Professional Documents
Culture Documents
1
SHYRASHA Note on Rewards. The Kingdom of Meldora is an
impoverished land where gold is rare. If you intend to run
Shyrasha has led a band of raiders for years. Always one this adventure in your own setting where gold is the
step ahead of Meldoran authorities, she has managed to default currency, then adjust the payments accordingly.
survive in Meldora’s dangerous wilderness, though she
recognizes that every year is a gamble and hopes to build
something more stable for herself and her band. Her plan
is to earn a seat at the table of Meldoran nobility through
THE SELDING ESTATE
strength. From her perspective, nobles derive their power If the players take on the quest via Sir Edrick, they’ll visit
from their holdings and through dispensing violence, both his home in Crossing. As they approach, read the follow-
physical and economic, upon their serfs. She intends to do ing:
just that. She plans to continue allowing shipping to pass
Galvain, amassing tax wealth and purchasing her own You spot the Selding home immediately as you start to
men-at-arms, essentially becoming too difficult to deal cross Low Bridge. While most buildings in Crossing are
with before demanding that she be knighted. made entirely of wood, the Selding home is built of
stone and is ringed by a ten foot wall on all sides. A
ABOUT CROSSING tower rises up from the rest of the house, overlooking
Crossing is a medium-sized town a few miles inland from the river and the bridge, and you spot men-at-arms
the sea along a section of coast known as the Bite. Marshy watching the passersby. On the eastern side of the
lowlands separate the town from the sea. About forty bridge, a wooden gate faces the street.
miles to the east is the city of Morgan, the capital of
Freiger Morgan, roughly the Meldoran equivalent of a If the party knocks on the door, Dellin Klen will greet
duchy. A great deal of trade comes south on the Mistwater, them through a small hatch set into the gate. If he sought
so Crossing is disproportionately wealthy relative to its out the party on Sir Edrick’s behalf, he recognizes them
population. Players can find almost any mundane items and lets them in. However, he’s a skeptical man. If assail-
they might need, and could even find a few lesser magical ants enter through the gate, his head will roll, so he takes
items if they know who to ask. this work seriously. Therefore, if the party approaches the
gate asking after the call for men-at-arms, he’ll be slower
ADVENTURE HOOKS to let them in and call for several of the household guards
to join him before he opens the gate.
Here are a few possible ways to get the party hooked into Inside the gate is a small courtyard, beyond which is
this story: the house proper. When the party enters the house, read
The Tavern. In a classic tavern kick-off, the party is the following:
approached by Dellin Klen (N male human commoner), a
servant in the Selding household. He tells the party that Sir You enter into a lavish hallway, well lit by two chande-
Edrick has noticed a band of adventurers in town, and liers. Ancestral suits of armor line the hall, along with
would like to discuss a possible job with them. If interest- portraits of their wearers. The red carpet that runs the
ed, they should go to his estate, the walled mansion on the hall’s length is clean, as if almost nobody has walked
east side of Low Bridge, at 5pm. upon it. Klen brings you all in and then takes you to a
Job Listing. Alternatively, if you’d prefer that Sir salon.
Edrick not yet know of the party, they might find a job “Sir Edrick will be with you soon,” he says.
posting on the job board in the town square. With spring Another servant brings a tray of black tea and offers it
arriving, Sir Edrick is hiring men-at-arms to retake the to you before she and Klen retreat.
castle. Payment is 10 cp a day for the duration of the siege,
with bonus pay for valor. Interested parties are to visit the
Selding estate as soon as possible. When the party arrives, Sir Edrick is ready to see the party immediately, but he
Sir Edrick will notice that they aren’t the typical bullies waits to let them stew for a while. He’s a powerful man,
with spears who usually show up, and he offers them a and likes expressing that power in whatever ways he can.
much greater reward: 50 sp per party member, if they can When he does greet the party, he’s curt and
retake the castle without the need for a costly and drawn to-the-point. He doesn’t want to spend time with com-
out siege. moners, much less adventurers, and he’s eager to have this
Rumors About Town. Finally, the party could take on business over with. That said, he’s willing to bend on
the quest without any direct interaction from Sir Edrick. negotiating the price of the party’s service if they can
With Galvain lost, the usually slow winter trade from the convince him they’re reliable professionals.
north has trickled to nothing. It’s been a sparse winter, and Sir Edrick is also clear that the raiders are not to be
everyone in town knows about the raiders holding the taken lightly. They killed many of his household staff and
fortress. Any man or woman the party meets in Crossing is soldiers before he was forced to retreat, and there are
likely to complain, and rumors are there’s several months enough of them that if the party simply walks up to the
shipping taxes in chests within the fortress. This alone fortress and declare themselves, they’ll be overwhelmed.
might be motivation enough for a party to investigate. He advises sneaking into the castle and eliminating their
foes as stealthily as possible.
