EXPEDITION TO
DARKFELL KEEP
A Swords & Wizardry Adventure
By Joseph Mohr
© Old School Role Playing 2023
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CREDITS
The map was created and used under license by https://dysonlogos.blog/maps/commercial-maps/
Written by Joseph Mohr.
Artwork by various artists as follows:
Cover Page Darkfell Ruins This file came from an AI
Generated Art Pack
Skeletons Public Domain
Ghoul Public Domain
Back Cover Dungeon Stairs www.depositphotos.com
In the dark and twisted forest of Darkfell lies a keep which lies in ruins. The keep was sacked
over a hundred years ago now by armies of lawful humans and elves. The elves of the Ravaged
Realms mostly keep to themselves. But when men truly needed them these allies rose to the call.
Since that time the elves have retreated back into their quiet woods and have hardly been heard
from.
Troubled times are on the horizon again. Orcs and Goblins have been seen in the Darkfell forest
in numbers. Raiders from the north have steadily come down through the mountain passes to
terrorize the farmers and villagers. Bandits have boldly attacked caravans steadily near the
bridges over the river. Dragons have been seen flying overhead in increasing numbers.
Dangerous times like these call for heroes.
FOR THE DUNGEON MASTER
This is a low level or starter adventure written for use with the Swords & Wizardry game system.
The adventure is set in “The Ravaged Realms.” This is a new setting of my own creation which
will be released later on in a future product. I intend to write several adventures in that setting
which will span many levels of character development.
DISCLAIMER
Swords & Wizardry, S&W, and Mythmere Games are the trademarks of Matthew J. Finch,” and
that I am not affiliated with Matthew J. Finch or Mythmere Games
RUMORS ABOUT THE KEEP
If questions are asked about the keep some of the locals of the realm may be familiar with stories
about it. Some of these rumors are true and some are not. Some may be partially true.
T 1. Long ago an army of humans and elves lay siege to a keep owned by a chaotic
warlord who committed great crimes against the people
T 2. This realm was once ruled by many warlords who fought to be the one true king.
F 3. Lord Hamlon once ruled Darkfell keep with the help of a golden orb with
incredible magical powers that could lay waste to armies.
T 4. The armies that destroyed Gloomwell and the Darkfell Keep did so with the help
of a dragon
F 5. Ghosts still inhabit the ruins of Darkfell Keep
T. 6. Other adventurers have gone to explore that keep. Many of them never returned
alive.
DARKFELL
The forest is a series of patches of tightly growing pine trees. Most of the trees seem to be
withered and decaying. Few have many needles left on them. The forest contains two ruined
areas. The ruined city of Gloomwell is just southwest of the ruins of Darkfell Keep. Both places
were inhabited by chaotic and despicable men along with their Orc and Goblin allies.
Random Encounters
Random Encounters in the forest should be checked twice daily. A roll of 1 on a D6 will indicate
that an encounter has taken place.
1. Kobolds (1-6)
2. Goblins (1-6)
3. Hobgoblins (1-4)
4. Orcs (1-6)
5. Gnolls (1-4)
6. Stirges (1-6)
7. Harpies (1-4)
8. Bandits (1-6)
9. Footprints in the ground (human 50%/Orc 25%/Goblin20%/animal 5%)
10. Sounds (roll on table below)
Sounds in the Forest
1. Voices nearby (human 50%/Orc 25%/Goblin 25%)
2. Singing (Harpies close by 25%/in distance 75%)
3. Voices in the distance (human 50%/Orc 25%/Goblin 25%)
4. Rustling in the forest
5. Wind rustling in the trees
6. Sounds of fighting in the distance
DARKFELL KEEP
Darkfell was sacked long ago. Signs of the ancient battle are still present even today. The keep
ruins lie on a small hill which overlooks the forest. All that still stands are a ruined tower and
part of a building. Some steps and part of a defensive wall are also still present along with some
freestanding pillars from the original great hall of the keep.
A casual search of the area will reveal that some broken weapons, bits of armor and even some
pieces of the siege weaponry are scattered around the hill where the keep ruins lie. None of this
material is magical or has any value at all. It is all rusty beyond use. Most of it is only in pieces.
