The Abbey in the Mountain The Abbey in the Mountain A level 0 gauntlet adventure for Shadowdark rpg The Abbey in the Mountain Contents Overview 2 Writing, Design, Layout: Descriptions 2 Keith Wade Background 3 Inhabitants of the Abbey 3 Artwork: Rumors 4 Adventure Awaits! 4 Level 0 Gauntlet 4 Found Torches 4 Luck Tokens 5 Proof and Experience 5 Membership Has Its Privileges 5 General Information 6 Random Encounters 6 Kobold Traps 6 How Did I Get Here? 7 Features 8 Abbey Room Key 8 Guardhouse Room Key 20 Hazards 22 NPCs 23 Treasure 27 The Forgotten God 28 Acknowledgements 29 Dungeon Cartography by Keith Wade using Dungeon Scrawl Pro with assets by Mark Gosbell, used with permission. All rights reserved. Pg 5, 16, © Keith Wade Pg 6, 12, 18, © Dean Spencer, used with permission. All rights reserved. Pg 11, Daniel F. Walthall, found at: drivethrurpg.com/product/181517, available under a CC BY 4.0 license: creativecommons.org/licenses/by/4.0/ Pg 19, © anaislalovi, used with permission. All rights reserved. Pg 26, © Azukail Games, used with permission. Pg 28, Image by OpenClipart-Vectors from Pixabay. The Abbey in the Mountain is an independent product published under the Shadowdark RPG Third-Party License and is not affiliated with The Arcane Library, LLC. Shadowdark RPG © 2023 The Arcane Library, LLC. This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-referencedocument. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode. 1 Overview It is highly recommended that you read the full adventure including the NPC entries before beginning. DESCRIPTIONS Descriptions for each labeled area can be found in the Features or Room Key sections. Grey text contained between two lines as shown here is meant to be read aloud to the players. • Any other information provided is meant for the GM. 2 BACKGROUND More than a hundred years have passed since the worship of the god at the Abbey in the Mountain began to decline. Once home to a thriving order of priests, the abbey slowly fell into disrepair as the faith waned. After the last abbot’s death, no one kept track of the remaining priests. One by one, they either left or died, though the fate of the very last priest remains a mystery. Once abandoned, the elements took their toll. The wooden roof partially collapsed, and the once-beautiful windows shattered, either from age or vandalism. The interior was looted, with many valuables stolen. Situated in a remote part of the mountains, the abbey became too difficult for the nearby village to bother with, so it was largely ignored. Over the years, wandering bands of bandits, humanoids and monsters have taken shelter in the abbey. Entering the abbey and returning with a token or relic has become a rite of passage for many seeking memberships in the local adventurer’s guild. Membership is an opportunity for locals to change their fate or prove their worth. INHABITANTS OF THE ABBEY The Abbey in the Mountain is currently home to a tribe of kobolds. They arrived a generation ago and have managed to keep control of the abbey, largely because of their numbers. Without a show of force, other groups would struggle to take the abbey from the kobolds. A week ago, a group of bandits occupied the old guardhouse, which is ignored by the kobolds since it is outside of the underground portion of the abbey. The bandits are led by a man named Brask “Ironhand” Ewer, who hopes to take over the abbey and use it as a base of operations. He knows, however, that he lacks the manpower to take on the kobolds unless their numbers are reduced. The restless dead occasionally wander through the catacombs and underground sections of the abbey. They will not pursue characters beyond the edge of the mountain. 3 The ghost of the last abbot also lingers on the property. Strangely, the ghost seems to tolerate the kobolds, perhaps due to their efforts to maintain parts of the abbey. While they are unconventional caretakers, they care for the abbey in their own way. A band of goblins has recently moved into the area and has been sending scouts to gather information about the abbey. They may soon attempt to take it from the kobolds. The party will have heard 1d4 of the rumors below. Choose which rumors to share or roll 1d8 to determine randomly. d8 1 2 3 4 5 6 7 8 RUMORS A group of bandits has set up camp in the old guardhouse. The abbey is haunted by its last abbot. Kobolds live in the underground parts of the abbey. There’s a hidden vault of treasure in the abbey. Undead wander the catacombs. A figure was seen praying to the statue in the sanctuary. There are magic items hidden in the catacombs. The abbey is infested with stingbats. ADVENTURE AWAITS! Level 0 Gauntlet: • Each player starts with four level 0 characters. Choose one to begin. When a character dies, introduce the next (see page 7). If a player loses all four, that player creates four new characters to continue. Each player’s surviving character returns to the village to gain membership in the Adventurer’s Guild. Found Torches: • Wall sconces are found in most rooms, characters can roll 1d6 to find a partially used torch: 1-3) no torch, 4-6) torch. • A partially used torch burns for 1d4 x 10 minutes. • If no characters have flint and steel, a DC 9 INT check reminds characters that flint can be found in rocky areas. A DC 9 WIS check finds a suitable piece of flint, and a DC 9 DEX check is needed to strike the flint against a piece of metal, glass, or stone to ignite a torch. 