2
Once the party has agreed to the job and are ready, they
can head north to Galvain. The fortress is a few miles THE FORTRESS OF GALVAIN
north of Crossing, on the Mistwater River. A dirt road
runs along the river’s bank, and the party can easily arrive The Fortress of Galvain straddles the Mistwater. The
at the fortress in a few hours. majority of the castle sits on the western bank, surrounded
by twenty-foot high walls and six towers. A narrow bridge
spans the river, and on the eastern side is a single, larger
HIGHWAY PATROL tower. The party can spend time scouting the castle and
deciding upon the best point of entry. When the party
arrives, read the following:
One goblin (SRD)
One worg (SRD) The Fortress of Galvain is a wide, squat castle that sits
predominantly on the Mistwater’s western bank, with
As they make their way north along the road, the party is the long arm of a bridge that extends across the water
likely to be observed by Vaz (CE male goblin), who to a taller tower on the eastern side. The fortress looks
watches the approach to Galvain from his hiding spot off grim; mist gathers all around it, no banners fly from the
the road and reports any threats. The party certainly looks towers, and the heads of guards rest on spikes, sunken
like a threat, and when he sights them he takes off on his and withered from a winter’s exposure to the elements.
worg mount to warn the rest of the band. If the party is
trying to be stealthy and stays off the road, however, it’s If Vaz escaped, or if the party failed to encounter him at
possible they will bump into Vaz by accident. If this all, they see him enter the fortress through the main gate.
occurs, Vaz will spend one round fighting them before The following locations are keyed to Map F, shown
quickly assessing that they are a threat and attempting to below.
retreat.
If the party is actively searching for scouts as they F1 - GATEHOUSE
approach the fortress, they discover Vaz on a successful
DC 13 Wisdom (Perception) check. Three goblins (SRD)
MAP F
3
banding, studs, and a heavy wooden crossbar. The crossbar battlements. Directly across from the gate, the keep, a
can be raised from within the northern tower with a square building, rises slightly above the walls. On the
successful DC 7 Strength (Athletics) check, though the southern side of the keep are the stables. At the northern
doors must be opened from the ground floor in the end, there is a stone walled building connected to both the
courtyard. Arrow loops stud all the towers, and their arcs walls and the keep, though its roof is lower than both.
extend into the gate, allowing the three goblins guarding Just beyond the gatehouse is a series of wooden spikes
the gate to shoot at the party from cover, even once the meant to slow and potentially harm an attacking army as
doors are open. Two of them man the northern tower they make their way through the gatehouse.
while one remains in the southern one. They shoot at A single goblin stands guard outside the stables, which
assailants before pulling back into cover where they can’t are sealed with a heavy padlock. The padlock can be picked
be retaliated against. Shyrasha has given these goblins strict with a successful DC 10 Dexterity (Sleight of Hand) check
orders to fire on anyone who comes within range, and as using thieves tools. It can also be destroyed. It has an AC
such they will not negotiate. of 10, 7 hp, and immunity to poison and psychic damage.
Directly inside the gatehouse is a pit trap. The trap is If the party encounters the guard on his own and no aid
five feet wide, fifteen feet long, and ten feet deep. A cloth seems forthcoming, the goblin will attempt to smash the
has been laid over the trap and then covered in dirt so that padlock and release the prisoner kept in the stables.
it looks roughly like the ground around it, though the cloth
sags slightly. A character can spot the trap with a success- F4 - STABLES
ful DC 10 Wisdom (Perception) check. Any creature who
steps on the cloth falls 10 feet, taking 1d6 bludgeoning One ettercap (SRD)
damage. A creature in the trap may attempt to escape as an
action with a successful DC 13 Strength (Athletics) check. The stables conceals the secret entrance by which Shyra-
If a creature fails the check by 5 or less, they scramble sha’s band snuck into Galvain. She has since filled it in so
most of the way out of the pit, reducing the DC of their that nobody could use the same tactic against her. Her
next attempt by 5. raiders have also managed to capture an ettercap, which
they have locked inside the stables.
F2 - WALLS If a commotion of any kind happens outside the
stables, the ettercap will attempt to break free of its prison
One hobgoblin (SRD) by pounding on the stable doors, though it won’t be able
Two goblins (SRD) to escape on its own.
