Sea Currents of Findor

At the farthest north-eastern reaches of Soralia, this region is marked on old maps as Findor. The land is more popularly known among the travelers of the day as The Pirate Kingdoms – named after the area’s sea-raiders, a plague of the Soral Sea. Strongholds, towns and villages dot the landscape alongside temples and ruins, marks of lineages and creeds both extant and extinct.

The ocean currents rule this land and shape its people’s ways. A general counter-clockwise current brings cold air southwest from the arctic above the pirate kingdoms down south within fifty miles of Setheria Isle, home of the archmages, which tower provides the marker for the shift in course from southwest to southeast. Continuing southward, the current skirts the Princedoms of Ogham, providing the first opportunities for those who rise this circuit for trade and plunder. From there it meets warm southern winds from the plains and deserts that form the southern bound of the eastern Soral Sea. The winds cool the southerly plains as raiders from the north trade and plunder as they will. The current then proceeds along with the prevailing wind and carries warm air west and then north across the Great Gulf, as the captains of the Pirate Kingdoms call it, seeing as there are no lands east of there. Careful, always keeping the shadows of their masts at their shortest on the left shoulder of the steersman as a guide for their return to Grimsport and the lands of their birth, lest they be carried into the northeastern sea and the isles of ice there. They return along with the warm spring rains from the south, which temper the chill pouring south over the peaks of the Barrier Mountains and water the springs, rivers, plains, woods, hills and valleys of this rough northern land.

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Grove of Bones

This location was created when a mad druid took up the necromantic elements of sorcery. First he consecrated the area with an evil bent, then he turned an entire grove of fine alder trees into bones, using the limbs to raise up an army of skeletons and bone golems.

Throughout the grove are creeping vines, represented in dark green on the map. There is a 1 in 6 chance that each vine will attack as the party passes within the 10′ reach of the vines. Once one vine attacks, every vine will attack a character that steps within 10′ of the vine. This automatic attack includes vines within 10′ of a character when the first vine attacks.

Each white circle on the map represents the trunk of bone. Those lying sideways are horizontal with the exception of two that are leaning against other bones. The grey areas are stone, the brown wood or road. Each number on the map corresponds to a location or set of locations described below.

1 The Approach

The wind grows still and the squawk of avians silent as you approach this fork in the road. The primary direction continues before you where it is blocked by a felled, forty-foot trunk. A smaller path heads into a grove of birch trees, their trunks covered in a white bark. The area smells of charnel.

If the characters study the trees more carefully, for instance walking up to one and trying to harvest its bark for parchment, they will notice that the trunks are not normal. A DC 15 Knowledge Nature check will reveal that they have a sturdy-yet-porous feel not unlike bone.

2 Felled Trunk

A tree with a 7′ diameter trunk blocks the road before you. Spider webs cling to the underside of the rounded trunk, running to the ground in threads woven so thick that you cannot see the ground.

If characters try to scale the bone tree, they must make a DC 20 Jump check to reach the upper side of the bone, and then a DC 20 Climb check to continue to scale the bone. if they fail, they will find the trunk too smooth to climb, and will slip off. Those who succeed can walk along the trunk at half speed with a DC20 Balance check.

Characters who linger at the base of the trunk for more than 3 turns will be attacked by a group of 4 dire spiders, who climb up through the webbing. Characters within 15′ of the trunk when the combat begins have a 1 in 6 chance of standing in some webbing, requiring them to make a DC 20
Reflex save or be stuck as if under the effect of a web spell as the fight breaks out.

After the combat, if the characters search under the trunk, they will find the crushed remains of a skeletal humanoid, his leather backpack intact. The backpack contains 2 cure medium wounds potions, a potion of momentary clarity, and a scroll of freedom of movement. On the skeleton’s feet is one boot of speed. The other is on one of the skeletons that the party faces with the necromancer. If they check carefully, they will notice the match on the skeleton.

3 Summoning Circle

Chips of wood and bone dot the ground around this 15′ circle surrounded by four stone obelisks. The obelisks have wooden adornments that serve as appendages emanating from the stone bases. The circle is rimmed with alternating white and black stones the size of a human fist. The weeds are kept at bay just outside the rocks; inside the circle there is no grass nor weed.

