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pede RoC ELI; 'G BY JULIE DILLON. (@ BY ROBLAZZARETTI, ANY SETTING , LOW-LEVEL (IST-STH) , DUNGEON CRAWL. 16 DUNGEON. serTewaee 2007 os he renegade magicaser Bargle ] is wanted, dead or alive, After the murder ofa fecal town cleric seamed Aleens,the ruling council put ase ableLbounty on hishead. Most speak ofthe ‘wizard in hushed tones, and rumor holds hat he dwells in th earby abandoned keep, performing all soris of foul sorcery. Orly the truly brave, o¥ per- lously Golish, would daze to challenge ‘Bangle in his own domain, "Rill Bargle” is 2 DAD ac designed for four 3rd-level characters, ‘Though many of the names and themes used here trace theirzoots back to one of the or-ginal D&D cam 2 Known World of Myszana, this adven- hte is self-contained and cua take place In any campaign setting, This adventure originally appeared in the Duggeens & Dragons Basic Dungeon Masters’ Raleboo, ADVENTURE BACKGROUND. ‘Mary years ago, a wizard named Gygan mysterious powers, ruled this part of the Realms of Man fom hhis mighty castle Mistamere, located 4 the foot of the mountains to the north Gygar died aera long and peaceful rule, but no suceessor was named. Orer the LUsnto ruins ne of the een for Centuries later, the o broken towers can still hhe town of Thresh eckoning 10 seckers of da and fortune, Rumors hold that monsters lurk within che ruins, The local town council bas adventurers to reward of 1,000 gold pieces for Ba capture. Recently blemed fr the death of Alena, a well-known cleric, Bargle is wanted by the council, dead oralive Preferably dead, arding rich treasures led for ave the keep, offering a ADVENTURE SYNOPSIS the PCs arrive at castle Mistamere, the Suppased hideout of Bargle, After dea b the carrion crawler that Lives ide and the kobolds that contro! the the keep and the two dungeon levels beneath it. Inside they face a tribe of kobolds, hungry scavengers, and deadiy *h Bargle’s inner they mast combat , the chazacters must brave sanctuna. Once there cunning doppcleangers charmed ogres, deadly traps and the magic-user himself! f they hope to bring an end to Rargle’s deadly reign ADVENTURE HOOKS The adventure begins wit the town of Mazeshold,st he pasty in ingal the Gold ost in the ina bears a wanted poster for Bexple’s cepture, The town itself full of wild rumors 4 the castle, which ragon Ian. A sign is wild speculation and hearsay, a DC 15 Gather Information check reveals thet Ba rtly after Alcenia’s death, inquiring about the keep, a similar check reveals thal itis said to he the lair ofall sorts of le was last seen near the castle SEPTEMBER2007 DUNGEON 17 Lees -ionsters, particularly a tribe of kebolés ‘hat Lives in the uppermost dungeons, THE SURFACE RUINS: ‘The journey to Case Mistamere ts shorl one, with the tail to the ruins leading through pleasant farm fields. ‘the only encounter along the way is ith a firmer, who sits atop his wagon watching his worlzers til she fields. He is a filendly man who gladly volunteers ‘that he has seen: monsters go in and out of the keep over the past few months. Although he does not iow their name, he desetibes them as small lizard creatures who walk about ke men, The firmer has never seen Bangle, and is glad for i. When the PCs reach paraphrase the follow he castle, ead oF fe fhe Walls of Castle Mistameve are jagged and fil of sail holes where stone blocks Have tiimbled to th around the ruins. A gaewav in the cente 18 OUNGEON sePTeNse2 2007 BY JASON BULMAHN if of the front wall stands empty and the maszive outer doors lie rotting nearby on ‘the ground, although an Inner gateway stil stands, This gateway seems to be the easiest entrance through thewall, although 4 gaping hale offto left of the gate could provide another. Peeking ove wall in places are the ruine of the castle IF of the the outer itself, backed ogainst the sheer beyond Inside the keep, all of the Moors, ceilings, and walls are made of stone, Unless otherwise noted, the chambers are unlit and have 16-foot-high ceilings, ‘There were once floats above the Sr bled but they have long since cru 1, RUINED DOORS (EL. 4) These rotting doors were once the outer ‘gates to castle Mistamere Creature: Lurking in a shallow den undernesth the carrion raver: Anyone approaching within 20 feet of the doors receives a D check to notice it Phen climbs out to attack, surprishag anyane who fails thelr Spot check Tt 10 Spot the earrion crawler attacks until slain, Carrion Grawler: hp 16; Monster Mar wal 30. Treasure: Anyone investigating the lair underneath the daors disco the skeleton of a kobold covered in reasure, All old there are coz sp, 986 ep and (we sinall gazuets worth 100 gp each, Cluiched in the kobold’s skeletal hand isa small