Castle Rochelm

### Location

North of the Boarhart Lands and the Kodiak Mountain, south of the Marsabian Peninsula

### Inhabitants

Humans, House Rochelm

The Rochelms rule a small clan just one the outskirts of the Boarhart Lands that has remained independent and secure from the Frostborn invaders ever since it's founding, thanks to it's in-land hilltop fortress. The Rochelm's are part dwarf, as one or their founders was an exiled Glacial Dwarf, that rallied the nearby humans and together constructed a fortress to defend themselves with. The dwarf married a chieftain's daughter, and House Rochelm was born.

Castle Rochelm's appearance benefits greatly for it's dwarven influence and legacy, although not as grand as their distant relatives' glacial siege palaces. Though the castle is small with only two floors and a handful of rooms, it's quaint majesty is evident from every corner. Edge, angle, and rhythm are essential to the castle's design. Many passages lay hidden in the architecture, in some places walls open up for the sunlight to pass through and have the beams dance across the rooms. Each new discovery is sure to leave visitors with a delightful impression.

### DM's Screen

If you are not running this game please be aware the content below is mean for a Dungeon Master's eyes only.

## Material Rights

### Usage Permissions

In development, free to use upon completion. Playtesting welcome with feedback.

### Editing Permissions

Do not edit, if you like to give a suggestion please @MadManPockets in #fantasy-lab

## Intruders of Castle Sloikernet

For the past few weeks no word has been heard from House Rochelms, nor any travelers on the road through their lands have come by that way. News says that a local woodsman traveled up to their border to find the road blocked off by barricade, with fresh wooden stave fence around the surrounding woodland, and a sign that read *"Private Property: Castle Sloikernet. Tresspasser will be maimed, survivors will be eaten."* The woodsmen since turned back and dared not face the road.

### The Road to Castle Rochelm

The Road to Castle Rochelm, or now "Castle Sloikernet" if the tale of the woodsman is to be believed, is a long in-land road through the woodland and hill country. The birch trees there often grow tall and broad, and favored for the ships of the Frostborn, from which the house of Rochelm once gained a business trading their lumber for raided goods.

From the outskirts of the border to the Rochelm woodlands no sign of patrol or gate is found. The forest seems calm, though an eerie feeling hangs over as the mystery of these change remains hidden behind every tree.

#### Outer Roadway Activities

DC 10 History: Rochelm lumberers take care of the woodlands surrounding their territory, caring for the land and wildlife, and replanting after clearing sections of forrest for the next generation to inherit.

DC 12 Perception or Nature: From the border to about 6 miles in, you notice the amount of felled trees increases, and some older clearings haven't been replanting and are now overrun with weeds and fungus.

### Outer Gate

About seven miles in from the outer border 90 ft. around a bend the players come to a gate. On both sides begins a fence made of strewn and spiked wooden staves, crudely hewn but solidly structured. It would be a careful process to get over, but nearly impossible to march even a small army over safely. On the road, however, the gate remains open, and no sign of a patrol is around. Above hangs a side, "Castle Sloikernet".

#### Outer Gate Activities

DC 18 Acrobatics check to climb over the wall safely. On a failed check you cannot climb over, and on a 5 or less you take 2d8 piercing damage. On a 1 your are automatically dropped to 0 HP and are impaled on the fence.

There are 1d6+1 (4) goblins hiding in the forest around the open gate, and another 1d6 (3) mounted goblins within earshot (each mounted on a wolf). They lay low on the forest floor in piles of leaves or behind brush, absolutely still as people go past and take no action until everyone passes through and only act once they're out of sight. You must roll a DC 18 Perception or Investigation check to find each goblin that is within 30 ft. of you.

The fence has an AC 10 and HP 25 for every 5ft. of fencing.

### The Inner Gate

If everyone goes through the gate the road goes ahead 120ft. and then bends and then 90 ft. with another bend, before reaching another gate and wall, this one blocked by more spikes. The path leading up to this gate has extra fences on either side of the road, leaving a clear trail of 15ft. wide and 20 ft. long, at the end of that stands the gate.

