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Sec Rets Sof Sok Kol K Kee Ep: Adventure Code: DDEX X1 2
Sec Rets Sof Sok Kol K Kee Ep: Adventure Code: DDEX X1 2
kol K
Keeep
D
Decades have passed
p since Sookol Keep was reclaimed, and d a small garrisson placed therre along with a beacon to help p
g
guide ships. No
ow, that beaconn has gone dark
k, and the garriison has disapp peared. In Phlaan, rumors circulate that some ething
a
ancient was disscovered in the grounds benea
ath the keep, da ating to before the clerics of T
Tyr built the sm
mall fortress.
U
Uncover the seccrets of Sokol Keep!
K An adven
nture for 1st-4tth level charactters.
Adventure Code: DDEX
X1‐2
C
Credits
A
Adventure Design
n: Pieter Sleijpen
D
Development andd Editing: Claire Hoffman,
H Chris Tulach,
T Travis Wo
oodall
D
D&D Organized Play:
P Chris Tulach
D
D&D R&D Playerr Experience: Greeg Bilsland
D
D&D Adventurerss League Wizardss Team: Greg Bilsland, Chris Linddsay, Shelly Mazzzanoble, Chris Tulach
D
D&D Adventurerss League Administrators: Robert Adducci, Bill Bennham, Travis Wooodall, Claire Hofffman, Greg Marrks, Alan Patrick
D
Debut: August 14
4, 2014
R
Release: Septemb
ber 1, 2014
D
DUNGEONS & DR
RAGONS, D&D, Wizards
W of the Coast, Forgotten Reaalms, the dragon ampersand, Playeer’s Handbook, Moonster Manual, Du
ungeon
M
Master’s Guide, D&
&D Adventurers Leeague, D&D Enco
ounters, D&D Expeditions, D&D Eppics, all other Wizaards of the Coast product names, aand
th
heir respective log
gos are trademarkks of Wizards of th
he Coast in the US
SA and other counntries. All characteers and their distinctive likenesses are
p
property of Wizard
ds of the Coast. Th
his material is pro
otected under the copyright
c laws of the United Statess of America. Any reproduction or
u
unauthorized use of the material or artwork contained
d herein is prohib
bited without the eexpress written peermission of Wizards of the Coast.
©
©2014 Wizards off the Coast LLC, PO
P Box 707, Rento
on, WA 98057-0707, USA. Manufacttured by Hasbro S
SA, Rue Emile-Boééchat 31, 2800
D
Delémont, CH. Represented by Hassbro Europe, 4 Thee Square, Stockleyy Park, Uxbridge, M
Middlesex, UB11 1ET, UK.
Not for rresale. Permission granted to print o
or photocopy this document for perrsonal use only.
League home.
Introduction
Welcome to Secrets of Sokol Keep, a D&D
Preparing the Adventure
TM
Expeditions adventure, part of the official D&D Before you show up to Dungeon Master this adventure
TM
Adventurers League organized play system and the for a group of players, you should do the following to
TM
Tyranny of Dragons storyline season. prepare.
This adventure is designed for three to seven 1st-
level characters, and is optimized for five 2nd level Make sure to have a copy of the most current
characters. Characters outside this level range cannot version of the D&D basic rules or the Player’s
participate in this adventure. Players with ineligble HandbookTM.
characters can create a new 1st-level character or use a Read through the adventure, taking notes of
pregenerated character. anything you’d like to highlight or remind yourself
The adventure starts in the city of Phlan in the while running the adventure, such as a way you’d
Laughing Goblin at the docks, but quickly takes the like to portray an NPC or a tactic you’d like to use in
characters to Sokol Keep on Thorn Island near the a combat.
harbor of Phlan. Get familiar with the monster statistics in the
Appendix.
The D&D Adventurers Gather together any resources you’d like to use to
aid you in Dungeon Mastering, such as notecards, a
League DM screen, miniatures, battlemaps, etc.
This adventure is official for D&D Adventurers League If you know the composition of the group
play. The D&D Adventurers League is the official beforehand, you can make adjustments as noted
organized play system for DUNGEONS & DRAGONS®. throughout the adventure.
Players can create characters and participate in any
adventure allowed as a part of the D&D Adventurers Before Play at the Table
League. As they adventure, players track their Ask the players to provide you with relevant character
characters’ experience, treasure, and other rewards, and information. This includes:
can take those characters through other adventures that
will continue their story. Character name and level
D&D Adventurers League play is broken up into Character race and class
storyline seasons. When players create characters, they Passive Wisdom (Perception)—the most common
attach those characters to a storyline season, which passive ability check
determines what rules they’re allowed to use to create Anything notable as specified by the adventure
and advance their characters. Players can continue to (such as backgrounds, traits, flaws, and so on)
play their characters after the storyline season has
finished, possibly participating in a second or third
Players that have characters outside the adventure’s
storyline with those same characters. A character’s level
level range cannot participate in the adventure with
is the only limitation for adventure play. A player cannot
those characters. Players with ineligible characters can
use a character of a level higher or lower than the level
make a new 1st-level character or use a pregenerated
range of a D&D Adventurers League adventure.