4 Luck Tokens: • All players begin with 1 Luck Token. Each player can only have one luck token at a time. A player gains a Luck Token if they roll a natural 1 on an attack roll or ability check, or if their character falls to 0 HP. Proof and Experience: • To earn membership in the Adventurer’s Guild, a character must return with something recognizably from the abbey. Characters must return with enough treasure to earn 1 XP to level up. If not, they remain level 0, even if they gain guild membership. Gear and coins found in the abbey can be used when the surviving character reaches level 1. MEMBERSHIP HAS ITS PRIVILEGES Characters that earn membership in the Adventurer’s Guild gain the following benefits: • Guild Bank – store 5 gear slots worth of coins. • Guild Storage – store 5 gear slots worth of items. • Comradery – +1 carousing event bonus when done at the Guild Hall. • Tutelage – +1 learning roll bonus if studying at the Guild Hall. • Guild Work – receive occasional assignments from the guild. • Contacts – find hirelings, mercenaries, or companions. These benefits are presented as suggestions and can be used by the GM to introduce new adventures, NPCs, or challenges as they see fit in their game. 5 GENERAL INFORMATION Danger Level. Unsafe. Check for an encounter every 3 crawling rounds (1d6, 1=encounter). Use the tables below for an encounter. d6 1 2 3 4 5 6 OUTSIDE, DAYLIGHT 1d4 stingbats 1d4 goblins 1d2 boars 1 giant spider 1d4 bandits kobold trap d6 1 2 3 4 5 6 OUTSIDE, NIGHT 1d4 stingbats 1d4+1 goblins 1d4+1 kobolds 1 giant spider 1d4 wolves kobold trap d8 1 2 3 4 5 6 7-8 AREAS 2-19 1d4+1 kobolds 1d4 bandits 1d4 skeletons 1d4 stingbats 1 giant spider Abbot Hawke’s ghost kobold trap d4 1-2 3 4 AREAS G1-G3 1 bandit 1d4+1 bandits 1 named bandit KOBOLD TRAPS © Dean Spencer The kobolds have set traps throughout the abbey and grounds to protect their territory. A DC 15 WIS check notices the trap. Roll or choose from the following when the party encounters a kobold trap: d6 1 2 3 4 5 6 6 Trap Details Alert chime: A tripwire sets off a rattling sound from a set of small crude chimes. 1d4 kobolds arrive in 1 round. Tar Trap: A double close patch of ground is smeared with black tar. DC 12 DEX check or you cannot move. DC 9 STR check to break free. Dart Trap: A tripwire releases a volley of darts at all creatures in near distance. DC 9 DEX check or take 1 damage. Noxious Gas Bag: A pouch of rotten food bursts open. Effects all creatures in near distance. DC 12 CON check or suffer disadvantage on all rolls for 1d4 rounds due to nausea. Grease Trap: A near sized patch of ground is covered in grease. DC 12 DEX check or slip, fall, and slide double close in a random direction. Snare Trap: DC 12 DEX check or 1 creature in near distance is pulled 10 feet into the air by a rope with a stone counterbalance. How Did I Get Here? How Did I Get Here? If a level 0 character dies during the adventure, use the table below to determine how the new character is introduced to the scene. The GM may call for a reroll or modify the result to better fit the situation. The new character enters the scene on the initiative count of the character they are replacing, starting the round after the initial character drops to 0 hit points. Remember that only 1 of your level 0 characters will survive and gain a class, so don’t get too attached… d20 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 YOUR CHARACTER… comes running in, chased by a wild boar. followed the party from the village, they just caught up. is mummified in giant spider silk. is caught in a kobold trap. got lost on their way to visit their granny in the woods. Is an unhappy member of the bandit crew and wants out. was sent by an old dwarf with long white hair and red robes. pulled themselves from a burial nook, dazed but unharmed. is slumped against a wall, bruised and covered in dust. stumbles in, pulls a stingbat from their neck and kills it. floats down in a beam of golden light. is trying to reach a member of the party about their carriage’s extended warranty. emerges from a hidden compartment in the wall. is trapped under a pile of debris struggling to get free. was minding their own business when they heard a voice that said, “Your help is needed...” and they appeared here. fell from the sky, bounced once, and is surprisingly unhurt. just woke up here after a night out with a local bard. was sent by a party member’s mother to check up on them. appears out of nowhere in a flash of fire and brimstone. is the last living member of another group, gain 1d4 random gear. 7 The Abbey FEATURES A. Riverside Cliff North of the abbey is a steep cliff that plunges 350 feet to the rushing waters of the river below. A character pushed over the edge can make a DC 18 DEX check to catch the edge of the cliff and avoid falling to their doom. B. Cave Entrance At the base of the mountain is a cave entrance that leads to a tunnel that connects the catacombs to the sanctuary of the church. C. Mountain Overhang This line denotes where the mountain intersects the building’s exterior walls. D. Hidden Entry A DC 15 WIS check notices very fine cracks in the stone here. A DC 15 STR check rotates the hidden door on a concealed hinge. ABBEY ROOM KEY Light. Areas 1-5 have natural light during daylight hours. All other areas are unlit. There are wall sconces throughout areas 2-19. 