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IRONWOLF KEEP, PART 2

The Ghost in the Dungeon


The tormented spirit of Gregors ancestor, Skolnr Ironwolf, haunted the fortress dungeon. He
was so powerful that even the skrattes who infested the fortress avoided the lower levels. Your
investigation eventually uncovered a hidden chamber. Inside, you found scrolls and runes
capable of binding demons. There was also a diary kept by Skolnrs daughter, who is Gregors
grandmother. It was worn with age but still legible.
The diary revealed Skolnr was trapped because of a pact he had made with a demon years before
he built the fortress. The demon granted Skolnr extraordinary strength, which he used to battle
many foes. His fame grew, and Skolnr became wealthy enough to construct the fortress. Skolnr
married a local girl. For years, Skolnrs life was peaceful, if no longer exciting.
But a demons boon comes with a steep fee. The demon was promised the body of his first-born
child to inhabit. When his wife became pregnant, Skolnr panicked. He sought wise men, hoping
to find a way to break the demonic contract, but they provided no answers. In desperation, he
turned to a practitioner of magic.
The sorceress offered hope. For a significant sum of money, she would build a binding chamber
and perform a ritual to trap the demon. The sorceress performed the ritual and declared it a
success. Skolnr was no fool, however. He locked her in the dungeon for the duration of his wifes
pregnancy. Seven months later, Skolnrs wife delivered a healthy baby girl.
Years passed in happiness. His daughter grew into a smart and unusually tough young woman,
able to best the village boys in every feat of strength. They called her Skolnr in Braids.
Eventually, Skolnrs wife contracted a wasting sickness. She died the summer of her daughters
fifteenth year. Skolnr was getting older as well and had become a little eccentric. Although the
fortress was much too large for the two of them, he began expanding the dungeon. Over three
years, this went from a project to an obsession. He ordered the engineers to keep digging despite
the danger of collapse and the soaring expense. His moods became wild, and his memory
faltered. His daughter called for healers in the land, but he died before they could arrive.
His daughter went to live with distant relatives. She never told her children or grandchildren the
woeful tale.
But after conversing with his ghost again, you learn the truth: Skolnr wasnt senile. The binding
ritual didnt work. At least, not as planned. The demon was bound to the fortress and to him. As
age enfeebled his mind, it exerted more control. When he died, his spirit and the demons became
intermingled, both trapped within the dungeon.
The demon and Skolnrs ghost revealed three potential solutions, each with its own set of
problems.

Because Skolnr was dead, it was possible that a ritual could annul the demonic pact. Both
Skolnr and the demon wouldve been freed. However, the pact conferred strength to all of
Skolnrs descendants. Gregor would lose 2 points of strength.

The demon was willing to deal. Even after almost a century, it still desired a body of its own.
It wouldve happily shared Gregors with him. In exchange, it offered to boost his strength
just as it did for his ancestor. Upon Gregors death, the demon will be permitted to take
control.

The demon wouldve also taken another suitable bodya warriorbut only if he was able
to control him outright. Gregor needed to bring a warrior to the ritual chamber and follow
the demons instructions.

There is a potential fourth solution, as well:

A powerful sorceress couldve vanquished the demon to the nether realms. However, it
would be expensive. Also, because their spirits were bound together, Skolnr wouldve also
be sent there. Its likely he wouldve been tormented for all eternity. Locating a sorceress
will be an expensive and time-consuming job. You may not be able to find one willing to
visit Kafrstead for weeks or even months.

With the haunted dungeon resolved, you turned your attention to the keeps two other
infestations: The skrattes and the bandits.

The Skrattes
The skrattes roamed much of Ironwolf Keep, however they were concentrated around the great
hall. You suspected their leader was located there. Did you try to sneak in or did you fight your
way through to him?
SNEAK
Roll Dexterity, you can get a bonus if you have any abilities you think would be applicable.
You chose the stealthy approach. The keeps dark corridors and passages lend themselves to
sneaking.
Success: You assassinated three skratte guards and found yourself in the great hall. The room
was decorated with a myriad of skulls, some of them human. The skratte-chief sat on a throne the
looked cobbled together from the great halls tables and chairs.
Amazed by your appearance, he welcomed you to his great hall. You are cunning even beyond
skrattes. It is the way of our kind to serve the strong and cull the weak. We will serve you. But
my kin need a home. Weve heard you banished the ghost from the dungeons and the cave. Let
us live there and we will serve you. My tribe is 30 strong. We will also help you drive out the
pink-skins in the tower.
Did you take their offer?
Fail: You attempted to assassinate the skratte guards but the noise drew others and you soon
found yourselves surrounded in the great hall. The room was decorated with a myriad of skulls,
some of them human. The skratte-chief sat on a throne the looked cobbled together from the
great halls tables and chairs.
He welcomed you to his great hall. You are not as cunning as skrattes. Your skulls would look
good on my walls but killing you is pointless. Others will come until we are eventually driven
out. My kin need a home. Weve heard you banished the ghost from the dungeons and the cave.
Let us live there in peace. The tribe is 30 strong, not such a great burden. We will also help you
drive out the pink-skins in the tower.
If they take the offer, the skrattes will do as agreed. Of course, there may be ramifications down
the road.
Otherwise, they will fight. The skratte-king is tough, but once hes defeated the tribe will scatter.
They will seek revenge later.
The skrattes dont leave behind much of value.

