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The Lingering Keep An adventure for three Player Characters at level three. Dustinian Camburides Designed for use with the Basic Fantasy Role-Playing Game.
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The Lingering Keep - dustinian.com · The wooden floor creaks with age, but seems sturdy enough. Leaning out over the central railing let's you see up… there are two more floors

Jul 05, 2020

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Page 1: The Lingering Keep - dustinian.com · The wooden floor creaks with age, but seems sturdy enough. Leaning out over the central railing let's you see up… there are two more floors

The Lingering Keep

An adventure for three Player Characters at level three.

Dustinian Camburides

Designed for use with the Basic Fantasy Role-Playing Game.

Page 2: The Lingering Keep - dustinian.com · The wooden floor creaks with age, but seems sturdy enough. Leaning out over the central railing let's you see up… there are two more floors

ContentsAbout..................................................................................................................................................................................................3

Background.......................................................................................................................................................................................4

First Floor.............................................................................................................................................................................................5

Outside.........................................................................................................................................................................................5

Barracks........................................................................................................................................................................................5

Cellar.............................................................................................................................................................................................6

Second Floor.....................................................................................................................................................................................7

Catwalk........................................................................................................................................................................................7

Parapet Walk...............................................................................................................................................................................8

Tower.............................................................................................................................................................................................8

Third Floor...........................................................................................................................................................................................9

Fourth Floor......................................................................................................................................................................................10

Turret.................................................................................................................................................................................................12

Open Game License.....................................................................................................................................................................13

Page 3: The Lingering Keep - dustinian.com · The wooden floor creaks with age, but seems sturdy enough. Leaning out over the central railing let's you see up… there are two more floors

AboutThis adventure is a follow-up to “King of the Autumn's Harvest,” which is, ironically, still unfinished as of this writing.

It references page numbers in the Basic Fantasy Role-Playing core rulebook more than other modules I've seen, but it's not an adventure of level one characters.

Page 4: The Lingering Keep - dustinian.com · The wooden floor creaks with age, but seems sturdy enough. Leaning out over the central railing let's you see up… there are two more floors

BackgroundREWARDThe mayor of Autumnpeak has rewarded the PCs with the island keep for some good deed they've done for him. But there's one condition: The island is widely feared to be haunted, with many tales of folks journeying to the island and never returning.

The town guard themselves have sent many parties to try to re-take the keep, since the keep represents an important strategic asset during a siege of Autumpeak… the keep is on a small island on the bay with plenty of allowance for archers and ballista crews to wreak havoc on those that would attack Autumnpeak by sea.

The PCs have presumably rowed a boat to the island where the Lingering Keep sits.

ISLAND HISTORYThe Lingering Keep sits on an island in Autumnpeak's harbor. When the keep was built, it was designed to allow archers to harass hostile vessels attempting to sail into Autumnpeak.

GM SECRETSThe mayor of Autumnpeak is very interested in reacquiring the Lingering Keep, as it would increase Autumpeak's naval security. He's willing to let the PCs live there, true to his word, but clever PCs may notice that the mayor grants the PCs “use” of the keep, not full “ownership” of the keep. So if anything should eventually happen to the PCs… Autumnpeak gets its keep back.

Whether or not the mayor is behind any unfortunate “accidents” in future adventures is up to the GM. If the PCs seem reasonable to the mayor, he may ask them to give their word they'll use the keep to defend the harbor in anattack. The PC's agreement would forestall any action the mayor might otherwise be inclined to take against the PCs.

Page 5: The Lingering Keep - dustinian.com · The wooden floor creaks with age, but seems sturdy enough. Leaning out over the central railing let's you see up… there are two more floors

First Floor

OutsideThe keep is intimidating up close. You'd hate to attackthis place if it were well-maintained and properly garrisoned.

But the keep is derelict. Much of the stonework is overtaken by moss, and the bay wind whistles throughthe unoccupied arrow slits.

BarracksAS THEY OPEN THE DOOR...The door groans on its hinges. It hasn't been opened for some time. The air inside is musty and rotten. A bit of sunlight filtering in from the arrow slits above lets you make out grey shapes of furniture in the dark room... but not much detail.