The chips are fairly long and narrow, and do not appear to have been made with axes or other normal blades, as the edges are serrated.

The obelisks are abstract representations of four woodland animals: bear, boar, owl, and wolf. The wooden portions provide the representations, as the stone portions are the same on each obelisk, constituting the base and the trunk. These obelisks belong to the long-dead druids who once cared for this grove.

This is where the necromancer summons creatures, growing his undead army.

4 Pile of Bones

A neatly-arranged pile of assorted bones lies in the center of the dirt path in the center of the grove.

Characters who linger at the base of the pile for more than 3 turns will be attacked by 2 bone golems, who, when killed, will rattle their bones, alerting the necromancer. If the time is right, he will attack the party. This is up to the DM. In most cases, he will attack when the party reaches location 6.

The bones are of assorted lengths, from 3″ wide and 2′ long to 3′ wide and 10′ long, and appear to have been shaped into bones. Perhaps they are true bones, perhaps they are trees-turned-bones.

5 Fitted-Stone Slab

This slab of fitted stones is stained a deep rust color.

The rust color is from blood used in sacrifice to aid the necromancer in his foul deeds.

The workmanship suggests that this slab was built some hundred or more years ago. If the characters look carefully, they will notice that the stones are arranged in the form of an owl mized with a bear. This grove once was the home of a great owlbear clan, the remains of which have been disturbed by the necromancer. This clan was befriended by the druids who then took over mantenance of the grove before their untimely end at the treacherous hands of the necromancer.

6 Stone Hut
When the party nears the hut, read or paraphrase the following:

A mound of vines obscures something large and grey underneath.

If the party clears off some of the creeping vines (by killing or otherwise dispatching with them), read aloud the following:

A well-mortared wall of a 10’x15′ fitted-stone structure shows signs of age, yet is impressively intact in the face of the strong vines that once covered it.

Inside the stone hut, in among rusted rakes and shovels with rotted handles, the party will find various necromantic items, including a scroll of transmute wood to bone, a scroll of protection from good, and a collection of notes on the anatomy of human bones and trees, with strange connections drawn between them.

Once the party loots the hut, the necromancer will appear outside and begin summoning assistance. When they fight him, he will by flanked by 12 medium skeletons, 2 large skeletons, 3 bone golems, and 2 animated owlbear skeletons, all of which quickly rush up to engage the party in melee, while he casts spells from afar. In their rush into the melee, the owlbears knock over some of the remaining bone trees, creating dynamic terrain hazards. The bone golems and large skeletons will even lift some of the bones out of the pile at location 4 to use as large bone clubs against the characters.

7 Twin felled bones

Two twin bones have been knocked over here, forming a small space between which run thickly-woven spider webs.

In among the bones, the party discovers the remains of an old graveyard, with headstones written in a strange and ancient language. This is where the necromancer raised his skeletons out of their ancient graves.

8 Angled bone

A large bone leans against a standing one, providing a perilously balanced cover.

This bone of course, could at any moment be knocked loose, for instance in combat or if a character attempts to walk upon it, requiring anyone above or below it to make a DC 20 Reflex save to avoid taking 2d8 damage from the falling bone.

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Blessed Structures

In some regions of Proppia, it is rumored that the buildings themselves are touched by a powerful force.

In order to bless a structure, a 4th level spell, bless structure must be cast with the appropriate magical material component to provide the base bonus.

The effects of these enchantments are due to magical amulets and ward statues mortared within the structures themselves. These bonuses can come in many forms, including strength, AC, saves, temporary hit points, etc.

A common recipient of these blessings are walls, which add bonuses to all those on defense within the walls. This is a great way to achieve mass effects upon entire forces.

Blessings placed in structures are nullified if removed from the structures themselves, for instance if excavated. In these situations, the amulets, statues and other magical items which provided the wards often retain their bonuses, but travel with their new owners. In order for them to bless a new structure, they must be used as material components in the new bless structure invocation.

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Trangúll Dřevo Rumors

The following are quotes that various people who have heard of Trangúll Dřevo, or who are putting the party on, will say to them.

“It is said that southwest of Olde Bay is an ancient wood, wherein lives elf folk. Mischevious, kiniving they are, and will steal your pack if you don’t keep it close you. Be careful traveling in those parts.”

