Chainspire Prison

Inspiration

Inspiration: The scene in C. L. Werners Witch Hunter trilogy where the hero Mathias Thulman visits his uncle who is imprisoned for his crimes as a heretic and wizard.

Inspiration: The map from Dyson with the keep and the related dungeons.

Inspiration: The border control post from WFRP.

Scenes

The characters travel through Cormyr and come across a control post where they are asking for help from adventures and soldiers of fortune who can help clear out the dungeon underneath the keep Chainspire as it is needed as a prison for the captives from the war between the Netheril and Cormyr.

A number of high ranking Arcanists and other important people were captured during the defeat and retreat of the Netheril, and with the dungeons in Arabel and Suzail being full it has been decided to refurbish the Chainspire keep.

Close to the control post is a temporary prison/concentration camp. A handful of low ranking War Wizards are helping guard the prisoners as is a small contingent of Purple Dragons and a number of sell swords.

The rebuilding started well above ground, but the dungeons underneath the keep have been taken over by monsters in the long years the keep has been abandoned, and the commander of the camp would like to hire some adventures to clear it out and not risk more of his War Wizards and Purple Dragons, as the first foray into the dungeon was a bloody disaster.

The temporary prison

People

  • Young noble  Will Dracohorni, charismatic, young, new owner of Chainspire, comes from a family of dragon slayers (blue dragon).
  • Purple Dragon Commander; Ivan “The Bull” of Suzail.
  • Priests Priest of Lathander; Peder Haussner. Priest of Corellon; Themmion De’latia
  • War wizards; Gidsken – female low level human wizard, Heinan – male mid level elf wizard.
  • Prisoners, 27 in total. 3 very dangerous Arcanists and 24 humans Netheril noble or high ranking military personnel.
  • Arcanists – Veranin Thantar (14th level Warlock), Terabel Thantar (11th level Wizard), Brysis Cennara (10th level Wizard/6th level Fighter).
  • Nobles – Mez’at Thantar (13th level Fighter), Cassar B’kar (8th level Paladin of Shar).
  • Mercenaries; originally 30, but 4 have gone missing in the cursed keep.
  • Builders; 40 men and women, masons, carpenters, and others as well as a dozen children accompanying the builders and their families.

Misc

Lost party; The War Wizard Tyche and four mercenaries are missing.

The mercenaries are unhappy about the missing brothers in arms and are more than happy to employ random adventurers in the clean up of the fortress.

The builders are starting to suffer from low morale, and some are starting to talk about the fortress being cursed and that they want to leave for Eveningstar before winter comes.

6 builders are missing in the fortress, or maybe they have left under cover of darkness – regardless, it is not helping the general morale.

Why doesn’t Peder fix it?

Peder and Heinan are key to the security surrounding the Arcanists.

Chainspire prison

Chainspire Fortress was built nine hundred years ago by a  Elven noble from which to watch over the entrance to the Underdark that lies beneath.

It changed hands a few times since in conflict as well as in peacetime, and the upper walls and towers were heavily damaged during the great war. However, the majority of the structure is still sound, if not well equipped for military defence any more. Various owners have tried renaming it, but the old name has stuck in the imaginations and memories of the populace – local and regional.

Somewhere in Chainspire Fortress is a single secret trap door not marked on any map. Beneath that trap door are the old castle dungeons and interrogation rooms. Further there are rumoured to be deeper caves that lead down and eventually out (and not only out, but also further in). But these places are never sought out because of the ferocious beasts that live there. Prisoners with no further value in the dungeons were typically forced from their cells and into the old catacombs and caverns where they were promptly (and occasionally not-so-promptly) devoured.

History

The Elves

The Chainspire fortification was originally built by an Elven prince called Varis Galadel who discovered an entrance to the Underdark.  After exploring the Underdark, and making a successful escape, he wowed to guard the entrance to stop Drow from raiding Cormyr via this entrance.

The prince first built a small structure overlooking the stream and the tunnel, and then set about building a more suitable fortification for him and his  followers and his hirelings.

Varis Galadel and his kin resided for almost 400 years in Chainspire and made several forays into the Underdark while making sure that the Drow and their allies didn’t make it the other way.

