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 Old Fort Minimize
 

An Old Fort

This is a short dangerous scenario to slip into a campaign. Characters should be medium level - perhaps 4-5 with some 20-30 levels in the group. Magic weapons essential.

The Rumours

Local villagers will tell the story of this ruined and abandoned fort. Many say it is haunted . Local lads who have gone there to explore have not returned. The fort should be in abandoned Cardolan up towards Rhuadaur .This fell to an orc raid some hundred years ago. The defenders were betrayed by a half orc and died feeling they had not done their duty. Thus some of the defenders remain as wraiths and ghosts and will defend the fort against any one. The following is a map of the fort:

Description:
1.Intact tower . The door is ajar.Stairs lead upto an unoocupied watch tower.
2.Ruined Tower. Looks unstable . Entry into this building may cause a collapse of thr entire structure (30%). Anyone pokeing around under the stairs may also cause a collapse (80%).If this occurs any one in the building recieves a E crush crit.In the rubble is a bag of 20 GPC and a dagger of +10% (+20% versus wraiths/wight).
3.Ruins of old fort main building . Searching the ruins may disturb a snake (+25% OB Small bite, LVL 2, 8th level poison causes paralysis and 50pts damage.) There is a hard to find trap door to the cellars.
4.Intact tower. Locked door. Hard to pick. The ground floor guard house is occupied by 2 zombies ( level 2, OB 50, DB 20, Hits 70, cannot be stunned, any hits on group can cause a rotting disease unless resisted). Also in the room is a locked chest (hard to pick , hard to detect spike trap causing 2 d10 pts damgage and a C punture crit) In the chest are 20 GPC and a silver dagger of +20 versus undead.
The Cellars


5.The corridor. The stairs lead down to this corridor. Off it are 3 doors.
6.Old Wine Cellar. The door is locked and is very hard to pick.This cellar contains 10 bottles of now decent vintage : worth 20 GPC each.(perhaps one of the players may have the skill to recognise this).
7.Old Guard room/ barracks.3 of the castles defenders are here as wights. They will attack as soon as the door is opened.(Level 15, Hits 110, DB 30, OB 90, Cannot be harmed by non magical weapons, or cold/ice, cause a 8th level fear attack, may not be stunned)
8. Old cells and stores. This corridor leads to 3 rooms . They were used as a mixture of cells and storage. One is haunted by a Ghost. (Level 20, Hits 160, DB 50, OB 110, Cause 10th level fear spell, All characters in 10" loose 5 Co per move.This room also contains a locked chest (hard to pick, trapped hard to detect punture trap with 5th level paralysis poison.)

The Treasure in the chest is up to the DM : perhaps 500 GPc and a +25 Long bow with 20 silver +20 arrows). Or perhaps just a map leading to other treasure.
Have fun.


  

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