AS THEY ILLUMINATE THE ROOM...The room is 20' by 40'. You see that a wooden balcony 10' high and 5' wide encircles room. Judging from the old beds and chests, you think this was a barracks.

ATTACK FROM ABOVE!Three skeletal archers are waiting on a catwalk above the door (see Floor 2, Catwalk for details) to ambush

Since a PC would have to walk 5 feet into the room, turn back to the door, and look up to see the skeletons—only the most eagle-eyed of PCs should spot them. Ifthe PCs do not spot the skeletons, they may be Surprised (Basic Fantasy Role-Playing Game, 3rd Edition p. 43) by the skeletons as soon as they enter the skeletons' line of sight (1-4 on a 1d6, since they're waiting in ambush).

Resolve surprise (p. 43), roll initiative (p. 44), and then roll and narrate any attacks (p. 46) the archers are able to make (Basic Fantasy Role-Playing Game, 3rd Edition).

EXAMINING THE BEDS...Six bunk beads line the walls (twelve bunks). The mustysmell comes from the rotted straw mattresses.

A chest sits at the foot of each bed.

6 Chests: Each contains Treasure Type "S" (2d4 Gold Pieces)Basic Fantasy Role-Playing Game, 3rd Edition, p. 130

EXITS• A ladder leads up to the Catwalk.• A large set of double-doors leads to the Cellar.

Page 6: The Lingering Keep - dustinian.com · The wooden floor creaks with age, but seems sturdy enough. Leaning out over the central railing let's you see up… there are two more floors

CellarAS THEY OPEN THE DOORS...You're in a large, round room—35 feet in diameter. This is the base of the tower. You see a ladder in the middle of the room, and a large pile of moldering straw at the far end.

CLOSER EXAMINATION OF THE STRAWYou see bones... human bones... mixed in with the straw. One, two, three... maybe six skulls that you can see. You're pretty sure you just figured out where the brave souls that tried to conquer the keep before youended up.

SLUMBERING PLAGUE HOUNDA Plague Hound lies dormant, almost sleeping, under the straw. Careful, quiet PCs may not rouse the hound (or even realize it's there). However, the hound becomes alert at any loud noises, conversation above a whisper, or if the straw is disturbed.

If the plague hound is disturbed, it lurches to it's feet and bursts from the straw immediately; it does not takestock of it's surroundings, nor make an effort to "ambush" a PC. Therefore, PCs may still be Surprised (Basic Fantasy Role-Playing Game, 3rd Edition p. 43), but only on a 1-2 of 1d6.

The hound always attacks the last PC that attacked it, or the closest PC.

IF THEY DISTURB THE HOUND...A large hound bursts from the straw, kicking up a cloud of thick dust. The hound looks like the corpse of

a hound! Naked bone shows at some joins, some ribs poke through the skin. But the otherworldly growl it letsout chills your extremities.

Resolve surprise (p. 43), roll initiative (p. 44), and then roll and narrate any attacks (p. 46) the plague hound is able to make (Basic Fantasy Role-Playing Game, 3rd Edition).

Plague Hound: AC 14, HD 4, #At 1 bite plus special, 2d4bite plus paralysis, Mv 50', Sv F4, Ml 9The Basic Fantasy Field Guide, p. 57HP 14 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐

IF THE PCS DECIDE TO SEARCH THE STRAW...A thorough search of the straw reveals a few loose coins and gems, no doubt from the rotted-away pockets of the unfortunate adventurers whose bones populate this pile... but you see something amazing near the bottom the pile... how can this wickedly-curved sword still be clean and bright after all these years?

Straw Pile: Contains Treasure Type "U" (50% 1d20 Copper Pieces, 50% 1d20 Silver Pieces, 25% 1d20 Gold Pieces, 5% 1d4 gems, +1 Scimitar)Basic Fantasy Role-Playing Game, 3rd Edition, p. 130

EXITS• A ladder leads up the Tower.• A large set of double-doors leads to the Barracks.

Page 7: The Lingering Keep - dustinian.com · The wooden floor creaks with age, but seems sturdy enough. Leaning out over the central railing let's you see up… there are two more floors

Second Floor

CatwalkThis 10' high, 5' wide catwalk encircles the barracks. You can tell this catwalk was once used to man the 10 arrow slits. Archers on this catwalk could give outside attackers a really bad day!

