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The Ruins of Grimspire — Dungeon Level 1

bf4-level-1 • bf4-level-1 • BF4: Raiders of Enterone
About This Level The orcs have no allies on this level, except for the wolves penned up in room 12 (who might be encountered at random as given below).
Wandering Monsters: Wandering Monsters Encounters occur on a 1-2 on 1d6; generally, check this every 3 turns, unless the party is unusually loud, in which case checking more frequently would be appropriate. If an encounter is indicated, roll 1d10 on this table: 1- | 2. 2d4 Orcs (9 total): AC 14, HD 1, #At 1 spear, Dam 1d8, Mv 30', Sv F1, ML 8, XP 25 ea | 3. 1d6 Wolves (from area 12, below) | 4. 1d4 Giant Shrews (6 total): AC 16, HD 1, #At 2 bites, Dam 1d6, Mv 60', Sv F2, ML 10, XP 25 ea | 7. 1d8 Giant Fire Beetles (9 total): AC 16, HD 1+2, #At 1 bite, Dam 2d4, Mv 40', Sv F1, ML 7, XP 25 ea | 8. 1d4 Giant Gecko Lizards (6 total): AC 15, HD 3+1, #At 1 bite, Dam 1d8, Mv 40' Climb 40', Sv F2, ML 7, XP 145 ea | 9. 1d8 Stirges (8 total): AC 13, HD 1*, #At 1 bite, Dam 1d4 bite + 1d4/round blood drain, Mv 10' Fly 60', Sv F1, ML 9, XP 37 ea
CHILDREN • 25
1. Orc Guards room
The door into this room is slightly open. If opened the rest of the way, the door will squeal loudly; the orcs inside will be alerted by this and thus only surprised on 1 on 1d6. They are camped here in what was otherwise an empty room; these orcs have bedrolls and personal items, but no treasure. 4 Orcs: AC 14, HD 1, #At 1 spear, Dam 1d8, Mv 30', Sv F1, ML 8, XP 25 ea. HP
2. Undiscovered Treasure room
This room is mostly empty. A patch of mud on the floor near the entrance is smooth, indicating that no one has passed this way in a long time. Lying on the floor in the far left corner of the room are a few sacks; there may be something inside them, but you can't tell from a distance. The orcs haven't found this room. Inside are sacks containing 513 sp, 10 gp, and a velvet pouch containing a small pale blue aetherite jewel worth 50 gp. Note: Aetherite is a type of jewel that is specific to Glain; it's been part of the original campaign since the beginning. It's a pale blue, very clear form of corundum, or in other words a variety of sapphire. It was popular among a specific group of ancient wizards from the Empire of Thanamor and is often found on items they created.
3. Three Bottles room
The only furnishing in this room is a round table, and on the table you see three dusty, corked bottles containing some kind of liquid. The three bottles each contain a different liquid. One is water, lukewarm but drinkable. The second contains white wine, of poor quality but again, drinkable. The third contains a fluid that turns to gas as soon as the cork is removed, filling the room in 1 round. Everyone in the room must save vs. Poison or be affected as if by a sleep spell.
4. Room With A Chest room
This relatively large room is entirely empty, except for a chest slid back against the wall directly opposite the door. There is a pit trap under the chest, as you can see on the map. It can be detected as a secret door. The chest is not locked, but is the trigger for the pit trap; a cord goes through a hole in the bottom and attaches to the lid, so that either opening the lid or moving the chest will cause the pit to open. The rope prevents the chest from falling into the pit, and in fact as the pit automatically resets itself 1d4 turns after activation the chest will be pulled back into approximately the position it was in before the adventurers disturbed it. The pit drops victims 10 feet for 1d6 points of damage; a successful save vs. Death Ray (with Dexterity bonus applied) results in the character leaping away at the last moment and thus avoiding a fall. The chest is, of course, empty.
