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  Secrets of Sokol Keep 
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  2 
  Introduction 
  Welcome to Secrets of Sokol Keep, a D&D 
  ExpeditionsTM adventure, part of the official D&D 
  Adventurers LeagueTM organized play system and the 
  Tyranny of DragonsTM storyline season.  
   This adventure is designed for three to seven 1st- 
  level characters, and is optimized for five 2nd level 
  characters. Characters outside this level range cannot 
  participate in this adventure. Players with ineligble 
  characters can create a new 1st-level character or use a 
  pregenerated character. 
   The adventure starts in the city of Phlan in the 
  Laughing Goblin at the docks, but quickly takes the 
  characters to Sokol Keep on Thorn Island near the 
  harbor of Phlan. 
  The D&D Adventurers 
  League 
  This adventure is official for D&D Adventurers League 
  play. The D&D Adventurers League is the official 
  organized play system for DUNGEONS & DRAGONS®. 
  Players can create characters and participate in any 
  adventure allowed as a part of the D&D Adventurers 
  League. As they adventure, players track their 
  characters’ experience, treasure, and other rewards, and 
  can take those characters through other adventures that 
  will continue their story. 
   D&D Adventurers League play is broken up into 
  storyline seasons. When players create characters, they 
  attach those characters to a storyline season, which 
  determines what rules they’re allowed to use to create 
  and advance their characters. Players can continue to 
  play their characters after the storyline season has 
  finished, possibly participating in a second or third 
  storyline with those same characters. A character’s level 
  is the only limitation for adventure play. A player cannot 
  use a character of a level higher or lower than the level 
  range of a D&D Adventurers League adventure. 
   If you’re running this adventure as a part of a store 
  event or at certain conventions, you’ll need a DCI 
  number. This number is your official Wizards of the 
  Coast organized play identifier. If you don’t have a 
  number, you can obtain one at a store event. Check with 
  your organizer for details.  
   For more information on playing, running games as a 
  Dungeon Master, and organizing games for the D&D 
  Adventurers League, please visit the D&D Adventurers 
  League home. 
  Preparing the Adventure 
  Before you show up to Dungeon Master this adventure 
  for a group of players, you should do the following to 
  prepare. 
   
   
  Make sure to have a copy of the most current 
  version of the D&D basic rules or the Player’s 
  HandbookTM.   
   
  Read through the adventure, taking notes of 
  anything you’d like to highlight or remind yourself 
  while running the adventure, such as a way you’d 
  like to portray an NPC or a tactic you’d like to use in 
  a combat. 
   
  Get familiar with the monster statistics in the 
  Appendix. 
   
  Gather together any resources you’d like to use to 
  aid you in Dungeon Mastering, such as notecards, a 
  DM screen, miniatures, battlemaps, etc.  
   
  If you know the composition of the group 
  beforehand, you can make adjustments as noted 
  throughout the adventure.  
  Before Play at the Table 
  Ask the players to provide you with relevant character 
  information. This includes:  
   
   
  Character name and level 
   
  Character race and class 
   
  Passive Wisdom (Perception)—the most common 
  passive ability check 
   
  Anything notable as specified by the adventure 
  (such as backgrounds, traits, flaws, and so on) 
   
  Players that have characters outside the adventure’s 
  level range cannot participate in the adventure with 
  those characters. Players with ineligible characters can 
  make a new 1st-level character or use a pregenerated 
  character. Players can play an adventure they previously 
  played or ran as a Dungeon Master, but not with the 
  same character (if applicable).  
   Ensure that each player has an official adventure 
  logsheet for his or her character (if not, get one from the 
  organizer). The player will fill out the adventure name, 
  session number, date, and your name and DCI number. 
  In addition, the player also fills in the starting values for 
  XP, gold, downtime, renown, and number of permanent 
  magic items. He or she will fill in the other values and 
  
  Secrets of Sokol Keep 
   
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  3 
  write notes at the conclusion of the session. Each player 
  is responsible for maintaining an accurate logsheet.  
   If you have time, you can do a quick scan of a player’s 
  character sheet to ensure that nothing looks out of 
  order. If you see magic items of very high rarities or 
  strange arrays of ability scores, you can ask players to 
  provide documentation for the irregularities. If they 
  cannot, feel free to restrict item use or ask them to use a 
  standard ability score array. Point players to the D&D 
  Adventurers League Player’s Guide for reference. 
   If players wish to spend downtime days and it’s the 
  beginning of an adventure or episode, they can declare 
  their activity and spend the days now, or they can do so 
  at the end of the adventure or episode.  
   Players should select their characters’ spells and 
  other daily options prior to the start of the adventure, 
  unless the adventure specifies otherwise. Feel free to 
  reread the adventure description to help give players 
  hints about what they might face. 
  Adjusting the Adventure 
  Throughout this adventure, you may see sidebars to help 
  you make adjustments to this adventure for 
  smaller/larger groups and characters, of higher/lower 
  levels that the optimized group size. Most of the time, 
  this is used for combat encounters.  
   You may adjust the adventure beyond the guidelines 
  given in the adventure, or for other reasons. For 
  example, if you’re playing with a group of inexperienced 
  players, you might want to make the adventure a little 
  easier; for very experienced players, you might want to 
  make it a little harder. Therefore, five categories of party 
  strength have been created for you to use as a guide. 
  Use these as a guide, and feel free to use a different 
  adjustment during the adventure if the recommended 
  party strength feels off for the group. 
   This adventure is optimized for a party of five 2nd-
  level characters. To figure out whether you need to 
  adjust the adventure, do the following: 
   
   
  Add up the total levels of all the characters 
   
  Divide the total by the number of characters 
   
  Round fractions of .5 or greater up; round frations 
  of less than .5 down 
   
  You’ve now determined the average party level (APL) 
  for the adventure. To figure out the party strength for 
  the adventure, consult the following table. 
  Determining Party Strength 
  Party Composition  
   
  Party Strength 
  3-4 characters, APL less than  
  Very weak 
  3-4 characters, APL equivalent  
  Weak 
  3-4 characters, APL greater than 
  Average 
  5 characters, APL less than 
   
  Weak 
  5 characters, APL equivalent  
  Average 
  5 characters, APL greater than  
  Strong 
  6-7 characters, APL less than  
  Average 
  6-7 characters, APL equivalent  
  Strong 
  6-7 characters, APL greater than 
  Very strong 
   
  Average party strength indicates no recommended 
  adjustments to the adventure. Each sidebar may or may 
  not offer suggestions for certain party strengths. If a 
  particular recommendation is not offered for your group, 
  you don’t have to make adjustments.  
  Dungeon Mastering the 
  Adventure 
  As the DM of the session, you have the most important 
  role in facilitating the enjoyment of the game for the 
  players. You help guide the narrative and bring the 
  words on these pages to life. The outcome of a fun game 
  session often creates stories that live well beyond the 
  play at the table. Always follow this golden rule when 
  you DM for a group: 
   
  Make decisions and adjudications that enhance the 
  fun of the adventure when possible. 
   
  To reinforce this golden rule, keep in mind the following: 
   
   
  You are empowered to make adjustments to the 
  adventure and make decisions about how the group 
  interacts with the world of this adventure. This is 
  especially important and applicable outside of 
  combat, but feel free to adjust the adventure for 
  groups that are having too easy or too hard of a 
  time. 
   
  Don’t make the adventure too easy or too difficult 
  for a group. Never being challenged makes for a 
  boring game, and being overwhelmed makes for a 
  frustrating game. Gauge the experience of the 
  players (not the characters) with the game, try to 
  feel out (or ask) what they like in a game, and 
  attempt to give each of them the experience they’re 
  after when they play D&D. Give everyone a chance 
  to shine.  
  
  Secrets of Sokol Keep 
   
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  4 
   
  Be mindful of pacing, and keep the game session 
  moving along appropriately. Watch for stalling, 
  since play loses momentum when this happens. At 
  the same time, make sure that the players don’t 
  finish too early; provide them with a full play 
  experience. Try to be aware of running long or 
  short. Adjust the pacing accordingly. 
   
  Read-aloud text is just a suggestion; feel free to 
  modify the text as you see fit, especially when 
  dialogue is present.  
   
  Give the players appropriate hints so they can make 
  informed choices about how to proceed. Players 
  should be given clues and hints when appropriate 
  so they can tackle puzzles, combat, and interactions 
  without getting frustrated over lack of information. 
  This helps to encourage immersion in the 
  adventure and gives players “little victories” for 
  figuring out good choices from clues. 
   