DUNGEON MASTER NOTES
No areas in the keep are lit unless specified as such. All doors are unlocked unless specified
otherwise. The normal chances for stuck doors apply. All of the walls in the keep are crumbling
from age and disuse. Puddles of water form in various places in the dungeons due to cracks in the
walls and ceilings. All through the complex there are torch sconces on the walls every ten feet.
No torches remain in any of them.
SURFACE RUINS
1. Steps - A short staircase leads up the hill and into what used to be the outer wall of the
keep. The steps are still fairly sturdy given the amount of time that they have been in
disuse but there is still a fair bit of weathering visible on them.
2. Keep - This level area is where the main keep once stood. A search here has a 10%
chance, per turn spent, of finding a gold ring once worn by the watch commander of the
keep worth 100 gold pieces. It is engraved and still bears the markings of the chaotic cult
which he belonged to long ago.
3. Steps to the Tower - These steps are still in fair condition. Pieces of the steps are missing
in several places but the staircase is still solid.
4. Tower - The tower still rises about twenty five feet in the air. There are a few holes in the
walls to the tower but these are nearly twenty feet from the ground. Parts of the wall are
crumbling and a few pieces of the tower have fallen away and lie on the ground around it.
The door to the tower is still closed after all these years but can be easily forced as it is
nearly off it’s hinges now.
The inside of the tower is dark but some light gets in from the large holes in the roof
above. Pieces of the roof now lie on the floor in dust. The wooden stairs that led to the
upper levels have rotted away long ago. A few bits of wood are all that remain. Lying on
the floor of the tower is a dead Orc. His body is still rotting and the smell is horrible. It
appears as if he died weeks ago. He has a long sword in his scabbard and beside him is a
heavy crossbow. Both are still in usable condition.
Hiding in the upper reaches of the tower are four Stirges (HP 5, 2, 4, 5) which consider
the tower to be home.
Stirge: HD 1+1; AC 7[12]; Atk 1 proboscis (1d3); Move 3 (Fly 18); Save 17; AL N;
CL/XP 2/30; Special: blood drain (1d4), +2 to hit
5. Inner Keep - Part of the inner keep still stands. This room has two doors leading in but
both are easily forced. Neither has much support left and both will crumble under any
pressure at all. The room is dark and cold. There is a musty smell to the place and skeletal
remains of human defenders still lie on the ground here. Both wear rusty chain mail and
several rusty old weapons lie on the ground nearby.
The walls here are crumbling in several places. An inspection of the walls here will show
that the defenders were marking the days of their siege. They stopped counting at day
forty nine.
Hiding among the skeletal remains are six small centipedes (HP 2, 1, 2, 2, 1, 2).
Giant Centipede (small, non-lethal): HD: 1d2; AC 9 [10]; Atk 1 bite (0 + poison); Move
13; Save 18; CL/XP B/10; Special Non-lethal poison bite, +4 save
A small leather purse is at the hip of one of the skeletons lying on the floor. Inside of the
purse are 15 silver pieces.
6. Broken Keep Wall - The stone wall still stands in several places but it is crumbling in
other places. Piece of the wall lie on the ground down the hill from the wall. A gap in the
wall can be found about halfway.
Hidden in this gap is a small quiver of arrows which was carefully stashed in a hole
where a catapult boulder smashed the wall. The quiver has only 3 arrows left in it but
these are +1 arrows.
7. Steps Downward - The door to this area is crumbling and will give easily to the touch.
The stairs lead downward into a dark area below. The air coming from below is dank and
stale.
LEVEL ONE
8. Entry Stairs - The stairs are crumbling in several places and are hazardous. They lead
downward one flight and then turn south for three more flights leading to a total of forty
feet below the surface. Although the stairs are not trapped they are dangerous nonetheless.
Anyone walking down them has a 10% chance of stumbling on a crumbled step and
taking a tumble down the stairs. A fall down these stairs would cause 1D6 points of
damage to anyone doing so.
9. A Dead Explorer - At the bottom of the stairs lies someone who did not watch his step on
the staircase. A dead goblin lies sprawled on the ground. In his hand is a bent short
sword. On his left hand is a silver ring with a small red garnet worth 75 gold pieces.
