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AllTraitorsFall 5e DynamicDungeons

All Traitors Fall 5e Dynamic Dungeons

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100% found this document useful (2 votes)
461 views12 pages

AllTraitorsFall 5e DynamicDungeons

All Traitors Fall 5e Dynamic Dungeons

Uploaded by

rcornelio1
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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 
The adventurers can have different motivations to seek
 out the ruins:
A long, long time ago there was a small but sturdy
fortress on the seashore, a distant guard of a past empire.  They can see the ruins from the distance and decide to

Waters could be seen to the distance from the high tower put up there if the weather is bad or if they are a

of the fortress; no enemy fleet could pass by unnoticed curious branch

here. Then the once big empire faded away, and the  Walking through the nearby forest they can find the

fortress had gradually lost its strategic importance. Time remains of an unusually precious silk gown. (The

and the elements had eroded its walls, and glooming smugglers were transporting the goods on land when

stories had eroded its prestige, making it sunk in tales of they had a fight or had been raided and had left the

ill omen. Shipping routes had abandoned the place and torn piece in the forest.) Traces lead to the fortress.

no one cared about the once proud fortress any longer. If (Further pieces of the silk can be found later in D6.)

someone would still sail nearby, a quick glance at the  The adventurers could have heard rumors of a

eerie silhouette of the ruins reminded them of the ages legendary crystal that has served magical purposes in

gone by or of the sinister stories around the place. several old fortresses, providing a magical connection

But something has changed recently. This desolation between places among others. Other functions of the

has lured a group of smugglers to this abandoned place. crystal have become unknown by now.

They call themselves merchants, others might call them  A priest of good alignment can tell the adventurers, or

pirates, but this way or another, they benefit from this one of them can have a dream telling them that a

hiding place distant from all routes on land and sea, person has been suffering in a prison for 500 years, as

providing shelter and storage, and steady profit for the a punishment. Whatever the original wrongdoing of the

new dwellers. person was, this suffering must come to an end. The
patron (or the dream) can warn them that this would be
 a dangerous quest.
The adventurers arrive at the ruins not knowing anything  They can hear the rumors that many of these old
about the smugglers. After the first surprise, they will fortresses have treasures underneath, and many have
have to find out that the smugglers are the smaller danger been raided by treasure hunters, but this one is said to
here - the long abandoned dungeon is hiding more be untouched.
challenges than a few rouges.
The fortress can be inserted in a bigger campaign as a
side quest or an opportunity to gain information, All Traitors Fall
especially into a sandbox campaign based on the deeds
and intentions of the players, but it can be played as a
separate adventure as well.
Ideas to include the adventure in a bigger campaign:

 The crystal found in the dungeon is far beyond the


power of the adventurers and it can motivate them to
seek out other ruins of the realm
 The smugglers want to get rid of the adventurers and
will keep trying to wrong them in the future as long-
term enemies
 The smugglers can behave as peaceful merchants and
involve the adventurers in their gray business
 The adventurers can get hold of the smugglers’ ship for
further sea adventures