It was Varis who was an ardent follower of Sehanine Moonbow,ii and who built several shrines and dedications to her both above ground, as well as below. The shrines above ground can still be found in three different locations in the vicinity of the Chainspire fortress.

In the end a Drow party infiltrated the fortress after having travelled from an Underdark entrance in the Dalelands and succeeded in killing the prince, his partner, and most of the elves who still made Chainspire their home. The Drow all perished in the fighting. After this the fortress was abandoned by the hired humans, and the fortress was without permanent residents for a number of years, and it’s reputation for being cursed with Night Elves started to grow.

Orcs and other humanoids

After the fortress was abandoned it slowly fell into disrepair and was home to various humanoids and monsters for many, many years, and several adventure parties cleared the fortress of monsters only for new ones to move in after a while.

Humans

One of the adventurers who successfully cleared the fortress of monsters was the Tempus knight Carl Helin of Wheloon.

Carl cleared the fortress in 1344, but the fortress was sacked during the Goblin was in the 1370’s with Carl and his men fighting the invasion valiantly, and taking a great number of humanoids with them to the grave.

Carl himself was a bitter and tormented soul after the sacking of his fortress and he rose again as a Wight. He has haunted the fortress ever since.

Years later a brigand/adventurer called Thatch Morse, and his motley crew, cleared the fortress above ground of the monsters that has moved in, and in their exploration they happened up the trapdoor that leads into the Dungeon.

The brigands turned to dungeon into a terrible interrogation facility and they didn’t think themselves too low to do a bit of slave trade. They were the ones who converted the Sehanine Moonbow shrine into a Loviatar shrine.

Thatch’s greed became their undoing as the obvious next step would be for him to try and sell some slaves to the Drow in Underdark.

Thatch and his brigands built a handful of narrow boats and set of into the Underdark. The expedition didn’t go as planned, and soon the slaves were in the hands of the Drow, but they paid with cold iron!

The second in command, Venner of Tyrluk, who was left behind at least had the sensibility to secure the portcullis after Thatch and his men ventured into the Underdark, securing the entrance against Drow incursions.

Venner continued where Thatch had started but did not venture into the Underdark instead he focused on expanding their dominance above ground, and he secretly hoped to become a respected member of the community at some point.

Venner’s reign ended in 1437 where he was killed while fighting a band of ogres in the foothills of the Stormhorn mountains. His men took him back to the Chainspire fortress and had him buried in the crypt under the fortress. During the burial ritual, the old Wight attacked the funeral party and killed every last of the men including the Loviatar clerics.

In 1467 an adventuring party ventured into the dungeon and defeated Carl the Wight, with the cleric placing his remains in the cell at the end of the corridor, and trying (unsuccessfully) to put him permanently to rest. The party then explored the upper dungeon and caves, but decided against “descending into the Underdark” when they discovered the tunnel leading into the Fever caves.

Since then the fortress has seen a number of different monstrous inhabitants but none who have made it a permanent residence as the fortress was falling into too much disrepair.

Dungeon

Monsters

Goblins, Flameskull, Crawling claws, carrion crawler, Purple Worm,

The goblins  control the staircase, the entry hall, and the rooms to the south as well as the upper plateau of the caves. They are the forward position of the rest of the tribe that have taken over the Fever caves – or part of them at least.

Entrance

The entrance is hidden, and takes some time to locate in the keep. Above the secret door is an elvish letter – A – that letter is also the key in the “riddle” further in.

Staircase

The spiral staircase was built hundreds of years ago,  is dwarven made and with stones that are cut to perfection. It leads down 40 feet. There are small glow globes every 10 feet provide a soft bluish light, almost like moonlight.

There is a trap 30 feet down that is set and active (the goblins will reset the trap if the party retreats). A pressure plate in the wall that either de- or activates the trap is at the foot of the staircase and half way down. Detect DC 20.

Trap A scything blade shoots from the wall and hits the creature that steps on the trapped step. Save DC 12, damage Slashing 2d8 or none on successful save.