  In short, being the DM isn’t about following the 
  adventure’s text word-for-word; it’s about facilitating a 
  fun, challenging game environment for the players. The 
  Dungeon Master’s Guide TM has more information on 
  the art of running a D&D game. 
  Downtime and Lifestyle 
  At the beginning of each play session, players must 
  declare whether or not they are spending any days of 
  downtime. The player records the downtime spent on 
  the adventure logsheet. The following options are 
  available to players during downtime (see the D&D 
  basic rules or the D&D Adventurers League Player’s 
  Guide for more information): 
   
   
  Catching up  
   
  Crafting (exception: multiple characters cannot 
  commit to crafting a single item) 
   
  Practicing a profession 
   
  Recuperating 
   
  Spellcasting services (end of the adventure only) 
   
  Training 
   
  Other downtime options might be available during 
  adventures or unlocked through play, including ­faction-
  specific activities. 
   In addition, whenever a character spends downtime 
  days, that character also spends the requisite expense 
  for his or her lifestyle. Costs are per day, so a character 
  that spends ten days of downtime also spends ten days 
  of expenses maintaining his or her lifestyle. Some 
  downtime activities help with lifestyle expenses or add 
  lifestyle expenses. 
  Spellcasting Services 
  Any settlement the size of a town or larger can provide 
  some spellcasting services. Characters need to be able 
  to travel to the settlement to obtain these services. 
  Alternatively, if the party finishes an adventure, they can 
  be assumed to return to the settlement closest to the 
  adventure location.  
   Spell services generally available include healing and 
  recovery spells, as well as information-gathering spells. 
  Other spell services might be available as specified in 
  the adventure. The number of spells available to be cast 
  as a service is limited to a maximum of three per day 
  total, unless otherwise noted.  
  Spellcasting Services 
  Spell 
   
   
   
  Cost 
   
  Cure wounds (1st level) 
   
  10 gp 
   
  Identify 
   
   
   
  20 gp 
  Lesser restoration 
   
   
  40 gp 
   
  Prayer of healing (2nd level) 
   
  40 gp 
   
  Remove curse 
   
   
  90 gp 
   
  Speak with dead 
   
   
  90 gp 
  Divination  
   
   
  210 gp 
  Greater restoration  
   
  450 gp 
   
  Raise dead  
   
   
  1,250 gp  
  Acolyte Background 
  A character possessing the acolyte background requesting 
  spellcasting services at a temple of his or her faith may request 
  one spell per day from the Spellcasting Services table for free. 
  The only cost paid for the spell is the base price for the 
  consumed material component, if any.  
  Character Disease,  
  Death, and Recovery 
  Sometimes bad things happen, and characters get 
  poisoned, diseased, or die. Since you might not have the 
  same characters return from session to session, here 
  are the rules when bad things happen to characters. 
  Disease, Poison, and Other Debilitating 
  Effects 
  A character still affected by diseases, poisons, and other 
  similar effects at the conclusion of an adventure can 
  spend downtime days recuperating until such time as he 
  or she resolves the effect to its conclusion (see the 
  recuperating activity in the D&D basic rules). If a 
  
  Secrets of Sokol Keep 
   
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  5 
  character doesn’t resolve the effect between sessions, 
  that character begins the next session still affected by 
  the debilitating effect.  
  Death 
  A character who dies during the course of the adventure 
  has a few options at the end of the session (or whenever 
  arriving back in civilization) if no one in the adventuring 
  party has immediate access to a raise dead or revivify 
  spell, or similar magic. A character subject to a raise 
  dead spell is affected negatively until all long rests have 
  been completed during an adventure. Alternatively, each 
  downtime day spent after raise dead reduces the penalty 
  to attack rolls, saving throws, and ability checks by 1, in 
  addition to any other benefits the downtime activity 
  might provide. 
   Create a New 1st-Level Character. If the dead 
  character is unwilling or unable to exercise any of the 
  other options, the player creates a new character. The 
  new character does not have any items or rewards 
  possessed by the dead character. 
   Dead Character Pays for Raise Dead. If the 
  character’s body is recoverable (it’s not missing any vital 
  organs and is mostly whole) and the player would like 
  the character to be returned to life, the party can take 
  the body back to civilization and use the dead 
  character’s funds to pay for a raise dead spell. A raise 
  dead spell cast in this manner costs the character 1,250 
  gp.  
   Character’s Party Pays for Raise Dead. As above, 
  except that some or all of the 1,250 gp for the raise dead 
  spell is paid for by the party at the end of the session. 
  Other characters are under no obligation to spend their 
  funds to bring back a dead party member. 
   Faction Charity. If the character is of level 1 to 4 and 
  a member of a faction, the dead character’s body can be 
  returned to civilization and a patron from the faction 
  ensures that he or she receives a raise dead spell. 
  However, any character invoking this charity forfeits all 
  XP and rewards from that session (even those earned 
  prior to death during that session), and cannot replay 
  that episode or adventure with that character again. 
  Once a character reaches 5th level, this option is no 
  longer available.  
  Adventure Background 
  There always have been stories of treasure on Thorn 
  Island, the isle functioning as a natural breakwater for 
  Phlan’s harbor. The details differ with the teller of the 
  tale. Many have sought the fabled riches of Sokol Keep, 
  but nobody has ever claimed it, or at least admits to 
  doing so. Now most believe it has been found long ago 
  or that it is just a myth; one of many that surrounds 
  Phlan.  
   In the decades that the keep was an abandoned ruin, 
  there certainly has been ample of time for adventurers to 
  scour the island. When House Sokol assumed control of 
  the island, they never professed having found any 
  treasure when they restored, and later extended, the 
  keep. And they never looked very kindly on treasure 
  seekers intruding upon their property and stead-fastedly 
  blocked any thorough search of the keep in the century 
  that they have been its custodian. Having been forced to 
  mostly leave the island recently due to the troubles in 
  the city, there would be little the House could do about 
  any uninvited guests. 
   Still, Sokol Keep’s lighthouse is a reliable source of 
  income for the house and important to the city’s 
  maritime trade and defense. So the family left a token 
  few retainers to maintain the fortress and ensure that 
  the beacon was operational. Leading this small group 
  was the young Igan Sokol, a junior member of the 
  family. In addition, the Black Fist has a small squad of 
  soldiers at the Keep to ostensibly help with defense. 
   Well aware that his job was a kind of banishment, 
  Igan thought that finding the fabled treasure would 
  bring him back into good graces with his demanding 
  parents. An opportunistic Black Fist soldier, Guard 
  Sergeant Grim Thornbuck, befriended him and provided 
  the young quartermaster with motivation to continue his 
  search.  
   Unlike any previous treasure hunters, Igan had one 
  huge advantage. Igan had been raised at the Keep, and 
  at a young age he had found a well-hidden shrine of 
  Tyr—long since forgotten. He restored it and maintained 
  it ever since. Unbeknownst to others, the shrine was 
  haunted by the spirit of a female cleric of Tyr, named 
  Harae. The spirit knew of the treasure below the keep, 
  and wanted to reward the young man for his dedication 
  to the shrine. Hardly more than the sheerest presence, 
  she was unable to truly interact with the world beyond 
  moving small items around. Nevertheless, moving the 
  right books and opening them to the correct pages was 
  all that it took. 
   With the help of the spirit, Grim, and the other Black 
  Fist guards, Igan found the hidden caverns beneath the 
  keep and the expected treasure within. Upon seeing it, 
  Igan thought the treasure to be evil, and wanted it 
  destroyed. But greed overcame Grim and the other 
  soldiers. Grim murdered Igan and had hoped to set sail 
  
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  6 
  in the night, but the murder awoke the long dormant 
  guardians of the temple, trapping Grim and his co-
  conspirators in the dungeon below. In the spirit’s anger 
  and sadness, Harae	disabled the lighthouse, hoping that 
  she would catch the attention of adventurers who would 
  come and recover Igan’s body, arrest the murderers, and 
  cleanse the island of undead for good. 
   Lured by rumors of treasure and locals beseeching the 
  characters to restore the beacon, the characters now 
  have to explore the island to find out what happened and 
  bring the murders to justice. 
  Overview 
  The adventure starts with the characters visiting the 
  Laughing Goblin, one of the more famous taverns at the 
  docks. The news about the extinguished beacon atop 
  Sokol Keep is the topic de jour. Before the characters 
  can investigate further, a group of dockworkers 
  confronts two mercenaries; personal friends of some of 
  the Black Fist guards assigned to the Keep. The 
  confrontation is unlikely to go well and ends up in a 
  tavern brawl if the characters don’t intervene. After the 
  fight, the characters learn a bit more about events and 
  are asked by the locals to investigate, since the 
  authorities care more about politics than solving the 
  issue. 
    At Sokol Keep the characters can interact with the 
  servants, potentially a spirit and search through the 
  possessions of Igan and the Black Fist guards to get an 
  idea of what happened. The information leads them to 
  the West Tower and the now obvious closed entrance of 
  an until-recently hidden area below the keep. Assuming 
  the characters have found the right clues, they can easily 
  open it and go down. Otherwise it requires more work. 
   The hidden area is a long-forgotten, subterranean 
  temple dedicated to some unknown entity that predates 
  the existence of the Keep. It is wet and muddy. In the 
  central area of worship the characters find Igan’s body 
  as well as a group of skeletal guardians that seem to 
  have animated as a result of the guards’s defilement of 
  the temple. Within the hidden temple, they also find the 
  Black Fist soldiers who are desperate to leave. 
  Depending on how the characters react, the Black Fist 
  might face them in combat or peacefully surrender. 
   With the capture of the Black Fist and the discovery of 
  Igan’s body, the adventure ends. All the characters have 
  to do now is think about what to tell the world. 
   
