Fortress of the Bled
▶ Run in Live DMFormoria: Adventure Anthology · p.42 · formoria · 3p
Open source p.42A priest of shadow has taken the son
of Duke Leodar of Odan and locked
him in a mountain fortress. The boy
is only nine summers old and
remains the only heir to the duke’s
bloodline. A contingent of the duke’s
men leA for the mountain fortress in
Vaadmoor a tenday ago and have
failed to return.
Adventure Text
OVERVIEW
Vaadmoor has been a source of
great evil within the world of
Formoria for generations. The new
King appointed Duke Leodar to
strengthen the border and drive out
any long forgotten evils that may
strike at Odan. Young Aspar was
recently gifted a stallion on his
nameday and had been taking riding
lessons outside of the keep. One
evening the young noble is abducted
and all of the men sent to protect
him are slaughtered.
Duke Leodar is delivered a crate full
of his men’s heads along with a
letter sealed by the dark priest
Korsgur. Within is a message from
the dark priest requesting a trade.
His own life in exchange for the life
of his heir. He has five days to reply
or his son will be executed.
The letter is clear – The Duke’s son
will be executed and his head
planted on a pike outside of the dark
priest’s fortress if Duke Leodar does
not arrive within 5 days to take his
place. Any delay could result in his
death.
•
Duke Leodar is offering a chest
filled with 5 dwarven ingots for
the return of his son.
•
The Duke’s men will deliver you
and your crew to the mountain
pass near Korsgur’s fortress, and
will camp near the base of the
mountain until you return with
young Aspar.
•
The duke is unwilling to turn
himself over to Korsgur. The
duchess is young and while
Leodar loves his son and wishes
him returned, they can birth
new heirs.
•
Commander Vlith is the duke’s
first sword. He will accompany
the characters to the mountain
but does not want to chance a
large-scale attack. He asks the
characters to use stealth to
retrieve Aspar to not endanger
his life.
Rumors
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The dark priest Korsgur was once a powerful noble in the region who
held a seat on the high council before his corruption by a
necromancer named Isthmul.
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Duke Leodar has lost a great deal of men fighting with followers of
Gorgache massing near the border of Odan. He has kept the region
safe thus far. But the morale of the people is low.
3
Korsgur has led many raids on villages near the borders in Odan. His
fortress in the mountains holds his dark knights and cultists known as
“The Bled.” They are said to be men changed by dark magic and
turned into servitors of Gorgache.
4
An unnatural mist shrouds the fortress during the day, and at night
strange flying creatures circle the mountain pass, their eyes are said to
be blood red.
1
stingbats (SD 254) fly down from the ramparts and begin feeding.
2
guards (SD 224) are alerted to your presence and sound the
alarm.
3
soldiers (SD 252) have located you and sound the alarm.
4
A giant spider (SD 254) leaps from a web nearby onto your back.
5
A drunken cultist (SD 203) stumbles towards you. He hasn’t identified
you.
6
“All clear for now. Whew. That was a close one.”
Encounters
No extracted maps for this adventure — the map is in the source book: Open source p.42
Rooms (15)
1 Mountain Pass p.42
Cold, natural, moss covered stone on
both sides of the path up to the
fortress.
Caravan. At the bottom of the
mountain to the north Commander
Vlith and 10 knights (SD 228) await
your return with Aspar.
Steep mountain walls. Frost begins
to appear on the stone walls during
the ascent.
Stingbats (SD 254) are flying
above the mountain pass. Can be
avoided with stealth and careful
approach.
10 Armory p.42
A pair of large locked chests and 4
weapons racks fill the room.
Locked chests. Both are trapped
with acid traps. If detected, a DC 12
DEX check can disarm them with
thieves' tools. Otherwise the vial can
be removed with a DC 15 DEX check
if located. damage if triggered
as the unfortunate soul is sprayed
with acid.
•
Loot. Chest 1 contains 2 scrolls
of web and a healing potion.
Chest 2 contains a sack of 459sp
and a well crafted silvered
longsword with a golden lion
molded into the crossguard
(120gp).
Weapon’s racks. 2 shortbows, 23
arrows, a warhammer, and 3 short
swords.
11 Kitchen/Mess p.42
A series of kettles on open flame sit
in the northwest corner. A long hall
to the south leads to an area to the
east with several tables and chairs.
Ke/les. A porridge is bubbling and
smells surprisingly good. Several
bowls nearby. Counts as the day’s
rations if consumed. Warming and
filling.
Tables. 2 soldiers (SD 252) sit at the
tables hunched over their food with
their backs to the west. Easily
surprised if characters are being
stealthy.
Doors. Both the east and west doors
are unlocked.
12 Barracks p.42
Several bunk beds lined up against
the walls. Several sleeping guards
await their next watch.
[Sleeping] Guards. 6 guards (S)
are sleeping in the bunkbeds.
Doors. The north door to area 4 is
locked DC 15 DEX. The east door is
unlocked.
