100% found this document useful (4 votes)
852 views

Fifth Edition Fantasy #14 Beneath The Keep

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
100% found this document useful (4 votes)
852 views

Fifth Edition Fantasy #14 Beneath The Keep

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 18

BENEATH THE KEEP

By Chris Doyle

Cover Artist: David Griffith • Editor: Tim Wadzinski


Interior Artists: Chris Yarbrough
Cartographer: Keith Curtis • Design: Edward Lavallee
Interior Layout: Jamie Wallis

visit us online at:


www.goodman-games.com

Get digital updates and corrections free! Use the coupon code below on this title at www.rpgnow.
com to receive a free digital copy of this module plus any updated editions as they are published.

This printing of Fifth Edition Fantasy #14: OPEN GAME LICENSE Version 1.0a places, locations, environments, creatures, that Your Contributions are Your original Content originally distributed under any
Beneath the Keep is done under version The following text is the property of Wizards equipment, magical or supernatural abilities creation and/or You have sufficient rights to version of this License.
1.0 of the Open Gaming License, and the of the Coast, Inc. and is Copyright 2000 or effects, logos, symbols, or graphic designs; grant the rights conveyed by this License. 10 Copy of this License: You MUST include
System Reference Document by permission Wizards of the Coast, Inc (“Wizards”). All and any other trademark or registered trade- 6.Notice of License Copyright: You must a copy of this License with every copy of the
from Wizards of the Coast, Inc.Designation Rights Reserved. mark clearly identified as Product identity update the COPYRIGHT NOTICE portion Open Game Content You Distribute.
of Product Identity: The following items are 1. Definitions: (a)”Contributors” means the by the owner of the Product Identity, and of this License to include the exact text of 11. Use of Contributor Credits: You may
hereby designated as Product Identity in copyright and/or trademark owners who which specifically excludes the Open Game the COPYRIGHT NOTICE of any Open not market or advertise the Open Game
accordance with Section 1(e) of the Open have contributed Open Game Content; Content; (f) “Trademark” means the logos, Game Content You are copying, modifying Content using the name of any Contributor
Game License, version 1.0: Fifth Edition (b)”Derivative Material” means copyrighted names, mark, sign, motto, designs that are or distributing, and You must add the
unless You have written permission from the
Fantasy #14: Beneath the Keep, all proper material including derivative works and used by a Contributor to identify itself or title, the copyright date, and the copyright
Contributor to do so.
nouns, capitalized terms, italicized terms, translations (including into other computer its products or the associated products holder’s name to the COPYRIGHT NOTICE
12 Inability to Comply: If it is impossible for
artwork, maps, symbols, depictions, and languages), potation, modification, cor- contributed to the Open Game License by of any original Open Game Content you
You to comply with any of the terms of this
illustrations, except such elements that rection, addition, extension, upgrade, the Contributor (g) “Use”, “Used” or “Using” Distribute.
already appear in the System Reference improvement, compilation, abridgment means to use, Distribute, copy, edit, format, 7. Use of Product Identity: You agree not License with respect to some or all of the
Document or have been released as Open or other form in which an existing work modify, translate and otherwise create to Use any Product Identity, including as Open Game Content due to statute, judicial
Content. may be recast, transformed or adapted; (c) Derivative Material of Open Game Content. an indication as to compatibility, except as order, or governmental regulation then You
Designation of Open Content: Subject to the “Distribute” means to reproduce, license, (h) “You” or “Your” means the licensee in expressly licensed in another, independent may not Use any Open Game Material so
Product Identity designation above, such rent, lease, sell, broadcast, publicly display, terms of this agreement. Agreement with the owner of each element affected.
sections of creature and NPC statistics as transmit or otherwise distribute; (d)”Open 2. The License: This License applies to any of that Product Identity. You agree not to in- 13 Termination: This License will terminate
derive from the SRD are designated as Open Game Content” means the game mechanic Open Game Content that contains a notice dicate compatibility or co-adaptability with automatically if You fail to comply with all
Gaming Content. and includes the methods, procedures, indicating that the Open Game Content any Trademark or Registered Trademark in terms herein and fail to cure such breach
Some of the portions of this book which are processes and routines to the extent such may only be Used under and in terms of conjunction with a work containing Open within 30 days of becoming aware of the
delineated OGC originate from the System content does not embody the Product Iden- this License. You must affix such a notice Game Content except as expressly licensed breach. All sublicenses shall survive the
Reference Document and are copyright tity and is an enhancement over the prior art to any Open Game Content that you Use. in another, independent Agreement with termination of this License.
© 1999, 2000 Wizards of the Coast, Inc. and any additional content clearly identified No terms may be added to or subtracted the owner of such Trademark or Registered 14 Reformation: If any provision of this
The remainder of these OGC portions as Open Game Content by the Contributor, from this License except as described by the Trademark. The use of any Product Identity License is held to be unenforceable, such
of these book are hereby added to Open and means any work covered by this License, License itself. No other terms or conditions in Open Game Content does not constitute provision shall be reformed only to the
Game Content and, if so used, should bear including translations and derivative may be applied to any Open Game Content a challenge to the ownership of that Product extent necessary to make it enforceable.
the COPYRIGHT NOTICE “Fifth Edition works under copyright law, but specifically distributed using this License. Identity. The owner of any Product Identity
15 COPYRIGHT NOTICE
Fantasy #14: Beneath the Keep, copyright © excludes Product Identity. (e) “Product Iden- 3.Offer and Acceptance: By Using the Open used in Open Game Content shall retain
Open Game License v 1.0 Copyright 2000,
2018 Goodman Games, all rights reserved, tity” means product and product line names, Game Content You indicate Your acceptance all rights, title and interest in and to that
Wizards of the Coast, Inc.
visit www.goodman-games.com or contact logos and identifying marks including trade of the terms of this License. Product Identity.
System Rules Document Copyright 2000
info@goodman-games.com” dress; artifacts; creatures characters; stories, 4. Grant and Consideration: In consideration 8. Identification: If you distribute Open
Fifth Edition Fantasy #14: Beneath the Keep storylines, plots, thematic elements, dia- for agreeing to use this License, the Con- Game Content You must clearly indicate Wizards of the Coast, Inc.; Authors Jonathan
is copyright © 2018 Goodman Games. Open logue, incidents, language, artwork, symbols, tributors grant You a perpetual, worldwide, which portions of the work that you are Tweet, Monte Cook, Skip Williams, based
game content may only be used under and in designs, depictions, likenesses, formats, royalty-free, non-exclusive license with the distributing are Open Game Content. on original material by E. Gary Gygax and
the terms of the Open Game License. poses, concepts, themes and graphic, photo- exact terms of this License to Use, the Open 9. Updating the License: Wizards or its Dave Arneson.
Goodman Games is not affiliated with graphic and other visual or audio representa- Game Content. designated Agents may publish updated Fifth Edition Fantasy #14: Beneath the Keep,
Wizards of the CoastTM. Goodman Games tions; names and descriptions of characters, 5.Representation of Authority to Contribute: versions of this License. You may use any copyright © 2018 Goodman Games, all
makes no claim to or challenge to any trade- spells, enchantments, personalities, teams, If You are contributing original material authorized version of this License to copy, rights reserved, visit www.goodman-games.
marks held by Wizards of the CoastTM. personas, likenesses and special abilities; as Open Game Content, You represent modify and distribute any Open Game com or contact info@goodman-games.com

