- THE AGE OF SHADOW -
Mathgar Ruins
Copyright © Kristian Richards 2012
(Version 0.9)
INTRODUCTION
crumbling parapet (though both have seen better days), and only the vaguest hints remain of the decorative stonework that once adorned its outer walls.
Mathgar Ruins is a basic adventure location for the Age of Shadow role-playing game. As such, this supplement only concerns itself with details pertinent to the ruins and its occupants (rather than being presented as a full-blown adventure module), so that the information herein can be tailored to fit the GMs own adventures and campaigns. For more details regarding the Age of Shadow role-playing game please visit crookedstaff.blogspot.com.
GM Notes Throughout its years of abandonment, Mathgar ruins has (on several occasions) been the secret abode of various emissaries of the enemy. It is not surprising then, that many of the dark rumours associated with the place can probably be attributed (at least in part) to the activities of these passing agents. At the current time the keep is being used as a lair/hideout for a band of beastlings & wildlings - who have gathered here after many leagues of secret travel. What task they have been set by their cruel masters is largely left to the GMs discretion (though doubtless it includes banditry, gathering information, and bloody murder), though remaining undetected will be of utmost importance. In addition, it is worth mentioning that access to the keep may also be gained via a secret tunnel that leads into the lowest level of the structure - though the location of its entrance is a highly guarded secret (but it is plausible that a captured beastling/wildling scout might divulge this information in exchange for its pitiful life).
Background & Lore Somewhere within the northern eaves of the Bleakwood (or Eradaur to give that forest its elvish name of old) lie the ruins of Garad Mathgar - an ancient stone fortress that once stood watch upon the borders of the elven lands. In these latter days, nought but a few crumbling stones remain of its towers and thick curtain wall, for it was largely destroyed in the great wars of the North many centuries ago - when the forces of the enemy overrun much of what is now the Northern Kingdom. Indeed, that which still stands has long been ravaged by the passage of time, so that few could discern its whereabouts were it not for the old keep that still stands atop the hill about which the fortress was built. Yet few have ventured within its moss-covered walls, for the keep has an ill name in these latter days - its halls rumoured to be filled with the restless spirits of the fallen warriors that once served upon its walls.
Description The forest about the hill (upon which the keep stands) has crept closer over the years - though the hill itself remains relatively free, with no more than long grass and brambles to impede ones ascent. The keep itself is in the form of an elongated hexagonal shape with many slotted windows and a single fire-blackened door. About its broken roof runs a
- an overview of the keep -1-
Additional Notes All of the beastlings and wildlings that appear in ‘Mathgar Ruins’ use the standard statistics found in the main Age of Shadow rulebook - with the only exception being the equipment they carry. Therefore, only a brief statblock accompanies the relevant room descriptions where they appear, along with the details for any weapon(s) and armour that they use. In addition, unless it is otherwise noted, there is also a chance that any beastling or wildling may possess one of the items listed on the table opposite (alternately the GM may simply use his/her discretion and equip any of the beastlings/wildlings as he/she sees fit.):
d10 1 2 3 4 5 6 7 8 9 10
Beastling/Wildling Equipment Table Item(s) Potion of Treat Wounds (heals 2 HP) Dried meats (1 day’s worth) Waterskin (water) Waterskin (wine) Stale loaf Grappling hook Rope (10m) Crowbar Slingbag (inc. cup, small knife, etc.) A crude (but functional) first aid kit
Chance of an Item Lesser creatures 25% Common creatures 50% Greater creatures 100%
GROUND LEVEL
G1. The Great Hall.
Once an elegant hall, this large room is now all but empty - seemingly long since plundered of anything of worth. However, it will soon become apparent to anyone who ventures further into this room that the far end of the hall is overlooked by a balcony on the level above (indicated by the dashed line).
This spacious hall must have once been a sight to behold - with many fine tapestries and ornate carvings upon the walls and pillars. Now though the whole chamber is strewn with dirt and debris, and what little is left of the tapestries hang in tatters. -2-
Occupants
B. Grand Fireplace. A large fireplace of carven stone dominates the whole of the far wall, though the delicate figures and scenes engraved upon it are all but unrecognisable. Anyone spending any time examining the fireplace will see that it has clearly been marred by cruel hands. In addition, anyone who takes the time to examine the fireplace in greater detail should be allowed a perception test to discover a secret compartment that still holds an ornate gem-studded brooch (worth around 1000BV) that also functions as a magic point store (stores 1 point - though it is currently empty).
