4E The Nentir Vale: A Sandbox

LostSoul

Adventurer
The Tombwood

TOMBWOOD

Overview: The Tombwood crypts were built by the wealthy of Fallcrest two centuries ago, wanting to give their dead a more dignified resting place than the catacombs in the Moonstone Caverns. They are now covered by a mass of tangling trees. Most crypts are simple one-room tombs, empty of anything living or dead; others hold dangerous creatures (living and undead) and secret passages connect them to others deeper in the ground.

The Tombwood has been twisted to evil thanks to an artifact of Vecna placed in an unmarked Tomb deep in its midst. The necrotic energies it sends out have been twisting the Tombwood for centuries, animating undead, turning the trees to evil. The Eye of Blight makes it almost impossible to navigate the Tombwood. (It has no problem with the activities of the River Rats and they find no such troubles.)

Wandering Monsters: Monsters wander the tombwood. Each time the PCs take a short rest or navigate through the tombwood, roll 1d6. On a roll of 6 (4-6 at night) the PCs encounter a wandering monster. Roll 1d6 to determine the nature of the encounter.

Code:
Roll
1	The very trees attack! (1 vine horror, 8 twig blights, 1 zombie); XP 525.
2	Rats swarm from out of the well (3 rat swarms, 2 dire rats); XP 575.
3	Zombies lurch out of their graves (2 zombies, 1 deathlock wight, 1 corruption corpse); XP 600.
4	3 guard drakes and 2 goblin sharpshooters stumble upon the PCs; XP 625.
5	Skeletons rise out of the ground and attack (2 skeletons, 8 decrepit skeletons); XP 500.
6	River Rats (4 human bandits, 2 human berserkers) come to rob graves; XP 850.

1. Outskirts
The old cemetary is now overgrown with trees tangled together in grim embraces. The forest floor is thick with thorn-covered bushes. No paths are evident.

As the wind picks up, the trees seem to shift a moment too late, as if they had a will of their own.

DM's Notes: Navigating through the cemetary to find a location of interest is difficult (DC 19 due to the influence of the Eye of Blight). They can search for a specific location or at random. Each character must make the check. If the roll is failed, the PCs lose a healing surge as they exhaust themselves trying to find their way through the cryptwood and they arrive at a random location.

The PCs can find recent paths with a DC 15 Perception check. Those trained in Nature gain a +2 bonus to the roll. If found, these paths lead to the Open Graves (area 4.). Once found, PCs will find that the trail has disappeared and will not appear again.

2 a. Dwarven Crypt (XP 400)
This stone mausoleum has an emblem of a dwarven warrior on it. Thick weeds and briars grow in abandon around it. The stone door hangs open; beyond you can see a small room that has a set of stairs leading down.

DM's Notes: In dwarven, the words "Longbeard: Stonemasons of Moonstone Keep" can be read. A DC 20 History check (+2 if the character is dwarven) means the PC knows the name as two dwarves who helped build Fallcrest.

4 stirges lurk in the trees around this crypt. They can be spotted with a DC 18 Perception check; with a DC 13 Perception check, PCs can notice a number of small animal skeletons. With a DC 15 Heal check, it can be determined that the animals died from blood drain. The stirges do not attack until the PCs engage with the clay scout in area 1 b.; they have learned to work together with the mindless construct.

2 b. Entrance (XP 125)
This small room (20x20) is cold and dark. The shattered remains of a dwarven statue are spread across the ground. A heavy iron door, bashed in, lies open.

DM's notes: A clay scout lurks in the shattered remains (DC 18 Perception). It will attack the first creature who enters the room (its guarded area) with its mind touch. Once it attacks, the stirges from area 2 a. will swoop down.

2 c. Tomb of Durgeddin & Mordweddin Longbeard (XP 500)
This tomb (20x40) is cool and dark. Two stone coffins rest in the far end of the room. Their rune-covered lids have been shattered and stone lies on the floor. An iron statue of a dwarf wielding a warhammer stands before them. A humanoid skeleton lies on the ground.

DM's notes: The Longbeard's corpses have been animated by energies from the Shadowfell and have risen as corruption corpse zombies. These two dwarves both worked in the construction of Moonstone Keep and the complexes beneath it. They created the clay scout in area 2 b. and the iron defender (the dwarf statue) here as well.

The dwarven statue can be identified as an iron defender with a DC 15 arcana check. The iron defender guards both corruption corpses.

The skeleton on the floor is that of an orc that was killed by the iron defender when the tomb was looted. The orcs, thinking they had taken all the loot from this room, left the iron defender alone.

Treasure: Hidden under a loose tile between the two coffins (Perception DC 15 if searched) is a small pair of gems worth 100 gp each can be found in small receptacles. Removing the gems will trigger a trap (Perception DC 20); the floor tile will sink and the entire tomb will begin to collapse! Make an attack against all creatures in the tomb: +4 vs. Reflex, 3d6+3 damage. Placing something that weighs as much as the gems in the receptacles required a Theivery check (DC 20); success means that the tile will not sink. If the PCs disable the trap and gather the gems, reward them with 100xp.

When the tomb collapses, a passage to The Soldier's Ossuary (area 3 b.) is revealed.

The runes on the coffin lids once held detailed plans of Moonstone Keep and the complexes beneath them. If the room is searched, a PC will be able to notice this with a DC 25 Perception check or if the rubble is specifically searched. If put back together using the Make Whole ritual it will form a map detailing Moonstone Keep, the Markelhay Sepulchre, and the Cisterns. Award PCs a level 1 minor quest if they put the map together.

3 a. Knight's Tomb - entrance.
This tomb has been bashed open. Its copper doors, covered in a layer of verdigris, have a bas-relief of a knight looking mournfully towards the moon. Stairs lead down into gloom.

DM's Notes: A History check of DC 15 will mean they recognize the knight as Sir Teukros, a knight of Nerath who led a campaign from Fallcrest against the cultists of Vecna; a DC 20 check means they know they story of his downfall, having taken his own life when, upon his return from Thunderspire, he was betrayed and his eladrin wife was killed. DC 25 means they know who killed his wife - the abbot Garthulmas of Gardmore Abbey.

3 b. Knight's Tomb - Soldier's Ossuary
This long room is lined with skeletal remains. There is a small shrine at the far end of the room. An inscription on the floor reads "Together Even In Death" in common. Two doors lead out of this room, one in the eastern wall and the other in the west.

DM's Notes: If the dwarven tomb (area 2.) was destroyed, an open-air passage will lead into this chamber.

3 c. Lady Eveningsong's Tomb
The walls of this tomb are carved to appear as though they were trees. A small mound of earth lines in the middle of the room, overgrown cave moss. A single white flower blooms in the darkness amid the weeds.

DM's Notes: The final resting place of the Eladrin Lady Eveningsong. She rests uneasily. If the white flower is plucked, she will rise in 1d4 days as a banshee (wailing ghost), lamenting the loss of her husband who has not come to join her on the other side.

PCs who succeed at a DC 20 Nature check recognize the flower as an Eladrin manu-lote, a spirit flower. They are planted when an Eladrin dies; as the spirit rejoins the Feywild and moves on, the flower blooms and spreads peace and beauty. This one has never bloomed.

PCs can guide Eveningsong to peace if they succeed at a level 7 skill challenge; she does not wish to leave her husband here, but cannot find him. (DMs, feel free to adjudicate however fits your vision; I suggest Nature or Religion checks to contact her - Speak With Dead considered an automatic success - and once contacted, she must be persuaded to leave her love behind.) Failure will mean that she will never find peace and rises as a wailing ghost, though not of particularly harmful intent (she will not use her spirit touch unless attacked, and any creature who is killed from psychic damage sinks into a catatonic state of despair for 1d4 weeks). A Gentle Repose ritual will prevent this from occuring, though it is only a matter of time.

3 d. Sir Teukros' Tomb (XP 575)
A deathly chill fills the air in this room. A single coffin stands in the middle of the room. The far wall holds a stained-glass window of a knight and his hauntingly beautiful eladrin wife; the window is backlit with an eerie purple glow.