The body, however, is not alone. Inside of the body are four Rot Grubs (HP 1 each).
Rot Grub: HD 1hp; AC 9 [10]; Atk 1 burrow; Move 1; Save 18; AL N; CL/XP 1/15;
Special: Burrows to heart.
10. Stairs/Armor - Standing against the east wall of this room is a suit of plate armor on a
pedestal. The suit holds a fine looking spear. The armor still appears to be in good
condition. To the west is a door and to the south is a set of stairs leading downward.
The suit of armor, however, is a suit of Animated Armor (HP 10)
Animated Armor: HD 3; AC 3 [11]; Atk 1 Spear (1D6); Move 12; Save 18; AL N;
CL/XP 4/120; Special: Fights on it’s own.
The armor will fight until reduced to 0 hit points and then crumble to dust.
11. Scene of a Battle - Lying on the ground here are four goblin bodies along with the skeletal
remains of what appears to be some of the original defenders of the keep. The goblins are
getting a bit nasty smelling as their bodies have been here a week or so. What killed the
goblins is not clear but their wounds indicate that they were killed by slicing and piercing
weapons.
The goblins have normal weapons beside where they have fallen. The skeletons of the
defenders are mostly intact but not all complete. Each has a weapon nearby as well. One
of the goblins has a silver mace (worth 75 gold pieces). Another has a small bag with two
silver candlesticks (worth 10 gold pieces each) and a wooden scroll tube with a scroll of
one clerical spell: cure light wounds inside.
There are four Skeletons (HP 6, 3, 5, 6).
Skeleton: HD 1; AC 8[11] or 7[12] with shield; Atk 1 weapon or strike (1d6) or (1d6+1
two-handed); Move 12; Save 17; AL N; CL/XP 1/15; Special: Immune to sleep and
charm spells.
11A. Storage - This are was used long ago as a storage area for the keep. Barrels of water
(which has long since dried up) line the walls. Casks of rotted meat are stacked in one
corner. Bags of flour and grain once stood high in the room but have holes in them now
and have been ravaged by vermin.
A broken lantern and a pile of rusty swords and shields lie in another corner. None of
these have much value. However, mixed among them, is a small silver mirror (worth 50
gold pieces).
Hidden in a crack in the wall behind the empty water barrels is a small bundle of cloth.
Wrapped inside of the bundle are four silver tipped crossbow bolts (worth 2 gold pieces
each).
11B. Intersection - A thin trail of blood from area 9 to this area ends at the dead body of
another goblin. This goblin apparently ran from some fight elsewhere and died of his
wounds here.
12. Minor Treasures of the Keep - This room once held part of the keep treasury. The room
seems mostly empty now except for a single locked chest in the northwest corner. Bits of
bone and refuse lie on the floor along with other debris. A very close inspection may
reveal that some movement is present.
On the floor are three normal Vipers (HP 3, 5, 2) which crawl among the debris.
Viper: HD 1d6hp; AC 5[14]; Atk 1 bite (1hp + poison); Move 18; Save 18; AL N;
CL/XP 2/30; Special: Lethal poison (+2 save).
Locked Chest - The chest is trapped with poison darts which fire from the lid when it is
opened if a hidden stud is not found and pressed before opening. This hidden stud is
located on the rear of the chest. The darts poison has dried up years ago and is no longer
dangerous. The darts themselves do 1D3 damage each.
Inside of the chest are 230 copper pieces, 102 silver pieces, a metal scroll tube with a
scroll inside of it (cursed, causes confusion) , a short sword in a fine leather scabbard (a
short sword +1/+2 vs undead) and a fine engraved helm with silver etching worth 25
gold pieces.
13. Room of Pillars and a Statue - Eight pillars stand in this room holding the roof above. A
statue of an ancient king or warlord stands in the west side of the room. A small staircase
leads to the south.
Statue
The statue depicts an older man in chain armor wearing a crown upon his head. The dusty
pedestal base which holds the statue states that this is “Lord Hamlon King of the
Southern Realms.” Anyone familiar with this region will recognize the name is that of
one of the many warlords claiming to be king in this part of the area more than a hundred
years ago.
