Saturday Night Encounters is coming a little early, so here it is:
Crawling Claw Swarm: Depicted as a black circle with a white C inside it. Stats are in Creature Feature, Part 2
Enhanced Crawling Claw and Swarm of Crawling Claws: Black circle with a white E inside. Stats are in Creature Feature, Part 2
Goblin Archer: Black circle with a white A inside. Stats are in Creature Feature, Part 1
Read this aloud to your PCs as they enter the first room:
As you finish descending the musty stone steps, you enter a spacious room with a babbling fountain set into the wall opposite you. Between the fountain and the stairs, on the far wall is an ornately carved stone arch with many runes of power and protection. Through this archway, you see a hall with four sets of double doors leading off of it. A fire is crackling merrily in a room at the other end of the hallway.
Your more magical PCs may wish to examine the runes around the doorway and can succeed in doing so with a DC 15 Arcana Check. They are all that remains of a Protection from Evil spell and a Daylight spell, both permanent. Somehow they've been deactivated. All that remains now are the burnt out symbols carved into the archway.
Also, have your PCs make Spot Checks against the Goblin Archer hiding at the end of the hallway in front of the portcullis, which has yet to drop. Whether the PCs see him or not, he fires off a crossbow bolt at the closest PC as soon as he/she steps into the hall. This will definitely reveal an enemy presence, at which point he stands up and runs through the portcullis archway and stands ready to fire another shot.
Before your PCs have much of a chance to catch him and retaliate, the portcullis slams closed. The goblin beyond cackles and scampers down the stairs to the first landing, joining his compatriot. This should have your PCs ready for a fight and wanting to open the portcullis ASAP. The portcullis is not going to open by physical force, however. The PCs are going to have to find a lever that lifts the portcullis, and search fast if they want to catch the goblin. The switch to lift the portcullis is in the bed chamber. However, flipping the switch will open the portcullis in ten rounds, and it will stay open for another five. However, as the portcullis closes the Delayed Blast Fireball Trap goes off, shooting a gout of fire out of the brazier in the room beyond. Before the PCs can even get to the switch and leave the room, the crawling claws attack.
Read the following to your PCs when they've entered the bed chamber:
This room is clearly a very humble bed chamber. A wardrobe stands along the far wall, a small bed along the left wall, and a chest of drawers along the right wall. A short hallway on your left also leads off of this room, ending in a stout looking, wooden door. As you step into the room, the doors of the wardrobe rattle and burst open. A swarm of severed hands scuttles forth; each a sick mockery of some sort of spider. The drawers of the bureau on the right hand wall open as well, and more of these disgusting beasts crawl out. With a loud whooshing sound, a jet of flame erupts from under the bed, turning it to cinders and splinters. A large metal gauntlet is moving toward you of its own volition!
After fighting off the swarm of severed hands, your PCs may want to poke around. Add in treasure wherever you'd like, but have the top drawer of the bureau contain a false bottom; within is Sir Ecthyos' diary (because he's more than manly enough to admit it's a diary). Most of this diary is devoted to different types of birds and their migratory patterns. It seems Ecthyos is a bit of a birdwatcher. However, there about two dozen or so entries about fights with small groups of goblins scattered throughout the book that become more frequent the closer to the last entry the PCs read. The last entry reads as such:
It seems to me now that all of my prior encounters with the goblins of Briarwood were simply their means of testing my strength. Today they marched on Darkhelm Keep in great numbers. Though we are but five and they are many, I am certain the walls will hold us safe so long as a vigilant watch is kept. I have sent a message to King Garon with Sten's hawk to request reinforcements. Although the militia is spread thin due to the invasions in Goldhammer, I am sure reinforcements will come.
This diary should help your PCs feel more immersed in the setting, giving them clues about what's happening in the world around them. It also clues them in to the fact that Ecthyos was not alone at Darkhelm Keep; that there may be more people here they need to locate and save.
If any PC is religious or is learned in scrying, the two rooms across the hall may prove useful for just such a purpose. Those who are religious may pray to Bahamut and ask for guidance in the battles ahead and in saving those who need saving. A wizard or sorcerer may attempt to use the scrying pool to locate Sir Ecthyos or to unmask the root of what is going on here.
Answers should be brief and very vague. Those praying to Bahamut see a quick glimpse of heavy stone sarcophagi adorned with carvings of warriors committing acts of valor, and another brief flash of a red-skinned creature sitting atop a throne made completely of bones. Those attempting to scry see a black metal helmet adorned with silver horns, a silhouette of a horned creature hunched over a prone figure and a castle made of dark stone sitting atop a barren mountain set against a stormy sky.
When your PCs have figured out the portcullis mechanism, they'll have to deal with the Delayed Blast Fireball Trap:
Delayed blast fireball trap: CR 5; Magical; Action trigger; Automatic reset; Bypassed by a symbol of Bahamut; 5d6 fire damage; DC 15 Reflex Save for half-damage; DC 15 Arcana Check to disable; Multiple targets
After your PCs have gotten past this trap, they enter the room beyond the portcullis. Read this aloud when they enter:
As you enter this room, you stand amid five statues. Immediately flanking you are two statues clearly meant to be champions of Bahamut. The two statues directly opposite them appear to be some sort of goat-like demon with a polearm. Directly in front of you, between the two goat-demon statues is a much larger statue of a vicious looking winged demon. It looks vaguely reptilian or even dragon-esque. It holds a roughly carved stone brazier in its clawed hands at waist height, which is still above your heads. All around the brazier's brim are runes for the spell you have just experienced. As you look around to see where the goblin has gone, you see a staircase leading downward on the left-hand side of the room.
The goblins are hiding just beyond the PCs' line of sight on the first landing. They wait for the PCs to step onto the stairs before launching bolts at them. They stand and fight to their last breath. When their bodies are searched after your PCs have disposed of them, two crudely carved wooden charms depicting a human head with ram's horns are found.
And so ends Saturday Night Encounters, Part 2. What awaits your PCs at the bottom of the stairs? Where are Ecthyos and the others? What do these wooden charms mean? Stay Tuned!