Footlockers. 3 footlockers at the
foot of each bunk bed. Each contains
finely made soldiers boots (10gp
each) and sacks of gold. (54gp, 23gp,
and the third contains 45gp).
13 East Tower Stair p.42
A large area inside of the east tower
with a stairwell leading up to areas
14 and 15.
Dark Knights. Two dark knights
known as the bled are guarding the
base of the tower and will attack if
characters enter.
Plinths. Two defiled holy symbols
(100gp each) are sitting atop stone
plinths within the room. A key to the
door leading to area 14 can be found
in a panel behind the plinths.
Stairwell. Leads up to the door and
area 14. The door is locked and
trapped. DC 12 DEX to disable a
swinging scythe trap swoops from
the archway, severing limbs near the
door, damage. DC 18 DEX to
unlock the door.
14 Korsgur’S Sanctum p.42
A dark room lit only by two dim
candelabras. A stone bier with iron
manacles bolted to the sides reveals
a young boy strapped to a table. A
dark robed figure is standing over
him nearby holding a dagger, slowly
lowering it toward the boy.
Bier. The boy is actually the son of
another noble family named Irving.
The characters will need to act fast
to save his life. If they do, a reward
of an additional 300gp will be paid
for his return.
[Disrupt the ritual]. As Korsgur
lowers his dagger a distraction can
be made to stop the ritual. Or a well
aimed arrow/spell. Doing so non-
violently will be difficult and require
a DC 15 DEX check. Otherwise Irving
will meet his doom quickly.
Knight Guards. Two more knights of
the bled are guarding the ritual.
Korsgur. He is initially focused on his
ritual which will result in Irving
turning into a wight (SD 263). Plenty
of silvered weapons found within
the fortress, as well as the magical
swords carried by the bled will help
the characters deal with this threat.
15 Jail · korsgur p.42
Several cages and cells containing
several children in rags and tattered
clothing.
Jail Cells. Four jail cells and cages
contain 6 children. One of them is
Duke Leodar’s son Aspar. The rest
are noble children from other
regions. Taken to be sacrificed and
turned to wights.
[Hidden] Giant Leeches
(S). in the filth & starving.
Dais. A stone dais with an expensive
red woven cloth has items sitting on
top:
Book of Spells. A dusty leather
bound spell book containing pages
(scrolls) of invisibility, misty step,
and animate dead inside.
Wand. A wand of Lightning Bolt (3/5
charges) sits next to the book.
Map. In a desk nearby the dais
within a drawer is a map containing
the location of a hidden sanctum
where the necromancer named
Isthmul resides. Several letters sent
back and forth between Isthmul and
Korsgur are also contained within.
The Bled (Dark Knights of
Korsgur)
Chaotic knights of darkness with
blackened plate mail and large
shields. Each wields a magical blade
that gives off an aura of sickening
terror.
AC 17 (chain+shield), HP 16, ATK 2
magical longsword* (), MV
near, S , D , C , I , W , Ch
, AL C, LV 3
Sickening Weapon. The longsword
carried by the knights gives off a
dark aura. Feelings of weakness and
disgust. DC 10 CON if contact is
made with the weapon. If failed an
immense feeling of sickness takes
over and the enemy is immobilized
for 1 round.
•
Loot (per knight): Each carries a
longsword. When initially
attempting to wield a DC 10
CON check is made. If failed,
keel over sick for 1 round. After
a successful attempt the wielder
is bound to the weapon and
their CHA is while wielded.
On a critical attack failure the
blade shatters. (*Upon
Korsgur’s death each of these
blades disintegrates.)
Korsgur
A priest of shadow and worshipper
of Gorgache. Leader of the Bled and
Vaadmoorian forces in the region.
AC 14 (leather), HP 18, ATK 2 dagger
of filth (+corrode) and 1 spell
, MV near, S , D , C , I , W
, Ch , AL C, LV 5
Fearless. Immune to morale checks.
Deathtouch (WIS Spell). DC 12.
damage to one creature within
close.
Conjure Plague (WIS Spell). DC 12.
One target in far is swarmed by a
plague of locusts. They are blinded
during their next turn and take
damage.
Corrode. The dagger of filth taints
the victim in a black ichor that seeps
into their blood. DC 10 CON or the
wound deals an additional
damage.
•
Loot: The dagger of filth plus an
emerald amulet worth 300gp.
The dagger of filth does not
disintegrate like the swords
carried by the bled once Korsgur
is felled. But it does carry a dark
curse taking the voice of anyone
not of chaotic alignment if
wielded for more than 6 hours.
If the dagger is dropped the
wielder’s voice returns in 1 day.
- korsgur
2 Fortress Gate p.42
Ruined banners with Vaardmoorian
heraldry. Distant voices of fortress
guards above on the ramparts.
Wall. 40’ tall stone fortress walls. DC
12 STR to ascend with grappling
hook and rope.