IF THEY HAVEN'T ENCOUNTERED THE SKELETONS YET…Three skeletons are on the catwalk just above the door, patiently waiting to ambush adventurers that venture into the room below!

3 Skeletal Archers: AC 13, HD 1, #At 1, Dam 1d6, Mv 40', Sv F1, Ml 12Shortbow (+1 to hit within 50') and Shortbow Arrows (1d6 damage).Half damage from edged weapons, 1 damage from ranged weapons.Basic Fantasy Role-Playing Game, 3rd Edition, p. 116HP 4 ☐☐☐☐HP 6 ☐☐☐☐☐ ☐HP 5 ☐☐☐☐☐

The skeletons use their shortbows as crude staffs (1d4 damage) at melee range.

If possible, the skeletons concentrate fire on one target.

EXITS• A ladder leads down to the Barracks.• A door leads to the Parapet Walk.

Page 8: The Lingering Keep - dustinian.com · The wooden floor creaks with age, but seems sturdy enough. Leaning out over the central railing let's you see up… there are two more floors

Parapet WalkA brisk wind blows through the narrow parapet walk that separates the Barracks building from the Tower. Afew melons would provide cover for archers in an attack.

EXITS• A door leads to the Catwalk.• A door leads to the Tower.

TowerThe wooden floor creaks with age, but seems sturdy enough. Leaning out over the central railing let's you

see up… there are two more floors above you, not counting the roof… and down into the cellar.

A ballista sits on a swivel-mount in front of a large port in the wall. A skilled ballista crew would have made life very unpleasant for any unfriendly ships sailing into Autumnpeak's bay!

And based on the exterior of the keep, you suspect there are two more ballistas on the floors above you.

EXITS• A door leads to the Parapet Walk.• A ladder leads down to the Cellar.• A ladder leads up to the 3rd floor of the tower.

Page 9: The Lingering Keep - dustinian.com · The wooden floor creaks with age, but seems sturdy enough. Leaning out over the central railing let's you see up… there are two more floors

Third Floor

ZOMBIESTwo zombies are guarding the way up. A close examination of them may reveal that they are former “heroes” that came to cleanse this island.

As you climb up to the 3rd floor, you see two figures shuffle toward you!

2 Zombies: AC 12, HD 2, #At 1, Dam 1d8, Mv 20', Sv F2, Ml 12Basic Fantasy Role-Playing Game, 3rd Edition, p. 128HP 9 ☐☐☐☐☐ ☐☐☐☐HP 7 ☐☐☐☐☐ ☐☐

They'd love to throw any PCs that get too close over the catwalk (a 20' drop from this floor) for Falling Damage (Basic Fantasy Role-Playing Game, 3rd Edition, p. 52).

MIMICA mimic is on an adjacent wall, disguised as a chest.

A chest sits against the wall. It looks very similar to the chests in the barracks at the foot of each bed, but nicer… sturdier… perhaps an officer's chest?

Young Mimic: AC 12, HD 4, #At 1, Dam 2d4, Mv 10', Sv

EXITS• A ladder leads down to the 2nd floor of the Tower.• A ladder leads up to the 4th floor of the Tower.

Page 10: The Lingering Keep - dustinian.com · The wooden floor creaks with age, but seems sturdy enough. Leaning out over the central railing let's you see up… there are two more floors

Fourth Floor

TRAPAs you step off the ladder, the floor groans...

Rotten Floor: Several boards have rotted through where the characters step off the ladder. Each character over 80 pounds that steps off the ladder hasa 50% chance (1-3 on 1d6) of falling through the floor. A successful save vs. Death Ray (modified by Dexterity)results in no damage as the character catches him- or her-self chest-deep in the hole. A failed save results in 1d10 falling damage and a character-sized hole in thefloor.

• Optional: After one character has fallen, subsequent climbers must find a different way up (exa: rope, grappling hook, Climb Walls). Characterswho use the ladder must make a Dexterity Ability Roll (Basic Fantasy Role-Playing Game, p. 153) to negotiate the hole, or fall as well.

