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Gallery of Blackstone

Venture into the lost Gallery in search of glory and riches. Beware of the Goblin Chief, Wolf-
Gnaw, who has claimed the lost halls for himself!
A short adventure for 1st-2nd level characters

by Eighteen One Hundred

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Initiative Based Example: Taxdodger the rogue enters a chamber and
investigates a chest in the center of the room with his 18
initiative. Jorgan the barbarian follows him with an initiative

Exploration 12 and takes an action to scan the room, rolling a 6 on


perception. Jata the cleric enters the chamber with an
initiative of 7 and decides to check a pile of crates in the
For full appreciation of 18/100 adventures it is advised corner.
Initiative Based Exploration optional rule is used. It A giant spider hiding in the rafters with a stealth roll of 16
requires miniatures and either table top scenery or a map. has not been spotted. It activates by jumping on the last
It is preference of the Dungeon Master to either lay out the character to remain in the chamber or when someone
entire dungeon beforehand or fill it in as the adventurers interacts with the crates. It leaps on Jata with an initiative of
delve ever further, but either way the system works the 19! Previously unseen it has surprise and attacks Jata right
same. away since it rolled a higher initiative. This ends the round
When entering a dungeon (or any encounter based and at the top of the next round the spider goes again with
exploration situation) roll initiative as per the rules. The initiative 19. Hope Jata is having a good day with saving
players keep this initiative roll until a long or short rest. throws!
Starting that the top of the order a player moves and takes
actions with their character as if in combat, the Dungeon Traps:
Master then describes what they see and hear as well as Some traps in Eighteen One Hundred adventures activate as
resolves any actions. The result of this form of exploration soon the character steps into particular locations or
is that when an encounter is activated the characters are interacts with specific items. Other traps activate at the end
where they are and not necessarily set up in perfect combat of the initiative order after a certain prerequisite such as
formation. Trust us, this makes for interesting encounters! opening a chest, entering a room or stepping on a pressure
plate.
Activating Encounters:
When players activate encounters roll initiative for the Perception:
creatures normally. If the monster has a higher initiative Characters get their passive perceptions as they move
than the character it gets to act immediately (perhaps with through a dungeon to notice secret doors, traps, and lurking
surprise). The character that activated the encounter then creatures. In Initiative Based Exploration a character can
finishes his turn, if he has not done so, and the round take an action to roll perception to notice anything further.
continues like normal combat. Mind you in this situation it A player has to balance preparing actions, rolling
is possible the last character in the initiative order activates perception, and dashing if he falls behind.
an encounter, the monster rolls a higher initiative, attacks
and the round ends, then the next round the monster is first Actions:
with his high initiative and goes again! Perhaps you are wondering what to do if a player decides
On the other hand if the character has a higher initiative, that they wish to be extra cautious and after moving uses
and has not completed his turn at the time of the activation, their action to take a dodge action or cast Blade Ward
they may continue movement, cast a spell, attack or though there is no threat. The answer is easy, let them. The
whatever is in their arsenal. In this situation it is possible actions are legal and the character has good cause to be
for the character with the highest initiative to activate the concerned when exploring dangerous ruins and dungeons.
encounter, attack the creature who rolled so low that it is The same goes for readying a crossbow every round or
last, and then remainder of the adventuring party bashes it other such actions to be ready just in case. Our job as
go oblivion without it ever acting! designers is to mix things up enough that the same readied
action wont pay off and it is your job when running a game
to throw your own occasional monkey wrenches when
players become predictable. However dont deny a
prepared player his due!