If anyone attempts to climb over the second fence, arrows fly at them from the behind the trees beyond the fence. There is a hunting pack of goblins shooting at the party, 2d4+4 (7) total.

If anyone tries to run along the wall or makes a DC 16 Investigation or Survival check they'll realize that the fence curves inward and that they have walked into a loop. As they move along the walls mounted goblins will chase alongside the perimeter and fire burning arrows in at them.

If anyone goes back to the first gate, they'll find the gate closed and the hidden goblins from there standing behind it firing arrows as well. If the party had previously discovered the goblins before and no survivors were left, then the gate will be left opened.

The fence has an AC 10 and HP 25 for every 5ft. of fencing.

If any goblins are captured and any of the party members can understand goblin, then a DC 17 Investigation, Persuasion, or Intimidation check will have the goblin reveal that the gates were to pen in travelers and get more slaves, and that they've been using slaves to fortify *their* land but clearing the trees to make spikes and spears. Further up the road by 1 mile leads uphill to the gate of Castle Rochelm, now Castle Sloikernet.

The party can find a place to hide from the goblin patrols and take a rest. Making a camp or building a fire will more easily alert the goblins to the party's presence.

## Party Defeat

Should the party be defeated they will be captured and locked in the Barn with the other prisoners. There is one goblin inside and two outside. The prisoner's bindings are AC 10 HP 5.

## Castle Sloikernet

Sloikernet stands on the hill top reaching above the treeline of the woodlands, and over looking the wood mill by the river below. Now the castle has been overrun with goblins, and additions of wooden stakes, fences, and barricades give it a barbed appearance.

### The Castle Wall

The main castle has a 20ft. stone wall with a 150ft. radius, with the keep sitting in the center. The stone walls have had wooden spikes added to the outside to further discourage anyone scaling them.

#### Wall Activities

The walls and gatehouse are patrolled by 2d4+4 (7) goblins, and requires as DC 11 stealth check to approach the walls without raising the alarm.

A DC 22 Acrobatics or Athletics check is required to scale the walls, but a tool such as a grappling hook or lasso would grant +4 bonus. On a failed check you cannot climb over, and on a 5 or less you take 2d8 piercing damage. On a 1 your are automatically dropped to 0 HP and are impaled on the spikes.

A DC 14 Investigation check around the perimeter of the wall will reveal a small gap in the wall where scaffolding is placed while the wall section is under repair. A DC 13 Stealth check would allow medium or smaller creature to pass through undetected.

To pass through the gate house undetected would require a DC 18 Stealth check, or a DC 15 Stealth Check if done under the cover of night. On a failed save the two goblins manning the gatehouse will raise the alarm.

### Inside the Walls

Inside the walls is the keep and it's main doors, with a stable and the servants entrance attached to the outside, the keep is two stories tall (roughly 40ft.) and roughly 110ft. wide on either side, while the stable and the servants' entrance are each one story (20ft.) tall. There is also a well, a thatched-roof barn, a dunny, a firewood stack and chopping station, and a shed.

The entrance to the keep is a set of stone stairs, with a removable wooden 10ft. x 10ft. bridge connecting the stairs to the double doors. The door's lock could be picked with a DC 13 Dexterity check using thieves tools. The servants' entrance has a small stairway and door leading to the inside. The stables do not have an access way into the main keep. On the second floor their are several arrow slits in the walls of the four corner towers, roughly 30ft. up from the ground that a tiny creature could pass through, or a small creature with a DC 15 Acrobatics check to slip through.

The barn has two goblins posted at the doorway, both are playing a game with stones and beetles. The upper windows to the barn are 15ft. off the ground and a medium creature could pass through with a DC 11 Stealth check to climb through undetected. Inside the barn are three dozen humans tied or caged up, and another goblin marches down the middle aisle with a whip in his hands. The prisoner's bindings are AC 10 HP 5.

The stables are unguarded, but inside are 12 wolves penned in, and 2 wargs are penned separately as well.

The well goes down 80ft. to a fresh spring of water.