DM's notes: Sir Teukros, unable to go on, has risen as a deathlock wight. He mourns for his lost love and curses Vecna. He has no sense of his surroundings and still believes he lives.

Sir Teukros knows things long since forgotten: The location of the Tower of Secrets in Thunderspire; that Gardmore Abbey was infiltrated by cultists of Vecna; that the Eye of Vecna lies deep within the dungeons beneath the Abbey, sealed off long ago; and many other things.

Sir Teukros will ignore the PCs unless they succeed on a DC 17 check or he is attacked. If he is attacked, he cries out: "Garthulmas, you cowardly swine! I can see through your disguises! To arms, my men!" At this, 2 skeletons and 4 decrepit skeletons from the ossuary will animate and rush to his aid. Sir Teukros gains regeneration 5 (radiant) while the stained-glass window stands; purple light flows into his wounds. If it is destroyed, Sir Teukros flies into a rage, gaining a +4 bonus to attacks and damage.

PCs who succeed at a DC 20 History check recognize the name Garthulmas as an abbot of Gardmore Abbey.

The PCs may be able to help Sir Teukros find peace; what is needed is that they convince him his wife is waiting for him on the other side. Run this as a level 4 skill challenge; failure means that Sir Teukros will never find peace. If he departs, his wife leaves with him and the PCs can smell the sweet blossom of the spirit flower.

A secret door behind the stained-glass window opens to reveal a passage that heads to area 7 d.

Treasure: Sir Teukros fights with a Battlecrazed Longsword +1.

4. Open Graves
These graves appear to have been freshly dug up and the contents removed.

DM's notes: The River Rats have been graverobbing; they have taken these bodies and sold them to Orest Naerumar. The tracks are reasonably fresh, and can be tracked back to The Lucky Gnome Taphouse with a DC 22 Perception check.

5. Overgrown Well
An old well is here, full of twisting vines and weeds.

DM's notes: This leads into area 5. of the cistern. PCs who succeed at a DC 18 Perception check can make out a dim light at the bottom of the well and hear faint squeaking noises. PCs who descend will also alert the chokers in the well (see the cisterns, area 5.).

6. Twisted Grove (XP 500+)
The tangle of the tombwood lets up slightly here in this small grove dominated by one large, sickly-looking tree. It sits on a small barren hill and a single grave marker lies at its roots.

DM's Notes: This tree was planted in memorium of the man who was buried here; it has become tainted and evil. It desires to draw the life out of anyone who approaches. Killing this tree will mean the end of the vine horrors and twig blights.

Each round, there is a 50% chance that a decrepit skeleton (1-3) or twig blight (4-6) appears and attacks.

Treasure: 35gp and a poisoned spear +1 can be found if the area is searched.

[editor's note: there should be a better way to do this. Monster or what?]

7 a. Tomb of Secrets
This tomb stands in decent repair, its outer surface only damaged from the elements. The doors to the tomb are closed fast. There are no markings to indicate who was buried here.

DM's notes: The doors to this tomb are locked (DC 20). This was the tomb of a secretive sage, a worshipper of Vecna. He was the one who first spied on Gardmore Abbey.

The doors open to reveal a set of stairs that descend down, ending in another set of doors.

7 b. Vecna's Guardians (XP 0-900)
This chamber is lined with sarcophagi, 6 on each wall, each one wearing a featureless mask. Two doors, one in the north wall and one in the south, provide exits from this area.

DM's notes: When the PCs enter to the middle of the room, the door leading to area 7 a. slams shut as if by a ghostly wind. The following round, and each round after that as long as PCs are in the area, two sarcophagi open and discharge skeletons. The skeletons attack until slain.

PCs can destroy the sarcophagi, though they are tough. The sound will attract a wandering monster and, when the sarcophagi is destroyed, the skeleton within will attack.

A DC 15 Religion check identifies the masks as symbols of Vecna.

PCs who succeed on a DC 15 Perception check notice strange runes on the floor; these trigger the skeletons. They can be lept over easily.

7 c. Tomb of Secrets (XP 0-900)
This chamber appears to be a library. The walls are lined with books and scroll cases. There is a table at the far end of the room. The table is empty save for a deep purple candle and a small silver bowl.

DM's notes: All the books and scrolls appear blank unless the candle is lit; in that case, the writings can be made out. If the candle is lit without making the appropriate gesture to Vecna, the flame explodes in a powerful burst and all those who see it suffer a curse (+7 vs. Fort; Blinded until next short rest and suffer the Curse of Vecna). This explosion attracts the attention of the skeletons in area 7 b., and they move into to attack.

PCs who make a DC 20 Religion check identify the candle as a symbol of Vecna; those who make a DC 25 check know the rite to appease the god. (This involves cutting out one's eye and placing it in the bowl! The effects of this are to lose a healing surge and a -2 penalty to Perception checks. Both are permanent until the eye is somehow restored.)

Curse of Vecna Level 4 Disease (curse) Wisdom DC 18 Maintain, 22 Improve
Code:
The target is	<	Initial Effect:		<>	Worsen:			>	Final State:
cured			The character cannot 		Memories are slowly		The character falls into a 
			focus and has trouble		eaten away; take a 		catatonic stupor, unable to
			remembering; -5 penalty		penalty to all rolls and	take actions.
			to all Int-based skill		defenses equal to 1/2
			checks & the character		the character's level.
			becomes illiterate.
Special: Heal may not be used to treat this disease.  Substitute Religion instead.  If rites of Ioun are used, gain a +2 bonus to the check.

If someone does perform the ritual of Vecna and lights the candle, the secrets are revealed: horrible writing made to disgust and warp the mind of the reader hold countless pieces of valuable information. Characters know that studying the writing will reveal long-lost secrets, though he will be putting his mind at risk. If the character studies the scrolls and books for at least 6 hours, he gains a +2 bonus to all Int-based skill checks! In addition, reward the character with a level 4 minor quest reward, and he learns the following terrible secrets:
-He gains a +5 bonus to all skill checks related to knowledge about Vecna
-He gains a +2 bonus on checks to disable the Eye of Blight in area 7 d.
-The eye of Vecna rests in the deep levels of Gardmore Abbey
-He gains a map of the first level of Gardmore Abbey
-He learns that agents of Vecna had turned Lord Warden Tarfon Markelhay to the worship of Vecna
-He learns of the location of the Tower of Secrets in Thunderspire

However, once per day at any time, the character's mind thinks back to the foul secrets he has read of; he suffers an attack: character's level vs. Will; stunned (save ends). This can be removed with a Cure Affliction ritual, though the character will also lose any benefits as his mind is wiped clean of this tainted knowledge. (The player may retain all the information he has learned, though, as some secrets linger on.)

Once read, the scrolls turn to dust.

7 d. Eye of Blight (XP 250-1150)
This area holds a single stone coffin - featureless save for a blank mask - and, at the far end of the room, a small orb glowing with an unholy purple light. A door is recessed in the eastern wall.

DM's notes: The door leads to area 3 d.

The orb is an artifact of Vecna, created by the nameless sage and placed here when he died. He attempted the ritual to become a lich but Vecna held those secrets from him, instead using his soul to empower the Eye of Blight. The Eye of Blight is the source of the fell energies animating the undead in the area, and it is what causes the Tombwood to grow so tangled, warped, and evil.

The nameless sage has become an Enigma of Vecna. It rests in the coffin until the Eye of Blight is disturbed; if this happens, it attacks, and the skeletons in area 7 b. rise and attack.

This can possibly be a very dangerous encounter, especially if the PCs are low-level. This danger can be eased if the PCs have killed the skeletons already or if the Eye of Blight is destroyed! This can be done in two ways:

1. Any PC may cut out his own eye and place the Eye of Blight in the empty eye socket. Cutting out one's own eye is a standard action and deals damage equal to the character's bloodied value. Picking up the Eye of Blight is a minor action, as is placing it into the eye socket. If this is done, the Enigma of Vecna and skeletons immediately stop acting and come under the control of the PC. PCs who make a DC 15 Religion check will know this.

