AshardalonGM / CastleArlanst


Castle Arlanst

  • 0. General Appearance - One bulky corner tower and the inner gatehouse are in better shape than the rest, but everything shows some sign of damage. In the front, the large right tower has almost completely collapsed, half the gatehouse is gone, and the hall in the outer courtyard looks unstable. Only the blocky tower and the opposite corner tower have intact roofs.
    • The walls are falling down in places, if someone slams into one hard enough, they need to roll a DC 10 dex save or take 3d10 damage from falling rocks
    • Rubble covers the ground near all the walls, causing movement to be twice as difficult
  • 1. Approach - 30' wide causeway leads up to ruined castle.
    • Outer courtyard is about 20' above surrounding land
    • Inner courtyard is about 30' above surrounding land
    • most surrounding ground is scrubby and stony, but near ocean on south side is deeply muddy
    • air stinks in several different ways, and flies and mosquitos are common
    • in low light or at night, red and green light flickers from the more intact gatehouse tower
    • Tracking is DC 15 in general
    • When hunting for unknown creatures, Ulren hunts on foot with his howler. When following a known creature, he rides his black unicorn mount
  • 2. Unicorn Larder - corners of this collapsed building are filled with piles and stench of gnawed bones and rotten meat from all sorts of common wild animals
  • 3. Stable - Collapsed building is absolutely foul with piles of droppings from some animal. Creatures entering the room must make a DC 14 con save or suffer the effect of filth fever until they remove themselves from the castle's area for 10 minutes. A pile of small creature carcasses in the corner appears to serve a large quadruped as a bed. The black unicorn who dwells here will try to flee at half hit points.
  • 4. Gatehouse Tower - This building has been rather thoroughly destroyed and contains nothing of interest except many small bits of rubble and debris.
  • 5. Watchpost - This other side of the gatehouse is mostly intact, although the 3rd floor and battlements are destroyed. On the second floor are 4 flameskulls, keeping watch, ready to attack any who approach and don't seem evil. Initial tactic is wait until intruders are 40'+ into the courtyard, then flaming sphere at 60', then fire rays at 30'. fireball if serious resistance, don't forget to use shield when applicable.
  • 6. Blockhouse - This very sturdy tower is the oldest of the castle. Intact, no obvious entrance, DC 20 to find. Small chest of ancient blackened wood and metal. DC 25 lock. contains Lasso of Murlynd, Periapt of wound closure (with enamel symbol of crossed red arrow and white axe), ancient silver dagger with gold symbol of crowned sun (worth 150gp), large chipped bloodstone (worth 50gp), 200 gp in a black leather sack, 296 sp loose in the bottom. Ancient choking dusty smell is here.
  • 7. Outer Courtyard combat here may attract the attention of occupants of 3, 5, 8, 9, 11. Ancient latrine at L, gate to inner courtyard is intact, but hangs slightly open, its bar hanging to the ground.
  • 8. "Guard Dog" - An 8' high pile of rubble in the center of the room is the seat of a Howler that Ulren keeps as a guard dog. the roof has collapsed. there is a strange very strong musky foul animal smell here. Howler tries to avoid combat until it has a flanking partner.
  • 9. Lesser Hall - collapsed stairs would have led to an upper story, but it has now collapsed though the roof is mostly intact. A thronelike chair covered in hides and furs is in the large window niche. hides cover most of the floor, and mounted humanoid and animal skulls decorate the walls. Ulren the Boar, death knight rests here unless he is hunting (his favoritte activity) or on other business. A faint smell of rotten leather and bone fills the room. (Ulren carries a +1 greatsword, a +1 breastplate, bracers of archery, and 20 arrows.)
  • 10. Inner Courtyard - A wind carrying moldy stink blows from the lake, but it's not as bad as most of the smells here, although the wind shifts and a horrible smell comes from the south towers.
  • 11. Guard Post - This tower's base has been damaged, and it leans at an angle, but hasn't collapsed over the centuries. The stinking Hezrou here responds to combat in the rest of the castle (if it notices, DC 10 perception each round), or if someone enters its tower, or obviously disturbs the inner keep, but otherwise simply bides its time.
  • 12. Tannery - This building is filled with countless rotten stinking hides, furs, and heads of all manner of animals, including the wings of possibly a giant eagle, and definitely a giant bat, and the head of a giant spider along with deer, bear, boar, wolf, mountain lion, etc. It also holds tanning and taxidermist equipment in poor repair. the tower itself is in better shape than most of the rest.
  • 13. Inner Keep - This entire building is missing its ceiling. the fallen timbers are in mounds, but aside from a great table, there are almost no furnishings. Starirs lead up in the two towers, but the upper stories have collapsed. The stinks from the rest of the castle are deadened here, and everything seems eerily dusty and still. (Perhaps Sir Kargoth will return someday to reclaim his castle. Until then, the guardians do not dare to trespass without his permission.)
Page last modified on July 18, 2021, at 10:19 PM