| Fort Blacksword |
| Notes: | FORT BLACKSWORD Fort Blacksword is an abandoned fort on the border of the Old Woods. It was built by a former Duke of the Marches as a stronghold for border patrols, but abandoned after it was sacked by the forces of Gormak during a war 30 years ago. Currently it has been occupied by a band of brigands who are attempting to cut off trade and communication from the country of Storm Eagle and the rest of the Marches. Outline: 1) Hook: Players are traveling from Storm Eagle to Baltburg. In the outpost of Ludwig they are asked by the Master and Giles, an Imperial Border Warden, to deal with a band of brigands called "The Road Agents". 2) Finding the Road Agents: discover their ambushes along main road, possible side trek to Chapel Perilous, fight undead there, rebuffed. Eventually fight a band, track them back to their lair at abandoned Fort. 3) Assault Abandoned Fort, defeat Road Agents. Rescue important prisoner with information of importance to Count of Storm Eagle. 4) Race to Castle Eagle: ambush on the way, get there in time, rewarded by Count, suggests seizing the abandoned fort and petitioning Duke for land grant. 5) Consequences: "The Mysterious Raedgar" is plotting against count and becomes angry with the party, watches them. The Fort is meant to serve as a home base for the players and a center for their settlement and pacification of the waste land. 1. The Hook A. At Ludwig's: players enter the Inn to see Master Ludwig arguing with another Borderer, Giles finally says "I'll round up a posse right now, but I can't go along, I've got to get this message to the Duke." Turning to the players he will say, "You guys looking for work?" He will explain that a group of bandits are threatening this outpost and communication to County Storm-Eagle and must be dealt with. He will offer to deputize them, which entitles them to a 50% share of any valuables they recover and a 1 gp per day posse fee. The commission is good for 3 weeks and the player with the highest Charisma will be made the posse chief. Giles' info: bandits are called the "Road Agents", they seem to be mixed band of humans and non-humans. He tells player to beware of the area south of the main road after nightfall since it is prowled by the undead. Ludwig's Offer: he will feed and house the posse for at least a week, more if they seem to be getting some results. Others present: Snidley, a drunk, lazy trapper will provide false leads if questioned (roll twice on the false rumor table). He is drinking with Beddo the Tinker, a spy for the road agents, if questioned he will claim to know nothing, unless he's heard what Snidley's said, then he will confirm whatever it is he said. Beddo will sneak out of the place in a hurry and report to the bandits. B. In Baltburg: If players travel to Baltburg, they can check for rumors in Baltburg there, DC 15 using "Gather Information" skill, success equals true rumor, failure by more than 4 equals false rumor, checked once per day per person. True Rumors: 1 There are both human sized and smaller folk in the band 2 They have twice tried to way-lay Ernak, the Count's messenger 3 Most have either long bows or crossbows 4 They have a hide-out somewhere near the old wood 5 Their leader is a half-orc bitch who's very dangerous 6 They are said to be driven to weaken the Count of S-E False Rumors 1 Road Agents are camped at Chapel perilous in Waste Ruins 2 They are led by a pair of winged demons 3 Their leader is actually the knight who lives at Old Fort 4 One borderer tracking them was burnt up by magic fire 5 Their chief goal is to capture maidens for sacrifice 6 Tobar is funding them to increase demand for guards 7 Most of them are discharged mercenaries who use pole arms. 8 The Bishop funds them and uses them to hunt for Druids 2. Finding the Road Agents a) Method 1; patrolling the road. There is a 1% chance per day that simply patrolling the road on horseback or foot will trigger an ambush. b) Method 2: search: if players search the along the edge of the Old Wood they will of course eventually run across the Hide-Out (abandoned fort) c) Method 3: counter trap: if the players buy a wagon and pretend to be merchants they will be ambushed 30% chance per day of travel-Unless they tell anyone in the Howling Goblin or Ludwig's TYPCIAL ROAD AGENT AMBUSH: A group of 8 goblins will rush the party from the front, fight for a round or two and then flee to the left of the road. A group of 4 Bushwhackers type B (rangers) are placed in half cover 100 feet from the road. When the pursuing PC's get within 30 feet of the bushwhackers they will pelt them with arrows, all targeting the character farthest ahead until he drops, and then the next. The rangers and goblins will then form up and attack. Meanwhile 3 Bushwhackers type A (rogues) begin to slowly move from hiding to the right of the road, attempting to attack the party from the rear, or if it's more feasible, they will let loose a volley of crossbow shots. There are 3 such ambush parties, one of which will be at the Hide-Out, the other two out doing dirty deeds at any one time. |
