Professional Documents
Culture Documents
Grimhill Fort
Grimhill Fort
• Wooden signpost that says “You are not • The door to this room is locked with a
welcome here!”. seal, can be smashed with DC 17, but will
• A gust of wind knocks a few branches and make a loud noise and alert everyone in the
pebbles from the ruined walls above. fort. Opens with a special key located in
• Sturdy oaken door, slightly ajar, squeaks room 12.
loudly if not opened with caution, DC 9. • Rotten tapestries display knights and
kings jousting. There is a wooden chair and
1 - Empty Hallway a table. If touched, all crumbles to dust.
• Heavy iron chest is pinned underneath
• Wind howls through the cracks in the fallen stone blocks. Can be pulled out with
stone walls. DC 10. Contains a golden statuette of a
• Chandelier is hanging from one of the young woman (50 gp), plated silver gloves,
beams. Pigeons have built a nest on it. and a magic longsword. If the statuette is
• Debris and wooden beams on the ground. taken, a ghost of a sad woman will appear in
• Firewood and broken crates lie stacked the room, somberly looking at the door. The
against the wall. There is a wood-chopping ghost is silent and harmless but will perma-
axe leaning by the door to room 2. nently reduce CON by 1d8 points to anyone
• Voices can be heard from the room 2, DC who breaks the statuette. This is the ghost of
11 to hear two people arguing who’s turn it a skeleton in the room 8.
is feed the hounds downstairs. • Reinforced wooden trapdoor leads to
• Stone stairs lead directly to room 10. Any- room 8. The door was locked once, but now,
one climbing the stairs may alert sentries the mechanism is rusty and broken beyond
above. Loose stones make noise, DC 11 to repair.
pass undetected. The Holy Blade
An ornate blade mounted on a
jeweled iron handle.
Bonus. +1 longsword. +2 if
used against undead.
Benefit. if used by a cleric,
AC+1 against undead.
2 - Storage Room
• Half of the roof is missing. Beams are • The tower has collapsed from the inside,
broken and most shingles are gone. Pigeons only the moss-covered walls still stand.
nest here now. • A sudden flash of lightning illuminates
• Weapon racks and armor stands lay emp- the place, revealing four stirges hanging
ty, piled up against the north wall. from the support beams. They attack!
• Heavy iron door to the west is busted • Armored knight lies dead in the rubble.
open and bent, unable to close again, leading The knight wears rusty platemail and a
to room 12. The weight of stones and beams shield with a crest lost to time. Next to the
appears to be the culprit. knight is a locked chest, DC 17. Inside it are
• Fresh corpse of a man dressed in green a golden statuette of a young man (50 gp), a
robes lies next to two dead stirges, both long emerald necklace (70 gp), and a jeweled
cut in half. His body is full of stirge punc- crown (150 gp). If the characters attempt to
tures, not a single drop of blood left in it. open the chest or interfere with it in some
He clutches a silver dagger +1 and a journal. way, the knight will rise as a wight and
The robed man also wears an old ruby ring attack. The wight has a special key to room 3
(15 gp) and a silk pouch with gems (30 gp). attached to its belt.
In his pocket is a pair of keys, one opens the • Iron door to the east laed to room 11.
large chest in room 5, the other is for the • Broken door to the south laed to room 9.
trapdoor in this room.
• Trapdoor on the south-eastern corner of Stirge
this room is locked, DC 13 to open. The trap- AC 12, HD 1 (4),
door leads to room 5. ATK 1 beak +2 (1d4 + blood drain),
MV near (fly),
S -2, D +2, C +1 I -2, W +0, Ch -2, AL N
Osgarl’s Journal Blood Drain. Attach to a bitten target and
automatically hit the next round.
If the characters decide to take some time
to read the journal, they will find boring Wight
notes about stolen goods and how the AC 15 (rusty platemail+shield), HD 3 (13),
spoils were being divided. ATK 1 mace +3 (1d6) and 1 life drain +3,
They will also learn about the gang’s hi- MV near,
erarchy. Osgarl the magician is the bandit S +3, D +1, C +2, I +1, W +0, Ch +1, AL C
leader, while Bert the sergeant is his sec- Greater Undead. Immune to morale checks.
ond in command. Only damaged by silvered weapons or
magic.
In his journal, Osgarl also mentions that Life Drain. 1d4 CON damage. Death if re-
he has chosen Grimhill Fort as the base of duced to 0 CON.
his operations because the place has quite
the unique history. He mentions undying
love and tragic and unfortunate imprison- Reuniting the Tragic Lovers
ment of a noblewoman, and murderous
rivalry between two knights - two broth- If the characters discover both golden
ers. statuettes (from room 3 and room 12),
they will notice that the statues fit togeth-
In his research, Osgarl has discovered er perfectly. If the statuettes are reunited,
that the unexplored stirge-infested tow- the ghost in room 3 will vanish, and the
er hides intriguing treasures. He also ad- wight in room 12 will turn to dust, and
dresses their value and his unwillingness the words “Glad to see you again, my love...“
to share with Bert and his crew. This is will echo in the wind. All of a sudden, the
why Osgarl wanted to delve in all by him- storm will subside, the rain stop, and the
self, until his sudden and untimely death. sky will turn blue once more.
Written and designed by:
Aleksandar Kostić aka Art of Caustic
Editing and proofreading by:
Alex Bates
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