 4. An Awakened Tree (450 XP | 113 XP/PC) - When
stopping for a moment, the adventurers find a dead
 squirrel that has been strangled. If they are
If you want a shorter adventure, the route to the fortress perceptive, they will not be surprised by the attack of
can be uneventful and summed up in a few minutes. In an Awakened Tree that does not like anyone to pass
this case the adventurers should start higher than 1st its territory. XP can be awarded for successfully
level, otherwise the fortress could be too challenging for escaping, too. If they defeat the tree, they find the
them. corpse of a Cultist that has been killed by the tree.
Otherwise, the forest environment is a good The Cultist has a 50 gp worth necklace on his neck,
opportunity for a beginner team to try themselves in but it belongs to an evil cult, which can be a problem
combat and in other role playing challenges. The when selling it.
suggested encounters and the XP are designed for four 5. Two Black Bears (200 XP | 50 XP/PC) - If they are
player characters, but of course their numbers or strength not cautious in the forest, the adventurers bump into
can be modified according to your needs. If the group is Black Bear cubs. The parents are quick to follow. If
at higher level, but you still want to include this part, you the PCs run away before the Black Bear parents
may use stronger encounters to provide a proper arrive, they can still get 25XP/PC for the encounter.
challenge. 6. A Cult Fanatic (450 XP | 113 XP/PC) - The story of
The forest route takes three days and there are two the prisoner has lured others here, too. Two evil
encounters every day and one encounter every night. cultists had made their way to get a special
Choose them by rolling a d8 or according to the situation. ingredient for their unhallowed rituals, but one of
(If you roll a number that has already been, choose the them has already become the victim of a tree. The
next unused one). remaining cultist can be negotiated with, but she is
ready to stab the PCs in the back any time or can
1. Four Thugs (200 XP | 50 XP/PC) - The smugglers
turn up at the worst moment. She has the same type
are on their way back to the ruins. The player
of necklace that can be found in Encounter 4.
characters can follow them, but it is also possible to
7. The forest has been set on fire by lightning. The PCs
negotiate with them. They are not willing to give
are choked by the smoke. After each round, PCs
away their hiding place. XP can be awarded even if
must make a DC 10 Constitution saving throw,
they solve the situation by means other than fighting.
taking one level of exhaustion on every failed save.
The thugs have just made good business: They have
The DC increases by 1 in each subsequent round. If
19, 27, 32 and 15 gp on them.
they start to run away immediately, they do not have
2. Four Bandits (100 XP | 25 XP/PC) - They do not
to make a saving throw. If they escape the fire, they
belong to the smugglers but to a local gang who
get 25 XP/PC. If they put out the fire by any means,
would like to rob the ‘merchants’. They do not know
they get 50 XP/PC.
too much but they have seen valuable goods being
8. A Giant Boar has been trapped, its leg stuck between
transported through the forest. They are insincere
some smartly placed rocks. If they rescue the animal,
and aggressive, but they are ready to join the PCs if
they get 25 XP/PC. If they kill the boar, they do not
they want. (XPs are awarded for peaceful solutions,
get XP but its skin can be sold for 10 gp and its fangs
too). They are not rich: They have 5, 3, 3, 2 gp on
for 5 gp each. If they spend some minutes looking
them.
around, they can find similar traps made by a tribal
3. A Harpy (200 XP | 50 XP/PC) - A Harpy is not a great
hunter long ago. In one of them, they can find a
challenge for the adventurers but it can foreshadow
skeleton with 33 gp and 13 sp in its purse.
further dangers to come.
If all the encounters are met, the PCs are very likely to
reach 2nd level. You can decide if they need a long rest
before advancing to 2nd level.







 There are several ways to get into the ruins:

