Return to Havelock's Keep
|Status||Explored August 883 TA|
near the Land of Bogs |
and the Little People
This story is a great fabrication, of course. Havelock set a spell that would automatically trigger 50 years after he stopped casting spells. The spell would create a duplicate "twin" of Havelock. This twin, known as Keolevah, would gather what forces he could to rescue himself and travel back into time via a unique Potion of Time Walking. Then, he would convince his comrades to free his twin. The problem here being that Keolevah and Havelock cannot actually free himself. It will have to be done by the party. Another problem is that the spell will weaken over 48 hours, at which time both the "twin" and the Time Walking will end. So, Keolevah will "die" at the earliest convenience so that the meeting between he and Havelock will not happen.
Havelock is an evil mage, and he has been imprisioned by Janvel because of his evil nature. He is imprisoned by the Stealer of Souls in the South Tower. This creature is nasty and hungry for human thoughts. Janvel would have destroyed it long ago except for its ability to create Potions of Invisibility. Those potions form Janvel's primary strategy. His crew douses itself, and then Janvel lets his ship float freely until an unsuspecting ship tries to rescue it. Then, he secretly boards the ship, surprises the crew, and steals their loot. Currently, Janvel is out at sea with his ship, the Winged Vulture. He will return 24 hours into the adventure, just for fun. So, Keolevah will try to convince the party to sink the ship with the catapult on top of the keep.
Keolevah will try to get the party to drink a "potion of waterwalking" which is actually timewalking. By saying that the keep is geased, the sudden shift in appearance from a ruin to a newly built garrison will be explained.
Finally, when the party returns, the castle will be in ruins and unoccupied. Most likely, the central keep will be burned, the ship scuttled, and the appearance like that of the previous adventure.
The walls are rough-hewn and give +40% to climbing.
West Tower (lower)
West Tower (upper)
The chalice works as a staff of healing.
Chalice and tank will trigger the sea priest.
Touch causes victim to drown in 1d4 turns unless a saving throw is made.
Can pour through doors, change shapes, etc.
East Tower (lower)
East Tower (upper)
South Tower (lower)
Ulric will try to convince the party he can help. He will jump into the sea at the first opportunity.
South Tower (upper)
The Soul Stealer
HP 80 + 20 for each invisible tentacle.
Sucker hit will capture new victim, releasing old. Tearing away will kill instantly.
Blue liquid is Oil of Invisibility (1 turn)
Used to make sailor's invisible.
Havelock will disappear if challenged.
Boiling Oil - 4d8 if underneath, 1d8 spash within 10 feet.
The Courtyard Dogs
Regenerate on 3rd round
Controlled by the Captain's Ring
Sixteen guards armed with long swords and heavy crossbows.
Room 1: Entrance Room
Six guards are almost always here.
Room 2: Kitchen
Room 3: Bunkroom
Each chest contains 100 gold pieces.
Room 4: Common Room
Room 5: Captain's Room
If removed from the cage by force, the bird will disappear and reappear in the cage.
The chest is sealed with a magical puzzle:
The chest contains: 500 gold pieces, Dagger +1 (if the captain isn't wearing it), a golden flute (which can be played to lure the bird to you), and a ring. The ring is a Ring of Drudge Skeleton Control (if the captain isn't wearing it). This golden ring has a large ruby skull set in the center. An inscription on the inside reads:
Room 6: Janvel Swayne's Anteroom
There is no lock on the chest. The desk is actually a mimic.
The westen wall is actually a secret door operated by saying "DOG" in this room.
Room 7: Janvel's Bedroom
The candle is actually a Candle of Undead Control
The woman is actually a succubus
Room 8: Treasure Vault
These chests are protected by a spell that makes them appear empty. Since Janvel keeps most of his magical treasure on board when he is at sea, the only thing left in the chest are coins:
Chest 1: 5000 silver pieces
Chest 2: 3000 gold pieces, 2000 silver pieces
Chest 3: 500 platinum pieces, 1500 silver pieces
The hole in the floor is actually a spider web trap for a large hungry phase spider.
A secret door leads down to Level 2.
This level comprises the underground portion of the dungeon. It is currently under construction, and it will eventually be finished like the previous adventure. Since it is outside of the wooden keep, there is little of value here. Three trolls guard over a work detail of dwarves captured from the Shadowyarn Mountains.
Room 9: Storeroom
The crates contain building supplies: hammers, shovels, picks, burlap bags, etc.
Room 10: Storeroom
There are twelve tools and twelve dwarves.
Room 11: Hall Under Construction
Room 12: Troll Common Room
This is where the trolls come to relax. It is very likely that they will be here during the early evening.
Room 13: Troll Sleeping Room
The trolls will be here during the night. They typically do not post a sentry since all of the dwarves are locked in their cells.
The chest contains their pay: 500 silver pieces.
Room 14: Dwarven Prison
The dwarves will help the party at any cost. They fight as first level fighters.
Room 15: Eastern Construction
This area offers are relatively safe place for the party to rest since it is not yet connected to the bulk of this level.
Large Rubies (12) - 4000 gp each