FIFTH EDITION FANTASY beneath the keep 1


BENEATH THE KEEP By Chris Doyle

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

2 FIFTH EDITION FANTASY Beneath the keep


stairs to a dusty cellar. He triggered a trap on the stairs set As you approach the provisions shop, you are greeted by a gathering
by Illyana, which summoned her rat allies to investigate. of town guard. Two guards stand at attention, blocking entrance to
She had no choice but to slaughter the fool before he fled the shop door with a pair of crossed spears. The morning sun glints
back up the stairs to summon the night watch. She hastily off their shiny helmets. Several other guards, adorned in chain mail
staged a murder scene in the shop, and moved the body and carrying halberds, mill about, most of them looking bored.
deeper into her lair, before pondering her next move. Another guard, wearing plate armor, appears to be in charge, and
Not willing to so easily give up her lair, she prepares for is questioning a portly man in priestly garb.
an eventual investigation. If the characters interact with the guards, they are mo-
tioned to talk to the corporal of the watch (the guard
ADVENTURE HOOKS wearing plate armor). Assuming the characters agree to
This adventure begins with the characters already present investigate the crime scene, continue with the description
at the wilderness keep. It’s up to the GM to decide why of area 1.
the characters are at the keep, and how they can get in-
volved in the investigation of a missing local shopkeeper. GENERAL FEATURES
A few suggestions are presented. The Shop. Areas 1 and 2 are above ground, located in
• The characters are hired by a friend or family mem- the courtyard of the wilderness keep. The building is
ber of Garan to investigate his disappearance. The constructed of stout timbers with a peaked slate roof. A
patron lacks confidence that the garrison troops single locked wooden Dutch-style door provides access
can or will conduct a comprehensive investigation. to the shop. Garan had the only key. The door can be
forced open with a successful DC 20 Strength (Athlet-
• The characters are getting ready to embark on a ics) check, or can be unlocked with a successful DC 22
wilderness adventure, and head to the provisioner’s Dexterity check using thieves’ tools. A guard is fetching
shop early in the morning to pick up a few sup- a master key from the garrison. The door is AC 15 and
plies needed for overland travel. Once there, they has 20 hit points. The building has but one story with a
encounter the town guard, who have sealed off the 10-foot-high ceiling. There are two small windows, one
shop as a crime scene. Since the town guard have lit- of them smashed open (see area 1 for details).
tle appetite to conduct an investigation, the natural Finished Chambers. Areas 3 through 7 are all about 30
curiosity of the characters gets the best of them, feet below ground. These chambers are dusty but mostly
and they look into the matter. dry. Areas 4 and 7 see quite a bit of traffic from Illyana
• The night before, the characters get in trouble with and her rat allies. Areas 5 and 6 have gone unused for
many years and are coated with a thick layer of dust. The
the local authorities, likely while carousing at the lo-
walls of these chambers are smooth hewn stone, with
cal tavern. To pay for damages, or avoid legal action,
ceilings averaging 8 to 12 feet high unless otherwise not-
the characters agree to investigate the crime scene. ed. Climbing one of these walls requires a successful DC
Quest: Investigate Garan’s Disappearance and 17 Strength (Athletics) check.
Bring the Responsible Party to Justice. Regardless Natural Caverns. Area 8 is a set of twisting passages,
of the hook used, the characters’ goal is to investigate created by water flow through soft limestone. The pas-
Garan’s disappearance, and determine Illyana’s motiva- sages gradually slope east to west. These walls are damp-
tion and connection with the hidden temple of chaos. er, and vary in width (typically 3 to 7 feet) and height
Depending on the hook used, the GM needs to deter- (typically 6 to 8 feet, unless otherwise noted in the text).
mine what an appropriate award (if any) would be for the These walls sport many interesting flowstone structures
completion of this task. and the occasional stalactite or stalagmite. The floor is
uneven, and strewn with small rubble and scree. The
BEGINNING THE ADVENTURE walls are easier to scale, requiring a successful DC 13
The adventure begins when the characters agree to in- Strength (Athletics) check to climb.
vestigate an obvious crime scene. Read or paraphrase
the text below, adjusting the text based on the particular
hook employed by the GM:

FIFTH EDITION FANTASY beneath the keep 3


AREA 1 – THE SHOP clues to raise suspicion that the ransacking was staged.
Read or paraphrase the following: These include:

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).