WRAITHA ghostly figure hovers a few inches above the floor. Though partially skeletal, her hair and phantom clothing give you the strong impression that she is… was… a woman.

Wraith: AC 15, HD 4, #At 1 touch, Dam 1d6 plus special, Mv 80' fly, Sv F4, Ml 12Basic Fantasy Role-Playing Game, 3rd Edition, p. 127Can only be harmed by magical weapons.HP 17 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐

Up to this point, no other enemy in the keep has been able to reason or talk. But the wraith does have memories, and may interact with the PCs on a favorable Reaction Roll (Basic Fantasy Role-Playing Game, 3rd Edition, p. 43).

During conversation, here are some things she might say:(Pick and choose! Do not read as one speech!)

Why do you interrupt my torment?

I was left in this place to die! It has become my purgatory, forever entombed in these walls…

My bastard of a husband… the captain of the guard… when I couldn't give him a son, he brought

Page 11: The Lingering Keep - dustinian.com · The wooden floor creaks with age, but seems sturdy enough. Leaning out over the central railing let's you see up… there are two more floors

me here and killed me… but I've killed many of his men who've come here since.

You go back and tell the guard that there will be no garrison in the Autumnpeak bay!

PCs should learn that the wraith was once the spurned wife of the town guard…

But this was many years ago. Unbeknownst to the

wraith, her husband is now the 70-year-old former captain of the town guard.

At the GM's discretion, the PCs could dispel the wraith by going on a side-quest to locate and confront the ex-captain.

If the PCs proceed in that way, she lingers only long enough thank them before moving onto whatever afterlife or fate is appropriate to the GM's setting.

Page 12: The Lingering Keep - dustinian.com · The wooden floor creaks with age, but seems sturdy enough. Leaning out over the central railing let's you see up… there are two more floors

Turret

This turret has a wonderful view of the entire Autumpeak bay!

Page 13: The Lingering Keep - dustinian.com · The wooden floor creaks with age, but seems sturdy enough. Leaning out over the central railing let's you see up… there are two more floors

Open Game LicenseINTRODUCTION“The Lingering Keep” is based on the “Basic Fantasy Role–Playing Game,” which is based on the System Reference Document v3.5 (“SRD”),all of which are Open Game Content.Designation of Open Game Content: The entire text as well as all artwork,maps, and floor plans incorporated in “The Lingering Keep” (except the Open Game License, as noted above, and the Product Identity License, below) is Open Game Content, released under the Open Game License,Version 1.0a (reproduced below) as described in Section 1(d) of the License.More information on the Open Game License can be found at: http://www.wizards.com/d20

OPEN GAME LICENSE VERSION 1.0AThe following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.

1. Definitionsa. “Contributors” means the copyright and/or trademark

owners who have contributed Open Game Content;b. “Derivative Material” means copyrighted material

including derivative works and translations (including into other computer languages), annotation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgement or other form in which an existing work may be recast, transformed or adapted;

c. “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute;

d. “Open Game Content” means the game mechanic andincludes the methods, procedures, processes and routines to the extent such content does not embody theProduct Identity and is an enhancement over the prior art and any additional content clearly identified as OpenGame Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity.

e. “Product Identity” means product and product line names, logos and identifying marks including trade dress;artifacts; creatures characters; stories, story lines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content;

f. “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor

g. “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content.

h. “You” or “Your” means the licensee in terms of this agreement.

2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.

3. Offer and Acceptance: By Using the Open Game Content Youindicate Your acceptance of the terms of this License.

4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.

5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.

6. Notice of License Copyright: You must update the Copyright Notice portion of this License to include the exact text of the Copyright Notice of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the Copyright Notice of any original Open Game Content you Distribute.

7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agreenot to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a workcontaining Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The ownerof any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.

8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.

9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed underany version of this License.

10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.

11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.

12. Inability to Comply: If it is impossible for You to comply with anyof the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.

13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.

14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.

COPYRIGHT NOTICE• Open Game License v 1.0 Copyright 2000, Wizards of the

Coast, Inc.• System Reference Document Copyright 2000-2003, Wizards of

the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.

• Basic Fantasy Role-Playing Game Copyright 2006-2015 Chris Gonnerman.

• The Lingering Keep Copyright 2015 Dustinian Camburides.