The Bandit Queen


There are 16 bandits total, rules by the fierce Bandit Queen Firean. If the skrattes are destroyed,
they will be emboldened and will defend the tower to the last. If the adventurers attack in force
with the skrattes, they will fleeat least for now!
If the adventurers are interested in cutting a deal with Firean, she strikes a hard bargain. She
knows the rumors about the treasure room in the dungeon. In fact, thats why she chose to bring
her band to the keep in the first place. To leave peacefully, she wants everything inside. Firean
will send four of her warriors with the adventurers to verify.
The heroes will need the treasure to get the keep in working order if they plan to make it their
headquarters.
The bandits are tougher than the skrattes. They wont flee if Firean is killed. In fact, shes so
beloved theyll gain a +1 to their rolls to avenge her death. However, they wont fight to the last
man. Firean will call a retreat once theyre down to five warriors. If Firean is dead, theyll flee
when seven warriors are left standing.
If they fight, the heroes will have to deal with several wounded warriors. Do they kill them or
take them prisoner?
The bandits will attempt to flee with a chest filled their collected tolls. The chest contains: 2
gold coins from a distant empire, 32 silver coins, 129 copper fennings.

The Treasure Room


The treasure room was sealed-off, but the wall has partially collapsed. Gold gleaming in the
torchlight is what catches the eye of the adventurers. There are also magical devices left over
from Skolnrs adventuring days.
The wall can be demolished with tools, a strength check, and five hours of work. If the strength
check fails it will take an entire day.
What do they find?

Gold jewelry, goblets, plates and gems equaling about 600 gold coins; 150 actual gold
coins; 300 silver coins; 1,000 copper fennings.
o 1 gold = 500 copper
o 1 gold = 50 silver
o 1 silver = 10 copper

THE ECHO
A seemingly empty bottle. Once unstoppered, the whispers of another plane resound once and
fall silent. In the silence, the bearer learns in his soul the coming of one great danger and how he
can avoid it. At any point after you use the Echo, you can ignore the results of any single die roll
yours or another playersand roll again. The echo may be used once per adventure.

FARSIGHT STONE

1 weight

Swirling clouds fill this smoky pyramid and those in its presence often hear strange whispers.
When you gaze into the stone, name a location and roll+WIS. On a 10+, you see a clear vision
of the location and can maintain it as long as you concentrate on the orb. On a 79, you still
see the vision, but you draw the attention of some other thing (an angel, a demon, or the holder
of another Farsight stone) that uses the stone to surveil you, as well.

IRONWOLF SHIELD

+2 armor, worn, 2 weight

The shield of Skolnr Ironwolf. The shield is trimmed with silver and bears the red, snarling face
of a wolf.
Luckily, Skolnr also kept detailed notes on his past adventures in the same room so its easy to
discover what he claims the items can do.

Side Quests
In the dungeon, they find the mummified corpse of a man. There is a knife in his hand and a
note: Im a fool. I didnt believe the stories, but theyre all true. I hoped the find the treasure but
theres something down here with me. Its trying to get in my head but I wont let it. My name is
Hobson from Kalfrstead. My wife is Hanna.
In the library they find a skratte named Polk. He doesnt want to fight. Polk has discovered a
love of books. Only, he cant read any of them yet. If the heroes agree to teach him to read, he
will show them a secret way to get to the great hall and avoid all the guards.
They come across Skolnrs tomb. Its being guarded by three large wolves with glowing blue
eyes. It seems like the ghost is keeping them alive somehow. They dont attack unless the heroes
attempt to disturb the tomb. Skolnr was buried with a nice suit of leather armor, but it has a
curse:
WOLF-WEAR
1 armor, spirit, worn, 1 weight
This leather armor is made entirely from wolf-hide, and contains the spirit of an ancient wolf. As
long as you wear it you can see in the dark, your sense of smell is greatly enhanced, and when
you aid an ally, on a 12+ they take +2 instead of +1.
When you transform into a wolf, roll+WIS. On a 10+, you gain all of the wolf s features and
limitations until you choose to end the transformation. On a 7-9, choose 1:
You are not in complete control of your actions.
You do not change back when you want to.

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