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The Ancients' Crossroads
Riverford Keep: The Dungeon

After their initial effort to clean out their new keep of the monsters infesting it, the group has taken two days to rest and restock much-needed supplies back at Dagger Falls. Now that everyone has had a chance to recover from the battle with the mysterious greater doppelganger and his minions, they are ready to tackle the hard part of the keep; clearing the dungeon beneath it.

Riverford Keep, BasementThey return to the east tower, and descend the stairs to the dungeon below. A door at the bottom of the stairs opens up into the northeast corner of a room containing a row of empty shackles along the walls. Scattered on the floor are the remains of one or more torture devices. There is a small hallway which leads off to the west, and a wooden door adorns the south wall.

The group first decides to explore the western hallway. They travel down a few dozen feet, and come the hallway opens up into a section lined with rows of private cells, once used to confine the most dangerous of the keep's prisoners. At the opposite end of this section is a door, which leads to the head jailer's quarters. The group finds nothing of interest here, save for rotting wood and a damp stench which pervades the area.

They next try the door on the south wall of the first room. It opens to another thin hallway, which leads to a small network of servants' passages to other parts of the castle. The hallway also leads to the keep's various underground storage rooms, which are capable of holding several months worth of food supplies and other necessities during times of siege. The group begins exploring the storage rooms one-by-one, to make sure they do not overlook any creatures hiding within.

In one of the rooms, they are attacked by a pair of giant scorpions. The creatures are quick and deadly. One of the creatures manages to strike Zendril with its tail, and he falls to the ground, paralyzed and slowly dying as the venom spreads through his body. Nataya quickly runs up and drags him away from the creature while Silver and Theranion engage it. A dose of anti-venom keeps Zendril from dying, but he remains helpless for a half-hour afterward.

Most of the other creatures they encounter are easy enough to dispatch, but in the last and largest room, blood stains can be seen on the floor, and bits bone from unidentified creatures litter the area. The group readies their weapons in expectation, but are still taken by surprise when the creature strikes from its hiding place.

A tunnel centipede lunges straight at Silver from the darkness, grabbing him with its powerful mandibles. He barely escapes being cut in half by burying his sword into the beast. As soon as he breaks free, the creature rears back, and attacks again. The beast is absolutely HUGE, with most of its bulk still inside the large tunnel leading to its lair. It gets in several hits on each member of the group before it attempts to retreat back into its lair.

The group fires missile weapons and bursts of magic down the tunnel after it, killing the creature before it can escape or regroup. Unfortunately, the magic used proves too much for the tunnel, and it collapses inward around the dead creature. The group quickly clears out of the room to avoid the backlash of dust and debris.

The group next consults their make-shift map of the dungeon area, and notice that all the rooms and hallways they've explored run along the outer portion of the keep, leaving a large blank area in the middle. They know their map couldn't be off more than a few feet, which means there might be another hidden portion of the dungeon area.

They begin an exhaustive search of the inner walls, looking for anything out of the ordinary. When they finally make it back to the dungeon entrance, a search of the west wall reveals just what they were looking for. When studied carefully, a section of the wall reveals a shimmering outline so faint that it can only be seen from a few inches away.

The shimmering marks the boundary of a specially designed Wall of Force. Theranion soon finds a tiny crystal button buried in the mortar of the wall, and deactivates the wall by removing it. Beyond the section of wall lies a natural stone tunnel, apparently here since before the keep was built. The sounds of trickling water can be heard somewhere down the tunnel, far off in the darkness beyond...