Cragmaw Castle



Description

 * As characters approach: EXT: The castle consists of seven crumbling towers of different sizes and heights, but the upper stories are all in varying states of collapse. A short flight of steps leads up to a terrace in front of the main entryway. Past the wreckage of a pair of  sundered doors lies a shadowed hall. Round towers loom over the entranceway, with dark arrow slits looking down on the terrace.
 * Characters can enter in disguise.
 * Scouting around the outside of the castle reveals:
 * On the south side of the old castle, an overgrown path leads to a passage that climbs up into the wall. A large iron door stands here, sheltered from direct outside attack. Arrow slits ten feet above the ground overlook the path.
 * See Details.
 * See ENCOUNTERS

Cragmaws 2

 * You stand in a room somewhere within Cragmaw Castle, the goblin hideout where you discovered Gundrin the dwarf was being held. You catch your breath now, having fought off a wave of goblins trying to storm the room and drive you from their keep. The onslaught seems to have paused for a minute and you look around to appraise the situation around you. The room is a bloody mess: a pile of small goblin corpses pinpricked with arrows slump in a sad pile at the doorway, other goblins collapsed near the other door and one corpse slumped against the wall on the east side.
 * From the hallway through which you came you hear a growing clamour. Shrill goblin voices getting louder and louder, the echo of steel and iron and stone against stone. Rising cacophony of the goblin horde just beyond the door.
 * Perception for Eche: You hear a shrill shriek and growl, a heavy breathing. Something that doesn't sound like a goblin at all, coming closer...
 * ROLL INITIATIVE
 * Look out the door: can see goblins + bloodied Owlbear from before. Goblins thrusting flaming sticks and egging the beast on. It growls, snarls and lashes out at a goblin? Barrels towards the open door and tries to get through. Blocks south-western exit.

 

