Skull Quest 1 - The Castle, Level 1

Level 1 - Room Descriptions

1/1 - Main Gate

Massive steel doors, 10 feet wide, 20 feet tall, 1 foot thick. There are ancient and decorative. Handles protrude from the mouths of two ornately carved demon heads. 

If the characters approach the main gate, the skeletons wll attack with heavy crossbow bolts. Four bolts per round.

These doors should be very tough to get past. These doors push inward and if the characters combine their strength, they may be able to force the doors open. 

1/2 - Gatehouse

Two heavily rusted wizard locked portculli followed by another set of steel doors (wizard locked)

Empty. If the characters spend any amount of time in here, the skeletons above will pour flaming oil and boiling water down on the characters. Make it gruesome. They will retreat or be horribly burned. Every character has a 50% chance of getting hit per round. If they are hit, 1d10 points of burn damage.

1/3 - Guard Room

This oddly shaped room contains one table and two chairs. The room is occupied by two skeletons armed with heavy crossbows. On the table are two small boxes, a jar and a lantern.

Two skeletons stand guard here at all times. Each with a double shot, heavy crossbow. The two boxes contain 20 extra bolts. The jar contains oil. The bolts can be dipped in the oil and then lit with the lantern, if fire bolts are needed.

1/4 - Entrance Hall

This large chamber is richly decorated. A stone statue stands in each corner. The floor is smooth white marble. Richly decorated tapestries adorn the wall, except the one directly west, which is faded and rotting. The statue in the far corner appears to be made of metal and wood, instead of stone. It seems to have many strange metallic objects and gears and mechanisms incorporated into its design. There is a blood stain in one corner.

The fourth statue is in fact, an automaton. One of the many golem-like artificial life forms created by the witch. This unit will attack unless shown Damerik's symbol or is told to shut down in the name of Damerik the Unholy. This golem is a large, bulky hunched over crab like thing. It is fashioned from metal, wood and stone and looks a bit like ED-209 from Robocop except with four arms which end in pincer like mechanisms.

1/5-8 - Barracks

Dirty, smelly chaotic mess. Each barracks hall contains five cots, a table, four chairs, five chests, coat pegs on the wall, a lantern on the table. Two human warriors asleep. Their names are Gregan and Erums.

This is a functioning barracks hall. A recent fight among the troops messed it up. If the characters inspect the room, they can tell that it is used currently.

1/9 - Servant's Quarters

Seven cots, table, chairs. A young boy is asleep here.

Searching reveals: a small chest with 12 silver, a small pouch with 21 copper. There will be one slave boy asleep here.

The boy's name is Jerod. He is an orphan and was captured months ago by the witch. She decided not to kill him if he would work for her. He accepted. He has been a prisoner for months. 

If questioned, Jerod knows the following: Two years ago, the witch battled with the death knight, then united with him. Then they relocated to this ruin. She has been creating undead things, golems and such for a long time. There are many in the castle. She has in her employ bandits, pirates, orc mercenaries and more. She has an alliance with a "sea mage" who lives in the cave below. There is a horrible thing with tentacles that lives under the castle. Just recently, the grave robbers dug up a skull and bones that were very magical. The witch didn't know what to make of it. She has prayed to her dark god in hopes of an answer.

1/10 - Game Room

The sounds of laughter and camaraderie can be heard beyond the door to this room.

This large room is filled with every form of recreation conceivable. Gambling game setups, darts, decks of cards, chess board, wrestling mat, large round table with 12 chairs, two small tables with 4 chairs each, a small bar, tapestries, two seascapes paintings. This is where the soldiers and brigands come to relax. It is usually occupied by at least a few men.

(Unless the fortress is on full alert) - Six warriors are engaged in various forms of entertainment. Two are talking. Two are playing darts. Two are playing cards. There are wearing light armor and all are armed with at least daggers or short swords.

Their names are: Groth, Tanyr, Druard, Syrmoc, Pollrin, Rock

1/11 - Armory

Many weapons, collecting dust, some recently used, some with scratches, others polished. There are also many empty pegs and brackets on the walls where weapons once hung.

A search will reveal: 4 Daggers, 2 Short Swords, 2 Long Swords, 1 Battle Axe, 1 Great Hammer

1/12 - General Storage

This chamber is stuffed with bookcases, bookshelves, cabinets, chests, barrels and boxes of varying size. Toward the back, piles of miscellaneous junk lean against the wall.

Searching this room will take quite awhile. Inform the players that this room is untidy and will be searched in 15 minute increments.

A thorough search will reveal: 80 blankets, 19 small barrels of lantern oil, 11 small barrels of war oil, 4 sheafs of paper, 12 pillows, 30 pair of boots, 16 lanterns, 40 heavy cloth cloaks.

Amongst the rubbage, lives a giant rat (who has tunnels to other parts of the castle).

1/13 - Training and Exercise Room

Floor mats, padded walls, padded wooden weapons, stuffed cloth dummies.

Unless the fortress is on full alert… There are two warriors here sparing with padded weapons.

Search reveals: 1 box of six excellently balanced throwing daggers (+1 to hit). These daggers are beautifully crafted and worth 10 gold pieces each. The box alone is worth 10 gp.

Guard Names: Threx, Gremsh

1/14 - Kennel

Terrible stench, rotting meat, dung, rotting hay, etc. Soft growling sounds.

2 Dragonhounds, 2 Wardogs, 4 Hunting Dogs, 6 Guard Dogs. All are in penned cage areas. All will growl viciously when the characters enter. There is also one Undead Dog. (One of the witch's experiments).

This chamber also contains one "straw golem". Another of the witch's experiments. This creature is composed of nothing but straw and is somewhat fluid and amorphous. When the characters first enter the room, the creature lies scattered on the floor and will not appear as a threat. When the characters walk into the center of the room, it springs up for surprise attack. Slashing and piercing weapons are worthless against this creature. It is also very resistant to impact damage. It's immuned to cold and mind affecting spells. Fire and lightning are both effective weapons however.

The two dragon hounds will rip their way out of the pens and attack the players. The wardogs will attack if released from their cages.

1/15 - Stables

Includes 15 standard horses, 5 heavy warhorses and 1 great stallion which is demon possessed. This is the personal steed of Damerik the Unholy, the black knight. The demon horse is pretty tough and will fight if necessary. There is nothing of value here. A pair of heavy iron doors led from the stable to the outside. These doors are locked.

This page last updated Wednesday, December 24, 2008. Copyright 1990-2009 David M. Roomes.

Contact Webmaster