The statue rests next to the west wall of the room. A close inspection of the pedestal will
reveal that the statue can be slid forward as it rests on two thin rails which are well hidden
in the dust that has accumulated over the years. On the rear of the pedestal base is a secret
compartment. Inside of that compartment is a bone scroll tube with one magic user spell:
protection from evil.
Pillars
The pillars are ornately carved depicting scenes of battle in the decoration. There is
nothing special about them.
14. Room of Pillars and Stairs - Like the previous room this one is filled with ornately carved
pillars. Unlike the previous one this room has tapestries hanging from the ceiling
depicting the royal house of Lord Hamlon. There are four such tapestries. Three will
crumble to dust when handled as they have not aged well here. The fourth, however, can
be taken down and rolled up for removal. It would fetch as much as 100 gold pieces if
removed but it is quite bulky and heavy (nearly 100 lbs) when carried.
The pillars are similar to those in room 13. There is nothing special about them.
Stairs Down
A spiral staircase leads downward here. These stairs, however, are trapped. A close
inspection of the torch sconces in the room will reveal that the one closest to the stairs is
slightly askew. If this sconce is not pulled downward before walking onto the stair case
the stairs will collapse once more than 250 lbs of weight steps onto them. This will flatten
the stairs into a slide landing hard in area 24 on the second level of the dungeon. Anyone
taking this fall will suffer 1D6 damage and find themselves surprised by any creature that
might be in that area when they land.
15. Hallway/Trap - In the center of this hallway is a well hidden covered pit. The pit,
however, is actually a chute which sends the person stepping into it on a journey to area
21 where they will land hard for 1D6 damage and find themselves surprised by any
creature that might be in that area when they land.
16. Shrine/Altar - This room was once a shrine to a pagan deity name Gromok. This chaotic
deity was worshiped by a cult following long ago in this region and by some in the
northern realms as well. The religion disappeared over the last hundred years and has not
been heard from in recent years.
A small altar stands on a dias against the center of the west wall. On both corners of the
west wall are two metal braziers. Both are still filled with coal after all these years.
Altar
Offerings were placed here by the worshipers of Gromok. None of those offerings remain
now as the keep was plundered long ago by the armies that sieged.
Braziers
Hidden in the brazier in the northwest corner, under the coal, is a silver pendant with a
gold chain worth 25 gold pieces.
LEVEL TWO
17. Stairs and Broken Statues - This room has stairs leading from above and another set
leading downward. Both stair cases are crumbling but still relatively safe to walk on. The
room was once filled with statues lining the north wall. The invaders appear to have
bashed these statues and broken them into pieces which still lie on the ground here. Each
of the statues appears to have been some warrior or hero revered by the defenders of the
keep long ago. Some of these statues are still more or less intact. Others are broken into
smaller bits.
Statues
There is nothing special about these statues but the pieces are very heavy and might be
useful to anyone trying to solve the puzzle in area 26.
18. Crumbling Hallway - This great hallway is filled with banners and tapestries representing
the house of Lord Hamlon. These tapestries and banners are tattered and falling apart.
Some appear to have been slashed by the invaders as they ravaged the place. The southern
end of the room has caved in. Particularly parts of the west wall have fallen into the
hallway.
Hiding in amongst the pieces of fallen wall are 6 Giant Rats (HP 1, 1, 2, 1, 1, 2).
Giant Rat: HD 1d4hp; AC 7 [12]; Atk 1 bite (1d3); Move 12; Save 18; AL N; CL/XP
A/5; Special: 5% are diseased.
Lost in amongst the broken pieces of wall is a single golden earring with a carnelian
decorating it worth 50 gold pieces.
19. A Cold Room - This room seems particularly cold and damp. Water drips from a crack in
the ceiling down the west wall of the room and forms a small puddle there. Skeletal
remains of another adventurer lie near the hallway leading to the south. The remains wear
a suit of chain mail. A battered looking long sword lies at it’s side. The chain mail is not
magical but is still in good condition and is worth 75 gold pieces. The sword is so
battered it is of little value.