4 FIFTH EDITION FANTASY Beneath the keep


• Door. The door to area 2 has been forced, although ger in an electrum accented black leather scabbard (worth
it’s closed. A successful DC 15 Intelligence (Inves- 75 gp), and a scrimshaw scroll tube with a whale motif
tigation) check reveals it has been forced from area (worth 135 gp). The tube contains a treasure map (left
2 to 1. Illyana did not have the key to the door, and to the GM to design), and a map depicting the construc-
needed to force it to gain access to the shop to stage tion of the underground chambers below this shop. This
the ransacking. crudely sketched map displays the secret door to area 3,
area 4, the secret doors to areas 5 and 6, and area 7. Using
this map, the depicted secret doors can be automatically
Awarding Experience found.
For each clue that the characters uncover, divide 25 XP
among them. The Way Down. The secret door located on the north
wall can be discovered with a successful DC 20 Wisdom
(Perception) check. The door is opened by releasing a se-
AREA 2 – GARAN’S APARTMENT cret catch near the floor, and then pushing inward. A DC
When the characters enter this room from area 1, read or 12 Intelligence (Investigation) check reveals a smear of
paraphrase the following: blood on the wall, near one seam of the secret door. This
The door opens to reveal a cozy studio apartment, about 20 feet wide smear was made by Garan as he fled up the stairs clutch-
by 10 feet deep. The floor is covered with a plush but worn oval- ing a dagger wound, before Illyana caught up to him and
shaped carpet. Opposite the door, behind a battered round wooden finished the deed. If this smear is located, the Wisdom
table and chair, is a soot-stained hearth. To its left, a simple bed with (Perception) check to find the secret door is made with
disheveled sheets is pushed into the corner. To the left of the door is advantage.
a writing desk although it lacks a chair. On the desk rests a square
box-like object concealed under a stained cloth sheet. WING-CLIPPED COCKATRICE
This room served as the simple living quarters for Garan. Small monstrosity, unaligned
The bed, desk, table, and chair are all nondescript. Stuffed AC: 11
in the mattress is a leather pouch with a gold thread draw- Hit Points: 21 (6d6)
string (worth 22 gp). Inside the pouch are 24 sp, 10 gp, and
an uncut emerald (worth 100 gp). The carpet, although Speed: 20 ft.
in dire need of cleaning, would fetch 15 gp. Next to the STR DEX CON INT WIS CHA
hearth is a small pile of firewood, and several well-used
6 (-2) 14 (+2) 10 (+0) 2 (-4) 13 (+1) 5 (-3)
pots and pans.
A small wooden cage, about 3 feet on each side, is hid- Senses: darkvision 60 ft., passive perception 11
den under the cloth on the table. The cage holds a wing- Languages: -
clipped cockatrice Garan recently acquired from a mer- Challenge: 1/2 (100 XP)
chant that needed hard coin to settle a gambling debt.
Illyana discovered this oddity while staging the break-in. ACTIONS
She unlatched the cage, so the magical beast could escape
with ease, but until now, it had little reason to do so. If a Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one
character removes the covering, the startled fowl bursts creature. Hit: 4 (1d4 + 2) piercing damage and the tar-
out of the cage, attacking with surprise. The mistreated get must succeed on a DC 11 Constitution saving throw
beast flops around the chamber, attacking targets at ran- against being magically petrified. On a failed save, the
dom. The wing-clipped cockatrice fights to the death. creature begins to turn to stone and is restrained. It must
repeat the saving throw at the end of its next turn. On
Secret Cache. Under the carpet is a loose flagstone that a success, the effect ends. On a failure, the creature is
conceals a secret hollow that Garan was unaware of. This petrified for 24 hours.
hollow was constructed by the previous owner of the
About the size of a housecat, this twisted creature sports
shop, and can be located with a DC 20 Wisdom (Percep-
tion) check. Inside is a locked metal box, the single key the traits of a scaly lizard complete with a whip-like tail,
long lost. The lock can be picked with a successful DC a bat, and fowl. It appears to once have had wings, but
14 Dexterity check using thieves’ tools. Inside the box is a instead leathery nubs are present. Its sinewy neck has
pouch holding seven garnets (each worth 50 gp), a +1 dag- odd patches of black and gray feathers.

FIFTH EDITION FANTASY beneath the keep 5


3 (1d6) bludgeoning damage and the target is prone at
Awarding Experience the base of the steps. If a character descending the steps
If the characters defeat the wing-clipped cockatrice, di- is tapping with a spear or 10-foot pole, the trap is auto-
vide 100 XP among them. If the characters find the se- matically discovered as the wooden step is hollow. Oth-
cret cache, divide 50 XP among them. erwise, a DC 15 passive Wisdom (Perception) check is
required to discover the trap before it’s too late.
Illyana is aware of the trap, and makes sure it is set at
all times. She has also added her own twist, since Garan
found the secret door recently. On the bottom step, she
has placed a clay urn, about 3 feet high. She has weak-
ened the exterior of the urn with a few careful hammer
blows. Inside the urn is a green slime (Dungeon Mas-
ter’s Guide, p. 105), collected from area 8b. A target tum-
bling down the steps automatically careens into the urn,
which causes it to shatter and release the small colony of
green slime. The target takes 3 (1d6) acid damage at the
start of each of its turns until the slime is scraped off or
destroyed. If the trap is not triggered and the characters
simply examine the urn by opening it, a DC 10 Dexterity
saving throw is needed to avoid the slime’s attack.