“I daresay, you should never head there. Only death and despair. ‘Tis why the Olde Bay’s been so haunted all these years. Foul beasts come form there, beasts half stone and half flesh. Carry you out to their island. Don’t go into those woods.”

“I never venture south of the Bay. Recommend you don’t either. It is said there is a haunted wood down there. Filled with dark fey folk.”

“In the heart of Trangúll Dřevo is a portal to another world — on the other end is a dragon. Can’t imagine anyone would ever want to find it.”

“We have seen wandering patrols of armed men dressed in deep robes, with shiny armor sneaking out from under their adornment. Their faces have a slight green hue, and they are armed with impressive weapons. If you’re heading there, be sure to be well armed, or you will face certain disaster.”

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Lone Tree

This single tree stands out in the vast stretch of Bale Morrow. It is said that this tree is so affected, that birds will not even land in its branches.

Many a shady deal has gone down in this location, with many an ill consequence. Here is a random encounter table (d100).

1-10: A small party of adventurers huddles around a crude map. If approached with care, they will serve as porters through the Bale Morrow in exchange for being led through.

11-15: A wandering wizard has set up a small camp under the tree, and is busy collecting mosses and fungi for use as spell components. If approached, the party will set off his glyph of warding, and he will turn on them.

16-20: A merchant has wandered off course, and his cart is stuck in the mud. If assisted, he will offer the party a few items.

21-35: A party of gnolls waits in ambush!

36-42: The skull of a humanoid provides the first clue of a deeper mystery, culminating in uncovering a murder.

43-50: The weather turns violent, and the party must seek shelter or risk being struck by lightning.

51-95: Choose a random encounter from an appropriate table.

96-100: A magical item has been left leaning against the tree. There is a 50/50 chance that it is cursed.

Further, if anyone tries to climb the tree, the limbs will emit a low shriek, causing a 20′ fear aura (DC 20). Finally, the limbs give off a murky poison (Fortitude save DC 25 or suffer 1d4+2 permanent Con damage).

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Bale Morrow

Part peatland, part bog, part moor, this region lies to the east of the Ten Princedoms, west of the Flordlands, and north of the Central Valley. In Bale Morrow, the sky is eternally overcast, and the ground moist, making camping difficult. Even the most stalwart travelers find the land uncomfortable.

This region is also infamous as the last known location of many an adventurer. It is said a chill wind passes over Bale Morrow at night, catching wanderers in its icy grip and drowning it in the shallow, murky waters that dot the landscape. Indeed, flying Vs, wargoyles, and even wyrmholes patrol the night skies, and wolves, trolls, and giant caterpillars are known to stalk the grounds.

One reason adventures venture into Bale Morrow is for the unique muds, mosses, and foliage. The bogmoss is a natural curative, and can be harvested to make healing salves and tinctures. Morrow mud is a beauty aid, and the various wildflowers and small shrubberies produce flowers and berries that top the reagent lists of many a mage. Even the still water itself is prized, even though it is a low-grade poison if consumed.

It is rumored that there are settlements toward the center of Bale Morrow, but none in the known world has made it both to and from the center of the vast region.

Approaching the vast mix of bog and peat from the west, the last tree before Bale Morrow is known as Lone Tree, and it is avoided by birds and animals of all types. It is as if they can sense the corruption in the land. Poisoned by the waters that have seeped into its roots, Lone Tree has not had leaves upon its branches in years.

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Fallon House

This location is inspired by the work of E.A. Poe, though none of it explicitly derives from his work.

This three-story dwelling is characterized by its distinctive lean. Each of the floors melds into the others, with very few staircases. Instead small one-step and two-step passageways pass from floor to floor, leaving all but the most astute dungeoneers disoriented. The corridors within are also oddly-shaped, starting wide and ending narrow. Ornate doors lead to rooms which face the outside in all cardinal directions, and a raised passage leads from the second floor main hallway to a two-story gazebo out back.

Throughout the house, cobwebs fill the corners, and a layer of dust coats the furniture and floors. Small animal footprints gather around the central hearth and lead off in all directions. Bats and giant caterpillars complete the ecosystem, in the broken rafters and under loose floorboards, respectively. Under these floorboards are old catacombs which predate the house itself. These catacombs can be cited as another reason for the lopsidedness of the house.