The once magnificent fortification lies in ruins. Now the  It takes a full turn of movement to get through the
previously strait and tall towers are almost nothing more barricades. Unless they use some kind of trick, PCs will
than stumps made of stone. Rock and rubble everywhere. need to make a successful DC 15 Dexterity (Stealth) to
The immediate surrounding of the ruins is richly make sure that the planks do not squeak. If failed, the
overgrown by lush vegetation noise can be heard in a 30 feet range. If you want to
give your players an easier challenge, use the Map
 without Barricades.
Unless they waste some time around, the characters will
 The walls of the fortress were once smooth and
reach the ruins on the third day, one hour before sunset.
inaccessible for climbing, but time has eroded them,
If they spend the night further away from the fortress, it
making natural handholds and grasping points. The
will be uneventful. If they arrive at night, see Night Map.
smaller walls can be climbed with a successful DC 12
Whether they arrive in daytime or at night, the fortress
Strength (Athletics) roll. If a rope is lowered for the
is being watched by eight guards hired by the smugglers:
others, further climbers do not need to make a roll. It
There are four guards on the four corners of the ruins at
takes one turn to climb over the walls, requiring a
all times (F1, F2, F4, F5). All four of them have the
DC 12 Dexterity (Stealth) to remain quiet. If they would
statistics of a bandit, each having 2d6 gp in their purses.
like to throw a grappling hook over, it requires a DC 15
They are well paid so they are not willing to be persuaded
Dexterity (Stealth) to hook it in silently in the end.
or to commit treachery, unless they are paid a large sum.
There is no damage for failed attempts to climb,
 At night there are smaller fires for the guards to warm however, noises caused by unsuccessful climbing or
up at, but they are carefully placed in cover of the walls stealth attempts are noticed in a 40 feet range. More
so that they cannot be seen from far away or from the than one attempt can be made.
sea. The fire on the North-east (F1) can be seen to  It takes two turns to climb up to the 2nd level, and it
deter wild animals. Visibility conditions are requires two successful DC 12 climbing checks (stealth
disadvantageous for the guards, as they cannot see check is required only once). If the second attempt
outside the circle of the fires, so the player characters fails, falling causes 1d6 damage. If falling down or
can sneak into the camp. being pushed down after climbing up to the 2nd level,
 At daytime there are guards in the same 4 places. 2d6 damage is taken.
 If combat brakes out, or the PC-s seems like a threat  To climb the Big Tower (F5) it takes three turns and
other guards are coming upon their call: three successful climbing checks. Falling causes
Round 1: Four guards (on their posts) 0/1d6/3d6 damage depending on the place of falling.
Round 3: Two guards join the existing four (from the Falling from the top causes 4d6 damage. Having
bottom of the smaller tower, F4), so six guards climbed up the towers, the PCs have an advantage on
Round 5: Two more guards join the six guards (from attack rolls when shooting on the enemy below them.
the lower level, D7), so all eight guards
 The cliffs by the sea side, near F7 are harder to climb.
Fighting the potential eight guards can be a tough It takes a DC 15 Strength (Athletics) check to climb
challenge for the adventurers as the bandits in higher them but a PC making an unsuccessful roll will fall into
positions can have advantage as well as use the ruins as the cold sea. It requires a DC 15 Strength (Athletics)
cover in combat. The entrances are blocked by barricades check to get out of the water without help. The cold
so the PCs can have a hard time entering the ruins. They water causes 1 HP damage in each turn. The sea is 60
can run away, however, and the guards will not chase feet below the ground level of the ruins. If a long
them. enough rope is thrown at the character in the sea, it
After such a retreat, the bandits will double the number takes a DC 15 Dexterity (Acrobatics) check to take it.
of the guards for 24 hours, with no more reinforcements
The unsteady pier (F7) at the dungeon level has been
possible. In the next 24 hours after that, they will have six
made recently as the not very well qualified carpenter
guards (one in each tower and two in each northern post).
work of the smugglers. This is where the ship stops. The
In this case, they will be joined by two more bandits in
adventurers can climb between here and the top of the
Round 3.
cliffs, and they can enter the Dungeon via D6 from here.




 things from their backpack, one egg can fit in. Taking an
egg in one hand causes a disadvantage at climbing. If the
 rope is held by someone else, a character can descend
To reach the north-eastern post, even the guards need to with an egg in one hand without making a check.
climb lightly. This is a vulnerable point at guard relief. If the characters are not quick enough, roll 1d6 again to
Under this place is where the smugglers keep the goats check if the harpies return home. Fighting the harpies on
that they feed to the harpies. the top of the columns is very challenging.

 
In the north-western part of the fortress, smaller pieces of If a character has an egg and they are in the ruins, roll a
the original joist have remained. The smugglers do not d6 every half an hour as above. Returning harpies will
climb up there, but the joists do not break down if attack the person who has the egg. They fight until the
climbed, so the PCs can use it as an elevated position to end if needed, and they take revenge at least, but their
take advantage in combat against the enemy on the main goal is to save the egg. If the characters return later,
ground. the harpies will attack again to take revenge. The harpies
do not leave the ruins for another week after an incident.
 If an egg is dropped or a PC takes damage because of
See at Ground Level.
falling down with an egg, this time or later, they have to
roll a d6 to determine what happens to the egg. On rolls

1-3, the egg will break. If the egg is broken deliberately,
The staircase inside the Small Tower has collapsed, such
the PC also makes the d6 roll. In each case, on a 1, a little
as the higher part of the tower, so guards access this
harpy will hatch from the egg, harmless and tame at the
point from the Big Tower. See also at Ground Level.
moment, and it will regard the PC as its mother.