This room is usually unoccupied apart from two wildlings that are tasked with guarding the main entrance. COMMON WILDLING GUARD Hit Move DEX AP Points 14m 11 12 2 Dodge / Persist. / Res. Ath. / Decep. / Percep. 41 / 36 / 37 42 / 41 / 41 Close: shortsword (M) 42% 1d6 Attacks
Areas of Interest A. Main Entrance. The main door to the keep is rather large and has a habit of sticking - requiring a simple (+25%) athletics test to open. In addition, whatever locking mechanism it might have once possessed is long since gone - but the door may still be barred from the inside making it near impossible to force open without the aid of siege equipment. However, the door is not usually barred (unless the current occupants are expecting trouble), and anyone who knocks upon the door twice and then three times (after a short pause between) will usually have the door opened for them (assuming they are expected).
However, due to the damage that the fireplace has sustained, a successful mechanisms test will be required to open the compartment (alternately, if brute force is used, a difficult (-25%) athletics test may be attempted).
Should an occasion ever arise where the name of a particular beastling/wildling would be useful to know, then listed below are several suitable examples: Beastling/Wildling Name Table Beastling Names Wildling Names Kongris Bren Bartas Drast Paflok Erthar Mauzur Uron Zaugal Kirmot Kalsak Cunen Fotak Guvren Hungrog Melu Shakop Juwen Bukol Dagel
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MIDDLE LEVEL
y If any beastlings are present in area M3 (see the notes associated with that entry), the GM should allow the party to make simple (+25%) perception tests to hear their clamour.
M1. Balcony.
The balcony looks out over half of the hall below (towards the fireplace) where great feasts and merrymaking once took place. Now though the wooden handrail is more than a little unsafe - and anyone applying any pressure to the rail will cause it to break. Note that if someone leans on the rail or is forced into it they will be required to make a dodge/athletics* test to avoid losing their balance and falling down into the hall below (which causes 1d6 damage that bypasses all armour).
M2. Guest Quarters. A small fireplace adorns this small chamber, and little else apart from a thick layer of dirt, dust, and the occasional pottery shard.
Additional Notes
*as the situation dictates
y The door to this chamber has long since vanished, and (because of its lack of windows) it is always a little dark (-25% to vision based perception tests). y Any character that attempts a perception test in this room (or attempts to find tracks with a Nature Lore test) will notice that there has been some movement in here recently - between the door and fireplace. This is due to one of the wildlings secreting away a delicate silver necklace and matching bracelet (in a small wooden box) on a narrow ledge inside the chimney flue. Normally an
Additional Notes y An easy perception test here (+50%) reveals a feint smell - not too dissimilar to that of unwashed bodies and damp fur. y The wooden steps leading down to the ground level have been crudely repaired and are rather ramshackle in their appearance. As such, anyone attempting to move quietly up or down these stairs will be required to make a difficult (-25%) deception test in order to do so. -4-
additional perception test would be required to discover these items, but the GM may decide that any character that actively searches inside the fireplace will find them automatically. In addition, an Elvish Culture test identifies the jewellery to be of elvish design and worth around 250BV.
intruders within the keep. If captured or are somehow convinced to talk, they will eagerly sell out the rest of their band (telling the PCs of the rough layout of the keep and where the other beastlings/wildlings are most likely to be found), in exchange for their pitiful lives.