The dunny is a small 5ft. x 5ft. outhouse with a 15ft. pit for the sewage.

The firewood stack is close to the gatehouse, with a small roof to keep the wood dry. The chopping station has been used but no axe is around.

The shed is a 15ft. x 20ft. shed with one door, currently chained and locked. The lock could be picked with a DC 13 Dexterity check using thieves tools. The chain has an AC 14 and HP 18, but striking which would cause a loud noise to be head over 200 ft. Inside the shed are dozens of forestry tools such as axes, saws, and pole hooks.

## Inside the Castle

The goblins within the keep's walls are busy partying, but have set up to quickly trap the interior while they hide and slowly pick off intruders. If the alarm hasn't been raised, the goblins are not alerted and can be caught surprised while still partying. However, should any of the alarms be raised the goblins will quickly switch to setting each trap and hiding in the shadows. Each goblin has their own trap that they will set up once they are aware of intruders and will flee.

### First Floor

The first floor of the Keep includes the Main Entrance, Main Hall, Chapel, Servant's Entrance, North Corridor, South Corridor, and the four corner towers: westward towers leading up by ladders, and eastward two up by spiral staircases.

#### Main Hall

The Main Hall to the keep is a set of stone stairs, with a removable wooden 10ft. x 10ft. bridge connecting the stairs to the double doors.

A DC 15 Perception or Investigation check will reveal the stairs are trapped. The stairs are trapped with grease, A creature that enters the area of the stairs or ends their turn there must succeed on a DC 14 Dexterity saving throw or fall prone.

A DC 17 Percetpion or Investigation check will reveal the the wood bridge leading from the stairs to the door has been tampered with, with the crossbeams beneath being sawed in the center. If a creature of 150 lb. or more were to walk on the bridge without sidestepping along the outside edge, the bridge will crack in the center and the creature will fall through. The creature takes 1d6+2 bludgeoning damage and creates a loud crashing noise that can be heard inside the keep and for 300ft.

The Door is locked and requires a DC 13 Dexterity check using thieves tools to open.

Inside the main Entrance are six goblins, and two hobgoblins. Two drinking, three devouring a barbecued horse with the hobgoblins, and one toying with a human child tied by the hands to a long rope, about 15ft. long. The goblin is wearing a teddy bear on his belt, and aiming near the child with a bull whip to make the child jump.

The Hobgoblins seem to be superior, but the goblins listen to the orders of the one with the bullwhip as their commander.

There are three tables set up around the central long fire pit, a double door locked on the back (west) wall, and two doors in the back corners: one leading to the North Corridor, and the other to the South Corridor.

#### *Alerted Main Hall*

If the goblins inside have been alerted of intruders, three goblins hide in the Chapel and three go out to the North or South Corridors, and the hobgoblins go upstairs into the Master Bedroom, the following traps are in set in the Main Hall:

***Heated Door Nob.*** One goblin waits and listens for someone reaching for the lock or doornob and cast Heat Metal. The creature reaching or trying to pick the lock takes 2d8 fire damage.

***Limited Visibility.*** One goblin will douse the fires by dumping water on the wood, filling the room with steam and smoke and limiting visibility to 5ft. until you leave the Main Hall.

***Pitched Floor.*** The first 10ft. x 10ft. of tiles inside the Main Hall is covered with tacky pitch. A DC 15 Perception check would reveal this trap. Any creature enters the area for the first time or ends their turn there must succeed on a DC 17 Strength saving throw or be restrained. If the creature is wearing any footwear, they may slip their feet out of them and step out of the area as an action.

***Silverware Caltrops.*** Two goblins will each drop a pile of silverware on the floor, acting as caltrops. Each pile covers a 5ft. x 5ft. area on either end between the head table and the wall. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving and take 1 piercing damage. Until the creature regains at least 1 hit point, its walking speed is reduced by 10 feet. A creature moving through the area at half speed doesn't need to make the saving throw.

***Shocking Keyhole.*** One Goblin will hide themselves in the Chapel along with the two silverware goblins. The Door is locked and requires a DC 13 Dexterity check using thieves tools to open. They will wait and listens for someone reaching for the lock or doornob and cast Schocking Grasp.