   
  
   
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  lin 
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  ty to 
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  copy this docume
  Rolepl
  Imizael 
  respond
  directing
  whom s
  peoples’
   
  Charac
  waiter, 
  Rolepl
  Fat Mar 
  is a rotu
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  laying Imiza
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  he insists “shou
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  cters sitting in a
  who breathles
  laying Fat M
   clearly dislikes h
  und man who swe
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  s actual name is—
  h Hasselpond.  
  Markoth and Im
  s famous cabba
  mes with fresh
  . Otherwise the
  ch of the day (p
  The drink list is
  o light ale, stout
  just not partic
  koth loves to go
  ter. He even kn
  urse of discussi
  ng: 
  he beacon at So
  d no one know
  okol Keep is qu
  hlan, and has be
  egends say that 
  irits of dead pr
  neath the keep
  ouse Sokol own
  latively new ho
  ised up by the f
  he only reason H
  cause it is still 
  ade the way it is
  t. 
  here aren’t man
  ostly members 
  ack Fist guards
  ord is that a sp
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  el 
  t is attentive of h
  urtly, nodding w
  h a fondness for 
  ld keep his equa
  at the tables ma
  ssly introduces 
  Mar (Markoth
  his nickname, bu
  eats profusely. H
  arms up instantly
  —introducing him
  mizael happily re
  age soup. It is a
  hly baked bread
  e tavern serves
  pike; the Moons
  s extensive, but
  t or the really s
  ularly appetizin
  ossip and to tell
  nows a few abo
  ion with Marko
  okol Keep went
  ws why. 
  uite old, maybe 
  een destroyed 
   it used to be a
  iests haunt a b
  p. 
  ns the Keep, bu
  use. They are a
  first Lord Prote
  House Sokol s
  a small source
  s, they need all
  ny folks that sti
  of House Soko
  s. 
  pirit ship full of 
  ng villages on th
  Keep is Phlan’s
  s of Sokol 
  her patrons’ need
  hen it is polite an
  gossip to Fat Ma
  lly fat nose out o
  ay speak with t
  himself as Fat
  h) 
  t it is well-earned
  He has a sharp to
  y to anyone who 
  mself happily as 
  ecommend the
  an old secret re
  d and a piece of
  s a salty fish ste
  sea is a freshw
  t the advice is t
  strong stuff. Th
  ng. 
  l stories, the ta
  out Sokol Keep
  oth, he relates t
  t out two days 
  even as old as 
  more than onc
  a temple and th
  buried treasure 
  ut they are a 
  a young noble h
  ector. 
  till bothers wit
  e of income; an
  l the help they c
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  ol and a handfu
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  Keep 
  7 
  ds. She 
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  Secrets of Sokol Keep 
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  8 
  Obviously, the fact that the lights of the beacon went out 
  is the talk of the day in Phlan. Neither House Sokol nor 
  the Black Fist appears to be doing anything about it both 
  accusing the other of foul play. Others think that the 
  authorities know something foul is now stalking the 
  island and they are too afraid to send in soldiers to deal 
  with the situation. But the fact is that something needs 
  to be done soon or things will go wrong at the docks. 
  Hopefully the characters are the right people to deal 
  with it? 
   Markoth does not know what happened, but suggests 
  that the two ladies in the corner might know more (see 
  “Guests” below) since they were good friends with a 
  couple of the disappeared Black Fist stationed at the 
  Lighthouse. 
  Guests 
  Besides the Markoth and Imizael, there are a few other 
  guests. None of the customers are looking for a 
  conversation with one or more random strangers, but 
  nor are they actively hostile against the idea. Use the list 
  of rumors to spice up the conversations. 
   
  Ortal Gruk.  He is a half-orc, nursing his drink in a 
  dark corner. Anyone buying him a drink gets a tale 
  about a pack of vengeful spirits that live beneath 
  Sokol Keep and speculates that it was these spirits 
  that put out the beacon. 
   
  Welby and Grent. Two halfling merchants that deal 
  primarily in ropes, wood and dried food from the 
  Dalelands. They are enjoying their lunch and share 
  that they are stuck here until the situation at Sokol 
  Keep is resolved and they are not happy about the 
  money that the delay is costing them. 
   
  Tibeem, Spernik and Ellison. Three humans with 
  ink-stained hands and shirts—are sharing a drink 
  over dinner and speaking quietly to themselves. 
  They glare at any characters that interrupt them 
  and go back to their discussion after issuing a few 
  choice insults. 
   
  Keria and Aravele. Two female human mercenar-
  ies are sitting in a booth—they seem concerned 
  about a mutual friend Grim, who happens to be one 
  of the missing Black Fist guards. 
  Fight! 
  Allow the characters some time to interact with the 
  people at the bar before starting the following 
  encounter. Let the dockworkers enter earlier if the 
  players are unsure of what to do or when the characters 
  start pushing Keria and Aravele for information. 
   
  BANG!  The door is violently thrown open as a half-dozen burly 
  drunk dockworkers barge in. They seem quite angry. Without 
  sparing anybody a glance, they march towards the two 
  mercenaries moping over their drinks. 
   “Your friends in the Keep are costing us work! Where are they 
  hiding?” bellows one to the woman at the table. 
   “Sod off, Thirus,” one of the mercenaries growls; obviously in 
  no mood for a chat, “Crawl back into the hole you came from 
  before you and your friends get hurt.” 
   
  The dockworkers are clearly looking for a fight and the 
  mercenaries look perfectly happy giving it to them. 
  Markoth and Imizael, however, would clearly prefer to 
  avoid one. 
   Any character who engages with both sides of the 
  argument and succeeds on a DC 15 Charisma 
  (Persuasion or Intimidation) check, manages to defuse 
  the situation before it devolves into violence.  
   If the characters are unable to defuse the situation, 
  Imizael gives it a try from the bar, but fails miserably 
  when Keria grabs the most vocal of the six dockworkers 
  and slams his face into the table, knocking him out cold, 
  at which point Aravele jumps into the fight. As the fight 
  starts, the other patrons quickly move out of the way and 
  begin taunting and cheering the belligerents.  
   If the characters choose to support a particular side, 
  the other side will attack them. If not, then a separate 
  group of six commoners (dockworkers) attack the 
  characters at the beginning of the next round as the 
  brawl begins in earnest. 
   During the brawl, all of the NPCs use unarmed 
  attacks. Should a characters hit points be reduced to 
  zero, none of them are in danger of dying, and need not 
  attempt saving throws to avoid doing so, although 
  Markoth will brave the sea of fists, chairs and tankards 
  to drag them out of the fight to prevent them from 
  getting injured further. 
  Unarmed Combat 
  An unarmed strike is a simple melee weapon that deals 1 
  bludgeoning damage. Characters with the Tavern Brawler feat 
  deal 1d4 damage with an unarmed strike. Monks deal damage 
  based on level and other class features. 
  Developments 
   If the characters are unable to stop the brawl, the 
  fight is over when all of the NPCs from whatever side 
  the characters antagonize are unconscious, Imizael is 
  
  Secrets of Sokol Keep 
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  9 
  obviously upset at everyone involved and shoos everyone 
  out, then closes the tavern to clean up. 
   After the brawl, both the dockworkers and the 
  mercenaries are outside the tavern licking their wounds. 
  Whichever group the characters assisted in the fight 
  boisterously thanks them for their help. The other 
  scowls and mutters at them under their breath. Their 
  attitude can be improved by succeeding at a DC 10 
  Charisma (Persuasion) check. If this check is successful, 
  they are able to get additional information from both 
  groups, otherwise, only the group the characters helped 
  in the fight (if any) will share with them. 
   If the characters stop the brawl, Izimael—glad that 
  the characters were able to defuse the argument—
  happily buys a round of drinks for them. Both the 
  mercenaries and dockworkers are happy to share what 
  rumors they know about with the characters. 
  Armed Combat 
  It should be made clear to the characters that none of the 
  participants in the brawl are wielding weapons in the fight. 
  Neither side uses weapons for good reason; the Black Fist 
  ignores a brawl, but not assault and murder. 
  If the characters draw steel and don’t kill anybody (choosing 
  to knock somebody unconscious instead of making the killing 
  blow), let it slide. Assume that their actions later in the 
  adventure provide enough reasons to ignore the crime. Murder, 
  however, is another issue, and could be punishable by death at 
  the end of a rope if the characters are caught. Any character 
  that kills a brawler earns the Emnity of the Black Fist (see 
  “Rewards”).  
  Rumors 
  Regardless of whether or not the characters stopped or 
  participated in the fight, they can talk with the 
  dockworkers and/or the mercenaries to get more 
  information. 
   Keria and Aravele. Keria and Aravele know Guard 
  Sergeant Grim personally and are relate the following: 
   
  Guard Sergeant Grim is a foolhardy man who is 
  usually in debt to the wrong sort of people. He’s 
  spends his off-duty time trying to come up with 
  ways to get money quick. 
   