| Difficulty: | FORT BLACKSWORD A D&D adventure for Characters level 2-3 By Dave "Dr Skull" Nelson |
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| Name: | Elf Camp |
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| Name: | Owlbear Lair |
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| Name: | The Burnt Wood |
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| DM Notes: | This small grove is burnt up regularly by a Medium Fire Elemental, which is bound to an upright stone in the center of the wood by a spell. If the stone is overturned (DC 20 STR), or the elemental slain, the curse on the woods is lifted. |
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| Name: | The Hermit Hut |
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| DM Notes: | This small hut is inhabited by an old halfling hermit named Roscoe (actually a 4th level druid) who keeps to himself. A diplomacy check DC 16 will get him to give the party shelter, advice and maybe some help, add a +4 to the DC if a cleric or paladin of Bor makes a stink, a -4 to DC if a Druid is in the party. He won't go anywhere and can offer 1-2 of the "true rumors" as advice. He can confirm that the Road Agents are HQ'ed at Fort Blacksword. He will point the characters toward the Burnt Wood, and will offer them a reward if they kill the Flame Demon that lives there. |
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| Name: | The Old Wood |
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| Name: | The Ruined Farmhouse |
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| DM Notes: | This is a simple 20 ft x 15' stone farmhouse with wooden plank roof, dirt floor and fireplace. It is a trifle dirty and is infested with 3 monstrous spiders. But the place is otherwise very serviceable, with 3 shuttered windows and a stout wooden door. |
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| Name: | The Shrine |
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| DM Notes: | This shrine is run by a goblin cleric of the Unholy Feaster. It consists of a circle of high wooden stakes, each with a severed head at the top, in the center is a large fire pit, used for sacrifices and nearby is a single shabby hut, where the goblin cleric lives. |
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| Name: | 1 Barricade |
| Player Notes: | The Road Agents have set up a wooden barricade, 8 feet high, consisting of 2 sets of thick logs, with earth and stones piled between them.. There is a 2 foot gap at the top that allows stirges and bats to fly in and out. |
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| Name: | 2 Empty Cave |
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| Name: | 3 Bat Lair |
| Player Notes: | Lair of 3 Dire Bats |
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| Name: | 4 Empty Cave |
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| Name: | 5 Stirge Lair |
| Player Notes: | Lair of 6 stirges |
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| Name: | 6 Ant Guards |
| Player Notes: | 3 soldier ants wait here, guarding |
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| Name: | 7 Ant workers |
| Player Notes: | 4 worker ants storing food, narrow tunnel leads downwards somewhere. |
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| Name: | 8 Ant Queen |
| Player Notes: | Ant queen, 2 workers and 2 soldiers |
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| Name: | 9 Carved cavern |
| Player Notes: | Hollowed out by building's builders, has secret door in roof that leads to church basement. |
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| Name: | 1 The main entrance |
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| DM Notes: | Both doors are iron-barred wooden doors, open during the day, locked at night. Multiple arrow slits and murder holes allow attack from 5, 6 and 25. One ranger on guard in hallway during Day, 4 goblins at night. |
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| Name: | 2 The Great hall |
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| DM Notes: | 2 rangers and 3 rogues are currently bunking here, should be here at night (during day are spread around on guard in 1, 5,6, & 25). |
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| Name: | 3 Food Storage |
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| DM Notes: | Enough flour, turnips and salted pork to feed 50 people for a month. 1 large barrel of water, 2 casks of beer. |
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| Name: | 4 Kitchen |
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| DM Notes: | 2 skanky whores cook food for the humans of the fort. |
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| Name: | 5 Armory |
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| DM Notes: | 1 rogue on guard here day, 4 goblins at night |
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| Name: | 6 Guardroom |
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| DM Notes: | ranger x1 one guard here day, 4 goblins at night. |
