The Ruined Keep, A Dungeon Crawl Classics Funnel: Part 2
The Adventure Continues
Continuing the funnel adventure. The peasants have reached the grounds of the ruined keep where they hope to find the Oracle of the Crystal Grotto, or something.
Turn 4
The peasants can see what looks like the remains of an old catapult off to the side of the keep, a few minutes' walk away.
Do they vote to investigate it?
D20: 7 out of 15.
No, they presson to the keep itself.
Approaching the southeast corner of the building they see two towers, both ruined. Between them is an archway leading to the inner courtyard.
Do they investigate the south tower, courtyard or north tower?
D3: 3.
They head over to the north tower. Only the walls remain, the second floor missing along with the roof.
Turn 5
DC8 Intelligence check to search the tower.
Success.
They hunt around and find a trapdoor hidden in the dirt. It's locked. Lera the barber takes out her thieves' tools and tries to get it open but it's DC15 and she can only roll a D10 as she's not a thief, so it cannot be opened.
Turn 6
Wandering monster check (1 in 5).
Nothing.
Do they explore the south tower before going into the courtyard? 1 in 3 chance.
No.
They head into the lower courtyard where they see a once beautiful design of coloured paving slabs, now cracked and broken. They head northwest up a wide staircase to the upper courtyard.
Immediately they hear shrieking and chattering. Six goblins are milling about up there with a pair of rats the size of tigers. The two groups charge at each other, the peasants picking up stones from the smashed paving slabs and hurling them at the goblins. A brutal fight ensues with the peasants eventually killing all but two goblins who flee the keep, running towards a a copse of trees to the north. However three peasants lose their lives in the battle.
KIA:
Nimlaser the elven barrister
Lera the barber
Grochna the barber
Peasants remaining: 12
They collect a lot of loot from the goblins and their friends' corpses, including two copper bracelets, two shortbows, two spears and some shortswords. The party has now been in the keep for an hour and must rest for ten minutes. Since they had combat this turn they'll have to rest next turn until around ten past eleven A.M.
Turn 7
Looking around the upper courtyard, there are four possible ways they could go: north to explore the rubble of the fallen structure of the keep, southwest through a doorway, or through either of two eastern doors.
D4: 1.
They decide to explore the rubble, hoping to find buried treasure. Unfortunately they'll find nothing here but there's a one in six chance of trapping a leg if they step on a part that rats have tunnelled under, creating air pockets. I'll roll twelve dice, one for each character.
I only get a single one, the seventh die. That's Kali the dwarven miner. The text actually says a miner or a dwarf will recognise the danger (I missed this) so we'll say she warns the others and narrowly avoids getting a leg trapped herself.
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