World Vault — DC1: Tales from the Laughing Dragon
Hierarchical: World → Towns → Buildings → NPCs • Dungeons → Rooms + map pins
68 locations • 14 NPCs • 0 pins
Morgansfort: The Western Lands CampaignBF2: Fortress of the Iron DukeDC1: Tales from the Laughing DragonJN1: Chaotic CavesJN2: Monkey IsleKH1: The Blackapple BrughHRS1: Barks and BladesBF4: Raiders of Enterone
town DaleOpen →
Dale is a small town in the central region of the Dragonclaw Barony, near Dragon Lake. The Laughing Dragon Inn is the proverbial 'starting tavern' and it is here where the adventures begin. Fonkin, the town's sage and former adviser to the Baron, is beloved here; the town garrison, under Captain Luke Mattind, is stretched thin fighting off brigands. The town itself can be used for the birthplace of the characters. The printed town map (DC1 p. 12) also names Town Hall, Lord Dale's Castle, Fort Landers, the Public Stables, Lander's Farm, Fonkin's House, and Clearwater Pond; none of them are described in the text.
BUILDINGS • 3
The Laughing Dragon Inn building
The Laughing Dragon Inn in Dale, kept by its proprietor Johne Wolfsbane, is the starting tavern for the whole series: the alarm over Fonkin's disappearance is raised here (The Search for The Missing Gnome), Fonkin tells the tale of the theft here and offers the bounty on Valanunthe (The Hunt For Valanunthe), and the party is briefed here by Fonkin, Johne, and Captain Luke Mattind before the ride north (Rodemus Keep). Its floorplan is printed in DC1.
JO
Johne Wolfsbane
LU
Luke Mattind
Balin's Arms building
Balin's Arms is the shop in Dale run by Balin Stoneshield, where the returning adventurers can repair, re-equip, and sell anything they have found. Balin stayed open late for the party on the night they returned from the Ruins with Fonkin found.
BA
Balin Stoneshield
Fonkin's House building
Fonkin's home in Dale (number 8 on the printed town map), where his dismissed apprentice Valanunthe broke in and stole the top-secret map and the Amulet of the Mighty Fist from the place he had hidden them, despite the wards he had placed on it; it was the theft that set the whole series in motion. The house is not otherwise described in the text.
dungeon The RuinsOpen →
An old ruin about a day's walk from Dale, on the outskirts of Llancrest Wood, the small forest surrounding the southeastern end of Dragon Lake; it was the hunting grounds of the former royal family before the invasion from Albion. Crude map in hand, the adventurers find recent activity around the entrance and small footprints leading in; the stairs lead down south into the darkness. Level 1 (Upper Level) is keyed in The Search for The Missing Gnome (levels 1-2); Level 2 (Second Level -- its map is titled Lower Level) is keyed in The Hunt For Valanunthe (levels 1-2), where Valanunthe is holed up behind the magically locked door that trapped Fonkin.
Wandering Monsters -- The Search for The Missing Gnome (roll every three turns; encounters appear on 1 on 1d6; GM may roll 1d12 or choose; PDF p. 5): 1: Hobgoblin Patrol (2) -- AC 14, HD 1, #At 1 morningstar, Dam 1d8, Mv 30', Sv F1, ML 8, XP 25 ea. 2: Giant Flies (2) -- AC 14, HD 2, #At 1 bite, Dam 1d8, Mv 30' Fly 60', Sv F2, ML 8, XP 75 ea. 3: Goblin Patrol (5) -- AC 14, HD 1-1, #At 1 shortsword, Dam 1d6, Mv 20', Sv F1, ML 7, XP 10 ea. 4: Kobold Hunting Party (8) -- AC 13, HD 1/2 (1d4 HP), #At 1 sling or shortsword, Dam 1d4 sling, 1d6 shortsword, Mv 20', Sv NM, ML 6, XP 10 ea. 5: Goblin Patrol (6) -- as entry 3. 6: Gray Jelly -- AC 12, HD 3*, #At 1 pseudopod, Dam 2d8, Mv 1', Sv F3, ML 12, XP 175. 7: Giant Bombardier Beetles (2) -- AC 16, HD 2*, #At 1 bite, 1 spray, Dam 1d6 bite, 2d6 spray (cone 10' wide by 10' long from rear, save vs. Death Ray for half), Mv 40', Sv F2, ML 8, XP 100 ea. 8: NPC -- Shoshanna Smythe (see NPCs). 9: Mercenary Guards (6) -- Fighter 2, AC 13, HD 2, #At 1 battleaxe, 1 shortbow, Dam 1d8 battleaxe, 1d6 shortbow, Mv 40', Sv F2, ML 9, XP 75 ea. 10: Wolves (6) -- AC 13, HD 2, #At 1 bite, Dam 1d6, Mv 60', Sv F2, ML 8, XP 75 ea. 11: Orc Patrol (8) -- AC 14, HD 1, #At 1 longsword or 1 shortbow, Dam 1d8 longsword, 1d6 shortbow, Mv 40', Sv F1, ML 8, XP 25 ea. 12: Giant Bee (6) -- AC 13, HD 1/2* (1d4 HP), #At 1 sting, Dam 1d4 + poison, Mv 10' Fly 50', Sv F1, ML 9, XP 13 ea. Wandering Monsters -- The Hunt For Valanunthe (same procedure; also used for the first level on the return trip; PDF p. 14): as the Missing Gnome table except: 1: Hobgoblin Patrol (4). 5: Goblin Patrol (8). 7: Gnoll Patrol (5) -- AC 15, HD 2, #At 1 flail, Dam 2d4+1, Mv 30', Sv F2, ML 8, XP 75 ea. 9: Mercenary Guards (6) -- as before. 10: Bugbear Patrol (2) -- AC 15, HD 3+1, #At 1 mace, Dam 1d8, Mv 30', Sv F3, ML 9, XP 145 ea. 11: Orc Patrol (8) -- Mv 30'. 12: NPC -- Willard Rataess (see NPCs).