5. Pantry room
Two walls of this room, the one across from you and the one to the right, are covered floor to ceiling with shelves. The shelves are mostly empty, though there are a few dust- covered open jars and crocks here and there. Bits of fur are scattered on the floor near the entrance, but you can't be sure what kind of creature the fur comes from. In one of the otherwise-empty jars is a rusty iron key, which fits nothing in this dungeon. On a high shelf on the far wall is a worn whetstone, about 8 inches long and weighing about a pound; it is still usable, but has little if any value. The secret door to room 6 is opened by lifting up on a low shelf. The entire section of wall, 10 feet wide, swings away and to the left when this is done. The door must be pushed or pulled to shut it, as it won't close on its own.
6. Secret Treasure Room room
Looking in through the secret door, you see a chest pushed back against the far wall. The room appears otherwise empty. The chest is not locked or trapped, and contains a suit of chain mail +2. This is not the entire treasure, though, as the chest has a false bottom; if moved after removing the armor it is 1-4 on 1d6 likely whoever moved it will notice the shifting of the hidden contents. Under the false bottom is a small locked steel box. A poison needle protects the lock, springing out if an attempt is made to pick the lock; the thief must make a saving throw vs. Poison or die. Inside the box, wrapped in fabric to cushion them are three potion bottles: a potion of invisibility, a potion of healing, and a potion of delusion which will appear to be one of the other two at random if tested.
7. More Orcs room
These orcs have a large gong they will sound if they are attacked, which will attract at least one other group of orcs on the level within 2d4 rounds. They have bedding, a half-full waterskin, and some jerky, the source of which is far from obvious and probably unsavory. They do not have any treasure. 4 Orcs: AC 14, HD 1, #At 1 spear, Dam 1d8, Mv 30', Sv F1, ML 8, XP 25 ea. HP
7a. Secret Passage room
The secret doors into this passage are plainly visible on the inside; they are only secret from outside this space. Further, each has a peephole that can be used to secretly view the area on the other side of the door. However, light (or more specifically, darkness) might present a problem.
8. Orc Boss room
This is the actual lair of the boss orc of the 1st level, a "lieutenant" to the chieftain with statistics similar to the others in area 25 on the 4th level. If not encountered already, there is a 1-2 on 1d6 chance he'll be here. If the boss is here, read or paraphrase the following. Don't forget to roll for surprise. You see a large, particularly ugly orc wearing what looks like human-made chainmail. He doesn't look happy to see you. As soon as he is able to act, the orc will begin yelling for his troops (in Orcish of course), and if he is able to do this they will begin arriving from areas 1 and 7 within 2d4 rounds. Of course, if they've already been defeated there, they won't be coming to his rescue. Note that orcs called from other areas receive +1 to morale when in the presence of their leader. If the boss is not present, or after he is vanquished: This weirdly-shaped room has a tattered mattress lying on the floor. Hidden under the mattress is the treasure the orcs have collected so far (excluding whatever they have lied to the boss about having), which is as follows: 2,305 sp, a gold bracelet set with emeralds (worth 1,000 gp), and a platinum and diamond buckle (worth 1,500 gp). He intends to give this treasure to his chieftain... eventually. Orc Leader: AC 15, HD 2, #At 1 shortsword +1, casts light 30' on command, Dam 1d6+1, Mv 30', Sv F2, ML 9, XP 75
9. Workroom room
A half-collapsed work table is pushed back into the far left-hand corner of this room; lying near it are bits of broken glass and pottery, and some kind of tool, all of which were probably on the table when it collapsed. The "tool" is a branding iron in the shape of an oval with two parallel bars across it: The meaning of this brand is not at all clear.
10. Improvised Tomb room
Note: The door to this room is definitely stuck and will have to be forced if the room is to be entered. In this mostly-vacant room lies a corpse, long dead and mummified, of a humanoid of about man size; it might even be human. It seems to be lying as it fell, face down with the skull a few feet from the body. Teeth lie scattered around the skull, almost like a halo, and the entire corpse is covered in cobwebs. It looks as if no one has entered this room in a long time. Despite appearances, there is nothing dangerous here, nor is there any treasure.