20. Web Filled Room - This area is a much larger room. Part of the south east wall has caved
in. The entire room seems to be filled with webs from floor to ceiling. Stuck in the webs
are two skeletons. One appears to be a thief wearing leather armor and holding a dagger.
The other appears to have once been an elven mage as he is much taller than the thief and
wears a long blue robe. A wooden staff lies on the ground beneath the skeleton along with
a blue pointed hat. A wooden tube can be seen hanging at the waist of the robed skeleton.
No sign can be seen of the builder(s) of these webs.
Skeletons
These two unfortunate adventurers were killed a few years ago. The thief skeleton still
wears a suit of leather armor +1. His dagger is just a normal dagger. The robe on the
magic user skeleton is a normal robe as is his hat. In his scroll tube, however, is a scroll
with two spells: strength, hold portal. His staff is just a normal wooden staff.
The Webs
The webs are quite flammable. If they are set aflame they will quickly consume the room.
The scroll tube will burn easily as will the scroll inside of it.
The Inhabitant
Living in this area is a single Giant Spider (HP 19). It is quite cunning and hides deep
among the caved in portion of the wall where no webs reach. This will keep it well out of
range of the flaming webs should fire be set to them. It comes out to feed when
something wanders into it’s webs and usually stays in hiding the rest of the time.
Giant Spider (6 ft. diameter): HD 4+2; AC 4[15]; Atk 1 bite (1d6+2 + poison); Move 4;
Save 13; AL C; CL/XP 7/600; Special: lethal poison, webs.
Hidden in the Caved In Portion of the Wall
The spider kept it’s most precious treasures close to where it usually hid. A small golden
bust of Lord Hamlon was it’s most prized item. The bust is worth 500 gold pieces as it is
made of solid gold. Two shiny pieces of quartz worth 50 gold pieces each were taken
from the dead adventurers killed in the webs. These stones are in a small leather pouch. A
small locked wooden box contains a potion of heroism and a potion of diminution.
21. Crumbling Walls - This area is clearly unstable. Walls have caved in at several places
leaving this area separated from other parts of the hallway. These walls may come
tumbling down again at any moment. A roll of 1 on a D6 will indicate that such an
occurrence has taken place. Anyone in the area must save versus turned to stone. A made
saving throw indicates that the person managed to dive out of the way of any falling
stones. A failed saving throw indicates that the person takes 1D6 damage from falling
walls or ceiling.
Hiding in this area is a single Monstrously Huge Rat (HP 9). He is the alpha rat of the
pack residing nearby in area 18.
Monstrously Huge Giant Rat: HD 3; AC 6 [13]; Atk 2 claws (1d3), 1 bite (1d6); Move
12; Save 14; AL N; CL/XP 3/120; Special: 5% are diseased.
This rat has swallowed a small polished moonstone worth 100 gold pieces. It will only be
discovered if the rat is cut open.
22. Zombies and a Trap - The hallway leads to a twenty by twenty area which has partially
caved in. Three Zombies (HP 10, 7, 12) wander aimlessly in this area. The hallway just
east of the twenty be twenty room has a trigger stone on the floor. The Zombies never
wander into the hall so they never step on the trigger.
When the trigger stone is tripped a portcullis will slam down blocking further travel
through the hallway. The portcullis may separate some of the group members from those
in the area with the Zombies. It can be lifted but is quite heavy. It would take a combined
strength of 40 to lift it. This would also take at least two rounds to complete.
Zombie: HD 2; AC 8[11] or with shield 7[12]; Atk 1 weapon or strike (1d8); Move 6;
Save 16; AL N; CL/XP 2/30; Special: Immune to sleep and charm
23. Barracks - This room was once a barracks for the troops guarding this level. The bunk
beds are no longer standing. Rusty bed frames still exist where the best once stood.
Hiding in near the ceiling of this room are three Giant Bats (Vampire) (HP 7, 2, 4) that
have adopted this room as home. A large crack in the ceiling here allows them access to
the room.
Giant Bat (Vampire Bat) HD 1; AC 8 [11]; Atk bite (2d6); Move 4 (Fly 18); Save 6; AL
N; CL/XP 3/60; Special: Sucks blood.