ROOMS • 34
E. Entrance room
The entrance to the ruins lies at the bottom of the steps descending south into the darkness. From the faint light you can see the hall continuing south, although there is a break heading west as well. The entrance into the ruins isn't secured by any door; the stairs lead down and open into a stone hallway heading south and then east.
1. Sentry Room room
Although this room stands empty, it's obvious it's been getting a lot of use lately. At the south end of the room is a large table surrounded by a few chairs. There is a large crudely-made mug sitting on the table. It is empty but still contains the dregs of cheap wine at the bottom.
2. Secret Forge room
In the center of this hidden room is an old forge that looks like it hasn't been used in ages. On the south wall an old lamp hangs forlornly, its glass filled with cobwebs and dust. At the entrance of the room, right past the door, is an insidious trap known as the whirling blade trap. If the trap is not detected and disarmed, the first person to step into the room will trigger a pressure plate and a whirling blade will come up through the floor, causing 1d8 points of damage; save vs. Dragon Breath for half damage (add DEX bonus to roll). Other than the forge and the lamp, the room is empty.
3. Another Empty Room room
This small room is almost completely empty. As you look around you do notice some small shards of broken pottery, suggesting that clay pots were stored in here at one time. There is nothing of interest in this room.
4. The Kennels room
This room seems to have seen a lot of traffic throughout the years, but it appears to have been recently used to keep wild animals. You can see a large cage with bits of dark fur in it, with a belt next to it hanging on a rack. There is nothing of interest in this room.
5. Ambush Room room
As you open the door, you hear the unmistakable sound of bones clacking together as two undead warriors turn towards you, sword and shield at the ready. As the party enters the room they will draw the attention of the two skeletons in the room. After the skeletons are dispatched, read the following: This room looks like it was originally created to deliver nasty surprises to those who entered it without permission. There are arrow slits in the wall and murder holes in the ceiling, although an inspection will show that whatever means to get behind them has long since collapsed. There is a small rusted chest in the corner that contains 55 gp worth of assorted coins and 10 sling bullets. 2 Skeletons: AC 12, HD 1, #At 1 scimitar, Dam 1d8, Mv 40', Sv F1, ML 12, XP 25 ea. HP
6. Crude Kitchen room
This large room contains some signs of recent use. There is a shallow pit in the floor, surrounded by stones that looks as if it was used for cooking or warmth. There is also an empty scroll case and a cleaver. The cleaver is so old it's hard to tell if the brown spots on it are rust or blood. Other than the items described, there is nothing of interest in this room.
7. Undead Guardians room
As you open the door, you hear the unmistakable sound of bones clacking together as two undead warriors turn towards you, sword and shield at the ready. As the party enters the room they will draw the attention of the two skeleton warriors in the room. If the party enters the room without checking for traps, however, they will also trigger the pit trap in front of the room. It's a 10-foot fall and will cause 1d6 points of damage unless the character makes a save vs. Death Ray (add DEX bonus to roll) for no damage. However the same would apply to the skeletons if the party draws them out. After dispatching the guardians of the room you see a small table against a the west wall. On the table you find a backpack and a couple of moldy books. The room doesn't contain much more than is described to the adventurers. If they examine the backpack they will find 5 gp and a dagger of exquisite craftsmanship worth 300 gp. 2 Skeleton Warriors: AC 14, HD 2, #At 1 scimitar, Dam 1d8 +1, Mv 40', Sv F2, ML 12, XP 75 ea.
8. Entryway To Lower Level room
When the door is opened, a gnome that could only be Fonkin is found within. He is sitting on a box looking dejectedly at the door in the northern wall. He is startled at first but visibly relaxes when he realizes you aren't monsters and mean him no harm. He gestures to your party to close the door and come inside. The gnome inside this room is Fonkin, the one the party was sent to find. When they tell him that they were sent by the townsfolk to look for him, he explains that he isn't kidnapped or lost. He wound up in the ruins after pursuing an important item that was stolen from him. The thief was an old apprentice of his, and he tracked her down into the ruins and into this room. The trail led to the north door, but when he tried it he found the door magically-locked, with no spell or scroll to unlock it. He tells the party to meet him at the Laughing Dragon Inn when they return to Dale. He will then give the door one more dirty look before he twists a ring on his left finger, whispers some words, and disappears. Besides Fonkin and the empty crate there is nothing in this room of any value. The door to the north is made of thick unbreakable stone. The door is above the level and capability of the adventurers to get through without some outside assistance.
FO
Fonkin
Gnome
9. Oddly Empty Room room
This large square room is completely empty and contains absolutely nothing in it. It seems odd considering the room's central location in the ruins.
10. Dusty Room room
Due to the door being stuck, this room hasn't been accessed in awhile. There is a fine layer of dust covering the floor that looks to be untouched. The door to this room is stuck and will have to be forced open in order to access it.
11. Rats Nest room
This room is mostly empty except for the fur and bones of smaller animals laying about. There is a medium-sized ragged hole in the southwest corner of the west wall. If the adventurers explore the room and the hole in the wall in particular, they will be attacked by four giant rats that are hiding inside of it. If the hole is further examined they will find a variety of coins worth 6 gp. 4 Giant Rats: AC 13, HD ½ (1d4 HP), #At 1 bite, Dam 1d4 + disease, Mv 40' Swim 20', Sv F1, ML 8, XP 10 ea. HP HP
12. The Pit Trap Illusion room
This room is completely empty except for a large chest in the far south corner. There is nothing at all in the chest; it's meant to lure unsuspecting adventurers to their doom. If one of the characters enters the room they will fall into a pit trap and take 1d6 falling plus 1d6 spike points of damage unless they save vs. Death Ray (add DEX bonus to roll). The floor over the pit is an illusion, so normal trap detection will not work; however, a Magic- user will have a 1 in 1d6 chance of spotting the illusion. A detect magic spell would also detect the illusion.
