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Secretss of Sok

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
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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

Secrets of Sokol Keep


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write notes at the conclusion of the session. Each player Determining Party Strength
is responsible for maintaining an accurate logsheet. Party Composition Party Strength
If you have time, you can do a quick scan of a player’s 3-4 characters, APL less than Very weak
character sheet to ensure that nothing looks out of 3-4 characters, APL equivalent Weak
order. If you see magic items of very high rarities or 3-4 characters, APL greater than Average
strange arrays of ability scores, you can ask players to 5 characters, APL less than Weak
provide documentation for the irregularities. If they 5 characters, APL equivalent Average
cannot, feel free to restrict item use or ask them to use a 5 characters, APL greater than Strong
standard ability score array. Point players to the D&D 6-7 characters, APL less than Average
Adventurers League Player’s Guide for reference. 6-7 characters, APL equivalent Strong
If players wish to spend downtime days and it’s the 6-7 characters, APL greater than Very strong
beginning of an adventure or episode, they can declare
their activity and spend the days now, or they can do so Average party strength indicates no recommended
at the end of the adventure or episode. adjustments to the adventure. Each sidebar may or may
Players should select their characters’ spells and not offer suggestions for certain party strengths. If a
other daily options prior to the start of the adventure, particular recommendation is not offered for your group,
unless the adventure specifies otherwise. Feel free to you don’t have to make adjustments.
reread the adventure description to help give players
hints about what they might face. Dungeon Mastering the
Adjusting the Adventure Adventure
As the DM of the session, you have the most important
Throughout this adventure, you may see sidebars to help
role in facilitating the enjoyment of the game for the
you make adjustments to this adventure for
players. You help guide the narrative and bring the
smaller/larger groups and characters, of higher/lower
words on these pages to life. The outcome of a fun game
levels that the optimized group size. Most of the time,
session often creates stories that live well beyond the
this is used for combat encounters.
play at the table. Always follow this golden rule when
You may adjust the adventure beyond the guidelines
you DM for a group:
given in the adventure, or for other reasons. For
example, if you’re playing with a group of inexperienced
Make decisions and adjudications that enhance the
players, you might want to make the adventure a little
fun of the adventure when possible.
easier; for very experienced players, you might want to
make it a little harder. Therefore, five categories of party
To reinforce this golden rule, keep in mind the following:
strength have been created for you to use as a guide.
Use these as a guide, and feel free to use a different
 You are empowered to make adjustments to the
adjustment during the adventure if the recommended
adventure and make decisions about how the group
party strength feels off for the group.
interacts with the world of this adventure. This is
This adventure is optimized for a party of five 2nd-
especially important and applicable outside of
level characters. To figure out whether you need to
combat, but feel free to adjust the adventure for
adjust the adventure, do the following:
groups that are having too easy or too hard of a
time.
 Add up the total levels of all the characters
 Don’t make the adventure too easy or too difficult
 Divide the total by the number of characters
for a group. Never being challenged makes for a
 Round fractions of .5 or greater up; round frations
boring game, and being overwhelmed makes for a
of less than .5 down
frustrating game. Gauge the experience of the
players (not the characters) with the game, try to
You’ve now determined the average party level (APL)
feel out (or ask) what they like in a game, and
for the adventure. To figure out the party strength for
attempt to give each of them the experience they’re
the adventure, consult the following table.
after when they play D&D. Give everyone a chance
to shine.

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 Be mindful of pacing, and keep the game session downtime activities help with lifestyle expenses or add
moving along appropriately. Watch for stalling, lifestyle expenses.
since play loses momentum when this happens. At
the same time, make sure that the players don’t Spellcasting Services
finish too early; provide them with a full play
Any settlement the size of a town or larger can provide
experience. Try to be aware of running long or
some spellcasting services. Characters need to be able
short. Adjust the pacing accordingly.
to travel to the settlement to obtain these services.
 Read-aloud text is just a suggestion; feel free to
Alternatively, if the party finishes an adventure, they can
modify the text as you see fit, especially when
be assumed to return to the settlement closest to the
dialogue is present.
adventure location.
 Give the players appropriate hints so they can make
Spell services generally available include healing and
informed choices about how to proceed. Players
recovery spells, as well as information-gathering spells.
should be given clues and hints when appropriate
Other spell services might be available as specified in
so they can tackle puzzles, combat, and interactions
the adventure. The number of spells available to be cast
without getting frustrated over lack of information.
as a service is limited to a maximum of three per day
This helps to encourage immersion in the
total, unless otherwise noted.
adventure and gives players “little victories” for
figuring out good choices from clues. Spellcasting Services
Spell Cost
In short, being the DM isn’t about following the Cure wounds (1st level) 10 gp
adventure’s text word-for-word; it’s about facilitating a Identify 20 gp
fun, challenging game environment for the players. The Lesser restoration 40 gp
Dungeon Master’s Guide TM has more information on Prayer of healing (2nd level) 40 gp
the art of running a D&D game. Remove curse 90 gp
Speak with dead 90 gp
Downtime and Lifestyle Divination 210 gp
Greater restoration 450 gp
At the beginning of each play session, players must
Raise dead 1,250 gp
declare whether or not they are spending any days of
downtime. The player records the downtime spent on
Acolyte Background
the adventure logsheet. The following options are
A character possessing the acolyte background requesting
available to players during downtime (see the D&D spellcasting services at a temple of his or her faith may request
basic rules or the D&D Adventurers League Player’s one spell per day from the Spellcasting Services table for free.
Guide for more information): The only cost paid for the spell is the base price for the
consumed material component, if any.
 Catching up Character Disease,
 Crafting (exception: multiple characters cannot
commit to crafting a single item)
Death, and Recovery
 Practicing a profession Sometimes bad things happen, and characters get
 Recuperating poisoned, diseased, or die. Since you might not have the
 Spellcasting services (end of the adventure only) same characters return from session to session, here
 Training are the rules when bad things happen to characters.

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

Secrets of Sokol Keep


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character doesn’t resolve the effect between sessions, but nobody has ever claimed it, or at least admits to
that character begins the next session still affected by doing so. Now most believe it has been found long ago
the debilitating effect. or that it is just a myth; one of many that surrounds
Phlan.
Death In the decades that the keep was an abandoned ruin,
A character who dies during the course of the adventure there certainly has been ample of time for adventurers to
has a few options at the end of the session (or whenever scour the island. When House Sokol assumed control of
arriving back in civilization) if no one in the adventuring the island, they never professed having found any
party has immediate access to a raise dead or revivify treasure when they restored, and later extended, the
spell, or similar magic. A character subject to a raise keep. And they never looked very kindly on treasure
dead spell is affected negatively until all long rests have seekers intruding upon their property and stead-fastedly
been completed during an adventure. Alternatively, each blocked any thorough search of the keep in the century
downtime day spent after raise dead reduces the penalty that they have been its custodian. Having been forced to
to attack rolls, saving throws, and ability checks by 1, in mostly leave the island recently due to the troubles in
addition to any other benefits the downtime activity the city, there would be little the House could do about
might provide. any uninvited guests.
Create a New 1st-Level Character. If the dead Still, Sokol Keep’s lighthouse is a reliable source of
character is unwilling or unable to exercise any of the income for the house and important to the city’s
other options, the player creates a new character. The maritime trade and defense. So the family left a token
new character does not have any items or rewards few retainers to maintain the fortress and ensure that
possessed by the dead character. the beacon was operational. Leading this small group
Dead Character Pays for Raise Dead. If the was the young Igan Sokol, a junior member of the
character’s body is recoverable (it’s not missing any vital family. In addition, the Black Fist has a small squad of
organs and is mostly whole) and the player would like soldiers at the Keep to ostensibly help with defense.
the character to be returned to life, the party can take Well aware that his job was a kind of banishment,
the body back to civilization and use the dead Igan thought that finding the fabled treasure would
character’s funds to pay for a raise dead spell. A raise bring him back into good graces with his demanding
dead spell cast in this manner costs the character 1,250 parents. An opportunistic Black Fist soldier, Guard
gp. Sergeant Grim Thornbuck, befriended him and provided
Character’s Party Pays for Raise Dead. As above, the young quartermaster with motivation to continue his
except that some or all of the 1,250 gp for the raise dead search.
spell is paid for by the party at the end of the session. Unlike any previous treasure hunters, Igan had one
Other characters are under no obligation to spend their huge advantage. Igan had been raised at the Keep, and
funds to bring back a dead party member. at a young age he had found a well-hidden shrine of
Faction Charity. If the character is of level 1 to 4 and Tyr—long since forgotten. He restored it and maintained
a member of a faction, the dead character’s body can be it ever since. Unbeknownst to others, the shrine was
returned to civilization and a patron from the faction haunted by the spirit of a female cleric of Tyr, named
ensures that he or she receives a raise dead spell. Harae. The spirit knew of the treasure below the keep,
However, any character invoking this charity forfeits all and wanted to reward the young man for his dedication
XP and rewards from that session (even those earned to the shrine. Hardly more than the sheerest presence,
prior to death during that session), and cannot replay she was unable to truly interact with the world beyond
that episode or adventure with that character again. moving small items around. Nevertheless, moving the
Once a character reaches 5th level, this option is no right books and opening them to the correct pages was
longer available. all that it took.
With the help of the spirit, Grim, and the other Black
Adventure Background Fist guards, Igan found the hidden caverns beneath the
There always have been stories of treasure on Thorn keep and the expected treasure within. Upon seeing it,
Island, the isle functioning as a natural breakwater for Igan thought the treasure to be evil, and wanted it
Phlan’s harbor. The details differ with the teller of the destroyed. But greed overcame Grim and the other
tale. Many have sought the fabled riches of Sokol Keep, soldiers. Grim murdered Igan and had hoped to set sail

