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Compendia…………………. 53
Monsterium………………………… 53
Loot…………………………………. 59
Esoterica……………………………. 63
16-18
Wormgut’s Tower
Overview
Southern Tower
Missing adventurers
The PCs might run into Evalyn or the other
adventurers employed by the mayor to find her.
Behold, The Fortress Ferrangon, that heinous
• Evalyn - Kidnapped by goblins. Seer has
monument to a forgotten strength, infested now
her bound in his tower and practices dark Prison
5-8, 11-14
with unnatural fiends and beasts, dark mirrors Ice Cliff
to the ambitions of Man! It is a blight upon the
land!
magic on her.
• Milo Strong-Arm - Might have been a
Fortress Main
good guy but the PCs will never know for Gatehouse Kitchen Cave Entrance
sure. He dies at the start of the adventure.
Approach • Roe - Grumpy halfling passing as a short
While there are many ways to end up at human. Rogue with a good heart. Deadly Reception Hall Throne Room
Bridge
Ferrangon, this module assumes the characters with a crossbow. Upper
have been captured and locked up in the prison • Benneth - Cynical and calculating. In it Barracks
within, and thus begin in a random cell. for the money. Knows how to brew up a
However, the party could approach from many weak healing tonic.
different angles, even skipping Part 1 • Doddish - Big, strong, and simple. Good
altogether and finding Grimhall behind any friend to have in a fight.
underground door.
• Fleck - A young pickpocket just getting
started in the crew. Dreams of adventure.
Captured! • Scrap - Fleck’s dog and best friend. Lower Barracks
The party was overwhelmed by a troop of
Morgue
goblins, easily overpowered by a menacing Statue Room Sewer
witch on a flying carpet, or captured by some Cursed armor
9-10, 21-24
other means only to find themselves in Goblinoids have a 1 in 3 chance of carrying
cursed armor inside the fortress. See page 2. Latrines Study
random cells within a mountain-top prison.
If captured, their confiscated gear can be
found in the northeast tower base (pg 12).
►Begin Prison, page 5
Bad Dreams
While The Doom Smith lives, all those in the
Basement
Farn Valley have a 1 in 6 chance of
Frontal assault!
Skilled PCs might elude capture and scale
experiencing nightmares each night. The
nightmares get progressively worse; see page 2
The Ice Cave
Mount Farn to find the fortress’s heavily for their effects.
guarded and soundly sealed main gates.
►Begin Fortress Entrance, page 18 Ruined Stair
2d6 Wandering Monsters
A difficult climb 2 Jorlo (page 56) Subterranean Pond
Especially talented climbers might be able to 3 2d4+2 slightly-distracted goblins with 1d3
scale the Mount Farn’s sheer, crumbling ice prisoners on patrol, heading toward the prison.
walls to find themselves on the mountain 4 1d3 specters angry at the party for trespassing
cliff outside of the fortress. 5 2d3 goblins with a hobgoblin on patrol
►Begin Mountain cliff (1, 2, 3, page 7) Hall of Suffering
6 2d3 goblins with a bugbear leading them on
patrol
The low road 7 1d4 goblins on patrol
Dungeon Entrance
25-28
The GM might allow the party to find a 8 A goblin archer with 1d3 Worgs on patrol
forgotten cave passageway somewhere
leading to the subterranean pond, skipping 9 1d3 giant diseased rats looking for a meal
the fortress altogether. 10 A giant, intelligent spider stalking the party
►Begin Fortress Bowels II (1. that wishes to lay eggs in their flesh
Hidden Swamp
Subterranean pond, page 27) 11 A group of bandits that betray the group the
moment they gain the upper hand
12 Blurgus (pg 53) and two bugbears
Door to Grimhall
3 4
3. Southern hall
1. Western cell block The hall is about 100ft long with the two cell
Prison The cobblestone hall is lit by a single barred
window on its north side. Frigid air whistles
blocks attached on its northern side. To the
west, the hall leads to a wide stone staircase.
through the bars. There are six prison doors To the east is a well. A cold wind blows from
without keyholes. the eastern cell block.
Imprisoned by goblins, you awake to the sound
of a thunderous crash!
2. Western stairs Goblin guards
You find yourself shivering under ratty sheets You climb the stone steps to a landing with a AC 15, HP 7, +4 Club (1d4+2)
in a prison cell. Light floods into the room double-wide, iron door lit by a single torch on Two guards might be overheard fearfully
through a small, barred window in a wooden the wall to its right. The door has an ornate and discussing the following in Goblin:
door, the only way in or out of the room. detailed carving of a landscape with strange • Gormajork has broken through the walls.