13. Watchdogs room
As soon as you enter the room you are beset by two very large dark-furred wolves. You eye a chest against the east wall and can only assume these two were left in here to guard it. The wargs were left in here to guard the treasure contained in this room. They are normally kenneled in Room #9. The chest contains 100 gp and 15 crossbow bolts + 1. If a secret door search is successful there is also a hidden panel in the south wall concealing another 100 gp. 2 Wargs (large wolves): AC 13, HD 3, #At 1 bite, Dam 1d8, Mv 60', Sv F3, ML 8, XP 145 ea. HP
14. Holding Cell room
When you enter the room, you can tell that it once was or still is a holding cell of some sort. There are chains and manacles attached to the walls along the east wall. There is nothing of interest in this room.
15. The Bedroom room
This room is being used as living quarters by someone. You find a cooking pot and a brazier surrounded by stones, along with a used pair of boots and an empty pouch. Along the east wall is a built-in wash basin. There is also a small statue of little value in the northwest corner. There is nothing of interest in this room.
16. Spiders room
The skittering of legs on large webs greets you as you enter the room. Two very angry looking spiders quickly close the distance between you and them. The door to this room is locked and trapped. If an attempt to pick the lock fails and the trap was not detected, the thief has to save vs. Poison or be knocked unconscious for 1d4 rounds. If the trap is detected but the removal attempt fails, the same consequences apply. This small room doesn’t contain much other than the spiders. However you do notice a small bag of coins stuck in one of the large webs. Maybe somebody lost them on their escape from this room. The sack of coins in the web add up to about 20 gp when counted out. 2 Giant Crab Spiders: AC 13, HD 2*, #At 1 bite, Dam 1d8 + poison, Mv 40', Sv F2, ML 7, XP 100 ea. HP Note: These spiders are juvenile; victims of their bite must save vs. Poison at a +2 bonus or become unconscious for 1d4 rounds.
17. Patrol Barracks room
This large room appears to be the resting area for a group of hobgoblins. There are a variety of large mats strewn across the room as well as a small chest against the wall. The hobgoblins have wedged a 10-foot pole diagonally in the corner and some uncooked meat hangs from it. There is also an empty jar that smells faintly of wine. This room is where all the hobgoblins on this level live when they aren't on patrol or outside the ruins. Assume that any hobgoblins encountered randomly on this level (wandering monsters) also call this room their home. The chest is unlocked and contains 140 gp as well as chain-mail armor. The armor is of decent quality but is not magical. 2 Hobgoblins: AC 14, HD 1, #At 1 longsword, Dam 1d8, Mv 30', Sv F1, ML 8, XP 25 ea. HP
18. Beetle Room room
This square room is fairly nondescript except for a phosphorescent glowing coming from the far corner. A closer inspection shows that the glowing is four distinct insect-like shapes. This room contains nothing of value except for the 4 large fire beetles huddled in the far corner of the room. The beetles won't attack unless cornered or attacked first. 4 Giant Fire Beetles: AC 16, HD 1+2, #At 1 bite, Dam 2d4, Mv 40', Sv F1, ML 7, XP 25 ea. HP
19. North Room room
This room, at the far end of the long hallway, appears to be empty but has seen some recent use. There is a broken lantern and some manacles in the middle of the room, as well as a broken statue in the corner. A brief inspection of the statue shows that it is surrounded by some sort of animal fur.
1. Dead Man's Party room
It looks as if some poor unfortunate person just met their untimely demise in this room. The body doesn't appear to have been here long and the torch on the wall is still burning. When you roll the body over to check it, it becomes apparent that he had been stabbed in the back. Besides the dead victim, the only other thing in this room is a small altar in the northeast corner. This door is locked and the wood it is made of is quite strong. If the door can't be picked and the party is going to try and strong arm the door, roll 1d12 instead. If anyone is from the town of Dale they will recognize the body of one of the Town Guard, Boots Claymore.
2. Centipede Folly room
There isn't much to this room when you first enter it. It appears to be completely empty with the exception of some refuse in the northwest corner. If the party disturbs the refuse in the corner they will be attacked by a very large giant centipede hiding among it. It seems to be eating well, hence the larger amount of hit points. If the centipede is dispatched and the refuse checked, they will find loose coins worth 10 gp. Giant Centipede: AC 11, HD 1d4 HP*, #At 1 bite, Dam poison, Mv 40', Sv NM, ML 7, XP 13
3. Another Empty Room room
This room is completely empty, although it looks to have been maintained recently. It's been swept clean and there is very little dust on the floors or walls.