Secrets of Sokol Keep


  Not for resale. Permission granted to print or photocopy this document for personal use only.     5 
in the night, but the murder awoke the long dormant
guardians of the temple, trapping Grim and his co-
conspirators in the dungeon below. In the spirit’s anger
and sadness, Harae disabled the lighthouse, hoping that
she would catch the attention of adventurers who would
come and recover Igan’s body, arrest the murderers, and
cleanse the island of undead for good.
Lured by rumors of treasure and locals beseeching the
characters to restore the beacon, the characters now
have to explore the island to find out what happened and
bring the murders to justice.

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.

Secrets of Sokol Keep


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Rolepllaying Imiza el
Part
P 1: The Imizael is quite busy, but is attentive of h
her patrons’ need
ds. She
respondds to questions c urtly, nodding when it is polite annd
directingg customers with
h a fondness for gossip to Fat Maar,
Laughingg Gobllin whom s he insists “shou ld keep his equally fat nose out o
peoples’’ business.”
of other

TThe adventure begins


b as the characters
c are at
a the
LLaughing Gobliin, a somewhatt famous tavern n at the Characcters sitting in aat the tables ma
ay speak with tthe
d hat caters mostly to the
docks of Phlan.. It is a place th waiter, who breathlesssly introduces himself as Fatt Mar.
rrough crowd off sailors, marine ers and mercennaries and
oone of the best places to start an investigatio
on into Sokol Rolepllaying Fat M
Mar (Markoth
h)
KKeep. The taverrn presents a good
g opportunitty to Fat Mar clearly dislikes h
his nickname, but it is well-earned
d. He
inntroduce new characters
c to one
o another. is a rotuund man who sweeats profusely. H
He has a sharp to ongue
and a fooul mouth but waarms up instantlyy to anyone who asks
T
The Laughing Go
oblin is a large daark old tavern thaat has had what hiss actual name is——introducing himmself happily as
Markothh Hasselpond.
b
better times. The woodwork is wo
orn, the plaster once
o white is
n
now yellowish and crumbling and
d the chandelierss and lanterns
Both MMarkoth and Im mizael happily re ecommend the e
rusted. The furnitture shows the signs of heavy use and the
tavern’ss famous cabbaage soup. It is a an old secret reecipe
sscars of various brawls.
b
that com mes with fresh hly baked bread d and a piece off
A thin human feemale with long, black hair is cleaaning
cheese.. Otherwise thee tavern servess a salty fish ste ew or
taankards behind the
t bar while chaatting with an baald, the catcch of the day (p pike; the Moonssea is a freshw water
o
overweight humaan male in the tavern’s livery sitting on a bar lake). TThe drink list iss extensive, butt the advice is to
sstool. The sounds of cooking and
d the strong smell of cabbage stick too light ale, stoutt or the really sstrong stuff. Th
he
ssoup comes from
m the kitchen. At this time of the day the there wine is just not particularly appetizin ng.
aare few guests, but it is not comp
pletely empty with the Markkoth loves to go ossip and to telll stories, the ta
aller
ccustomers sitting
g quietly in variou
us corners. the bettter. He even kn nows a few abo out Sokol Keep p. In
the cou urse of discussiion with Marko oth, he relates tthe
T
The Laughing Goblin
G is an old
d and famous ta
avern in followin ng:
P
Phlan. It is desccribed as follow
ws:
 Thhe beacon at So okol Keep wentt out two days ago,
 The comm mon room has tw wo floors with a large, and d no one know ws why.
open space e in the middle containing thee bar, a  Sookol Keep is qu uite old, maybe even as old as
stage, and a large fireplacce. Phhlan, and has beeen destroyed more than oncce.
 A number of o booths line the
t walls, and tables
t fill the  Leegends say that it used to be a temple and th he
rest of the room’s open sp pace. spiirits of dead priests haunt a b buried treasure
 The only decoration in the common room is a large ben neath the keep p.
carved toteem resembling a laughing gob blin. The to-  Hoouse Sokol own ns the Keep, bu ut they are a
tem is clearly very old andd is well-worn. rellatively new house. They are a young noble h house
WWhen the chara acters enter the e tavern, the wa
aiter shouts raiised up by the ffirst Lord Prote ector.
thhey can sit wheerever they wan nt—except for the
t second  Thhe only reason H House Sokol still bothers with it is
fl
floor—and that he will get to th hem soon. It acctually takes beccause it is still a small source e of income; and with
ssome probing frrom either the characters or the t traade the way it iss, they need alll the help they ccan
bbartender to get him to take orders. Characters that look gett.
aaround see the other characte ers, giving a goo
od  Thhere aren’t man ny folks that still work in the K
Keep;
oopportunity for the players to describe their characters,
c moostly members of House Soko ol and a handfu
ul of
aas well as the other guests. Se ee “Starting a Blaack Fist guardss.
CConversation” for
f more details.  Woord is that a sp pirit ship full of monstrous pira ates
Characters siitting at the barr have the oppoortunity to hass been attackin ng villages on th he Moonsea. Iff that’s
mmeet Imizael. Though
T she is human,
h her nam
me is clearly thee case, Sokol K Keep is Phlan’ss first line of defense.
eelven (her mothher was obsessed with elves).