24. Stairway - These stairs travel upward to area 14. Each corner of this room has a heavy
decorative vase worth 50 gold pieces. Each is quite bulky and weighs nearly 100 lbs.
25. Burial Crypts - The smell of death still persists in this room despite the long time since
anyone was buried here. The room is cold and damp. Water trickles down the wall from
cracks in the roof in several places. The west side of the room has several crypts. Some of
the crypts have sarcophagus in them and some do not. Some have crumbled to dust or
have been defiled by others.
25A. Crypt - This crypt is now empty. There is no sign of the sarcophagus that was once placed
here but there are still a few crumbling pieces of it on the floor.
25B. Crypt of Lord Hamlon -Lord Hamlon was placed in this sarcophagus after he fell in battle
protecting the keep. His followers placed him here and then fought the attackers until the
very end. Somehow the crypt has remained untouched since that time.
The lid to the crypt is very heavy and will take a combined strength of 30 to move it off
of the sarcophagus. Inside is Lord Hamlon who has now become a Wight (HP 14).
Resting in his arms is his prized battle axe. It is a Battle Axe +1/+2 versus magic using
creatures. On his head is a golden crown worth 250 gold pieces.
Wight: HD 3; AC 5[14]; Atk 1 claw (1hp + level drain); Move 9; Save 14; AL C; CL/XP
6/400; Special: Drain 1 level with hit, hit only by magic or silver weapons.
Hidden in a false bottom to the sarcophagus is golden ring with a royal seal adorned with
small rubies worth 500 gold pieces and a ring of poison resistance.
25C. Crumbled Sarcophagus - Pieces of a sarcophagus lie on the ground here. Bits of debris are
scattered in several places along with a few bone fragments and part of a human skull.
Close inspection of this area may (15% chance per turn spent searching here) a copper
bracelet with a jade center pieces worth 100 gold pieces.
25D. Lady Hamlon’s Crypt - Lady Hamlon died early in the siege. She was laid to rest long
before her husband and the proper rituals were performed. She has not risen as undead
like her husband. The lid to the crypt is very heavy and will take a combined strength of
30 to move it off of the sarcophagus
Her skeletal remains are intact. She wears a necklace made of gold with small pearls
decorating it worth 250 gold pieces.
25E. Shattered Crypt - The sarcophagus in this crypt appears to have been intentionally
battered with weapons or heavy objects. Pieces of the sarcophagus can still be seen but
fragments of broken weapons can also be found here. Nothing remains of any value.
26. Pressure Plate Puzzle - This room filled with dust. A doorway in the south east wall leads
to another room. This doorway has no handle to it and does not budge. The door is made
of solid iron.
A close inspection of the room will reveal that there is a thin crack about ten foot by ten
foot in the center of the room. If enough weight is placed on this ten by ten area the
doorway to area 27 will slowly open. The moment the weight dips below that threshold
the door will snap shut again. To make the door open 500lbs of weight needs to be on the
sensor. This includes the weight of player characters standing on the sensor.
The Solution - In order to keep the doorway open the players could use magical means or they
could just go get enough heavy objects from nearby rooms to place on the sensor pad so that
they can leave the sensor pad and the door would still stay open.
27. Treasure Room - This room is dusty and has not been visited in quite some time. A
portrait of Lord Hamlon rests against one wall along with one of his wife Lady Hamlon.
Each of these paintings would be worth as much as 100 gold pieces to collectors. There
are two large chests. Both are locked.
Chest #1 - A fine crystal decanter is wrapped in a small piece of beaver fur. This is worth
50 gold pieces. Two silver serving platters and a silver tankard are also in the chest.
These are worth 75 gold pieces. A small sack with 50 gold pieces in it rests at the bottom
of the chest. The rest of the chest is filled with copper pieces. There are 541 copper pieces
in all.
There is a false bottom in the chest. Inside this secret compartment is a wooden scroll
tube with two druid spells: detect snares & pits, obscuring mist and a copper scroll tube
with two clerical spells: find traps, speak with dead.
Chest #2 - Trapped - This chest will begin spraying sleep gas from the lid once the chest
is opened unless the key is turned clockwise three times in the lock before it is opened.