  Grim has befriended Igan Sokol, the quartermaster 
  in charge of the keep; a somewhat naïve, 
  enthusiastic young man eager to make a name for 
  himself amongst his house. 
   
  Grim mentioned a treasure below the keep and that 
  he was close to finding it. They are pretty sure he 
  was spinning tall tales, as usual. 
   
  The Black Fist has been openly recruiting in 
  response to rumors of a spirit ship attacking coastal 
  villages in the area. 
   
  Go talk to Guard Sergeant Hurn at the Black Fist 
  Post by the docks. He’ll be able to give you more 
  information. 
   The Dockworkers. The dockworkers’ information is 
  more oriented towards the Keep itself. 
   
  Rumor has it that the Keep is haunted with the 
  spirit of dead clerics who died “A thousand and one 
  years ago!” 
   
  It used to be a temple to some god or another, but 
  none of them agree on which one. One says Torm, 
  another Tyr, and a third insists that they’re both 
  wrong and suggest that it was the headquarters for 
  some pagan cult. 
   
  They have heard rumors about spirit ships 
  attacking nearby villages. Ensuring that the beacon 
  is lit should be a priority of the city if that’s true. 
   
  Liela is House Sokol’s administrator and has an 
  office by the docks. She’s usually who the 
  dockworkers go to for jobs, so can be counted on as 
  a good source of information. 
   
  As the characters are leaving, the Black Fist arrives, 
  cudgels in hand. Unless a character intentionally does 
  something intentionally to draw their attention, the 
  guards merely rudely shove their way past them to get 
  inside the tavern. Any character with a lick of sense 
  knows that it’s probably a good idea to make themselves 
  scarce; something that the dockworkers make sure the 
  characters understand before they, themselves, vanish 
  into the crowd. 
   From here, the characters may visit either the House 
  Sokol Administrative Offices or the Black Fist 
  Guardpost. 
  Gaining Permission 
  The characters may wish to visit representatives from 
  both the Black Fist and House Sokol to learn more. 
   House Sokol Administrative Office. The characters 
  are met by Liela, a human female employee of House 
  Sokol in her late thirties. While she is a hesitant to 
  permit an investigation on the island, a successful DC 
  10 Charisma (Deception or Persuasion) check relaxes 
  her worries. 
  Roleplaying Liela 
  Liela is business to the core. Everything in her small office is 
  meticulously placed to make her job more efficient. She speaks 
  brusquely; stupifyingly economic in her mannerisms and 
  words. 
  
   
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  Roleplaying 
  Guard Sergeant H
  years he has left b
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   
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  Keep’s 
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  she jots a 
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  Harpe
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  Part 2
  and
  Thorn Island is
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  Sokol Keep w
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  swim to the isla
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  land 
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  ength 
  ter acquires 
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  island.  
  copy this docume
  Exhau
  Some sp
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  Level 
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  ffects description
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  for some infraction of the rules. 
   
  He doesn’t know about any dead clerics, but his 
  "gram" (grandmother) used to tell him that the 
  island was full of spirits, not that he has actually 
  seen any before. 
  Thorn Island 
  A sandy, wind-buffeted islet rests offshore in the Bay of 
  Phlan, Thorn Island serves as a natural breakwater 
  against the ravages of the Moonsea. 
   The isle’s most prominent feature is Sokol Keep, 
  fortress and former headquarters of the formidable 
  Sokol merchant house. A beacon atop the highest tower 
  of the Keep serves as a lighthouse for ships entering the 
  Bay of Phlan.  Strong currents and rocks make getting 
  to the isle somewhat problematic for the inexperienced 
  sailor especially in the dark.  
   There is a small quay on the eastern extend of the isle 
  as well as a couple of large wooden warehouses. The 
  dock and houses look like they have seen better times, 
  but they are still sturdy. The warehouses are empty 
  except for one that is filled with lumber and stones; 
  building materials for the keep. 
  Inhabitants 
  The Keep is mostly abandoned except for the spiders, 
  mice, a cat or two and a few noteworthy individuals. 
  Harae, the Spirit 
  Harae was a priestess of Tyr who died in the Dragon 
  Run, a draconic invasion, almost 200 years ago. In life, 
  she was a patient and just follower of Tyr but in the time 
  since her death, she has lost much of her ability to relate 
  with the living.  She is a particularly weak spirit, unable 
  to do much beyond move small objects around. 
   She was grateful when Igan expressed an interest in 
  restoring the shrine and became furious when Grim and 
  his companions murdered the boy; angry at herself for 
  not having seen it coming and mad at the Black Fist for 
  the treachery and the injustice of it all. The anger led her 
  to extinguish the beacon—an attempt to lure other to the 
  island to exact vengeance. 
   As a follower of the god of justice, she wants the Black 
  Fist soldiers brought before a court of law more than 
  anything. To that end, she does what she is able to do to 
  help the characters get down below, such as showing 
  the journal in the East Tower and by making sure they 
  realize the importance of the Book of Moonsea Cults in 
  Igan’s Quarters. 
  Roleplaying Harae 
  Harae (lawful good) has been dead a good while, and being 
  dead is dull. She watched Igan grow up from a small child and 
  when Igan found the shrine that she is bound to, she saw the 
  spark of goodness. When he was killed, Harae was devastated. 
  She is now consumed with the need for his killers to face 
  justice. The groundskeepers have been no help, and she has 
  grown desparate and her limited abilities in communication. 
   
  Harae is typically in the East Tower, and upon the 
  characters entering it, she immediately takes an active 
  interest in them, and will follow them for the remainder 
  of the adventure, so long as they remain on Thorn 
  Island.  This begins as simply as a few items being 
  knocked to the ground or an unseen and unfelt breeze 
  mussing their hair.  This is the extent of Harae’s ability 
  to influence her environment. She is unable to manifest 
  herself, and thus is invisible. 
   She is initially indifferent towards visitors. However, 
  her attitude changes depending on the characters. 
  Her attitude changes to friendly towards any character 
  who: 
   
  Is an open-worshipper of a lawful good deity. 
   
  Attempt to engage the spirit in conversation and 
  succeeds at a DC 10 Charisma (Persuasion) check. 
   
  Explores the Keep without stealing anything and 
  treat the groundskeepers with respect. 
   
  Conversely, she becomes immediately unfriendly 
  towards any character who: 
   
  Openly worships an evil deity. 
   
  Steals from the Keep or treats the groundskeepers 
  cruelly. 
   
  If she recognizes that the characters are trying to figure 
  out what happened to Igan and she is friendly towards a 
  majority of the characters, she helps in area 4 and 
  answers any questions posed by characters that she is 
  friendly to. Creative characters who are aware of her 
  presence may devise a form of “yes or no” 
  communication. She knows precise details about what 
  transpired here, where the Black Fist are, and the 
  entrance to and inhabitants of the temple. However, she 
  has long since forgotten about hazards that pose no 
  danger to her, such as sinkholes. 
  The Servants 
  While Igan Sokol was the quartermaster of the keep, 
  House Sokol assigned other retainers to the keep for the 
  more menial tasks. A middle-aged groundskeeper 
  Darvag (male human) is in charge of upkeep of the 
  
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  structure and grounds and his wife, Shandra (female 
  human) was primarily responsible for ensuring the 
  interior of the keep was clean and meals prepared. Their 
  son, Rorin (male human), acts an aide to both of them as 
  needed. 
   If the characters approach the island in any way other 
  than swimming, the retainers of House Sokol know that 
  they are coming and meet them at the shore.  
  Roleplaying the Servants 
  Recent events have scared the remaining servants. Their 
  supervisor and security have gone missing and a spirit is 
  haunting the Keep. But they have a job to do.  Despite their 
  fear, it is business as usual. However, the servants refuse to 
  enter the East Tower and Lighthouse. They are inherently 
  distrustful of strangers, but relieved that the city has sent 
  people to investigate.   
   
  Despite distrusting strangers, they eagerly tell the 
  characters what they know in the hopes that they will 
  find Igan and the guards and purge the Keep of the 
  haunting spirit. 
   
  The guards change somewhat regularly, and the 
  only one whose name they know is Grim. 
   
  Guardsmen typically assigned to the Keep didn’t 
  seem to like the assignment to the lighthouse, and 
  suspect that it was a form of punishment for 
  troublesome members of the Black Fist. 
   
  Guard Sergeant Grim has been the ranking 
  guardsman at the Keep for the last month. 
   
  Igan Sokol, their supervisor, and the sergeant were 
  often together and would engage in long 
  conversations out of earshot of others. Their 
  friendship seemed odd. 
   