Outside, the barren trees have long-since grown away from the house, all they can do to distance themselves from the darkness within. A darkness that grows with each passing night. The timbers themselves have rotted from the inside, just like the human denizens of Fallon House.

The Fallons were once skilled translators of ancient texts, counting the most prominent political figures among their clientele. Since those halcyon days, however, the eldest couple in the Fallon household faced marital problems, eventually disintegrating the marriage. This collapse of the foundation of the family had visible physical effects, leaving the house and family lopsided as relationship upon relationship ended. The inhabitants left the house, one broken relationship at a time, until it was left deserted, as it has remained for a few years now.

This location holds many ancient secrets in the moldy tomes still within. It also hosts many creatures, as mentioned above.

Drawing by Ben Dare.

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Ft. Wood Area Map

This map shows the area around Ft. Wood. There will be a series of posts related to an upcoming Unicorn Rampant release over the next few weeks. Enjoy!

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Dindle Keep – Level 2

On level 2, most of the entrances to the rooms need to be approached through the hallways that line the outer walls. This means that the keep is dark on the inside, except when the torches are lit. These are found in the center of each of the hallways and hanging at the top of each stairwell. This floor is full of secrets, passageways leading to caches of items and information.

T1-T7 Towers: Each of the towers contains a small, wooden sitting chair at the top of a circular flight of stairs. The chairs face small windows through which guards keep watch on the surrounding countryside.

Hallways: The hallways between the towers are empty save torches in sconces which provide moderate light and decorative crossed swords behind wooden shields hastily painted with the logo of Dindle Keep. Spent torches are propped up against the wall. The exception is the hallway between T1 and T2, which features two guard chairs, one on each side of the door leading to 6, where the daughters are being kept under Silas’ orders, who fears that goblins will otherwise take them.

1 Master Chambers

The plushness of this room has faded with time. It appears the master has not kept up with recent trends which have swept the Jæruel, as the hardware is decades old. An unmade bed lies in the center of the room, the concave mattress showing signs of heavy use. On the floor in front of the bed is a brown bear rug. Under a colorful woven fabric, a wide armoire fills the eastern wall. An old dresser lines the southwest wall, its mirror rimmed with a black smudge.

The armoire is filled with dirty clothes. At the bottom are a leather belt with a fancy belt buckle and a pair of fur riding boots.

In the drawers of the dresser are an ornate dagger, a pouch of gold dust, and a small key. The key fits in a small, invisible keyhole in the west wall hidden by the dresser, which the party will find on a successful DC 30 search check combined with a detect invisibility spell. An 8’x5′ door opens inward once the key is placed in the keyhole and turned.

1a Secret Walk-in Closet

Chests line the walls, two deep. Hanging above the chests are ornate outfits from various events in a man’s life. Across from those are a set of outfits befitting a lady, from age eight to twenty-eight.

Creature: Babau (See MM page 40) Living here is Silas Dindle’s demon, Nadas Baran, or if you have the need to make this a more powerful encounter, substitute this demon for a marilith or other, more powerful demon. This demon will occasionally masquerade as a merchant, bringing ill news from the surrounding forests, and driving Silas into his fearful state. Nadas Baran’s minions bring plunder from surrounding lands, and this is traded for writs and other powerful pieces of paper. Nadas Baran’s ultimate goal is to lure Silas into conflict with the goblins on their terms, in their lands, or at least to convince him to send his guard out and leave the keep alone, so that he may acquire the keep.

Two of Silas’ seven guards work for Nadas Baran as do countless other merchants who operate both inside and outside the Jæruel merchant collective. Nadas Baran’s men are very loyal, and will fight on his side if he is challenged.

Silas knows nothing of this demon; Nadas Baran has been able to successfully hide from him and his men for months now, patiently running the operation of influencing Silas from the shadows.

Nadas Baran will only attack if the party has already explored much of the second floor of the keep. Otherwise, he will remain hidden until the dramatically-appropriate moment.

Treasure: various coins, gems, and jewelry totalling 2,500gp.

2 Interior Hall

This dimly-lit hall is lined with small paintings of rustic objects – a hoe, a still-life of fruit and a loaf of bread, and the portrit of a multi-generational family dressed to work the land. Sturdy-looking wooden doors lead in various directions and a man-sized mirror at the east end of the hall makes this room feel like it is larger than it is.