Secretss of Sokol Keep


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Not for resale. Pe 7 
Obviously, the fact that the lights of the beacon went out start pushing Keria and Aravele for information.
is the talk of the day in Phlan. Neither House Sokol nor
the Black Fist appears to be doing anything about it both BANG! The door is violently thrown open as a half-dozen burly
accusing the other of foul play. Others think that the drunk dockworkers barge in. They seem quite angry. Without
authorities know something foul is now stalking the sparing anybody a glance, they march towards the two
island and they are too afraid to send in soldiers to deal mercenaries moping over their drinks.
with the situation. But the fact is that something needs
“Your friends in the Keep are costing us work! Where are they
to be done soon or things will go wrong at the docks.
hiding?” bellows one to the woman at the table.
Hopefully the characters are the right people to deal
“Sod off, Thirus,” one of the mercenaries growls; obviously in
with it?
no mood for a chat, “Crawl back into the hole you came from
Markoth does not know what happened, but suggests
before you and your friends get hurt.”
that the two ladies in the corner might know more (see
“Guests” below) since they were good friends with a
The dockworkers are clearly looking for a fight and the
couple of the disappeared Black Fist stationed at the
mercenaries look perfectly happy giving it to them.
Lighthouse.
Markoth and Imizael, however, would clearly prefer to
Guests avoid one.
Any character who engages with both sides of the
Besides the Markoth and Imizael, there are a few other argument and succeeds on a DC 15 Charisma
guests. None of the customers are looking for a (Persuasion or Intimidation) check, manages to defuse
conversation with one or more random strangers, but the situation before it devolves into violence.
nor are they actively hostile against the idea. Use the list If the characters are unable to defuse the situation,
of rumors to spice up the conversations. Imizael gives it a try from the bar, but fails miserably
when Keria grabs the most vocal of the six dockworkers
 Ortal Gruk. He is a half-orc, nursing his drink in a
and slams his face into the table, knocking him out cold,
dark corner. Anyone buying him a drink gets a tale
at which point Aravele jumps into the fight. As the fight
about a pack of vengeful spirits that live beneath
starts, the other patrons quickly move out of the way and
Sokol Keep and speculates that it was these spirits
begin taunting and cheering the belligerents.
that put out the beacon.
If the characters choose to support a particular side,
 Welby and Grent. Two halfling merchants that deal
the other side will attack them. If not, then a separate
primarily in ropes, wood and dried food from the
group of six commoners (dockworkers) attack the
Dalelands. They are enjoying their lunch and share
characters at the beginning of the next round as the
that they are stuck here until the situation at Sokol
brawl begins in earnest.
Keep is resolved and they are not happy about the
During the brawl, all of the NPCs use unarmed
money that the delay is costing them.
attacks. Should a characters hit points be reduced to
 Tibeem, Spernik and Ellison. Three humans with
zero, none of them are in danger of dying, and need not
ink-stained hands and shirts—are sharing a drink
attempt saving throws to avoid doing so, although
over dinner and speaking quietly to themselves.
Markoth will brave the sea of fists, chairs and tankards
They glare at any characters that interrupt them
to drag them out of the fight to prevent them from
and go back to their discussion after issuing a few
getting injured further.
choice insults.
 Keria and Aravele. Two female human mercenar-
ies are sitting in a booth—they seem concerned Unarmed Combat
about a mutual friend Grim, who happens to be one An unarmed strike is a simple melee weapon that deals 1
bludgeoning damage. Characters with the Tavern Brawler feat
of the missing Black Fist guards. deal 1d4 damage with an unarmed strike. Monks deal damage
based on level and other class features.
Fight!
Developments
Allow the characters some time to interact with the If the characters are unable to stop the brawl, the
people at the bar before starting the following fight is over when all of the NPCs from whatever side
encounter. Let the dockworkers enter earlier if the the characters antagonize are unconscious, Imizael is
players are unsure of what to do or when the characters

Secrets of Sokol Keep


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obviously upset at everyone involved and shoos everyone villages in the area.
out, then closes the tavern to clean up.  Go talk to Guard Sergeant Hurn at the Black Fist
After the brawl, both the dockworkers and the Post by the docks. He’ll be able to give you more
mercenaries are outside the tavern licking their wounds. information.
Whichever group the characters assisted in the fight The Dockworkers. The dockworkers’ information is
boisterously thanks them for their help. The other more oriented towards the Keep itself.
scowls and mutters at them under their breath. Their
 Rumor has it that the Keep is haunted with the
attitude can be improved by succeeding at a DC 10
spirit of dead clerics who died “A thousand and one
Charisma (Persuasion) check. If this check is successful,
years ago!”
they are able to get additional information from both
 It used to be a temple to some god or another, but
groups, otherwise, only the group the characters helped
none of them agree on which one. One says Torm,
in the fight (if any) will share with them.
another Tyr, and a third insists that they’re both
If the characters stop the brawl, Izimael—glad that
wrong and suggest that it was the headquarters for
the characters were able to defuse the argument—
some pagan cult.
happily buys a round of drinks for them. Both the
 They have heard rumors about spirit ships
mercenaries and dockworkers are happy to share what
attacking nearby villages. Ensuring that the beacon
rumors they know about with the characters.
is lit should be a priority of the city if that’s true.
 Liela is House Sokol’s administrator and has an
Armed Combat office by the docks. She’s usually who the
It should be made clear to the characters that none of the dockworkers go to for jobs, so can be counted on as
participants in the brawl are wielding weapons in the fight.
Neither side uses weapons for good reason; the Black Fist a good source of information.
ignores a brawl, but not assault and murder.
If the characters draw steel and don’t kill anybody (choosing As the characters are leaving, the Black Fist arrives,
to knock somebody unconscious instead of making the killing cudgels in hand. Unless a character intentionally does
blow), let it slide. Assume that their actions later in the
adventure provide enough reasons to ignore the crime. Murder, something intentionally to draw their attention, the
however, is another issue, and could be punishable by death at guards merely rudely shove their way past them to get
the end of a rope if the characters are caught. Any character inside the tavern. Any character with a lick of sense
that kills a brawler earns the Emnity of the Black Fist (see knows that it’s probably a good idea to make themselves
“Rewards”).
scarce; something that the dockworkers make sure the
Rumors characters understand before they, themselves, vanish
Regardless of whether or not the characters stopped or into the crowd.
participated in the fight, they can talk with the From here, the characters may visit either the House
dockworkers and/or the mercenaries to get more Sokol Administrative Offices or the Black Fist
information. Guardpost.
Keria and Aravele. Keria and Aravele know Guard
Sergeant Grim personally and are relate the following:
Gaining Permission
 Guard Sergeant Grim is a foolhardy man who is The characters may wish to visit representatives from
usually in debt to the wrong sort of people. He’s both the Black Fist and House Sokol to learn more.
spends his off-duty time trying to come up with House Sokol Administrative Office. The characters
ways to get money quick. are met by Liela, a human female employee of House
 Grim has befriended Igan Sokol, the quartermaster Sokol in her late thirties. While she is a hesitant to
in charge of the keep; a somewhat naïve, permit an investigation on the island, a successful DC
enthusiastic young man eager to make a name for 10 Charisma (Deception or Persuasion) check relaxes
himself amongst his house. her worries.
 Grim mentioned a treasure below the keep and that
he was close to finding it. They are pretty sure he Roleplaying Liela
was spinning tall tales, as usual. Liela is business to the core. Everything in her small office is
 The Black Fist has been openly recruiting in meticulously placed to make her job more efficient. She speaks
brusquely; stupifyingly economic in her mannerisms and
response to rumors of a spirit ship attacking coastal words.

Secrets of Sokol Keep


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Harpeers
 Liela provides minor deta ails about the Keep’s
K While i n Phlan, Harpeers are contactted by Olisara
staffing. Lightsoong (female mo oon elf). One off her informantts
 It is operatted by Igan Sok kol; a young sciion of the overheaard the charactters asking que estions, so she sent
house. word too Harpers to mmeet privately wwith her in a neaarby
 She knowss that there are e caretakers in the
t employ room inn the Laughingg Goblin. She can relate
of House Sokol—Darvag
S and Shandra— —but doesn’t informaation regardingg Guard Sergea ant Grim and hhis
know much h about them; just
j that they’vee worked reputattion, and gives the Harper cha aracters an
there for a long while. assignmment if they shoould journey too Sokol Keep.
 There is also a contingent of Black Fist guards. “Six Assiggnment. Recovver any arcane or forgotten
orrectly.”
if I recall co knowleedge in Sokol K Keep.
 She suggessts speaking to o the Black Fistt Succcess Condition n. Recovering Ig gan’s journal or the
representa ative three doorrs down. He is responsible
r bound b brass plates in area 7 of the Jade Temple fulfills
for the scheduling. the requuirements for ssuccess in the assignment.
 If the chara acters succeed at this check, shes jots a
quick note on a piece of paper
p and referrs them to
the Karst, the
t ferryman.
Black Fist Gu uardpost. The characters find d the
g
guardpost a sto one’s throw awa ay from House Sokol’s
o
office attended by Guard Serg geant Hurn, a brooding
b
m
male dwarf in a Black Fist uniiform is more than t happy
to give the charracters his blessing to investig gate the
K
Keep. His resou urces are stretcched thin and the promise
o
of free labor is music
m to his ea
ars.

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.

 Guard Serg geant Grim is in


i command off the
contingent of six Black Fiist guards at th
he Keep.
 Grim is a laazy man, but fo
or some reason n has
routinely voolunteered for duty at the Keeep; a
position that is widely connsidered to be punishment.
p
 Ensuring th he beacon wass lit was House Sokol’s job,
but the Blaack Fist were thhere to make suure that they
were safe to
t get it done.
 The Keep wasw run by Hou use Sokol, whoo has an
administraative office a cou
uple doors dowwn.
 He tells thee characters to drop his namee to the
ferryman, Karst,
K and to keeep him apprissed of any
developme ents.