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| Name: | 7 Staircase Landing |
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| DM Notes: | At night 4 goblins are posted here. |
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| Name: | 8 Staircase Landing |
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| DM Notes: | 8 Staircase Landing |
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| Name: | 9 Torture Chamber |
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| DM Notes: | Various torture devices are scattered across room. One of the Goblin Chief's bodyguards is here in charge; two "Mad Black Hounds" are locked in here too. |
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| Name: | 10 Hall |
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| DM Notes: | One of the goblin chief's bodyguards stands guard here, will try ot raise a ruckus |
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| Name: | 11 Water Storage |
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| DM Notes: | 12 large water casks are stored here. |
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| Name: | 12 Office |
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| DM Notes: | Currently the Goblin Chief and two of his bodyguards are hanging out here.Chief has a sack with 500 cp and 200 sp in it. |
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| Name: | 13 Cell Hallway |
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| Name: | 14 Cell |
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| Name: | 15 Cell |
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| Name: | 16 Cell |
| Player Notes: | 1 desperate peasant |
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| Name: | 17 Cell |
| Player Notes: | 1 surly goblin |
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| Name: | 18 Cell |
| Player Notes: | Ernak, messenger of the Count of Storm Eagle. |
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| Name: | 19 Cell |
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| Name: | 20 Stair case landing |
| Player Notes: | 1 Thug on guard |
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| Name: | 21 Upper Hall |
| Player Notes: | 1 Thug on guard |
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| Name: | 22 Thug Quarters A |
| Player Notes: | All four thugs sleep here. 1 Thug is here |
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| Name: | 23 Treasury |
| Player Notes: | 1 Thug on guard the bands best treasure is locked up here. There are 6 locked trunks, (locks DC 25, leader has keys), A arrow trap: CR ½ +10 attack, 1d6 damage, x3 crit., DC 20. 50 pp, Topaz, small x4 (200 gp each), B 100gp, 4 vials of anti-toxin C 10,000 cp, at the bottom is a pearl (100 gp) D 1 mighty composite shortbow (+2 str damage) E poison trap: CR ½ reflex save ( DC 15) or 1d6 damage., trap DC 20; 2,600sp, scroll: (arcane) blur, summon monster 1, burning hands F 900 sp, 3 pearls (90gp each) |
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| Name: | 24 Leader's Quarters |
| Player Notes: | The leader of the band is here, unless alarmed. |
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| Name: | 25 Upper Guardroom |
| Player Notes: | 2 rogues on guard here, day, 4 goblins night. They have 6 flasks of alchemists' fire ready to drop on enemies. |
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| Name: | 26 Gumbak's Quarters |
| Player Notes: | Here the Ogre-barbarian Gumbak sleeps. (most of the time). |
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| Name: | The Blockhouse |
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| Name: | The Church |
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| Name: | The Goblin Camp |
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| DM Notes: | There are 6 shabby wooden huts here that house some of the goblin members of the Road Agent gang. Each hut has a maximum of 8 goblins living in it, but usually only 3 huts will be occupied at any one time. Of the 48 goblins, 16 will be out with an ambush party, 8 will be hunting or foraging, and the remaining 24 will be on various tasks around the fort. During the day each of the occupied huts will have 8 goblins, at night each one will be empty. |
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| Name: | Barn |
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| DM Notes: | The barn is still roved and standing, although many of the planks are knocked out along the sides. The door can be pulled closed, but offer not much real protection. Sleeping in the barn gives each person a bad infestation of "finster weevils" which causes severe itching and a -2 Dex penalty. The infestation can be cured by a Heal check (DC 24), one attempt per day. If clothes or armor infested are not immersed in boiling oil, then there is a 10% chance of re-infestation. Casting an Inflict Wounds spell on the sufferer will also kill all of the weevils. |
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| Name: | Cabin |
