The Haunted Halls of Evenstar
Nestled in the Starwater Gorge, the famed Haunted Halls of nearby Evenstar hold secrets that only the very brave or very foolish would seek to uncover.
Plot points/Scenes
The Approach
The western side of Starwater Gorge is a weathered rockface with many cracks, washouts, and overgrown rockfalls.
Shrubs cloak the cliff base, shielding it from view for all but close observers. Two of the fissures lead into true caves (1 and
2). The northernmost of these (2) is the correct route into the dungeon. Tracks are impossible to detect due to bare rock in front of both entrances.
Ground Level
Dungeon Key
1. Owlbear Lair: These dark passages have a musty, rank reek. Their uneven dirt floors are choked with gnawed and split bones, loose stones, and other rubble. In the southern crevice lurks an alert owlbear. Unless discovered first, it will crouch silently until intruders go north to search the larger cavern, then attack from behind. The owlbear fights to the death.
If PCs search through the bones and muck underfoot for at least 3 rounds, they find a half-buried canvas sack, blackened with mud but still useful, holding 71 gp.
2. Entry Doors: A short, rough-walled, square passage (clearly worked and not natural, but lichen-encrusted and obviously unused) leads to two closed doors made of stout oak. These doors are latched but not locked, and open outward by means of two large iron pull-rings. They are dark with age, but look (and are) solid, and radiate faint magic. Upon close examination, intricate
twisting runes can be found carved on their panels. These now-forgotten runes protect against rot and reflect all disintegrate and fiery attacks back at the source.
3. Forechamber: This chamber holds a shallow puddle of water in the northeast corner. A pile of weapons and a shield lie
at the center of the chamber. A passage opens in the middle of the west wall, leading westward, but the way is barred by a pair of gates made of metal bars. Beyond them is a wooden tripod and loaded crossbow, pointing into this room! The pile of weapons includes two long swords, three short swords, a broadsword, a dagger, a large, bare metal shield,
two belt buckles, and three arrowheads. None are magical and all show signs of use
but are intact. If they are touched, a magic mouth appears on the shield, and a flat, deep male voice says in Common: "Beware! These were carried in by those who will never carry them out again!" Once triggered, this magic will not act again until a new item is added to the pile by an intruder discarding something or by the magic that created the pile teleporting an item here from #31.
The barred gates have rusted solid and cannot be opened. They must be bent or torn from their hinges (DC 18 Strength check) for PCs to proceed. The tripod beyond the gate is rotten. Its crossbow perished long ago; the trigger, bowstring, and quarrel have crumbled to dust. A rusty quarrel-head is all that can be salvaged from the wreckage.
4. Guardquarters: Smashed, triple-tiered wooden bunks line the walls. A table and six stools occupy the center of this room. Wooden strong chests can be seen under some of the bunks. In the center of the south wall is a door, which is ajar and opens into darkness (#5). Something odd and grey is huddled on the floor in front of the door: the shattered, petrified remains of a goblin clutching a broken short sword. There are four strong chests, all with their locks smashed. They are empty, but are strong enough to transport items. Most of the wood in the Halls is damp and rotten; it won't easily burn and crumbles under stress.
5. Privy: This passage leads to an evil smelling hole, with a stout one-holer wooden seat wedged above it on two carved rock ledges. Just past this, the passage ends in a rough, unfinished cavity, where loose rocks, ranging in size from pebbles to chunks as large as two fists, lie heaped waist-high. A sword (in a plain leather scabbard, wrapped in a rotting, green cloak) lies hidden under the rocks; it is a long sword +1. The privy cavern extends below the seat into a dung-pit (which may hide treasure),
and also extends upward, into the home of a spider (huge). It will drop down to attack intruders.
6. Guardquarters: This room appears empty. The doors in its north and west walls are closed. Its 14-foot-high ceiling is
entirely covered by green slime, which will drip down when it is touched or senses the vibrations of intruders below.
7. Privy: This passage leads to an evil smelling hole, with a one-holer wooden seat wedged over it on rock ledges. There is no treasure here, nor any monsters, but the seat is cracked: the weight of anything larger than a halfling will break it, spilling anyone on it into the pit below! On the wall above the seat (reachable by standing on the seat) is what looks like a cobweb the size of a hand. Examination shows this to be finely woven black mesh cloth, coated with grey dust and stretched in an irregular shape over tiny pins to look like a spiderweb of some sort. It hides a small, square panel of stone that sports a finger-hole. A lock lurker inside the hole will attack anything entering (such as a finger). If its stinger strikes metal, there will be a sharp scraping sound. If the intrusive object is worn or held closely (e.g., the finger of a gauntlet, a lockpick, or a dagger tip), a gentle poke is felt. The lurker looks like a smooth-sided copper coin. Beyond the lurker is a one-foot-deep, three-inch-square storage niche in which
lie four dust-covered glass vials. They are unmarked, look identical, and hold colorless liquids. Three are potions of healing; the fourth is an elixir of health.
8. Welcoming Trap: The center of this room's west wall contains a pair of closed bronze double doors, flanked by two bronze statues. The statues stand on stone pedestals and represent humans in archaic, fluted plate armor. One is male and one is female. Both are posed with one hand on sword-hilt and the other outstretched to indicate the doors between them. There is a faint metallic smell in the room, and the doors and statues radiate strong magic. Something is written on the floor in front of the statue on the right. The writing can't be read from more than ten feet away. Ashes have been scratched into the letters "BEW." Beneath these is a triangle, a zigzag line descending from its center. (What does it mean? The PCs will think of something.)
Multiple, strong enchantments protect the statues and doors from rust, shattering, or being toppled (even if shoved, they remain upright; if the doors are torn from their hinges, they will hang upright in mid-air). The statues also gather strong electrical energies and discharge them as follows:
- When a statue is touched, it conducts lightening 2d12 damage to anything touching it (if an object is itself a conductor, the damage is suffered by any creature holding the object).
- When the floor between the statues is walked on (it sinks slightly, activating a trigger), or the doors are touched, two bolts leap from the outstretched hands of the statues (regardless of which way the statues may have been turned, the bolts will leap toward the other statue). The bolts meet, crackle spectacularly, and vanish. Anyone touched by the bolts suffers 2d4 damage. A Dexterity Check is required of anyone within 5 feet of the bolts path to avoid damage.
Parent Plot
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