4. Valanunthe's Room room
There is no doubt the elf knows you're coming. As you open the door a blue sizzling dart of energy flies toward you, followed closely by another arrow of the more mundane sort. So begins the battle against Valanunthe. She is a 3rd-level Fighter/Magic-user and she has access to 2 more spells for the day: another magic missile and invisibility. She will use her invisibility spell to disappear if she feels the fight going against her. She fights with a composite longbow and a longsword +1. The bow allows her to add her Strength bonus to the damage done by the arrow. After her initial magic missile/bow salvo she will switch to her longsword +1 for the rest of the encounter. This appears to be the room that Valanunthe has set up as her own. There are several books stacked next to a small cot against the south wall. There is also a weapons rack here but it is empty. A quick glance reveals a small chest hidden under the cot. In the chest are 400 gp, a gem worth 50 gp, and the following note: Valanunthe, I am setting up at the keep. Once I get settled in I will send a war party your way with the payment we discussed. Make sure you have the map ready and waiting when they get there. I already don't like this place. – Girck If Valanunthe is searched the party will find another 70 gp, a longsword +1, her composite longbow, and the amulet of the mighty fist. If the books are examined here are the titles and possible worth: • Life of Galad the Impetuous (1 gp) • The Art of Love Vol I (1 g
VA
Valanunthe
Elf Fighter/Magic-User 3 • AC 15 • HP 20
5. Hobgoblin Barracks room
This room looks to be another room converted into a barracks. This is where the hobgoblin troops were making their home. You see a large cupboard against the south wall where the hobgoblins were keeping their odd bits of collected treasure, however none of the items there look to be worth much. There is a silver candelabra with the candles still in it that might be worth 10 sp, an empty pouch that smells vaguely of troglodyte, and a banged up trophy of some sort. The inscription on the trophy is in common and says 'E for Effort'. The door to the room is locked, so the party will either have to pick it or break it. However if they've killed the hobgoblins from Encounter 5E and search the bodies, the key to the room will be found. 5E. WHAT ARE YOU DOING HERE? This encounter takes place if the party either comes out of the northeast door of Room #10 or if they come around the corner from the hallway right in front of it. As you look down the hallway you see four Hobgoblins talking amongst themselves while one is closing a door to the east. They seem very relaxed and have no idea that you are there. In this encounter the party gets one free surprise round since the hobgoblins aren't paying attention. Once this round is complete, continue the fighting as normal. If the party wins the fight a search of the hobgoblins will find the key that opens Room #5. 4 Hobgoblins: AC 14, HD 1, #At 1 longsword, Dam 1d8, Mv 30', Sv F1, ML 8, XP 25 ea. HP
6. Troglodyte Barracks room
The overwhelming smell of Troglodytes assails your senses as you open this door. Two very surprised troglodytes turn towards you as you enter the room. This room is where the troglodytes were assigned to live since it's down a long hallway and away from the rest of the rooms in this level. Because of the smell, the party will have a 2 in 6 chance of smelling the troglodytes and knowing they are in the room before opening the door. You look around the room and see that it has been set up as a temporary barracks for the troglodytes. It seems to make sense why they were down here at the end of this long hall in a room by themselves. Not even other creatures want to make a point of sleeping next to them. A quick search of the room uncovers 40 gp just laying on the floor as well as a heavy crossbow +1. 2 Troglodytes: AC 15, HD 2, #At 2 claws, 1 bite, Dam 1d4 claw, 1d4 bite, Mv 30', Sv F2, ML 9, XP 75 ea. HP
7. The Transfer Room room
This large room contains two doors on the north wall, one on the far west, and the other on the far east. There is nothing in this room other than an odd stain near the northwest door. The door at the east end of the north wall is trapped. If it is not disabled before the door is opened it will trigger a fire trap inflicting 1d6 points of fire damage to anyone with 10 feet of the door (save vs. Dragon Breath for half damage). 7E. SURPRISE! As you enter the hallway from the room you are assaulted by arrow fire coming from the north; a quick glance that direction shows a highly organized orc party already in defensive positions. Four orc fighters stand ready to block the hallway as two archers ready another volley. The orcs have been placed here to keep any interlopers from this side of the ruins, since the only way in and out is through the doors in room 10. The party doesn't know that anyone opening that door is supposed to call out a password before entering the hallway (although this may be revealed to the party by a creature trying to save its own life. If that happens, this encounter can play out differently). The two orc archers have surprise and will get a free attack round, and will attack as soon as the first character enters the hallway. They also get a +2 to their initiative the next round as well. 4 Orc Fighters: AC 14, HD 1, #At 1 longsword, Dam 1d8, Mv 30', Sv F1, ML 8, XP 25 ea. HP 2 Orc Archers: AC 14, HD 1, #At 1 shortbow or 1 shortsword, Dam 1d6, Mv 30', Sv F
8. Dwarf Mercenary Barracks room
You hear someone utter 'Well..well..well.. what do we have here?' as you enter the room. The language is Common, but the accent is definitely dwarfish. You see two Dwarf fighters ready their weapons as they turn to face you. The two Dwarf NPCs in this room are mercenaries hired by Valanunthe from a mercenary guild known as the 'Black Fist'. Since they are mercenaries they won't hesitate to leave the fight if it starts looking bad for them. If one of them dies, or either get below half their hit points, recheck their morale. This room looks like the impromptu sleeping area for the two dwarves encountered in this room. There are two bedrolls in the corner and what looks like dirty plates beside them. If either of the dwarves are killed during the encounter and the body/bodies are searched the party will find 60 gp and a note, which says: Find Valanunthe at the Minstrel’s Flask for the details of the contract. She will inform you when you meet. – Edgar Using the Ability Rolls rule found on p. 189 of the Basic Fantasy RPG Core Rules (r139), have each of the players roll against the table using INT as their bonus. If any beat the roll they will know that the ‘Minstrel’s Flask’ is an inn in Stone Bottom. If they beat the roll by 5 or more, they also know that Edgar Lothorio runs that Inn. Cagbral Maryam, Dwarf Fighter 2: AC 13, #At 1 shortsword, Dam 1d6, Mv 40', ML 6, XP 75 STR 14 (+1), WIS 6 (-1), CHA 6 (-1) Equipment: leather armor, shortsword Urias Banhammer, Dwarf Fighter 2: AC
