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jdnd/sections/summaries/13-The Castle with the Steel Door - Sections of Castle Green.md
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# Summary: Sections of Castle Green
## Overview
Castle Green's ground floor has been destroyed by a chaos storm, leaving only the basement intact. The basement is connected to a magical labyrinth through shifting portals. Green and his employees are trapped inside. The PCs must navigate the labyrinth, rescue the trapped individuals, and locate the Deck of Many Things.
## Key Areas & Encounters
### The Ground Floor
- **NPC: Rennick** - Fraternity of Order casino regulator and luck researcher. He's a business associate of Green's.
- Rennick is open about his Fraternity membership and casino regulation work, but clams up about the Deck and his ability to predict random events.
- He encourages PCs to descend and help Green's trapped employees.
### The Basement Landing
- Three hallways (N/W/E) lead to portals. Stone transitions to wood-paneled labyrinth walls.
- Insight roll reveals the transition looks magically created, not man-made.
### The Labyrinth
- Victorian library-style wood paneling. Portals shift randomly, making mapping impossible.
- PCs marking paths will find their own arrows pointing in contradictory directions.
- **Presence: Omta** - WIS DC15 to realize the anxiety/dread is coming from an external entity in the labyrinth.
- **Navigation:** PCs must reassure Omta and ask for help to navigate successfully.
**Random Encounters:**
- Borghan's fur scraped on woodwork
- Single stone block teleported from a wall
- Ant encounters
- Portal anomalies (perception check to spot visual seams)
- **Borghan encounter** (after PCs learn navigation)
### The Sparring Room, Armory, and Cells
- **NPCs: Bran and Inya** (gate guards) - Stuck here, provide complete inventory of missing people.
- **Three cells:** Two dusty, one with shattered bar and coarse brown fur (Borghan's former cell).
- **Armory trap:** Piano wire at shin-level. Perception DC15 to spot. 6HP damage (DEX DC15 for half). Note from "AV" (Alyssa Varn): "Get the &^$ out of my castle!"
- **Info from Bran/Inya:**
- Alyssa Varn drew "bricklayer" (created castle), sold it to Green, has seller's remorse
- Borghan drew "bricklayer" (created labyrinth), now a grizzly bear
- Green's a decent boss, hired mostly from his old Sigil casino
- Hole in wall leads to armory (perception DC15).
### The Kitchen, Pantry, and Dining Area
- **Dining room:** Sparse decorations, potted plants, Outlands artwork. Missing stone block in wall (small creatures can squeeze through).
- **Kitchen:** Taken over by fungus-farming ants. Spongy bed of rotting plant matter covers floor.
- 10 worker ants, 4 soldier ants
- Workers have plier-like mandibles, soldiers have sharp mandibles
- Soldiers form barrier but won't attack unless PCs push through
- Offering food rations earns trust; soldiers allow movement while PCs feed workers
- **NPC: Zimmi** (cook, gnome) - Locked in pantry, scared but unharmed. Can be rescued once PCs demonstrate ants aren't hostile.
### The Root Cellar, Wine Cellar, and Furniture Storage
- **Root cellar:** Earthen floor, emptied by ants. Tilled ground with ant tunnels. Soldier-ant hole chewed through door.
- **Wine cellar trap:** Bucket of urine on door. Perception DC15 to spot. DEX DC15 to dodge. Nauseated = disadvantage until cleaned. Bucket message: "This is my Castle! Get the $%& Out!"
- Contains table wine and 5 bottles of good wine
- **Furniture storage:** Packed with unused castle furniture (Green replaced cheap conjured furniture).
- **Alyssa Varn's hideout:** Hidden behind bookshelves. Contains sleeping bag, nightstand with candle, two changes of clothes (very petite woman). Perception DC15 to find dust-free path leading to hideout.
- **Secret passage:** Missing block in wall, mortar carefully carved away (differs from random chaos storm holes). Leads to Etienne's wardrobe. Must be small to pass through.
- This is one of few ways to move between castle regions without using labyrinth portals.
### The Bedrooms of the Bodyguards
- Four bodyguards (Mikhail, Harkon, Siduri, Etienne), each has personalized bedroom. None present except Alyssa Varn (lurking).