The door to the East is closed and locked. Dex DC 15 to pick the lock if you have the tools to do so. Or you can smash the door, which will break if dealt 15 points of damage (it has an AC of 15).

The door to the South is closed, but unlocked, and attached to the outside is two empty bottles tied together with a piece of leather string that will warn the goblin that intruders are coming.

Hall

The hall is fairly large, with a 15 foot ceiling, and it can handle  the reception of a fairly large number of people.

There are two heavy wooden tables with high backed chairs along the curing walls, and the goblins have created a barricade at the entrance to the southern rooms moving two other heavy wooden tables to the entrance. Bodies from the previous expedition lie just outside the door from the staircase leading south (3 bodies in total).

The floor from the staircase and towards the goblin’s barricade is covered in rusty caltrops. Half move or risk stepping on the caltrops and suffer a wound that will become infected and also 1 pt of damage and half move that round. Dex save dc 10 to avoid caltrops and move at full speed. The Goblins use their natural nimbleness to move at full speed through the caltrops.

There is a large wooden weapon’s rack on the western wall of the hall, where a handful of old rusty polearm rest, there is also a rusty but workable man catcher.

On the walls are murals showing elves fighting spiders and monsters, and Elves building shrines in the woods to the moon goddess. Some of the ones depicting the moon goddess have been defaced both with tools and with blood and other fluids.

There are globe holders every 10 feet, and there are three suspended lamp holders hanging centrally from the ceiling.

To the East is a closed wooden door with iron reinforcements.

To the North is a closed door similar to the one to the East. Next to the door is a large chest (locked). In the chest is several sets of rusty manacles and chains used to secure the prisoners. There are also 4 torches and a set of flint and steel that is still usable. The key is long lost. DC 15 to pick the lock, or you can smash it open with 8 damage.

Rooms to the south

Interrogation room

Goblin “outpost”. Here a group of Goblins have made their camp. They are part of the group that has taken up residence in the caves below and who use the Chainspire Fortress as their lair from where they adventured out into the surroundings.

The tables blocking the entrance provides ¾ cover; +5 to AC and to Dex saves.

The goblin group suffered a couple of fatalities when the soldiers entered the dungeon looking to clear the rooms, and so there are two dead goblins in the Northwest corner.

The group is now reduced to a Warlock1, six experienced fighters, and an assassin/rogue. The Warlock controls a pair of giant rats that can be treated as guard dogs.

Goblin Warlock

Hit points: 35

Armor Class: 15 (studded leather, Ring+1)

Spells – Cantrips Eldritch blast, true strike. 1st level Expeditious Retreat, Hellish Rebuke. 2nd level Hold Person, Invisibility Misty Step. 3rd level Fireball

Invocations Agonising Blast, Armour of Shadows, One with Shadows.

Regular goblins

Hit points 7, Armour class 15 (with shield), speed 30 ft.

8 (-1)The goblins wear leather armours and shields, and fight using scimitars or short bows.

Goblin assassin

Hit points 22, Armour class 16 (with shield), speed 30 ft.

Studded leather armour, short sword, shield, daggers, short bow,

Attack +6, damage D6+2 (+1d6 with sneak attack).

The room contains a pair of mostly empty cupboards that used to hold all kinds of instruments used in interrogation. There are still some of the old rusty instruments that feed the imagination of what has been going on in these rooms.

There is also a table with 3 wooden chairs that are still usable, and there are two wooden beds that the goblins have made semi-comfortable with straw and a couple of sacks.

The goblin have a stash of food and wine in the cupboard nearest the entrance. Enough to last them for two days if it comes to a siege.

The door into the Torture chamber is not locked, but the key is in the door, and although rusty it is workable.

In the wall to left of the door leading into the room is a wooden handle that is stuck in a 30 degree angle. This is the lever for the portcullis further down the corridor. It can be broken, but not moved, unless a skilled dungeon engineer restores the lever, or some magic is used.

Torture chamber

This room was the torture chamber and the “pride” of the collection of horrible instruments is the Iron Maiden that is in the South west corner. There is also a large torture rack, which is actually a Mimic.