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The Gallery
Ceilings Rooms are 20ft high with hallways being
10ft
Background Walls All the walls are of smooth stone that
require an Athletics DC: 20 to climb
The Viscount Blackstone for years was a collector of Doors All doors are unlocked unless otherwise
art and rare books. After a time his collection had noted
grown impressive in scope and the young noble Light The Entrance Hall is touched by outside
constructed a gallery on a hill a few miles from his light, otherwise the Gallery is deep enough
family manor. After decades of exhibiting fine works underground to have no natural light, complete
the Viscounts fief fell on hard times. A harsh winter darkness in every room unless otherwise noted.
saw the food run low; raiding tribes of goblins
pillaged the villages, and at a sickness plagued the After a journey across the fiefdom, with the Spine of the
land. World visible in distance, the ruins of the Gallery of
Blackstone reach like boney fingers towards the cloudy
Viscount Blackstone fell ill with fever and died after sky. Following the map given to the adventurers the secret
weeks of suffering. He was buried, per his entrance to the subterranean portion of the Gallery takes
instructions, in the Gallery. However before his final only an hour to locate. A tunnel leading deep into the cold
rites could be read a terrible curse erupted during the earth slants under the ruins until at last a dull gray spiral
funeral as one of the Viscounts relatives attempted to staircase corkscrews ever downwards into the blackness.
steal a suit of ceremonial plate mail from the Gallery.
The precious silver plated armor of Sir Bravado was
Viscounts Blackstones favorite piece and the theft 1 Entrance Hall
angered his spirit.
The guards, priests and all in attendance of Viscount This is the entrance hall of the Gallery. The Goblins
Blackstones funeral never returned from the in the Art Study(7) and History Study(8) will not
underground Gallery when his vengeful rage reached notice the party unless they are being particularly
from beyond the grave. loud.
The surface entrance of the Gallery collapsed years
ago, but recently discovered by local militia while
This twenty foot wide hall extends forty feet with wooden
hunting goblin raiders in the hills. A goblin chief
doors on the north and west walls, while an open passage
named Wolf-Gnaw has taken up residence in the
exits to the south. Ruined tapestries hang from the walls
Gallery and the new Viscount has offered a 200 gold
coin award to any group who can route the horrid stinking of mildew. A soft glow of light can be seen under
goblin from the Gallery before the rest of his tribe the doors while a cold darkness emanates from the south.
arrive. The Gallery of Blackstone sits in eerie silence
awaiting someone to recover the goods from within. 2 South Corridor
Player Knowledge
A faint echo of metal on stone is audible under the sound
Any characters with knowledge of The Sword Coast
of the adventurers footfalls for the briefest of moments
are well aware of the story of the Viscount
the cold stale air is still as you strain your ears to catch the
Blackstone. The new Viscount, Blackstone the 2nd,
direction of the sound, but it is gone.
has offered 200 gold coins to slay Chief Wolf-Gnaw
and retake the Gallery. Any valuables recovered may
be kept by the group save the Armor of Sir Bravado Wisdom Perception DC: 13 to notice secret door
which is to remain in the Gallery. The party has two to the west. If successful the read the following:
days in which to complete the task; They may take one
long rest and continue adventuring, but either must flee the On the west wall there are discolored stones in the vague
Gallery or complete it at that point else the arriving tribe of shape of a door. It is a secret door! With minimal effort the
goblins overwhelm them. portal will open with a push

Gallery Information
The Gallery of Blackstone has been unattended for
decades. Moss has grown over most of the stone and
the wood has lost its luster.

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3 Guard Room If the orb is touched: The mouth appears again and
inquires, Name he who is the lord of all glyphs and
images, the first scribe. The character must succeed
An aged weapon rack with rusted spears, maces, and axes at an Intelligence Religion check DC:15 to solve
is propped against the north wall of this spacious chamber. or the player can answer Deneir.
The entire area is littered with bones and the stone tiles Each character may try once before the orb goes
blackened with long dried blood. Battered breast plates inert. If answered correctly gain the Touch of Deneir,
and broken weapons adorn some of the partial skeletons advantage on Perception or Investigation checks for
while others are dressed in tattered priests robes and the remainder of the adventure.
noble clothing. Over the thick wooden door to the south is
a dust covered plaque. [NOTE: The orb is attached to the pedestal and not
removable. If attempted it will break and be useless.]
[If cleared it reads in common; Resting place of
Viscount Blackstone] 5 Art Gallery
[After the first character enters complete the round This large gallery room displays rotted paintings upon its
and then read the following]
damp walls as well as glass topped cases with various
trinkets on the far end of the room. The center piece of this
There is a wrestling of energy, as if a cyclone were building chamber however is the suit of silver plated armor posed
strength, however there is no visible effect. Within on a stand facing the entrance. The armor is ceremonial
moments the death screams of a room full of people are and has no value in combat, but the exquisite
shrieking in your head. Then without warning it whales to craftsmanship is inspiring.
a deafening volume as psychic energy blares throughout
the chamber.
The armor:
Clearly valuable (100 gold coins) however moving it
Intelligence Saving Throw DC: 10 for everyone in would be difficult; the pieces are attached to one
the guard room or they suffer D10 Psychic damage. another to be on exhibit. A plaque on the stand
This takes place only once. reads: The Ceremonial Armor of Sir Bravado.