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

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Exhau
ustion
P
Part 2:
2 Thoorn Island Some sppecial abilities annd environmentaal hazards, such aas
starvatioon and the long-tterm effects of freezing or scorching
temperaatures, can lead tto a special condition called exhaustion.
andd Soko
ol Keep Exhaaustion is measu red in six levels. An effect can cauuse a
creaturee to suffer one orr more levels of eexhaustion, as specified
in the efffects description
n.
TThorn Island iss dominated by a large stone keep,k one
pparticular tall toower towering above it all. From a Level Effect
ddistance it look ks impressive, but
b looks can de eceive. It is 1 Disadvantage on ability checkss
nnot that it is in disrepair,
d at lea
ast not its wallss and roofs, 2 Speed halved
3 Disadvantage on attack rolls and saving throwss
bbut there are sim mply no soldiers to patrol its halls and 4 Hit point maximum halved
wwalls. 5 Speed reducedd to 0
Sokol Keep was w originally a temple dedica ated to Tyr 6 Death
cconstructed abo out 200 years ago,
a but subseqquently
As a creature’s level oof exhaustion inccreases, the effeccts
ddestroyed durin ng the Dragon RunR sixteen years later. worsen. The creature sufffers the effect no ot only of the currrent
level of eexhaustion, but aalso of all the preevious levels, so a
T
Tyr, the Maim
med God creaturee suffering level 2 exhaustion has its speed halved d and
also hass disadvantage on n ability checks.
TThe god of law an
nd justice, the puunishment of wro ong-doers is
An efffect that removees exhaustion red duces its level, w
with all
the primary tenet of his faith, alon
ng with furthering
g law and
exhaustiion effects disappearing if a creatture’s exhaustion n level
ggoodness in the world.
w
is reduceed below 1.
Finisshing a long rest reduces a creatu ure’s exhaustion level
TTravelling to Thorn
n by 1, proovided that the creature has also ingested some ffood
and drinnk.
IIsland
Rowiing. While it is easy to find a b boat for sale orr rent,
TThorn Island iss relatively close e to the docks, but is
they mu ust pay its ownner 5 gp for the rental and a 25 gp
ssurrounded by dangerous
d rockks and strong currents,
c
depositt in case they d damage or lose it. Getting to th he
aand is difficult to
t get to.
island iis easy enough,, but avoiding tthe rocks requiires
Swimming. The T island is th hree hundred fe eet from
either ssuccessful a DC C 10 Wisdom ((Nature) by the
sshore and will take
t a swimme er 2d4+2 hours to reach.
navigattor or a successsful DC 10 Stre ength (Athleticcs)
SShould a character decide to swim s to the isla
and, each
check b by the rower to avoid dashing g the boat again nst the
hhour spent swim mming requires a DC 15 Stre ength
rocks. F Failure results in the boat beiing damaged (n not
(AAthletics) checck. Failure indiccates a charactter acquires
seaworrthy unless repaaired).
oone level of exh haustion. It should be made in ncreasingly
Ferryy. The easiest, cheapest and ssafest method o of
cclear that it is to
otally within th
he realm of posssibility for a
arrivingg on the island is by ferry. The e ferryman, Ka arst, is
ccharacter to die e simply trying to swim to the island.
a bitterr, elderly fellow
w who has work ked as a ferrymman for
nearly fforty years. Thee events in Phllan have taken its toll
on his llivelihood and h he has not seen n much in the w way of
coin. WWere it not for hhis old age he wwould have left long
ago. Hee is willing to feerry the characcters to the island for
1 gp an nd a flimsy excu use. If they havve obtained
permisssion from Housse Sokol or the e Black Fist, hee does
it for freee. Karst doessn’t talk much, but if asked wiill
providee the following nuggets of insiight:

 Hee knows Darvagg, Shandra, and Rorin, and sp poke


to tthem the day pprior. They apppear to be in goood
heaalth.
 Thhe Black Fist haave a detachme ent of six guard
ds on
thee island at any given time.
 Beeing chosen forr the detail is ussually a punish
hment

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for some infraction of the rules. Roleplaying Harae
 He doesn’t know about any dead clerics, but his Harae (lawful good) has been dead a good while, and being
"gram" (grandmother) used to tell him that the dead is dull. She watched Igan grow up from a small child and
when Igan found the shrine that she is bound to, she saw the
island was full of spirits, not that he has actually spark of goodness. When he was killed, Harae was devastated.
seen any before. She is now consumed with the need for his killers to face
justice. The groundskeepers have been no help, and she has
grown desparate and her limited abilities in communication.
Thorn Island
A sandy, wind-buffeted islet rests offshore in the Bay of Harae is typically in the East Tower, and upon the
Phlan, Thorn Island serves as a natural breakwater characters entering it, she immediately takes an active
against the ravages of the Moonsea. interest in them, and will follow them for the remainder
The isle’s most prominent feature is Sokol Keep, of the adventure, so long as they remain on Thorn
fortress and former headquarters of the formidable Island. This begins as simply as a few items being
Sokol merchant house. A beacon atop the highest tower knocked to the ground or an unseen and unfelt breeze
of the Keep serves as a lighthouse for ships entering the mussing their hair. This is the extent of Harae’s ability
Bay of Phlan. Strong currents and rocks make getting to influence her environment. She is unable to manifest
to the isle somewhat problematic for the inexperienced herself, and thus is invisible.
sailor especially in the dark. She is initially indifferent towards visitors. However,
There is a small quay on the eastern extend of the isle her attitude changes depending on the characters.
as well as a couple of large wooden warehouses. The Her attitude changes to friendly towards any character
dock and houses look like they have seen better times, who:
but they are still sturdy. The warehouses are empty
 Is an open-worshipper of a lawful good deity.
except for one that is filled with lumber and stones;
 Attempt to engage the spirit in conversation and
building materials for the keep.
succeeds at a DC 10 Charisma (Persuasion) check.
Inhabitants  Explores the Keep without stealing anything and
treat the groundskeepers with respect.
The Keep is mostly abandoned except for the spiders,
mice, a cat or two and a few noteworthy individuals. Conversely, she becomes immediately unfriendly
towards any character who:
Harae, the Spirit
Harae was a priestess of Tyr who died in the Dragon  Openly worships an evil deity.
Run, a draconic invasion, almost 200 years ago. In life,  Steals from the Keep or treats the groundskeepers
she was a patient and just follower of Tyr but in the time cruelly.
since her death, she has lost much of her ability to relate
with the living. She is a particularly weak spirit, unable If she recognizes that the characters are trying to figure
to do much beyond move small objects around. out what happened to Igan and she is friendly towards a
She was grateful when Igan expressed an interest in majority of the characters, she helps in area 4 and
restoring the shrine and became furious when Grim and answers any questions posed by characters that she is
his companions murdered the boy; angry at herself for friendly to. Creative characters who are aware of her
not having seen it coming and mad at the Black Fist for presence may devise a form of “yes or no”
the treachery and the injustice of it all. The anger led her communication. She knows precise details about what
to extinguish the beacon—an attempt to lure other to the transpired here, where the Black Fist are, and the
island to exact vengeance. entrance to and inhabitants of the temple. However, she
As a follower of the god of justice, she wants the Black has long since forgotten about hazards that pose no
Fist soldiers brought before a court of law more than danger to her, such as sinkholes.
anything. To that end, she does what she is able to do to
help the characters get down below, such as showing
The Servants
While Igan Sokol was the quartermaster of the keep,
the journal in the East Tower and by making sure they
House Sokol assigned other retainers to the keep for the
realize the importance of the Book of Moonsea Cults in
more menial tasks. A middle-aged groundskeeper
Igan’s Quarters.
Darvag (male human) is in charge of upkeep of the

