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DDEX1-2 Secrets of Sokol Keep (1-4)
DDEX1-2 Secrets of Sokol Keep (1-4)
kol K
Keeep
D
Decades have passed
p since Sookol Keep was reclaimed, and d a small garrisson placed therre along with a beacon to help p
g
guide ships. No
ow, that beaconn has gone dark
k, and the garriison has disapp peared. In Phlaan, rumors circulate that some ething
a
ancient was disscovered in the grounds benea
ath the keep, da ating to before the clerics of T
Tyr built the sm
mall fortress.
U
Uncover the seccrets of Sokol Keep!
K An adven
nture for 1st-4tth level charactters.
Adventure Code: DDEX
X1‐2
C
Credits
A
Adventure Design
n: Pieter Sleijpen
D
Development andd Editing: Claire Hoffman,
H Chris Tulach,
T Travis Wo
oodall
D
D&D Organized Play:
P Chris Tulach
D
D&D R&D Playerr Experience: Greeg Bilsland
D
D&D Adventurerss League Wizardss Team: Greg Bilsland, Chris Linddsay, Shelly Mazzzanoble, Chris Tulach
D
D&D Adventurerss League Administrators: Robert Adducci, Bill Bennham, Travis Wooodall, Claire Hofffman, Greg Marrks, Alan Patrick
D
Debut: August 14
4, 2014
R
Release: Septemb
ber 1, 2014
D
DUNGEONS & DR
RAGONS, D&D, Wizards
W of the Coast, Forgotten Reaalms, the dragon ampersand, Playeer’s Handbook, Moonster Manual, Du
ungeon
M
Master’s Guide, D&
&D Adventurers Leeague, D&D Enco
ounters, D&D Expeditions, D&D Eppics, all other Wizaards of the Coast product names, aand
th
heir respective log
gos are trademarkks of Wizards of th
he Coast in the US
SA and other counntries. All characteers and their distinctive likenesses are
p
property of Wizard
ds of the Coast. Th
his material is pro
otected under the copyright
c laws of the United Statess of America. Any reproduction or
u
unauthorized use of the material or artwork contained
d herein is prohib
bited without the eexpress written peermission of Wizards of the Coast.
©
©2014 Wizards off the Coast LLC, PO
P Box 707, Rento
on, WA 98057-0707, USA. Manufacttured by Hasbro S
SA, Rue Emile-Boééchat 31, 2800
D
Delémont, CH. Represented by Hassbro Europe, 4 Thee Square, Stockleyy Park, Uxbridge, M
Middlesex, UB11 1ET, UK.
Other downtime options might be available during Disease, Poison, and Other Debilitating
adventures or unlocked through play, including faction- Effects
specific activities. A character still affected by diseases, poisons, and other
In addition, whenever a character spends downtime similar effects at the conclusion of an adventure can
days, that character also spends the requisite expense spend downtime days recuperating until such time as he
for his or her lifestyle. Costs are per day, so a character or she resolves the effect to its conclusion (see the
that spends ten days of downtime also spends ten days recuperating activity in the D&D basic rules). If a
of expenses maintaining his or her lifestyle. Some
Overview
The adventure starts with the characters visiting the
Laughing Goblin, one of the more famous taverns at the
docks. The news about the extinguished beacon atop
Sokol Keep is the topic de jour. Before the characters
can investigate further, a group of dockworkers
confronts two mercenaries; personal friends of some of
the Black Fist guards assigned to the Keep. The
confrontation is unlikely to go well and ends up in a
tavern brawl if the characters don’t intervene. After the
fight, the characters learn a bit more about events and
are asked by the locals to investigate, since the
authorities care more about politics than solving the
issue.
At Sokol Keep the characters can interact with the
servants, potentially a spirit and search through the
possessions of Igan and the Black Fist guards to get an
idea of what happened. The information leads them to
the West Tower and the now obvious closed entrance of
an until-recently hidden area below the keep. Assuming
the characters have found the right clues, they can easily
open it and go down. Otherwise it requires more work.
The hidden area is a long-forgotten, subterranean
temple dedicated to some unknown entity that predates
the existence of the Keep. It is wet and muddy. In the
central area of worship the characters find Igan’s body
as well as a group of skeletal guardians that seem to
have animated as a result of the guards’s defilement of
the temple. Within the hidden temple, they also find the
Black Fist soldiers who are desperate to leave.
Depending on how the characters react, the Black Fist
might face them in combat or peacefully surrender.
With the capture of the Black Fist and the discovery of
Igan’s body, the adventure ends. All the characters have
to do now is think about what to tell the world.
R
Roleplaying Hurn
GGuard Sergeant Hurn
H is old and just riding out thee last few
yyears he has left before
b he can retire. While not as corrupt as
yyour average guardsman, Hurn would definitely no ot turn away a
bbribe. He is, for th
he most part, ineeffective; the doccks would be
juust as safe (or daangerous) withou ut his presence.
F
Faction Assignme
A ent
T
Those characteers who are me embers of the Harpers
H can
take advantage of their organiization's netwo
ork of
nformants to gain
in g additional information.
i
West Tower
The West Tower is wholly empty save for dust and
cobwebs. It is located on one of the higher points on the
island.
Characters entering the tower immediately smell wet,
freshly-turned earth. Upon arriving in the basement, they
find that somebody broke open the floor and dug down
to the stone. The earth and tile are stacked neatly
alongside the walls. Digging tools lay scattered about
the room. There is a severed rope tied to a ring in the
wall leading to a stone slab in the earth. Three other 50-
foot coils of rope lay on the floor beside the slab.