Additional Notes
M3. Guest Quarters.
y Examining the table will reveal that it is stained near black with blood, and that the knives are of various sizes and shapes (treat as daggers). Beneath the table is a large box with an ill-fitting lid and a small (open-topped) barrel of water. Inside the box is a boars head, two stale loaves, half a dozen wooden bowls, and a couple of small wooden logs (a successful perception test will also reveal a few live maggots). y Anyone taking the time to examine the fireplace will discover the remnants of a weak (and not very pleasant smelling) stew in the bottom of the cook-pot. y Both ‘cooks’ are currently planning the murder of one of the wildlings (with whom they are at odds) with the aid of this particularly nasty poison:
A rather crude looking table (made up of various pieces of old wood) is pushed up against one wall of this room, and is littered with bits of bone and a few crude knives. The air itself has a noticeable coppery taste to it, and a small blackened cook-pot is suspended over the embers of a meagre fire. This room currently serves as a makeshift kitchen - though it is not usually occupied (see below), as the only cooking the beastlings go for is a kind of weak stew made from ‘leftovers’ from a recent kill (which does not usually amount to much), or things that have started to go bad. It is also worth noting that both doors leading into this room are relatively intact though they do creak somewhat when used (i.e. anyone on this level or in the hall below should be allowed a perception test to hear one being opened or closed).
Name: Gut-rot poison Type: Ingested Delay: 1d3 hours Potency: 90 Full Effect: 1d6 CON damage per day and extreme nausea & stomach cramps (treat all tasks as hard). Duration: 1d4 days
Occupants The room itself is only occupied around 25% of the time - but when it is in use, one or two of the smaller beastlings can be found here (who have been bullied into the role of ‘cook’).
Note that if this poison is mixed in with a fresh batch of stew (rather than being applied to a single bowl) its effects will be drastically reduced as follows:
LESSER BEASTLING COOK Hit Move DEX AP Points 14m 14 11 0
Name: Gut-rot poison (diluted) Type: Ingested Delay: 1d3 hours Potency: 60 Full Effect: 1 CON damage per day and nausea (treat all tasks as difficult). Duration: 1d3 days
Dodge / Persist. / Res. Ath. / Decep. / Percep. 54 / 30 / 31 45 / 54 / 45 Close: dagger (L) 45% 1d4 Attacks Ranged: dagger (11m) 44% 1d4 Flint & tinder Gear Gut-rot poison
However, since the ‘cooks’ are not the best of combatants, they will usually flee and attempt to get help if they encounter -5-
TOP LEVEL
T1. Gallery. This small room was once
Additional Notes
home to several portraits and fine tapestries, though now it stands bare except for a simple stool and (usually) a lone beastling guard (who has a 25% chance of not actually being here and instead wandering through areas T2 and T7).
The guard that is usually found in area T1 possesses the only key to area T5 however characters may attempt a normal Mechanisms test to pick the lock, or an Athletics test to force the door open (also note that should anyone try to damage the door, it has 25HP/AP2).
COMMON BEASTLING GUARD Hit Move DEX AP Points 14m 11 14 2
T3. Bedchamber. The roof of this empty chamber has started to collapse in a few places - the debris from which has added to the general rubble and dirt scattered about the floor.
Dodge / Persist. / Res. Ath. / Decep. / Percep. 41 / 35 / 38 49 / 46 / 45 Close: shortsword (M) 44% Attacks 1d6+1d4 Key to room T5 Gear
This is a long abandoned room that the beastlings have a natural dislike for - due to a small amount of residual ‘elvish magic’ that lingers here (see notes). In addition, anyone searching through the rubble (or alternately anyone who succeeds a perception test) will notice that there was once a decorative pattern upon the floor of this chamber in the shape of a rayed star (though now it’s extremely worn and badly damaged).
Additional Notes The stairs leading up from here are blocked with rubble - though they once led up to the roof (about which a narrow parapet ran).
T2. Antechamber. Three doors remain intact here - those leading to areas T5, T6, and T7 (though the lock only works on the door to area T5). -6-
two captives being held here, or perhaps some item of importance. However, the exact contents/occupants will largely depend upon the type of adventure that the GM is running, and should be tailored to that adventure/storyline accordingly.
Additional Notes Before its ruin, anyone who whispered the elvish word for starlight (i.e. telgalil) in this chamber would have caused the whole room to be filled with a soft and pleasant light. Now though, the magic has faded greatly, so that only a slight hint of light can be seen around the edges of the floor pattern if the word is spoken. As such, anyone who studies the pattern and makes a successful innate magic test will be aware of the residual magic here (as will the innate spell Second Sight), though a successful Culture (elf) test will also be required to learn the activation word. If activated, everyone in the room (be they man, dwarf or elf) will also gain +1 temporary hit point (treat as a diminished version of the vigour spell on p42 of the rulebook).