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structure and grounds and his wife, Shandra (female character succeeds at a DC 15 Charisma (Persuasion)
human) was primarily responsible for ensuring the check.
interior of the keep was clean and meals prepared. Their
 Igan would frequently disappear for long stretches
son, Rorin (male human), acts an aide to both of them as
of time, usually to the East and West towers.
needed.
 A few of days ago Igan had been really excited,
If the characters approach the island in any way other
bursting with energy, but frustrated about the fact
than swimming, the retainers of House Sokol know that
that sergeant Grim was not present; having
they are coming and meet them at the shore.
returned to the city for official reasons.
 On the evening that the beacon went out, they heard
Roleplaying the Servants an unearthly wailing sound.
Recent events have scared the remaining servants. Their
 The beacon was off and they did not know how to
supervisor and security have gone missing and a spirit is
haunting the Keep. But they have a job to do. Despite their turn it back on.
fear, it is business as usual. However, the servants refuse to  Ever since that evening, all sorts of weird things are
enter the East Tower and Lighthouse. They are inherently happening; things falling down without reason,
distrustful of strangers, but relieved that the city has sent strange knocking sounds, etc. It has happened
people to investigate.
everywhere in the keep, but seems to get worse
around East Tower. Nothing gets permanently
Despite distrusting strangers, they eagerly tell the
damaged, nor is anybody ever hurt.
characters what they know in the hopes that they will
find Igan and the guards and purge the Keep of the
Black Fist Soldiers
haunting spirit.
The Black Fist soldiers have been stationed on the Keep
 The guards change somewhat regularly, and the
to overlook the lighthouse and to protect it against
only one whose name they know is Grim.
anyone, including House Sokol, who would extinguish
 Guardsmen typically assigned to the Keep didn’t
the beacon. It is very important to the city, and as such,
seem to like the assignment to the lighthouse, and
central in the political maneuvering of the city’s power
suspect that it was a form of punishment for
players.
troublesome members of the Black Fist.
Contrary to popular belief, the Black Fist select the
 Guard Sergeant Grim has been the ranking
more disciplined members for the duty, and try to rotate
guardsman at the Keep for the last month.
the soldiers regularly. The typical rotation is three days.
 Igan Sokol, their supervisor, and the sergeant were
Still, it is not a popular assignment. There are few
often together and would engage in long
opportunities for earning cash on the side and it is quite
conversations out of earshot of others. Their
boring. Grim has been paying his supervisors to ensure
friendship seemed odd.
that he has been repeatedly assigned to the Keep and to
 Sergeant Grim seemed a nice enough fellow. He
make sure that the guards he selected were assigned to
treated the servants with respect and genuinely
the Keep.
seemed to like Igan.
The guards were quartered in the lighthouse.
 Igan Sokol is a nice young man who read frequently
and was obsessed with the rumor of treasure that
was supposedly hidden somewhere in the keep.
Sokol Keep
They wouldn’t have been surprised if he had torn Sokol Keep dominates Thorn Island, a large stone
the place down brick by brick in order to find it. fortress clearly built for defense. The castle looks old
 The beacon of the lighthouse is magical in nature. and it has obviously been repaired extensively in some
They do not know how to activate it but suggest that areas. Despite its excellent repair it has an abandoned
Igan’s quarters would be a good starting-point to look about it. There are no banners, no guards patrolling
finding out how. its walls, no smoke rising from its chimneys and its
 Most of the doors in the keep are locked, but gates are closed.
Shandra will provide the characters with a key.  A large mansion has replaced almost half of the
original structure and nearly all of the wooden
Naturally, the servants know a fair bit of gossip as well, outbuildings. The mansion appears to be quite
though they only deal out the juicy information if a comfortable though not very defensible; with large,

Secrets of Sokol Keep


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glass windows instead of arrow-slits, etc.
 The grounds are well-maintained and in good The quarters of Igan are a bit of a mess. For characters
repair. taking their time and investigating it, the room’s
 The open courtyard is empty save for a few practice description can be paraphrased as follows:
dummies likely used by the Black Fist guards.
 It is a three-bedroom suite, with a sitting area, a
 Wings of the home are blocked off, likely because of
sleeping chamber and a small office, each with a
the small number of people who reside within.
room that overlooks the courtyard below.
Anyone venturing within finds furniture covered by
 The area looks lived in, and although it is
sheets in dusty, cobweb covered rooms. However,
definitively untidy, it is clean—everything has been
the parts that are not blocked off are clean and well-
dusted within the last couple days.
maintained.
 A bookcase full of books and scrolls stands beside a
General Features large, comfortable sofa with two large book laying
on it; open to various pages.
Light. The groundskeeper and his wife make sure that Desk. The papers on desk have sketches, random
the main hallways and rooms are well lit by candles and musings and observations and rather shoddy attempts at
oil-lamps, but the closed off sections of the mansion are poetry. The sketches depict mostly the keep and its
dimly lit during the day and completely dark at night. people. The desk has three drawers, each secured with a
Outside Doors. The outside doors are made of thick simple lock (successful DC 10 Dexterity check to pick
oak wooden doors and are all locked. The door has 25 the lock). Inside the characters find more junk, but
hit points, and the locks of high quality (requiring a nothing special except for a sketch of what appears to be
successful DC 20 Dexterity check). a shrine of sorts. Characters recognize it as dedicated to
Inside Doors. The inside doors are made of thin wood Tyr with a successful DC 15 Intelligence (Religion)
and unless specified otherwise are locked. Shandra will check.
provide the characters with a key to the doors. Opening Bookcase. The books and scrolls contain a wide array
them without the key requires a successful DC 10 of subjects from heroic stories to dusty histories (mostly
Dexterity check. on the Moonsea region), from theological debate to dry
Windows. The windows are closed with wooden lectures on law and from poetry to books on long dead
shutters. They can be opened from the outside, although languages, all sorted by subject.
doing so is likely to cause a racket. The windows itself Characters succeeding on a DC 15 Intelligence
are made out of glass and bolted shut. Again, opening (Investigation) check find a small pouch containing 5
them is not hard, but it makes a lot of noise. platinum pieces (pp) and an old, tarnished silver holy
symbol of Tyr hidden inside a hollow book.
Igan’s Quarters Sofa. On the sofa is an ancient-looking book titled
Moonsea Cults by Thalioss of Tyr. It is written
Igan’s quarters are inside the modern mansion on the
completely in Thorass, an ancient derivate of Common.
second floor overlooking the courtyard. The suite is not
A comprehend languages spell indicates that the book
the master bedroom, but right next to it. The door into
details various ancient cults and their religious practices
this area is locked with a simple lock (successful DC 10
complete with detailed sketches. The cults described
Dexterity check to pick it), but the characters may open
within seem to be mostly those that worship demons,
it with the key provided by Shandra.
powerful spirits or simply cults of personality.
A quick glance shows that the three room suite—comprised of Also on the sofa is a more modern book on potential
a bedroom, a sitting area and a small office—are in good curses and how to counteract them. The last appears to
repair and looks to have been cleaned recently. The wall and be based more on folk wisdom than actual fact as
floors are richly decorated with carpets, paintings and anyone with the Arcana skill can easily discern.
tapestries depict various heroic scenes. Carpets and Paintings. The artwork depicts scenes of
The room is untidy, but otherwise appears well-tended to; the heroism and sacrifice; among them a female knight in
shining armor facing a red dragon in a burning village
bed is freshly made and a few piles of laundered clothes lay on
and a priest bathed in light keeping a group of undead at
the bench at its foot.
bay while his congregation barricades itself within his
church. The scenes are a bit idyllic in that the side of