1. Outside The ground leading up to the abbey is dry, dotted with patches of dead grass and scattered dirt stretching toward the foot of the mountain. The abbey’s stone walls, though worn and weathered, have stood the test of time surprisingly well. The sagging roofline of the church cuts diagonally across the face of the mountain, as though the stone has swallowed part of the building. Dark holes gape in the rotting roof, giving a glimpse into the gloomy interior. • 8 The door of the abbey is made of heavy stone. It is firmly closed but opens easily. • The exterior walls are 35 feet tall, with the roof’s peak an additional 15 feet above the walls. 2. Narthex This open space may have once served as the threshold between the outside world and the church. Two large, broken windows allow wind and weather to scatter debris across the stone floor. Dirt, dead leaves, and shards of broken stained glass gather in the corners. The room is open to the main hall to the east. • Characters can find a large enough piece of glass to serve as proof that they entered the abbey with a DC 12 WIS check. 3. Nave Rows of stone benches fill this hall, their surfaces worn smooth by time but still standing firm. The benches seem to have been carved from the same stone as the mountain itself. Stone columns line the space between the benches, reaching upward to support what remains of the wooden roof. The four large windows are shattered, with only fragments of stained glass clinging to the frames. To the east is an alter on a slightly raised dais. • Characters can pull a piece of the broken glass large enough to serve as proof that they entered the abbey from one of the window frames with a DC 9 STR check. These shards can also be used as a weapon, dealing 1d2 damage. On a critical miss, the glass shatters and causes 1 point of damage to the wielder. 4a/4b. Crossing and Transepts This open area at the heart of the old church holds a stone altar atop a raised dais. Above, the decaying man-made roof meets the solid rock ceiling of the natural stone cavern. To the north and south are smaller alcoves lined with stone benches. The northern alcove is backed by a shattered window, while the southern alcove meets the smooth rock wall of the cavern. • • A flock of 1d4+2 stingbats roosts in the ceiling where the roof meets the mountain. Characters must succeed on a DC 12 DEX check to avoid disturbing them. If disturbed, the stingbats will attack. A character who searches the altar and succeeds on a DC 12 WIS check finds a discarded silver holy symbol. While it holds little value beyond the metal it is made from (2 sp), it can serve as proof of entering the abbey. 9 5. Sanctuary The smooth walls and floors of this section have been carved directly into the stone of the mountain. Heavy wooden doors reinforced with metal bands stand to the north and south of the wider area. The space narrows into a more intimate chamber at the far end, where a stone altar rests in front of a towering 15-foot statue of the forgotten deity once worshiped here. Empty alcoves are carved into the rounded wall surrounding the statue. Another heavy, metal-banded wooden door is set into the northern wall of this space. The air here is noticeably cooler than outside. • • • There is a 25% chance that Sissik the Mad is here, praying at the altar. A character who searches the alcoves around the statue can find one of the following with a DC 9 WIS check: 1) half of a broken miniature statue of the forgotten deity, 2) a silver holy symbol worth 2 sp, 3) a flask of holy water (deals 1d4 damage to undead when thrown), or 4) a torn page of holy scripture. A DC 9 WIS check sees a fist sized depression at the base of the statue that looks as if it were meant to hold a gemstone of some sort. 6. Abbot’s Quarters • • • • These rooms are carved directly into the stone of the mountain. The ceilings here are 10 feet high. The cool dry air in these rooms has helped preserve the furniture and fixtures. These rooms have been claimed by Sissik the Mad and there is a 50% chance he is here. a. Bedroom This room is furnished with a bed, a chair, a bookcase, and a wooden chest. The air is still and cool, and though the furniture is old, it remains in good condition. • • • 10 A character who searches the bed and succeeds on a DC 15 WIS check finds a hidden panel containing a wand of Cure Wounds. A character who searches the chest finds a mace tangled in a mass of priests’ robes (no check needed). A character who searches the bookcase and succeeds on a DC 9 WIS check discovers a discarded ceremonial dagger among the remnants of torn books and scrolls. b. Lavatory A wooden door separates the bedroom from this room. Inside, a stone basin stands in the southwest corner, and there is a hole carved in the floor of the southeast corner. • • • The hole is too dark to see the to the bottom, but the faint sound of water echoes from below. The air here has a faint earthy smell and feels slightly more humid than the other rooms. A character who reaches into the hole comes into contact with Green Slime. c. Study This small space contains only a simple wooden desk and chair. • • There is a 50% chance that the ghost of the last abbot, Wynstan Hawke, is seated in the chair when the party first enters this room. The apparition vanishes 1 round after it is noticed. A character who succeeds on a DC 15 WIS check while searching the room discovers a cleverly disguised removable panel in the wall behind the desk. Inside the panel is an intact copy of the holy scripture of the forgotten deity with the name Wynstan Hawke written in neat handwriting on the inner cover, a gold holy symbol worth 5 gp, and 4 potions of healing (LV 0). 