#### Chapel

The chapel is fairly empty with a few shrines to the Frostborn gods and hunting trophies. Inside three of the goblins hide with short bows trained to fire at any intruders while they duck behind the pillars.

#### Servant's Entrance

The Door is locked and requires a DC 13 Dexterity check using thieves tools to open. The Servant's Entrance faces the north side of the keep beside the firewood shelter.

#### North Corridor

The North Corridor leads to the Northwest Tower and Northeast Tower, and connects to the Servant's Entrance.

#### Northwest Tower

The Northwest Tower has one ladder leading up to a trapdoor in the ceiling. The ladder is covered in tacky pitch. A DC 15 Perception check would reveal this trap. Any creature climbs onto the ladder for the first time or ends their turn there must succeed on a DC 17 Strength saving throw or be restrained. If the creature is wearing any footwear, they may slip their feet out of them and step off of the ladder as an action.

The trapdoor on the top of the ladder is blocked with something heavy on top. A DC 16 Athletics check would shove the door open, but create a loud crashing noise that can be heard throughout the castle. Once the door is open the a creature can climb up to the second floor.

#### Northeast Tower

The Northeast Tower is blocked by a locked door. The Door is locked and requires a DC 13 Dexterity check using thieves tools to open.

Inside the tower is a spiral staircase, but several of the steps have been knocked out with an axe or sawed off. A DC 13 Acrobatics check would allow someone to climb up the broken stairs without falling and reach the second floor. On a failed save the creature takes 1d4 bludgeoning damage and 1d4 piercing damage from falling on the splintered stairs.

#### South Corridor

The South Corridor leads to the Southwest Tower and the Southeast Tower.

#### Southwest Tower

The Southwest Tower has a ladder leading up through a trapdoor in the ceiling to the second floor. If the goblins have been alerted, the ladder in the South Tower will have been broken and the trapdoor to the second floor will be closed.

#### Southeast Tower

The Northeast Tower is blocked by a locked door. The Door is locked and requires a DC 13 Dexterity check using thieves tools to open.

#### *Alerted Southeast Tower*

If the goblins have been alerted one goblin will wait at the top step to swing a wooden beam at anyone coming up the stairs. A creature must succeed a DC 15 Dexterity saving throw or take 1d4 bludgeoning damage and be knocked prone.

### Second Floor

The Second Floor consisted of the North Corridor and Towers, the South Corridor and Towers, East Corridor, the Common Space, Master Bedroom, and Servants Quarters.

#### North Corridor

The North Corridor leads to the Northwest tower, the and the Northwest Tower.

#### Northwest Tower

The Northwest Tower has a trapdoor blocked by a chest of drawers leading to the First Floor, and a door leading into the Servant's Quarters. The chest of drawers can be moved off the trapdoor with a DC 14 Strength (Athletics) check.

#### *Alerted Northwest Tower*

***Falling Bucket.*** The door to the Servant's Quarters is trapped with a falling buck on top of the door. Any creature that walks first through the door must make a DC 15 Dexterity saving throw or take 2d4 bludgeoning damage and be concussed.

#### Northeast Tower

The Northeast Tower has a spiral staircase that has been broken. The Northeast Tower has two doors: one leading to the North Corridor and another to the East Corridor.

#### East Corridor

The East Corridor leads to the Common Space and the North and South East Towers. The door to the Common Space is locked and requires a DC 15 Dexterity check using thieves tools to open.

#### Common Space

The Common Space has a double table inside with chairs, a double bed in the corner, a fireplace along the west wall, and a locked door in the southwest corner leading to the Master Bedroom. The locked door requires a DC 15 Dexterity check using thieves tools to open. The fireplace opens up on the other side to the Master Bedroom, with enough space for a small creature or smaller to crawl through.

#### *Alerted Common Space*

The Common Space will be trapped if the goblins are alerted.