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| DM Notes: | This wooden cabin is strangely untouched by the wreck of the village. It is actually a "permanent image" illusion of a cabin that stands over a deep 40 foot pit. The door appears open, and it looks like you can see some feet through the door and hear some soft snores. At the bottom of the pit, there is a secret compartment (DC 22 to Spot or Search) inside of which is a Wand of Silent Image (6 charges left) and a black obsidian key. |
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| Name: | Church |
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| DM Notes: | The old stone church is home to a squad of the Road Agent Goblins. It is stone, with an intact slate roof and a functioning door. The inside is very fire-charred, but useable. There are 8 goblins, 50% chance of them being in the lair at any time. They have about a week's worth of food a piece, 150 sp, 25 gp, 1000 cp , a barrel of beer and a trunk with 60 square yards of linen cloth (worth 300 gp). |
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| Name: | Cottages |
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| DM Notes: | All of the cottages have been completely ruined. Searching through each one takes 20 minutes and there is a 10% chance of finding and disturbing a nest of 1d4 Dire Rats. Make a Search DC 18 to find an item from the following chart (1d10): 1 pouch with 20 sp 6 good shovel 2 iron pot 7 knife 3 pitch fork 8 hammer 4 rake 9 4 arrow 5 copper kettle 10 coil of 50 feet hemp rope |
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| Name: | Ghouls |
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| DM Notes: | The ruins of the village are haunted by a pack of 4 ghouls who rise from the graveyard and stalk the area at night. They will not enter the Church. |
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| Name: | Inn |
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| DM Notes: | The old Inn is a complete ruin, there are four brick walls at the first level, but the upper story, the roof and the floors are all burnt out. |
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| Name: | Smithy |
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| DM Notes: | This brick building is ruined and burnt, with a collapsed roof. . If the roof timbers are cleared away, it will disturb a nest of 3 monstrous centipedes (medium). The forge is repairable (1/2 cost of new) and a set of blacksmith's tools can be salvaged from the wreck . A cache of iron ingots will be clearly visible, there are 10 ingots, 10 lbs each (each ingot is worth 1 gp) . A careful search (DC 22) will reveal a secret compartment in the floor, in which is a bag of 400 sp. |
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| Name: | Baltburg |
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| DM Notes: | Baltburg is a Large Town of about 2500 people, ruled by a town council and home to a local bishop. The area between Baltburg and Old Fort is inhabited only be trappers, bandits and monsters, except for the isolated outpost of Ludwig, which serves as the only safe point between Baltburg and the County of Storm Eagle, off on the borders. |
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| Name: | Old Fort |
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| DM Notes: | Old Fort is a village of about 200 people held as a fief by Sir Malcolm of Old Fort from the Count of Storm Eagle, who lives off to the North East. The area between Baltburg and Old Fort is inhabited only be trappers, bandits and monsters, except for the isolated outpost of Ludwig, which serves as the only safe point between Baltburg and the County of Storm Eagle, off on the borders. |
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| Name: | The Waste |
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| DM Notes: | ENCOUNTER TABLE: The Waste Master Table Roll 2 times per day, 3 times per night, 1 in 6 chance Chart is 1d8+1d12 Day Night 2 Hippogriff 2 Werewolves 3-4 Ogre 3-4 Ogre 5-6 Owlbear 5-6 Owlbear 7-8 Men 7-8 Ghouls 9-10 Boar or Wolverine 9-10 Dire Bats 11-13 Wolves or Bear 11-13 Humanoids 14-15 Ants/Bees/Centipedes 14-15 Wolves 16- Storm 16 Storm 17-18 Humanoids 17-18 Humanoids 19 Stirges 19 Men 20 Dragon 20 Undead Special Areas: Special checks in addition to normal encounters The Main Road: 5% each hour of travel to meet these (1d6) 1-2 Merchant caravan (small) 3 Knight 4 Patrol or Imperial Borderer 5 Travelers 6 Messenger Dry Hills or Dead Forest There is a 10% chance per hour to meet patrol or hunting party (50% chance of either) of humanoids from nearest stockade. Each patrol will have 5d6 members, each hunting party 2d6 members. Old Wood: 25% chance per day of encountering 1-2 Owlbears or 1d12 Wood elves. 10 Miles of Ruins in the Waste During the day, no encounters at all, at night 50% chance per hour of attack by 2d6 Skeletons (40%), Zombies (20%) or Ghouls (40%). If attack is by skeletons, roll 1d6 1 = small, 2-5 = medium, 6 = large. |
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