The ettercap has completely covered the stable’s
interior with webs. A trough of stagnant water festers
The remaining four towers and walls of the western under a veil of webbing, and a close inspection reveals the
portion of Galvain form its defenses. Access to these (and skeletons of horses and a few humanoids which have been
the gatehouse) is via two sets of wooden stairs that lead up picked clean.
onto the walls from the courtyard. Shyrasha’s band doesn’t
have the manpower to keep each tower garrisoned at all F5 - ARMORY
times, so it relies on a small squad composed of Blenx (CE
female hobgoblin), Shyrasha’s lieutenant, and two gob- Tucked beneath the battlements on the north side of the
lins. They patrol from the north gatehouse tower, around courtyard is the armory. Its door once had a lock, but this
the perimeter of the battlements, to the southern gate- has been smashed by Shyrasha’s raiders. Inside are enough
house tower, and then back again. The patrol moves weapons to equip a large force, far more than the raiders
slowly, completing their north-to-south trip in about 20 could use. Any simple or martial weapon that the players
minutes. If the party spends an hour observing the could want can be found here, though the limits of
fortress, this cycle will become clear. encumbrance and common sense should limit what they
If the party is not careful about their timing, they may take. There are several bear traps stored on the south wall
arrive at the gatehouse at the same time as the patrol, of the armory.
which would make their encounter there substantially more A character can use their action to set one of the bear
dangerous. traps, forming a saw-toothed steel ring that snaps shut
If the patrol hears sounds of fighting, their orders are when a creature steps on a pressure plate in the center.
to form up on the western side of the bridge and protect The trap is affixed by a heavy chain to an immobile object,
the tower Shyrasha has made her lair. such as a tree or a spike driven into the ground. A creature
The battlements also feature one of the two entrances that steps on the plate must succeed on a DC 13 Dexterity
into the keep. A small set of wooden stairs, set directly in saving throw or take 1d4 piercing damage and lose any
line with the bridge across the Mistwater, grants entrance remaining movement for the round. Thereafter, until the
into the keep’s second floor. creature breaks free of the trap, its movement is limited by
Treasure. Blenx carries two potions of healing. the length of the chain (typically 3 feet long). A creature
can use its action to make a DC 13 Strength check, freeing
F3 - COURTYARD itself or another creature within its reach on a success.
Each failed check deals 1 piercing damage to the trapped
One goblin (SRD) creature. Each trap weighs 25 pounds.
In the back of the armory is a locked door. A sign on
The courtyard in Galvain, made of packed dirt, is mostly the door reads “Healing Potions: Open in Case of Emer-
empty. Two sets of wooden stairs grant access to the gency.” The door is trapped with a poison needle. Opening
4
the door without the proper key causes the needle to F6.3 - KITCHEN
spring out, delivering a dose of poison. When the trap is
triggered, the needle extends 3 inches straight out from the A narrow hall connects the great hall to the kitchen. Tables
lock. A creature within range takes 1 piercing damage and line the walls, stocked with flour, potatoes, and a few dried
5 (1d10) poison damage, and must succeed on a DC 15 meats. The stocks are low and it’s clear Shyrasha’s band has
Constitution saving throw or be poisoned for 1 hour. A eaten through much of the castle’s stores for the winter.
successful DC 15 Intelligence (Investigation) check allows
a character to deduce the trap’s presence from alterations F6.4 - EMPTY LARDER
made to the lock to accommodate the needle. A successful This small room was used to store food for the castle. The
DC 15 Dexterity (Sleight of Hand) check using thieves’ remaining stock has been moved into the kitchen, and the
tools disarms the trap, removing the needle from the lock. larder now sits empty.
Inside is a small, felt-lined chest, with four slots in it. Each
is empty. Shyrasha has already gathered the healing potions F6.5 - STAIRS TO THE SECOND FLOOR
and taken them to her lair in the east tower.
South of the Hall of Devotion, a small room harbors the
F6 - KEEP GROUND FLOOR staircase that leads up to the keep’s second level. There is
also a door in this room that grants access to the kitchen.
Directly across from the gatehouse are the double doors
of the keep. The doors were battered in the attack, their F7 - KEEP SECOND FLOOR
locks broken. They swing on rusty hinges in the wind.
There are two ways into the keep’s second floor. One is by
F6.1 - HALL OF DEVOTION the stairs leading up from Area F6.5. The other is from the
wooden stairs accessed on the battlements, directly in line
When the players enter the keep, read the following: with the bridge across the Mistwater.
