Fifth Edition Fantasy #14 Beneath The Keep
Fifth Edition Fantasy #14 Beneath The Keep
By Chris Doyle
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B eneath the Keep is an adventure designed for use several of the undead challenges, and silvered or magic
with the 5th edition of the first fantasy roleplay- weapons are crucial to have a chance against the final
ing game. It is intended for four to six 1st-level foe. The adventure is set in several finished chambers
characters and can be completed in a single ses- and natural caves below a remote keep or outpost, and
sion. A variety of character classes is suggested to tackle can easily be dropped into a similar setting or a more
the challenges of solving the murder mystery presented urban location of the GM’s own design.
herein. A cleric would be very beneficial to overcome
Background
S ituated in the wilderness is a fortified keep, sitting
atop a natural flat-top hill. The keep is a bastion
of good people, eking out an existence in the un-
tamed wilds, but surrounded by evil on all sides.
times humanoids) are more than willing to provide—for
a price. The easiest source of these slaves is the keep,
a popular stop-over for travelers, adventurers, and mer-
chants.
Thick stone walls patrolled by able-bodied men-at-arms Illyana Tatranova is one of the agents of chaos, a for-
provide protection to a thriving community. Roving mer acolyte that succumbed to the curse of lycanthropy
bands of bloodthirsty humanoids, ravenous wild beasts, while questing in her god’s name. She came to the hidden
and vile brigands are but a few of the constant threats temple a few years ago and pledged her service. Due to
that face the inhabitants of the keep. Even from beneath her curse, she was never truly accepted by the clerical hi-
the very foundation of the keep do the forces of evil op- erarchy and often was outright shunned. Attracted to the
pose the good folk residing within. hustle and the bustle of the nearby keep, it was a natu-
Garan is a simple man, the proprietor of a small pro- ral landing spot. She soon discovered the natural hon-
vision shop located in the wilderness keep. He sells all eycomb of caves beneath the keep, and a few finished
manner of mundane items such as cookery and building chambers under Garan’s shop, apparently long-forgot-
supplies, and adventuring equipment such as rope, flasks ten. These chambers were a perfect hideout, complete
of oil, and backpacks. Although a few spears and long with an abandoned shrine, a winding escape route, and
knives are for sale in the shop, Garan sends those seek- plenty of monstrous rats.
ing arms and armor to a nearby blacksmith. His prices Today, she is an agent, spy, and slaver for the nearby tem-
are fair, and he is always interested in tales from beyond ple of chaos. Using stealth and her ability to assume the
the wall, or is quick to offer his pessimistic view on the form of a rat, she gathers information on easy targets
local leadership. Garan lives alone in a small apartment at visiting the keep (those that would not go missing). Us-
the back of his shop, unaware that a secret door conceals ing trained carrier pigeons, she communicates with lo-
passage to a long-forgotten cellar. But agents of evil are cal bandits on target appearance, group composition,
aware of those secret underground chambers, and use and departure/arrival schedules. Once captured by the
them to further their nefarious plots in the region. bandits, captives are transported to the nearby temple of
A few miles from the keep is a hidden temple of un- chaos for eventual sacrifice. The bounty paid to the ban-
speakable evil and ultimate chaos. The secluded sanctu- dits is shared with Illyana, although her motivation is less
ary is dedicated to a foul deity of chaos, manned by an material wealth, and more for the thrill of the mark, and
active congregation of foul priests and acolytes. The god the devotion to serve her dark god.
requires frequent blood sacrifices to appease and grant But last night, by chance Garan located the secret door
its followers evil spells. This requires a steady supply of in his apartment (installed by the previous owner for his
captives and slaves, which the local bandits (and some- own nefarious motives), and cautiously crept down the
The door to the shop opens to reveal a mess. Flanking the entrance • Smashed Window. Examination of the broken
are a pair of windows, one of which is smashed. Wooden shelf units window reveals that the glass shards are mostly
are tumbled to the floor, some even splintered beyond repair. Slashed outside the shop, indicating it was smashed from
packs, tangled rope, and mundane supplies are strewn about the floor the inside. It was indeed broken from the interior,
in a chaotic morass. The shop is about 30 feet wide and 20 feet deep, which can be discerned with a successful DC 13 In-
with dark paneled walls. To the left, a wooden counter runs the length telligence (Investigation) check.
of the room. Behind the counter is a closed wooden door. • Lock Box. Under the counter is a battered metal
This interior room was the provisioner’s shop. The pro- lockbox, still sealed. The box is locked (Garan had
visioner sold mostly mundane items and typical adven- the only key), but it can be picked with a successful
turing gear. Such items include cookery, lanterns, rope, DC 18 Dexterity check using thieves’ tools. Inside
packs, blankets, and simple tools (hammers and saws). the box are 37 sp and 12 gp.