In the south-eastern part of the fortress, the Big Tower is

an excellent banquette for shooting. A spiral staircase 
leads down to ground level, and below the top there is There is nothing much of interest here other than the

access to the Small Tower. campfires and the barricades:

 
At the south-eastern corner of the fortress, there are There is a big well in the center of the yard, with a bucket

harpies nesting They do not attack unless disturbed, on a rope next to the well. There is a trace leading to the

except if they have not been fed with goats for more than well, as if something heavy would have been dragged

24 hours. In this case, they attack anyone passing by here, a small hollow on the ground. (In fact it is the trace

under them and demand meat. It is very hard to climb of the crocosnake.) The well leads to the cistern (D1).

this projection, it requires one DC 20 Dexterity



(Acrobatics) check and three turns. There is no safe verge
At the bottom of the Small Tower, a staircase leads down
to hook a rope. Falling causes a significant 4d6 damage.
to D6. This is where the smugglers go down and spend
If a falling PC tries to avoid falling down all the way to the
their time during the day when they are not sleeping or
ground level and attempts to fall towards the cliffs or the
on guard. There is a trap on the stairs, see D6. The stairs
Small Tower instead, the damage decreases to 2d6.
leading upwards from here have collapsed. There are two
There are two harpies and both are at home at night. At
guards resting here, they are the first to join combat.
daytime, make a d6 roll to determine their presence:
1-2: Both harpies are at home 
3-4: One of them is at home There is no opportunity to descend from the bottom of
5-6: None of them is at home the Big Tower, but the stairs leading upwards are
In the nest, half a goat corpse and three eggs can be undamaged. This is where the guards go up to the
found, worth 100 gp each. It is not easy to get them down towers.
as they are quite big. If a PC empties everything but small




 
This is the room the adventurers will enter if coming
The smugglers do not know about the dungeon system
under the fortress, they only know Rooms 6 and 7. There through the well. They can jump in the well without
are several ways to enter the dungeon: taking damage, because of the water in the bottom, or
they can choose to climb down with ropes.
 From the bottom of the Small Tower (F4). There are
In the water there are fallen stones and debris. A giant
two guards (two bandits) resting here. They are not
crocosnake is hiding here. The creature has the head of a
perceptive, but will alarm the two lower guards and the
crocodile and the body of a snake, and it is very hungry,
upper four posts with their call. They will have to be
as it has not dared to leave its nest since there are people
overcome.
moving upstairs. Its statistics are the same as a
 On the outer side, through the sea cliffs, and the Pier
crocodile’s, with the following additions:
(F7). The adventurers arrive at the pier in front of D6,
If it manages to grab its prey, it takes it underwater and
and can enter the Dungeon. If they are noisy, they will
tries to hold it there, bumping it to the bottom and the
have to fight the two guards in D7, who are asleep in
walls. If the creature starts its turn with someone inside
the beginning (even at daytime, because of the night
its jaws, the person automatically takes 2d6 damage.
shifts). If the guards have an opportunity to shout, two
The crocosnake is hard to aim at in the dark water, so
more guards (bandits) will arrive down on the tower
it can be attacked with disadvantage, and it gets an
stairs within 1 round, and in two more rounds, the two
advantage on stealth checks.
upper northern guards will also come down. The
From here. Besides the well above the cistern, there
guards up in the towers will remain at their posts.
are some more ways further from this room: D2 can be
 Through the well (F3). The smugglers have not thought
accessed by climbing 5 feet. Under the water there is a
about this option yet, and the well paid guards do not
tight duct leading also into D2.
climb through wells. This way the adventurers will
A corridor closed with sturdy, rusty grid gate leads to
arrive in D1 to explore the dungeon from here.
D5. The bars can be strained open with a successful
DC 20 Strength (Athletics) check.






From the cistern, the adventurers can reach D2 by
climbing 5 feet. This is a natural, undecorated room. The
floor is made of large flagstones, but in the middle of the
room, the stones are missing in a line. Exactly above the
line there is a magical lantern hanging on a chain, and it
gives an ominous dim light when somebody enters the
room.
For the one-time dwellers of the fortress, it was crucial
to protect and hide the crystal that is kept in the next
room. Therefore this room is designed in a way that
anyone finding a way through the well can not get
through this room easily without caution.
Perceptive adventurers can notice that some stones are
more worn-out than others. If looking especially for clues,
adventurers can notice this without making a check roll, The pattern of the flagstones
but it is not obvious if not perceived attentively. Detecting
magic will show that the flagstones and the lantern are