CA
Cagbral Maryam
Dwarf Fighter 2 • AC 13 • HP 10
UR
Urias Banhammer
Dwarf Fighter 2 • AC 12 • HP 11
9. Captain Of The Guard room
If the party has not come across Willard Rataess (Random Encounter #12), read the following: You see a man sitting at a small table being used as a desk. He looks up at you, his beady eyes searching for recognition before he leaps out of his chair and pulls his sword. The man in this room is Willard Rataess. The leader of the Black Fist mercenaries here in the ruins, as well as Valanunthe's second in command. He is also a wererat, and although he will not transform into a rat he will take the form of a ratman if harried. Only read this part if Willard was not in the room: It looks like somebody is living in this area but is not at home. Read the following whether Willard is present or not: There is a lantern and some fuel oil sitting on a crate, as well as a bedroll lying on top of some straw bedding in the far corner of the room. In the east wall there is a small recess containing an empty wash basin. Against the south wall you see a small table and a single chair. On the table is a small chest. On the west wall is a lever in the 'Up' position. The chest contains 100 gp and a silver dagger. If the lever (9a) is pulled read the following: You hear a faint rumbling sound as if something large is sliding against stone. This lever reveals a secret hallway leading to Valanunthe's room. It also alerts Valanunthe that the door has been opened, so she will be aware. If someone in the party rolls a 1 on a 1d6 (dwarves get a 2 on 1d6) they will have an idea where the wall opened up (f
WI
Willard Rataess
Human (wererat) Fighter 3 • AC 13 • HP 9
9b. Secret Hallway room
As you pass by the hallway heading west, you notice that it's not on your map. The lever you pulled earlier must have revealed this secret hallway. This hallway was revealed by pulling the lever in room 9. If the characters do not detect and disable the trap, a pressure plate will fire an arrow trap as soon as the party steps into the hallway. It is fired from the wall at the west end of the hallway. It will fire 4 arrows at the party. Each arrow is an attack vs. the front character's AC. If the arrow misses by 5 or more, it completely misses the front character and the character behind will also need to roll an AC check; any hit does 1d6 points of damage.
10. Empty Room room
This room is completely empty, although it looks to have been maintained recently. It's been swept clean and there is very little dust on the floors or walls.
11. Kobold Barracks room
The distinctive 'yark yark' barking of kobolds can be heard as you open the door. You look in and see 3 kobolds furiously spinning their slings as two larger kobolds move closer to engage you. This room is going to be a nastier surprise for the party than they were expecting. The kobolds were brought in to help set and create the traps in these ruins. As the party steps into the room there is a pit trap that drops them into a 10' pit. Anyone failing a save vs. Death Ray (adding in their DEX bonus) will fall into the pit. If they do not get out of the pit by the next round, a square part of the ceiling will drop down and crush them for 2d6 points of damage; if they save vs. Death Ray, they only take half damage. The two larger kobolds attacking the party are kobold warriors and are a bit tougher than the average kobold. The smaller kobolds will try to keep a distance from the party, peppering them with sling bullets while the bigger kobolds engage them. If the warriors are dispatched, the smaller kobolds will have to do a morale check at ML 6 or flee the room. If they make the save they will drop their slings and pull out their short swords. It's obvious from the ingenious trap sprung on you, and from the various trap making materials in this room, that the kobolds were hired by Valanunthe to set them up. There is a small area on the west wall set aside for sleeping, and it's here that you see a small chest. The chest will be the last test of the kobolds. It's locked and trapp
12. Bugbear Barracks room
As you open the door to this room, you see a smiling bugbear waiting for you across the room. He yells out taunts at you in the few words he knows in common as if welcoming a good fight. The bugbear doesn't have a death wish; he is hoping he can get the players to commit to charging into the room, since there is a pit trap right in front of the door. If they do come charging in they will take 1d6 falling plus 1d6 spike points of damage from the pit unless they save vs. Death Ray (add DEX bonus to roll). The bugbear's room seems to mirror the temperament of its previous owner. There are pieces of broken furniture laying around as well as rags and other various odds and ends. In the corner is an ancient iron maiden; a look inside of it will reveal a very dead goblin. Around its neck is a sack containing 170 gp. Bugbear: AC 15, HD 3+1, #At 1 mace, Dam 1d8+1, Mv 30', Sv F3, ML 9, XP 145
13. Sappers room
As you come to the corner of the hallway, you start to hear the distinctive pounding and banging of active construction. As you look around the corner down the hallway going south you can see a crew of goblins working down the hallway. A quick inspection reveals that this part of the ruins is all new construction and that they are working on expanding the ruins. The goblins are actively working and are not aware of the party's presence. There is a good chance, however, that as they move down the hallway they will be spotted. When starting combat give the party +2 to their initiative for the first round. There is not much of interest here at the construction site other than various tools used for mining: rock picks, wheelbarrows, and so on. 5 Goblins: AC 14 (11), HD 1-1, #At 1 morningstar, Dam 1d8, Mv 20', Sv F1, ML 7, XP 10 ea. HP
NPCs HERE
SH
Shoshanna Smythe
Fighter 2 • AC 18 • HP 6
dungeon Rodemus KeepOpen →
The small abandoned keep on the northern edge of Llancrest Wood near Dragon Lake, far north of Dale (Rodemus Keep, levels 2-3). It predates even the Llancrest rule and was built by the Rodemus family, petty lords who built a warren of catacombs under the keep to bury their dead. The keep passed to the Llancrest royal family as a hunting lodge, was returned to the Rodemus family under the Barony, and was overrun a few years ago by an army of orcs and goblins that wiped the family out; it has never been occupied since, though travelers report strange noises and lights. Now the hobgoblin Girck and his henchmen hold the keep (Level 1), and the risen Rodemus dead hold the Catacombs (Level 2).