11 7. Tunnel to the Catacombs The south end of this natural tunnel is sealed by a heavy wooden door, while the northern end opens into a larger space that disappears into darkness. Halfway along the tunnel, on the western side, is an opening that leads to the outside. The air here carries a faint, almost chalky, mineral scent. • • The ceiling of the tunnel is approximately 12 feet high. A DC 15 INT check reveals that the smell resembles old bones and dust. 8. Small Catacomb Chamber This chamber is carved directly into the stone of the mountain. A central octagonal column stands in the middle of the room, with small niches carved into its sides. Burial nooks line the walls, each holding the longforgotten remains of those interred here. Stray bones are scattered around the perimeter of the room. • • The ceiling in this room is 15 feet high. The niches in the central column hold broken urns and receptacles for cremated remains. A DC 18 WIS check reveals a pouch of 50 gp hidden inside an unbroken urn in a high niche on the column. There are 1d4 items from the Random Treasure table on page 27 hidden in the burial nooks of this room. A DC 12 WIS check reveals one of the items. One round after taking an item, 1d4+1 skeletons become animated and attack the party. This only occurs once, regardless of how many items are taken. © Dean Spencer • 12 9. Hidden Burial Chamber • • The ceilings here are 15 feet high. A successful DC 18 WIS check reveals the secret door in the hallway between the catacomb rooms. The door leads to a hidden burial chamber. If found read the following: You notice a faint seam in the solid stone of the wall here. Pushing against the section of the wall causes it to swing inward, revealing a hall with burial nooks leading to a darkened room beyond. • • The room and its central column are also lined with burial nooks. There is a wooden chest in each of the room’s four corners. Opening the chests reveals the following items: Chest 1 – A set of fine clothing with gloves, sturdy boots, a hooded cloak, and a longsword in a well-oiled leather scabbard. Chest 2 – Sturdy leather armor, a fur-trimmed cloak, a longbow, and a quiver with 20 arrows. Chest 3 – A light tunic made of silk with a long silken belt, and a wand with a random tier 1 wizard spell. Chest 4 – Chainmail armor and a shield both made of an unusual black metal, sturdy black leather boots and gloves. 10. Large Catacomb Chamber This chamber is carved deep into the mountain, its size dwarfing the previous burial chamber. Instead of a central column, the room is divided by thick stone columns that run the length of the space. These columns, like the walls, are lined with burial nooks, each holding the remains of those long forgotten. Stray bones lie scattered along the floor, evidence that the dead have not all remained undisturbed. • • • The ceiling in this chamber is 15 feet high. There is an unlit brazier standing at each of the room’s intersections, where the crossways meet the central walkway. If lit, the braziers burn for 1 hour. There are 1d4 items from the Random Treasure table on page 27 hidden in the burial nooks of this room. A DC 12 WIS check reveals one of the items. One round after taking an item, 1d2+1 skeletons become animated and attack the party. This happens for each item taken. 13 11. Cloister This large room is carved directly into the stone of the mountain. In the center, the ground has been transformed into a verdant garden, surrounded by thin stone pillars that stretch upward to the natural cave ceiling 25 feet above. Phosphorescent lichen clings to the pillars and ceiling, casting a soft, eerie green and blue glow that twinkles like distant stars in a night sky. Clusters of differently colored mushrooms sprout from the soil, and leafy plants reach toward the dim light. Dotted across the garden are fiddleheads of ferns and young bamboo shoots. In the center of the garden stands a tall, unlit brazier, while a jagged stalagmite rises from the earth in the southeast corner. The air is thick with the earthy scent of damp soil, mingling with the faint, sweet aroma of growing plants—a stark contrast to the cold stone surrounding the room. • • A character who succeeds on a DC 9 INT check discerns that the plants growing here are all edible, with the leafy greens likely belonging to radishes or turnips. The stalagmite is a mimic that attacks if it is not offered food. 12. Chapterhouse This stone chamber features a row of benches lining both the north and south walls, their surfaces worn smooth over time. A simple stone altar stands at the western end of the room, chipped and cracked in several places. At the base of the altar, a small hearth has been constructed, its faint embers smoldering as though recently used. The room’s floor is scattered with woven mats, piles of rags, and small trinkets, suggesting that it has become a place of shelter. The faint smell of smoke, damp fur, and cooked meat lingers in the air, while soot stains on the walls hint at small fires being lit for warmth. • • 14 The ceiling in this room is vaulted, rising to a peak 25 feet high with a mural of blue sky and clouds, the center of the peak is painted to look like the sun. This is the living space of Grik the Cunning. There are 1d4+1 kobolds here with a 75% chance that Grik is one of them. The • kobolds will attack any intruders unless the party is accompanied by another kobold. A character who succeeds on a DC 15 WIS check finds a sack containing: 3 gp, 20 sp, 30 cp, a large clear quartz (10 gp), a turquoise gemstone (10 gp), an ornate bronze necklace (25 gp), and a wand with the Light spell. 