magical. Getting through the room was originally possible

by stepping on the worn-out stones only, and climbing on
🌊
the chain in between the two worn stones. The chain is
not dangerous at all.
If someone is standing on a part of the floor that has
Of course, the players may not necessarily notice the
collapsed, they fall into the water under the floor.
worn-out stones or find the way through, they may not
Originally it was unpleasant only, but now it has become
even start to think about it. Let them try any solutions
dangerous, too. The crocosnake goes through the tight
creative or by force, and let them make mistakes with the
duct and this is where it has laid its offspring. Numerous
following consequences:
small snakes will spring at their supposed food here.
 If they step on worn-out stones, nothing happens. They cause 3d6 damage per turn. They are plenty, so
 If they step on stones that are not worn-out, the floor of every attack is successful against them, decreasing the
that half of the room will collapse, including worn-out number of damage dice by 1, as they flee into the small
stones (yellow squares on the right and orange squares cracks on the wall. After three attacks, they all flee. After
on the left). a minute, they return, waiting for food.
 The collapse is loud. The guards asleep in D7 will It is difficult to climb out without help. It takes a
wake up and go to D6. successful DC 20 Strength (Athletics) check to climb out
 The guards in the bottom of the tower will also notice towards the next room or on a worn-out flagstone. If
the noise and warn the upper guards to be more alert, someone tries to climb on a flagstone that is not worn-
then they will go down to D6. They do not know the out, it will collapse, too. The small snakes do not leave
origin of the noise. the water. If someone tries to press themselves through
the tight duct to D1, it is possible, and the ravenous youth
will not follow them, submissively obeying their mother’s
prohibition.
If by any means they manage to get through the room
from one side to the other, 25XP/PC can be awarded.
From here. Back to D1 via the eastern door (or via the
underwater tunnel). D3 is to the West if they manage to
get there.




 From here. They can get to D2 through a door, and to
D4 to the South behind the collapsed statue.

This is an undecorated but carefully designed room. 
There are three statues at the walls, knights with somber The exact power of the crystal has become unknown by
faces. At the south-eastern pass, there is one more statue now, even for the knowledgeable sages. Returning to the
that has collapsed. In the middle of the room, there is an civilization, it can be obtained that in the past, every
elevated area where three pedestals used to stand. By fortress used to have a protecting crystal like this, but
today, only the middle one is preserved in its original they have been lost over the centuries.
state, the one holding the crystal, which is glaring with a These crystals are regarded as valuable scarcities by
glooming light, the other two are leaning on the ground. antique brokers and on the black market. The crystal can
There have been several attempts over the years to rob be sold for (1d4+1) x 1000 gp as it is very hard to find a
this room. Whatever was on the two side pedestals, they customer for it.
have been taken already. The middle one, however, has
proven to be a more difficult challenge, as shown by the 
skeletons all over the floor. A quick investigation of the Watchful Fortress: If anyone approaches the fortress
skeletons show as if they have been killed by whacks of a within a 0.5 miles radius, the crystal will give a mental
large hammer. alarm. The alarm alerts anyone within a 30 feet range of
the crystal with a small metallic ringing in their mind, the
 intensity of which signals the number of the intruders,
If anyone were to step on the slightly elevated middle and the frequency of which shows the distance. The
area or put or throw an object above it, the statues will distance, speed and number of the intruders can be
come to life and attack the intruder. There are three estimated well with a successful DC 10 Wisdom
Animated Armors attacking. They do not leave the room (Perception) check. The crystal only signals humanoids
and they fight until there is anyone in the room, then approaching. The crystal does not signal if the creatures
return to their places. If anyone attempts to take the approaching have left the fortress within a day and are
crystal out, the statues will try to hold it back (contested returning. In its heyday, there was always someone in the
Strength check). room to detect the signals. The effect is still active, and it
If defeated, the statues will become inactive for 24 signals the return of the smugglers’ ship, for instance.
hours, then become activated again by the magic of the Succor of the Perceiver: Any humanoids within a 30
crystal, provided that both the crystal and the statues are feet range of the crystal can add 1 to their Perception skill
still in the room. If not, the statues collapse forever. They checks. The effect is still active and the adventurers gain
also collapse as statues if taken out of the room by any the bonus if they take the crystal (and if they don’t mind
means. The south-eastern statue has been already occasionally waking up to its mental alarm’s incidental
smartly dragged out of the room by a raider earlier, so it ringing when someone approaches the fortress).
has perished terminally. The Next Outpost: The crystal was used to keep in
touch with the other fortresses, castles and leaders.