There is a benevolent ghost/apparition that haunts this room. It is the spirit of a teenage girl who was taken to the chamber to try and force her to reveal her father’s hiding place as he had crossed the ruler of Chainspire fortress back in 1401. As she didn’t know his whereabouts she expired on the torture rack.

The spirit will approach male humans asking them to “…come and rescue me father… please stop hiding, and free me from this hell…”

Torture rack; Animated object / Mimic. The Torture rack in the south west corner has been cursed with the agony of the victims that have suffered on the rack, and it is now an animated object that will attack any who ventures too close to the rack.

The rack can attack with its Pseudopod that shoots out from the rack and try to grab any humanoid that approaches. If grabbed the rack drags the victim on to the rack.

Mimic

Hit points 58, Armour class 12, speed 15 ft.

Page 220 – Monster Manual

The goblins are very much aware of the Mimic, which is controlled by the Warlock below, and may try to lure the adventurers close to the Torture rack to get it involved in the fight.

Inside the Iron Maiden is one of the Sembian mercenaries – dead.

Portcullis

After the two rooms the corridor turns to the South East and is blocked by a portcullis that has become stuck leaving a small crawl space beneath that allows the goblins to move to and from the “outpost”. It is possible for medium sized creatures to squeeze through, but not wearing full plate or similar cumbersome armour.

Room to the East

This room used to be the holding cell for the prisoners brought to Chainspire.

There is still a evidence of the wooden cages that used to hold the prisoners (iron clamps and solid oak pillars), but the wooden bars have been torn apart over the years, and now litter the floor, leaving the room hard to navigate due to  the debris (there is a sort of path running in an inverted S-style pattern), but the iron clamps can trip someone who isn’t careful (DEX DC 5).

Just inside the door is the body of a War wizard who was part of the contingent that perished outside in the hall. He was stabbed in the back by the goblin assassin.

There is two large 3 x 3 foot grates made from wood with iron reinforcements in the floor allowing the soldiers (and prisoners) to see and hear what happened below, as well as dispose of the refuse from the prisoners.

The southern grate has been blasted open from below a long time ago, and the goblins have tied a rope to the grate and use it as a way to ambush the enemies who attack their lair to the South of the hall.

Room to the North

The door opens onto a wooden platform, with a angled staircase leading down. This used to be a guard station. There are 3 bunk beds beneath the wooden platform with tattered curtains blocking the view of the beds. Out in front of the curtains is a round table with chairs. A thick candle that is almost burned out sits in the middle of table.

The room stinks of rot and decay (from the zombies).

Wooden platform. Not in the best condition.

A pack of old guards, now zombies, huddle underneath the wooden platform.

The handle for portcullis leading from the cells and catacombs to caves can be operated from the top of the landing. It is pointing towards the floor (portcullis is open) unless the Characters choose to pull it so it is in the upright position.

Shrine to Sehanine Moonbow

This shrine was originally dedicated to the Elven god Sehanine Moonbow but was long ago desecrated and converted in to a shrine dedicated to Loviatar.

In front of the altar is two rows of simple benches where the faithful could rest and listen to a lecture in The Maiden of Pains teachings. A small horde of crawling claws hide in the shadows of the benches and beneath the wooden altar that is in the far end of the room.

The altar is made from wood and appears to be one big box with elaborate carvings on all four sides. A flaming skull is imprisoned in the altar.

The crawling claws will attack if anyone living approaches within 15 feet of the altar.

On top of the altar rests an old and musty cloth. Two iron candle holders/candelabra (3 armed) lie on the floor in front of the altar, the red candles are scattered around the candle holders.. There is also six humanoid skulls lying on the floor. It seems that someone removed what used to be on top of the altar, but left the cloth back on top.

If the players remove the cloth the top of the altar is revealed and there is a recess in the middle of the altar, where a gleaming white skull is sunk into the altar, but with the top cut off. There is some sort of dust in the skull which clearly serves as a container. Should anyone other than an evil priest touch the skull, the flaming skull that is contained in the altar is released and appears 10 feet in front of the altar, facing the altar and the “infidel” which it will attempt to destroy.

