Friday, September 16, 2011


This is adventure 12 of 25 that is roughly designed to take characters from level 1 to 25 that I will be sharing over the month of September. These posts are a part of Asshat Paladin's OSR Short Adventure Challenge, and utilize his Get Ready, Get Set, Go! format.

Lastly, don't forget to vote on my new poll - What is the Defining Element of Steampunk?

A Get Ready, Get Set, Go! Classic D+D adventure set in the PC’s Castle

Get Ready:
A large stone arch appears along a wall in the PC’s castle. The arch’s keystone contains a key hole. Where’s the key?

Get Set:
The arch will appear on an exterior wall in the castle’s courtyard instantly - Blank wall one moment, wall with an arch the next. The arch is not an archway, it’s a fixture built into the wall, and solid. However the keystone of the arch will be highly decorative with a stylized laughing face surrounded by scrollwork that winds its way down the sides of the arch. In the open mouth is a key hole, but no key. The wall within the arch will feel warm to the touch. On the ground in front of the arch is a golden pendant in the shape of the keysone, with a red ruby in place of the key hole.

The arch is guarded by a pair of bound demons (lesser efreet). Any attempt to do much beyond examine the arch will cause the demons to manifest and attach.

The pendant is magical, and was used to create the archway. It retains a trace of enchantment. Anyone wearing it will take only half damage from any flame/heat based attack.

The arch is a magical gateway. A Shadow was sent to install the arch, and once done, it fled unseen. The demons will not bargain or reveal any information, but can only attack those who mess with the arch (without the key) or those that attack them.

Important NPCs:
Bound Demons (As Efreet - AC 1, HD 10 (L), MV 240' (80'), AT 1 (2d8) or special (Wall of Fire/Pillar of Fire 3d8), Morale 12)


  1. Good idea there. Dramatic, eerie and deep, and portable with it - it could be used pretty much anywhere in a campaign or world.

  2. I like this one a's very original in terms of the problem (a magical doorway with no door or key) and the location (the PC's own castle), and I think the monsters have ramped up nicely since the first adventure, so well done. I am curious what your own intentions were, at least initially, for the Shadow and the missing key...and where exactly the gate leads if the door is opened.

    Or is that coming in a future installment?

  3. @SDM ~ More shall be revealed... Spacing it out will drive the players nuts... The worry is that by this level, they start to get access to some powerful magics.

    @Porky ~ Glad you like it!