Wilderness Encounters -- Rodemus Keep (checks up to three times per day and perhaps twice at night on the way to the keep; encounter on 1 on 1d6; PDF p. 26): 1-2: Bandit Party -- the Bandit Leader (see NPCs) and 8 Bandits (Human Fighter 1, AC 13, #At 1 shortsword, Dam 1d6, Mv 40', Sv F1, ML 9, XP 25 ea.). 3-4: Goblin Scouts -- Hobgoblin Leader (AC 15, HD 2, #At 1 longsword, Dam 1d8, Mv 30', Sv F2, ML 9, XP 75, HP 19) and 4 Goblin Warriors (AC 14, HD 1-1, #At 1 shortbow, Dam 1d6, Mv 20', Sv F1, ML 7, XP 10 ea.). 5-6: Hobgoblin Raiders -- Hobgoblin Leader (as 3-4), 4 Hobgoblin Archers (AC 13, HD 1, #At 1 shortbow, Dam 1d6, Mv 30', Sv F1, ML 8, XP 25 ea.), 4 Hobgoblin Warriors (AC 14, HD 1, #At 1 longsword, Dam 1d8, Mv 30', Sv F1, ML 8, XP 25 ea.). Outside the Keep: two ghouls are found feeding on a dead goblin at the entrance; the goblin carries a pouch with a note written in crude Common from Girck.
ROOMS • 28
E. Entry room
This large hallway contains little but dust and refuse. However, there are obvious tracks moving through the hall from this door to the one beyond. There is a 20-foot pit trap in the center of this hallway. If the trap isn't detected, the trap will trigger when there is a combined weight of 200 pounds on it. Characters need to save vs. Death Ray (with Dexterity bonus added) or take 2d6 points of falling damage.
1. Musty Bedroom room
This room appears to have once been a bedroom. It is filled with rotting, moldy bedroom furniture but little else. The dust on the floor has been swept in an obvious attempt to hide footprints.
2. Guard Post room
This room was once a changing room that was converted into a guard post. A faded ragged tapestry divides the room in half. On the north side of the tapestry is a wooden table and three wooden chairs. A few moldy playing cards are on the table. A small chest is against the west wall. A large crab spider is clinging to the side of the tapestry opposite of the party. It will surprise and attack on a roll of 1-4 on a d6. If the chest is disturbed it will provoke an immediate attack by the spider. The chest contains 20 gp. Giant Crab Spider: AC 13, HD 2*, #At 1 bite, Dam 1d8 + poison, Mv 40', Sv F2, ML 7, XP 100
3. Old Temple room
The walls of this room are carved with leering death masks along their length. The ones along the north wall appear even more sinister than the rest. The floor is made of black obsidian, markedly different than the rest of the floor of the keep. A small dais rises up in the northwestern corner of the room. This room was an ancient temple to the god Kal'Thal, although there isn't anything left except for the death mask carvings and the dais. A close examination of one face in the north wall will reveal a crack around it. The face is on a swivel which can be pried back, revealing a small iron safe. If the safe is picked or broken open, it contains 50 gp and a potion of healing (1d6+3 HP).
4. Commander's Office room
Girck and his lieutenants have made this room their command post. Since Girck has goblins in room 9 watching the hallway, there is no way to gain surprise; in fact Girck and his crew will get a +2 to initiative since they will know the party is coming. On the third round of combat, the goblins from Room #9 will join the fight via the secret door. This was the office of the keep steward, although all of the furnishings except the large rug in the middle of the floor have been removed. Two terrified prisoners huddle in the corner, their hands and feet bound in chains. The two prisoners are Arlen Rodemus, the last descendant of the Rodemus family, and his wife Sarah. If they are freed and questioned, read or paraphrase the following: When the keep was last overrun by orcs and goblins, the Rodemus family wasn't killed. Like their descendants, they escaped into the catacombs and took refuge among their dead. After a few weeks they found their way out via another entrance. When they investigated the keep there was no sign of the intruders, and the keep once again stood empty. Not wanting to risk being captured again, they stayed in a cave, only coming into the keep during the day to get supplies. A few nights ago their son Galen disappeared, and when they went into the keep to see if he was there, they were captured. They are hoping their son hid in the catacombs when the hobgoblins first showed up. The Rodemus family will beg the party to look for their young son down in the catac
GI
Girck
Hobgoblin Monster 3 • AC 15 • HP 17
AR
Arlen Rodemus
SA
Sarah Rodemus
5. Keep Chapel room
This room seems to be of newer construction than many of the other rooms in the keep. It looks like it was a small chapel dedicated to Malorie. There is a small altar at the west end of the room where a small statue of a beautiful woman holding a sheaf of wheat in both hands sits. By the layer of dust covering everything, this room seems to have been left untouched. This room was most likely remodeled during the occupation of the Llancrest royal family, as Malorie was their god of choice for worship. The statue is of fine craftsmanship but would not fetch much on the open market.
6. Keep Kitchen room
This room used to be the keep's kitchen. There is a small fire pit with a chimney to vent the smoke out against the west wall. On the south wall are shelves that once held spices and food stuffs but are now mostly empty.