In the north west alcove is an empty pedestal where a Sehanine statue used to be. A small iron Loviatar icon stands on the pedestal. Under the statue is a small opening in the pedestal where there used to be a wooden box that held the blue candles that were used in the ceremonies and that also hold the power to appease the spirits in the hall of heroes in the Fever caves. The original statue was thrown into the cave to the South and now lies (unbroken) beneath the stairs leading down to the caves, there is also a small trapped wooden box with some small blue candles (for use in the hall in the Fever caves).

In the south east alcove is a mural depicting the sky and the stars outlining Sehanine’s symbol. The mural has been covered with a piece of large black cloth that has been fixed to the wall with iron spikes.

Cells and catacombs

The smaller compartments were the individual cells for  important prisoners and the larger room is a small catacomb/crypt where the Chainspire dead were buried (after they were burned). There are 62 openings, with 47 urns (with human remains).

The crypt is beautifully decorated with scenes from the mythos of Sehanine Moonbow (fighting Drow and Undead).

The original Elven buried in the crypt were dragged from their resting places and their remains dumped in the small niche not far from the portcullis (on the right hand side when coming from the portcullis).

Cell at the end

The three cells on the North side are unoccupied, but the last cell at the end of the corridor has a Wight as it’s prisoner. The Wight can control the zombies that are in the guard room to the North.

The Wight is the Tempus knight Carl, who has haunted the Chainspire dungeon for centuries.

The door leading into his cell is wooden, but with heavy Iron reinforcements. Carl has been dumped here by adventurers who thought they had defeated him, and who simply left him for dead… only for him to rise again.

Carl

Hit points 48, Armour class 17, speed 30 ft.

Multi attack, Long sword 1d10+5 (used two-handed)

Damage resistance from non magical attacks.

Equipment, Half Plate with Tempus symbol, Drow Long sword +3,

Page 300 – Monster Manual

If the Characters keep their cool, they (Ventric – if using his Tempus holy symbol), can talk Carl into helping with the Goblins as he despises the intruders that have taken over his castle.

After having defeated the goblins, he will turn on the adventurers and attack them as they also represent intruders.

Caves

Dark, moist, smelly, fungus growing on the upper plateau, noise/crackle from beetles that scurry around eating fungus and other waste.

A number of Carrion Crawlers and Giant Centipedes make their home in the caves. The Goblins know how to sneak past the CC and GC to get to the Fever caves.

Lower plateau

Sehanine statue made from stone (from Shrine) 200 lbs. Unbroken, but with some marks after the rough treatment. Small wooden box, trapped – poison needle, blue magical candles.

Stairs leading to lower caves

It is a long walk which leads further down through winding tunnels with several branches that are dead ends. It is not a maze, but it does require a bit of navigation to get to the Fever caves.

There are plenty of fungus and other things growing in the damp tunnels.

Fever caves

Entrance to the Underdark

History of the caves

The first part of Chainspire fortress isn’t the main building but the smaller watch tower that is a couple of hundred yards from the main structure.

The watch tower is built to watch the entrance to the Underdark that the Elves originally wanted to keep under control.

The entrance is through a small stream that breaks of from the main river that flows 150 yards to the East. The stream winds it’s way underground through a small cave entrance.

The stream runs for about 50 yards before it opens up in to a fairly large cave – the Fever caves, so named after the mysterious fever that the Elves who explored it years ago caught when they entered the cave.

The elves built a watchtower on top of the caves and made an entrance to the caves through the cellar of the watchtower.

Entrance caves

First cave

North cave

South cave

In this small cave is a wonderful depiction of the night sky carved into the niche to the Northeast similar to what is in the Sehanine shrine on the first level.

There are hundreds of stars and in a semi-circle is also a band of Elvish runes. Pressing the correct rune (Elvish letter A) will dispel the wardings that protects the entrance to the Sehanine halls to the South west.

The stream

The stream runs fairly slowly into the depths and it is possible to travel on a small boat or canoe into the darkness with the tunnel always allowing at least 3 feet of space between the water and the tunnel.

The stream gathers into a small pool inside the the cave, and the steady slow stream of fresh water allows fish and other animals to enter the cave, providing sustenance for the other inhabitants of the cave.

