The Keep’s Interior
Room 1: Entry Hall
Long-neglected hinges squeal as you push through the great ironwood doors, though they give more easily than one would expect. There are traces in the inch-thick dust on the floor that these doors have been opened fairly recently.
The cold wind of the late season sighs through the tall, broken windows high on either side of the main doors, and cobwebs toss in the breeze like the tattered remains of curtains. The room is largely bare, save for moldering piles of wood and cloth that may have at one time been furnishings. Now it looks closer to heaps of nesting material.
A simple glance at the floor reveals many sets of footprints leading through the center of the room, to the door opposite the main double doors. Tracking checks enable PCs to guess that small, shoed feet, as well as smaller claw-toed feet are mixed together, several sets of each overlapping. The clawed tracks lead both directions, while those of the small, slippered or shoed feet only lead deeper into the ruins.
Thieves making Hear Noise checks will hear a faint rustling sound coming from the doorway to the west. As the PCs pass through that threshold, make a check for any PCs with the Danger Sense skill, informing them of a prickling warning of danger in the next room.
Room 2: West Hall
This musty chamber is home to more moldering wooden furniture and little else. The floor is discolored directly beneath a ragged hole in the ceiling, a result of countless seasons of weather. A dust-choked fireplace sits against the north wall.
A giant bat nests in the ruins above this room, and investigates any disturbances.
Sounds of combat will draw the attention of the kobold search party, arriving four rounds after combat begins, if the party has not already encountered them.
A pair of silver teaspoons, covered with tarnish and grime lie under the remains of a small table in the southeast corner of the room. They could fetch 10 or 20 gold pieces apiece, once cleaned up.
Room 3: West Hall Storage
Two great holes gape in the west and southern walls, the ceiling sagging. The far corner has buckled, barely holding up the ceiling. Someone (or something) has braced the wall with broken timbers, but it looks to be a hasty job, one that won’t last the next storm, or the weight of next winter’s snows.
Besides broken stone, dirt, and timbers, there is nothing of interest in this room.
Room 4: East Hall
Four broken chairs surround a table which stands on two of its legs. A cold, debris-choked chimney sits in the center of the room’s north wall.
Room 5: East Hall Storage
Stacks of crates and several large barrels line the northern wall of this room. While they appear old, they are definitely not from Gygar’s age. Leaves skitter in the stiff breeze from the large hole along the eastern wall.
A Knowledge check reveals brandings of the Darokin merchant houses on the sides of several crates. The barrels bear markings of several well-known brewers from Rugulov village. The DM is free to develop this as another possible side adventure, either tying it in to Bargle’s doings around Karameikos, or it could be the work of another band of robbers entirely.
Room 6: Hallway
Rubbish and rubble line the walls of this broad hallway. Heavy-looking double doors stand closed on the north wall, made of the same stone-like wood as the keep’s main doors.
It is clear from the dust on the floor that the tracks leading north from Room 1 turn to the east, here. These are all jumbled amidst the back-and-forth tracks of the claw-toed kobold feet. A Tracking check allows the PCs to tell that the criss-crossing kobold tracks are the freshest. A second Tracking check (if the first is successful) reveals a lone pair of slipper tracks leading towards Room 7. The tracks are spaced at a run.
Room 7: West Guest Quarters
The dust on the floor of this room has been severely disturbed, recently, as much of it hangs in the air, making breathing difficult.
A moldering four-poster bed sags against the west wall, daylight-lit rooms visible beyond the doors to either side of it. A rubble-choked fireplace sits on the south wall.
PCs searching the room will come across Jasna, hiding in a hollow in the ruined fireplace, covered loosely by a couple of rotting wooden planks. When the PCs remove the planking, she lashes out with Keenshear, a silver dagger +1
. A thumb-sized ruby is set in the dagger’s pommel. The dagger is also enchanted so it never needs sharpening.
Jasna Morozovna T:1
Str: 8 Int: 10 Wis: 11
Dex: 16 Con: 9 Ch: 13
Armor Class: 7 (Dx) hp: 4
OL: 15 F/RT: 10 CW: 87 MS: 20 HS: 10 PP: 20 HN: 30
General Skills: Art (drawing), Gambling, Escape, Storytelling
Weapon Mastery: Dagger (Sk)
Jasna is small for her twelve years, standing just 4’9”(145 cm). She wears her golden hair shoulder length, though it is in need of a trimming, as she constantly has to blow it from her bright blue eyes.
Despite her age, she has already started a career adventuring, having explored Mistamere on several other occasions.
The southmost doorway leads to a closet once shared between rooms 7 and 3, the back wall of which has crumbled. Jasna can sketch a map of the first dungeon level for the PCs, if they show her kindness. She will also warn them of the giant rats in the closet between rooms 5 and 9. (“Big as Old Seth’s guard dogs, they are, and twice as mean!”)
Room 8: Western Corridor and Stairway
The interior wall, weakened by the collapse of the outer keep walls to either side, has fallen inward, completely filling the stairway.
It is painfully obvious to any Dwarf that the rubble is highly unstable, and any attempt to remove it from the stairway is futile without a small army of engineers and tunnel-shapers.
Room 9: Eastern Guest Quarters
This room is decorated much like Room 7. The floor, however, is still thick with dust, which is riddled with tracks, all leading towards the northernmost doorway, and then down the stairwell Dungeon Level 1, Room XX
Room 10: Eastern Corridor and Stairway
The hallway splits here, leading off to another doorway to the north, or forking south to a stairwell leading down into deeper darkness.