T6. Library. The remnants of tall bookcases lean clumsily against the walls of this room some moss covered and dotted with old mould, others home to large birds nests. Overhead, several large holes in the ceiling give a clear view to the clouds/stars* up above, and also serve to illuminate the room with vivid/pale* streaks of sunlight/moonlight* *delete as applicable
Occupants This room was once a great library containing many books of lore and wisdom. Now though it has become a roost for several darkwings (a large black carrion bird - similar in appearance to oversized crows).
- how the pattern may have once looked -
Move
Areas of Interest
28m/10m
DARKWING Hit DEX Points 22 3
AP 0
Dodge / Persist. / Res. Ath. / Decep. / Percep. 60 / 20 / 20 25 / 50 / 40 Unarmed: bite 50% 1d4-1d6 (min.1) Attacks
X. Garderobe. The old privy is blocked and useless.
T4. Bedchamber.
Additional Notes
As entry T3, except that the pattern of the floor is barely perceptible and so damaged that no magic remains.
During the night there will usually be 1d8+4 darkwings at rest here, whereas there will only be around half that number (i.e. 1d4+2) during the daylight hours. If left alone the birds will ignore anyone in and around the doorway of this chamber though they will caw loudly at anyone that ventures inside (possibly arousing the suspicion of anyone else in the upper levels of the keep). However, this may be avoided with a successful Deception test or Nature Lore* test. If disturbed (i.e. any PC attempts to ‘shoo’ them away, or starts rummaging through the shelves) the birds will each make a single attack (cawing as they do so)
T5. Servants Quarters/Storage. This room has seen various uses during its long history, though now it acts as a temporary prison cell/holding area for anyone unfortunate enough to be held captive by the current occupants (largely due to the fact that it has the only lockable door in the whole keep).
Additional Notes This area is likely to be one of the focuses of the adventure itself - with one or -7-
little more than a lookout post. As such, there will always be someone/thing on guard here (whether it be night or day), whose job it is to keep watch over the area leading up to the main entrance (though while the sun is up this is usually reduced to peeking out from behind the makeshift curtains a couple of times every hour unless any noise arouses the lookout’s suspicion). In addition, the guard from area T1 can sometimes be found here (see that particular entry), passing the time with the lookout with various games of chance, eating and drinking, or simply trading insults.
before fleeing out of the holes in the roof (definitely arousing the suspicion of anyone else in the upper levels of the keep). Once again, this may be avoided with a successful Nature Lore* test. Anyone prepared to rummage through the nests and bookshelves will find a few shiny baubles (worth no more than 25BV), and if they also succeed in a perception test then they will discover a page from an old book that is still in a reasonable condition. This page can then be treated as a single use item which will allow the user to cast the innate spell Protection II.
LESSER BEASTLING LOOKOUT Hit Move DEX AP Points 14m 14 11 0 Dodge / Persist. / Res. Ath. / Decep. / Percep. 54 / 30 / 31 45 / 54 / 45 Close: dagger (L) 45% 1d4 Attacks Ranged: shortbow (75m) 44% 1d8
Additional Notes A pair of bone dice can usually be found upon the table, along with a wineskin (most likely empty), a half-eaten loaf, a few strips of dried flesh, and a crude water pitcher. A successful perception test (or simply looking in the right place) will also uncover a small dagger secreted away under the table.
Additionally, anyone who succeeds a difficult (-25%) perception test will find an intact secret compartment in one of the rotting bookshelves that contains a number of old scrolls of elvish lore (written in high-elvish). Anyone who has access to these scrolls gains a +25% bonus to their Culture (elf) skill pertaining to matters of ancient elvish history (though only if they can actually read the scrolls, and have time to study them before making the relevant test).