11. Express Trip Down room
Note: The door to this room is definitely stuck and will have to be forced if the room is to be entered. This dusty, empty room is unremarkable except for some writing on the left-hand wall close to the far corner. Characters have to get quite close to read the writing; in fact, they have to step onto the pit cover to do it. The writing is in Common, and says "Reading this note is dangerous." Victims of the pit will definitely be able to read the note just before they fall. The pit opens on 1-3 on 1d6 when stepped on (check once per character) and drops everyone in the square 30 feet down to level 2. Victims must save vs. Death Ray (with Dexterity bonus applied) to leap away from the trap, or fall into room 16 on level 2 suffering 3d6 points of damage.
12. Wolves room
These wolves are pets of the orcs, and will not attack them. Anything else that comes through the door is fair game. There are also 5 pups present but they are quite young and thus do not fight. 6 Wolves: AC 13, HD 2+2, #At 1 bite, Dam 1d6, Mv 60', Sv F2, ML 8, XP 75 ea. HP
13. Shaft room
Looking through the opening, you see a large, dark space. A bridge lies before you, spanning a dark void and crossing a room that seems to be an irregular octagonal shape. Looking over the side of the bridge, you can just make out a second bridge crossing at an angle below. The ceiling of the room is vaulted, being about ten feet above the bridge at the edges and probably almost twenty feet above the bridge in the center. The gently arched stone bridge has low rails at the sides which are cracked here and there and do not give you a lot of confidence, but the span itself looks solid enough. This shaft drops 90 feet to the fourth level of the dungeon, resulting in 9d6 points of damage to anyone who falls or jumps from the bridge all the way to the bottom. If the fall is accidental, the character may attempt a saving throw vs. Death Ray with Dexterity bonus applied to catch the bridge, suffering no damage but being left in a precarious position. Note that the bridges run in different directions on each level, such that a victim might land on the one on level 2, suffering only 3d6 points of damage, or the one on level 3, suffering only 6d6 points of damage.
14. Treasure As Trap room
You see a small box lying on the floor in the corner of this small, otherwise empty space. The box is about 7 x 8 x 4 inches and can be easily picked up, but picking it up activates the portcullis, which falls and traps all within the room. The portcullis can be lifted by a total of 50 or more Strength points, but no more than three characters per side (inside and outside) can work to lift it. Pulling the lever in 15, below, will open it easily, and doing this and then replacing the box on the same stone it was found on will reset the trap. Worse, 2d4 rounds after the portcullis falls, the orcs in room 16 below will attack. They know about the secret door but will not reveal it if they don't have to do so. Inside the box are 50 gp in coins and a tiny ruby worth 15 gp.
15. Secret Room room
This hidden room seems to be entirely empty. The secret doors into this room are hidden on both sides. There is a lever on the east wall that will reopen the portcullis if raised; if the portcullis has not fallen, the lever will already be up and cannot be pulled down.
16. Orcs At The Ready room
These orcs are resting at the moment, but will take up arms and attack if they hear the portcullis in 14 fall or other noise in the corridor outside. They know about the secret door but will not use it if they hear the portcullis fall, not wanting to give away the existence of an exit to any victims trapped in room 14. 9 Orcs: AC 14, HD 1, #At 1 spear, Dam 1d8, Mv 30', Sv F1, ML 8, XP 25 ea. HP
17. Game Room room
This room seems to be empty, though you notice a bottle and a number of small stones scattered in the middle of the floor. The stones were the playing pieces of some unknown game; there are 16 pale gray stones and 17 darker ones. The game that was being played is not obvious. The unlabeled, empty bottle smells faintly like beer or ale.
