Plot Hook 2: What's in the cellar?
Last week's I wrote up a little adventure for a few low-level PCs, wherein they had to deliver a magical sword to their King's favorite knight at a ruined keep on the edge of the kingdom. The twist in the adventure was that the keep and the forest around it were occupied by a group of goblins. Today, I'm gonna take the plot a little further and set up another part of the adventure, which I'm now calling The Black Cabal. So consider this week's mini-adventure installment as part two of The Black Cabal. I digress, however. Here's this week's plot hook:
After clearing out the mess on the ground floor of Darkhelm Keep, the PCs decide it might be a good idea to press onward into the Keep's cellar, through the only two doors inside still standing. After descending down a flight of musty stone stairs, the PCs find themselves standing in a dank, moss-covered stone hallway with four wooden doors set leading off of it. At the far end of this hallway, you see a merrily burning fire, but it's too far away to tell what the source is.Â
What's down at the end of the hallway? Where do the doors lead? Where are the goblins? We'll find out later this week! Stay tuned.