2. Disabling the Eye of Blight. This requires a level 7 complexity 1 skill challenge (DCs 15/19/23). Failure indicates that the PCs do not have the will to overcome the power of the Eye of Blight; success indicates that all undead in the Tomb of Secrets are instantly destroyed and no more will be animated in the Tombwood.
Some possible skill uses include (but are not limited to):
-Arcana (DC 19, standard action) to ward the energies of the eye
-Arcana (DC 15, minor action) to understand its powers; adds a +2 bonus to all future rolls, reveals some of the other options, but does not count as a success);
-Religion (DC 19, minor action) to recall the rites and prayers that can disable the Eye;
-Heal (DC 15, minor action, must touch the Eye) to spend 2 Healing Surges to channel your life force into the Eye
-The Eye cannot be damaged by attacks, though a successful attack (DC 19, standard action, Eye must be a target) that deals radiant damage will provide all future roll with a +2 bonus
-If 100gp worth of sanctified incense is burned, gain a +2 bonus to all future rolls (minor action)

If either option is taken, award the PCs with a major level 7 quest reward and XP for all monsters (the enigma of Vecna and the skeletons) as if they had been defeated.

Eye of Blight
Heroic Artifact
Concordance: As the Eye of Vecna
Body Slot: Head
Property: You gain a +1 bonus to Intimidate and Perception checks.
Property: You gain resist 5 necrotic.
Property: You gain vulnerable radiant 5.
Property: You take a -2 penalty to Diplomacy checks.
Power (encounter, arcane, implement, psychic): Standard action. Make an attack using your highest mental ability stat (Int, Wis, Cha) +2 vs. Will. On a hit, the target takes 2d8+your ability modifier psychic damage. If the target is reduced to 0 hit points by this attack, it will animate as an Enigma of Vecna in 1d4 days.

Pleased
Property: You gain darkvision.
Power (daily, arcane, implement): Standard action. Make an attack using your highest mental ability stat (Int, Wis, Cha) +2 vs. Will. Can only target undead. On a hit, the target is Dominated (save ends).

Satisfied
Property: The item bonus to Intimidate and Perception rises to +2.
Property: You gain low-light vision.
Special: Gain access to the Vecna's Blight ritual.

Normal
-

Unsatisfied
Special: Once per day at any time, the Eye of Blight attempts to drain your energy. The Eye makes an attack against your Fortitude defense, rolling 1d20 + your level. If the attack hits, you lose a healing surge.

Angered
Special: Once per day at any time, the Eye of Blight attempts to blind you. The Eye makes an attack against your Fortitude defense, rolling 1d20 + your level. If the attack hits, you are blinded until you take a short rest.
Special: Once per encounter, the Eye can attempt to animate a corpse within 5 squares. It rises as an Enigma of Vecna in 1d4 rounds.

Vecna's Blight
Level: 7 Component Cost: 200gp
Category: Market Price: not for sale
Time: 6 hours Key Skill: Religion
Duration: Permanent

This foul ritual creates a blighted area (100'x100'). The ritual causes the natural terrain to become overgrown and difficult to pass through for all save the caster and any one he indicates during the casting of the ritual. Any dead buried in the area will rise as free-willed undead unless precautions are taken.

Creatures who wish to move through the terrain must make an appropriate check with a DC equal to the caster's Religion check.

The caster must have the Eye of Blight implanted in his eye socket to cast the ritual.

8. Deep Stair.
An iron door, bent and rusted with time, lies on the ground nearly completely overgrown with weeds.

DM's notes: Opening the door requires a DC 20 check; it is not locked, merely stuck. Once opened, it will descend into the Tombwood Crypts.

9. Tombwood Barrow Mound.
A large hill, overgrown with brambles and thickets, rises out of the mass of tangled trees. An old stone door marks a single entry point into the ancient barrow mound.

DM's Notes: This is the above-ground entrance point into the Tombwood Barrow Mound.

Refer to the Tombwood Barrow Mound key for future exploration.
 

log in or register to remove this ad


LostSoul

Adventurer
Hey, you've been busy, Lostsoul. If the Rat God supposed to be the same thing as Torog from TL?

We're playing on Wednesday and I don't know what the PCs are going to try to do. So I'm trying to get ready!

The "rat god" fit with the filth that was working for the wererats, but otherwise, it's just a pulpy swords & sorcery monster.

I have the barrow mound in the Tombwood finished as well - it's actually got some goblins, I was getting sick of undead - and some of the first layer of the crypts. My idea is that some hobgoblins ended up in the Moonstone Caverns and put a guard post in the barrow mound.

The first layer of the crypts is full of stupid wandering undead. I'm thinking about running it in "zombie horror" fashion:

(Optional) Zombie Hordes: If you want to give the game a more zombie-movie like feel, roll once every time the PCs make noise. [For wandering monsters; 1 on 1d6 means there's an encounter.] This includes every round in combat and any time they force open a door or something to that effect (to be quiet, they must succeed at a DC 11 Stealth check). If you get a wandering monster, make it any mix of zombies or skeletons with an XP budget of 500.​

Even the goblins have to sneak past them to get to the third level of the crypts, where it links up with the moonstone caverns and their hobgoblin overlords.

Why are there hobgoblins under Fallcrest? I don't know yet. I'm thinking of having a tunnel that connects to the Moonstone Caverns that leads to somewhere in the Moon Hills, or an exit to the Underdark. Or both.
 


Nebulous

Legend
Yeah, i can incorporate some of this stuff into our Thunderspire campaign. We've only just started and they haven't even reached the mountain yet. Particularly the Vecna artifact, The Eye of Blight, that will be useful.
 


LostSoul

Adventurer
Tombwood Barrow Mound

These things are hard to read without maps. Maybe I'll post the flowchart as well:

Code:
key: $ - secret door
     # - walled doorway
     > - archway
     [ - door
		   -----------------------> 3. despoiled chamber $---------
		   |			|				  $
Tombwood -> 1. entrance -> 2. ossuary ->|-# 4. walled-off chamber     9. torture room
					|				  |
					|-> 5. queen's chamber	 [--------|
					|				  |
					|-[ 6. commander's room  [--> 7. storeroom
									  |
									  |
								      8. guard post

TOMBWOOD BARROW MOUND

Overview: This barrow mound holds the dead of the chieftans who made Fallcrest their home long before Aranda Markelhay raised Moonstone Keep. Most valuables have been pillaged over the centuries and other foul creatures have moved in. The Gutwound Hobgoblins who have made a lair in the Moonstone Cavern have fortified the area as a forward watch point.

The goblins know a little about the crypts below; they stay out of the Tombwood for the most part, only poking their heads out to see what's up.

Wandering Monsters: Goblins and their allies patrol the barrow, and monsters from the tombwood sometimes wander in. Each time the PCs take a short rest or make an excess of noise, roll 1d6. On a roll of 6 the PCs encounter a wandering monster. Roll 1d6 to determine the nature of the encounter.

Roll
1 The goblins from area 2. are running a patrol and come across the PCs.
2 The goblin blackblade is slinking through the tunnels; Perception DC 20. He will attempt to warn his allies.
3 The hobgoblin commander is wandering around drunk.
4 The goblin underboss has taken 4 guard drakes out to play catch with a goblin cutter's head.
5 4 skeletons and 4 decrepit skeletons have wandered into the mound.
6 A group of undead (a ghoul, a deathlock wight, and 2 gravehounds) has lurched into the mound in search of flesh and life energy.

1. Entrance (XP 525)
This barrow is far older than the rest of Fallcrest. The walls are constructed from rough-hewn stone blocks. Roots and vines reach down from the surface, and the floor is covered in a bed of dry yellow grass.

A corridor runs east-west and ahead a stone archway leads into darkness.

DM's Notes: 3 cavern chokers lurk here, paid by the goblins with food and treasure. As the PCs push further into the barrow, they ambush from behind. If the fight goes poorly for them, they attempt to flee and warn their goblin masters.

The archway leads to the ossuary; the hallway wraps around the ossuary and leads to chambers 3 - 6; however, the western passage has caved in after about 50'.