Secrets of Sokol Keep


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good always appears to be winning. he kept the secret to himself instead of telling others
Characters who succeed at a DC 15 Intelligence within his house or the servants of the keep. As an older
(Religion) check realize the scenes depicted are famous boy he would read some of the ancient books within, and
stories about followers of Tyr, the god of Justice. worked in secret to restore the shrine.
The tower is now used to store furniture, and thick
Treasure layers of dust and cobwebs make it look like nobody has
A small pouch containing 5 platinum pieces (pp) and a been in the tower for years.
silver holy symbol worth 50 gp are found in the Anyone who is searching the first floor and succeeds
bookcase. These are the property of House Sokol; taking at a DC 10 Intelligence (Investigation) check notices that
them would essentially be thievery, which reduces specific furniture against the far wall has been moved
Harae’s attitude towards the characters by one step. back and forth, as if block something from view. Should
no character demonstrate an interest in searching the
Lighthouse room, Harae will eventually knock over one of the chairs
The tallest tower of the keep is located at the southern to draw the attention to a hidden door. Moving the
end right at the edge of the water. It is a slender round furniture aside reveals a boarded over door, with a few
tower about 80 feet tall, consisting of three floors with loose planks at the bottom. With a bit of work, a
the upper part being a large open space with a staircase medium-sized creature can squeeze through the
running along the walls to the top. Originally it was a opening.
simple watchtower, but when House Sokol took over the Once through the door, the characters find themselves
place they refurnished it as a lighthouse. in a well-maintained shrine. A beautiful gray statue of a
Since then, the lighthouse has housed the contingent one-handed blind god stands at the end of the room, a
of Black Fist guards assigned to the Keep. With the small stone altar with an old looking brass scale at its
exception of the top level, the three floors of this feet. Two dusty cabinets on both sides of the altar are
lighthouse contain the guards’ common area, barracks, filled with books and scrolls, mostly on law, history and
and sergeant’s quarters in that order. philosophy. Any character succeeding at a DC 15
The Beacon. The door to the floor that houses the Intelligence (Religion) check identifies the statue as one
beacon is locked and is opened with a successful DC 10 of Tyr. A beautiful reading desk of purple wood fills most
Dexterity check or smashed open with a successful DC of the remaining space. On the desk is the journal of
15 Strength check. It has a wrap-around balcony which Igan.
gives an excellent view on the surrounding area Journal. The journal lacks easy reference points.
including Thorn Island and the city of Phlan. The room There are no dates, just random notes all over the page
above is accessed by a ladder and the crystal and brass including sentences in the margins. It seems more like a
beacon stands in the center. A successful DC 10 collection of thoughts and notes than an actual journal.
Intelligence (Arcana) shows that nothing appears to be The handwriting is decent though.
physically wrong with the device, but for some reason, it The journal is difficult to read. The entries ramble at
is not working. The device still radiates strong evocation length and consuming all of it takes at least two hours,
magic. but upon succeeding at a DC 10 Intelligence check,
anyone reading the journal realizes the following:
Treasure  Igan started his search on a whim.
One of the bunks on the third floor holds 20 gp in a  He never took the search serious until he met
hidden compartment. Sergeant Grim.
 Igan became more serious about his search after a
The East Tower book about Tyr literally fell into his lap (The doing
of Harae, the spirit haunting the Keep)
The East Tower lies directly behind the mansion and is
 Toward the end of the journal, whatever pretense of
part of the old keep. Before the destruction of the Keep
scholarly research devolved into the ramblings of an
in 1306 DR during the Dragon Run, the whole of the
obsessed man.
East Tower was filled by a vast library. It would be over
Deciphering the End of the Journal. Player
one hundred and eighty years later that Igan would
Handout One contains the last page of Igan’s journal.
stumble upon the place. Fantasizing of hidden treasures,
If the characters have the Book of Moonsea Cults from

Secrets of Sokol Keep


  Not for resale. Permission granted to print or photocopy this document for personal use only.     15 
Igan’s Quarters, reading page 78 locates a passage have available, such as cranes, pulleys and a few extra
referencing an ancient cult that worshipped an entity men.
referred to as the “Just One and the Great One.” Once the door is open, read the following:
The rest of page 78 itself depicts some of the Cult’s
symbols, secret signals and prayers, all of which are in The slab vanishes into nothingness and the passage it reveals
Thorass, a long-forgotten tongue. drops down into darkness. Musty, moist air wafts up from the
The last page of Igan’s journal is really the only void. Below, your light casts dancing shadows on what appears
document of particular use. On it, he identifies the to be some sort room with a finished, tiled floor.
phrase that must be said to gain entry into the structure
beneath the Keep.
The page does not tell them where to look for the
entrance, but does give them the vital clue of how to
open it. If they have not already, the characters can
eventually investigate the West Tower.

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

Secrets of Sokol Keep


  Not for resale. Permission granted to print or photocopy this document for personal use only.     16 
The holee you entered bo
ores through abo
out five feet of so
olid
Parrt 3: The
T Jade rock beffore emptying ou
ut into a room ap
pproximately 40 ffoot by
50 foot, with a low ceilin
ng about 10 feet high. While the ffloor is
Temple stone, itt is covered by a layer of thin mud, within which yyou
see trac ks of a number o
of other people h
heading through the
TThe original name of the Jade Temple has lo ong since
corridorr to the north.
bbeen forgotten. While the Boo ok of Cults specculates the
ddemon lord Dag gon was worsh hipped at the teemple, there
Paraphhrase the follow wing features off the room:
iss no solid evide
ence that this iss the case. Moiisture and
 Soomebody cleareed parts of the w wall and floor,
tiime have not been
b kind to the
e abandoned co omplex and
revvealing the remmnants of some e kind of fresco that
aany organic ma atter has long siince rotted awa ay.
is ffar too faded to
o identify.
SSimilarly, most of the wall deccorations have either
 Loooking up, the ccharacters see the opposite siide of
eeroded away orr are faded beyo ond recognition n. All that
thee slab, which has the same ha and-shaped
rremains is an iddol carved out of
o jade.
inddentation that tthe other side h had.
 A4 40-foot coil of rrope is tied around the top steep of a
D
Dagon, the Prince
P of thee Depths 12 ’ ladder that reests against thee north wall. Thhe
DDagon and his minions who resid des in the Abyss, were once othher end of the rrope is sliced clean and coiled d on
kknown as “Those Who Sleep Belo ow” and bestowed d nightmares
thee ground as if ddropped from a above.
uupon those who swam
s in the Sea of Fallen Stars. In an attempt
too achieve godhood, he began a campaign
c of slaug
ghter against  Mu uddy tracks of sseveral human n-sized creaturees
the shalarin—a raace of aquatic hu
umanoids—until his plan was weearing boots leaad out of the ro oom.
thwarted by the merfolk
m of the Seaa of Fallen Stars.  Thhe beaten brasss door leading o out of this room
m is
opeen.
G
Generic Features
F s
SSee the append dix for a map off the area. The corridors of
2. Crrypt
thhe temple are partially
p carvedd out of naturall caverns.
At the p oint where the ccorridor makes a sharp turn to the left
TThey are eitherr five or ten feett wide and alwaays ten feet
there is a narrow ledge aabout seven feet above the floor,
hhigh. There is a gentle but notticeable decline e towards
revealingg a two feet high
h, ten foot deep aalcove in the walll.
aarea 4. The cavverns are chilly and moist. The e floors are
mmuddy, uneven and slippery. Characters
C run
nning or
The reccess is filled wiith calcified ske
eletal remains of
ccharging must succeed
s on a DC
D 10 Dexterityy check or
humanss. Searching th he bones turns up nothing mo ore
fa
fall prone at the
e end of their movement.
m
than a ffew minor trink kets; nothing of any real valuee.
Light. Unlesss specified otheerwise there is no other
Taking anything from m the remains u upsets Harae;
liight source thaan that which thhe characters brought
b with
ng her attitude by one step.
reducin
thhem.
The bbeaten brass do oor leading outt of this room iss
Sound. Dripp ping water.
open.
Smell. Mildew w, rot.

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.

Two suuits of animated armor stand d in the niche. T


They
activatee once the majo
ority of the cha
aracters have

Secretss of Sokol Keep


  ermission granted to print or photocopy this docume nt for personal usse only.  
Not for resale. Pe 17 
reached the middle of the room. When this happens, open. Failure not only prevents the door from opening,
read: but also causes the character to slide down, as above.
There is a 3-foot-wide, circular opening about 30 feet up
Without warning, the suits of armor jerk free of the growth that the eastern wall. Climbing up to it requires a successful
seemed to cement them into place. They step from their DC 25 Strength (Athletics) check due to the wet, algae-
niches, and move towards you; chunks of barnacles falling to covered stone. Any character who fails this check falls
the ground and the visors of their nautiloid shell helms and slides into the sinkhole. Though they are permitted
terrifyingly empty. the same Dexterity check as those that traverse through
the room, it is made with disadvantage.
The suits of animated armor are quite ancient and in Resting at the bottom of the sinkhole is a pair of
exceptionally poor repair. ghouls, although they wait until the characters are in in
area 6 before attacking. The ghouls avoid contact with
Adjusting the Adventure any characters, but if discovered (by someone
Here are recommendations for adjusting this combat thoroughly searching the sinkhole, for example) they
encounter. These are not cumulative. attack.
 Very weak or weak party: the barnacles inhibit the suits for
the first two rounds of combat (the suits have disadvantage
on all attacks) before breaking off Adjusting the Adventure
 Strong party: add one suit of animated armor Here are recommendations for adjusting this combat
 Very strong party: add one suit of animated armor and all encounter. These are not cumulative.
suits have 40 hit points  Very weak party: remove one ghoul (the remaining ghoul
has 13 hit points)
4. The Sinkhole  Weak party: remove one ghoul
 Strong party: add one ghoul
The floor levels out in this 40-foot-in-diameter circular room.  Very strong party: add two ghouls
Despite the water that fills the room up to your shins, it is easy
5. Cells
to notice the sinkhole that has opened in the middle, though
seeing the bottom is impossible due to the amount of This hallway slopes upwards at a gentle angle. Two
sediment that has accumulated here. The sides of the sinkhole small, square rooms on the right, may have once have
are gently sloped, but covered in a thick coat of slick algae. served as prison cells, now they are empty. Holes on the
The only other feature of this chamber is a narrow hole near doors and walls certainly suggest that these could once
the top of the left wall and a door of beaten brass on the far be bolted shut from the corridor’s side. The brass doors
wall. From here you can see a smear of dried blood upon the are sturdy and stuck, requiring a successful DC 15
handle. Strength check to open.
The cells are empty.
The sinkhole is 5 feet deep and filled with water; dark
with sediment that darkvision will not penetrate. Sharp
6. The Jade Idol
rocks line the bottom of the sinkhole and make This natural cavern was once the center of this place of
traversing the room somewhat tricky and quite worship. While its magic had been dormant for a long
dangerous. Despite that, it is clear Igan and his time, Igan’s murder has awoken it.
entourage passed to the other side and that at least one
slid into the pool as evidenced by the smears of blood on
This round room is approximately 60 feet in diameter with a
the far wall and door.
vaulted ceiling 30 feet tall in the center. The majority of the
Moving through the room requires a successful DC 13
room is a couple feet higher than the side that you enter from,
Dexterity (Acrobatics) check with failure resulting in a
and accessed by a pair of steps.
painful slide down into the pool dealing 4 (1d8) piercing
damage. If the characters manage to secure a rope to At the far side of the room, a large idol carved from a single
the door handle, subsequent characters make this check piece of pale green stone stands in a pool of black water. It is
with advantage. carved in the shape of a tentacle humanoid with the head of a
The brass door on the other side of the room is stuck many-fanged fish, and bathes the room in a sickly green light.
and it requires a successful DC 10 Strength check to

