mathgar ruins
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- THE AGE OF SHADOW -
Mathgar
R uins
Copyright © Kristian Richards 2012
(Version 0.9)
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INTRODUCTION 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-blownadventure 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.
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 filledwith 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
crumbling parapet (though both have seen
better days), and only the vaguest hints
remain of the decorative stonework that
once adorned its outer walls.
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).
- an overview of the keep -
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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 relevantroom 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.):
G1. The Great Hall.
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 wholechamber is strewn with dirt and debris,
and what little is left of the tapestries
hang in tatters.
Chance of an Item
Lesser creatures 25%
Common creatures 50%
Greater creatures 100%
A crude (but functional) first aid kit10
Slingbag (inc. cup, small knife, etc.)9
Crowbar 8
Rope (10m)7
Grappling hook 6Stale loaf 5
Waterskin (wine)4
Waterskin (water)3
Dried meats (1 day’s worth)2
Potion of Treat Wounds (heals 2 HP)1
Item(s)d10
Beastling/Wildling
Equipment Table
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 balconyon the level above (indicated by the dashed
line).
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GROUNDLEVEL
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Occupants
This room is usually unoccupied apart
from two wildlings that are tasked with
guarding the main entrance.
Close: shortsword (M) 42% 1d6Attacks
42 / 41 / 4141 / 36 / 37
Ath. / Decep. / Percep.Dodge / Persist. / Res.
2121114m
APHit
Points
DEXMove
COMMON WILDLING GUARD
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).
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 fireplacein 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).
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).
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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:
Dagel Bukol
JuwenShakop
Melu Hungrog
Guvren Fotak
Cunen Kalsak
Kirmot Zaugal
Uron Mauzur
Erthar Paflok
Drast Bartas
Bren Kongris
Wildling NamesBeastling Names
Beastling/Wildling
Name Table
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M1. Balcony. The balcony looks out
over half of the hall below (towards the
fireplace) where great feasts and
merrymaking once took place. Now thoughthe 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).
*as the situation dictates
Additional Notes
An easy perception test here (+50%)
reveals a feint smell - not too dissimilar
to that of unwashed bodies and damp
fur.
The wooden steps leading down to the
ground level have been crudely repaired
and are rather ramshackle in their
appearance. As such, anyone attemptingto move quietly up or down these stairs
will be required to make a difficult
(-25%) deception test in order to do so.
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.
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 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).
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
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MIDDLELEVEL
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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.
M3. Guest Quarters.
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).
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’).
Flint & tinder
Gut-rot poisonGear
Close: dagger (L) 45% 1d4
Ranged: dagger (11m) 44% 1d4Attacks
45 / 54 / 4554 / 30 / 31
Ath. / Decep. / Percep.Dodge / Persist. / Res.
0111414m
APHit
PointsDEXMove
LESSER BEASTLING COOK
However, since the ‘cooks’ are not the
best of combatants, they will usually flee
and attempt to get help if they encounter
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
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 woodenlogs (a successful perception test will
also reveal a few live maggots).
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.
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:
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
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:
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
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T1. Gallery. This small room was once
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).
Key to room T5Gear
Close: shortsword (M) 44%1d6+1d4
Attacks
49 / 46 / 4541 / 35 / 38
Ath. / Decep. / Percep.Dodge / Persist. / Res.
2141114m
APHit
PointsDEXMove
COMMON BEASTLING GUARD
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 remainintact here - those leading to areas T5, T6,
and T7 (though the lock only works on the
door to area T5).
Additional Notes
The guard that is usually found in area
T1 possesses the only key to area T5 -
however characters may attempt a normalMechanisms 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).
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.
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).
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TOPLEVEL
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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 diminishedversion of the vigour spell on p42 of the
rulebook).
- how the pattern may have once looked -
Areas of Interest
X. Garderobe. The old privy is blocked
and useless.
T4. Bedchamber. As entry T3, except
that the pattern of the floor is barely
perceptible and so damaged that no magic
remains.
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
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.
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).
Unarmed: bite 50% 1d4-1d6 (min.1)Attacks
25 / 50 / 4060 / 20 / 20
Ath. / Decep. / Percep.Dodge / Persist. / Res.
