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 Bar-en-Carnil Minimize
 

Bar- En Carnil

This is some material from my October Club campaign. This is an early scenario when the players are 1st or 2nd level.

In a previous adventure the party had found a note in the castle at Lant Methed indicating that the family treasures from that castle had been removed when the forces of Angmar were over running Rhuadaur. The treasures the note said were taken to the castle of Bar- En Carnil south of Bree. Thus the party set of to locate the treasures.

Locating the Castle

The party had to enquire in Bree of the location of the castle. The worthies in the Prancing pony will have heard of it. They might try and make some profit out of this. Rumours of the castle will include the story of the orc assault on the fortress 250 years ago . This was after the fall of the castle at Lant Methed when the forces of Angmar raided west and south into Cardolan. Some of the locals ancestors will have died in the battle. After Bar-En-Carnil fell the orcs stayed for a few years but then abandoned it as Angmar consolidated its gains. The battle destroyed the upper levels of the castle but the dungeons and treasure rooms were left intact. The orcs may have lived in the ruins and part of the dungeon but did not the legend says fully explore the dungeons. The story is they were afraid of a curse put on the treasure room by the castles defenders.
The castles ruins is located east of the Greenway 15 miles or so south of Bree.


The Castle's approaches

The map below shows the approaches to the castle.

The party may elect to approach from the west - from the Greenway , or from the east via the woods. The later is a longer option.
The ground is rolling low downs so they should be able to approach undetected to about 3-400 yards away. After then it will depend on their plan. The party will be able to see smoke from a fire in the ruins of the castle . Figures will be visable in the ruins. A small dich runs around the castle. A party of orcs and a stone troll are in the ruins. Dependant on time of day the stone troll will be in shade if there is sunlight .

Name		Level	OB	DB	AT	HITS	MM	SPEC

Orc Leader	5	80	10	ch	80	10

Orc1		2	40	30	rl	40	-

Orc2		2	40	30	rl	40	-

Orc3		2	40	30	rl	40	-

Orc4		2	40	30	rl	40	-

Orc5		2	40	30	rl	40	-

Orc6		2	40	30	rl	40	-

Orc7		2	40	30	rl	40	-

Orc8		2	40	30	rl	40	-

Orc9		2	40	30	rl	40	-

Stone Troll	7	80	10	pl	150	large -2critslevel


Some of the orcs will be on guards in the perimeter of the ruins.

If the party can approach undetected they will see that the stone troll and the the orcs will be removing large stones from around a collapsed stairwell leading down.

Any battle with this group will be tough but with surprise and sufficient magic or missiles should not be impossible. When the party approach the stairwell they will find they can now gain access to the dungeons/cellars.


The dungeons

The following is a map of the dungeons.

Part of the dungeons are inhabited by ratmen these are some of the witch kings experiments with combining rats with humans. The results are horrible.

1. Ruined stairwell . This leads down from the surface. There is much debris on the stairs and a few human bones . The corridor it open into is damp and cold . There is a musty smell. It is dark.

2. The corridor is about 6-8 feet wide and leads to a shut door. A good tracker might be able to spot faint tracks in the slime. They lead from the door to a crack 3 foot wide and 4 foot high in the west side of the corridor. This crack widens out to reveal an under-ground stream running through a 3 foot diameter passageway . If the party elect to explore this they will find the stream emerges miles away on the downs. The other way the passage narrows to a small crack. The exploration of this passageway is dangerous.

3.This door is shut it is not locked . It is the rats charnell house. Decaying bodies of large mammals and one man hangs from hooks.

The party may well hear a noise in the corridor . This is due to 4 ratmen approaching from corridor 4.

Name		Level	OB	DB	AT	HITS	MM	SPEC

Ratmenleader	4	70	30	rl	60	20

ratman1		3	40	30	rl	40	20

ratman2		3	40	30	rl	40	20

ratman3		3	40	30	rl	40	20

The ratmen are armed with melee weapons or crossbows. They are intelligent.

4. From here the party will be able to see a barricade across the east corridor at 5 . A few words are scrawled in ratmen on the wall near by . It says "keep out of this area". To the west the corridor ends in a room. There is a door opposite the junction.

5.Barricade In front of this on the south side of the corridor is a pit trap. It is hard to find . Hard to disarm. Fall 10 foot onto spikes C puncture crit.

6.Ratmen barracks . Here 6 ratmen sleep .

Name		Level	OB	DB	AT	HITS	MM	SPEC

ratman1		3	40	30	rl	40	20

ratman2		3	40	30	rl	40	20

ratman3		3	40	30	rl	40	20

ratman4		3	40	30	rl	40	20

ratman5		3	40	30	rl	40	20

ratman6		3	40	30	rl	40	20

The accomodation consists of filthy rags on the floor . A search will reveal 10 gpcin all in silver pieces.

7.Ratmen hall . This is where the leader of the ratmen lives with a mage and guards.

Name		Level	OB	DB	AT	HITS	MM	SPEC

ratman leader	5	90	50	rl	80	20	has +10 dagger

ratman mage	2	20	20	no	20	20	uses sleepV 2pp scroll of fireball

ratman1		3	40	30	rl	40	20

ratman2		3	40	30	rl	40	20

ratman3		3	40	30	rl	40	20

ratman4		3	40	30	rl	40	20

ratman5		3	40	30	rl	40	20

ratman6		3	40	30	rl	40	20

8. This room ceilings is collapsed. The room has a lot of rubble. In the rubble a large boa snake lives. There is access via cracks and pipes to the surface. In the rubble a search will find ( very hard) a sack of 100GPC.

Name		Level	OB		DB	AT	HITS	MM	SPEC

Boa snake	3	70mbi/60mgr	0	no	86	0	tend to crush foes.	

9. This is the old torture chamber. A wraith haunts this room. A ring of torture is in here. If held against the skin of an enemy it can inflict a B heat crit twice per day.

Name		Level	OB	DB	AT	HITS	MM	SPEC

LesserWraith	10	90	40	no	110	10	FEAR roll in 20"

								A Cold Crit within 5"

								eq cold crit to crit inflicted	

								drain 3 Co/round withinn 10"		

10. The door is locked and hard to open. Archivists office. The keeper of the treasures used to work here. The room is now occupied by 8 zombies. The door to 11 is locked.It is trapped . This is very hard to find and disarm. Cold ball 5foot radius 5 foot in front of door . (+50)

Name		Level	OB	DB	AT	HITS	MM	SPEC

zombie1		2	40	15	ch	45		possible 4th level disease

zombie2		2	40	15	ch	45		possible 4th level disease

zombie3		2	40	15	ch	45		possible 4th level disease

zombie4		2	40	15	ch	45		possible 4th level disease

zombie5		2	40	15	ch	45		possible 4th level disease

zombie6		2	40	15	ch	45		possible 4th level disease

zombie7		2	40	15	ch	45		possible 4th level disease

zombie8		2	40	15	ch	45		possible 4th level disease

Treasure room

This room contains 3 chests all are locked - hard to pick and trapped - hard to locate and disarm. The trap in each case is an electric shock - C level crit.
Chest One: Contains 500 GPC
Chest two contains a magic cloak. This gives DB of +10 to attacks and any spell . Also +10 to stalk and hide. There is also a staff of fireball with 5 charges left. There is also a set of 6 throwing daggers of +20.
Chest three contains a twohanded battle axe of +25 that does a crush and a slash crit each time. There is also a wand of healing . It can upto a 10th level healing spell once per day.


Thats about it. Just a straight forward castle to loot. Hope you have fun.


  

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