  Sergeant Grim seemed a nice enough fellow. He 
  treated the servants with respect and genuinely 
  seemed to like Igan. 
   
  Igan Sokol is a nice young man who read frequently 
  and was obsessed with the rumor of treasure that 
  was supposedly hidden somewhere in the keep. 
  They wouldn’t have been surprised if he had torn 
  the place down brick by brick in order to find it. 
   
  The beacon of the lighthouse is magical in nature. 
  They do not know how to activate it but suggest that 
  Igan’s quarters would be a good starting-point to 
  finding out how. 
   
  Most of the doors in the keep are locked, but 
  Shandra will provide the characters with a key. 
   
  Naturally, the servants know a fair bit of gossip as well, 
  though they only deal out the juicy information if a 
  character succeeds at a DC 15 Charisma (Persuasion) 
  check. 
   
  Igan would frequently disappear for long stretches 
  of time, usually to the East and West towers. 
   
  A few of days ago Igan had been really excited, 
  bursting with energy, but frustrated about the fact 
  that sergeant Grim was not present; having 
  returned to the city for official reasons. 
   
  On the evening that the beacon went out, they heard 
  an unearthly wailing sound. 
   
  The beacon was off and they did not know how to 
  turn it back on.  
   
  Ever since that evening, all sorts of weird things are 
  happening; things falling down without reason, 
  strange knocking sounds, etc. It has happened 
  everywhere in the keep, but seems to get worse 
  around East Tower. Nothing gets permanently 
  damaged, nor is anybody ever hurt. 
  Black Fist Soldiers  
  The Black Fist soldiers have been stationed on the Keep 
  to overlook the lighthouse and to protect it against 
  anyone, including House Sokol, who would extinguish 
  the beacon. It is very important to the city, and as such, 
  central in the political maneuvering of the city’s power 
  players. 
   Contrary to popular belief, the Black Fist select the 
  more disciplined members for the duty, and try to rotate 
  the soldiers regularly. The typical rotation is three days. 
  Still, it is not a popular assignment. There are few 
  opportunities for earning cash on the side and it is quite 
  boring. Grim has been paying his supervisors to ensure 
  that he has been repeatedly assigned to the Keep and to 
  make sure that the guards he selected were assigned to 
  the Keep.  
   The guards were quartered in the lighthouse. 
  Sokol Keep 
  Sokol Keep dominates Thorn Island, a large stone 
  fortress clearly built for defense. The castle looks old 
  and it has obviously been repaired extensively in some 
  areas. Despite its excellent repair it has an abandoned 
  look about it. There are no banners, no guards patrolling 
  its walls, no smoke rising from its chimneys and its 
  gates are closed.  
   
  A large mansion has replaced almost half of the 
  original structure and nearly all of the wooden 
  outbuildings. The mansion appears to be quite 
  comfortable though not very defensible; with large, 
  
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  glass windows instead of arrow-slits, etc. 
   
  The grounds are well-maintained and in good 
  repair. 
   
  The open courtyard is empty save for a few practice 
  dummies likely used by the Black Fist guards. 
   
  Wings of the home are blocked off, likely because of 
  the small number of people who reside within. 
  Anyone venturing within finds furniture covered by 
  sheets in dusty, cobweb covered rooms.  However, 
  the parts that are not blocked off are clean and well-
  maintained. 
  General Features 
   Light. The groundskeeper and his wife make sure that 
  the main hallways and rooms are well lit by candles and 
  oil-lamps, but the closed off sections of the mansion are 
  dimly lit during the day and completely dark at night. 
   Outside Doors. The outside doors are made of thick 
  oak wooden doors and are all locked. The door has 25 
  hit points, and the locks of high quality (requiring a 
  successful DC 20 Dexterity check). 
   Inside Doors. The inside doors are made of thin wood 
  and unless specified otherwise are locked.  Shandra will 
  provide the characters with a key to the doors.  Opening 
  them without the key requires a successful DC 10 
  Dexterity check. 
   Windows. The windows are closed with wooden 
  shutters. They can be opened from the outside, although 
  doing so is likely to cause a racket. The windows itself 
  are made out of glass and bolted shut. Again, opening 
  them is not hard, but it makes a lot of noise. 
  Igan’s Quarters 
  Igan’s quarters are inside the modern mansion on the 
  second floor overlooking the courtyard. The suite is not 
  the master bedroom, but right next to it. The door into 
  this area is locked with a simple lock (successful DC 10 
  Dexterity check to pick it), but the characters may open 
  it with the key provided by Shandra. 
  A quick glance shows that the three room suite—comprised of 
  a bedroom, a sitting area and a small office—are in good 
  repair and looks to have been cleaned recently. The wall and 
  floors are richly decorated with carpets, paintings and 
  tapestries depict various heroic scenes. 
   The room is untidy, but otherwise appears well-tended to; the 
  bed is freshly made and a few piles of laundered clothes lay on 
  the bench at its foot. 
   
   
  The quarters of Igan are a bit of a mess. For characters 
  taking their time and investigating it, the room’s 
  description can be paraphrased as follows: 
   
  It is a three-bedroom suite, with a sitting area, a 
  sleeping chamber and a small office, each with a 
  room that overlooks the courtyard below. 
   
  The area looks lived in, and although it is 
  definitively untidy, it is clean—everything has been 
  dusted within the last couple days. 
   
  A bookcase full of books and scrolls stands beside a 
  large, comfortable sofa with two large book laying 
  on it; open to various pages. 
   Desk. The papers on desk have sketches, random 
  musings and observations and rather shoddy attempts at 
  poetry. The sketches depict mostly the keep and its 
  people. The desk has three drawers, each secured with a 
  simple lock (successful DC 10 Dexterity check to pick 
  the lock). Inside the characters find more junk, but 
  nothing special except for a sketch of what appears to be 
  a shrine of sorts. Characters recognize it as dedicated to 
  Tyr with a successful DC 15 Intelligence (Religion) 
  check. 
   Bookcase. The books and scrolls contain a wide array 
  of subjects from heroic stories to dusty histories (mostly 
  on the Moonsea region), from theological debate to dry 
  lectures on law and from poetry to books on long dead 
  languages, all sorted by subject.  
   Characters succeeding on a DC 15 Intelligence 
  (Investigation) check find a small pouch containing 5 
  platinum pieces (pp) and an old, tarnished silver holy 
  symbol of Tyr hidden inside a hollow book. 
   Sofa. On the sofa is an ancient-looking book titled 
  Moonsea Cults by Thalioss of Tyr. It is written 
  completely in Thorass, an ancient derivate of Common.  
  A comprehend languages spell indicates that the book 
  details various ancient cults and their religious practices 
  complete with detailed sketches. The cults described 
  within seem to be mostly those that worship demons, 
  powerful spirits or simply cults of personality. 
   Also on the sofa is a more modern book on potential 
  curses and how to counteract them. The last appears to 
  be based more on folk wisdom than actual fact as 
  anyone with the Arcana skill can easily discern.  
   Carpets and Paintings. The artwork depicts scenes of 
  heroism and sacrifice; among them a female knight in 
  shining armor facing a red dragon in a burning village 
  and a priest bathed in light keeping a group of undead at 
  bay while his congregation barricades itself within his 
  church. The scenes are a bit idyllic in that the side of 
  
