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THE HOOK 10.

THE BOUDOIR
       An animated SCARECROW cackles at the
        success of his plan to steal back his lost
       wages from the villagers, after decades of
  ­ €   unpaid labor in the fields. Four MAGI-PIES
    protect him with a whirlwind spell. It
extinguishes all fire and stops all
‚     projectiles. Once per round, a random PC
     ƒ   is disarmed. Have them make a DEX save
       to hold on to the items. On a fail, their
 belongings join the whirlwind. The spell
An adventure for Cairn gordyh.net lasts until the last MAGI-PIE is slain. Fire is
THE WIZARD TOWER 9. SAUNA 8. BOILER ROOM the SCARECROWS greatest weakness. If
A cylindrical stone tower, around 30m Converted to an incubation nursery. A roaring forge spews flames, powered slain, all of the birds will disperse. On the
in height. It stands clear above the The floor is covered with fresh straw, and by a FIRE ELEMENTAL by the name of eastern wall is the top level window, 27m
forest canopy around it. The years of hundreds of eggs of various sizes. One of Blazer. He is being forced to smelt and above the ground. On the floor, a hidden
disuse have led to its exterior them however dwarfs the rest, and cast ingots from the metal objects that trapdoor that leads to room 8. Loot: War
becoming covered in moss and occasionally wobbles around. Another the crows are stealing. Blazer was Scythe (d10), bag of marbles, 2 Leycap
stained mildew, almost like RATFOLK by the name of Eggbird is originally captured by Thimblezar, the mushrooms.
camouflage. It would appear hiding inside this large egg shell. He towers original owner. Blazer powers the 7. DRESSING ROOM
abandoned if not for the deafening feasts on the eggs lying around him, and magic of this tower, and is bound to it. If Moth eaten robes hang from hooks on
chorus of caws from the crows smuggles even more off to his gang. he dies, or is released from his bonds, the every wall. Beneath them 11 large, iron
perched upon its roof, or the thick Watching over the room is a RAVEN tower will come crashing down. A reinforced, locked chests line the wall. In
plume of smoke coming from the NURSE. If she spots an intruder, she will RATFOLK named Sortbird, posing as a the center of the room, snoring loudly
chimney. Circling the perimeter reveals call for help, before defending the eggs crow-man, assists the elemental. He upon a hat stand, is a SNOW WHITE
there are only 2 windows on the tower. to the death. If she thinks you are a crow, starts and ends each sentence with a RAVEN. A ring of 3 keys hangs from its
One around 15 meters, and another at she will non verbally instruct you to sit on ‘caw’. He sorts the metal loot into piles - beak. The keys:
the very top. both on opposite sides. the eggs so she can have a break and eat while also pocketing some objects for Large black iron key - Opens the scorched
The base of the tower is surrounded by some grain. If the RAVEN NURSE is gone, himself. He will try and bribe the party to door (1).
a vicious thicket of brambles, save for a Eggbird will try and bribe the party with leave, without spoiling his gangs Small brass key with a rune of flame -
gap around the front door. eggs to leave. operation. Opens a chest in the room that shares the
A damaged wagon is discarded by the Amongst the piles of mundane metal same storage space as a chest in room 8.
edge of the clearing nearby, with a objects, you will find BERTRUMS’ silver The sound of a roaring fire can be heard
piece of canvas, 20ft of rope, some hand mirror, along with: when near it.
lengths of lumber and 3 empty barrels. 2 gold ingots (1000gp each, bulky), 10 Thin silver key - Will open any of the other
At the rear of the tower, a covered iron ingots (20gp each, bulky) 1 silver 10 chests, but breaks upon use.
stone well hides amongst the ingot (500gp, bulky), 3 copper ingots When opening one of the 10 random
brambles. (100gp each, bulky). locked chests, roll a d6. Trapped chests
The crows on the roof will There is also a locked chest. Shares the become warm to the touch once
try and thwart any attempt to same storage space as a chest in room 8. unlocked - but not until it is lifted open
climb the outer walls. The sound of snoring can be heard when does the trap go off.
near it. Theres a ladder on the north side
6. DUNGEON of the room that leads to a trapdoor on 1-4 Flamethrower trap (blast d8 fire)
      the ceiling. It leads to room 10.
The RATFOLK holds: Dagger (d6), crow 5 A fancy Wizard Hat worth 50gp
  ’
10 disguise, golden goblet (30gp).
   6 Slippers of Spiderclimb (1 use)
 
ƒ   5. DINING HALL
  
9 All the tables and chairs have been
 “  pushed to the sides, and used to help
  8 stack numerous piles of grain. In the
 „  center of the room is a large ornate rug, of
    immaculate quality. It depicts the journey
     of a sorcerer who traveled to the
 ”    •  7 elemental plane to dominate and capture
  „  a being of pure fire. It is easily worth
    6 500gp to the right buyer. Requires 2
   people to carry it. Hiding underneath the
  ‚ 5
rug is a trap door that leads to room 3.
     On the eastern wall is a window. If you
–“ look through it, you will see you are 15m
above the ground.
4. LABORATORY
„      4 1. THE SCORCHED DOOR
      A large, reinforced iron door of jet-black
   color. The adjacent walls, front step and
  †‡ˆ‰‚Š  closest brambles are all blackened with
‚­‹‚   3 soot that coats everything that touches it.
   2 Surrounding the door frame are a series
1
  „   of small holes, like those on a gas burner.
€ŒŽ ‘  In the center of the door is a large
 € keyhole, big enough to fit a finger into.
The door is near burning hot to the touch.
3. ENTRANCE HALL 2. THE COVERED WELL Looking through the keyhole reveals the
A rundown room filled with cobwebs, tattered tapestries and an abundance of At the rear of the tower, hidden amongst western half of room 3. Knocking on the
burnt out wax candles. To the north is a closed roll top writing desk. To the south is the brambles is a covered well. Opening it door will be answered by the Doorbird in
a metal grate leading to the covered well (2). On the ceiling is a trapdoor that leads releases the foul stench of burnt and room 3. He is expecting a courier pickup,
to room 5. Beside the front door is a lever that triggers the exterior flamethrower. rotting flesh. A dark narrow shaft, drops and will open the door if convinced. He
Guarding the front door is a strange looking crow-man, by the name of Doorbird. 4m into knee high muddy sludge. A short adds a ‘caw’, at the start and end of every
He is expecting a courier pickup. He starts and ends each sentence with a ‘caw’. He tunnel then leads to a covered grate sentence, and if reciprocated, he will be
is secretly a RATFOLK in disguise, smuggling out gold bars. He will threaten to call leading up into room 3. The tunnel is curious - kind. If the Doorbird feels any
guards from room 4. If his ruse is discovered, he will atempt to bribe them to leave. filled with burnt, rotting corpses; suspicion, or the lock is tampered with, a
If interrogated, he will reveal his gang of RATFOLK have infiltrated the murder, and discarded victims of the front door trap. flamethrower trap will be triggered,
are embezzling gold, grain and eggs. He is hiding a gold bar in the writing desk. The corpses have been picked clean of targeting anyone standing near the door.
Dagger (d6), crow disguise, gold bar (1000gp) anything of worth. (blast d12+2 fire, ignores armor).

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