If the party studies the mirror in great detail, they will notice that along the frame is a latch. Flipping the latch, they are able to remove the mirror from the wall, where whoever removes it will need to make a DC 15 Balance or Strength check, due to the topheaviness of the mirror, or drop it and have it shatter. If it shatters, the various pieces attack the party as mirror shards (to follow in a future post).

In the space behind the mirror is a small archway hiding a makeshift closet.

2a Secret Hall Closet

A pile of papers fills this closet. Among them are many unsigned writs of passage and recommendations filled out in Silas’ name, as well as personal letters.

Treasure: scrolls full of information and unsigned writs. These can be sold or used to curry favor with other merchants and landowners. They would need to be signed and stamped with the Dindle seal to be made official.

The letters tell the story of Silas Dindle as a series of personal communiques. If the players read through these papers in depth, they will find out that Lady Dindle was the true keeper of the fortune, and that Silas took her surname in marriage. He once considered leaving her, but feared the wrath of her father. Then, when she took ill, he felt guilty for having considered divorce, and began to see his twin daughters as her, and thinkinghe was seeing double, began turning mad. The latest letters are written in an illegible hand.

It turns out these last letters have been written under the influence of his demon. They have, luckily, not been sent, but Nadas Baran is trying to get him to send them through legitimate channels to legitimize his claim to Dindle Keep.

3 Small Nursery

The walls are a pleasant color resembling a robin’s egg, which is slightly faded. Off to one side is one crib, and off in the room’s corner is another. The musty smell mixed with the stench of rotten eggs and the large amount of dust and cobwebs throughout the room indicates this room has not been used in years.

If the cribs are searched, down below the cobwebs which hang over them, they each contain a shiny, black egg with brown speckles. These are Babau eggs. Nadas Baran is already acting as if he owns the keep, turning this room into his nest.

4 Large Room

This room is set aside for children’s studies, with two desks facing opposite walls stacked with books.

Reading the books on local history and geography will improve the characters’ knowledge skills. If the party searches the desks closely enough, they will discover a small latch behind one of them. The latch opens a child-sized door leading to a secret cache.

4a Secret Cache

A bookcase is nestled into the corner, and a chest lies on the other end of this secret cache.

Treasure: Among the children’s books on the shelf is a minor tome of ensnarement. In the chest are various toys and dolls.

5 Long Room

This bedroom contains a bed, a chest of drawers, and a small chest serving as a footlocker at the end of the bed. A pile of rugs occupies the far end of the room.

One of the rugs contains a pack of rug rats (see future post), which rise up from the rug if anyone pulls the rug from the pile and steps upon it. The bed is normal. The chest of drawers is full of female young adult clothes.

6 Long Room

This chamber is sparsely decorated with a pair of cots, a small lantern on a wooden table. Two tomes lie open in the light.

This is where the daughters have been kept behind lock and key. They are still here, unless some other event has caused them to be moved. As the DM, use your judgment here. The books are fantasy novels that the daughters have been reading, something like Wuthering Heights but backdated to match your campaign world.

If the party is able to enter this room, they will have to have convinced Silas to let them speak with them (difficult), occupied or disabled the guards (moderate challenge), or used some form of magic or sneakery to accomplish the task (less difficult).

The daughters both know the story of what has transpired, but are unaware of much of the secret information found in 2a. They are both ready to escape the keep; living as captives in their home is unacceptable. However, because of their love for their father, they will want to help him first. Once he is freed of his demon, they will leave, Emmaigne with Lieutenant Hass and Antaigne with Captain Danus.

7 Bedroom

This bedroom contains a fine bed, a dresser, and an old rocking horse.

The bedpost farthest from the center of the room contains a small, hidden compartment, visible with a DC 30 Search check. Within the bedpost is a small scroll. Upon the scroll is a love note written in a finely-printed male hand.

The note is from the lieutenant, who is in love with one of the daughters. If pressed, he will admit this and beg the party to help him free her so they can leave this haunted place, even issue an order to the guards to let the party see the girls. He will help in the battle against the Babau if the party agrees to let the lovers leave.

The dresser contains a woman’s clothes, mostly dresses and floral tunics. The rocking horse is masterwork, built by one of the master wood workers of the Jæruel at his shop in Tannen.

