AshardalonGM / BrigandsOfDaerskinnar


  • Daerskinnar Castle uses this map: https://dysonlogos.blog/2018/10/25/sanhelter-keep/
  • warg-riding goblins on the highway collect a surprisingly reasonable toll from passers-by - 1 copper, silver, or gold per person/mount/vehicle, depending on their clothes/prosperity.
  • 8 goblins live in the central stables/dorm
  • A kenku and a giant vulture live in each of the two western corner towers
  • the kenku here like gems, which could foreshadow them being a problem to the characters settlement
  • Ino resides in the upper level
  • The low building attached to the main keep was destroyed by fire a number of years ago
  • Grenl has quarters near the death dogs
  • Death dogs share the series of rooms on the main floor that aren't connected to Ino's. They will emerge to join in any fighting in the courtyard.
  • Ino would be willing to abandon Daerskinnar if her brother who dwells on Latefrost Moor is defeated.
  • If pressed for a reward for slaying the dragon, Ino will offer half of her gold (50gp). She will also go around and collect, with the party in tow, a giant lizard skin from Grenl, the hat of vermin from the goblins, and the toy child's crown from the Kenku (each also worht 50gp). She will extoll the party's virtues, and it won't be hard to impress her subjects, who will be genuinely excited to meet and hear about the dragonslayers.
  • A tax patrol is two goblins, two wargs, a death dog, and two kenku on a giant vulture. If taxes are refused, the patrol attempts to withdraw to the castle, and the entire group except for Grenl and one kenku/vulture pair emerge to reinforce the threat - death dogs and ino show back up slightly later than goblins, wargs and aerial patrol.
  • A - Kenku and giant vulture live here. Messy hoarder collection of stuff, 67gp of kenku stones can be found with DC 12 perception
  • B - Another kenku nest. 33gp kenku stones with DC 12 perception - silver dagger with DC 17
  • C - Goblin lair - 8 total, but they wander around the fortress - nothing much here of real value, but a Hat of Vermin can be found with a DC 15 investigation check. Each goblin carries 2d10gp, 2d10sp, 2d10cp
  • D - warg den - 8 live here, some might be elsewhere
  • E - warg supplies - meat, saddles, water barrels, rope
  • F - entrance - DC 14 str to open or close a door when not barred, DC 24 when barred
  • G - burned structure - shows some signs of repairs
  • H - keep entrance - guarded by a death dog - no treasure
  • I - stairwell - some supplies 'taxed' from peasants are stored here - see J
  • J - supply room - protected by an alarm spell. more supplies 'taxed' from passers-by are here. Together with others in the fort, total up to 1 build point for a kingdom
  • K - grenl's chamber - wild animals skins hung on the wall - deer, raccoon, giant lizard etc. poorly tanned, almost worthless. Chest at foot of crude bed has equivalent of 3 spell component pouches, 48gp, 80sp, 152cp
  • L & M - death dog chambers - 3 death dogs have dens here, the inner room used to be a bedroom, but is now quite foul and destroyed
  • N - upper end of stairway, nothing much is here - cleaners than most of the rest of the fortress. Stairs here to area T
  • O - Ino's room.
  • P - Ino's treasure - 100gp, 200sp, 300cp, neatly sorted, in bags in a small beautifully made coffer
  • Q - dining hall - clean, simple decorations, dinnerware worth 50gp
  • R - planning hall - plain large table, small crude chairs made by goblins, well made map of most of Horsehills region, and notes on surrounding regions, including brother on latefrost moor
  • S - empty hallway, former armory with empty weapon racks
  • T - upper tower, home to another kenku and giant vulture. 22gp of kenku stones and a noble child's toy crown
Page last modified on January 10, 2021, at 11:36 AM