13. Dormitory Wooden bunks line the north and south walls of this room, their frames still intact despite their age. At the foot of each bunk is a chest, some with their lids slightly ajar or open, revealing various scraps of cloth, makeshift tools, and small trinkets within. In the southwest corner, two bookcases stand, their shelves packed with a haphazard assortment of belongings. • • • • The ceiling in this room is 12 feet high. Though cluttered, the room seems organized. There are 1d4+2 adult kobolds in this room along with 1d4 young kobolds. The young kobolds will cower or flee if fighting breaks out. If the young kobolds leave this room and additional 1d4 kobolds arrive 3 rounds later. The kobolds will attack any intruders unless the party is accompanied by another kobold. A character who succeeds on a DC 12 WIS check finds a sack containing 25 gp, 30 sp, and 50 cp. The rest of the items here are all but useless. 14. Lavatory This room is divided into three open sections along the western wall, each contains a carved hole in the floor. A stone basin stands on the northeast wall, its surface smooth from years of use. • • • The ceiling in this room is 10 feet high. The holes are too dark to see the bottom, but the faint sound of water echoes from below. A character who reaches into any of the holes comes into contact with Green Slime. 15 15. Hidden Cave • A character who succeeds on a DC 15 WIS check notices a faint draft of air coming from below the bottom shelf of the bookcase in the southwest corner of the dormitory, where a hidden latch is concealed. Pulling the latch causes the bookcase to rotate open on a hidden hinge. The bookcase swings open revealing a tunnel that leads to a larger natural cavern obscured by darkness. The chamber beyond is a roughly round natural cave dominated by a central stone column that stretches from floor to ceiling. Around the perimeter of the room are several empty open wooden chests. A pile of scattered bones, rest tangled in a partially deteriorated priest’s robe near the stone column. The floor around the bones is discolored, marked with a rusty brownish-red stain. Pinned to one of the chests by a dagger is a sheaf of yellowed paper, the edges curled and brittle with age. • • • 16 The ceiling in the tunnels leading to the central chamber is 8 feet high, while the ceiling of the central chamber is 25 feet high. This is the final resting place of the last priest of the forgotten deity. The note pinned to the chest reads: “I have given all the gold to the last guards and sent them away. I am the last priest. My god has abandoned me, and now I will die here, alone and forgotten, as all things will be. – Atticus” The door to the outside is obvious from here, but still requires a DC 15 STR check to move. 16. Library & Scriptorium This room is carved from the mountain’s stone. On the west side is a row of back-to-back bookshelves, the shelves mostly bare, with brittle, yellowed pages haphazardly gathered in scattered piles. Along the eastern wall, three more bookcases sit in similar disrepair. A few scraps of paper, curled at the edges, remain on the shelves alongside empty bottles, their interiors stained with dried black smudges. Between these bookcases is a row of worn desks and chairs, their surfaces scarred and stained from years of use. • • • The ceiling in this room is 12 feet high. If not already encountered, Sissik the Mad is seated at one of the desks, intently focused on a sheaf of yellowed paper. He is attempting to decipher fragments of holy texts with his limited knowledge of Common. There is little of value in this room, but the pages of text on the shelves can serve as proof that a character entered the abbey. The bottles contain dried black ink which can be revived simply by adding water and rehydrating it. 17. Refectory This room is carved into the stone of the mountain, its rough-hewn walls surrounding two heavy wooden tables that dominate the space. The tables are flanked by simple wooden chairs, all showing signs of wear but still sturdy. • • • • • The ceiling in this room is 15 feet high. A character who succeeds on a DC 12 WIS check notices light and the smell of cooking meat coming from the door to north. There are 2d4+1 adult kobolds in this room, one of whom is Chik the Stoneclaw. If not already encountered, Grik the Cunning is also in this room. The kobolds will attack any intruders unless the party is accompanied by another kobold. The tables are set with various bowls and plates of food. A character who succeeds on a DC 15 INT check realizes the silverware used may be valuable (5 gp if collected). 