From Here…
Down to the Camp. Down the hill toward the southern mound’s intact wooden buildings (Area 2). Into the Tower. Through the hide-covered doorway (Area 4).
Down to the Camp. Down the hill toward the southern mound’s intact wooden buildings (Area 2). Into the Tower. Through the hide-covered doorway (Area 4).
Trapped steps. A hide doorway. Off-key singing. Steps carved into the hillside, reinforced with split logs, lead up to a stone tower. Only a single story of the structure still stands. A collapsed pile of beams and stone tops it like a makeshift roof. Debris from inside forms a barrier around the doorway, which is blocked with hanging animal hides. This fallen tower clearly looks like the most…
The States of Ruin table can help you determine the general conditions of a dungeon area.
Amongst the city streets and back alleys are hundreds of buildings brought low by the rain of falling stars. Some buildings are more intact than others, but the devastation of the city is everywhere and the scars of the aftermath of that horrible day remain. Thick dust, octarine Haze, rubble-blocking paths, fallen towers and caved-in roads all have turned the great city into an endless labyrinth…
An old, dilapidated tower could make an excellent vantage point if it could be cleared out. Be wary of the Skretches and Belfrays occupying it though.
Crumbling ruin. Rising hills in the distance. A timelost feeling. After two hours of marching through the snow-shrouded ridges and rocky ravines of the Haamu Hills, the uneven silhouette of a ruined fortress appears on the horizon. The crumbling keep nestles at the edge of a series of hills overlooking a small valley. Not scaled for giantfolk, the fortification bears little indication of who…
The remains of a table and some chairs are scattered around the room. While the western door has been ripped off its hinges, the southern door is still intact but open. Two torn, soggy corpses are slumped in the doorway. The corpses are Children of Belcorra who were destroyed in the froghemoth’s rampage. While there’s nothing of value in the abandoned room, there is a secret door on the east…
Much of this wooden pier has collapsed into the swamp, leaving about ten feet of moldy, soggy boards slumped against ancient wood pilings. A rowboat tied to a piling looks much more recently built. The rowboat, left here by the Crook’s Nook thieves, is in good condition. The party can use it to navigate the waters around the ruins. Characters searching the rowboat find two things. The first is a…
All forms of wealth that you carry or own, other than magic items, are lost to you. Portable property vanishes. Businesses, buildings, and land you own are lost in a way that alters reality the least. If you have a Bastion (see chapter 8), it is destroyed by some calamity beyond your control. Any documentation that proves you should own something lost to this card also disappears.
The second story of this tower has collapsed. The door lies on the ground near the entrance. A crumpled spider, the size of a small horse, lies among a pile of bones and crumbling stones. Large claw marks scar the walls and floor. After the fall of the moathouse, the tower became home to a giant spider. Most recently, a young blue dragon named Utrshimon briefly used it as a lair. Fortunately for…
At the north end of this small cave, the mouth of a swampy, flooded cavern yawns. A few ruined rowboats lie in heaps on this cavern’s floor, strewn next to tangled coils of rope. Remnants of a pulley system hang from the ceiling. Belcorra’s servants used this area to move supplies from the boathouse (area A16) using a pulley system to ferry a floating platform between here and the pier, but…
A character who takes a close look at the doors to this boathouse notices that one of them has been forced open and then carefully closed again within the past couple of weeks. The southern portion of this stone-walled building has collapsed into rubble, exposing what remains of a boathouse to the elements. Tools, stores of lumber, and a partially built rowboat within have fallen to disrepair.…
| 1d6 | Features |
|---|---|
| 1 | Perilous. The area is dangerously worn and prone to collapse. Any impacts or damage to the structure, including from spells and other areas of effect, have a 50 percent chance of causing a collapse. |
| 2 | Crumbling. Areas within the dungeon section are choked with rubble and have a 50 percent chance of being Difficult Terrain. Half Cover and hiding places are… |
The Ruinbound are mutants that can be born to any humanoid species that has contact with the Daelkyr or their minions. A Ruinbound is born with a personal symbiont—an unnatural entity bound to the child. Unlike most symbionts, this entity cannot be separated from its host, and the two are permanently fused. Many Ruinbound have additional disturbing mutations; you can roll on the Ruinbound…
Thay has a reputation as a barren wasteland ruled by tyrannical wizards and populated by their undead minions. The truth is more complex. While much of Thay remains barren, ancient weather-controlling spells bring enough rain for rivers and forests. The word of a Red Wizard is law, but most Red Wizards are more interested in self-advancement than conquest. And while undead walk openly in Thay,…
It is a common misconception that eldritch contamination only affects living, organic creatures. The Haze infuses the atmosphere: conjuring bizarre and violent weather, polluting the earth and waterways, and even warping and changing the objects and structures within the city. Scouts claim the mists and fog have reshuffled the streets and thoroughfares of Drakkenheim into a shifting maze, but the…
An Adventure for Level 1-4 Characters Ruins of the Moathouse is designed for level 1-4 characters and optimized for five level 2 characters. This adventure should be completed in four hours or less. Ruins of the Moathouse occurs in the marshlands near the village of Hommlet in the Flanaess on Oerth. See the Dungeon Master’s Guide for more details on the Greyhawk setting. Adjusting Encounters If…
Once a great city, Delhumide’s eponymous provincial capital was razed in Thay’s earliest bid for independence and has never been rebuilt. Ghosts and lingering, malevolent magical effects haunt the countryside for miles around the ruins and surrounding abandoned estates. Numerous Red Wizard necromancers have delved into the ruins to study its ancient crypts. The few who have returned claim a…
This content is part of the Northlands Sagas. You can unlock it by purchasing the book in our marketplace.