Treasure: The cavern chokers have stuffed 20 gp, 21 sp, 30 cp, and 1 peridot (100 gp) into a crack in the wall (Perception DC 15).

2. Ossuary (XP 625)
A 40' passage leads into a large, round chamber (50' diameter) holding the skeletal remains of many long-dead men and women. The bones are scattered all over the floor, and many of them have been broken. At the far end of the room another door leads out.

DM's notes: A pair of goblin sharpshooters stand watch here with their 3 guard drakes. Unless the PCs took extra care in dealing with the chokers in the entrance (area 1.), the goblins are aware of the PC's approach and will be ready. If they are not ready, the PCs have a chance to surprise (have the PC with the lowest Stealth modifier make a check against DC 17). If the battle goes poorly for the goblins, they will attempt to flee to the Queen's Chamber (area 5.) to alert their allies.

Stacks of bones provide cover, and bone shards create difficult terrain. If a character is actively pushed into the bones, that attack deals a low normal damage expression for that level.

Treasure: The goblins have amassed 116 gp, 58 sp, and 60 cp in loot.

3. Despoiled Burial Chamber
This 30x30 room is square in shape. There is a small depression in the middle of the room. Shards of shattered clay urns covers the ground, some of it half-buried.

DM's notes: This room is empty. PCs who wish can dig in the depression, unearthing a decomposed body wrapped in a burial cowl. If they do so, it will come to life as a wight and attack.

A secret door leads to area 9.

4. Walled-Off Burial Chamber
The entrance to this chamber has been walled off with thick, rough hewn stone.

The chamber beyond is large, some 40x40, and contains the unspoiled remains of an ancient warrior king. A small depression is in the middle of the room. Stone shelves along the walls hold clay pottery, artfully decorated, wooden and stone totems, and a wooden shield and bronze axe. The shield is decorated with a tiger's claw.

DM's notes: PCs can break through the wall; no check need be made, though constant work will draw wandering monsters.

This is the burial chamber of an ancient chieftan distantly related to the Tigerclaw Barbarians; PCs who make a DC 20 History check will reveal this information (as will any Tigerclaw who sees the shield). This could possibly cause the Tigerclaws to make a claim on Fallcrest! However, if given as tribute, the Tigerclaws will accept the gift with great honour and consider the giver a friend.

Treasure: The axe is a reproachful axe +1, and the shield is a heavy battleforged shield +1.

5. Queen's Chamber (XP 775)
This room stinks of filth. Straw mats are strewn on the ground and a depression in the ground has been fenced off. The fence is of poor construction. A firepit has been dug into the ground and rats roast on spits over it. A table is covered in small marked knucklebones. Two doors are in this room, one in the north wall and another in the south.

DM's notes: This is where the goblins spend their down time. A goblin underboss pushes around 2 goblin warriors and 4 goblin cutters. A guard drake chews on old bones it has unearthed in the depression. If they are alerted to danger, the underboss will warn the goblin hexer in the torture room (area 9.) first, and then will wake/warn the hobgoblin commander in area 6. If they are not aware of the PCs, the underboss will release the guard drake and charge into battle along with it (ready a charge for when the guard drake is adjacent to an enemy). The underboss will direct the guard drake to attack when he misses, so he attempts to stay adjecent to it, relying on the other goblins to provide flanking.

The northern door leads to a corridor that runs east-west and into the Storeroom (area 7.) and the Torture Room (area 9.).

Treasure: One of the goblins has a pouch of Lockbust Chalk.

6. Commander's Room (XP 200)
The wooden door leading to this room is locked (poorly, DC 15). Within the room is a desk against the eastern wall, a chest next to it, a brazier burning low in the middle of the room, and a curtained-off area in the north-western wall. A wooden door is in the northern wall. Empty bottles fill a depression in the middle of the chamber.

DM's notes: The hobgoblin commander of the goblins lives here. He hates the goblins and considers this job a punishment for being lax on guard duty (which it is). He can be found sleeping/drunk 50% of the time. If he is sleeping, sounds of snoring can be heard from the other side.

The bottles provide difficult terrain; if they are broken (as a minor action), they deal 2 damage to anyone who enters that space.

The northern door leads to the Storeroom (area 7.).

Treasure: The hobgoblin commander has 180gp locked in his chest (DC 20). He holds the only key. He also has keys for all the locked doors in the complex.

7. Storeroom
This room is filled with bags, crates, and barrels. There is a door in the southern wall and a corridor running east-west out of the room.

DM's notes: The goblins store their supplies here. There is nothing of much value; some arrows, goblin food, etc.

8. Guard Post (XP 625)
This room has a number of tables turned over to create a short wall. The makeshift wall faces a hole in the ground (with a rope on a peg trailing down) in the south-eastern corner of the room, and not the corridor in that leads out to the west. Behind the wall, a cauldron of water simmers over a bed of hot coals.

DM's notes: The goblins have posted a guard over the entrance to the crypts. Two goblin sharpshooters stand behind the wall and two guard drakes prowl through the rest of the room. If the goblins notice someone pulling on the rope - and they are not given the signal ("Bree-Yark!") - they will cut the rope and drop the boiling water down (area burst 1, +6 vs. Ref, 3d6+3 fire damage). The goblins do not hold the area on the other side of the hole.

The goblins are afraid of the drakes, and the drakes will attack them if they get the chance (they're not discriminating).

If alerted to danger, two of the goblin sharpshooters will leave with the last one stuck in the room with the drakes.

9. Jail/Torture Room (XP 250)
This room contains a number of torture devices - hot pockers, a rack, and iron maiden, etc. There is a desk against the wall and a bed next to it. A small chest is on the desk.

DM's notes: The goblins put their prisoners here. They've captured one of Kelson's River Rats, a despicable man named Ral. A goblin hexer torments the man with foul goblin curses and laughs at his pain. A goblin blackblade watches the pointless torture with glee.

Ral has a vague idea of how many goblins lurk down here, that they have a number of drakes, and they're commanded by a drunk hobgoblin.

A secret door leads to area 3.

Treasure: The goblin blackblade has some bloodstinger poison. The goblin hexer has 25gp and locked (DC 20) in his chest are arcane reagents worth 90gp.
 

LostSoul

Adventurer
Tombwood Crypts - Level 1

Here's the first level of the Tombwood Crypts. Back in the day people used to bury their dead here and worship all different sorts of gods. Why they did it underground I have no idea, but I had no clue what else should go in here.

I also didn't describe the rooms in detail. Oh well, it's not that big a deal.

This dungeon has 17 rooms, so the flowchart is probably necessary to make sense of it all.

Code:
key: $ : secret door
     # : walled doorway
     > : archway
     + : door
     - : corridor
     = : level change
						    10. old priest's tomb +----------------------
							^			+		+
							|		    9. sanctuary + 12. new priest's tomb
							v			+		|
						|-> 6. new crypt	 --------		|
						|                        |			|
						|-> 5. dark mass +-------|			|
						|                        |			|
Tombwood -> 1. entrance ------+ 3. major crypt -|-+ 8. haruspex fane +---|			|
		|			|	|	+					v
		+			+	|	------------------+ 11. vault +--- 13. rough cave -> cave in -= BARROW MOUND
	    2. communal area -> 7. mosaic room 	|						^
					|	|-+ 4. funeral hall $= LVL 2			|
					|	v						|
					----------------------------> 17. unfinished tomb	|
					|				^
					|				v			|
					----------------------------> 15. hall of gruumsh +------
									  		    $
											    =
											  LVL 3

TOMBWOOD CRYPTS - LEVEL 1

Overview: the first level of the Tombwood Crypts holds the majority of Fallcrest's dead over the centuries. It was looted and despoiled by the Bloodspear Orcs during the sack of Fallcrest. As a result, undead mill about the area, though rarely do they leave their resting place.

Wandering Monsters: The dead rest uneasily and wander about. Each short rest or when a room is searched, make a roll (1d6); a 1 indicates an encounter. Roll on the following table to determine the nature of the encounter.