Outside your cell, you hear the high-pitched writing underneath. You know that it could not • Wormgut is going to be mad as he wanted
cries of what can only be goblins. be goblin craftsmanship, as it is far too to feed Strong-Arm to Gormajork himself.
beautiful. • They argue over who will tell the boss.
a-k) Prison Cells After a few minutes, they split up to patrol.
If the PCs have been captured, have them roll a
d12 on the table below to determine which cell 4. The well
they start in. It may once have been a well, but now the
• Each room contains a bed with a ratty a. d. g. 6.
6. putrid stench of human and or goblin waste
blanket and a bucket. rises from its depths. It is too dark to see the
• The doors are sturdy and securely locked. bottom (20 ft drop).
• Window bars are too high to see out of ►To The Sewers (a. Bottom of the well,
and just wide enough to fit an arm through.
b.
1. pg 9)
• There are levers to the side of each cell
door, well out of the prisoners’ reach. e. h. 5. j.
5. Eastern cell block
Light shines in through a gaping hole in the
D12 Cell wall at the end of the cell block. Outside the
1 a) Bed sheets are soaking wet with an wind howls as cold air rushes in. The air is
unknown substance. The shadows of two
goblins are visible in the hall. c. f. i. k. frigid but fresh, a stark contrast to that of the
prison. Three cell doors face into the hall on
2 b) The shadows of two goblins are visible in
the left, and two remain on the right.
the hall. Letter poorly hidden in the wall:
”Months I bin here. Toes all gone black
from cold. Most the others bin fed to the
mountain already. If this should find you, 6. The hole in the wall
A narrow ledge is visible 5 ft below. It leads
3.
Marie, I’m sorry.”
3 c) A bit of food. Goblins might be overheard.
The shadows of two goblins are visible in the 2. 4. off to the left and right, but it is unclear how
far, as it wraps around the prison.
hall.
4 d) There is a ratty cloak wadded in the corner ►To Mountain Cliff (1. Mountain cliff,
that helps some with the cold. A small amount pg 7)
of food can be found in the pockets.
5 e) A friendly but panicking prisoner.
•Was kidnapped by goblins The view outside
•Encourages PCs to avoid caves Elvish Riddle Door The goblins are weak and carry clubs. If You can see down the snowy slopes and out
•Despairs that Strong-Arm was taken The door is locked. In its center is an outnumbered, they try to flee up West Stairs across the land for miles. In the distance, down
•Might be convinced to help expertly carved image of a sun rising over a (2) to Fortress Main I (pg 11) and set up an the slope, at least a day’s journey away you see
6 f) A hidden shiv (pg 61). Goblins might be village. The people of the village are on their ambush with help.
overheard. a small town. It is obvious that you are in a
7 g) The wall is carved with crude depictions of knees, seeming to worship the sun. Below prison somewhere atop a mountain. Dark
horrible acts of violence. the image, in Elvish, it says: Captured goblins might reveal: clouds are gathering in the west.
8 h) Hostile prisoner with a shiv (pg 61)
• The basic layout of the fortress
AC 10, HP 8, Shiv +0 (1d4+1)
•Bluffs to be released and then attacks.
“The light shall show you the way.” • A cave giant broke through the wall and • Astute characters will be able to discern
•Believes the PCs to be servants to someone took Strong-Arm. It lives in the cliff-side their location and the location of nearby
he calls The Doom Smith. Pulling the nearby torch opens the door. cave. They feed it prisoners. places of interest.
9 i) An old boot. Goblins might be overheard. Observant characters will hear indistinct • Their leader is a goblin named Wormgut. • Characters familiar with nature will
10 j) Floor and wall of cell are stained with old goblin conversation on the other side of the • There is a great treasure in the dungeon recognize a terrible blizzard is on the way,
blood. door if the goblins have not been alerted. below the fortress, but getting there is a which may make travel down the mountain
11 k) An empty glass vial. Goblins might be
►Fortress Main I (1. To Entering from problem as it’s a long drop, and the staircase difficult. They would also know the low
overheard.
12 Roll again. If 12 rolled twice, this character the prison, pg 11) is broken. temperatures to be dangerous.
was taken by Gormajork to The Ice Cave (9).
5 6
that eat the egg are poisoned (1d4 and
nauseated), but will also permanently only take