Adv Gabbersons Keep
Adv Gabbersons Keep
Adv Gabbersons Keep
wizard driven mad by the death of his one true love. Jacob Gabberson came from a long line of
metal smiths. Jacob was quite an artisan himself. In his younger years he was not satisfied with
the life of a smithy and tried his hand at adventuring. By mid age Jacob had acquired enough
wealth to build a keep for him self. He hired the best Dwarven craftsmen.
Jacob had quite an industry growing with 4 huge forges in his keep he hired only the best
smithies money could buy. This was not enough for Jacob though. He wanted harder, better
metal so he hired a wizard named Kyle Farland as an alchemist to experiment with the metal.
Jacob and Kyle became the best of friends after some success and Kyle soon moved his
mistress into the keep. Kyles mistress Ehlonna Basington was very fond of horses and riding so
Kyle bought her the finest steeds for her to manage. After a year of living in the keep they were to
be married. Only 3 short months after the engagement Ehlonna met with a fatal horse riding
accident.
Kyle went mad. He was obsessed, researching magic that could resurrect his dear sweet
Ehlonna.
Rumors started to be told. It was said that Kyles magic invited a bad element to the keep.
Smithies and servants started leaving the keep. Poor Jacob was either to loyal to or to afraid of
his friend to confront him. Business plummeted. Eventually the outside world heard nothing at all
from the keep and there are only rumors as to what happened within.
st
This adventure is for 4 to 6 characters of 1 level.
Adventure Hooks: The pcs can be offered a handsome reward of 1,000 gp. to
investigate the Keep by Nole Gabberson, Jacobs nephew. To sweeten the pot Nole offers that
the pcs can keep any spoils found in the keep. Noles intention is to reclaim the keep for his
family.
If there is a monk in the party the pcs can be sent to find out what happened to Rahja, a
monk that was previously sent to investigate the keep.
If there is a good cleric in the party the pcs can go to investigate rumors of undead and
other evil presences in the keep.
Room 5: Armory I
This room is obviously an armory. It is 50 ft. by 60 ft. The only door you see is the one which you
came in. In the northern portion of the room there are 40 human-sized armor stands. There are
only 6 suits still in tact; 3 studded leather, 2 chain mail and one suit of splint mail. To the south
are dozens of weapon racks. These too, supply slim pickings. The only weapons that are still
good enough to sell are; 4 long swords, 2 short swords, and 1 rapier. In the back there is an
entire rack of halberd heads but the wooden shafts are too rotten to be used.
Room 6: Pantry
This room is filled with shelves and containers. There are 5 rows of two-sided shelves, 5
ft. wide 12 ft. long and spaced about 5 ft. from one another. The room is 60 ft. long from north to
south. An abnormal shape makes it 40 ft. wide on the northern half and 50 ft. wide on the
southern half. The extra space creates room for another 15 ft. long shelf on in the southeastern
corner. There is another door directly across the room from you. Suddenly you hear a rustle and
a gnawing from the other side of the room.
*If the pcs investigate read;
As you walk between two rows of shelves you become aware of the smell of filth and rot
and then you spot 4 rat-like animals that are 4 ft. long. They turn from rotten grain bags towards
you and let out a low feral growl.
*Dire Rats (6/5/3/2)
Initiative:+3
Speed:40 ft.
Armor Class:15, Touch: 14, Flat-footed:12
Base Attack: +0/Grapple -4
Attack: Bite +4 melee (1d4plus disease)
Space/reach: 5ft.
Special Attacks: Disease
Special Qualities: Low-light vision, scent
Saves: F. +3, R. +5, W +3
Skills: Climb +11, Hide +8, Listen +4, Move Silently +4, Spot +4, Swim +11
C.R.: 1/3
Treasure: none
Room 7: Dining Hall
This room is colossal. Spanning 80 ft. deep and 120 ft. wide. The ceiling is supported by
6 pillars, 3 on either side of the room and a great 20 ft. by 20 ft. fireplace in the center of the
room. You can see 4 doors in this room, 2 on the east wall and 2 on the west wall. There are 7
grand dining tables spread about this room. The largest of which is parallel to the back wall
behind the fireplace. You catch an eerie feeling as you notice 3 human skeletons slumped over
the table in the far southeastern corner of the room.
*Once the pcs travel 20 ft. into the room the skeletons animate. They wear rotten leather
armor and carry short swords and light shields.
This room is 30 ft. by 30 ft. You see no other doors. There are however 3 large
*The chests are all locked (open lock 20) (Break 18) in them are 600 gp., 1,000 sp., And
1,000 cp.
Room 37: Forgery 1
The main section of this room is 70 ft. by 110 ft. You can see 2 hallway entrances.
There is a 20 ft. by 20 ft. alcove on the eastern wall which contains a 10 ft. radius water
well. There are 2 rows of furnaces, 1 towards the north side and 1 towards the south side.
In the middle of the room there is a row of large double-sided anvils. There is a warm glow
in the western hallway and the sound of hammers ringing on anvils.
*If searched this room has; forging hammers, rotten wood buckets and unfinished
weapons and armor.
*Secret door (search 20) there is a secret door by the northeastern wall.
*Secret door (search 20) there is a secret escape passage in the back of the
northeastern most furnace. It surfaces on the outside of the topside wall.
Room 38: Smithies Latrine
As you open the door the odor of fresh sewage hits you. This room has 24 privies
in it. The dimensions are 20 ft. by 30 ft. There are no other doors apparent.
*If the pcs approach from one of the hallways the Duergar do not get a Listen Check and are
otherwise caught off guard. You can read this.
There are 4 warrior types standing with their backs to the southern wall. They
appear to be watching 2 smithies forge and didnt hear you come in. 3 of the warriors
wear chain mail and sport heavy shields and war hammers. The other warrior wears chain
mail and carries a war hammer and light shield. The smithies wear britches and Smithing
aprons. The two doors on the south lead into a 20 ft. by 50 ft. alcove which contains a 10
ft. radius water well. The main portion of the room is 70 ft. by 110 ft. There is a row of 5
furnaces on the southern and northern side with a row of massive double-sided anvils in
between. Hallways enter this room from the east and west.
*Duergar (13/9/8)
Initiative: +0
Speed:20 ft.
Armor Class:17, Touch: 10, Flat-footed:15
Base Attack: +1/Grapple +2
Attack: War Hammer +1 (1d8+1/x3)
Space/reach: 5ft.
Special Attacks: Spell-like abilities
Special Qualities: Dark vision 60 ft.
Saves: F. +4, R. +0, W -1
Skills: Appraise +2, Craft (blacksmithing) +2, Craft (stonemasonry) +2, Listen +3, Move
Silently -4, Spot +2
C.R.: 1
Treasure: 56 gp., 45 sp., 300 cp.
*Spell-like abilities: Enlarge Person, Invisibility
*Hommel Duergar fighter 2
Hit points: 17
Initiative: +0
Speed:20 ft.
Armor Class:16, Touch: 10, Flat-footed:15
Base Attack: +2/Grapple +3
Attack: War Hammer +1 (1d8+1/x3)
Space/reach: 5ft.
Special Attacks: Spell-like abilities
Special Qualities: Dark vision 60 ft.
Saves: F. +5, R. +0, W -1
Skills: Appraise +2, Craft (blacksmithing) +2, Craft (stonemasonry) +2, Listen +3, Move
Silently -4, Spot +2
C.R.: 2
Treasure: 400 gp., 33 sp., 400 cp.
*Spell-like abilities: Enlarge Person, Invisibility