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

6 FIFTH EDITION FANTASY Beneath the keep


Illyana expects the town guard to investigate the disap- These monstrous rodents are about 3 feet long, not
pearance of Garan eventually, so she commanded six gi- counting their black hairless whip-like tails. They have
ant blight rats (from area 8a) to guard this chamber. pale gray fur, matted and dirty, and yellow beady eyes.
The giant blight rats are hungry and don’t even attempt
to hide among the crates. Shortly after the characters ar- Awarding Experience
rive, they close in to attack. Somewhat slower than a typi- For each giant blight rat the characters defeat, divide 25
cal giant rat, but heartier, the giant blight rats attempt to XP among them. If the characters find the secret door,
maneuver into position to utilize their Pack Tactics trait. divide 50 XP among them.
They fight to the death since the door to area 7 is sealed.
Secret Door. Hidden in the eastern niche behind a pile AREA 5 – ABANDONED GAMBLING
of crates is a secret door that can be located with a suc- PARLOR
cessful DC 17 Wisdom (Perception) check. The door can
be pushed open following pulling down a nearby torch If the characters discover this hidden chamber, read or
sconce. Beyond the door is a short 5-foot-wide passage paraphrase the following:
that leads to area 5. The air here is drier and a thick coat of dust coats the chamber.
The chamber is about 50 feet by 25 feet. A once plush red carpet
GIANT BLIGHT RAT (6) covers the floor, although now it decays and is tattered in places. The
Small beast, unaligned smooth stone walls are covered with once fancy tapestries, now faded,
unravelling, and drooping. To the right are several rotting remains
AC: 11 of comfortable sofas and divans, their fabric torn and stuffing pok-
Hit Points: 9 (2d6 + 2) ing out in places. The crumbled piles of several small wooden tables
Speed: 30 ft. are located among the sofas. To the left, a large stone table about 15
feet long dominates the open floor. A dust-covered horizontal wheel
STR DEX CON INT WIS CHA of chance rests on the stony surface, among several other items,
7 (-2) 13 (+1) 13 (+1) 2 (-4) 10 (+0) 4 (-3) perhaps chips or coins.
Senses: darkvision 60 ft., passive perception 10 The carpet, rotting tapestries, and sofas were all once
Languages: - elegant and valuable. But now, time has rendered them
worthless. The previous owner of the shop had these
Challenge: 1/8 (25 XP)
chambers constructed, and secluded an illegal gambling
Keen Smell: The giant blight rat has advantage on parlor in the cellars. In this chamber, he would host all
Wisdom (Perception) checks that rely on smell. manner of games of chance, often for high stakes, with
Pack Tactics: The giant blight rat has advantage on an friends but also rivals and enemies. Hence the secret pas-
attack roll against a creature if at least one of the giant sage (area 6) that allowed his allies to spy while he “enter-
tained.” The peepholes are concealed into the wall, and
blight rat’s allies is within 5 feet of the creature and the
require a successful DC 25 Wisdom (Perception) check
ally isn’t incapacitated.
to locate.
ACTIONS On the table is an assortment of coins (13 cp and 22 sp),
along with 50 clay chips marked in a variety of denomi-
Bite: Melee Weapon Attack: +3 to hit, reach 5 ft., one
nations (1, 5, 10, and 50). The wheel is constructed from
target. Hit: 3 (1d4 + 1) piercing damage. If the target black oak and is adorned with lapis lazuli (worth 50 gp),
is a creature, it must succeed on a DC 10 Constitution but it weighs 30 pounds and is somewhat fragile.
saving throw or contract a disease. After an onset of 12
hours, and until the disease is cured, the target suffers One of these enemies, particularly fond of gambling, still
disadvantage on all Dexterity-based attacks and saving resides in this chamber cursed for all eternity. Following a
throws from muscle fatigue and soreness. The target’s night of bad luck, a wizard rival attempted to skip town
maximum hit points are reduced by 2 (1d4) every 24 before settling his debt. He was captured and sealed alive
hours, and hit points can only be regained via magical in the stone “table.” In a cruel twist of fate, he was en-
tombed with a few spell scrolls of offensive weapons to aid
means. If the target’s hit point maximum drops to 0 as
in taking his own life. But instead he slowly suffocated,
the result of this blight, the target dies.

FIFTH EDITION FANTASY beneath the keep 7


and since his soul was so corrupted and evil, his corpse ZOMBIRE
never rotted fully, and he was cursed to an undead state, Medium undead, neutral evil
forever forced to listen to others having enjoyment win-
ning (or losing) on bets. To this day, he is an abomination AC: 8
known as a zombire: a zombie that still has limited use Hit Points: 22 (3d8 + 9)
of the arcane arts. But he is still sealed inside the “table.” Speed: 20 ft.
To open the stone table (which is similar to a sarcopha- STR DEX CON INT WIS CHA
gus) the east side needs to be examined with a successful
11 (+0) 6 (-2) 16 (+3) 12 (+1) 6 (-2) 5 (-3)
DC 17 Wisdom (Perception) check. This reveals a series
of four small “buttons” that can be depressed. If de- Saving Throws: Wisdom +0
pressed in the correct sequence, which takes three suc- Damage Immunities: poison
cessful consecutive Intelligence (Investigation) checks of
Condition Immunities: poisoned
DC 13, DC 15, and DC 17, the table lid becomes un-
locked. Then it merely requires a DC 12 Strength (Ath- Senses: darkvision 60 ft., passive perception 8
letics) check to lift or slide the lid off. Of course, the Languages: Common
zombire has been waiting for decades for his chance to Challenge: 1 (200 XP)
escape, and gladly assists with this task!
Innate Spellcasting: The zombire’s innate spellcast-
The zombire does not waste an action getting out of ing ability is Intelligence (spell save DC 11, +3 to hit
the table, using its interior as half cover. He unleashes
with spell attacks). The zombire can innately cast the
a barrage of spells on his enemies. He starts with a ray
following spells, requiring no verbal or material com-
of sickness and then a witch bolt on a fighter-type until he
ponents:
drops. He saves false life until it’s needed, and then relies
on cantrips, being most fond of chill touch. Insulted by the • At will: chill touch, mage hand, ray of frost
inclusion of the scrolls, he refuses to use them and fights • 1/day each: false life, ray of sickness, witch bolt
until destroyed. Undead Fortitude: If damage reduces the zombire to
Aside from the moldering remains of his robes, there 0 hit points, it must make a Constitution saving throw
are two scroll tubes in the table. One holds a spell scroll with a DC of 5 + the damage taken, unless the damage
of burning hands, while the second holds a spell scroll of is radiant or from a critical hit. On a success, the zom-
chromatic orb. bire drops to 1 hit point.
Secret Closet. In the west wall is a secret door that ACTIONS
conceals a secure closet used to hold winnings. It can
be found with a successful DC 20 Wisdom (Perception) Slam: Melee Weapon Attack: +2 to hit, reach 5 ft., one
check. Note that this secret door is not depicted on the target. Hit: 3 (1d6) bludgeoning damage.
map found in area 2. Once a hidden release is tripped Dry gray flesh is tightly wrapped over the bones of this
near the ceiling, the stone door can be slid to the right, humanoid creature. Its frame is clad in tattered robes,
revealing a 5-foot-by-5-foot closet. Inside are several rot- and glowing red eyes pierce from the folds of a rotting
ten wooden shelves that have since collapsed. Among the
hood. As it wordlessly conjures arcane energy, it points
rotten timbers is a pile of assorted coins (111 sp, 13 ep,
a crooked finger.
47 gp) and several gems. These include three pieces of
jet (each worth 25 gp), a piece of amber (50 gp), a yellow
topaz (100 gp), and an aquamarine (100 gp). A gold ring
Awarding Experience
set with obsidian (worth 225 gp) can also be located in If the characters defeat the zombire, divide 200 XP
the mess with a successful DC 14 Wisdom (Perception) among them. If the characters find the secret closet, di-
check. vide 50 XP among them.