18. Bedroom room
In this room you see a table, a chair, and a bed. They look old and decrepit, and the bed has no sheets, pillows, or blankets. You notice a box half-hidden under the bed. The box contains a pit viper and 491 sp in loose coins. Despite appearances, the items in this room are sturdy and serviceable. Pit Viper: AC 14, HD 1*, #At 1 bite, Dam 1d4 + poison, Mv 30', Sv F1, ML 7, XP 37 HP
19. Bedroom room
In this room you see a table, a chair, and a bed. They look old and decrepit, and the bed has no sheets, pillows, or blankets. These items are in fact decrepit and will fail if used on 1-4 on 1d6. Under the bed are a total of 7 shiny stones that appear to be gold nuggets. Dwarves and anyone with specific knowledge will see that they are fool's gold, but to others they will appear to be worth 1d6 x 10 gp each (roll for each one inspected).
20. Empty room
This large empty room appears to have been unused for some time. There are two doors in the west wall of this room; both lead to room 21, below. It is important to note that the northern door opens (swings) into room 21, while the southern door swings back into room 20, as this affects the "trap" in room 21.
21. Moaning Room room
Read this description if someone listens at either door from 20: You hear a strange moaning sound. If either door is opened: You feel a gentle breeze as you open the door. The oddly-shaped passageway in front of you is closed off by a curtain twenty or so feet away, and you can see the breeze is stirring it. You also hear a distant moaning sound. If both doors are opened: A strong wind blows past you, circling through the open doors, and you can see the curtain in the passage blowing out and flapping fiercely. The strong wind will blow out torches on 1-3 on 1d6 and lanterns on 1-2. The wind blows in a counterclockwise direction, that is, from 21 to 20 through the southern door and from 20 to 21 through the northern door. What magic makes the wind blow is not obvious. The moaning sound is from air being drawn forcefully through one or both closed doors. Because the doors from room 20 open in the direction of the wind (into 21 on the north, out of 21 on the south) it's hard to close them. Players attempting to shut one must roll a normal roll to force a door. Only one must be forced, and then the other will close easily. There is nothing of interest in this room.
22. Geckos room
This oddly-shaped space has a musty smell, a little like dried feces. The geckos here may be on the ceiling or hiding out of sight (depending on the direction the characters approach from) and in this case they should gain surprise on 1-3 on 1d6. The orcs have repeatedly tried to drive them away, and so will attack orcs in preference over other prey if the opportunity arises. 3 Giant Gecko Lizards: AC 15, HD 3+1, #At 1 bite, Dam 1d8, Mv 40' Climb 40', Sv F2, ML 7, XP 145 ea.
23. Orcs room
This room is smoky and has a strong animal odor. There is a low-slung iron brazier with a few glowing coals in it, and a couple of large rats skewered over the fire. If the orcs are surprised: Around the fire lie several orcs. Some are sprawled snoring on crude furs, while others are hunched over, gnawing on bones or swigging from grimy waterskins. They all startle as you open the door, their beady eyes looking at you in surprise. If they are not surprised: A group of orcs, seven you think, stand in a ragged formation around a low-slung iron brazier in the middle of the room. Their weapons are drawn and their tusks are showing; they're ready for you! Whenever the room can be examined (i.e. after the fight): Orcish graffiti is scrawled across the damp stone in a dark red pigment, rust perhaps. It consists mostly of drawings that are violent, obscene, or both; they are crude, but show clear meaning. The orcs here are part of the tribe, of course, but are hiding out after having failed to drive the geckos in room 22 away (in fact, the opposite happened). If they flee, they will absolutely not move toward room 22; rather, they will try to reach the group at room 16. 7 Orcs: AC 14, HD 1, #At 1 scimitar, Dam 1d8, Mv 30', Sv F1, ML 8, XP 25 ea. HP
24. Conjuring Area room
The center of the floor of this room is marked with a circular design drawn in charcoal. Two rings, one inner, one outer, with strange runes or symbols in the space between them. Fat white candles stand around the outer circle. All have been burned down short, and some have fallen over. There are twelve, and there seems to be a space where a thirteenth should be. Piled in the far corner of the room are several books and a small wooden box. The circle may have been used in a summoning, but it is not actively magical. The books contain information about various infernal beings, mostly inaccurate. The box is an old tinderbox which seems to be missing its flint and most of the tinder; what remains seems to be wet. There is nothing useful or valuable here.
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