17 18. Kitchen The ceiling of this room rises high into the darkness, disappearing behind the smoke that drifts lazily from the fire lit in the stone fireplace along the western wall. The flickering flames illuminate a large boar roasting on a spit, the meat crackling as it cooks over the fire. • • • The ceiling in this room is 35 feet high and has a thin crack that allows the smoke to seep out of the room. There is 1 kobold in this room, armed with a meat cleaver (treat as a handaxe). The kobold will attack any intruders unless the party is accompanied by another kobold. The boar is fully cooked and, if butchered, provides nearly 150 lbs. of meat. 19. Cellarium This room is lined with rows of sturdy wooden shelves stacked with an assortment of dried, salted, and preserved food. The air is cool and carries the faint, sharp scent of salt and cured meat. • • © Dean Spencer • The ceiling in this room is 20 feet high. A character who succeeds on a DC 12 WIS check notices fine spider webs stretched between the shelves and ceiling, with bits of debris suspended in them. A giant spider lurks on the ceiling in the southeast corner. It attacks any creature that enters the eastern portion of the room. The kobolds pacify it by throwing food into the webs above the shelves before entering that part of the room. 18 • A character who spends 1 round searching the shelves finds one of the following: D20 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 CELLARIUM GOODS A bag of dried purple mushrooms (1 ration) A jar of foul smelling but edible pickled fish (1 ration) A leather pouch filled with 1 lb. of salt (5 cp) A dented tin cup 3 sausages linked together (1 ration) A necklace made of bones A pouch of dried herbs, enough to season 3 meals (2 cp) A bottle of sour wine (1 sp) A kitchen knife (treat as a dagger) A cloth pouch of mustard seeds (1 cp) A large leg bone (treat as a club) A bundle of dried lavender (1 cp) A jar of honey (1 ration) A flask of oil. A rusty, but functional lantern. A string of dried peppers (1 cp). A wooden kitchen spoon A sack of dried fruit (1 ration) A clay jug of water A meat cleaver (treat as a handaxe) 19 The Guardhouse GUARDHOUSE ROOM KEY Structure. Unlike the abbey, most of the guardhouse is built outside of the mountain, only the lavatory is carved into the stone. The ceilings are 10 feet high throughout. Light. Most of the guardhouse has some natural light during daylight hours. Area G3 is unlit. There are empty wall sconces throughout. Reinforcements. 1d4 bandits arrive 1 round after combat begins in any of the guardhouse rooms. Named Bandits. Make the appropriate adjustments to the descriptions below if the party encountered a named bandit before discovering their room. G1. Guardhouse Main Room This room appears long neglected, its northeast corner damaged and partially collapsed. A pile of rubble has been hastily reinforced with a mixture of broken furniture and branches. Above, a heavy woolen blanket draped over the hole in the ceiling is weighed down by large rocks. The two remaining window openings are shattered, with only a few shards of glass still clinging to the frames. Thin wisps of smoke drift into the air from the smoldering remains of a fire in the center of the room. Discarded debris litters the floor amidst several bedrolls that have been spread out. • • 20 1d4+1 bandits are sitting around on the floor playing cards. They are expecting new recruits and do not start off hostile. A character who succeeds at a DC 12 CHA check convinces the bandits they wish to join Brask’s crew. A character who succeeds at a DC 9 WIS check discovers a locked box hidden under some of the debris. A DC 12 DEX check opens the lock, or a DC 12 STR check to break the box, unless the character has the key (see the entry for Mara Flint on page 24). The box contains 2 potions of healing (LV 0) and a sack of 50 gp. G2a. Guardhouse Cell This small room is in a state of disrepair. A blanket is held in place over the broken window by metal spikes driven between the stones of the wall. A bedroll is spread out on the dusty floor. • • This is Mara Flint’s room and there is a 75% chance that she is here. Mara will not leave her gear unattended; if she is not present, the room is empty aside from what is already described. G2b. Guardhouse Cell This small room shows signs of age but is in relatively good condition. The window is broken, and a blanket has been neatly hung over the empty frame, held securely by metal spikes driven between the stones of the wall. A bedroll is spread out on the floor, and a crate sits against the wall. • • • • This is Brask Ewer’s room and there is a 75% that he is here. There is a 10% chance that Mara Flint is also here. The crate contains 9 bottles of fine ale (1 gp each) Brask will not leave the rest of his gear unattended; if he is not present, the room is empty aside from what is already described. G2c. Guardhouse Cell • This is Jeris Thorn’s room and there is a 50% chance that he is here sitting in the window frame of the room watching the outside. A thin, wiry bandit sits in the window frame, his face twisted into a sneer by a long scar that runs down the side of his cheek. He fidgets with a dagger. • • Jeris is expecting new recruits and does not start off hostile, but he is suspicious and untrusting by nature. A character who succeeds at a DC 15 CHA check convinces Jeris they wish to join Brask’s crew. Read the description below if the party enters the room. Very little effort has been made to clean this room. Debris covers the floor, with just enough space cleared away for a bedroll to lie amid the mess. A blanket hangs loosely over the broken window, secured only at the top, letting in drafts from the outside. 