Three spears and five long knives (treat as daggers) are • Valuables. Each successful DC 10 Intelligence
the only weapons present, although a successful DC 15 (Investigation) check following a full minute of
Intelligence (Investigation) check reveals a small leather searching reveals a valuable item still present. These
pouch holding eight silver ball bearings that could be items include an electrum-handled magnifying glass
used as sling bullets. (worth 120 gp), a teak box holding a variety of inks
It has since been ransacked by Illyana to make it look like with fancy quills (worth 65 gp), a crystal vial of fan-
someone broke in (via the smashed window), and that cy perfume (worth 25 gp), and an obsidian orb (an
person was looking for something. But there are several arcane focus; worth 20 gp).
Awarding Experience
If the characters avoid the trapped steps and the green
slime in the urn, divide 50 XP between them.
AREA 4 – CELLAR
After the characters reach the bottom of the stairs and
deal with the trap, read or paraphrase the following:
The air is cooler and damp, with slight staleness. At the base of
the steps is a shadowy chamber with smooth walls and a smooth
ceiling about 8 feet high. The chamber expands to 15 feet wide and
stretches for at least 30 feet or so. Through the gloom, there appears
to be a stone door on the opposite side of the chamber. Several
empty torch sconces adorn the walls. The east and west walls each
sport a recessed niche about 10 feet wide, piled high with crates and
casks. You catch a glimpse of movement from between the stacked
AREA 3 – TRAPPED STAIRS crates, and soon several sets of beady, glowing eyes peer from around
When the characters find the secret door in area 2, con- the crates.
tinue reading or paraphrase the following:
This chamber is an old cellar, used to this day as storage
The secret door opens to reveal a stone stairway descending into the and serving no other purpose than to grant access to the
inky darkness. rooms beyond. The crates (there are 12) contain a vari-
The original owner of the shop had the underground ety of old mundane items, such as torches, moth-eaten
chambers constructed, and included a trap on these blankets, earthenware plates, and the like. Most items are
stone steps. The seventh step down is made of wood, worthless. The casks (there are 10) are either empty (75%
and when 25 or more pounds of weight is placed on it, it chance) or contain stale water. One cask holds a few rot-
shifts to a steep incline. A creature that triggers this trap ting haunches of meat. This is used by Illyana to slip past
must make a DC 15 Dexterity saving throw, or slip and the cave moray in area 8f.
tumble down to the bottom of the stairs. The fall causes
There are many small encounter areas throughout these Bite: Melee Weapon Attack: +3 to hit, reach 5 ft., one
passages, as described below. target. Hit: 3 (1d4 + 1) piercing damage. If the target
is a creature, it must succeed on a DC 10 Constitution
A - GIANT BLIGHT RAT LAIR saving throw or contract a disease. After an onset of 12
The passage ends at roughly circular 10-foot-diameter hours, and until the disease is cured, the target suffers
chamber. The floor is covered with rotting fabric, tapes- disadvantage on all Dexterity-based attacks and saving
tries, burlap, and organic debris such as twigs, leaves, and throws from muscle fatigue and soreness. The target’s
even some soft dirt. This area is the lair of nine giant maximum hit points are reduced by 2 (1d4) every 24
blight rats. The giant blight rats pursue fleeing charac- hours, and hit points can only be regained via magical
ters. means. If the target’s hit point maximum drops to 0 as
the result of this blight, the target dies.
For every 10 minutes the characters spend searching
through the nest, there is a 50% chance of catching the
disease carried by these creatures (DC 10 Constitution
Awarding Experience
save; check for each character). But for every 10 minutes For each giant blight rat the characters defeat, divide 25
spent searching, roll once on the following table to deter- XP among them. If the characters find the potion or the
mine what is found. magic arrow, divide 25 XP among them.
This crystal appears to be a shard hewn from a larger gem. An elemental shard is created when the manufacture of an
elemental gem (Dungeon Master’s Guide, pp. 167-168) fails, and the gem used fragments into several shards. Sometimes
these shards contain a minor mote of elemental energy based on the type of gem it originated from.
When you use an action to break the shard (typically by throwing it against a hard surface), a single mephit is summoned
as if you had cast conjure minor elementals. The type of mephit summoned depends on the type of gem from which the
shard came.
This viscid oil has a silvery sheen. The oil can coat one normal humanoid-sized weapon (such as a mace or a longsword)
or 10 pieces of ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item is magical and has a +1 bonus
to attack and damage rolls.