8 FIFTH EDITION FANTASY Beneath the keep


AREA 7 – TEMPLE
When the characters enter this chamber, read or para-
phrase below:
The corridor ends at an archway to a large chamber, with a 20-foot-
high ceiling. The room is about 25 feet wide and extends at least
40 feet into the distance. The floor is smooth fitted flagstones, and
the walls are plain and unadorned. Three sets of columns spaced
equidistant lead to the far end of the hall, where a black altar
rests. Dark metal candelabras flank the altar holding blood-red
unlit candles.
This chamber is an ancient temple, since repurposed by
Illyana to reflect her dark god of chaos. Here she wor-
ships and performs rites to appease her god, so he con-
tinues to grant her spells for her to serve his nearby con-
gregation. The columns go all the way up to the ceiling
and provide half cover. A secret door is located on the
east wall that conceals passage to area 6. It can be found
with a successful DC 18 Wisdom (Perception) check. It is
clearly depicted on the map found in area 2. There is no
lock; it simply requires brute force to be placed along the
correct pressure point to slide the door inward.
A concealed pit trap is located in front of the altar, 5 feet
wide, but stretching the full 25 feet from wall to wall.
It can be discovered with a successful DC 15 Wisdom
(Perception) check. The pit is 10 feet deep, but only the
5-foot-by-5-foot center. A fall here causes 3 (1d6) points
of bludgeoning damage, but a fall anywhere else along
the pit does not cause damage as the bottom is an in-
clined plane that deposits a target into the deep center of
AREA 6 – SECRET PASSAGE the pit. See the cross-section of this trap on the map for
This secret passage can be accessed from the secret door clarity. However, a swarm of skeletal rats inhabits the
in area 7. A 5-foot-wide corridor runs along the north pit, and attacks any creatures that fall in. The swarm spills
and east walls of the gambling parlor. Six eye-level (about out of the pit to attack if the trap is triggered.
5 feet off the floor) peepholes are in the corridor, to al-
low easy spying on those in area 5. There are four such The candelabras, shaped like serpentine hydras, are each
peepholes on the east wall and two along the north wall. worth 65 gp, and the candles (12 total) are each worth
If used, a creature in area 5 needs to succeed on a DC 14 10 gp. The altar is a solid block of black granite. On
passive Perception check to notice the spying. the floor behind the altar is a hidden trapdoor that can
be discovered with a successful DC 13 Wisdom (Percep-
At the GM’s discretion, Illyana can be in this corridor tion) check. Several metal rungs lead down to a natural
and she takes the opportunity to spy on the characters. corridor that heads west to area 8.
While the characters explore the parlor (perhaps if they
discover the secret of the stone table), she casts necrotic Crouching behind the altar, awaiting the characters, is
wave through a peephole on as many targets as possible, Illyana Tatranova, wererat acolyte. Before long, she
attempting to soften up her foes before an eventual con- stands up and openly mocks them. She uses the altar as
frontation. Shortly after, she hastens to area 7 to make a half cover, and attempts to goad them into triggering the
stand behind the altar there. pit trap. She has likely already used one of her 1st-level
spell slots in area 6, so she is cautious about using spells.
She could cast another necrotic wave to soften up a group

FIFTH EDITION FANTASY beneath the keep 9


of foes, but she would prefer to save one slot for com- ILLYANA TATRANOVA, WERERAT
mand. She tries to get a target to blunder back into the pit
ACOLYTE
with a command of “Flee.” She casts shield of faith if melee
Medium humanoid (human, shapechanger), lawful evil
looks inevitable. Otherwise, she resorts to throwing dag-
gers, keeping one in reserve for melee. If reduced to 8 or AC: 13 (leather armor)
fewer hit points, she uses an action to toss her elemental Hit Points: 27 (6d8)
shard (which releases a fire mephit), and then she flees
Speed: 30 ft.
down the trapdoor, escaping to area 8. Using her knowl-
edge of the natural caverns and their dangers, she hopes STR DEX CON INT WIS CHA
to escape the characters’ clutches and flee to the nearby 10 (+2) 14 (+2) 10 (+0) 11 (+0) 14 (+1) 10 (+0)
temple in the wilderness.
Saving Throws: Wisdom +4, Charisma +2
SWARM OF SKELETAL RATS Skills: Perception +4, Stealth +4
Medium swarm of Tiny undead, lawful evil Damage Immunities: bludgeoning, piercing, and
AC: 12 (natural armor) slashing damage from nonmagical attacks not made
Hit Points: 31 (7d8) with silvered weapons
Speed: 30 ft. Senses: darkvision 60 ft. (rat form only), passive per-
ception 14
STR DEX CON INT WIS CHA Languages: Common (can’t speak in rat form)
9 (-1) 11 (+0) 11 (+0) 2 (-4) 10 (+0) 3 (-4) Challenge: 2 (450 XP)
Damage Resistances: piercing, slashing
Special Equipment: Illyana wears leather armor and a
Condition Immunities: charmed, exhaustion, fright- bronze holy symbol, and carries six daggers (one with
ened, paralyzed, petrified, poisoned, prone, restrained, a tiny opal set in pommel worth 120 gp), the key to the
stunned padlock in area 8h, and an elemental shard (see ap-
Senses: darkvision 60 ft., passive perception 10 pendix A).
Languages: - Shapechanger: The wererat acolyte can use its action
Challenge: 1/4 (50 XP) to polymorph into a rat-humanoid hybrid or into a gi-
ant rat, or back into its true humanoid form. Its statis-
Swarm: The swarm can occupy another creature’s tics, other than its size, are the same in each form. Any
space and vice versa, and the swarm can move through equipment it is wearing or carrying isn’t transformed.
any opening large enough for a Tiny rat. The swarm It reverts to its true form if it dies.
can’t regain hit points or gain temporary hit points.
Keen Smell: The wererat acolyte has advantage on
ACTIONS Wisdom (Perception) checks that rely on smell.
Spellcasting: The wererat acolyte is a 1st-level spell-
Bite: Melee Weapon Attack: +2 to hit, reach 0 ft., one caster. Its spellcasting ability is Wisdom (spell save DC
target in the swarm’s space. Hit: 7 (2d6) piercing dam- 12, +4 to hit with spell attacks). The wererat acolyte
age, or 3 (1d6) piercing damage if the swarm has half has the following cleric spells prepared (an asterisked
of its hit points or fewer. spell is from appendix B):
The pit holds a writhing mass of bleach-white skeletal • Cantrips (at will): guidance, mending, resistance
rodents, each with oversized black incisors and glow-
• 1st level (3 slots): command, necrotic wave,* shield
ing pinpoints of unholy light in empty eye sockets. As
of faith
the mass belches forth, the unnerving cracking and
snapping of bones announces its movements. ACTIONS
Multiattack (Humanoid or Hybrid Form Only):
The wererat acolyte makes two attacks, only one of
which can be a bite.