The key to this lock was lost a century ago. A small ivory statue of Gromok is wrapped
up in a piece of red silk. The statue is worth 50 gold pieces. A fine silver dagger with a
pearl in the pommel can be found in an ornately decorated leather scabbard. This is worth
75 gold pieces. There is a scepter made of solid silver with an amber tip worth 250 gold
pieces.
LEVEL THREE
28. Bone Room - This area was the last stand of the keep during the final days of the siege. A
bloody battle took place here which ended the siege forever. The bones of twenty
defenders and a countless number of the attacking army lie here. Broken weapons and
pieces of armor are scattered across the room. Bones and bone fragments litter the floor.
Hiding on the high ceiling of this room is a Carrion Creeper (HP 18).
Carrion Creeper: HD 2+4; AC 7 [12]; Atk bite (1hp) 6 tentacles; Move 12; Save 14; AL
N; CL/XP 4/120; Special: Tentacles cause paralysis.
Stairs lead up to area 17 from here.
29. Lord Hamlon’s Quarters - During the siege this room was the last redoubt of the Lord of
the keep and his wife. A fine bed once filled most of this room but it has long fallen into
disrepair. A frame still rests on the floor where the bed once stood. Fragments of wood
and mattress are scattered on the floor. Someone clearly cut into the mattress long ago
looking for treasures hidden there.
Hidden in the southwest corner of the room is a small compartment in the south wall.
This compartment has a small chest hidden inside of it.
Small Chest - Locked. Not Trapped. Inside are two potions wrapped in Owlbear fur.
One is a Potion of Ethereality and the other is Potion of Slipperiness. An orb made of
solid gold is wrapped in a fine piece of white silk. The orb is worth 200 gold pieces. A
metal scroll tube contains a scroll of protection against drowning.
30. Library - Three bookcases rest against the east wall of this room. The bookcases contain
many volumes on various subjects including: warfare, demonology, chaos, astronomy,
astrology and the physical universe. These tomes are very heavy. Each weighs as much as
40 lbs. All of them are quite bulky. There are one hundred volumes in all. Each is worth
as much as 10-40 gold pieces to a sage or library. Many of these books, however, are in
poor condition due to the water that continually seeps into the room from cracks in the
ceiling and walls. Each book has a 50% chance of falling apart the moment it is picked
up.
31. Crumbling Walls/Shadows Lurking - This crumbling hallway is falling apart. Cave ins
have already occurred in several places. Another is waiting to happen soon. Anyone
walking into this area may cause such a cave in to begin on a 1 out of 6. Anyone in the
area when this occurs must save versus turn to stone or suffer 1D6 damage from falling
pieces of wall or ceiling.
The bones of a Dwarf lie on the ground here. He appears to have been an adventurer and
a fighter. His bones still wear a ragged looking suit of chain mail. Beside him is a battle
axe and a shield. The axe is not magical but the shield is a +1 shield.
Lurking in this area are three Shadows (HP 10, 15, 11).
Shadow: HD 2+2; AC 7[12]; Atk 1 touch (1d4 + strength drain); Move 12; Save 16; AL
C; CL/XP 4/120; Special: Drain 1 point str with hit, hit only by magic weapons.
32. Statue of Lord Hamlon - The warlord is shown here in full battle armor. He wears an
engraved suit of plate armor and carries a shield which strongly resembles the one found
in area 31. In his right hand is a long sword extended forward as if in combat. The statue
has eyes which are made of jade and are worth 250 gold pieces each.
Close inspection of the statue may reveal (15% chance) a thin crack where the shoulder of
the sword arm connects to the statue. Closer inspection may reveal a small hinge on the
back of the shoulder. If the sword arm is pulled downward the statues mouth will open
revealing a ring inside of it. It is a ring of delusions.
LEGAL DISCLAIMERS
This product uses the SWORDS & WIZARDRY™ System.
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:
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(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
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13. Termination: This License will terminate automatically if You fail to comply with all terms
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15. COPYRIGHT NOTICE Open Game License v 1.0 Copyright 2000, Wizards of the Coast,
Inc. System Reference Document Copyright 2000, Wizards of the Coast, Inc; Authors Jonathan
Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave
Arneson.