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Lost Dragon of Icefire Isle

Tresendar Manor

Magic - TBD Monsters - TBD Groups - TBD People Places Races - TBD Things - TBD

A former fortified manor house, now base for the Redbrand Bandits All areas lit either by torches or lanterns.

Area 1 - Cellar

Area - Approximately 40' x 30'. Stairways on the E end, corridor in the NE under stairway, door NW, Secret Door SW.

No satchel in the cistern. It is now in the stairs between 6 and 7.
The crates and barrels have multiple merchant marks among them. Examples are of Crossed Hammers, Scissors Cutting Cloth, and Foaming Tankards. Linene Greywind at the Entrepot will offer PCs 50 gp for exclusive knowledge of the stockpile.

Room 2 - Barracks

Area - Approximately 15' x 20'. Door to the E.

Redbrands are practicing instruments, badly. Exiled here to not annoy others.

Creature - Warrior 2 x 3
AC 14 (leather) / 15 (leather + shield) / 13 (leather w/low Dex)
BAB +2 Fort+3 Ref+0 Will+0
Dmg 1d8 / 1d4 (2 attacks - cutlasses) / 1d6+1 (handaxe)

Treasure -
3 red cloaks
Each Redbrand has a belt pouch
16 sp and 7 gp
12 sp and 5 gp
15 ep and 2 10 gp garnets

Room 3 - Trapped Hall

Area - Approximately 40' x 10'. Door under stairs to the SE and double doors to the W.
Pit Trap - 25' from E end.

Room 4 - Crypts

Area - 20'x 30'.

As Is.

Creature - Skeleton x 3

Treasure - 3 platinum signet rings w/Tresendar Crest worth 50 gp each.

Room 5 - Slave Pens

Area - 15' x 35'. Door to the W, room is divided into 3 spaces separated by bars and locked gates - 15' x 10' cells N and S, 15' x 15' guard space in the middle.

The ddors are held closed by chains and a lock (Disable Device DC 20, Hardness 10, HP 10). The Dretch has the key.

Guard is a Dretch, there to prevent captives from being harmed and lowering value. The creature will surrender if death appears imminent, offers the key to the cages and knowledge of the secret door to area 7 if allowed to flee.

Creature - Dretch

Room 6 - Armory

< b>Area - 10' wide, 15' long. Door to NW.

Door has a broken lock. Held closed by a wooden wedge.

Treasure - Linene will buy them from the PCs for 25% of their value.

Room 7 - Storeroom and Work Area

Area - 20' x 15'. Secret doors to the NE and SW, open archway to S.

This area is where the Redbrands repackage their stolen wares from containers with recognizable merchant marks to unadoned wooden crates.

Treasure - 30 beaver pelts worth 2 gp each.

Room 8 - Crevasse

Area - Large, misshapen. ~ 30' wide, 50' long. 10' crevasse runs N to S down middle of space, with wooden bridges crossing gap at N and S ends. Arched passage N, corridors at NW, SW, SE. Tunnel S leading 100' outside to local forest.

The Nothic is replaced by three Demon Larva. They will rush to attack anyone who enters the crevasse. The Redbrands have blocked the S end of the crevasse where it becomes a tunnel with a barred gate to prevent the larva from escaping. Bandits who need to enter through the tunnel have to get the attention of the guard who lures the larva to the N end of the crevasse with rotten meat and then drops a crude wooden portculis from the N bridge to trap the larva while the bandits in the tunnel enter the lair proper.

A bored guard is leaning against the SW column throwing rocks at the larva. He will stare at the PCs in disbelief when they enter the area. On his intiative he will yell for assistance while dropping the S bridge. The bridge, when dropped, becomes a ramp for the larva to crawl out of the crevasse and attack intruders on the E side. If the PCs are wearing red cloaks he will hesitate, giving the PCs a surprise round.

The body of Thel Dendrar is easily visible in the N end of the crevasse. It is obvious the larva have been eating off him.

Attached to the bottom of the N bridge is a cleverly hidden flat chest placed there by a brighter than average Redbrand. For contents see Treasure.

Creature -
Demon - Larva
Warrior 1 w/ sword and bow.

Treasure -
- One potion of Hero's Brew in an iridescent blue-green wine bottle.
- One potion of Cure Light Wounds in a battered metal flask.
- A bundle of thin wood strips cleverly tied together so when unrolled they lie flat. Written on each wooden strip is a string of unfamiliar characters which glow slightly with a green light. This is a jiandu of the Luse Denglong, which when read grants the reader the effects of both the Brightest Night and Detect Evil spells out to 60' for 30 minutes. In addition those under the effect of the Glowing Harlequin have the ability to Smite Evil on one attack as per the Paladin feature (+2 to hit and damage unless the target is an evil outsider, dragon, or undead when the damage bonus increases to +4). Using the Smite Evil ability ends the enchantment of the Glowing Harlequin. When translated the incantation on the scroll says "In brightest day, in blackest night, no evil shall escape my sight. Let those who worship evil's might, beware my power, to Evil smite."
- A longsword +1.
- 5 pp of an exotic design, strung together through holes in the center of each coin by a soft but strong thread.

Room 9 - Guard Barracks

Area - 25' wide, 15' long. Door to NW.

PCs who listen (Perception DC 15) can hear four voices discussing the presence of demons and the Glasstaff's distractions. Two are discussing turning against the Glasstaff or abandoning the group, while other the two, gruffer and accented, agrees the demons are unpleasant and the Glasstaff is becoming a problem, but advise the others to stay and obey so as to not tarnish their honor.

Creature -
Warrior 2 w/ swords x 2.
Hobgoblin x 2

Room 10 - Common Room

Area - 25' square. Doors to N and SW.

PCs can hear shouting coming through this door with no check. Actively listening at the door (DC 10) allows the PCs to make out an argument over how someone would not have cast that spell if they had known it would have killed their cats. The other sole voice is unmoving.

5 Redbrand players, 1 Redbrand DM.

If the Redbrand DM dies during combat one of the Redbrand players breaks off what she was doing and grabs the RDM's head shouting "How does it end? How does the adventure end?!".

Creature -
Warrior 2 w/swords x 2.
Warrior 1 w/short swords x 5.

Room 11 - Wizard's Workshop

Area - 20' square. Doors to E and S.

As is but the magical paraphanalia is geared toward summoning demons, not alchemy.

Room 12 - Armory

Area - Kidney shaped. 10' wide, 15' long. Door to NW.

As is but the magical paraphanalia is geared toward summoning demons, not alchemy.

In the notes is a pretty decent sketch of a naked Shadow Elf (drow) with some really bad if heartfelt poetry.

Creature -
Quasit

Room 12 - Glasstaff's Quarters

Area - 20' wide, 15' long. Door to W, secret door to SE.

The bed is in the NW corner against the E wall. The desk is where the 12 is, facing the door. There is a double crossbow (-4 to attack roll) attached to the underside of the desk facing the door. The crossbow can be removed from the desk with a DC 15 Disable Device check.

In the notes is a pretty decent sketch of a naked Shadow Elf (drow) with some really bad if heartfelt poetry.

Creature -
Glasstaff

Treasure -
- Staff of Defense
- A scroll of Charm Person DC 11
- A scroll of Fireball DC 14