7. Dining Room room
If you had to guess, you would say that this room was the informal dining room. Although it's missing furniture there are slivers of wood on the floor, as if somebody had chopped up something in here, most likely the table and chairs. If the party isn't actively looking up while investigating the room, a green slime will drop from the ceiling upon them! Green Jelly: AC 12 (only hit by fire or cold), HD 2**, #At 1 Acid, Dam if not scraped off in first round, will destroy flesh and clothing in 6+1d4 rounds, Mv 1', Sv F2, ML 12, XP 125 HP
8. Master Bedroom room
This was originally the master bedroom but has been taken over by a group of goblins. Most of the goblins are either sleeping (6) on the crude bedrolls along the wall or playing dice games (4) in the corner, while 2 goblins watch the door. Roll for initiative for the two goblins keeping watch and the four goblins playing dice at a -1. The sleeping goblins will be surprised and will not join in until the second round. This room appears to be the master bedroom. There is a large bed against the east wall, although it's not in very good shape. One of the legs is broken and the bed is tilted sideways. The mattress is torn and shredded with noticeable mildew growing on it. There is also a desk and bureau in the room that are warped and discolored to the point they are unusable. The oddest thing in the room is what looks to be a life-sized statute of the goddess Malorie sitting in the southeast corner. 10 Goblin Guards: AC 14, HD 1-1, #At 1, Dam 1d6, Mv 20', Sv F1, ML 7, XP 10 ea. HP Goblin Champion: AC 15, HD 2, #At 1, Dam 1d8, Mv 20', Sv F2, ML 8, XP 75 Goblin Mage: AC 13, HD 2, #At 1, Dam 1d4 or by spell, Mv 20', Sv M1, ML 6, XP 75 Spells: magic missile (x 2)
9. Watch Room room
This room is only accessible from a secret door in Room 4. The goblins in this room will charge into room 4 during the fight with Girck and leave the door open; thus, the party won't have to search for it. This hidden room is used to spy on the main corridor of the keep by a set of peep holes in the south wall. 3 Goblins: AC 14, HD 1-1, #At 1, Dam 1d6, Mv 20', Sv F1, ML 7, XP 10 ea. HP
10. Changing Room room
This appears to be a changing room; there is a curtain that can be drawn across. The room is empty of all furnishings except for the drawn curtain. There is nothing of interest in this room.
E. Entry/Foyer room
The trapdoor ladder leads down to an open foyer of what appears to be of an older design than the keep above. The ground here is made of smooth granite as are the walls. Against the south wall is what appears to be some sort of stone altar and the smell of old incense and death lingers in the air. The hall leading off to the west is smaller than usual and can only be passed through single-file.
1. Storage Room room
This small room appears to be an old storage room of some sort. It is pretty much empty except for remnants of things stored here in the past. The door to this room is unlocked but it is stuck. The characters will have to make a standard stuck door check to open it.
2. Small Burial Chamber room
This room looks to be another burial chamber. There are three old coffins against the west wall on a slightly raised dais. Other than the coffins, there is nothing else to see in the room. When the characters approach the middle coffin, read the following to them: As you approach the coffins, a loud splintering is heard and the lid of the middle coffin flies off in shards of wood. A human rises from the opened coffin, his pale face looking at you the way a predator looks at prey. The creature is a vampire spawn, a smaller, weaker version of a normal vampire, although it will still be a difficult challenge for the party. This monster is found in the Basic Fantasy Field Guide; please refer to that book for details. Vampire Spawn: AC 15 (m), HD 4*, #At 1 punch or 1 bite, Dam 1d6 + 3 punch, 1d3 +level drain bite, Mv 30', Sv F4, ML 9, XP 280 The other two coffins in the room are empty, although it's obvious they contained a dead body at one point.
3. Large Burial Chamber # 2 room
This large burial chamber contains six coffins, three against the north wall and three against the south wall to the west of the door. As you look inside you sense something moving, as if caught out of the corner of your eye. What the characters sense moving is a wraith, one of the more angry spirits of the Rodemus clan. He will move to engage the first person entering the room. If the wraith is defeated and the coffins are checked, the following items will be found inside them: 50 gp, a piece of lapis lazuli worth 8 gp, a white pearl worth 110 gp, a carved bone statuette worth 90 gp, and 2 scrolls (hold undead, protection from undead). Hold undead: This spell scroll, usable by Magic- users, works much like the hold person spell except that it only works against undead creatures. Protection from undead: Creates a 10-foot radius protective circle around the reader, preventing undead creatures from entering (see p. 173 in the Basic Fantasy RPG Core Rules). Wraith: AC 15 (m), HD 4**, #At 1 touch, Dam 1d6 + energy drain (1 level), Mv Fly 80', Sv F4, ML 12, XP 320
4. Royal Burial Chamber room
If the characters open the door but do not enter the room they will see a ghoul sitting on the burial slab against the east wall. If they enter the room there is a 20-foot spiked pit trap right at the entrance and the characters will have to save vs. Death Ray (adding any DEX bonus) or fall into the pit trap, dealing 2d6 falling and 1d4 points of spike damage. This burial chamber seems to hold the remains of somebody of a very high status. The remains are interred in ceremonial armor on a large marble slab. The ages have rendered the armor useless, although there are other items of value on the slab. It looks like the chamber has been recently defiled, with a pool of dried blood in the northwest corner and the words ‘PROTECT THE BOY’ scrawled on the wall in blood. The armor is ancient and worthless, but the other items interred with the body are not. One is a shortsword +1 and the other is a beautiful comb made in the shape of a dragonfly, worth 500 gp. Ghoul: AC 14, HD 2*, #At 2 claws, 1 bite, Dam 1d4 claw, 1d4 bite, all plus paralysis, Mv 30', Sv F2, ML 9, XP 100 HP
5. Large Burial Chamber #1 room
This room looks like it has been recently disturbed. The six stone coffins along the north and south wall have been opened and there are pieces of bone and tattered clothing along the floor. Above the coffins on both walls hang some mildewed tapestries, their fabric faded from age. There is a 20-foot pit trap at the entrance to the west door. The characters will have to save vs. Death Ray (add any DEX bonus) or take 2d6 points of falling damage. If the characters come in from the east door, give them a +1 to spot the trap since it's really not well-hidden.
6. Simple Burial Chamber room
This chamber houses four simple burial slabs against the east wall. The skeletal remains of the buried lie quietly upon the stone slabs. There is a small hidden alcove along the north wall. If the secret door is located, there is 100 gp in a pouch inside.