7a Secret Cache

The dresser slides away, revealing a wood-paneled room. Weapons are stockpiled in this triangular room, stuffed haphazardly into the corners of the room.

Treasure:Among the weapons are a long sword +1 and a masterwork dagger. Both belong to the Dindle household.

8 Lieutenant’s Quarters

This neat room is sparsely decorated. The white sheets on the bed are clean and pressed. The keeper of this room is very organized. A lone armoire stands at the other end of the room.

Inside the armoire are two tunics and a jerkin, folded neatly. Hanging above them is a canvas uniform with multiple honors pinned upon the lapels. In the bottom of the armoire is a pair of leather sandals.

This is where Lieutenant Hass sleeps.

9 Captain of the Guard’s Quarters

The elements in this room are slightly dissheveled. Apparently the room is not regularly cared for as its 15’x15′ size deserves. The room is filled with wall-to-wall shelves, some open, some closed, some half-open, half-closed.

The open shelves reveal trophies from past battles, including chalices, small figurines, and other trinkets taken from the battlefield or potentially traded for. The closed shelves contain items considered more personal to the captain – clothing, a small, jade figurine, and various writs of passage and commendations from nobles across the Jæruel.

This is where Captain Danus sleeps. He has been troubled of late by needing to follow his liege’s orders to imprison his love, Antaigne in 6.

10 Head Archer’s Quarters

This room is decorated with a collection of feathers from various flying and non-flying avians. Used bows are hung on the wall, trophies of battles past. Leather straps and bowstrings are scattered atop the desk which serves as a workbench for a bowyer.

The head archer keeps watch not far from this room (hallway between T3 and T4), where he can see down over the south-facing cliff that faces the road below, so if the party spends much time here, he will come and watch them as they peruse his items. He also has a few uncommon items for trade if the barter is right.

Pernice is one of the more accurate archers in the Jæruel, and has worked for their organization for some time. He secretly works for the Jæruel administration in Tannen and has been stationed in Dindle Keep to keep watch on Silas. The Jæruel seeks an excuse to have him arrested so that they may take control of the keep. In this, Pernice is not evil, he is merely serving his true master. For this, he is well paid. he carries an official writ from the Jæruel which grants him the authority to make arrests in their name.

This will lead to a tense moment that the party gets to involve themselves in. Once the action reaches the climax, where Nadas Baran is exposed, Pernice will attempt to haul Silas off to Tannen, citing treacherous behavior. Of course, he has committed no crime, so this is a false accusation. The discussion will be handled in the follow-up post, The Story of Silas Dindle (part two), coming soon!

(To reiterate, the conclusion of Silas Dindle’s story is to follow in a later post!)

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Dindle Keep – Level 1

The party will arrive from the trail to the south, having had the guards in the toll houses far below signal up that they en route on business. This trail wraps around the front of the keep, which is inaccessible from the side facing the road.

Note of course that if the party is caught stealing anything or is deemed dangerous and unfriendly by Silas, the guards will attack the party, taking custody of them, and preparing them for delivery to Jæruel headquarters in Tannen.

If the party decides to sneak into the keep at night, Silas will be sleeping up in his room, his daughters both awake and sending messages to one another through a series of taps on the walls. Guards will be posted in many of the towers, in the entry hall, and outside their three rooms, two for Silas, and one for each of his daughters.

Towers – each of the hexagonal towers contains a small bed a the bottom of a staircase leading up. There is no level to the keep below ground; the bedrock was too hard to easily build into when the keep was built over a hundred years ago.

1 Outside the Keep

The tall door leading into the keep is nestled in between two towers on the uphill side of the keep. Tight clusters of cypress line the walls in patches along a neatly-fitted brick and stone walkway. The tall door is emblazoned with the emblem of the profile of a woman’s head and shoulders on a deep yellow shield. A man in impressive field plate with the same emblem upon it steps forward, says “Ho!” and waits for the party to bow.

Once they do, he steps forward, introducing himself as Lanx and holding his arm out, pointing the way to the door.

2 Entrance Hall

As the party approaches, read the following:

The oversized door creaks on its hinges as it opens, leading into the keep from the uphill side. A man who introduces himself as Lanx bids the party, “Welcome to Dindle Keep. Keep your troubles outside!” As everyone steps through the door, two armed guards wield the heavy portal and latch it shut with a large caber. They turn to watch the party.