Secrets of Sokol Keep


  Not for resale. Permission granted to print or photocopy this document for personal use only.     18 
General Features  Any character succeeding at a DC 15 Intelligence
Light. The idol radiates with a faint, sickly-green glow, (Arcana or Religion) check recognizes the idol as a
providing dim light in this room. representation of Dagon, a demon lord called the
Sound. Clattering bone, dripping water, muted Prince of the Depths.
whispers.
Smells. Brackish water, blood, rot. The zombie that was formerly on the altar is the
Altar. The awakened magic in the altar protects the reanimated corpse of Igan Sokol. Igan was examining
undead within the temple, giving them advantage on the altar with a wand in hand when he was stabbed in
their saves against being affected by turn undead. the back by Grim. Igan had expressed a wish to destroy
Characters within the room notice an oppressive energy the idol, fearing that it was something evil and Grim was
with a successful DC 15 Wisdom (Perception) check, unable to convince him that it may worth a fortune.
and can pinpoint the altar as the source with a Igan’s murder right at the altar awoke its ancient
successful DC 15 Intelligence (Arcana) check. A single, magic; animating the complex’s guardians in areas 3, 4
solid hit that deals more than 5 bludgeoning damage and 6. Unable to defeat the skeletons, the Black Fist
weapon destroys the altar and removes this effect. soldiers were forced to flee the room into area 7, but not
Alternately, if Harae is friendly towards a majority of the before one of their own was slain by the skeletons. The
characters, she will suppress this effect at the end of the guardians once again retreated into the water, but
first round. reactivate and attack if anybody gets within twenty feet
Idol. The six-foot-tall, life-sized idol is carved out of a of the altar. No side is surprised.
single piece of jade and appears to be valuable. It rests
The water begins to roil and churn as a number of skeletons
on a stone pedestal, making it appear as if standing on
emerge from the filthy water. The bloody water runs in black
the surface of the water. It is blocking terrain. It radiates
faint magic. rivulets down their bones and drips from the tips of the
Steps. The steps are five-high and covered in mud swords in their hands as they attack.
making them quite slick. Creatures moving up or down
them at full speed must succeed at a DC 10 Dexterity There two zombies in this room (Igan and the dead
(Acrobatics) check. Failure results in the creature guardsman) as well as two skeletons which remain on a
ending up prone at the foot of the steps. Otherwise, if a ledge at the back of the cave in the water and shoot at
character treats the steps as difficult terrain, they are the characters while the characters engage the other
able to negotiate the steps without a check. monsters in melee. There are also two ghouls at the
The room is further described by paraphrasing the bottom of the sinkhole in area 4, which animate and
following: seek out the characters; arriving in area 6 at the
beginning of the second round, and attacking the two
 Two pillars are arranged around the raised section characters closest to the passage leading into the
of the floor. While they are too worn to be certain, it chamber.
is highly likely that they were once beautifully
carved. These pillars are blocking terrain.
Adjusting the Adventure
 The body of a human male is slumped over an altar
Here are recommendations for adjusting this combat
at the edge of the pool. Something that appears to encounter. These are not cumulative.
be a wand is on the floor near his hand.  Very weak party: remove one ghoul (the remaining ghoul
 A pool of dark blood has pooled and dried on the has 13 hit points); if the party defeated the ghouls earlier,
remove one skeleton
altar after running down its sides and front.
 Weak party: remove one ghoul; if the defeated the ghouls
 Before it dried, the blood ran into the pool around earlier, no adjustment
the statue. This may be why the water is reddish-  Strong party: add two skeletons
black.  Very strong party: add four skeletons
 A number of calcified skeletons lay in heaps on
either side of the pool.
Developments
With the defeat of the undead guardians, the characters
 A second corpse lay partially submerged in the pool,
are free to investigate the room. It doesn’t take much
his body bearing dozens of slashing wounds and
skill to learn the young man on the altar was stabbed in
feathered with the broken shafts of a few arrows.
the back with the dagger. There are no signs of a

Secrets of Sokol Keep


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struggle, and at a first glance it does not look like he was Until the characters arrived, they had resigned
purposefully sacrificed on the altar. Removing the body themselves to death. Paraphrase the following in
from the altar and cleansing the altar with a proper discussion with them.
ritual requires a successful DC 10 Intelligence (Religion)
 Igan touched the idol and the dead came to life,
check. Success on this check causes the idol to glow
killing him and one of their colleagues, and forcing
with a pale green light.
Grim and his men to flee into this area.
Grim and his men hear any fighting taking place in
 While they are too afraid to try to leave through area
this room from the safety of area 7. If they have not yet
6, they contemplated leaving through the tunnel to
confronted the characters, they wait for a few seconds to
area 4. However, the fall was too high, and they had
ascertain who won. A few moments after the combat is
no light source.
over, they begin calling out “Who’s there!?” in the hopes
 They have been stuck down here in the dark for two
that the undead in area 6 have been destroyed.
days with nothing but muddy water to drink and no
Treasure food or warm clothing. They ran out of lamp oil
The young man carries a total of 35 gp in coins and a yesterday.
wand of magic detection. Harae knows Igan is beyond  They act tough, but are all running on extremely
hope and that the characters are here to help. Because frayed nerves.
of this, she does not grow angry if the characters take  Grim does most of the talking, and a successful DC
the wand. Additionally, 50 gp in various coinage lay at 10 Wisdom (Insight) check realizes that he is
the feet of the idol in the bottom of the pool. wracked with guilt.
The idol is worth 2,000 gp; a small fortune, it is nearly  There are about six burlap sacks filled with trinkets,
a 6-foot-tall chunk of solid jade that weighs nearly a ton. baubles and various coins piled on the far side of
It is unlikely that the characters have the equipment the room.
necessary to move it. However, characters can chisel
away at it; each character can pull a jade chunk worth Grim and his men initially try to pin the blame of the
50 gp from it. If the chiseler is a dwarf or has an murder on the undead in the idol’s room. However, they
appropriate background (such as mason or stonecutter), are not very good liars; a successful DC 10 Wisdom
the chunk harvested is worth 100 gp. (Insight) check is sufficient to realize they are not
speaking the truth. If the characters don’t realize it,
7. The Reliquary Harae certainly tries to get the characters to see through
the Black Fist’s lies. In reality, Grim murdered Igan out
A heavy stone door blocks entrance to the room. A of sheer greed and anger. If confronted, Grim’s men are
partial collapse in the corridor allows a medium-sized quick to put the blame where it belongs, at which point
character to squeeze into the room. There are two worn even Grim admits guilt.
stone statues similar to the idol in area 6 and a small Grim, Guard Sergeant is wearing splint armor. There
stone altar. Grim and his guards have already looted the are also four Black Fist guards. However, they currently
place but are too scared to leave and are tired and have two levels of exhaustion and will only defend
hungry. themselves if attacked.