7. Secondary Storage Room room
This room looks to be another storeroom. There is nothing of interest in here except for an old table in the middle of the room and some storage racks against the north wall. There is nothing of interest in this room. However the wooden door is stuck and will have to be forced open to enter.
8. Servant's Chamber room
Three rows of three coffins line the floor of this room. The simplicity of the construction belies that these were most likely favored servants and friends of the Rodemus family over the years. Four of the coffins are empty. If the coffins are checked, the middle coffin in the middle row will reveal 30 gp and a wand of magic missiles (7th level, 16 charges).
9. The Keeper Of The Catacombs room
A wave of rage and hatred washes over you as you enter this room. A large creature unlike anything you've ever seen stares at you menacingly before shouting 'Protect the Boy!!!'. The shout is followed by the breaking of wood as three zombies emerge from the coffins against the west wall. They lurch forward, with the larger creature close behind. The creature in this room is the Keeper of the Catacombs, a bone horror created to protect the catacombs and defend the Rodemus family. It is the 'unofficial' leader of the undead in the catacombs and can command other undead to do its bidding. The zombies it summons will fight until they are destroyed or turned. The bone horror is found in the Basic Fantasy Field Guide; please refer to that book for details. Bone Horror, Common: AC 14 (m), HD 4*, #At 2 claws or 1 sting, Dam 1d6+3 claw, 1d4+poison sting, Mv 20' Fly 30', Sv C4, ML 12, XP 280 3 Zombies: AC 12, HD 2, #At 1 weapon, Dam 1d8 or by weapon, Mv 20', Sv F2, ML 12, XP 75 ea. HP
9a. Secret Entrance room
This small alcove seems to be the secret entrance into the catacombs. In the middle of the room is a ladder going up through a small chimney, and you can feel a faint fresh breeze blowing in from it. You also see a small scared boy hiding behind the ladder. This is the other hidden entrance into the catacombs. If one of the party climbs the ladder it goes up about 30 feet before coming out a well-hidden exit behind the keep. The boy here is Galen, the son of Arlen and Sarah, and he will be fearful of the party unless he is shown the dragonfly necklace. If the party places the necklace around his neck, all further undead attacks will be negated while the party is with Galen.
GA
Galen Rodemus
10. Peaceful Repose room
The five long-dead warriors laid to rest on the slabs slumber peacefully in death, their skeletal hands wrapped around the hilt of rusted swords. These warriors are not affected by the Rodemus curse because they were buried here before the pact was made with the God of the Dead. They will not rise.
11. Hidden Altar room
This small hidden altar hasn't seen any recent use, but you can still see the symbols drawn on the floor in what looks to be dried blood. One symbol in particular sends shivers down your spine: the symbol for Zal'Thal, the god of the Dead. If the party approaches the altar, two skeletons will rise up from behind it and attack the party. 2 Skeletons: AC 15 (half damage from edged, 1 point only from piercing), HD 1, #At 1 scimitar, Dam 1d8, Mv 40', Sv F1, ML 12, XP 25 ea. HP
12. Goblin’S Last Stand room
As the door swings open you hear the unmistakable sound of goblins. However a large barricade made from tables, chairs, and other various objects blocks further progress into the room. One of the goblins shouts ‘Kill the Dead Walkers, Kill the Dead Walkers!’ as they let loose a volley of arrows in your direction. You’ve found what’s left of Girck’s search party. These goblins sent by Girck have recovered the map but were forced into this room by the undead. So they have thrown together a pretty good barricade at the door. It will take a successful Climb Walls to scale the barricade. If the barricade is attacked it has 15 HP and Hardness 5. While the barricade is being attacked the goblins will continue to fire arrows over it. Because of partial cover each side takes a -4 to hit with missile weapons while the barricade is up. If the barricade comes down two larger goblins will come up to attack the party while the smaller six goblins continue to fire arrows. If the party engages the goblins and kills one of the goblin champions, the other will throw a satchel to one of the smaller goblins and yell to it in goblin. The smaller one will pick up the satchel and run towards the door. If anyone in the party speaks goblin they will hear him say 'Get this to Girck!'. Even if they don't there is a 2 in 6 chance (adding INT bonus) that they will understand the word 'Girck'. The satchel contains Fonkin's lost map. 6 Goblins: AC 14, HD 1-1, #At 1 shortbow or shortsword, Dam 1d6 shortswor
13. Undisturbed Coffins room
A sense of peace fills you as you enter this room. The five ornate coffins against the west wall seem to be untouched by the ravages of time and it doesn’t seem like anyone has been in this room in ages. Unlike the other rooms, there are two large pillars supporting the roof here. This room seems to be unaffected by what else is going on in the catacombs. The coffins are shut and have not been disturbed. However they cannot be easily opened either. Treat them as locked stone doors.
14. Interrupted Feast room
When you enter the room you see two large zombies feasting on what can only be the remains of a dead goblin. The two zombies are too busy eating to notice your entrance. The zombies are eating so the party gets one surprise round before they attack. Though very large, these zombies are otherwise normal. 2 Dread Zombies: AC 12 (½ damage from blunt weapons, 1 point only from piercing), HD 3, #At 1 weapon, Dam 1d8 or by weapon, Mv 20', Sv F2, ML 12, XP 145 ea. HP
15. Storage Room room
This small room appears to be an old storage room of some sort. It is pretty much empty except for remnants of things stored here in the past. The door to this room is unlocked but it is stuck. The characters will have to make a standard stuck door check to open it.
NPCs HERE
BA
Bandit Leader
Human Fighter 3 • AC 18 • HP 13
How to use
- Town: Add buildings as children → attach NPCs to buildings. Everything one hop away.
- Dungeon: Add rooms as children → upload map on dungeon detail → click to pin monster/trap/treasure (linked to Codex).
- Next: CRUD forms (no player/GM split) — you asked for single view, so edit is always allowed.