21 • Jeris will not leave the rest of his gear unattended; if he is not present, the room is empty aside from what is already described. G3. Guard Lavatory This foul-smelling room is divided into three sections along the eastern wall, each containing a carved hole in the floor, with screening walls separating them, though no doors. A stone basin filled with murky water stands on the southwest wall. • • • • The room is partially carved into the side of the mountain and the ceiling in this room is 10 feet high. The holes are too dark to see the bottom, but the faint sound of water echoes from below. The air carries a faint earthy smell and feels slightly more humid than the rest of the dormitory. A character who reaches into any of the holes comes into contact with Green Slime. HAZARDS Green Slime A mindless, corrosive ooze that clings to surfaces, waiting for unwary prey. Green slime is unable to move on its own but can detect movement within near distance and can drop onto a creature below. Impervious. Green slime resists most forms of attack, and clings to surfaces so firmly that removal by physical means is nearly impossible. Rampant Spread. Once it contacts organic material, green slime spreads rapidly, completely engulfing a human sized creature in 6 rounds. The process produces more slime and leaves no trace of the victim, the slime consumes everything. Vulnerabilities. Green slime can be destroyed in 2 rounds with sustained exposure to fire, cold, or sunlight. A creature takes half as much damage if green slime is burned or frozen while it’s covered. Disease-like nature. Green slime behaves like a virulent disease and is instantly killed by disease curing magic or effects. 22 NPCS Wynstan Hawke – Last Abbot of the Abbey in the Mountain Wynstan Hawke’s ghost is trapped in the abbey, bound by his worship of a forgotten deity that no longer has enough divine power to claim his soul. His transparent form drifts through the ruined halls, his expression weary from centuries of watching the abbey decay. He finds some peace in the kobolds’ care for the abbey, particularly with Sissik. Wynstan has been guiding Sissik, showing him fragments of the holy texts and teaching him to read Common, hoping that if Sissik can convert the kobold tribe to the worship of his forgotten deity, enough divine energy will be restored, and his soul can finally be claimed. Wynstan will not interfere with the party, but if any characters show reverence for the forgotten god, he silently gives them a one-time blessing, granting advantage on their next attack roll or ability check. AC 13, HP 27, ATK 2 death touch +5 (1d8 + life drain) or 1 possess, MV near (fly), S -2, D +3, C +0, I +0, W +0, Ch +4, AL L, LV 6 Greater Undead. Immune to morale checks. Only damaged by silver or magical sources. Incorporeal. In place of attacks, become corporeal or incorporeal. Life Drain. 1d4 CON damage. Death if reduced to 0 CON. Brask “Ironhand” Ewer – Bandit Leader A tall, muscular human with a patchy beard, Brask’s left hand is encased in a crude iron gauntlet. His hand was crushed in battle, and the gauntlet disguises the injury. His eyes are always scanning, calculating his next move. Brask is ruthless, cunning, and power-hungry. He bides his time and only strikes when the odds are in his favor. Recently, Brask has fortified the guardhouse enough to repel the kobold attacks, though his overconfidence in controlling his crew and defeating the kobolds may be his downfall. He is trying to recruit more bandits from the village to bolster his forces, hoping to eventually infiltrate the abbey and take it from the kobolds. 23 AC 13 (leather), HP 5, ATK 1 shortsword +1 (1d6) or 1 punch (1d2+1), MV near, S +1, D +0, C +0, I +0, W +0, Ch +0, AL C, LV 1 Ironhand. Brask’s gauntlet acts as a shield, granting +2 AC (already added to his stats). Jeris “Snake” Thorn – Bandit Lieutenant Thin and wiry, Jeris moves with a serpentine grace. He has a long scar down the side of his face, giving him a permanent sneer. Deceptive and manipulative, Jeris thrives in the shadows, preferring to resolve issues with ambushes. He’s loyal to Brask, but only as long as it benefits him. If things start to go south, he’ll be the first to betray the bandit leader. Jeris often keeps watch on the guardhouse grounds, alerting the crew if kobolds approach. AC 13 (leather), HP 3, ATK 1 dagger (close/near) +2 (1d4), MV near, S +0, D +2, C +0, I +0, W +0, Ch -1, AL C, LV 1 Ambush. Deal an extra die of damage when undetected. Mara Flint – Bandit Lieutenant A stout dwarven woman with cropped black hair and a face hardened by years of battle, Mara carries herself with brutal efficiency. Practical and pragmatic, she is Brask’s most trusted lieutenant. What Brask doesn’t know is that Mara would rather lead the bandits herself. She believes she has what it takes to overthrow him, but only when the time is right. Mara holds the key to a locked box hidden in area G1, containing the bandits’ shared gold and healing potions. AC 13 (chainmail), HP 4, ATK 1 warhammer +2 (1d10), MV near, S +2, D +0, C +0, I -1, W +0, Ch -1, AL C, LV 1 24 Grik the Cunning – Kobold Leader A wiry kobold with mottled green scales and a single broken horn, Grik’s body bears scars from numerous skirmishes. His eyes glint with a mix of desperation and determination. Grik is fiercely protective of his tribe. Pragmatic and shrewd, he is wary of outsiders but willing to negotiate if it ensures his people’s survival. However, if his home is threatened, Grik won’t hesitate to fight. Recently, he has ordered hit-and-run attacks against the bandits, hoping to drive them away without losing any of his tribe. AC 13 (leather), HP 5, ATK 1 spear (close/near) +1 (1d6), MV near, S +1, D +2, C +0, I +0, W +0, Ch +0, AL C, LV 0 Dodge. 