The pool is fairly deep and the water is cold, but still warm enough to be home to fish and other aquatic creatures and plants.

The stream continues through the caves, and exit in a very narrow passage to North. A canoe can still navigate this passage, not more.

Portcullis and Iron bars

At some point the elves decided it would be safer if the passage was sealed or locked in one way or another. After some deliberation two portcullis were installed to control the Northern and Southern passage.

The control to the portcullis is in the Southern stronghold.

The beach

Next to the pool is a fairly large beach-like area with sand and gravel. This extends into the South West corner of the caves.

The sand holds a young Purple worm that operates via Tremor sense. It is both able to burrow in the sand as well swim in the water, but it rarely ventures out of concealment and does not scale the cliffs to the plateau.

The Purple worm has arrived after the Elves had to abandon the caves.

Young Purple Worm

Large monstrosity, unaligned.

Hit points 84 (6d20 +24)

Armour Class 18 (natural armour)

Tunneller. Can burrow at 20′ per round through solid rock. Else it moves at 40′ through sand or earth.

Multi attack. The worm makes two attacks: one with its bite and one with its stinger.

Bite. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 1d8 +5 piercing damage. If the target is a small creature, it must succeed on a DC 19 Dexterity saving throw or be swallowed by the worm. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the worm, and it takes 13 (3d6) acid damage at the start of each of the worm’s turns.

If the worm takes 15 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the worm. If the worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.

Tail Stinger. Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 1d6 +5 piercing damage, and the target must make a DC 16 Constitution saving throw, taking 6d6 poison damage on a failed save, or half as much damage on a successful one.

The Southern stronghold

This stronghold was added to the complex after the watchtower above was completed and was meant to add to the defence and fortification of the Underdark entrance.

The stronghold also served as a staging ground for the Elves own forays into the Underdark, and wood was sent down the stream and to the stronghold where it was turned in to strong slim boats that could support the raiding parties.

The goblins are using this as their stronghold now, and have plans to open the portcullis to the Underdark hoping to get some sort of reward from the Drow who can then enter Cormyr via this entrance.

Hallway

Pit trap

Murder hole

Observation room

The Observation room adjacent to the Hallway has an arrow slit/murder hole that can be used to pepper enemies who breach the door into the stronghold.

In the room is also a manual release for the pit trap in the Hallway.

There are always two goblins here maintaining a watch.

The door leading into the stronghold has been equipped with the same bottle “bell” system as used at the entrance to the dungeon. The door is however unlocked, as there is no key to be found (it lies in the pool outside).

Room to the West

Here lives a group of fighters.

There is a concealed door leading to the Observation room.

Room to the South

Used as pen for the giant rats that the Goblins use as guard dogs.

Rooms to the East

First

Goblin fighters

Second

Goblin boss room.

Two body guards are always present.

Small chamber

Goblin women and children. Two body guards, not on duty, are sleeping here unless they have been alarmed.

A blackened iron cauldron hangs over a crude fire pit. The surrounding floor is blackened and splattered with what could be dried stew and other unsavoury things. A large ladle hangs from a hook nearby. Stew of some unidentifiable sort bubbles gently in the cauldron.

The shipyard

The Warlock has made this his chamber. His three mistresses lair here.

In the alcove to the East is the sleeping quarters. A perceptive PC spots one of the piles of bedding heaped against the wall moving slightly. Investigation reveals a terrified goblin child buried deeply within. It offers no resistance while crying (loudly) for its mummy.

There are two handles which control the portcullis. They are on the wall in the alcove in the south east corner.

The Right controls the portcullis right outside the shipyard, the Left controls the portcullis that prevents travel into the Underdark.

Goblin Warlock spells

Cantrips Frost bite, Poison spray,

1st level Charm Person, Find Familiar, Hellish Rebuke,

2nd level Darkness, Misty Step, Suggestion.

3rd level Fly

Invocations Devil’s Sight, Slow, One with Shadows.

The Western hall

Magical murals depicting the fights between the Elves and the Drow. The murals move and the hall of heroes fill with the noise of battle, for non elves or non followers of Sehanine the noise will grow louder and louder and after 2 rounds the sound will be deafening and after 2 rounds more you fall unconscious, and then after another 3 rounds you die.