032228m/10m
APHit
PointsDEXMove
DARKWING
Additional Notes
During the night there will usually be
1d8+4 darkwings at rest here, whereas therewill 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)
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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 .
Additionally, anyone who succeeds a
difficult (-25%) perception test will find an
intact secret compartment in one of therotting 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).
(*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.
Occupants
This room was once a grand bedchamber
for the lord and his lady - though now it is
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.
Close: dagger (L) 45% 1d4
Ranged: shortbow (75m) 44% 1d8Attacks
45 / 54 / 4554 / 30 / 31
Ath. / Decep. / Percep.Dodge / Persist. / Res.
0111414m
APHit
PointsDEXMove
LESSER BEASTLING LOOKOUT
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.
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:
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 performsany task he/she must pass a Resilience test or
be forced to attempt that task at a difficulty
level one higher than normal).
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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.
U1. Hallway. Formerly used for
additional storage space, this small hallway
acts as an intersection for all the rooms and
passages of this level.
Additional Notes 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).
The corridor that leads to area U4 ends
in a doorway devoid of any actual door.
U2. Wine Cellar. Little remains thatwould identify this room’s original purpose
as its primary use now is that of a guard
post (or very occasionally as a latrine).
However, unless the current occupants are
on high alert, the room will be unoccupied
more often than not.
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.
The roof of this large six-sided chamber
is upheld by four pillars carved into the
likeness of slender tree trunks. At itscentre two steep steps lead down into a
shallow pit-like area filled with the gear
and various oddments belonging to its
current occupants.
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)
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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 tocharge in with swords drawn.
Close: shortspear (M) 45% 1d6
Ranged: shortspear (22m) 44% 1d6Attacks
45 / 54 / 4554 / 30 / 31
Ath. / Decep. / Percep.Dodge / Persist. / Res.
2111414m
APHit
PointsDEXMove
LESSER BEASTLING SOLDIER
Close: shortspear (M) 37% 1d6
Ranged: shortspear (16m) 49% 1d6Attacks
37 / 49 / 4654 / 31 / 29
Ath. / Decep. / Percep.Dodge / Persist. / Res.
1101414m
APHit
PointsDEXMove
LESSER WILDLING CONSCRIPT
Additional Notes
Anyone examining this room moreclosely 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.
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).
U4. Armoury. The elegant elvish arms
and armour that once graced the walls of
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. Inthe far corner is a raised pallet covered
in grimy pelts, next to which stands a
small table and a high backed chair.
Occupants
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.
Potion of Vigour IGear
Close: battleaxe (M) 43% 1d8+1d6
Close: shield (M) 43% 1d4+1d6Ranged: hatchet (15m) 28%
1d6+1d6
Attacks
53 / 38 / 4528 / 40 / 45
Ath. / Decep. / Percep.Dodge / Persist. / Res.
316814m
APHit
PointsDEXMove
GREATER BEASTLING CAPTAIN
Nature Lore: 47%Other Skills
Unarmed: bite 61% 1d8+1d4Unarmed: 2 claws 61% 1d6+1d4Attacks
61 / 49 / 4452 / 37 / 32
Ath. / Decep. / Percep.Dodge / Persist. / Res.
1121718m
APHit
PointsDEXMove
DIRE WOLF
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.
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Additional Notes
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 weaponsthat 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 thecurrant 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.
Items of Interest
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. Acritical 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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Note that unless otherwise stated, this
entire level will be unlit and noticeably
colder (and damper) than the rest of the
keep.
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).
Additional Notes
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.
D2. Storage. Once used as a cold stores,
this room now serves as the lair (though
prison might be a better term) for a
half-starved fellgrim brute.
Occupants
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.
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
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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, anyoneattempting 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.
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Culture (own) 15
Language (own) 50
Athletics 60
Deception 15
Perception 15
Influence 20
Knowledge SkillsPractical Skills
50Resilience3*Armour Points9CHA
Fearsome I
*Thick Skinned
45Persistence NoneArmour Worn7POWNotes20Dodge18mMovement5INT
Resistances0Magic Points22SIZ
55Unarmed+1d6Damage Mod.9DEX
20Ranged10Major Wound15CON Heavy Club (H)
2d6+1d6
55Close19Hit points18STR
WeaponsCombat SkillsAttributesCharacteristics
FELLGRIM BRUTE
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Modern System Reference Document Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman,
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