This room is roughly circular and approximately 30 feet across. Treasure


Numerous niches about a foot across are carved into the wall Grim and the guards are carrying the valuables that they
in staggered rows. Most of them have small trinkets of gold or scavenged from the reliquary—approximately 100 gp in
of colored glass or stone, but some are empty. The walls are coins of various mintage and antique art objects—the
combined treasure of the temple.
decorated with faded wall-paintings of blues, greens and
One item of note is a series of plates of beaten brass
blacks.
engraved with strange glyphs. The glyphs are not
A few burlap sacks on the ground are full of objects similar to
decipherable by comprehend magic. Returning this
the trinkets in the niches.
object fulfills the requirements to complete the Harper
assignment.

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Non-Combat Awards
Conclusion Task or Accomplishment XP per Character
After confronting the guards and learning the fate of Getting information from Harae 50
Igan, the characters have not yet accomplished what Getting the curse lifted and the
they set out to do. The beacon is still not lit. Whether or lighthouse relit 150
not the curse surrounding the beacon is removed Bring Grim and the guards to justice
depends on the characters and what they decide to do without killing them 100
with the guards.
Assuming that the characters consider the history of The minimum total award for each character
the Keep, they may realize that the fate of Igan’s killer participating in this adventure is 450 experience points.
could be connected to the beacon and use that as a The maximum total award for each character
determining factor in what they choose to do. participating in this adventure is 600 experience points.
Arrest the guards. Should the characters indicate
that they plan to return the guards to Phlan for trial, Treasure
Harae is satisfied and removes the curse from the The characters receive the following treasure, divided
beacon. The evidence against Guard Sergeant Grim is up amongst the party. Characters should attempt to
sufficient to convict him of Igan’s murder and his body divide treasure evenly whenever possible. Gold piece
dangles from the Stojanow Gate the following day. The values listed for sellable gear are calculated at their
other soldiers are each convicted of lesser crimes and selling price, not their purchase price.
imprisoned. Harae’s curse is lifted and the beacon is Consumable magic items should be divided up
relit. however the group sees fit. If more than one character is
Kill the guards. If the characters kill the guards, the interested in a specific consumable magic item, the DM
authorities presume that they did so out of self-defense. can determine who gets it randomly should the group be
Harae’s curse is lifted and the beacon is relit. unable to decide.
Release the guards. If the characters release the Permanent magic items are divided up according to a
guards and remain silent about their crimes, they flee system. See the sidebar if the adventure awards
Phlan and never return. Harae’s curse remains and the permanent magic items.
beacon remains dark.
Treasure Awards
Rewards Item Name GP Value
Make sure the players note their rewards on their Pouch of platinum 50
adventure logsheets. Give your name and DCI number Silver holy symbol of Tyr 50
(if applicable) so players can record who ran the session. Moonsea Cults 20
Gold in hidden compartment in bunk 20
Experience Igan’s coinpurse 35
Coins in pool at jade idol’s feet 50
Total up all combat experience earned for defeated Chunk of jade idol (per character) 50 or 100
foes, and divide by the number of characters present in Grim’s looted treasure 100
the combat. For non-combat experience, the rewards Grim’s splint armor 100
listed are per character. Give all characters in the party
non-combat experience awards unless otherwise noted.
Moonsea Cults
Thailoss of Tyr wrote a book on various cults in the
Combat Awards Moonsea region. The book can be sold for 20 gp, or a
Name of Foe XP per Foe character can keep it. If a character keeps the book, and
Animated armor 200 is able to reference it, the character gains advantage on
Commoner 10 Intelligence checks regarding cults of the Moonsea
Ghoul 200 region.
Grim, Guard Sergeant 100
Guard 25
Skeleton 50
Zombie 50

Secrets of Sokol Keep


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Splint Armor
If characters defeat Grim, they may claim his splint
armor. One character may keep it, or the party may sell
it for 100 gp.

Wand of Magic Detection


This silver-tipped wooden wand makes a loud chiming
sound when used. A description of this item can be
found in the basic rules or the Player’s Handbook.

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.

Secrets of Sokol Keep


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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

Page 7 Looks the sam


me, dangerous to make mistake…

Page 51
Page 78 Must be it!
i Why else pay
p attentionn to position iin pray-
Page 123 ing in howw-to-hunt boook?

Four symbbols, sure of it. Thrree words. Must nott get it wroong…

M
Mono, Dikkastis, Dim
mios, Kyrioss, Megalo, Toe, Dotitis, Liptis, Archaios

Yes. Got itt. Now waitt for Grim. Digging without


Y w soldiiers might bbe dangerouss…

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.

STR DEXX CON INT WIS CHA STR DEX C


CON INT WIS C
CHA
14 (+2) 11 (+
+0) 13 (+1) 1 (−5) 3 (−4) 1 (−5) 13 (+1)) 15 (+2) 100 (+0) 7 (−2) 10 (+0) 6 (−2)

DDamage Immunitties poison, psycchic Damagee Immunities poiison


CCondition Immun nities blinded, chharmed, deafened d, exhaustion, Conditioon Immunities ch harmed, exhaustion, poisoned
frightened, paraalyzed, petrified, poisoned Senses ddarkvision 60 ft., passive Percepttion 10
SSenses blindsightt 60 ft. (blind beyyond this radius), Languagges Common
passive Percepttion 6 Challengge 1 (200 XP)
LLanguages —
CChallenge 1 (200 XP) Actio
ons
AAntimagic Suscep ptibility. The arm
mor is incapacitateed while in Bite. Meelee Weapon Atta ck: +2 to hit, reacch 5 ft., one creature.
the area of an anttimagic field. If targeted by dispel magic,
m the Hit: 9 (22d6 + 2) piercing damage.
aarmor must succeed on a Constitution saving thro ow against the Claws. M Melee Weapon Atttack: +4 to hit, reeach 5 ft., one tarrget.
ccaster’s spell savee DC or fall uncoonscious for 1 minute. Hit: 7 (22d4 + 2) slashingg damage. If the ttarget is a creature
F
False Appearancee. While the armo
or remains motio
onless, it is other th an an elf or undeead, it must succceed on a DC 10
in
ndistinguishable from a normal suit
s of armor. Constituution saving throow or be paralyzeed for 1 minute. T The
target caan repeat the savving throw at the end of each of itts
A
Actions turns, ennding the effect oon itself on a succcess.

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.

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Grim, Guard Sergeant Zombie


Medium humanoid (human), neutral evil Medium undead, neutral evil

Armor Class 17 (splint) Armor Class 8


Hit Points 32 (5d8 + 10) Hit Points 22 (3d8 + 9)
Speed 30 ft. Speed 20 ft.

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)

Skills Intimidation +2 Saving Throws Wis +0


Senses passive Perception 10 Damage Immunities poison
Languages any one language (usually Common) Condition Immunities poisoned
Challenge 1/2 (100 XP) Senses darkvision 60 ft., passive Perception 8
Languages understands the languages it knew in life but can’t
Pack Tactics. The thug has advantage on an attack roll against a speak
creature if at least one of the thug’s allies is within 5 feet of the Challenge 1/4 (50 XP)
creature and the ally isn’t incapacitated.
Undead Fortitude. If damage reduces the zombie to 0 hit
Actions points, it must make a Constitution saving throw with a DC of 5
+ the damage taken, unless the damage is radiant or from a
Multiattack. The thug makes two melee attacks. critical hit. On a success, the zombie drops to 1 hit point
Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. instead.
Hit: 5 (1d6 + 2) bludgeoning damage. Actions
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
100/400 ft., one target. Hit: 5 (1d10) piercing damage. Hit: 4 (1d6 + 1) bludgeoning damage.

Skeleton
Medium undead, lawful evil

Armor Class 13 (armor scraps)


Hit Points 13 (2d8 + 4)
Speed 30 ft.

STR DEX CON INT WIS CHA


10 (+0) 14 (+2) 15 (+2) 6 (−2) 8 (−1) 5 (−3)

Damage Vulnerabilities bludgeoning


Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 9
Languages understands all languages it knew in life but can’t
speak
Challenge 1/4 (50 XP)

Actions
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) piercing damage.

Secrets of Sokol Keep


  Not for resale. Permission granted to print or photocopy this document for personal use only.     25 
 
 

Append
A dix: M
Map

Secretss of Sokol Keep


  ermission granted to print or photocopy this docume nt for personal usse only.  
Not for resale. Pe 26 
 

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