Attuning to the crystal requires a creature to spend a
Prying the crystal off requires a successful DC 17
short rest within 15 feet of it. After the attunement, the
Strength (Athletics) check in the first round and it takes 2
user can connect to any other crystal, both visually and
further rounds in which the PC must use their action to
auditorily. The user can look around in the outside
pry it off. More than one attempt can be made. More
environment of another crystal within 120 feet. Walls and
characters can work on it at a time, giving an advantage
other obstacles do not block the visibility provided by the
by helping the check, but it will still take three rounds.
crystal, but only areas lit by direct sunlight or moonlight
If they make an attempt from a distance, eg. with a
can be seen, eg. a court or the outskirt of a fortress (visual
rope, the difficulty of the check will rise to DC 20 because
only). The person attuned to another crystal can be
of the less advantageous angle. If by any means they
contacted verbally (sounds only). The effect is still active.
manage to take the crystal, they get 100 XP/PC on top of
the XP awarded for combat.




 From here. Today there are several ways to get in and
With the fall of the empire, the overall quality of out of here already.
construction works also declined: the northern expansion A grid gate closes the access towards D1 and it takes a
of this bridging corridor is quite less refined as other successful DC 20 Strength (Athletics) check to lift it.
parts of the dungeon. It is a rather empty and dull area. These are the only bars that have stood the test of time.
The room is suitable for a long rest, as none of the other The grids closing the way towards D4 have been eaten
residents of the dungeon come here. by rust, and even though the lock does not work, the grids
From here. A smaller door, nicely built into the wall, can be removed with a small effort (no checks required).
opens into D6 (it is a secret door from the other side of There is a tight air shaft leading to D6 at 6 feet above.
the wall). A once strong, but nowadays rust-eaten iron A creature of maximum medium size can press
grid gate leads to D5. The lock is stuck, but the rusty themselves through this. It used to be protected by a thick
elements can be easily strained (no skill checks required). grid but by now it is rusty enough to be removed easily.
There is a tight tunnel to the right from the room,
 which has been dug by the prisoner in the hope of
The prison under the fortress used to host small scale escaping. Decades of hard work had all been futile: he did
criminals and military captives. However, in the last days not know how close he was to getting out. The
of the empire, treachery has found its way within the once adventurers can reach out by digging for 2 hours,
loyal army. Officers scrounging for their own benefit as proportionately decreased if more than one adventurers
well as generals creating their own petty states have work together. The hole will open 50 feet under the
corrupted the empire. One of the biggest traitors, General ground level, 10 feet above sea level.
Manusco was imprisoned here, sentenced to 500 years of
suffering according to the verdict.
He was able to get some water from the Cistern with a
mug and a rope, and some food was thrown in for him
from time to time, but eventually he was left there to rot.
Human life is not as long as this, but the will of the
prisoner took a long time to break. His every attempt to
escape had failed, no matter how hard he tried to dig
himself out. Now he dwells in his cell as a vengeful
undead. At the moment he is the Grim Digger hiding and
waiting to take revenge on anyone. Its appearance is
dreadful, its flesh is rotten, and its nails have deteriorated
and transformed into fearsome claws. A shadowy aura is
surrounding the undead creature.
If his imprisoned body is destroyed, his soul will be
able to find rest at last. When destroying the undead
creature, an etheric voice can be heard: “Freedom, thank
you!” A further 200 XP/PC can be awarded for this on top
of the XP for the combat.
In his long hours of imprisonment, General Manusco
had made an unholy script on the wall scratching it by his
hands. Whoever reads the script, their mind will become
preoccupied with dark thoughts and they take
disadvantage on all skill checks for the next 24 hours.
The thoughts will keep returning from time to time later
on, and if the PC tries to write them down, they are able
to make a scroll that has a similar effect on anyone
reading it first. Having the script written down, the dark
thoughts are gone for good.