Roll
1 Skeletons - 3 skeletons, 2 decrepit skeletons
2 Zombies - corruption corpse, 2 zombies, 2 zombie rotters
3 More skeletons
4 More zombies
5 Goblins - 3 goblin warriors, 2 goblin lurkers, running for their lives!
6 Wights - 2 wights, 1 deathlock wight

[editor's note: what would be cool... a lvl 6-7 encounter where the PCs team up with the gobbos...
that would look something like... 2 4th-lvl encs, one coming from each side:
2 skeletons, 4 rotters, 1 deathlock wights, 1 corruption corpse; 1 mad wraith, 3 zombies, 12 rotters
will that work in 4E, though? bah - cool idea, no good for a random encounter]


(Optional) Zombie Hordes: If you want to give the game a more zombie-movie like feel, roll once every time the PCs make noise. This includes every round in combat and any time they force open a door or something to that effect (to be quiet, they must succeed at a DC 11 Stealth check). If you get a wandering monster, make it any mix of zombies or skeletons with an XP budget of 500.​

1. Stairs Up.
These stairs are covered in a grimy filth.

At the bottom of the stairs there is a stout stone door in the north wall. A corridor heads south for 40' from the stairs. In the western wall at the end of the corridor is an archway.

DM's notes: The filth is cave slime; characters who enter these squares must succeed at a DC 10 Acrobatics check or fall down the stair (1d10 damage). Characters can identify it with a DC 15 nature check. It burns easily, though the stench may alter wandering monsters (1 on 1d6).

The stone door leads to area 2. It is stuck; Athletics DC 15/Theivery DC 20 to open. If either roll is failed, roll for wandering monsters as the noise attracts attention.​

2. Communal Area
-shrine to place candles on
-old bronze tubs to wash up in
-bone shards scattered all around
-exits to 1, 3, and 7?

DM's notes: This room is empty. If the shrine is re-consecrated (treat as a Gentle Repose ritual, making wandering monster checks every 5 minutes), it will create a radiant field that gives undead a -2 penalty to attack rolls. Award the PCs a level 1 minor quest if they re-consecrate the shrine.​

3. Major Crypt (XP 250+)
-tons of bodies buried in the floor
-pillars holding up the vaulted chamber
-skeletons in heaps on the ground
-5 exits: to 1, 4, 5, 6, 7

DM's notes: The dead do not rest easily here. If any character - including undead - go over certain squares, skeletons and zombies will spring to un-life and attack anything living. PCs can spot these squares with a DC 15 check: the stone slabs that cover the resting places are loose.

4 decrepit skeletons and 2 zombies are already wandering about the room. They will spot the PCs unless they succeed at a DC 18 Stealth check (and they must keep behind the pillars). If they fail, place the PCs near one of the pillars and roll initiative.

Optional Resolution: You can draw out the battlemap for this room and roll initiative. Each PC must remain hidden. Skeletons spot if the PC fails a DC 12 check, zombies on DC 10. If one spots a PC he will attack or head toward that square, and others will on their turns as well; otherwise, skeletons move 1d6 squares in a random direction and zombies move 1d4.​

4. Funeral Hall
-funerals were held here
-altar
-old rotted pews
-leads to 3

DM's notes: Empty room. If the altar is re-consecrated (this time requiring a DC 25 Religion check and a Gentle Repose ritual), any creature who is lain on the altar and given final rites is considered to have the Gentle Repose ritual cast upon it without any expenditure of sanctified incense. Award a level 1 minor quest reward.

A secret trap door under the rotting pews (Perception DC 20, only detectable if searched) leads to the second level of the crypts.

An inscription in common is on the altar but it has been scratched out. A Make Whole ritual will restore it; it says, "Bring Peace to the Beloved Departed". This simple prayer is required to open the secret door in the Sanctuary (area 9.).​

5. Hall of Bones/Dark Mass (XP 900)
-2 one way doors to/from area 3
-large vaulted chamber
-filled with bonework
-not damaged much at all
-stairs at the western end lead to an altar raised on a dais
-stained-glass window backlit with unearthly purple glow
-door hidden in an alcove leads to areas 8 + 9

Czech-Republic-Kutna+Hora-Sedlec-Ossuary-Chapel-Bone-Church101_9138-Web.jpg


DM's notes: A mad wraith floats at the altar, babbling an insane sermon to an audience of 2 zombies, 2 skeletons, and 4 decrepit skeletons. The wraith will notice PCs unless they succeed at a DC 17 Stealth check.

Treasure: Hidden in a secret panel in the altar (Perception DC 15) is 276 gp, 89 sp, 70 cp, the last collection.​

6. New Crypt (XP 500)
-room was once walled off, but the brick has been clawed through
-more bodies buried in the floor
-leads to area 10

DM's Notes: A ghoul and 2 skeletons lurk here. The orcs walled off three soldiers whom they discovered hiding in the crypts and left them to die. One of them ate the other two and when he died he turned into a ghoul. He clawed his way through the wall and now roams around the crypt with his friends.

The ghoul initially attempts to talk, ordering his two men to hold back; as the conversation goes on he gets hungrier and hungrier until he attacks. PCs can keep him from attacking with a DC 20 Diplomacy check. If they do this, award them with a level 1 minor quest reward along with the XP for defeating them! (Don't award XP for defeating him a second time, though.)​

7. Mosaic Room (XP 200/0)
-number of mosaics on the ground
-most destroyed
-some still glow with an inner light
-leads to area 2, 17, & 15

DM's notes: The mosaic has been possessed by a poltergeist, the spirit of the artisan who created the mosaics in this room. It will attack with vicious anger in a swirl of porcelain shards. It will not attack anyone of the squares where the mosaic has been left untouched.

Characters who make a DC 15 Religion check will realize that the poltergeist will reform shortly after being destroyed. The only way to destroy the poltergeist is to fix the tiles; making use of the Make Whole ritual will repair 4 squares. There are a total of 16 squares that need to be repaired; each quarter repaired reduces the number of hit points of the poltergeist by the same ratio.

Award the PCs with a level 1 minor quest if they put the poltergeist to rest.

Mosaic Poltergeist: lvl 1 elite artillery (XP 200/0 if encountered a second time)
Init +1; Per +1 (darkvision)
Whirling Tiles Aura 1; 2 damage, difficult terrain
HP 56/28; AC 15, F 16, R 13, W 15
resist necrotic 5; vulnerable radiant 5
AP 2; SV +5
Spd 6, fly 8 (hover)
:bmelee: tile smash; +8 v AC; 1d6+3 and prone.
:close: whirlwind; close burst 3; recharge 5, 6; +6 v F; 1d6+3, push 3.
:ranged: spout of tiles; ranged 10; +6 v R; 1d10+3 and difficult terrain in square.
tile dust; when hit by a melee attack; encounter; +6 v F; 1d6+3, blind (sv).
more tile dust; when first bloodied; encounter; use animate tiles again.
S +3 C +3 D +1 I -2 W +1 C -2​

8. Haruspex's Fane (XP 665)
-hole in the ground belches fumes
-smoky
-hot fire burns in hole
-leads to 3, 5, 9, and 11

DM's notes: The entire room is covered in fumes, granting concealment. Near the hole, the fumes grant total concealment and a mind-numbing sensation. If a character is in the cloud of fumes on the beginning of his turn, make an attack: poison; +4 v Fort; -2 to attacks (save ends). First failed save: dazed (save ends). Second failed save: unconcious (save ends). Fire damage burns away the cloud for 1 round, negating concealment.

The corpses of the 8 haruspices lurk here, reanimated as zombies. One is a corruption corpse, 2 are zombies, and 5 are zombie rotters. PCs must succeed on a DC 19 Stealth check or the zombies will notice them. They will press the PCs: "Haruspex: What do you see?" and hold their guts up to them. PCs will know that this is an ancient form of divination if they succeed on a DC 15 Religion check.

If the PCs stutter and stammer - or rather, if the players do - the corruption corpse will cry, "The entrails portend fell times!" and throws his liver at the PCs, gaining a single surprise action. He is smart enough to use the cloud as cover, moving in and out of it.