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  15 
  good always appears to be winning. 
   Characters who succeed at a DC 15 Intelligence 
  (Religion) check realize the scenes depicted are famous 
  stories about followers of Tyr, the god of Justice.  
  Treasure 
  A small pouch containing 5 platinum pieces (pp) and a 
  silver holy symbol worth 50 gp are found in the 
  bookcase. These are the property of House Sokol; taking 
  them would essentially be thievery, which reduces 
  Harae’s attitude towards the characters by one step. 
  Lighthouse 
  The tallest tower of the keep is located at the southern 
  end right at the edge of the water. It is a slender round 
  tower about 80 feet tall, consisting of three floors with 
  the upper part being a large open space with a staircase 
  running along the walls to the top. Originally it was a 
  simple watchtower, but when House Sokol took over the 
  place they refurnished it as a lighthouse. 
   Since then, the lighthouse has housed the contingent 
  of Black Fist guards assigned to the Keep. With the 
  exception of the top level, the three floors of this 
  lighthouse contain the guards’ common area, barracks, 
  and sergeant’s quarters in that order. 
   The Beacon. The door to the floor that houses the 
  beacon is locked and is opened with a successful DC 10 
  Dexterity check or smashed open with a successful DC 
  15 Strength check. It has a wrap-around balcony which 
  gives an excellent view on the surrounding area 
  including Thorn Island and the city of Phlan. The room 
  above is accessed by a ladder and the crystal and brass 
  beacon stands in the center. A successful DC 10 
  Intelligence (Arcana) shows that nothing appears to be 
  physically wrong with the device, but for some reason, it 
  is not working. The device still radiates strong evocation 
  magic. 
  Treasure 
  One of the bunks on the third floor holds 20 gp in a 
  hidden compartment. 
  The East Tower 
  The East Tower lies directly behind the mansion and is 
  part of the old keep. Before the destruction of the Keep 
  in 1306 DR during the Dragon Run, the whole of the 
  East Tower was filled by a vast library. It would be over 
  one hundred and eighty years later that Igan would 
  stumble upon the place. Fantasizing of hidden treasures, 
  he kept the secret to himself instead of telling others 
  within his house or the servants of the keep. As an older 
  boy he would read some of the ancient books within, and 
  worked in secret to restore the shrine. 
   The tower is now used to store furniture, and thick 
  layers of dust and cobwebs make it look like nobody has 
  been in the tower for years.  
   Anyone who is searching the first floor and succeeds 
  at a DC 10 Intelligence (Investigation) check notices that 
  specific furniture against the far wall has been moved 
  back and forth, as if block something from view. Should 
  no character demonstrate an interest in searching the 
  room, Harae will eventually knock over one of the chairs 
  to draw the attention to a hidden door. Moving the 
  furniture aside reveals a boarded over door, with a few 
  loose planks at the bottom. With a bit of work, a 
  medium-sized creature can squeeze through the 
  opening. 
   Once through the door, the characters find themselves 
  in a well-maintained shrine. A beautiful gray statue of a 
  one-handed blind god stands at the end of the room, a 
  small stone altar with an old looking brass scale at its 
  feet. Two dusty cabinets on both sides of the altar are 
  filled with books and scrolls, mostly on law, history and 
  philosophy. Any character succeeding at a DC 15 
  Intelligence (Religion) check identifies the statue as one 
  of Tyr. A beautiful reading desk of purple wood fills most 
  of the remaining space. On the desk is the journal of 
  Igan. 
   Journal. The journal lacks easy reference points. 
  There are no dates, just random notes all over the page 
  including sentences in the margins. It seems more like a 
  collection of thoughts and notes than an actual journal. 
  The handwriting is decent though.  
   The journal is difficult to read. The entries ramble at 
  length and consuming all of it takes at least two hours, 
  but upon succeeding at a DC 10 Intelligence check, 
  anyone reading the journal realizes the following: 
   
  Igan started his search on a whim. 
   
  He never took the search serious until he met 
  Sergeant Grim. 
   
  Igan became more serious about his search after a 
  book about Tyr literally fell into his lap (The doing 
  of Harae, the spirit haunting the Keep) 
   
  Toward the end of the journal, whatever pretense of 
  scholarly research devolved into the ramblings of an 
  obsessed man. 
   Deciphering the End of the Journal.  Player 
  Handout One contains the last page of Igan’s journal. 
   If the characters have the Book of Moonsea Cults from 
  
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  16 
  Igan’s Quarters, reading page 78 locates a passage 
  referencing an ancient cult that worshipped an entity 
  referred to as the “Just One and the Great One.” 
   The rest of page 78 itself depicts some of the Cult’s 
  symbols, secret signals and prayers, all of which are in 
  Thorass, a long-forgotten tongue.  
   The last page of Igan’s journal is really the only 
  document of particular use. On it, he identifies the 
  phrase that must be said to gain entry into the structure 
  beneath the Keep. 
   The page does not tell them where to look for the 
  entrance, but does give them the vital clue of how to 
  open it. If they have not already, the characters can 
  eventually investigate the West Tower. 
  West Tower 
  The West Tower is wholly empty save for dust and 
  cobwebs. It is located on one of the higher points on the 
  island. 
   Characters entering the tower immediately smell wet, 
  freshly-turned earth. Upon arriving in the basement, they 
  find that somebody broke open the floor and dug down 
  to the stone. The earth and tile are stacked neatly 
  alongside the walls. Digging tools lay scattered about 
  the room. There is a severed rope tied to a ring in the 
  wall leading to a stone slab in the earth.  Three other 50-
  foot coils of rope lay on the floor beside the slab. 
   The stone slab is approximately 10 feet on a side, is 
  bordered in worn glyphs, and has an indentation in the 
  shape of a human hand approximately six inches away 
  from the leading edge of the slab. The slab radiates 
  strong conjuration and faint abjuration magic. A 
  successful DC 20 Intelligence (Arcana) check recognizes 
  the glyphs as a component to some sort of ritual that 
  allows something in plain sight to remain unseen. 
  However, the glyphs are worn enough that they no 
  longer function. 
    The trap door can be opened by placing a hand to the 
  hand-shaped indentation and saying “Toe Mono, Toe 
  Megalo” aloud.  At that point the slab disappears, 
  revealing a dark hole in the floor. 
   Touching the indentation and saying anything other 
  than the correct words triggers the slab’s trap. The 
  characters touching the slab must make a DC 10 
  Constitution save or take 4 (1d4+2) lightning damage 
  and be stunned for 1 round.  Consider giving the 
  characters the correct sequence if they are having 
  trouble figuring it out on their own. 
   Removing the slab without the use of magic would 
  require more time and resources than the characters 
  have available, such as cranes, pulleys and a few extra 
  men. 
   Once the door is open, read the following: 
  The slab vanishes into nothingness and the passage it reveals 
  drops down into darkness. Musty, moist air wafts up from the 
  void. Below, your light casts dancing shadows on what appears 
  to be some sort room with a finished, tiled floor. 
  	
   
  
   
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  Secrets
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  ores through abo
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  out five feet of so
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  wall and floor, 
  e kind of fresco 
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  and-shaped 
  had. 
  und the top ste
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   sharp turn to th
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  upsets Harae; 
  t of this room is
  Barnacles
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  d in the niche. T
  aracters have 
  Keep 
  17 
  olid 
  foot by 
  floor is 
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  18 
  reached the middle of the room. When this happens, 
  read: 
  Without warning, the suits of armor jerk free of the growth that 
  seemed to cement them into place. They step from their 
  niches, and move towards you; chunks of barnacles falling to 
  the ground and the visors of their nautiloid shell helms 
  terrifyingly empty. 
   
  The suits of animated armor are quite ancient and in 
  exceptionally poor repair.  
  Adjusting the Adventure 
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative. 
   
  Very weak or weak party: the barnacles inhibit the suits for 
  the first two rounds of combat (the suits have disadvantage 
  on all attacks) before breaking off 
   
  Strong party: add one suit of animated armor 
   
  Very strong party: add one suit of animated armor and all 
  suits have 40 hit points 
  4. The Sinkhole 
  The floor levels out in this 40-foot-in-diameter circular room. 
  Despite the water that fills the room up to your shins, it is easy 
  to notice the sinkhole that has opened in the middle, though 
  seeing the bottom is impossible due to the amount of 
  sediment that has accumulated here. The sides of the sinkhole 
  are gently sloped, but covered in a thick coat of slick algae. 
   The only other feature of this chamber is a narrow hole near 
  the top of the left wall and a door of beaten brass on the far 
  wall. From here you can see a smear of dried blood upon the 
  handle. 
   
  The sinkhole is 5 feet deep and filled with water; dark 
  with sediment that darkvision will not penetrate. Sharp 
  rocks line the bottom of the sinkhole and make 
  traversing the room somewhat tricky and quite 
  dangerous. Despite that, it is clear Igan and his 
  entourage passed to the other side and that at least one 
  slid into the pool as evidenced by the smears of blood on 
  the far wall and door. 
   Moving through the room requires a successful DC 13 
  Dexterity (Acrobatics) check with failure resulting in a 
  painful slide down into the pool dealing 4 (1d8) piercing 
  damage. If the characters manage to secure a rope to 
  the door handle, subsequent characters make this check 
  with advantage.   
   The brass door on the other side of the room is stuck 
  and it requires a successful DC 10 Strength check to 
  open. Failure not only prevents the door from opening, 
  but also causes the character to slide down, as above.  
  There is a 3-foot-wide, circular opening about 30 feet up 
  the eastern wall.  Climbing up to it requires a successful 
  DC 25 Strength (Athletics) check due to the wet, algae-
  covered stone. Any character who fails this check falls 
  and slides into the sinkhole.  Though they are permitted 
  the same Dexterity check as those that traverse through 
  the room, it is made with disadvantage. 
   Resting at the bottom of the sinkhole is a pair of 
  ghouls, although they wait until the characters are in in 
  area 6 before attacking. The ghouls avoid contact with 
  any characters, but if discovered (by someone 
  thoroughly searching the sinkhole, for example) they 
  attack. 
  Adjusting the Adventure 
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative. 
   
  Very weak party: remove one ghoul (the remaining ghoul 
  has 13 hit points) 
   
  Weak party: remove one ghoul 
   
  Strong party: add one ghoul 
   
  Very strong party: add two ghouls   
  5. Cells 
  This hallway slopes upwards at a gentle angle. Two 
  small, square rooms on the right, may have once have 
  served as prison cells, now they are empty. Holes on the 
  doors and walls certainly suggest that these could once 
  be bolted shut from the corridor’s side. The brass doors 
  are sturdy and stuck, requiring a successful DC 15 
  Strength check to open. 
   The cells are empty. 
  6. The Jade Idol 
  This natural cavern was once the center of this place of 
  worship. While its magic had been dormant for a long 
  time, Igan’s murder has awoken it. 
   