character. Players can play an adventure they previously
If you’re running this adventure as a part of a store
played or ran as a Dungeon Master, but not with the
event or at certain conventions, you’ll need a DCI
same character (if applicable).
number. This number is your official Wizards of the
Ensure that each player has an official adventure
Coast organized play identifier. If you don’t have a
logsheet for his or her character (if not, get one from the
number, you can obtain one at a store event. Check with
organizer). The player will fill out the adventure name,
your organizer for details.
session number, date, and your name and DCI number.
For more information on playing, running games as a
In addition, the player also fills in the starting values for
Dungeon Master, and organizing games for the D&D
XP, gold, downtime, renown, and number of permanent
Adventurers League, please visit the D&D Adventurers
magic items. He or she will fill in the other values and
Other downtime options might be available during Disease, Poison, and Other Debilitating
adventures or unlocked through play, including faction- Effects
specific activities. A character still affected by diseases, poisons, and other
In addition, whenever a character spends downtime similar effects at the conclusion of an adventure can
days, that character also spends the requisite expense spend downtime days recuperating until such time as he
for his or her lifestyle. Costs are per day, so a character or she resolves the effect to its conclusion (see the
that spends ten days of downtime also spends ten days recuperating activity in the D&D basic rules). If a
of expenses maintaining his or her lifestyle. Some
Overview
The adventure starts with the characters visiting the
Laughing Goblin, one of the more famous taverns at the
docks. The news about the extinguished beacon atop
Sokol Keep is the topic de jour. Before the characters
can investigate further, a group of dockworkers
confronts two mercenaries; personal friends of some of
the Black Fist guards assigned to the Keep. The
confrontation is unlikely to go well and ends up in a
tavern brawl if the characters don’t intervene. After the
fight, the characters learn a bit more about events and
are asked by the locals to investigate, since the
authorities care more about politics than solving the
issue.
At Sokol Keep the characters can interact with the
servants, potentially a spirit and search through the
possessions of Igan and the Black Fist guards to get an
idea of what happened. The information leads them to
the West Tower and the now obvious closed entrance of
an until-recently hidden area below the keep. Assuming
the characters have found the right clues, they can easily
open it and go down. Otherwise it requires more work.
The hidden area is a long-forgotten, subterranean
temple dedicated to some unknown entity that predates
the existence of the Keep. It is wet and muddy. In the
central area of worship the characters find Igan’s body
as well as a group of skeletal guardians that seem to
have animated as a result of the guards’s defilement of
the temple. Within the hidden temple, they also find the
Black Fist soldiers who are desperate to leave.
Depending on how the characters react, the Black Fist
might face them in combat or peacefully surrender.
With the capture of the Black Fist and the discovery of
Igan’s body, the adventure ends. All the characters have
to do now is think about what to tell the world.
R
Roleplaying Hurn
GGuard Sergeant Hurn
H is old and just riding out thee last few
yyears he has left before
b he can retire. While not as corrupt as
yyour average guardsman, Hurn would definitely no ot turn away a
bbribe. He is, for th
he most part, ineeffective; the doccks would be
juust as safe (or daangerous) withou ut his presence.
F
Faction Assignme
A ent
T
Those characteers who are me embers of the Harpers
H can
take advantage of their organiization's netwo
ork of
nformants to gain
in g additional information.
i
West Tower
The West Tower is wholly empty save for dust and
cobwebs. It is located on one of the higher points on the
island.
Characters entering the tower immediately smell wet,
freshly-turned earth. Upon arriving in the basement, they
find that somebody broke open the floor and dug down
to the stone. The earth and tile are stacked neatly
alongside the walls. Digging tools lay scattered about
the room. There is a severed rope tied to a ring in the
wall leading to a stone slab in the earth. Three other 50-
foot coils of rope lay on the floor beside the slab.
The stone slab is approximately 10 feet on a side, is
bordered in worn glyphs, and has an indentation in the
shape of a human hand approximately six inches away
from the leading edge of the slab. The slab radiates
strong conjuration and faint abjuration magic. A
successful DC 20 Intelligence (Arcana) check recognizes
the glyphs as a component to some sort of ritual that
allows something in plain sight to remain unseen.
However, the glyphs are worn enough that they no
longer function.
The trap door can be opened by placing a hand to the
hand-shaped indentation and saying “Toe Mono, Toe
Megalo” aloud. At that point the slab disappears,
revealing a dark hole in the floor.
Touching the indentation and saying anything other
than the correct words triggers the slab’s trap. The
characters touching the slab must make a DC 10
Constitution save or take 4 (1d4+2) lightning damage
and be stunned for 1 round. Consider giving the
characters the correct sequence if they are having
trouble figuring it out on their own.