10 FIFTH EDITION FANTASY Beneath the keep


Bite (Rat or Hybrid Form Only): Melee Weapon on a successful one.
Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 This imp-like humanoid has a fiery, lithe body, en-
+ 2) piercing damage. If the target is a humanoid, it shrouded within an inky smoke cloud. It has an exag-
must succeed a DC 11 Constitution saving throw, or be gerated pointy nose with flaring nostrils, and oversized
cursed with wererat lycanthropy. ears spewing flames.
Dagger (Humanoid or Hybrid Form Only): Melee or
Ranged Weapon Attack: +4 to hit, reach 5 ft. or range Awarding Experience
20/60 ft.), one target. Hit: 4 (1d4 + 2) piercing damage. If the characters defeat the skeletal rat swarm, divide 50
XP among them. If the characters defeat Illyana, divide
FIRE MEPHIT 450 XP among them. If the characters defeat the fire
Small elemental, neutral evil mephit, divide 100 XP among them. If the characters
AC: 12 locate and avoid the pit trap, divide 50 XP among them.
Hit Points: 22 (5d6 + 5)
Speed: 30 ft., fly 30 ft.
Wererat Immunities
STR DEX CON INT WIS CHA Illyana is a difficult challenge for a party of 1st-level
9 (-1) 15 (+2) 12 (+1) 7 (-2) 10 (+0) 10 (+0) characters. Even if they don’t have magic or silvered
Skills: Stealth +4 weapons, they can still use spells or good old-fash-
ioned grappling to neutralize their foe. In addition, the
Damage Vulnerabilities: cold
silver bullets in area 1, the magic dagger in area 2, the
Damage Immunities: fire, poison scrolls in area 5, and the magic oil in area 8f would all
Condition Immunities: poisoned be very useful to overcome her immunities to non-
Senses: darkvision 60 ft., passive perception 10 magical damage sources.
Languages: Ignan
Challenge: 1/2 (100 XP)
Death Burst: When the fire mephit dies, it explodes in
a burst of flames. Each creature within 5 feet of it must AREA 8 – NATURAL CAVERNS
make a DC 11 Dexterity saving throw, taking 6 (2d4 + When the characters enter these natural winding passag-
1) fire damage on a failed save, or half as much on a es, read or paraphrase the following:
successful one. These passages are clearly natural, and as such the walls, ceiling,
False Appearance: While the fire mephit remains mo- and floor are rough and uneven. These passages are somewhat
tionless, it is indistinguishable from an ordinary fire. danker, and lack illumination.
Innate Spellcasting (1/Day): The fire mephit can in- These are indeed natural caverns created centuries ago
nately cast burning hands (spell save DC 10), requiring via water erosion. The ceiling height and width of the
no components. Its innate spellcasting ability is Cha- corridor vary in places, requiring occasional stooping or
risma. squeezing to get through. As depicted on the map, these
corridors meander for some distance under the keep.
ACTIONS Eventually, they lead to an exit (area 8h), but if the GM
Claws: Melee Weapon Attack: +4 to hit, reach 5 ft., one is so inclined, this is the perfect location to expand the
creature. Hit: 4 (1d4 + 2) slashing damage plus 2 (1d4) scope of this adventure with additional corridors, cham-
fire damage. bers, and encounters.
Fire Breath (Recharge 6): The fire mephit exhales Illyana uses these passages to enter and leave the keep
a 15-foot cone of fire. Each creature in the area must unnoticed. She is well aware of all the dangers (some are
make a DC 11 Dexterity saving throw, taking 5 (2d4) simple traps she added), and has created a safe route as
fire damage on a failed save, or half as much damage depicted on the map. It requires a successful DC 14 Wis-
dom (Survival) check to find this well-used route. At each

FIFTH EDITION FANTASY beneath the keep 11


intersection, have the tracker make the check again to
follow the correct path. ACTIONS

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.

2D6 Item(s) Found B - GREEN SLIME PATCH


2 Potion of healing (only 1) Just south of this intersection is a small patch of green
3-4 3d6 sp and 1d6 gp slime (Dungeon Master’s Guide, p. 105) on the ceil-
5-8 Nothing ing. Due to the low ceiling, the characters can spot this
9-10 1d4 ep and 1d6 gp hazard with a successful DC 18 Wisdom (Perception)
11 Silver ring set with jet (worth 55 gp) check if actively searching. Otherwise, it drops on the
12 +1 arrow with green fletching first character to pass underneath. At the start of each
of its next turns, the target suffers 5 (1d10) acid damage
GIANT BLIGHT RAT (9) until cleaned off. Cleaning off the slime takes an action.
Green slime causes 11 (2d10) acid damage to any wood-
Small beast, unaligned
en or metal objects, so any nonmagical tool used to scrap
AC: 11 off the slime will likely be destroyed.
Hit Points: 9 (2d6 + 2)
Speed: 30 ft. Awarding Experience
If the characters notice and avoid the green slime, divide
STR DEX CON INT WIS CHA 50 XP among them.
7 (-2) 13 (+1) 13 (+1) 2 (-4) 10 (+0) 4 (-3)
Senses darkvision 60 ft., passive perception 10 C - ROCK FALL TRAP
Languages: - At this intersection is a tripwire rigged to spring a simple
trap. The tripwire can be detected with a successful DC
Challenge: 1/8 (25 XP)
13 Wisdom (Perception) check. The trap can be disabled
Keen Smell: The giant blight rat has advantage on with a successful DC 12 Dexterity check using thieves’
Wisdom (Perception) checks that rely on smell. tools, or it can be simply avoided if found. If triggered, it
releases a gray tarp suspended on the ceiling. The tarp is
Pack Tactics: The giant blight rat has advantage on an
holding about 120 pounds of jagged rocks which dump
attack roll against a creature if at least one of the giant
onto the creature that triggered the tripwire. That target
blight rat’s allies is within 5 feet of the creature and the
must make a successful DC 13 Dexterity saving throw,
ally isn’t incapacitated.
suffering 7 (2d6) bludgeoning damage on a failure, or
half that amount on a success.

