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- THE AGE OF SHADOW -  Mathgar R  uins Copyright © Kristian Richards 2012 (Version 0.9)

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Page 1: 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 -

- 1 -

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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).

- 2 -

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).

- 3 -

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

- 4 -

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

- 5 -

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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).

- 6 -

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).

- 8 -

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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)

- 9 -

UNDERCROFT

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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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DUNGEONS

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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.

- 13 -

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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