C1: Main Gate

What's in the room?
  • Two solid banded iron doors on the outside of the walls
  • Two heavy iron portcullises sit inside the tunnel that leads through the wall
  • Arcane energy ripples across the entryway, preventing anyone without an amulet from entering the gate
What's happening in the room?
  • The energy field is an Antilife Shell generated by a small replica Mythallar mounted in the castle.
  • It takes two guards to operate the door mechanism, and it takes 3 rounds to open or close the doors.
  • There are two sets of doors, flanked by two portcullises, the doors and portcullises can be operated separately.
Monsters and NPC's
  • Gatehouse Guards. If the party makes their presence known, they can speak with the guards that operate the door.
  • Levistus has ordered the cult to work with the party
  • Brocc Gimblefoot and Felma Thistlebane are standing guard and open the gates to allow the party entrance.
  • They will be taken to the Great hall to wait for Kadroth
Nearby Locations
  • C2: Snowy Courtyard
  • C3: Kennel / Sled Storage
  • C4: Guard Towers (Lower Level)

C2: Snowy Courtyard

What's in the room?
  • Footpaths lead to the main door, the four towers, and a small outhouse on the far side of the castle
  • A small outbuilding sits next to the front doors of the castle
  • The smell of burning cedar wood and wet hay lingers across the courtyard
  • Two broken carts lay piled across from the outbuilding, splintered boards lay scattered near the carts
  • Arrow slits in the towers face into the courtyard, and out towards the immediate grounds beyond the wall
What's happening in the room?
  • Cultists wander around the castle at random, and may see the party
  • If the party is noisy while they're in the open, guards from the towers will investigate
  • Some of the cultists are here against their will, they are being controlled by their amulets
  • Mind Controlled: blank stares, unresponsive, never traveling alone, in combat they fight convincingly, but flee when below half health.
  • True-believers: genuine reactions, may travel by themselves, but not likely, aggressive in combat
Monsters and NPC's
  • There is a 30% chance of an encounter in the courtyard, if the alarm is raised, its 65%
Nearby Locations
  • C1: Main Gate
  • C3: Kennel / Sled Storage
  • C4: Guard Towers (Lower Level)

C3: Kennel and Sled Storage

What's in the room?
  • Anytime someone approaches the main doors the sound of several dogs barking pierces the air, mixed with the rattling of heavy cages
  • A strong scent of wet hay, feces, and raw meats fill the air around the outbuilding
What's happening in the room?
  • Six friendly sled dogs (wolf) are housed inside this kennel
  • They bark loudly whenever someone approaches within 10 feet of the door
  • The cultists can hear the barking but choose to ignore it
  • A dogsled is stored here, along with the dogs' harnesses and reins
Monsters and NPC's
  • The Kennel Boy, Alassar Sulmander is sleeping among the dogs
  • He is an eight-year-old human boy with almond shaped eyes, short, straight black hair, muddy brown skin
  • Found as a stowaway in a delivery crate; now performs chores for the cult
  • Knows his way around the castle and can move freely
Nearby Locations
  • C1: Main Gate
  • C2: Snowy Courtyard
  • C4: Guard Towers Lower Level

C4: Guard Towers Lower Level

What's in the room?
  • Six cots line the inner walls, each lined with heavy furs, a footlocker sits at the end of every bed
  • The towers are lit and warmed by copper brazier with protruding bellows (coals burning low, but warm)
  • Wooden staircase along outer wall leads to unfurnished second level where they patrol the castle walls (cold, windswept)
What's happening in the room?
  • Northwest Tower Features:
  • Trapdoor leads under the castle {plain sight}
  • Secret door leads to Speakers Office {DC 12 Wisdom (Perception)}
  • Treasure:
  • The footlockers all contain
  • cold weather clothing
  • A simple dagger
  • trinkets
Monsters and NPC's
  • Three cots occupied by sleeping or lounging cultists
  • NE - Human, Dwarf, Dwarf {Fenton, Amber, Dolmen*}
  • SE - Human, Human, Half-Elf {Ramora*, Tegan, Farrel}
  • SW - Elf, Elf, Human {Keyleth, Rolen, Howard Mulphoon*}
  • NW - Human, Halfling, Halfling {Jensen, Merric, Finnigan*}
  • Patrolling between the southwest and southeast towers are two cult fanatics
  • Brocc Gimblefoot (Gnome male)
  • Felma Thistlebane (Dwarf female)
Nearby Locations
  • C1: Main Gate
  • C2: Snowy Courtyard
  • C3: Kennel / Sled Storage
  • C9: Speakers Office {Secret Door NW tower}
  • C16: Cistern Level {Trap Door NW tower}