If the PCs make a "prophecy", have them make an attack against all zombies, even those that they cannot see: roll Int (+2 if Trained in Religion) vs. Will; on a hit, the zombie is stunned (save ends). The zombie considers the prophecy and takes no actions. Add a +2 bonus if animal guts are used. They can take continue to do this as standard actions during the combat.

1 of the zombies and 2 of the rotters are hidden in the cloud. They will attack on their turn as normal, though by this time they may have surrounded PCs going after the corruption corpse.

The hole links to the Elemental Chaos, a bit of it trapped in the world. Characters who fall into it take falling damage (1d10). If the fumes are collected and refined (a long process, taking 12 hours and proper tools and a DC 15 check), they can gather 1d6gp worth of mystic herbs or sanctified incense. PCs may use this as a steady income flow, though they'll need to hire someone at a rate of 2gp/day.​

9. Sanctuary
-Vaulted chamber
-Torn apart
-leads to 5, 8, 10, 12
-empty

DM's notes: A DC 15 Religion check will reveal that this was the sanctuary of those who held service for the dead.

Treasure: A secret door opens up into a small (10x10) chamber in the wall; the secret door can be noticed with a DC 20 Perception check, and requires a simple prayer to open: "Bring Peace to our Beloved Departed". PCs may know this with a DC 25 Religion check. Within the chamber is a skeleton resting peacefully, wearing a suit of frozen plate armour +1.​

10. Old Priest's Tomb (XP 850)
-large room, 60x60
-leads to 6, 9, 12
-symbols on the ground
-body in the corner, shining dagger in his chest
-stench of death
-stones capping graves in the ground

DM's notes: The symbols are symbols of an Orcus cult, the Ashen Covenant, the one active in the Cairngorms. A Religion check (DC 10) will reveal the symbol as that of Orcus; DC 20 reveals it as the symbol of the Ashen Covenant. It has been placed here within the past few weeks.

In the corner, an Ashgaunt is playing possum; PCs can see through his bluff with a DC 18 Insight check. He uses a winged dagger +1 to draw the attention of curious treasure-hunters. If he is approached, he attacks, and 3 zombies and 1 corruption corpse rise and attack. The zombies rise from loose graves; their location can be noticed with a DC 15 Perception check (and that the stink in the room is coming from one of them).

The Ashgaunt is intelligent and will bargain for its (un-)life if it is sorely pressed. It can trade information on the Ashen Covenant, though it's doubtful this will save him.

Ashgaunt: lvl 7 soldier (leader) XP 300
see The Ashen Covenant from WotC​

11. Vault
-Vaulted chamber
-Once held treasures
-empty

12. New Priest's Tomb (XP 500+)
-newer construction, showy, less stable
-lots of rubble on the ground
-only half of the graves are capped
-leads to 9, 10, 13

DM's notes: As the PCs cross through the middle of the room, a group of 4 zombies shambles forth after them from a random entrance. If the PCs engage the zombies in the room, it may trigger a cave in (1-3 on 1d6). Roll each round

PCs can notice the chance of cave-in here with a DC 15 Dungeoneering check.

Cave-In: lvl 2 lurker (trap)
Init +4
Trigger: when strenuous activity occurs in the room
Attack: Standard rection; close burst 3; +5 v R; 2d6+3, miss 1/2; continues to attack for 1d4 rounds.
Countermeasures: DC 20 Dungeoneering to stabilize room; requires 3 successes; any failure triggers attack.​

13. Rough Cave
-leads to 11, 12, 14
-strange markings on wall

DM's notes: PCs who speak goblin can translate the markings: North: Gutwound Post. East: Gutwound Lair.​

14. Wealthy Tomb
-leads to 13, 15
-looted

DM's notes: 2 wights and a deathlock wight lair here. If alerted to the PC's actions by combat, they will follow them and strike when they are vulnerable. PCs will spot them with a DC 14 Perception check.​

15. Hall of Gruumsh (XP 977)
-rough-hewn walls
-source of despoiling
-symbols of Gruumsh carved into cavern walls
-piles of skulls loaded before it

DM's notes: A secret door (DC 20) just north of the Hall leads to the third level of the Tombwood Crypts: The Gutwound Hobgoblin Lair.

This place pulses with the hatred of Gruumsh. A curse is in effect: hatred overwhelms all living creatures in the area, compelling them to destroy the weak. At the start of each character's turn, make an attack: affects living creatures only; +4 v W; target makes a basic melee attack against the nearest creature (roll randomly if more than one), charging if necessary. This does not count against the character's actions for the round. In addition, corporeal non-minion orcish undead rise again as decrepit skeletons if reduced to 0 hp.

A deathlock wight lairs here, stacking skulls before a large eye painted in blood and viscera on the wall. When PCs come in, he attacks, calling 4 rotting orcish zombies, 2 skeletons, and 3 decrepit skeletons to "protect the eye!"

Characters who wish to disrupt the curse in some way (knocking the pile of skulls away, destroying the eye on the wall, saying holy rites) must succeed at a complexity 1, level 1 skill challenge. Failure means that the curse has proven to be too powerful for them; all orcish undead gain a +2 bonus to attack rolls. This will not give the dead peace, but it is worth a level 1 minor quest reward, and if you're using the zombie horde wandering monster option, stop it.

A spectre lurks in the cave, invisible at the start of combat. It will not enter combat until it has a perfect strike set up.

Treasure: In the skulls, PCs can find 116 gp, 33 sp, 70 cp + 3 turqoise gems (100 gp each) and a sacrificial axe +2.​

16. Cave-In
-rope hangs down from Barrow Mound.
-strange writings on wall

DM's notes: Empty room. Check out the Barrow Mound to see what the goblins will do if the rope is disturbed.

PCs can hear low growling if they make a DC 12 Perception check. A character who succeeds in this check can make a Nature check (DC 17) to identify the sounds as guard drake growls.

Characters who speak goblin can make out a waymarker that says: Up: Gutwound Post.​

17. Unfinished Tomb
-hewn out of the earth
-empty
 

LostSoul

Adventurer
Fallcrest Catacombs, level 1

Here's the first level of the catacombs. It descends to level 8. I figure I'm going to put about 5 encounters or so on each level, balanced for 5 PCs of that level. Maybe more encounters if I get into it.

Level 2 also hooks up with level 6 and level 3 of the Tombwood Crypts (that's where the Gutwound Hobgoblins have holed up).


Code:
						  LVL 3 & LVL 4
							=
						7. long stair
			      FALLS			|
				=		6. rooster hideout
				|			[
				$			|
		    ------> 5. windy cave >--------------- twisting passages ---|
		    |								|
		    ^								|
Fallcrest -> 1. entrance -> 2. watchpoint ->--- 4. meetinghouse		8. guard post >-- 9. ??
				       v		$			|
				       |		|			=
				       ^		|		      LVL 2
				3. storeroom $----------|


CATACOMBS

Overview: The catacombs have been left mostly empty as Fallcrest guards will periodically clear out the area. It sees most use by townspeople wishing to avoid the notice of the guards.

Wandering Monsters: Creatures from below sometimes wander up here, and people from Fallcrest can be found within. Each time the PCs take a short rest or make an excess of noise, roll 1d6. On a roll of 6 the PCs encounter a wandering monster. Roll 1d6 to determine the nature of the encounter.