3 Study

This moderately-sized room is lined with short bookshelves. Atop the shelves are various houseplants taken from the fields and forests in the local region. Upon the walls are landscape oil and watercolor paintings of sunrises and sunsets in brilliant hues. A lone candelabra illuminates a table in the center of the room. A book lies open in the central reading chair.

The book is on the local folklore, containing small, hand-drawn maps from storytellers. There are annotations pencilled into the margins, and the names of places underlined.

In the early evenings, Silas retires to the study to improve his knowledge of history, geography, and religion. He will be found here if visited in the evening.

4 Library

An impressive collection of books lines the walls of this room, the leather spines like the scales of a dragon. In the center of the room is a large table upon which rest a collection of maps.

If thoroughly searched, the party will find books on the local geography and history, which if studied, raise those skills by a point each.

5 Statuarium

Worn, humanoid statues occupy the two hard corners of the room, with the far walls coming together at 45 degree angles toward the rest of the keep. The stone ceiling rises another two feet above the floor to accommodate the tall statues.

The two statues have the emblem of the Dindle family etched in them. A careful inspection of the statues reveals small sets of wings on both of them, jutting out just past the shields slung over their backs. This hints at a relationship with the celestial.

6 Back Chamber

Passing under another large arch, the wooden ceiling lowers to a more normal height. A stone fireplace occupies the center of the exterior wall, with a gold leaf framed, life-sized oil rendition of a middle-aged man eerily staring out across the keep back toward the entrance.

7 Small Hall

Between two arches, modest paintings of former denizens of the keep find refuge in a dark corridor with wooden doors at either end.

Artistic renditions of multiple generations are represented in the frames. In a hidden alcove behind one of the paintings of the twin girls is a key ring with extra keys to each of their rooms (on Level 2).

8 Wide Hallway

Paintings of old relatives line this wide hallway, including as the most illuminated one, labeled “Lady Dindle.” Doors are set in opposite ends of the hall, and one is also set in the center of the hall. Three archways keep the hall fairly open-feeling, like the rest of the keep.

If the painting is studied in any detail, read the following:

Lady Dindle was an beautiful, yet austere woman. These traits come out in her appearance, with a scornful scowl scratching the surface of her glowing skin.

9 Closet

This moderately-sized closet is adorned with wood-paneled walls. Jacket, coats, mittens, hats, two sleds, tack, and other sundries are hung here on various metal hooks that jut from the walls.

Treasure: In the pocket of one of the jackets is a pair of gloves of storing.

10 Throne Room

Eight alabaster columns line the fine carpet leading up to a pair of sitting chairs etched with the Dindle arms.

If it is daytime, and there are guests in the keep, Silas will be here, providing them an audience. If Silas is here, he will be flanked by two guards armed with swords at their sides. Merchants pass through, bringing stories, which Silas is eager to hear. He has been known to reduce the toll on the road for those who provide him with quality entertainment. (more in a later post)

Treasure: A masterwork instrument called the Silverhorn hangs to the right side of the throne.

11 Dining Room

A large table is set in the center of the room, requiring everyone to walk along the walls to navigate the space. A large brass candelabra rests upon the table, illuminating the room in a warm glow. Along the floor, paralleling the impressive table, is a finely-woven rug.

Treasure: The rug is worth 1500gp, the candelabra 500gp.

12 Den

Small tables and chairs are tastefully laid out in the room facing each other, with a simple rug in the center.

Treasure: There are a few loose coins in the seat of the chairs.

13 Kitchen

Years of caked on grease and other food cling to the walls, leaving them black toward the ceiling, where a tapered ceiling has led thousands of plumes of smoke out of the keep. A large oven and multiple stoves line the exterior brick walls of this room. Pots and pans hang suspended from the ceiling in the center of the room.

Various foodstuffs can be found throughout the kitchen.

14 Pantry

This oddly-shaped, dusty room is full of large crates, barrels, and bags of flour and wheat. Tiny flour footprints lead in all directions.

Creature: There are 3 large rats in this room.

Treasure: A potion of charm person lies at the bottom of a crate otherwise full of hay.

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