  If stepped on, the middle step will turn easily and cause
the person to slip. Falling down can be avoided by a DC
 15 Dexterity saving throw, but the person cannot move
This room is full of the goods of the smugglers. Silks,
any further in this turn.
wines, smaller value jewelry carved of stone, utensils
 If the PCs are running on the stairs without watching
made of copper. It is a 2000 gp worth cargo but it is not
their steps, no saving throw can be attempted.
easy to take away. It needs either a ship or twelve hired
 Slipping will result in taking 1d6 damage and falling on
porters, who would take three days to come here and five
the bottom of the stairs with a noisy whump that can be
days back through the forest. The adventurers can select
heard in D7.
and take 100 gp worth of values each without the risk of
 The step will turn back to place after this.
being encumbered (or use your preferred encumbrance
rules). If they make a noise, the two guards from D7 and 
the two guards from the bottom of the Small Tower will
come up, provided they have not been defeated yet.

This is where two guards sleep when not on duty. They
From here. The door leading to D4 is a secret door
do not keep any valuables here.
from this side, the smugglers do not know about it. It
takes a successful DC 15 Intelligence (Investigation) 
check to find it.
The grid protecting the air shaft leading to D5 can be

If the adventurers enter the dungeon and go through it,
easily removed here, too. It is at 6 feet height, and a they can easily advance to third level. The adventure can
creature of maximum medium size can press themselves finish here or it can be continued as follows.
in. The smugglers have not used this either. When If the adventurers spend a longer time in the fortress,
entering the air shaft, a pestilent foul stench can be you can decide that a new smuggler ship will be arriving.
smelled from D5, the smell of death. If the adventurers want to use the fortress as their base
There is a makeshift pier, F7 towards the sea where and stay even further, it is an excellent opportunity, but in
the+y load the cargo. this case, the new ship is sure to arrive in 1d4 --1 days.
There is a way to the next room, D7, the dormitory of The ship has the statistics of a Keelboat, except that
the guards. she does not have a ballista. She has a bigger cargo space
The stairs leading upwards lead to the bottom of the and a travelers’ deck instead.
Small Tower (F4), but it is protected by a trap from On the ship, another 500 gp worth of cargo is arriving,
intruders, which can cause trouble to anyone ascending similar to those found in D6. However, the real value is
who do not know about it. the ship herself.
 Three consecutive steps of the stairs have been painted Crew and passengers of the ship:
black. It is easy to notice unless there is complete  Three sailors (commoners), they do not fight
darkness or someone is running fast.  Two merchant-smugglers (scouts)
 A thorough investigation can show that the middle one  A lead smuggler (bandit captain)
is not usually stepped upon.  Four violent thugs
 The middle step can be left out, stepping over. The
They are basically hostile and aggressive as some have
smugglers know this and use the stairs this way.
intruded their territory, but it is not impossible to
 All three steps can be jumped over. This requires a
negotiate with them.
whole turn of movement.
 There is nothing special about the other steps on the
two sides.




 adventurers can easily find themselves in the middle of
political intrigues or even a war.
 After fully occupying the fortress, the adventurers can
If the adventurers have managed to take the crystal, it will
gain a well protected base. Although they can get bored
not be easy to find a purchaser for it. Maybe someone
easily here, there is an opportunity to clean the forests
tries to rob it from the adventurers, or maybe the
nearby and to defend the fortress. The smugglers can
benevolent customer will be thankful and provide further
return stronger, and the Cultists can also turn up.
interesting quests for the team. The crystal can see other
If you do not want to lead the adventurers to such
places, the investigation of which can be a serious
significant events yet, the smugglers can still provide for
challenge for the team. At some point, the players may
further adventure possibilities. They can be their constant
realize that the crystal is just as useful for spying on them
recurring annoyance but also quest givers, if the team is
as it is for scrying around the other crystals! And who
open to underworld business.
knows what treasures and dangers are awaiting them at
Or perhaps, the fortress will be nothing more than the
those ancient places.
memory of the first step on a long and successful journey
There are some who would like to restore the old
towards adventure, that they can tell stories about with a
empire, and of course they have their enemies, too. The
beer in their hands in their elder years.
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

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