***Trapped Door.*** The door to the East Corridor opens outward, pulling a trip string and releasing a swinging wooden beam through the doorway. Any creature standing in the doorway must make a DC 15 Dexterity saving throw or take 1d6 bludgeoning damage and be concussed.

***Ball Bearings.*** On the floor in a 10ft. x 10ft. area a pile of ball bearings has be dropped. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall prone. A creature moving through the area at half speed doesn’t need to make the save.

#### Master Bedroom

In the Master Bedroom there is a double bed, a side table, two identical chests in the corner, and a fireplace on the east wall. The fireplace opens up on the other side to the Common Space, with enough space for a small creature or smaller to crawl through.

***False Rug.*** On a 10ft. x 10ft. area directly inside the door to the Master Bedroom is a rug covering an opening in the floor. A DC 18 Perception or Investigation check will reveal the rug. If a creature should step on the rug unaware of the trap, they must make a DC 18 Dexterity saving throw or fall through the floor taking 2d6 bludgeoning damage and falling prone in the Main Hall on the First Floor.

***Secret Door.*** A DC 17 Investigation Check will reveal a small lever disguised as a sconce. Pulling the sconce will reveal a hidden door in the northwest corner of the Master Bedroom leading to the servant's quarters.

#### *Alerted Master Bedroom*

Five Goblins will be hiding in the Master Bedroom, behind a barricade made out of the bed, and using the secret door to the Servant's Quarters to escape if needed.

#### Southeast Tower

The Southeast Tower leads to the East Corridor and the South Corridor. A Goblin swinging the wooden beam sits up there until the players come up the stairs, after which he retreats into the Master Bedroom.

#### South Corridor

***Greased Corridor.*** The south corridor has been greased all down the length of it. A creature that enters the corridor or ends its turn there must also succeed on a Dexterity saving throw or fall prone. If the target was running before entering the corridor they slide down the hallway while prone as if they has dashed.

***Swinging Spiked Fence.*** At the west end of the South Corridor a swinging spike fence is set at the corner of the Southwest Tower. A trip string triggers the fence to swing out blocking the entryway into the Southwest tower. If a creature were to trigger the fence, they must make a DC 14 Dexterity Saving Throw (disadvantage if prone) or take 2d4 piercing damage.

#### Southwest Tower

The Southwest Tower has a ladder leading down through a trapdoor in the floor to the second floor. If the goblins have been alerted, the ladder in the South Tower will have been broken and the trapdoor to the second floor will be closed.

### Clearing the Keep

Should the Goblins be overpowered and forced to retreat from the Keep, they will attempt to escape in any route they can find that is not blocked. They will attempt to reach the stables, while also shooting flaming arrows on the roof of the barn. The Goblins will try to flee, either by mounting on their wolves and wargs and fleeing through the gate, or through the crack in the east wall. The Party will have to choose between pursuing the goblins or rescuing the human slaves.

#### Burning Barn

The barn is burning and will be ablaze in 1d4+2 rounds. The door is barred on the outside, requiring a DC 21 Athletics check to break open from the inside, or an action to remove the beam and open the doors. There are three dozen human commoners in the barn, each with their hands tied. The prisoner's bindings are AC 10 HP 5. The slaves must be rescued and taken out of the barn within time or they are caught in the blaze or suffocated on smoke.

#### Chasing the Goblins

If the party chooses to chase the goblins, they will follow them down the hill to the Sawmill.

***Steep Hillside.*** The way down is considered rough terrain down the steep hill, and should anyone attempt to Dash will require a DC 13 Dexterity saving throw or fall prone and roll down the rest of the hill at twice the speed of their movement, taking 1d4 bludgeoning damage for each turn falling down the hill. At the end of each of their turns, the creature may repeat the saving throw to steady themselves and stop rolling.

### The Sawmill

At the bottom of the hill next to the river there is a sawmill. The fleeing goblins will go there and load up on a barge to carry them across. As they pass they'll blow their war horns and signal the sentries posted at the mill: two bugbears and their tamed armored Owlbear. The bugbears and Owlbear will fend off any pursuing party members to allow their comrades to escape. Once their comrades can escape, the bugbears will try to flee and stealth away.