The noise is only in your head, it is not something that you can hear when you are outside of the hall or heroes.

Use candles to protect against magic

Animated objects – flying swords, guard both entrances from the hall of heroes to both the magical fountain and the armoury.

Eastern rooms

animated swords guard the entrance. Behind them is a weapon chamber with swords, bows, arrows, etc., all Elven made and dating back to when Varis was ruler of Chainspire. Further on is a heavy wooden door that is locked. This is more of a treasure chamber, with a lot of Drow weapons, armour, etc., but also with a some magical items that was part of Varis’ treasure. In this room is also a very well hidden secret door to the main cave.

Magic helmet, and cursed helmet. Magic elven long sword. Normal Elven chain shirt.

Western rooms

The western rooms are protected by animated swords, and beyond them is a chamber with magic fountain. The fountain is decorated with dedications to Sehanine and the water is blessed and will heal wounds and cure poison. It can be bottled and was used for when Varis went into the Underdark.

The caves in the middle

Bats

Spiders

The plateau

Non Player Characters

Young noble

Will Dracohorniii, charismatic, young, new owner of Chainspire, comes from a family of dragon slayers (blue dragon).

Roleplaying Will

Traits: Vengeful, Unforgiving.

Ideal: It is my duty to respect the authority of those above me, just as those below me must respect mine.

Flaw: By my words and actions, I often bring shame to my family.

Bond: I will face any challenge to win the approval of my family.

Equipment Fine clothes, dungeoneers pack, whip, rapier, shield, short bow, quiver, 20x arrows, scroll of pedigree, signet ring, backpack, 10 gp left.

Purple Dragon Commander

Ivan “The Bull” of Suzail.

Roleplaying Ivan

Traits

Ideal

Flaw

Bond

Equipment

Priests

Priest of Lathander; Peder Haussner.

Priest of Corellon; Themmion De’latia

War wizards

Gidsken – female low level human wizard

Heinan – male mid level elf wizard.

Prisoners

27 in total. 3 very dangerous Arcanists and 24 humans Netheril noble or high ranking military personnel.

Arcanists

Veranin Thantar (14th level Warlock)

Terabel Thantar (11th level Wizard)

Brysis Cennara (10th level Wizard/6th level Fighter).

Nobles

Mez’at Thantar (13th level Fighter)

Cassar B’kar (8th level Paladin of Shar).

Mercenaries

originally 30, but 4 have gone missing in the cursed keep.

Builders

40 men and women, masons, carpenters, and others as well as a dozen children accompanying the builders and their families.

Witch hunter

Lathander priest on a mission to destroy all  heretics and enemies of the faith.

Peder Haussner and his “wolves”.

Haussner himself is a frail man, but his “wolves” are physical wonders [Monk level x] who can endure quite a lot.

Peder Haussner

Human, Lawful Evil, 10th level Cleric.

Hit points xx (10d8 +x)

Armor Class 17

Skills: Athletics, Deception, Perception, Persuasion.

Haussner’s wolves

Human, Lawful Neutral, 2nd level Monk.

Hit points xx (2d10+x)

Armor Class XX

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Stemmen fra ådalen - en blog om rollespil og historie

En blog om rollespil af Morten Greis. Fra Tryggevælde ådal en dyb klang. Elverpigernes dans. Røre i det hvide slør. Disen hyller landskabet. De gamle stammer krogede trolde.

mindlands

Where the mind meets dice and paper

Monday Alien Campaign

roleplaying in the Alien universe

Hipsters & Dragons

Because roleplaying is social, creative, fun... and kinda cool!

Pjaltekongen

og hans lille, men bidske hund

Sentinel Hill Press

Publisher of the Arkham Gazette and Others

Cthulhu Reborn

Cool resources for Lovecraftian Roleplaying

WIL WHEATON dot NET

50,000 Monkeys at 50,000 Typewriters Can't Be Wrong

New Gamemaster Month

Join us in January, and you'll be a GM by February!

Torsdags Dungeons & Dragons

Monsters, Mayhem, Dungeons, Intrique...