  This round room is approximately 60 feet in diameter with a 
  vaulted ceiling 30 feet tall in the center. The majority of the 
  room is a couple feet higher than the side that you enter from, 
  and accessed by a pair of steps. 
   At the far side of the room, a large idol carved from a single 
  piece of pale green stone stands in a pool of black water. It is 
  carved in the shape of a tentacle humanoid with the head of a 
  many-fanged fish, and bathes the room in a sickly green light.  
  
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  19 
  General Features 
   Light. The idol radiates with a faint, sickly-green glow, 
  providing dim light in this room. 
   Sound. Clattering bone, dripping water, muted 
  whispers. 
   Smells. Brackish water, blood, rot. 
   Altar. The awakened magic in the altar protects the 
  undead within the temple, giving them advantage on 
  their saves against being affected by turn undead. 
  Characters within the room notice an oppressive energy 
  with a successful DC 15 Wisdom (Perception) check, 
  and can pinpoint the altar as the source with a 
  successful DC 15 Intelligence (Arcana) check. A single, 
  solid hit that deals more than 5 bludgeoning damage 
  weapon destroys the altar and removes this effect. 
  Alternately, if Harae is friendly towards a majority of the 
  characters, she will suppress this effect at the end of the 
  first round. 
   Idol. The six-foot-tall, life-sized idol is carved out of a 
  single piece of jade and appears to be valuable. It rests 
  on a stone pedestal, making it appear as if standing on 
  the surface of the water. It is blocking terrain. It radiates 
  faint magic. 
   Steps. The steps are five-high and covered in mud 
  making them quite slick. Creatures moving up or down 
  them at full speed must succeed at a DC 10 Dexterity 
  (Acrobatics) check. Failure results in the creature 
  ending up prone at the foot of the steps. Otherwise, if a 
  character treats the steps as difficult terrain, they are 
  able to negotiate the steps without a check. 
   The room is further described by paraphrasing the 
  following: 
   
  Two pillars are arranged around the raised section 
  of the floor. While they are too worn to be certain, it 
  is highly likely that they were once beautifully 
  carved. These pillars are blocking terrain. 
   
  The body of a human male is slumped over an altar 
  at the edge of the pool. Something that appears to 
  be a wand is on the floor near his hand. 
   
  A pool of dark blood has pooled and dried on the 
  altar after running down its sides and front. 
   
  Before it dried, the blood ran into the pool around 
  the statue. This may be why the water is reddish-
  black.  
   
  A number of calcified skeletons lay in heaps on 
  either side of the pool. 
   
  A second corpse lay partially submerged in the pool, 
  his body bearing dozens of slashing wounds and 
  feathered with the broken shafts of a few arrows. 
   
  Any character succeeding at a DC 15 Intelligence 
  (Arcana or Religion) check recognizes the idol as a 
  representation of Dagon, a demon lord called the 
  Prince of the Depths. 
   
  The zombie that was formerly on the altar is the 
  reanimated corpse of Igan Sokol. Igan was examining 
  the altar with a wand in hand when he was stabbed in 
  the back by Grim. Igan had expressed a wish to destroy 
  the idol, fearing that it was something evil and Grim was 
  unable to convince him that it may worth a fortune.  
   Igan’s murder right at the altar awoke its ancient 
  magic; animating the complex’s guardians in areas 3, 4 
  and 6. Unable to defeat the skeletons, the Black Fist 
  soldiers were forced to flee the room into area 7, but not 
  before one of their own was slain by the skeletons. The 
  guardians once again retreated into the water, but 
  reactivate and attack if anybody gets within twenty feet 
  of the altar. No side is surprised. 
  The water begins to roil and churn as a number of skeletons 
  emerge from the filthy water.  The bloody water runs in black 
  rivulets down their bones and drips from the tips of the 
  swords in their hands as they attack. 
   
  There two zombies in this room (Igan and the dead 
  guardsman) as well as two skeletons which remain on a 
  ledge at the back of the cave in the water and shoot at 
  the characters while the characters engage the other 
  monsters in melee. There are also two ghouls at the 
  bottom of the sinkhole in area 4, which animate and 
  seek out the characters; arriving in area 6 at the 
  beginning of the second round, and attacking the two 
  characters closest to the passage leading into the 
  chamber. 
  Adjusting the Adventure 
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative. 
   
  Very weak party: remove one ghoul (the remaining ghoul 
  has 13 hit points); if the party defeated the ghouls earlier, 
  remove one skeleton 
   
  Weak party: remove one ghoul; if the defeated the ghouls 
  earlier, no adjustment 
   
  Strong party: add two skeletons 
   
  Very strong party: add four skeletons   
  Developments 
  With the defeat of the undead guardians, the characters 
  are free to investigate the room. It doesn’t take much 
  skill to learn the young man on the altar was stabbed in 
  the back with the dagger. There are no signs of a 
  
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  20 
  struggle, and at a first glance it does not look like he was 
  purposefully sacrificed on the altar. Removing the body 
  from the altar and cleansing the altar with a proper 
  ritual requires a successful DC 10 Intelligence (Religion) 
  check. Success on this check causes the idol to glow 
  with a pale green light. 
   Grim and his men hear any fighting taking place in 
  this room from the safety of area 7. If they have not yet 
  confronted the characters, they wait for a few seconds to 
  ascertain who won. A few moments after the combat is 
  over, they begin calling out “Who’s there!?” in the hopes 
  that the undead in area 6 have been destroyed. 
  Treasure 
  The young man carries a total of 35 gp in coins and a 
  wand of magic detection. Harae knows Igan is beyond 
  hope and that the characters are here to help. Because 
  of this, she does not grow angry if the characters take 
  the wand. Additionally, 50 gp in various coinage lay at 
  the feet of the idol in the bottom of the pool. 
   The idol is worth 2,000 gp; a small fortune, it is nearly 
  a 6-foot-tall chunk of solid jade that weighs nearly a ton.  
  It is unlikely that the characters have the equipment 
  necessary to move it. However, characters can chisel 
  away at it; each character can pull a jade chunk worth 
  50 gp from it. If the chiseler is a dwarf or has an 
  appropriate background (such as mason or stonecutter), 
  the chunk harvested is worth 100 gp.  
  7. The Reliquary 
  A heavy stone door blocks entrance to the room.  A 
  partial collapse in the corridor allows a medium-sized 
  character to squeeze into the room. There are two worn 
  stone statues similar to the idol in area 6 and a small 
  stone altar. Grim and his guards have already looted the 
  place but are too scared to leave and are tired and 
  hungry. 
   
  This room is roughly circular and approximately 30 feet across. 
  Numerous niches about a foot across are carved into the wall 
  in staggered rows. Most of them have small trinkets of gold or 
  of colored glass or stone, but some are empty. The walls are 
  decorated with faded wall-paintings of blues, greens and 
  blacks. 
   A few burlap sacks on the ground are full of objects similar to 
  the trinkets in the niches. 
   
   
   
  Until the characters arrived, they had resigned 
  themselves to death. Paraphrase the following in 
  discussion with them. 
   
  Igan touched the idol and the dead came to life, 
  killing him and one of their colleagues, and forcing 
  Grim and his men to flee into this area. 
   
  While they are too afraid to try to leave through area 
  6, they contemplated leaving through the tunnel to 
  area 4. However, the fall was too high, and they had 
  no light source. 
   
  They have been stuck down here in the dark for two 
  days with nothing but muddy water to drink and no 
  food or warm clothing. They ran out of lamp oil 
  yesterday. 
   
  They act tough, but are all running on extremely 
  frayed nerves.  
   
  Grim does most of the talking, and a successful DC 
  10 Wisdom (Insight) check realizes that he is 
  wracked with guilt. 
   
  There are about six burlap sacks filled with trinkets, 
  baubles and various coins piled on the far side of 
  the room. 
   
  Grim and his men initially try to pin the blame of the 
  murder on the undead in the idol’s room. However, they 
  are not very good liars; a successful DC 10 Wisdom 
  (Insight) check is sufficient to realize they are not 
  speaking the truth. If the characters don’t realize it, 
  Harae certainly tries to get the characters to see through 
  the Black Fist’s lies. In reality, Grim murdered Igan out 
  of sheer greed and anger. If confronted, Grim’s men are 
  quick to put the blame where it belongs, at which point 
  even Grim admits guilt. 
   Grim, Guard Sergeant is wearing splint armor. There 
  are also four Black Fist guards. However, they currently 
  have two levels of exhaustion and will only defend 
  themselves if attacked. 
  Treasure 
  Grim and the guards are carrying the valuables that they 
  scavenged from the reliquary—approximately 100 gp in 
  coins of various mintage and antique art objects—the 
  combined treasure of the temple. 
   One item of note is a series of plates of beaten brass 
  engraved with strange glyphs. The glyphs are not 
  decipherable by comprehend magic. Returning this 
  object fulfills the requirements to complete the Harper 
  assignment. 
  