Areas of Interest A. Garderobe. Anyone curious about the stench in the room will discover that someone has been using the old garderobe in the corner - even though it has been blocked for some time. In addition, anyone foolish enough to go rummaging around in the garderobe runs the risk of catching the following disease:
(*assuming the PC has at least 50% in the Nature Lore skill)
T7. Master Bedroom. The ceiling of this room is still largely intact, though the chamber itself stinks. At its centre is a small makeshift table with two stools, and over the windows hang covers of dirty linen or patchwork furs.
Name: Grime Fever Delay: 24 hours Potency: 60 Full Effect: 1 HP damage per day plus cramps, nausea, fever, and diarrhoea after day 2 (i.e. every time a character performs any task he/she must pass a Resilience test or be forced to attempt that task at a difficulty level one higher than normal).
Occupants This room was once a grand bedchamber for the lord and his lady - though now it is -8-
UNDERCROFT
However, unless the current occupants are on high alert, the room will be unoccupied more often than not.
Note that, unless otherwise stated, this entire level will be dimly lit by the occasional low burning torch or candle, causing all vision based perception tests to be made at a -25% penalty (i.e. treat as partial darkness) unless a character has night sight or their own light source.
U3. Training Hall.
Once used as a basic training arena and (due to its excellent acoustics) also as a hall for the singing of songs and the telling of tales, this large underground room has become the main barracks for the warband that now occupies the keep.
U1. Hallway.
Formerly used for additional storage space, this small hallway acts as an intersection for all the rooms and passages of this level.
The roof of this large six-sided chamber is upheld by four pillars carved into the likeness of slender tree trunks. At its centre two steep steps lead down into a shallow pit-like area filled with the gear and various oddments belonging to its current occupants.
Additional Notes y An easy perception test here (+50%) reveals a strong smell of unwashed bodies, and possibly the harsh sounding voices of any beastlings/wildlings gathered in area U3 (depending on how active/awake they are at the time). y The corridor that leads to area U4 ends in a doorway devoid of any actual door.
Occupants The number (and type) of creatures found here is somewhat variable, and largely left up to the GM’s discretion. If, for example, most of the beastlings/wildlings are out on a raid (or have been lured out by some other means)
U2. Wine Cellar.
Little remains that would identify this room’s original purpose as its primary use now is that of a guard post (or very occasionally as a latrine). -9-
then as little as 1d4 might remain. However, if the majority of the warband are resting here (perhaps during the daylight hours) then as many as 2d4+4 may be present. Also, because of the number of combatants that can be found in this room, the GM may decide to use the horde rule should the players foolishly decide to charge in with swords drawn.
this room have long since gone, as have the bright banners and delicate wall hangings. Now the chamber is home to the cruel beastling captain and his dire wolf tracker. Rusty hangers and the remnants of old weapon racks line the outer wall of this long room, most of which stand empty. In the far corner is a raised pallet covered in grimy pelts, next to which stands a small table and a high backed chair.
LESSER BEASTLING SOLDIER Hit Move DEX AP Points 14m 14 11 2
Occupants
Dodge / Persist. / Res. Ath. / Decep. / Percep. 54 / 30 / 31 45 / 54 / 45 Close: shortspear (M) 45% 1d6 Attacks Ranged: shortspear (22m) 44% 1d6
Here sits a beastling brute of great stature, with long sinewy arms and an evil face scarred with many old wounds. At his feet lies a huge wolf-like creature, easily as big as the seated figure, chewing on the scraps of meat and bone tossed to it by its master.
LESSER WILDLING CONSCRIPT Hit Move DEX AP Points 14m 14 10 1 Dodge / Persist. / Res. Ath. / Decep. / Percep. 54 / 31 / 29 37 / 49 / 46 Close: shortspear (M) 37% 1d6 Attacks Ranged: shortspear (16m) 49% 1d6
GREATER BEASTLING CAPTAIN Hit Move DEX AP Points 14m 8 16 3 Dodge / Persist. / Res. Ath. / Decep. / Percep. 28 / 40 / 45 53 / 38 / 45 Close: battleaxe (M) 43% 1d8+1d6 Close: shield (M) 43% 1d4+1d6 Attacks Ranged: hatchet (15m) 28% 1d6+1d6 Potion of Vigour I Gear
Additional Notes y Anyone examining this room more closely will see that the walls must have been highly decorated once, as bright colours will be visible here and there (though not much will be recognisable due to the filth and the scrawl that covers it). Otherwise the room is largely empty apart from several weeks worth of dried or salted (and largely unidentifiable) flesh, and a barrel of stagnant water. y From here a door leads into area U4 though the locking mechanism no longer works. However a crude latch has been fitted to the reverse of the door preventing anyone from entering from this direction (though the door may be forced with a normal athletics test, or the latch may be manipulated from this side with a mechanisms test - assuming some kind of narrow tool is available that will fit through the crack between the door and its frame).