Just inside the doors to the keep is a long hallway. Unlike F7.1 - MURDER HALL
the rest of the keep, this room seems unmarred. Along
the walls are the statues of four gods, each with offer- The murder hall is the keep’s primary defensive point. If
ings of precious stones, coins, and personal items. the patrol group discerns that the party will seek to gain
access to the battlements through the keep, one of the
The four deities, in order as a character makes their way patrolling goblins will attempt to hold this hall. Stairs lead
down the hall, are: Alela, Goddess of War and Summer; up to this hall from Area F6.5. At the top of the stairs is a
Kolt, God of Opportunity; Falkra, Goddess of Plagues; bear trap, as described in Area F5. Any character coming
and Lycia, Goddess of the Hunt, depicted here as a up the stairs can easily see this trap. Past the trap is a 30
lioness. There are doors to the right and left of this hall. foot long hallway that ends in a door and an arrow loop.
Alela’s statue is adorned with three bloodstones, each The door is locked. A successful DC 15 Dexterity (Sleight
worth 50 gp, as well as 283 sp and various worthless of Hand) check using thieves’ tools will unlock the door.
trinkets. A creature who spends ten minutes praying to the Otherwise, the door has an AC of 15, 10 hp, a damage
statue gains a bonus 1d4 to their next melee attack roll. threshold of 5, and immunity to poison and psychic
Kolt’s statue is adorned with four onyx gemstones, damage. A creature can fire through the arrow loop from
each worth 50 gp, two hematite gemstones, each worth 10 Area F7.2 into this hall, and the loop itself provides three
gp, and 337 sp. A creature who spends ten minutes praying quarters cover to those behind it. A goblin holding this
to the statue gains a bonus 1d4 to their next ability check. door will move to the arrow loop to fire, before backing
Falkra’s statue is adorned with three hematite gem- away to maintain total cover.
stones, each worth 10 gp, and 92 sp. A creature who
spends ten minutes praying to the statue gains a bonus 1d4 F7.2 - SECOND FLOOR HALLWAY
to their next saving throw. Past the murder hall is the second floor’s main hallway. It is
Lycia’s statue is adorned with two moonstones, each 75 feet long and basically featureless, but for the three
worth 50 gp, 421 sp, and a Spell Scroll: Hunter’s Mark. A doors which lead into the rooms on the left, and the
creature who spends ten minutes praying to the statue singular door which leads to the battlements on the right.
gains a bonus 1d4 on their next ranged attack roll. A creature can use the arrow loop in this room to make
Removing any of the tributes will invoke the displea- ranged attacks against creatures in Area F7.1 while main-
sure of the gods, though not immediately. The gods of taining three quarters cover.
Sollum rarely just smite someone, and prefer to weave
elaborate downfalls for those who inspire their anger. The F7.3 - LORD’S BEDROOM
exception to this is the spell scroll on Lycia’s statue. She
will reward a character who uses it to slay a foe. This was Sir Edrick’s bedroom when he lived in the castle.
The hobgoblin Blenx has taken over the room. She keeps
F6.2 - GREAT HALL it relatively tidy. In the chest in the corner, she keeps 103
sp in a small canvas pouch.
North of the Hall of Devotion is Galvain’s great hall. The
room has two soft chairs at its head, and three tables
where the Selding family’s retainers once ate. It’s unkempt,
dusty, with half eaten plates and spilled cups littering the
floor.
5
F7.4 - CHILDREN’S BEDROOM the party that joining her is the better choice. If the party
points out that she murdered a great many people to
Sir Edrick had four children when he lived here. His oldest secure this power, Shyrasha will simply retort that Sir
son, Wern Selding, died fighting Shyrasha when she Edrick is no different.
attacked. The other three managed to flee with the rest of If the party fights, Shyrasha will defend herself with all
the family and now live at their estate in Crossing. Several her ferocity.
goblins have made the space their own, and it shows. The Treasure. If the party defeats Shyrasha, they will find
beds are unkempt, chicken and grouse bones litter the 1 potion of healing, 1 potion of greater healing, and 1 Spell Scroll:
floor, and dirt has been tracked in without regard for Knock on her body.
sanitation.
END OF LICENSE 7
THANKS FOR READING!
If you enjoyed this adventure, you can find the rest of our library on Drive-
ThruRPG. In “Ritual Sacrifice,” an adventure for 5th level, the party finds
themselves teleported into an icy cavern to be sacrificed, but something even
more dangerous than their captor lurks nearby. In “Into the Ice Forest,” for 3rd
level, the party is tasked with investigating the disappearances of local children,
and in “The Panic Dungeon,” you’ll find a fallback adventure that can fit into
any setting, at any level, with minimal prep, to buy you time when the party
ventures in an unexpected direction.