Thursday, November 13, 2025

Whitehaven Citadel Dungeon Level 1

 The first level under Whitehaven Citadel is a fairly normal storage area, with a few goblins hiding down there after the reclaiming of most of the surface area. There are a few traps and even some unclaimed treasure. Here is the current map and key:


  1. Main Cellar

    1. This large room contains rubble strewn throughout it and several columns. They appear to consist of a number of containers and their contents. There is a faint smell of rot. There are passages to the north, south and two to the east as well as a staircase to the west. 

  2. Treasury

    1. There is a broken hardwood table in the middle of the room. There are several broken piles of splinters and metal that look to have once been chests. There are doors to the north and the east.

    2. Five goblins, one equipped with a rifle (1d10+2 damage).

      (Note: Firearms are common weapons amongst the goblins of the Horde of Smoke, which these goblins ancestors once belonged). 

  3. Solar

    1. There is a sturdy wooden desk with a comfortable looking chair next to it. There is a door to the west.

  4. Trapped Room

    1. This room is notable for its black and white tiles. There are holes in each of the tiles. There is a door to the south and to the east.

    2. Wisdom -2: Some spots of dried blood can be seen on one of the tiles.

    3. Anyone stepping on a black tile is attacked with a spear for 1d8 damage

  5. Vault

    1. The most obvious feature in this room is the treasure chest in the middle, which is surrounded by a few small piles of coins. There are doors to the west and to the east.

    2. 209 sp, 4 gp

  6. Barracks

    1. This room is filled with bunks in various states of disrepair. There are small chests at the head of each bunk. There is a door to the west and a passage to the south.

    2. Six goblins, one equipped with a rifle (1d10+2 damage)

  7. Wine Cellar

    1. This room is filled with a series of shelves containing bottles. There is a slight aroma tainted by rancidness. There are passages to the west, north and east.

  8. Well Room

    1. There is a well in this room, but it is not the most obvious feature. There is also a cylindrical metal object of about three feet in height next to the well head. It appears to be damaged with large bumps in it. There are passages to the west and to the south and the southern passage has an obvious slant downward.

      Note: This is a destroyed robot, which there are more of on the third level and the Halls of Knowledge.

  9. Enspelled Elven Maiden

    1. This room is oddly finely appointed for a dungeon, with curtains between the room and the passages and a finely appointed bed with a chest at its head. There are passages to the west and to the south.

    2. An elven maiden in the form of an ogre. Will not attack unless attacked first.

  10. Weakening Gas

    1. This room is filled with some kind of gas, a greyish-green in color. There are passages to the west and the north.

    2. Anyone breathing in this gas will lose 1d6 Strength fro 1d6 turns

  11. False Treasure Room

    1. There is a treasure chest overflowing with treasure in this room. There are passages to the north and the east.

    2. The chest and surrounding floor is an illusion that is over a ten foot deep pit.

Sunday, November 09, 2025

Fate of the Realms Session Six

 So after encountering the man smelling of rats they follow him to the Hall of Many Pillars before loosing him. It is as if he just mysteriously disappeared... So from there they decide to go to the north. They interestingly pretty much follow the same steps as the party in the fourth session, the main difference is that they avoid contact with the goblins and encounter some skeletons. They encounter the Hall of Heroes and the Bone Throne, but make no real interactions with them.

 They finally encounter the leader of the goblins who tells them that his room in off limits. They do manage to get him to answer a couple of questions, not that the answers are all that useful. They then encounter the main goblin group and decide to vamoose, which is about where we left off.

I honestly thought that the one player who had played in the previous session to mention something about how they were retracing his steps, but nothing.

Saturday, November 01, 2025

Fate of the Realms Session Five

 Well reports of this campaign's death have been greatly exaggerated it seems. I had the party start off at the beginning of the dungeon again, with new information from their patron. Apparently, there was a teleport to the second level somewhere across the chasm. They traveled to the chasm only to be attacked by a few darkmantles on the rope bridge across the chasm. Then they encountered a dread- a rare undead creature consisting of two floating skeletal arms that emerged from a black pool of water contained in a corridor. Unfortunately, I forgot to use its frightful presence ability, but it was a somewhat difficult encounter anyway.

 Then they encountered a door that I forgot to set to secret... I explained what happened, but allowed them to make search checks. They failed. They went up the corridor and nearly fell into a pit concealed by darkness. After doing this they doubled back and a man smelling of rats came out of the secret door. They had a quick conversation and then he went past them heading, or so he said, back to the Yawning Portal. After this we finished up for the night.

 All in all a session where not a lot happened. I think I was a little rusty from not playing for a few weeks, but the players said it went well.