C7: Great Hall Lower Level

What's in the room?
  • Heavy double doors stand open, a massive crossbar rests against the wall
  • Chandeliers glow softly, a few half melted candles lit
  • A wide staircase in the middle and two narrow ones on the edges lead to balconies above
  • A clean banner hangs proudly: watchtower on dark blue, red fish beneath
What's happening in the room?
  • The hall is empty save for a young, blue tiefling that is slowly clearing plates from three long tables
Monsters and NPC's
  • Mere (Mer-ray) is frightened of Kadroth and is looking for a way to get out of the Caer
  • She knows the layout of all levels of the castle
  • Can't be coerced or bribed into helping until Kadroth is no longer a concern she trembles in Kadroth's presence
  • She can move about the castle without drawing much suspicion
  • Mere knows about the cult's allegiance to Levistus
  • She has met Avarice, who is currently staying under the keep
Nearby Locations
  • C2: Snowy Courtyard
  • C8: Speaker's Den
  • C10: Servant's Quarters
  • C11: Kitchens

C8: Speakers Den

What's in the room?
  • A hunched man stands guard outside of this room
  • Inside is a comfortably furnished sitting room
  • A fire is always burning in the hearth
What's happening in the room?
  • Thoob is Kadroth's personal servant, and always guards this room to make sure that no one enters without Kadroth's permission
Monsters and NPC's
  • Thoob takes a lot of verbal abuse, but also uses his role to boss other cultists around using Kadroth's authority
  • He is sadistic and enjoys tormenting others; he knows all of the cultists in the castle, and is not easily fooled
  • He will not face the party alone, he will flee, yelling about intruders
Nearby Locations
  • C7: Great Hall Lower Level
  • C9: Speakers Office

C9: Speakers Office

What's in the room?
  • A warm, comfortably furnished office lays behind this door
  • A healthy fire crackles in an ornate brass brazier
  • A lone figure sits behind a fine wooden desk, pouring over papers, occasionally looking off into the fire, and losing themselves in the flames
What's happening in the room?
  • The figure in the chair could be Kadroth, or Crannoc Siever
  • They jump at any sound or movement at the door
  • If Kadroth is with the party, it is automatically Crannoc, otherwise roll a
  • d4 Who's in the office
    1-3 Kadroth
    4 Crannoc
Monsters and NPC's
  • Crannoc: A slender, terrified man with wispy white hair jumps and frantically begins to sign a document on the desk, he chances a glance up and is taken aback by the sight of the party.
  • ROLEPLAYING:
  • 1. He asks about the people that used to work in the castle
  • 2. Knows some of his guards are dead, but believes there are prisoners somewhere in the Caer
  • 3. Are the cultists still occupying the castle?
  • Kadroth: He turns to stare daggers at the door, his face in a snarl as he begins to stand, when recognition dawns, he immediately changes tact and begins to rub his extended belly with a fake laugh as he beckons you in.
  • ROLEPLAYING:
  • 1. He wants to know why the party is here
  • 2. He wants to know whether they have met with any of the castle denizens
  • 3. If they have not told him about Sunblight, he wants to know what happened
Nearby Locations
  • C8: Speakers Den
  • North West Guard Tower {Secret door}

C10: Servants Quarters

What's in the room?
  • This room is for servants to rest, bathe, and clean their uniforms, and the furnishings reflect as much
What's happening in the room?
  • After taking over the castle, the cultists imprisoned most of the speaker's servants in a small storage area under the castle because they couldn't be trusted, retaining only the cook.
  • Supplies. Against the west wall are three crates of torches next to a large, stacked pile of cut wood.
Monsters and NPC's
  • Mere (Mer-Ray) a tiefling servant girl that is afraid of Kadroth , but may be willing to guide the party around the castle
  • Kareem Salazan the human cook, desperately wants the cult out of the castle and can give the party notes on their movements, but will not help other than that out of fear
Nearby Locations
  • C7: Great Hall Lower Level

C11. Kitchen

What's in the room?
  • This kitchen reeks of fish
  • It is furnished with stone ovens, a fireplace for roasting skewers of meat and boiling soups, and wood-block countertops
  • A portly cook busies himself at a sink while a kettle belches steam over a fire in the hearth
  • A kennel by the door holds a pair of goats
What's happening in the room?
  • The cook is busying himself cleaning the dishes that are slowly being brought in by Mere
  • The two goats are harmless and will eat just about anything
Monsters and NPC's
  • The cook, a human named Kareem Salazan (neutral good human commoner), was not replaced by the cultists because he knows fifty different ways to cook and prepare knucklehead trout
  • Although he has some knowledge about the affairs of the keep, he doesn't want to know about any shady business, so he keeps his head down and his lips shut tightly.
Nearby Locations
  • C7: Great Hall Lower Level