Move 18m
DIRE WOLF Hit DEX Points 17 12
AP 1
Dodge / Persist. / Res. Ath. / Decep. / Percep. 52 / 37 / 32 61 / 49 / 44 Unarmed: bite 61% 1d8+1d4 Attacks Unarmed: 2 claws 61% 1d6+1d4 Nature Lore: 47% Other Skills
When not accompanying his troops on a raid, this is the place that the captain is most likely to be found (though he will of course investigate any disturbance in the room next door, or occasionally make his way up to the top of the keep to check on any prisoners in area T5. There is also a 10% chance that another beastling is present here, perhaps bringing food and drink, making its report, or receiving new orders.
U4. Armoury. The elegant elvish arms and armour that once graced the walls of - 10 -
Additional Notes
Items of Interest
Unlike the rest of the beastlings here, the captain will have a reasonable understanding of the elvish and mannish tongues (50%), and will usually have been given some specific task or mission to perform by its own superior (what that may be is largely dependant on the type of adventure/campaign the GM is running). On the other hand, the captain’s dire wolf serves only its master, and is happy so long as it has food in its belly. However the creature is disliked by most of the other beastlings/wildlings - as it is not unknown for someone who has displeased (or failed) the captain to be stripped and beaten, and then given to the wolf for sport. As for the room itself, the few weapons that are kept here are of beastling design (1d3 spears, scimitars, and shortbows), and a wooden box is stowed beneath the pallet upon which the captain sleeps (simply looking beneath the pallet will reveal this, otherwise a perception test is required). In the box will be various gaudy treasures and baubles that the captain has taken for his own (treat as 250BV worth of trinkets). In addition, one of the stone floor slabs conceals a secret storage space that the currant occupants have yet to discover. Finding it requires a difficult (-25%) perception test, and inside can still be found a pair of matching elvish shortswords.
Both swords (found in the secret compartment mentioned above) are engraved along the blade with dwarven (non-magic) runes - though the words themselves are in the elvish tongue. As such, anyone who is able to read the dwarven script will be able to reveal (should they so desire) that the inscriptions read Lindathol and Andagad - which in turn can be translated (by someone who speaks elvish) to mean ‘battle-song-blade’ and ‘bright-iron’ respectively.
In addition, a successful Culture (elf) or a suitable Lore test will reveal the swords to be typical of those used in the great wars of the north some five hundred years ago. A critical result on this roll (or perhaps further investigation in future adventures) will also reveal that these particular blades were forged for the twin sons of Lord Arenill* (the last lord of Garad Mathgar), though both perished (as did their parents) in Mathgar’s fall while still very young. However, despite their age, the swords appear to be in incredibly good condition (and very nicely made) - as they are made from dwarf-steel (giving them a +10% bonus to the users Close Combat skill when used, and an extra point of non-magical damage). *Lord Arenill was also the brother of Lady Arenell of Menan Mindas (see p10 of the campaign guide).
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DUNGEONS
D2. Storage. Once used as a cold stores,
Note that unless otherwise stated, this entire level will be unlit and noticeably colder (and damper) than the rest of the keep.
this room now serves as the lair (though prison might be a better term) for a half-starved fellgrim brute.
Occupants
D1. Workshop.
This workshop and smithy once contained a small forge and a wide variety of craftsmen tools. Now though, the room has a much more sinister use, and what rusty tools remain have been turned into cruel instruments of torture (pokers, clamps, and gougers for the most part).
A filthy creature of giant-like proportions is slumped against the central pillar of this large chamber surrounded by piles of broken bones that appear to have been picked clean. The beast itself is covered in matted fur and about its neck is a thick collar of iron from which trails a sturdy chain.