12 FIFTH EDITION FANTASY Beneath the keep


Awarding Experience GIANT POISONOUS ROCK SNAKE
Medium beast, unaligned
If the characters notice and avoid the trap, divide 25 XP
among them. AC: 13 (natural armor)
Hit Points: 13 (2d8 + 4)
D - SPRING-LOADED BAR TRAP Speed: 30 ft.
At this intersection is a tripwire rigged to spring a simple
trap. The tripwire can be detected with a successful DC STR DEX CON INT WIS CHA
13 Wisdom (Perception) check. The trap can be disabled 10 (+0) 14 (+2) 14 (+2) 2 (-4) 11 (+0) 3 (-4)
with a successful DC 13 Dexterity check using thieves’ Skills: Perception +2, Stealth +4
tools, or it can be simply avoided. If triggered, it releases Senses: blindsight 20 ft., passive perception 12
a spring-loaded wooden board painted gray and studded
with caltrops. The board swings 4 feet off the ground, so Languages: -
it might harmlessly pass over a short halfling or gnome. Challenge: 1/4 (50 XP)
The target that tripped the wire needs to make a suc-
Stone Camouflage: The giant poisonous rock snake
cessful DC 14 Dexterity saving throw, or suffer 3 (1d4
has advantage on Dexterity (Stealth) checks made to
+ 1) bludgeoning damage and 4 (1d6 + 1) piercing dam-
age from impact. A successful save indicates the target hide while in rocky terrain.
ducked under the board in time and suffers no damage.
ACTIONS
Triggering the trap renders it useless.
Bite: Melee Weapon Attack: +4 to hit, reach 10 ft., one
Awarding Experience target. Hit: 5 (1d6 + 2) piercing damage, and the target
If the characters notice and avoid the trap, divide 25 XP must make a DC 11 Constitution saving throw, taking
among them. 8 (2d6 + 1) poison damage on a failed save, or half as
much on a successful one.
E - ROCK SNAKE LAIR This 8-foot-long snake has gray-brown skin adorned
As the characters pass by the corridor that leads to this with textured knobby protrusions. Its forked black
dead end, they notice flickering illumination. The illu- tongue flickers from a wide mouth situated on a trian-
mination comes from a torch enchanted with a continual gular head.
flame spell, discarded here by Illyana to lure enemies into
the snake’s lair. The torch is worth 50 gp. Awarding Experience
Coiled into a recess of the wall is a giant poisonous If the characters defeat the giant poisonous rock snake,
rock snake, nearly 8 feet long. Due to its hiding spot and divide 50 XP among them.
its textured gray-brown skin, a character’s opposed Wis-
dom (Perception) check is at disadvantage to the giant F - CAVE MORAY LAIR
poisonous rock snake’s Dexterity (Stealth) check (which At this area the corridor widens to an oval-shaped cyst.
is at advantage due to its Stone Camouflage trait). If not Along the north wall is a crack about 2 to 3 feet wide,
noticed, the giant poisonous rock snake attacks with running nearly to the ceiling. Hiding in this crack is a
surprise. If reduced to 5 or fewer hit points, it retreats cave moray, the top predator in these natural caves. Un-
deeper into the recess in the wall and discontinues at- less noticed with a successful Wisdom (Perception) check
tacks unless further provoked. opposed by the cave moray’s Dexterity (Stealth) check, it
attacks with surprise and utilizes its Lightning Strike trait.
Once it hits a creature, it latches on and pulls the crea-
ture to its lair (see below). If the target is Medium-sized,
it suffers 2 (1d4) bludgeoning damage each turn as the
cave moray forces its meal through the tiny passage. If
reduce to 8 or fewer hit points, the cave moray releases a
grappled target, and retreats to its lair to lick its wounds.

FIFTH EDITION FANTASY beneath the keep 13


A Tiny or Small creature can pass through here, but a
Medium-sized creature needs to squeeze. This crack Awarding Experience
winds its way for about 18 feet before arriving at a round If the characters defeat the cave moray, divide 200 XP
chamber perhaps 6 feet in diameter, but with a ceiling among them.
only 5 feet high. This chamber is the lair of the cave mo-
ray and even though it’s a Large creature, its serpentine- G - GHOULSTIRGE LAIR
like body can squeeze through the access crack. Inside its At this location, there is a 1-foot-wide crack near the ceil-
lair are numerous bones (some appear to be humanoid), ing that eventually leads to the outside, high along the
the half-eaten body of Garan, organic debris (tree limbs, cliff face on the keep’s western side. A Tiny creature can
twigs, leaves, and the like), and several smooth rocks situ- fit through the crack and use it to exit the caves.
ated in a circle. Spending at least 10 minutes searching
Roosting on the ceiling in this area are three ghoulstirg-
reveals an assortment of coins (41 sp, 7 ep, 12 gp, and
es. If disturbed, they attack. Being mindless undead, they
2 pp), and a small metal flask in the shape of a dryad.
attack until destroyed. If one (or more) becomes sati-
Two tiny emeralds serve as the dryad’s eyes, and the flask
ated on blood, it detaches and flees through the crack
is worth 175 gp. It holds one application of oil of magic
in the ceiling. A ghoulstirge is created when a mundane
weapon (see appendix A).
stirge feeds on a ghoul, becoming infused with necrotic
energy. The stirge dies a few hours later, but then within
CAVE MORAY 24 hours, it reanimates as an undead pest with a paralyz-
Large beast, unaligned ing bite.
AC: 15 (natural armor)
Hit Points: 30 (4d10 + 8) GOULSTIRGE (3)
Tiny undead, unaligned
Speed: 15 ft.
AC: 13 (natural armor)
STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 14 (+2) 6 (-2) 12 (+1) 4 (-3) Hit Points: 7 (2d4 + 2)
Speed: 10 ft., fly 30 ft.
Skills: Perception +3, Stealth +4
Senses: darkvision 60 ft., passive perception 13 STR DEX CON INT WIS CHA
Languages: - 4 (-3) 15 (+2) 13 (+1) 2 (-4) 10 (+0) 4 (-3)
Challenge: 1 (200 XP) Senses: darkvision 60 ft., passive perception 10
Languages: -
Drag: The cave moray can use a bonus action on its
turn to drag a grappled creature up to 5 feet. Challenge: 1/4 (50 XP)
Keen Smell: The cave moray has advantage on Wis- ACTIONS
dom (Perception) checks that rely on smell.
Lightning Strike: If a cave moray surprises a target, it Paralyzing Blood Drain: Melee Weapon Attack: +4 to
gets advantage on its first attack roll. hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing
damage plus 1 necrotic damage, and the ghoulstirge at-
ACTIONS taches to the target. If the target is a creature other than
an elf or undead, it must succeed on a DC 10 Constitu-
Bite: Melee Weapon Attack: +4 to hit, reach 10 ft., one tion saving throw or become paralyzed for 1 minute.
target. Hit: 7 (2d4 + 2) piercing damage. If the target is The target can repeat the saving throw at the end of
a Medium or smaller creature, it is grappled (escape DC each of its turns, ending the effect on itself with a suc-
12). Until this grapple ends, the target is restrained, and cess.
the cave moray can’t bite another target.
While attached, the ghoulstirge doesn’t attack. Instead,
This creature has a thick, serpentine bulky body with a at the start of each of the ghoulstirge’s turns, the target
dark purple hide, perhaps 9 feet long. Its smooth head takes 1 necrotic damage and loses 4 (1d4 + 2) hit points
sports large black eyes, and a triangular maw lined with due to blood loss.
piercing teeth.