leather bag containing anadditional 15 ep anda plain brass key this opens the chest in aren 19), 2, KOBOLD COURTYARD iEL3) Theze are three ways to enter the courtyard ftom outside the wall. The first is throug the main gate, although the kobolds in the courtyard attempt io lose the gates before the PCs can cut ‘The second is via a hole offto the right of the doors, but this route is treated as sie tema, Fnaly, te wall othe sourtyardare quite ruined and elatively sy te scale They are ily fect all and climbed with a DG 15 Climb “check. Numerous small holesin the wall Gilew any character peecing through hema DC 15 Spot check to notice the Psi icstiding ithe courtyard D ioeden Gateway: Hardness 5 hp 3 DC 2s Greatares: Ten kabolds are stationed “in the courtyard, tasked by their chieltain ‘to keep watch for trouble, When the PCs “appeoich the Kobolds lose the doors “singin the ccimjantand drops heary wooden bat This task dane, the bobolds squad out and train ther slings on the seuthwst opening in the wall nating or the characters to din through, Kobolds (so): hp 4 each: Monster Bini "Tact The courtyard i itered with rubble, giving the Kobolds cover from fe opaning in the wal They fre ling Stones tthe PCs ie moment the courtyard and continue te do until engiged in melee. Any remaining robots atteinpt to lee mice the ken ists oftheir number are slain. Treasure: Aside ftom their poorly iatalued gear each Kobold carsiesa small lather pouch containing 406 cp. Im addition, the kobolds have a small iron bos hidden nent the ruins of the 2st tower Te box ean be found with 4°DG 25 Search check or revealed by a hold prisoner. The box contzins 100 gp and a Back onyx gemstone worth Pees 3. ENTRANCE ‘The unlocked doozs leading into the ‘Keep are made from rotting wood. cetrance hall is well-teaveled and littered with debris ftom outside-A C5 Survival skill check reveals that most of ‘the tracks in this room lead to the north "door, and ftom there on to areas 115 12, and 43 before leading down to the first level ofthe dungeon. 4. WESTHALL (9) Ts musty chamber contains aio ofancient Iweoden ches and a pale of sill tables. A cold fireplace sis Inthe center of the noth wall near a ragged hole in theexling, Greature: This chamber is the lair oF a dire bat that lives in the ruins of the iloar above. Ik the fireplace is disturbed ‘m any way, the bat shrieks and dambers down throguh the hole in the eciling to attack Once crapped to below ball its hit points, the bat dies otf to area 5 fo roost atop tle chest im that soora. 1F confronted there, it fights to the death. Dire Bat: hp 40; Monsier Manual 62. ‘Treasure: ADCs Search check ofthe 100m uncovers three old silver teaspoons worth gp exch, Italse uncovers a small ‘bag of dried peas that, while worthless, are usefil 20 anyone who falls prey to the ctemnal Slumber trap in area a2 S.STORAGE, This room ie filed with boxes and crates of many shapes and cizes, ‘The boxes are covered with a thick layer of dust. IPany of the boxes are disturbed, a deep voice comes frori a chest in the comes, asking, “Who's there?” Regardless of the response, the voice then calls out, “Is Bargle with you? Again, no matter the response, the voice calls out one last time, saying, “Ob, well then, never mind.” The voice does not speak ayzin. The chest radiates faint illusion magic. All oF the boxes and crates in this room are empty, 6. CLOSET ‘This dusty closet is ment to serve area 42, but also opens into area 5. It is empty save for a round hathox lying on the floor in the northwest corner. ‘The hatbox is tied with a simple string that is coated in sassone leaf resi¢ue, a dangerous contact poison (contact, Fortitude DC 16, 246 hp/ido Con) Cutting the string and allowing it to fall away untouched can open the hatox safely, ‘Treasure: The hathox containsa musty red woman's hat. While this is of no value,a platinum hetpin worth 106 gp is bidden underneath, 7 EASTHALL Four sickety wooden chairs sitin this oom, bie. In the center of the north walls frepiace. ‘The chimney in this room i¢ choked ‘with slting ners fam the mained sec~ ond iloct Anyone searching the chimney mist make a DC 10 Dexterity check to avoid disturbing the rubble. sihure causes the timbers to fll dealing sd6 points of damage tothe searching character. ADC 15 Reflex save nepetes this damage, ‘Treasure: C5 Search check of the chamber uncovers 1a old feathers uted pillon. A DC 10 Search check of the chimney uncovers a loose brick, behind which hides an ote silver dagger worth 7 gp 8 STORAGE (EL 1/20R 3) This 0 exception: aTarge crate at the bottom of the pile holds an angry zombie, (Creature The zombie remains perfoty still until its erate is opened, at which point it rises to atta, Any fight in this room draws