The stone slab is approximately 10 feet on a side, is
bordered in worn glyphs, and has an indentation in the
shape of a human hand approximately six inches away
from the leading edge of the slab. The slab radiates
strong conjuration and faint abjuration magic. A
successful DC 20 Intelligence (Arcana) check recognizes
the glyphs as a component to some sort of ritual that
allows something in plain sight to remain unseen.
However, the glyphs are worn enough that they no
longer function.
The trap door can be opened by placing a hand to the
hand-shaped indentation and saying “Toe Mono, Toe
Megalo” aloud. At that point the slab disappears,
revealing a dark hole in the floor.
Touching the indentation and saying anything other
than the correct words triggers the slab’s trap. The
characters touching the slab must make a DC 10
Constitution save or take 4 (1d4+2) lightning damage
and be stunned for 1 round. Consider giving the
characters the correct sequence if they are having
trouble figuring it out on their own.
Removing the slab without the use of magic would
require more time and resources than the characters
1. Entrannce 3. Th
he Vestibbule of B
Barnacless
The flooor of this room b egins sloping do
ownward while th
he
T
The characters enter in the pa art of this area marked
ceiling rremains more orr less level than tthe rooms beforee.
w
with an “X.” Th he slab rematerrializes five min
nutes after it
iss dispelled. Wh
hile this may co
oncern the charracters, an Longer tthan it is wide, th
his room was ob
bviously submergged at
innspection of th
he slab from bellow reveals thee same one poin
nt, as old, calcifi ed growths of baarnacles still clin
ng to
m
markings as above. nearly evvery surface.
Two suuits of bizarre arm
mor, made of wh
hat appears to bee coral
and she lls, stand in nich
hes in the wall, each crusted overr with
the sam
me heavy growth aas everything elsse in the room.
Emnity
The characters have the opportunity to earn the
following bane during the course of play.
Enmity of the Black Fist. An innocent man died by
your hand during the barroom brawl in the Laughing
Goblin. Though you were arrested for your crimes, your
faction eventually procured your release. The Black Fist,
however, still associates you with your crimes. So long
as you have this enmity, all future Charisma (Deception,
Intimidation, and Persuasion) checks made against
members of the Black Fist are made with disadvantage.
Renown
All faction members earn one renown point for
participating in this adventure.
Harper characters earn one additional renown point
for returning the brass plates.
Downtime
Each character receives ten downtime days at the
conclusion of this adventure.
DM Rewards
You receive 300 XP and ten downtime days for each
session you run of this adventure.
W
What do we know:
It is underr the West Toower
The weird symbol of heaad surroundedd by tentacless (think it arre tentacles)
Was cult inn region Phlaan. Followerss of Tyr destr
troyed it, butt never found the treasure.
Book of Moonsea
M Cultss by Thallios of Tyr mightt contain morre.
N
Need to knoow:
Password??
Potential curses?
c
True natuure of cult?
Do the spiritts speak Thorrass? Weird. Thought anggels spoke alll languages?
Book does noot fall open onn right page though… Really
Re hate deaad languagess!
M
Most selfissh
Four symbbols, sure of it. Thrree words. Must nott get it wroong…
M
Mono, Dikkastis, Dim
mios, Kyrioss, Megalo, Toe, Dotitis, Liptis, Archaios
Secrrets of Soko
ol Keep
Not for resale. Permission
P granted to print or photo
ocopy this documeent for personal uuse only. 23
Appen
A ndix: Monst
M ter/NP
PC Sta
atistiics
A
Animatted Arm
mor Gho
oul
M
Medium construct, unaligned Medium undead, chaotic evvil
A
Armor Class 18 (nnatural armor) Armor CClass 12
H
Hit Points 33 (6d8 + 6) Hit Poin
nts 22 (5d8)
S
Speed 25 ft. Speed 300 ft.
M
Multiattack. The armor makes tw
wo melee attacks.
Guaard
S
Slam. Melee Weap pon Attack: +4 to
o hit, reach 5 ft., one
o target.
Medium humanoid (any raace), any alignment
H
Hit: 5 (1d6 + 2) bludgeoning
b dammage.
Armor CClass 16 (chain sh
hirt, shield)
C
Commo
oner Hit Poin
nts 11 (2d8 + 2)
Speed 300 ft.
M
Medium humanoid
d (any race), any allignment
STR DEX C
CON INT WIS C
CHA
A
Armor Class 10
13 (+1)) 12 (+1) 122 (+1) 10 (+0)) 11 (+0) 100 (+0)
H
Hit Points 4 (1d8)
S
Speed 30 ft.
Skills Peerception +2
Senses ppassive Perceptio
on 12
STR DEXX CON INT WIS CHA
Languagges any one language (usually Co
ommon)
10 (+0) 10 (+
+0) 10 (+0) 10 (+0) 10 (+0
0) 10 (+0)
Challengge 1/8 (25 XP)
SSenses passive Peerception 10 Actio
ons
LLanguages any onne language (usu
ually Common)
CChallenge 0 (10 XP)
X Spear. M
Melee or Ranged W Weapon Attack: + +3 to hit, reach 5 ft. or
range 200/60 ft., one targget. Hit: 4 (1d6 + 1) piercing damage.
A
Actions
C
Club. Melee Weap pon Attack: +2 to hit, reach 5 ft., one
o target.
H
Hit: 2 (1d4) bludg
geoning damage.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 11 (+0) 14 (+2) 10 (+0) 10 (+0) 11 (+0) 13 (+1) 6 (−2) 16 (+3) 3 (−4) 6 (−2) 5 (−3)
Skeleton
Medium undead, lawful evil
Actions
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) piercing damage.