14 FIFTH EDITION FANTASY Beneath the keep


The ghoulstirge can detach itself by spending 5 feet of H - THE WAY OUT
its movement. It does so, flying off to digest its meal, A gray tarp conceals this corridor, although if a character
after it drains 12 hit points of blood from the target is tracking the footprints, they find it automatically. Oth-
or the target dies. A creature, including the (non-par- erwise, it requires a successful DC 12 passive Perception
alyzed) target, can use its action to detach the ghoul- check to locate. Beyond is a 25-foot corridor that appar-
stirge, although this causes 1 point of slashing damage ently ends. But a quick examination reveals a stone that
to the target. can be easily moved to provide exit. The exit is a ledge
This horrid creature has sickly gray skin with open barely 5 feet wide, located on the cliff face, about 250
feet above the ground. Illyana maintains a gray silk rope
sores, pockmarked with tufts of black hair. It appears to
with knots hidden in a nearby recess to scale the cliff. It
be a cross between a large bat and a bloated mosquito. requires a successful DC 14 Wisdom (Perception) check
It has dirt-encrusted talons, milky-white eyes, and a to find the rope. One end of the rope is fastened to a
black proboscis. metal bar sunk into the rock, and it can be used to make
the descent safer.
Awarding Experience Also located in the corridor behind another gray tarp is
For each ghoulstirge the characters defeat, divide 50 XP a small alcove. This alcove is automatically located when
among them. approached because it contains a wooden cage holding
six cooing pigeons. These are carrier pigeons used by
Illyana to send messages to the hidden temple, and to
a local band of brigands that lair in a nearby forest that
typically waylay her marks for eventual delivery to the
temple’s sacrificial altar.
Next to the cage is a wooden chest with iron bands and
a locked padlock. Illyana has the only key, or the lock can
be picked with a successful DC 17 Dexterity check using
thieves’ tools. Inside the chest are two normal daggers, a
full wineskin, and a teak scroll tube (worth 45 gp) holding
seven sheets of parchment (one ripped into small pieces).
In addition, in an electrum bowl (worth 85 gp) there are
12 small leather harnesses suitable to attach to either a
carrier pigeon or a rat. Each harness holds a hollow bam-
boo tube suitable to place a small piece of parchment. A
concealed bottom in the chest can be discovered with a
successful DC 18 Wisdom (Perception) check. Inside are
11 gold trade bars (each worth 50 gp), and a pouch of
six pearls (each worth 100 gp). This represents Illyana’s
ill-gotten gains from betraying innocent travelers.

CONCLUDING THE ADVENTURE


At the GM’s discretion, Illyana can make her last stand at
area 8h. Or, she can simply flee in advance of the char-
acters’ arrival, and become a reoccurring villain. She flees
to the hidden temple of chaos in the wilderness to heal
up and gather a few supplies. Although her primary goal
is to set up her operation again to serve her god, she
holds a grudge against the characters and would not pass
up an opportunity to exact some revenge. This would
likely not be a direct assault, but instead hit-and-run tac-
tics, or subtle acts via intermediaries.

FIFTH EDITION FANTASY beneath the keep 15


Astute players might think to use the carrier pigeons to tims. Should the characters confront the bandits in their
their advantage by luring the recipients to revealing their hideout and rout them, the local garrison would likely
location and/or motives. This requires a successful DC provide a monetary reward if proof can be provided.
15 Charisma (Deception) check to write a convincing
message. The GM may waive this check if the characters Awarding Experience
actually pen a creative message and present it. Secondly, If the characters succeed in using the pigeons to discov-
a successful DC 15 Wisdom (Animal Handling) check is er the location of the bandit lair, divide 100 XP among
required to attach the message securely and convince the them. If the characters succeed in using the pigeons to
pigeon to deliver the missive. Success grants information discover the location of the temple of chaos, divide 150
on either the hidden temple of chaos, or the secret ban- XP among them.
dit hideout often employed to capture and transport vic-

Appendix A: New Magic Items


ELEMENTAL SHARD
Wondrous item, uncommon

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.

OIL OF MAGIC WEAPON


Potion, uncommon

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.

Appendix b: New Spell


NECROTIC WAVE
1st-level necromancy
Casting Time: 1 action
Range: Self (30-foot cone)
Components: V, S, M (a pinch of grave dirt)
Duration: Instantaneous
A wave of enervating necrotic energy sweeps out from you. Each creature in a 30-foot cone originating from you must
make a Constitution saving throw. On a failed save, a creature takes 2d4 necrotic damage and is at disadvantage on
all melee attacks and Strength-based skill checks and saves until the end of their next turn. On a successful save, the
creature only suffers half damage.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d4 for
each slot level above 1st.

16 FIFTH EDITION FANTASY Beneath the keep

You might also like

pFad - Phonifier reborn

Pfad - The Proxy pFad of © 2024 Garber Painting. All rights reserved.

Note: This service is not intended for secure transactions such as banking, social media, email, or purchasing. Use at your own risk. We assume no liability whatsoever for broken pages.


Alternative Proxies:

Alternative Proxy

pFad Proxy

pFad v3 Proxy

pFad v4 Proxy