Roll
1 River Rats coming to drop off some loot and/or get drunk (3 human bandits, 1 elf archer). XP: 500
2 Goblins probing the top levels of the Catacombs (2 blackblades, 2 warriors, 1 hexer). XP: 550
3 Kobolds poking around for loot (1 fire beetle, 2 kobold slingers, 2 kobold skirmishers). XP: 500
4 River Rats dragging some corpses (1 human berserker, 3 bandits, 1 crossbowman). XP: 675
5 Raven Roost bandits (2 human bandits, 1 dark creeper, 1 gnome skulk, 1 gnome arcanist). XP: 700
6 Feral drake clutch (1 rage drake, 2 spitting drakes, 2 guard drakes). XP: 750

Human Crossbowman: lvl 2 artillery
Init +4; Per +1
HP 32/16; AC 14, F 14, R 15, W 12
:bmelee: xbow smash; +7 v AC, 1d4.
:ranged: xbow; recharge with move; ranged 20; +9 v AC, 1d10+3.
:ranged: jagged bolt; encounter; ranged 20; +7 v Ref, 1d10+3 and slowed.
S +1 C +3 D +4 I +4 W +1 C +0

1. Entrance
-well-trod entrance
-remains of fires, some old, some new
-paintings and wall carvings
-leads to 2, 3

DM's notes: Some of the paths can be easily tracked - Perception DC 15 to track a group of 5 men heading north into area 2, and another set of tracks, some human, most not (DC 15 to identify - dark creeper, elf, and gnome) heading west to area 5.​

2. River Rat Watchpoint (XP 500)
This room is a large natural cave that has been slightly worked over. The passage heading north ends in a 10' high ledge after 20 feet, and some rough stairs, carved from the natural stone, lead down. The middle area of the room is about 60' north-south and 80' east-west, and dotted with stalagmites. At the far side of the room, steep stairs lead up about 20' to another ledge.

The flicker of a campfire and the smells of cooking meat come from atop the southern ledge.

Empty graves line the walls. The floor and walls are covered in paintings and carvings.

DM's notes: A group of bored River Rats hang out here, watching the entrance. They are composed of 2 human crossbowmen and 2 human bandits. They are making a lot of noise; PCs will hear them if they succeed at a DC 10 Perception check, and they can possibly gain surprise (Stealth DC 9).

The steep stairs count as difficult terrain. The River Rats are sitting around a table playing cards. They have a firepit going, with a sheep roasting on a spit, and a keg of cheap ale. The stalagmites may be used for cover.

The River Rats will approach to the lip of the ledge, gaining cover to those below. If necessary, they will overturn their table and use it for cover. If someone appears ready to ascend the stairs, the bandits will get into flanking position and ready attacks. If outmatched at range, one of the bandits will flee to area 5 and raise an alarm.

The River Rats do not raise hostilities; they will talk, telling the PCs "this is our turf, get lost unless you want a bolt through the brain".

PCs will be able to see a corridor heading south and a tunnel heading east.

Treasure: The bandits have about 20gp between them and 32 gp, 49 sp, 70 cp scattered on the table in bets.​

3. River Rat Storeroom
This cavern is filled with boxes, bags, barrels, crates, and furniture. A tunnel heads west out of this room, and a small tunnel (about 3') heads north.

DM's notes: If the PCs search the area, they will turn up a number of corpses. The River Rats plan to sell them to Orest Naerumar.

Treasure: All of it stolen, and all of it taking a long time to lug out, the PCs can fence off about 60gp worth of goods.​

4. River Rat Meetinghouse (XP 625)
-bricked walls, columns
-stone altar in centre, used as a table
-passage heading south, small crack in east wall heading east to 3

DM's notes: This is where Kelson conducts his secret meetings. His underboss, a grim man named Otto, runs things for him here. The River Rats hang out here, getting drunk, taking it easy.

There are 4 human rabble armed with slings, 1 human bandit, and 1 crossboman in addition to Otto in this room.

Otto knows that Orest Naerumar buys the corpses, though no one else here does. He has no idea what is done with them and doesn't really care. He also knows that Sgt. Numina comes down here every now and then, but if you pay her off (at least 10gp) she'll look the other way.

Otto: lvl 2 elite artillery (leader)
Init +4; Per +3
HP 64/32; AC 16, F 14, R 17, W 16
:bmelee: poisoned dagger; +9 v AC, 1d4+4 and +7 v F, 5 ongoing poison 1/enc.
:ranged: xbow; ranged 20; +9 v AC, 1d10+3.
rapid fire; make two xbow attacks.
:ranged: jagged bolt; encounter; ranged 20; +7 v Ref, 1d10+3 and slowed.
tumble; imm reaction; when missed with a melee attack; shift 3.
direct fire; minor; encounter; allies in 5 make free ranged attack at +2.
S +1 C +3 D +4 I +4 W +1 C +0
equipment: leather, crossbow, bloodstinger poison-coated blade.

Treasure: Otto has coated his dagger with bloodstinger poison, and have 257 gp, 24 sp, and 60 cp in a small steel lockbox hidden in a small crack in the wall (DC 20 to open and find). Otto has the key.​

5. Windy Cave (525)
The air in this cave is damp and windy. Stalactites drip water onto growing stalagmites.

A passage heads east to the entrance and north deeper into the catacombs.

DM's notes: Strong gusts of wind are generated from time to time in this cavern. They tend to blow out light sources. When the PCs advance to the middle of the cave, make an attack roll against whoever is holding the light (and only if it's a lantern or torch): +4 v R, light is extinguished (-1 atk if lantern). It requires a standard action to relight a torch and two minor actions and a standard to relight a lantern.

When the lights go out, the 3 cavern chokers in this area attack. PCs can spot them with a DC 20 Perception check. They will retreat if there is light, slipping into narrow cracks in the walls.

PCs can notice a small tunnel heading west - the source of the wind and moisture - with a DC 18 Perception check.

Treasure: The cavern chokers have stolen 55 gp, 69 sp, 50 cp and have jammed it into a crevice (DC 15 to grab and to spot).​

6. Raven Roost Hideout (XP 875)
20' west off the main corridor is a wooden door of poor make. Cracks in the door reveal portions of the room inside.

The room inside is quite large (40x40). Crates, boxes, bins, etc. are stacked in here. A table is near the far end of the room, and a curtained-off area blocks the far western wall from sight.

DM's notes: The door is stuck, requiring a DC 10 check to open and alerting the bandits on the other side.

2 dark creepers, gnome arcanist, gnome skulk, and 2 elf scouts from Raven Roost are here. These bandits have come here to trade goods with Sandercot - as well as to spy on the other activities going on, especially those of the River Rats. They suspect Orcus activity and want to destroy it in the name of the Raven Queen - the raids on the merchants are providing them with the resources.

PCs who peer through the door can see crates and other merchant goods and they can spy the elves and the gnomes telling stories to each other. They must succeed at a DC 20 Stealth check to avoid being heard or spotted. The dark creepers are praying in the dark to the Raven Queen.

Treasure: The stolen trade goods are worth 470gp, though it will be almost impossible to move them. The bandits have 61 gp, 90 sp, 40 cp + 1 pearl (100 gp) and 150gp in arcane reagents and another 150gp in rare herbs.​

7. Long Stair
The tunnel ends in a long stair. The air is noticeably colder here.

DM's notes: This stair descends to levels 3 and 4 of the Moonstone caverns.​

8. Gutwound Guard Post (XP 750)
-stairs lead to level 2
-some minor fortifications
-links to area 9

DM's notes: This is a watch point that the Gutwound hobgoblins have recently set up. A goblin hexer commands 4 cutters, 2 sharpshooters, a skullcleaver and a warrior.​

Treasure: 79 gp, 24 sp, 20 cp.

9. eh.

[editor's note: there could easily be a dealy-do that warns PCs of upcoming danger. Otherwise I'll leave it empty.]
 

LostSoul

Adventurer
Lucky Gnome Taphouse

LUCKY GNOME TAPHOUSE

Overview: See the DMG, pg 205.

The Lucky Gnome's sign is a well-done wood carving of a halfling performing lewd acts on a gnome. The halfling is Kelson.

Random Harlots: Because PCs need something other than ale to spend their coin on. They all work for Kelson.

Roll
1 Slovenly trull (has filth fever)
2 Brazen strumpet (she's pushy)
3 Cheap trollop (one-legged)
4 Saucy tart (cursed; has a heart of gold, literally)
5 Wanton wench (lewd serving girl)
6 Haughty courtesan (she doesn't waste time on the riff-raff)

Random Events: If the PCs just decide to drink away, make it exciting.