1/day, an attack that would hit misses instead. Sissik the Mad – Kobold Shaman Sissik is a small, red-scaled kobold with wide, curious eyes. He constantly mutters to himself, often about the forgotten god’s holy texts. While the other kobolds consider him mad, Sissik has become attuned to the abbey’s supernatural forces and is learning from the ghost of the last abbot. Sissik’s new ability to heal has gained him respect among his tribe. He is eager to practice his limited Common and won’t be hostile when meeting the party. If the adventurers agree to bring him any holy texts or relics they find, he’ll allow them to explore the abbey’s catacombs but warns that the rest of the abbey is off-limits for looting. He will speak on their behalf, but any attempt to steal from the kobolds’ areas (11-14, 16-19) while kobolds are present requires a DC 15 Dexterity check or risk getting caught, which will result in an immediate attack. AC 12, HP 3, ATK 1 staff -1 (1d4) or 1 cure +1, MV near, S -1, D +2, C +0, I +0, W +1, Ch +0, AL C, LV 0 Dodge. 1/day, an attack that would hit misses instead. Cure. (WIS Spell). DC 11. 1 target in close range regains 1d6 hit points. 25 Chik the Stoneclaw – Kobold Warrior Chik is a large kobold with dark gray scales. He wears crude leather armor adorned with bits of bone. His hands, calloused from years of battle, earned him the name "Stoneclaw." Fiercely loyal to Grik, Chik serves as his enforcer and prefers action over talk. He’s suspicious of Sissik but appreciates the shaman’s newfound healing abilities. If Sissik vouches for the party, Chik will use Sissik to translapte and, urge the adventurers to eliminate the bandits. If they succeed, Chik will reward them with his pouch of 50 gp (hidden inside an urn in area 8). AC 13 (leather), HP 4, ATK 1 hammer +2 (1d4), MV near, S +2, D +2, C +0, I +0, W +1, Ch +0, AL C, LV 0 Dodge. 1/day, an attack that would hit misses instead. 26 Treasure Treasure d20 1 2-3 4-5 6-7 8-9 10-11 12-13 14-15 16-17 18-19 20 RANDOM TREASURE silver holy symbol of the forgotten deity (2 sp) a pair of spidersilk slippers (+1 DEX bonus to move quietly) (15 gp) worn leather armor dyed: 1) brown 2) green 3) red 4) black (10 gp) a shield with an elemental design: 1) Earth, 2) Air, 3) Fire, 4) Water a miniature gold statue of the forgotten deity (5 gp) a sack of coins worth 10 gp a fine silver dagger (10 gp) a pair of gold goblets (20 gp) a finely carved amethyst cameo of a horned woman (10 gp) heavy metal gauntlets (1d2 damage for unarmed attack) (5 gp) +1 magic weapon with 1 weapon feature, see below (200 gp) d6 1 2 3 4 5 6 Weapon Club Dagger Hammer Handaxe Scimitar Shortsword 2d8 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 Weapon Feature Made of crystal as hard as iron Bone handled Always cool to the touch Emits a faint sound when swung Gold plated Inlaid with semi-precious stones Serrated blade / studded head Ornate Runic Handle wrapped in dragonhide Silver plated Has a mirror-like finish, reflecting images with eerie clarity Always warm to the touch Stone handled Made of wood as hard as metal with living leaves Value 5 cp 1 gp 1 gp 5 gp 10 gp 7 gp Type M M/R M/R M/R M M Range C C/N C/N C/N C C Damage 1d4 1d4 1d4 1d4 1d6 1d6 Properties F, Th Th Th F - 27 The Forgotten God The Forgotten God SO… WHO IS THIS FORGOTTEN DEITY ANYWAY? The forgotten deity that the Abbey in the Mountain was dedicated to can be unique to any campaign setting. The Shadowdark RPG core rulebook describes a pantheon of nine primary gods, with two having been forbidden or forgotten. Perhaps the abbey was once devoted to one of The Lost. In the campaign for which this adventure was originally written, the abbey was dedicated to a false god who rose to power through the misguided worship of a madman and a charismatic leader who used faith as a weapon to conquer the world. When the empire fell, so too did the worship of the false god, and the abbey crumbled into ruin. As a GM, feel free to use the information in this adventure to shape your game. Maybe one of the characters will be drawn to join Sissik in his newfound faith. Through their combined worship, perhaps the forgotten deity will rise from the mists of time. Or maybe Abbot Hawke has ulterior motives for rekindling his old religion. Perhaps the forgotten god demands a much larger sacrifice to release the abbot from the abbey, putting the local village in grave danger. It’s up to you. 28 Acknowledgements Special thanks to Amanda Bouldin for repeatedly subjecting level 0 characters to tragic deaths at the Abbey in the Mountain. R.I.P. Otaku Charcuterie, we hardly knew ye… Thank you to: Patrick B & Patrick R for reading snippets and giving feedback. The Utah Boys: Daniel and Patrick R (again) for braving new technology to help me test out this adventure. D.A. for being my friend since before kindergarten and being super excited even when you had no idea what the heck I was talking about. Rain for pushing me to do something more than just what can pay the bills, and the PMT for letting me be myself and listening to me talk about my nerdy hobbies. Amanda, Chris, Logan & Nate for helping me hone my skills as a GM. Mike for always being there to support me and encouraging me to try my hand at “doing something with all that stuff” I write. We would love to hear from you! Email GM@kwgames.net with any feedback or questions you may have. Let us know what you’d like to see next for your Shadowdark game! 29
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