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An Abandoned Fortress

A Dungeons & Dragons d20 adventure supplement suitable for low level characters

Kristian Richards 2002 http://enworld.cyberstreet.com/hosted/csp

An Abandoned Fortress
Kristian Richards 2002

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.

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.

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, or insisting 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 to have 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.

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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 there is at least a slight chance of success).

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 have uncovered 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 campaign map. 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 jarn hellir fortress of the mighty rune kingdom 1

The Dungeon Layout

Note that the dotted lines separate one dungeon tile from another (so that they are easily distinguishable).

Wandering Monsters
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.

WANDERING MONSTER TABLE


1d20 1-15 18-19 20 Encounter Nothing 2 goblins 2 hobgoblins

Note that only two successful wandering monster encounters should be used during the course of the adventure.

The Dungeon
1. Entrance Area
The 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 two colleagues) 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 form a 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 the uneven 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 Post


This 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 three kobold 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 small damp 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.

 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.

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 (worth 5gp each).  A bag of silver coins (contains 243sp)  A darkwood shield (worth 257gp).

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 a similar 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).

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.

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.

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.

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 start screaming 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.

 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 slime can 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.

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 several dented 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.

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.

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.

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 goblins possessions:  2 full waterskins.  37 silver coins & 14 copper coins.

17. Commanders Office


The first thing that grabs your attention as you peer into this small room is the huge carving that dominates 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 of note 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 his or her hand into the mouth hole will automatically find the above items.

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.

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.

 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).

 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).

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 is at 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.

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 any character 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, hardness 10; AL N; Sv Fort +0, Ref +1, Will -5; Str 10, Dex 12, Con -, Int -, Wis 1, Cha 1.

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 mindinfluencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, ability damage, 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 gaining a 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.

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 can see 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); HD 3d8+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).

25. Corner Passage 26. Well Room


The 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. Passage
Located 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).

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 may attempt 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).

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 a mighty 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 listen checks). 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.

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.

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 a magnificent 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 the temperature 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.

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 sits slightly 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 the creature 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.

38. Corner Passage With Alcove


Characters 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 the chapel. 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.

10

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: y 2 citrines (worth 50gp each) y amber (worth 100gp) y jade (worth 100gp) A silvered dagger (worth 10gp) A breastplate (worth 200gp) 200 silver coins 50 gold coins

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.

y y y y y

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. y 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.

   

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.

11

Open Game License Version 1.0a


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12

Player Handout
(The Hidden Map)

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