Beneath Castle Everglory

==Introduction==
Beneath Castle Everglory is a dungeon adventure designed for 5 or more 250 point PCs built according to the templates in GURPS Dungeon Fantasy. However, PCs do not have to be built according to those templates and in fact, the only books absolutely required are Basic Set and GURPS Magic.
The adventure is designed for a party who are proceeding carefully and cleverly, and PC point value may be less important than PC cunning. The dungeon can be dangerous indeed, and while it is not intended to be a “killer” dungeon, death may come easily to those with more bravado than prudence. On the other hand, even a relatively weak party may find the dungeon profitable, since there is no goal to achieve beyond looting whatever the party can get their hands on.
The dungeon beneath Castle Everglory interacts with the supernatural in special ways that must be kept in mind throughout. Supernatural means of gathering information do not function normally when targeting the dungeon or its contents. Spells that offer information about the past will reveal nothing and will cause the caster to suffer a Fright Check at a penalty equal to the spell’s cost in FP. The caster will not be able to recall anything about their terrifying experience apart from a sense of utter emptiness. Other supernatural abilities that offer information about the past should have similar effects.
==The Stained Green Map==
The PCs acquire a map to a dungeon beneath an old castle through whatever means the GM likes. They may find the map as loot in the lair of a defeated foe, or might receive it as a gift from an established NPC patron or friend. It is a battered piece of parchment with simple diagrams and an odd green stain across the surface. A line running diagonally across most of the map is identified as “Old Barleyfarm Road”. One end of Old Barleyfarm Road runs off the page and is accompanied by an arrow labeled “To Cooper’s Mill Road”. The other end of the road terminates at a circle labeled “Land’s End”, presumably a town of some kind. Just north of Land’s End, runs a line of swirling ellipses above which is written “Orcwood”. A line labeled “Cold Water Creek” runs past Land’s End and into Orcwood. Just before it runs off the top of the map, it passes a large X. To the right of the X is written “Castle Everglory”. Under the X is written “The Pits Beneath”.
Finding the Cooper’s Mill Road that branches off into Old Barleyfarm Road should be easy given an appropriate Area Knowledge roll or access to ordinary maps. Such maps will likely also show the little town of “Land’s End” just south of the forest known as Orcwood.
On a roll against Biology (Botany) or Herb Lore, a PC may determine that the stain on the map is some kind of algae living on the parchment.
All of this assumes that the PCs are the sort of people who would go and explore a mysterious dungeon. That will describe most Dungeon Fantasy parties, but perhaps not all. Hero types might learn of the suffering of the people of Land’s End at the hands of the Orcs, leading them to strike at the Orc lair at Castle Everglory. Otherwise, the GM could simply have the Orcs capture an established NPC, requiring the PCs to undertake a rescue operation.
==Subsections==
*Town of Land's End
*Cutnose Orcs and Blood Axe Bugbears: A Primer
*Into the Woods: Traveling to Castle Everglory
*Castle Everglory
**Castle Everglory, Level 1: Lair of the Cutnose Orcs
**Castle Everglory, Level 2: Vault of the Scribes
**Castle Everglory, Level 3: Vault of the Servants
**Castle Everglory, Level 4: The Garden
**Castle Everglory, Level 5: The Palace
**Castle Everglory, Level 6: The Prison
**Castle Everglory, Level 7: The Tomb
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