Removing the slab without the use of magic would
require more time and resources than the characters
1. Entrannce 3. Th
he Vestibbule of B
Barnacless
The flooor of this room b egins sloping do
ownward while th
he
T
The characters enter in the pa art of this area marked
ceiling rremains more orr less level than tthe rooms beforee.
w
with an “X.” Th he slab rematerrializes five min
nutes after it
iss dispelled. Wh
hile this may co
oncern the charracters, an Longer tthan it is wide, th
his room was ob
bviously submergged at
innspection of th
he slab from bellow reveals thee same one poin
nt, as old, calcifi ed growths of baarnacles still clin
ng to
m
markings as above. nearly evvery surface.
Two suuits of bizarre arm
mor, made of wh
hat appears to bee coral
and she lls, stand in nich
hes in the wall, each crusted overr with
the sam
me heavy growth aas everything elsse in the room.
Emnity
The characters have the opportunity to earn the
following bane during the course of play.
Enmity of the Black Fist. An innocent man died by
your hand during the barroom brawl in the Laughing
Goblin. Though you were arrested for your crimes, your
faction eventually procured your release. The Black Fist,
however, still associates you with your crimes. So long
as you have this enmity, all future Charisma (Deception,
Intimidation, and Persuasion) checks made against
members of the Black Fist are made with disadvantage.
Renown
All faction members earn one renown point for
participating in this adventure.
Harper characters earn one additional renown point
for returning the brass plates.
Downtime
Each character receives ten downtime days at the
conclusion of this adventure.
DM Rewards
You receive 300 XP and ten downtime days for each
session you run of this adventure.
Playyer Handou
ut: Ig
gan’s Journa
al
W
What do we know:
It is underr the West Toower
The weird symbol of heaad surroundedd by tentacless (think it arre tentacles)
Was cult inn region Phlaan. Followerss of Tyr destr
troyed it, butt never found the treasure.
Book of Moonsea
M Cultss by Thallios of Tyr mightt contain morre.
N
Need to knoow:
Password??
Potential curses?
c
True natuure of cult?
Do the spiritts speak Thorrass? Weird. Thought anggels spoke alll languages?
Book does noot fall open onn right page though… Really
Re hate deaad languagess!
M
Most selfissh
Four symbbols, sure of it. Thrree words. Must nott get it wroong…
M
Mono, Dikkastis, Dim
mios, Kyrioss, Megalo, Toe, Dotitis, Liptis, Archaios
Secrrets of Soko
ol Keep
Not for resale. P
Permission granted to print or photo
ocopy this documeent for personal uuse only. 23
Appen
A ndix: Monst
M ter/NP
PC Sta
atistiics
A
Animatted Arm
mor Gho
oul
M
Medium construct, unaligned Medium undead, chaotic evvil
A
Armor Class 18 (nnatural armor) Armor CClass 12
H
Hit Points 33 (6d8 + 6) Hit Poin
nts 22 (5d8)
S
Speed 25 ft. Speed 300 ft.
M
Multiattack. The armor makes tw
wo melee attacks.
Guaard
S
Slam. Melee Weap pon Attack: +4 to
o hit, reach 5 ft., one
o target.
Medium humanoid (any raace), any alignment
H
Hit: 5 (1d6 + 2) bludgeoning
b dammage.
Armor CClass 16 (chain sh
hirt, shield)
C
Commo
oner Hit Poin
nts 11 (2d8 + 2)
Speed 300 ft.
M
Medium humanoid
d (any race), any allignment
STR DEX C
CON INT WIS C
CHA
A
Armor Class 10
13 (+1)) 12 (+1) 122 (+1) 10 (+0)) 11 (+0) 100 (+0)
H
Hit Points 4 (1d8)
S
Speed 30 ft.
Skills Peerception +2
Senses ppassive Perceptio
on 12
STR DEXX CON INT WIS CHA
Languagges any one language (usually Co
ommon)
10 (+0) 10 (+
+0) 10 (+0) 10 (+0) 10 (+0
0) 10 (+0)
Challengge 1/8 (25 XP)
SSenses passive Peerception 10 Actio
ons
LLanguages any onne language (usu
ually Common)
CChallenge 0 (10 XP)
X Spear. M
Melee or Ranged W Weapon Attack: + +3 to hit, reach 5 ft. or
range 200/60 ft., one targget. Hit: 4 (1d6 + 1) piercing damage.
A
Actions
C
Club. Melee Weap pon Attack: +2 to hit, reach 5 ft., one
o target.
H
Hit: 2 (1d4) bludg
geoning damage.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 11 (+0) 14 (+2) 10 (+0) 10 (+0) 11 (+0) 13 (+1) 6 (−2) 16 (+3) 3 (−4) 6 (−2) 5 (−3)
Skeleton
Medium undead, lawful evil
Actions
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) piercing damage.
Append
A dix: M
Map