**Mikhail's Room:** Half-orc fighter. Tea sets, books on Sigil politics.
**Harkon's Room:** Dwarf cleric of Helm. Shrine to Helm, writing desk.
**Siduri's Room:** High elf duelist. Ornate curved swords on wall, fencing maneuver books.
**Etienne's Room:** Tiefling diviner. Mushroom hunting books, unsent letter revealing:
- **Asatya** drew "void" card, fell into coma (nobody inside, not locked-in)
- **Borghan** drew "beast" card, now oversized grizzly with animal intelligence (Etienne can communicate via "speak with animals")
- Etienne seeks powerful artifacts/individuals to break deck curses (simple restoration won't work)
**Alyssa's trap:** Will jam doorstop under door and nail it shut if weaker PCs are alone in single-exit room. 10-15 minute escape project.
Worker ants may pass through carrying eggs, ignoring PCs.
### The Barracks of the Castle Staff
- **Men's barracks:** Tommel, Wim, Bran live here. Nothing remarkable.
- **Women's barracks:** Taken over as ant egg incubator. Many workers and soldiers present.
- **NPC: Penny** (teenage tiefling) - Helping ants move eggs. Already learned rudiments of ant-language despite only a few days. Exceptional at language learning, can help decipher messages.
- Ants trust Penny. She wiggles arms like antennae to signal safety to ants.
- Can translate basic phrases like "people not dangerous" but limited vocabulary.
- Cheerful, grateful for rescue. Useful for deciphering scrolls later.
### The Lounge, and Green and Edric's Quarters
- Omta keeps PCs away from this area initially (contains his steel door). Last area found.
- **Lounge:** Furniture upended by chaos storm, piled in SE corner hiding hole in wall to Edric's room (small creatures only).
- **NPC: Edric** (bariaur steward) - Manages paperwork, books, orders, moneybox. Won't leave without lockbox.
- **Hallway east of lounge:** Jam-packed with soldier ants guarding door to Green's bedroom (ant queen's lair).
- **Green's bedroom:** Nothing interesting except ant queen.
- **Edric's office:** Wardrobe, bed, writing table, vault.
- **Treasure: Vault** - Closet with wooden door, mundane padlock (lockpick DC15, can bash). Contains lockbox (lockpick DC13) with:
- 3500gp in gems (conjured by Deck)
- 500gp in gold
- Ledgers and records
- Accessible via hole in lounge wall (bypasses soldier ants).
- If PCs steal gems, Edric makes impassioned plea about Green's fair dealings. Theft earns disapproval of all employees, no cooperation.
- **Trapdoor:** In lounge floor, leads down to labyrinth physically underneath basement (not a portal).
- **Soldier ants at queen's chamber:** More aggressive than elsewhere. Will fight if PCs push into hallway. Only way past: Penny can ask permission to see queen (limited access: one PC + Penny).
- **Hallway north of lounge:** Contains steel barrier. Behind it: latrine, laundry room, cistern. Green and bodyguards are sealed inside with the Deck. Barrier later becomes steel door.
### The Latrine, Cistern, and Laundry
- Currently inaccessible (steel barrier).
- **Cistern:** Rainwater collection tank for fresh water.
- **Latrine:** Watertight relief boxes, not emptied since seal. Odor seeping out.
- **Laundry room:** Steel tubs for laundry and bathing, hearth for heating water, towels, folding tables.
- **Green and his four bodyguards** are trapped here.
- Omta portaled them here and sealed the hallway to protect the Deck (people are collateral damage).
## DM Notes
**Missing People Checklist (from Bran/Inya):**
- Green (with bodyguards in laundry)
- Four bodyguards: Mikhail, Harkon, Siduri, Etienne (with Green)
- Zimmi (cook, in pantry)
- Penny (in women's barracks)
- Edric (in lounge/office area)
- Borghan (wandering as grizzly bear)
**Key Progression:**
1. Meet Rennick, learn about trapped people
2. Navigate labyrinth by befriending Omta
3. Rescue employees one by one
4. Deal with Alyssa Varn's traps and sabotage
5. Negotiate with ant colony
6. Eventually deal with steel barrier to reach Green and the Deck
**Recurring Elements:**
- Holes in walls (chaos storm and Alyssa's carved passages) provide alternative routes
- Ant colony is not hostile if approached correctly
- Alyssa Varn is sabotaging via traps and harassment
- Omta (presence in labyrinth) controls navigation and created steel barrier to protect Deck