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  21 
  Conclusion 
  After confronting the guards and learning the fate of 
  Igan, the characters have not yet accomplished what 
  they set out to do. The beacon is still not lit. Whether or 
  not the curse surrounding the beacon is removed 
  depends on the characters and what they decide to do 
  with the guards. 
   Assuming that the characters consider the history of 
  the Keep, they may realize that the fate of Igan’s killer 
  could be connected to the beacon and use that as a 
  determining factor in what they choose to do. 
   Arrest the guards.  Should the characters indicate 
  that they plan to return the guards to Phlan for trial, 
  Harae is satisfied and removes the curse from the 
  beacon. The evidence against Guard Sergeant Grim is 
  sufficient to convict him of Igan’s murder and his body 
  dangles from the Stojanow Gate the following day. The 
  other soldiers are each convicted of lesser crimes and 
  imprisoned. Harae’s curse is lifted and the beacon is 
  relit. 
   Kill the guards. If the characters kill the guards, the 
  authorities presume that they did so out of self-defense. 
  Harae’s curse is lifted and the beacon is relit. 
   Release the guards. If the characters release the 
  guards and remain silent about their crimes, they flee 
  Phlan and never return. Harae’s curse remains and the 
  beacon remains dark. 
  Rewards 
  Make sure the players note their rewards on their 
  adventure logsheets. Give your name and DCI number 
  (if applicable) so players can record who ran the session.  
  Experience 
  Total up all combat experience earned for defeated 
  foes, and divide by the number of characters present in 
  the combat. For non-combat experience, the rewards 
  listed are per character. Give all characters in the party 
  non-combat experience awards unless otherwise noted.   
  Combat Awards 
  Name of Foe 
   
   
  XP per Foe 
  Animated armor 
   
   
  200 
  Commoner 
   
   
  10 
  Ghoul 
   
   
   
  200 
  Grim, Guard Sergeant 
   
  100 
  Guard 
   
   
   
  25 
  Skeleton  
   
   
  50 
  Zombie  
   
   
  50 
   
  Non-Combat Awards 
  Task or Accomplishment 
   
  XP per Character 
   
  Getting information from Harae 
  50 
  Getting the curse lifted and the  
   
  lighthouse relit 
   
   
  150 
  Bring Grim and the guards to justice 
  without killing them  
   
  100 
   
   
   
  The minimum total award for each character 
  participating in this adventure is 450 experience points. 
  The maximum total award for each character 
  participating in this adventure is 600 experience points.  
  Treasure 
  The characters receive the following treasure, divided 
  up amongst the party. Characters should attempt to 
  divide treasure evenly whenever possible. Gold piece 
  values listed for sellable gear are calculated at their 
  selling price, not their purchase price. 
   Consumable magic items should be divided up 
  however the group sees fit. If more than one character is 
  interested in a specific consumable magic item, the DM 
  can determine who gets it randomly should the group be 
  unable to decide.  
   Permanent magic items are divided up according to a 
  system. See the sidebar if the adventure awards 
  permanent magic items. 
  Treasure Awards 
  Item Name 
   
   
  GP Value 
  Pouch of platinum  
   
  50 
  Silver holy symbol of Tyr 
   
  50 
  Moonsea Cults 
   
   
  20 
  Gold in hidden compartment in bunk 
  20 
  Igan’s coinpurse 
   
   
  35 
  Coins in pool at jade idol’s feet 
  50 
  Chunk of jade idol (per character) 
  50 or 100 
  Grim’s looted treasure 
   
  100 
  Grim’s splint armor  
   
  100 
  Moonsea Cults 
  Thailoss of Tyr wrote a book on various cults in the 
  Moonsea region. The book can be sold for 20 gp, or a 
  character can keep it. If a character keeps the book, and 
  is able to reference it, the character gains advantage on 
  Intelligence checks regarding cults of the Moonsea 
  region.  
   
   
  
  Secrets of Sokol Keep 
   
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  22 
  Splint Armor 
  If characters defeat Grim, they may claim his splint 
  armor. One character may keep it, or the party may sell 
  it for 100 gp.  
  Wand of Magic Detection 
  This silver-tipped wooden wand makes a loud chiming 
  sound when used. A description of this item can be 
  found in the basic rules or the Player’s Handbook.  
  Emnity 
  The characters have the opportunity to earn the 
  following bane during the course of play. 
   Enmity of the Black Fist. An innocent man died by 
  your hand during the barroom brawl in the Laughing 
  Goblin. Though you were arrested for your crimes, your 
  faction eventually procured your release. The Black Fist, 
  however, still associates you with your crimes. So long 
  as you have this enmity, all future Charisma (Deception, 
  Intimidation, and Persuasion) checks made against 
  members of the Black Fist are made with disadvantage. 
  Renown 
  All faction members earn one renown point for 
  participating in this adventure. 
  Harper characters earn one additional renown point 
  for returning the brass plates.  
  Downtime  
  Each character receives ten downtime days at the 
  conclusion of this adventure.  
  DM Rewards 
  You receive 300 XP and ten downtime days for each 
  session you run of this adventure.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  23 
  
   
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  Animat
  Medium construct, 
   
  Armor Class 18 (n
  Hit Points 33 (6d
  Speed 25 ft. 
   
  STR 
  DEX
  14 (+2) 
  11 (+
   
  Damage Immunit
  Condition Immun
  frightened, para
  Senses blindsight
  passive Percept
  Languages — 
  Challenge 1 (200 
   
  Antimagic Suscep
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  Slam. Melee Weap
  Hit: 5 (1d6 + 2) b
  Commo
  Medium humanoid
   
  Armor Class 10 
  Hit Points 4 (1d8
  Speed 30 ft. 
   
  STR 
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  Challenge 0 (10 X
   
  Actions 
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  Gho
  Medium 
    
  Armor C
  Hit Poin
  Speed 30
    
   
  STR 
   13 (+1)
    
  Damage
  Conditio
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  CON 
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  CON 
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  Secrets of Sokol Keep 
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  25 
   
  Grim, Guard Sergeant  
  Medium humanoid (human), neutral evil 
   
  Armor Class 17 (splint) 
  Hit Points 32 (5d8 + 10) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  11 (+0) 
  14 (+2) 
  10 (+0) 
  10 (+0) 
  11 (+0) 
   
  Skills Intimidation +2 
  Senses passive Perception 10 
  Languages any one language (usually Common) 
  Challenge 1/2 (100 XP) 
    
  Pack Tactics. The thug has advantage on an attack roll against a 
  creature if at least one of the thug’s allies is within 5 feet of the 
  creature and the ally isn’t incapacitated. 
  Actions 
  Multiattack. The thug makes two melee attacks. 
  Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 
  Hit: 5 (1d6 + 2) bludgeoning damage. 
  Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 
  100/400 ft., one target. Hit: 5 (1d10) piercing damage. 
  Skeleton 
  Medium undead, lawful evil 
   
  Armor Class 13 (armor scraps) 
  Hit Points 13 (2d8 + 4) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  14 (+2) 
  15 (+2) 
  6 (−2) 
  8 (−1) 
  5 (−3) 
    
  Damage Vulnerabilities bludgeoning 
  Damage Immunities poison 
  Condition Immunities exhaustion, poisoned 
  Senses darkvision 60 ft., passive Perception 9 
  Languages understands all languages it knew in life but can’t 
  speak 
  Challenge 1/4 (50 XP) 
    
  Actions 
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) piercing damage. 
   
   
   
  Zombie 
  Medium undead, neutral evil 
   
  Armor Class 8 
  Hit Points 22 (3d8 + 9) 
  Speed 20 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   13 (+1) 
  6 (−2) 
  16 (+3) 
  3 (−4) 
  6 (−2) 
  5 (−3) 
    
  Saving Throws Wis +0 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses darkvision 60 ft., passive Perception 8 
  Languages understands the languages it knew in life but can’t 
  speak 
  Challenge 1/4 (50 XP) 
   
  Undead Fortitude. If damage reduces the zombie to 0 hit 
  points, it must make a Constitution saving throw with a DC of 5 
  + the damage taken, unless the damage is radiant or from a 
  critical hit. On a success, the zombie drops to 1 hit point 
  instead. 
  Actions 
  Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 4 (1d6 + 1) bludgeoning damage. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
  Not for resale. Peermission granted
  A
   to print or photo
  Append
   
  copy this docume
  dix: M
  nt for personal us
  Map 
  Secrets
  se only.  
  s of Sokol Keep 
  26 
  	
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/S01 - Tyranny of Dragons/DDEX1-02 - Secrets of Sokol Keep.pdf