Roll
1 The emissary, Lord Artworthy Cunningham of the Knights of Nerath, comes in for a drink with his bodyguards & Lady Allende's handmaiden. (elite skirmisher 8 & elite human guard 5 (bodyguard))
2 A boisterous drunk spills his drinks all over a PC and challenges them to a fight.
3 Members of the porter's guild crash the place and start a fight.
4 Orest Naerumar sneaks in, in disguise, to talk to Kelson (Insight DC 23; otherwise they just see a cloaked man)
5 Sgt. Numina and a group of guards comes in and cracks down, looking for bribes.
6 A young orphan tries to pick the pocket of a random PC; Perception DC 15 or lose a small random item or coin.

If a fight breaks out, remind players that killing someone is going to get them exiled from Fallcrest. Let them use improvised weapons and remind them that taking actions the rules don't cover is the best way to deal tons of damage and conditions.

Drunken brawler: lvl 1 brute
Init +0; Per -1
HP 36/18; AC 11, F 14, R 12, W 11
:bmelee: drunken haymaker, +4 v AC, 1d10+3. Characters reduced to 0 fall unconcious (end of encounter).
:ranged: chair, +2 v R, 1d6+3 and prone.
:melee: uppercut, +2 v F, 1d10+3 and slowed (sv). 1st failed save: dazed. 2nd failed save: unconcious (end of encounter).
S +3 C +3 D +0 I -1 W -1 C -1

1. Common Room
When you want to get drunk, this is the place. It's full of drunks carousing and trying to win the attention of lewd women. The food menu is posted above the bar using pictures so everyone can read. Drink prices are marked on the kegs: swill: 1cp, pilsner: 5 cp, ale: 6cp, lucky gnome brew: 4cp. Dwarven spirits and elf wine can also be purchased for 5sp per bottle. They also have more exotic drinks, but you have to know someone to order them (eladrin frost wine, drow blood, shadow spirits, impish delight). All of the exotic drinks cost 10gp per bottle.

DM's notes: The exotic drinks carry some side effects:
-Eladrin frost wine, distilled from frozen vines in the Feywild. Grants resist cold 5 and -2 attack for 6 hours.
-Drow blood, wine mixed with the blood of a sacrificed drow. Grants darkvision and weakened for 6 hours.
-Shadow spirits, mixed with mushrooms from the Shadowfell. Grants +2 to stealth checks and -2 to Int-based checks and attacks for 6 hours.
-Impish delight, wine mixed with imp stinger poison. Grants the ability to speak Abyssal and -2 to Will defense for 6 hours.

The bartender, a smart and surly half-orc named Grug, works for Kelson. He and his waitstaff (a wanton wench named Tylla) listens in on any conversation (DC 17 to keep it secret).

The haughty courtesan is an attractive woman named Tira. She has a relationship with Kelson, a kind of love-hate thing. She knows his secrets.

Four human rabble act as bouncers here.

Grug: lvl 4 controller
Init +4; Per +8 (low-light)
HP 58/29; AC 16, F 17, R 17, W 15
:bmelee: grab, +8 v F, 1d6+4 and grabbed. -5 to escape.
choke, grabbed targets only, 10 damage.
:close: fire breath, close blast 3, requires booze and flame, +8 v R, 1d6+4 fire and ongoing 5 fire.
:area: keg smash, requires keg, burst 1 within 5, recharge with move if adj to keg, 3d6+4, booze sprayed, prone.
booze sprayed, character gains vulnerability 5 fire (sv).
Perception +8, Streetwise +6
S +6 C +6 D +2 I +4 W +3 Ch +1​

2. Kitchen
Whatever they're cooking in here, it doesn't smell good. A deep stove is in one wall and a pile of coal is next to it. A foul brew bubbles in a cauldron over the stove. Cupboards hold various goods. An assortment of knives and sawing tools that look like they'd be more at home in a torture chamber hang from a rack above a bloody table.

DM's notes: The cook is a mad dwarf named Fargarson Vilebrew. He was exiled from Hammerfast for making a sub-par batch of ale.

Fargarson Vilebrew: lvl 3 skirmisher
Init +3; Per +2 (low-light)
HP 50/25; AC 15, F 17, R 15, W 14
Resist poison 5
:bmelee: meat cleaver, +8 v AC, 1d8+3 and ongoing poison 2 (sv).
:ranged: vile stew, +6 v R, 1d6+3 and 5 fire.
Bloody meat charge, requires raw meat, Fargarson takes a bite of raw meat and makes a charge attack, dealing an extra 1d6 damage. He can move through enemy's spaces but can't end in an occupied space.
S +5 C +5 D +1 I +3 W +2 Ch +0
equip: filthy cleaver, small pot of stew, ladle, bloody apron​

3. Converted Stables
The stables has been converted into a number of cheap rooms, available for 1sp a night.

4. Upstairs
This area curls around an open space, looking down on the taproom. A sturdy railing is decorated with trophy heads - goblins, orcs, and even a troll. A table is pushed into an alcove at the top of the stairs. There are four rooms up here. They run for 2sp a night.

DM's notes: An elf scout and a halfling slinger spend most of their time here playing card games. PCs can join in with a DC 15 Intimidate or Streetwise check or a DC 20 Diplomacy check. They have a total of 122gp; if the PCs take it, they will let Grug know that the PCs can't leave without losing it all.​

5. Kelson's Room
This large room overlooks the lower quays. The room is actually quite nice and tidy. The bedroom area is separated from the rest of the room by a screen. The bedroom niche has a king-sized bed in one corner, a halfling-sized mirror, a small closet, and a trunk at the foot of the bed. There are two small chairs in the room, a large oak desk facing the window, and a tapestry hanging on the wall.

DM's notes: Kelson spends most of his time here (75%). He rarely sleeps (only 20% chance at night), but when he does, Tira is usually with him (60%).

Kelson runs the River Rats from his room in the Lucky Gnome. He's grown quite wealthy.

Treasure: Kelson has a pair of goblin stompers, a lightning dagger +1, and a cloak of distortion. He has 1000gp locked in a combination safe hidden behind a false panel in the wall (Perception DC 20, Thievery DC 23). A journal with a list of bribes to Sgt. Numina, a list of transactions with Orest Naerumar, and something on Faren Markelhay is also here. Only Kelson knows the combination to the safe.

[editor's note: what does he have on the Lord Warden?]

Kelson: lvl 5 elite skirmisher
Init +8; Per +9
HP 120/60; AC 21, F 20, R 21, W 16
AP 1; SV +2
:bmelee: dagger, +11 v AC, 1d4+4 lightning.
:ranged: dagger, +10 v AC, 1d4+3.
:melee: riposte strike, +11 v AC, 1d4+7 lightning, if target atks Kelson before start of next turn, make an atk: +10 v AC, 1d4+6 lightning.
:melee: tortuous strike, encounter, +11 v AC, 2d4+10 lightning.
:melee: deep cut, encounter, +11 v F, 2d4+7, ongoing 8.
tumble, move, shift 3.
sneak attack, +2d8+3 once per round with CA.
second chance, encounter, force reroll.
lightning weapon, encounter, on a dagger hit, the target and each enemy in burst 2 take 1d6 lightning.
goblin stompers, encounter, immediate reaction, when missed with melee attack, shift 1.
cloak of distortion, ranged attacks more than 5 away take a -5 penalty.
Athletics +10, Intimidate +8, Stealth +11, Streetwise +8, Thievery +13
S +5 C +3 D +6 I +2 W +2 Ch +3

[editor's note: should I spice him up, or just leave him as a PHB badass?]​

6. Cellar
Kegs, bins, and barrels line the walls here. A door leads into a cold pantry full of meat on hooks and another leads into a pantry with preserved food.

DM's notes: There is a secret door through one of the kegs (Perception DC 20). It leads into the sewers. It runs about 500 feet to the cistern. There are a number of other exits, though these are blocked off with grates (Athletics DC 22 to bend bars/lift grates or a short rest to cut through). The sewer is small, giving any medium or larger-sized creature a -2 penalty to atks, AC, and Ref.​
 

Remove ads

Top