the zombies fom area 9m. ound.’The zombie fights to the death Human Zombie: bp 16; Monster Man= ual 266. iy identical to area 5 with one 9. CLOSET (EL 3) This small closet is cronded with dust and mubble, Greatures: Four zombies wait for yisi= tors in this chamber, attacking anyone ‘who enters. ‘They move to investigate any disturbance in areas 8 oF 10 and ight to the death, ‘Human Zombies (4 hp 16 each; Mon- ‘ster Manual 266, ‘Treasure: A DG20 Search check of the trash-strewn chamber uncovers a brace: lst worth 500 gp 10, BEDROOM This chamber may have once been’a'fine bedroom, but its furnishings ere now tate ied and mold ai aie) | SEETENAER2507 DUNGEON 19 [mares “transmutation magic. Any ereature placed on the bed is Tom any magical sleep effet (eta \e sleep effect ftom the bed rea 12) Th addition, anyone placed thie bed gains a s10 bonus on their saving throw to resist the elfects "and sneezing for one ound, kicking ap “a rremendinss loud nf dust. Angee in the roomn during this dust cloud must sake a DCs Foetitude save orspend ad6 "round dioking and coughing, unable to take any other ation. 11, HALLWAY “This chamber contains a large amount “of trash, but nothing else. A DC 15 8 ‘vival check made bya character with the "Teack feat reveals a trail that leads from ‘the door to area 3 to area 12, ee 18. BEDROOM “This chamber is identical n-appestance wares so/Thehed here radiates morerate ‘enchantment magic. Anyone who touches it must make 3 DC 15 Wil save or be compelled tolie dav upon those who ido.o must make mother DC, Will save ~ exch round or fll asleep for ida years. “Phoxe who fall acleep cannot be reused ‘norenally ato net suffer from starvation or thirst wh le on the bed. They can be Woken up in one of theee ways. A dispel ‘agi cast on the victim (C1. sth) rouses them. Placing a pea under the mattress - does so as well, but causes the character te become fatigued. Finally, placing the eharacter on the bed in area 10 causes ~ them to wake in ane round. ‘ADC 15 Survival skill check in this "chamber rescas a trail that leads Foor "the door to area ur to area. 13, STAIRS (EL 1) “This small chamber leads to-a set of ssi that descend to the dungeon Delon, cling toarea22.A sinal fireplace in the ~ nottbrest corner of'the room is empty and unlit, \ DG 15 Survival skill check n this chamber ceveals tral that leads ‘fom the door to ares x20 the stairs 20 DUNGEON. serTeHE=R 2007 EEN Creatures: Eour kobolés Turk on the stairs leading down. ‘They spring forth to attack snyone approaching. their position. Rach kobold Tas 5 ep tucked avy in its belt Kobold (4 hp « cack; Monsier Ma al s63. 44, TRAP ROOM, Inthe center af the foam, 2 large log rests with one end on the floor and the other held in the ais, suspended directly aboye a simple wooden chest by & rope that ru thraugh hooks in the ceiling and wall before disappesring into the floor Ifthe ropeis cut, thelog ills smashing the chestand scattering itcontents. ADCs Search check identifies ateapin his toon, Inut a DC a5 Search check reveals there is ‘no mechanism to drop thelog Should the Iogcomchow ill onto a character anyay, ‘deals 3d points of damnage,with aDC:0 ‘Reflex save halving the d2mage ‘Treasure: The chest Is not Jocked and conizins 50 gp, soo sp, and one citrine ‘worth a6 ga. 15, STATUE ROOM (EL 9) ‘A -emall statue of a kobold stands In the center of tls room, holding cut a ciude stone sword. ‘Trap: The statue in the center of this roam is trepped and if touched, it sruddenly spins around, its heavy stone sword attacking everyone adjacent to it. Spinning Kobold Trap: CR 2 ‘mechanical; touch trigger, automatic reset; ATK Ho melee (idG+s) multiple targets (everyone adjacent to the statue Search DC 17, Disable Device DC 20. 16, STAIRS ‘This ubble-strenn sizirease leads down. to.area 39, if. KOBOLDS (EL 1) ‘This chamber contains rubbleand trashy, Dut Little else of interest Creatures: Fixe Lobolds live in this room, having been chased here by ‘the zombies, Their job Is 10 scare off inteuders, and if they see anyone, they attack witha howl Kobold (9:4 eh; Monster Mama 161 = 1g, STATUE ROOM ‘This chamber is dentieal to that area 3 ‘except the Kobold statue isnot trapped. 19. DINING HALL (E16) 4 long wooden table occupies the center of this room, surrounded by a dozen plain ‘wooden chars. Human skeletons, wearing. the rage of fine dinner ate, occury four cof the chars: Onthe table in front of each chair sits a golden dinner plate, accompa ne by a dusty glass goblet and dull si verware. A large stone fireplace looms in the north val ‘This chamber contains beth a deadly hazard and dangerous guardians andthe Kobolds avoid it a! all costs Hach of the gold dinner plates are

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