
Int 6, Wis 10, Cha 11.
Skills and Feats: Listen +10, Search +0, Spot +10;
Alertness, Improved Initiative, Power Attack.
Special Attacks: Superior Two-Weapon Fighting (Ex):
An ettin fights with a club or spear in each hand.
Because each of its two heads controls an arm, the ettin
does not suffer an attack or damage penalty for
attacking with two weapons.
Possessions: hide armour, two greatclubs, and two
longspears.
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The following text is the property of Wizards of the Coast, Inc.
and is Copyright 2000 Wizards of the Coast, Inc (Wizards).
All Rights Reserved.
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Player Handout(The Hidden Map)