Gate. 5’ thick oak planks banded
together with reinforced iron. DC 18
STR or DEX with a creative
explanation of how to enter without
alerting the guards.
4 Guards (SD 224) dressed in dark
robes and silver helmets are
manning the walls. Two of them are
dozing off while the other two are
easily distracted.
Doors. Unless otherwise stated, areas’ doors are unlocked.
Light. The mountain pass is dark and filled by a low hanging mist reducing
vision to 20-feet outside the fortress.
The Fortress of Bled
3 Barbican p.42
The other side of the gate is a
narrow entry flanked by two stone
towers.
Murder Holes. on either side there
are 4 stone openings where
crossbows are set up for waiting
soldiers (SD 252). If the characters
hug the wall they can sneak past in
the darkness. Otherwise the fortress
guards will be alerted.
4 Guards (SD 224) dressed in dark
robes and silver helmets will run to
attack with spears if the guards in
the murder holes are alerted.
4 Bailey p.42
The bailey of the fortress has a
number of tents set up for guards as
well as bailed hay for horses and
four sconces filled with lit torches.
Tents. 4 Guards (S) are asleep
inside. These guards will not be
present if previously alerted by the
soldiers waiting in the barbican.
•
Loot. Sack of gold pieces (15gp),
4 spears, and 2 torches.
Hay Bails. Hidden inside is a
wooden box with 3 emerald
gems (25gp each).
5 Guardhouse p.42
Inside of the door are tables and
chairs flanked by weapons racks and
several fortress guards.
Tables. soldiers (SD 252) are
playing cards at the tables in
between shifts.
Weapons Racks. 4 spears, 3
longswords, 2 crossbows with 40
bolts.
•
Loot. Small chest filled with
coins (40gp, 23sp, 14cp), and a
silver ring (10gp).
45
6 North Tower p.42
50’ tall with ports for crossbows and
a roofed watchtower. The inner east
door from area 4 is locked.
Wall. 50’ tall stone turret. DC 15 STR
to ascend with grappling hook and
rope.
Door. DC 12 DEX to pick. Inside, are
2 large crates and the door to area 7
(locked):
Crates. Filled with clothing and
jewelry including a diamond
bracelet (250gp).
Stairs. Stairwell leads up to the
watchtower. 4 soldiers (SD 252) are
sitting in wooden chairs in longcoats
and scarves keeping watch.
•
Loot. 2 longswords, a silvered
shortsword, 2 flasks of oil and a
lantern.
7 Battlements p.42
Smell of stingbat guano. 3 dead
swollen bodies of guards. The door
to the rest of the tower is locked.
Stingbats. A nest of stingbats
(SD 254) are present within this area
of the tower. The door was locked
shut for a reason.
Bodies. The bodies of these guards
are decomposing and smell horrible.
•
Loot. One of the dead guards
has a gold pendant (20gp).
Under one of the loose stone
-les in the floor is a small chest
containing 204gp.
8 South Tower p.42
50’ tall with ports for crossbows and
a roofed watchtower. The inner east
door from area 3 is locked.
Wall. 50’ tall stone turret. DC 15 STR
to ascend with grappling hook and
rope.
Door. DC 12 DEX to pick. Inside, 4
cultists (SD 203) are performing a
ritual involving a stone table and the
remains of 3 prisoners (former
soldiers of Odan).:
Prisoners. Within 2 rounds of the
characters entering the 3 prisoners
on the stone tables will rise as
zombies (SD 265) and attack.
Cultists. The cultists may not
immediately notice the characters if
they are using stealth to enter. Each
carries a dark blood red ruby gem
(40gp each).
•
Loot. 2 foot tall gold and steel
idol of a winged creature
(200gp). Takes 3 inventory slots.
Stairs. Stairwell leads up to the
watchtower. 3 soldiers (SD 252) are
sitting in wooden chairs in longcoats
and scarves keeping watch.
•
Loot. 2 spears, 2 crossbows, 10
silvered bolts, 3 rations and 2
torches.
9 Stables p.42
Several horses are staying warm
inside the stables. A lantern hangs
from the south wall and two stable
hands are carrying buckets of
carrots out to feed them.
Doors. Barred from the inside. The
door to the west (area 10) is locked.
The door to the east (area 12) can
alert guards from the barracks if
opened.
Horses. 10 horses (SD 227) are
stabled here. They can be used as a
means of escape if calmed and a
reaction check is passed. Or DC 15
CHA check. Feeding the horses will
improve the DC by 4. Attacking the
stable hands will frighten the horses.
Ollie and Mertyl. Two stable hands
(use the peasant profile SD 242) are
villagers forced into servitude by the
priests of shadow. They will be
helpful to the characters if they are
willing to help them escape.
•
Loot. Ollie carries a short sword
and Mertyl has a shortbow.
Both have a hidden stash of
34gp they are willing to offer to
anyone willing to bring them to
safety.