Additional Notes
The creature (a fellgrim brute) is secured to the central pillar with around 6m of thick iron chain that gives it just enough room to move around the whole chamber. This is due to the fact that the beastlings have discovered a secret entrance (normal perception test to find) leading into (or out of) the keep from this room - and a hungry fellgrim is seen to be the perfect guardian should anyone attempt to gain access this way. However, there is a 40% chance that the creature will be sleeping at any given time (treat any deception tests to sneak by
If the beastlings/wildlings are currently holding a prisoner (or two), it is entirely possible that they may be found here if the GM so wishes - no doubt accompanied by one or two of the beastlings from the level above (possibly even the beastling captain) who are in the process of slowly extracting information from their unhappy guest. If this is the case the area will be illuminated by a small brazier of hot coals.
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as easy), and a 5% chance that a beastling is present in the doorway - tossing it a few scraps of food. Also note that the fellgrim found in this room is one of a particularly low intelligence, and (depending on the type of game that the GM wishes to run) can be portrayed in two very different ways. The first of these is one where the creature has a childlike understanding of the world about it, and as such can be manipulated by the PCs (or even genuinely helped). If this is the case the GM may allow the players a chance befriend the beast (or confuse it enough to think them friends), and maybe even convince it to turn upon its masters (assuming they can find some way of communicating with it). Most of this can be handled through role-playing out the encounter, though an opposed Influence test may be allowed (perhaps modified by how well the players have role-played) to help things along. The second (and more likely) option is to simply assume that the creature is no more than a feral brute - who is just as much danger to its allies as it is to anyone else (hence the chains).
Additional Notes The secret entrance in this room provides the PC’s with a relatively easy access point to the keep, and so the GM may like to take this into account when designing an adventure to go along with this encounter site (i.e. the PC’s should be given ample opportunity to learn about the secret entrance prior to investigating the keep).
D3. Dungeon.
Most of the time the stairs leading down into this area will be partially flooded so that the passage below is around 1m underwater. As such the prison cells are never visited by the current occupants, especially since the keys have been lost or destroyed. However, anyone attempting to lock/unlock one of the doors here will be required to make a mechanisms test to do so. Alternately, anyone attempting to force a door open will need to succeed a hard (-50%) athletics test.
Areas of Interest a. Cell. Open and unlocked. b. Cell. Closed and locked. c. Cell. Closed and locked. d. Cell. Closed and unlocked.
FELLGRIM BRUTE Characteristics 18 STR 15 CON 9 DEX 22 SIZ 5 INT 7 POW 9 CHA
Attributes Hit points Major Wound Damage Mod. Magic Points Movement Armour Worn Armour Points
Practical Skills Athletics 60 Deception 15 Perception 15 Influence 20
Combat Skills Close Ranged Unarmed Resistances Dodge Persistence Resilience
19 10 +1d6 0 18m None 3*
Knowledge Skills Culture (own) 15 Language (own) 50
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Weapons 55 20 55 20 45 50
Heavy Club (H) 2d6+1d6 Notes
Fearsome I *Thick Skinned
Open Game License Version 1.0a The 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. Definitions: (a) ‘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), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment 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 and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game 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, storylines, 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 You indicate 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 agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing 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 owner of 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 authorised version of this License to copy, modify and distribute any Open Game Content originally distributed under any 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 any of 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. 15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. Modern System Reference Document Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins and JD Wiker. 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, based on original material by E. Gary Gygax and Dave Arneson. RuneQuest System Reference Document Copyright 2006, Mongoose Publishing; Author Matthew Sprange, based on original material by Greg Stafford. RuneQuest Companion System Reference Document Copyright 2006, Mongoose Publishing; Author Greg Lynch et al., based on original material by Greg Stafford. RuneQuest Monster System Reference Document Copyright 2006, Mongoose Publishing; Author Greg Lynch et al., based on original material by Greg Stafford. OpenQuest Copyright 2009, D101 Games; Author Newt Newport. The Age Of Shadow Copyright 2011; Author Kristian Richards. The Age Of Shadow Mathgar Ruins Copyright 2012; Author Kristian Richards.
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