The glass case:


Inside the glass case is a pair of Brooches of Elven
4 Mystic Puzzler Corridor design, a medallion of Dwarven make, a matching
clasp and pin of Halfling art work featuring a tree
pattern, a statuette of a Nymph from a wood elf
The hallway beyond the door is whitewashed stone with
artist, and a large ivory earring carved in the
an intricate diamond design in the floor. Twenty feet after
likeness of a lion sculpted by and Orc artist.
the door a crystal orb, one foot in diameter, is displayed on
a pedestal which resembles a hand. It shimmers with a
The seven items are each worth 25gp, a successful
faint yellow light equal to that of a pair of candles. use of Thieves Tools DC: 10 can recover the items
by opening the case. Otherwise Strength check DC:
[If the orb is approached a translucent mouth 10 will work, but each item has a 1 in 6 chance of
appears within the crystal. and says] being damaged (value reduced to 5gp)

He who would match wits with the puzzler place thou When the case or the armor is disturbed the suit of
hand on the orb. Armor will animate and attack the closest
creatures.

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A Wisdom Perception DC: 15 to notice a Shadow
looming above the sarcophagus

[The sarcophagus requires Strength Athletics DC:


12 to open. Attempting to do so causes the Shadow
of Viscount Blackstone to attack!]

6 Crypt of Viscount Blackstone

An ornate stone of sarcophagus of the flat black looms in


the center of this chamber. Famous works of art are
imitated on the sides of the burial box in the form of
engravings as an acknowledgement of the Viscounts love
of such fineries. Above you the arched ceiling is obfuscated
by the shadowy blackness. On the far wall appears a
disturbing image in a mosaic of a crying commoner girl
kneeling over a grave and a hapless village put to the torch
by goblin raiders. The floor is clean as not even rodent
droppings or cobwebs have gathered on the chilled
surface.

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7 Art Study

A small fire is burning in the center of what used to be a


study. Broken frames an old oil painted canvases are
ablaze offering dim illumination. Two goblins are huddled
around the improvised fire with skewered rats on sticks
roasting them with eager anticipation.

The Goblins can only be surprised if whoever


opened the door took care to be quiet. A Dexterity
Stealth roll DC: 12 is required to surprise the duo.

[Encounter 2 Goblins. No treasure. If combat


breaks out here and Room 8 has not been activated
then they join the combat at the top of the initiative
order on Round 3.]

8 History Study

This chamber is lined with destroyed book shelves and


piles of shredded pages all over the floor. There are half
dozen candles on the desk offering a weak light against the
darkness. A bulky desk sits in the middle of the floor and a
shifty goblin is drawing on the maps various grotesque
images of humans being tortured. A deep growl and a pair
of canine eyes glimmer from the darkness from under the
desk as a wolf emerges from under the furniture.

Can only be surprised if door opened quietly with a


Dexteretiy Stealth roll DC: 14

[Encounter: Goblin 1, Wolf 1. Treasure: 5 silver


pieces. If combat begins and Room 7 is not cleared
they join the combat at the top of the initiative order
on Round 3.]

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9 Library 10 Cistern Chamber

A pair of massive bookcases dominates the space with A fungus covered well is front and center in the room
their shelves facing to the outside. A musty scent of along with long rotted barrels and buckets which lay in
mildewed from rotting papyrus is notable. There is no piles along the north wall. The dank wetness tells you
light in the room as the tomes and scrolls sit in the dank there must still be water available in the well.
dark.
Looking in well; Wisdom Perception DC: 12 to
If the bookcases are examined an Intelligence notice a stone ledge inside of the well about four feet
Investigate DC: 12 to not be surprised as the books down with a gem.
animate and fly off the shelves to attack.
Examining the fungus; Intelligence Nature DC: 12
[Encounter: 2 Book swarms, Use the Swarm of
to recognize fungus as a Shrieker. It will Shriek if
Bats Stat block, but instead of piercing damage the
the well is reached into alerting occupants of rooms
Book Swarm deals Bludgeoning Damage]
11 and 12. The Shrieker can be destroyed with an
attack versus Armor Class 10

[The gem is a Tiger eye gem worth 10 gold]

11 Reception Hall

A hogshead is mounted over the door to the west watching


over a sizable table in the middle of the room. On the table
are two odd looking creatures; a quasit and an imp playing
dice. A mithral Chain Mail glitters in soft illumination from
the floating orbs of magical light which hover near the
ceiling. I say we play 3 out of 6 for the armor! the imp
demands. I didnt have a fair chance at my rolls.
You lost and you know it, the quasit spits back. We can
roll as many times as you wish, youll still lose. Im taking
this shiny!

[Any player willing to gamble with dice against them


can attempt to do so by issuing a challenge. The pair,
Royo the imp and Elgress the quasit, will be happy
to accept a challenge, but by no more than one PC.
The gamblers all roll a D20 and the highest number
will be named winner. The winner gains advantage
for initiative for the ensuing combat. The Imp and
Quasit will attack whoever wins before attacking
other targets.]
A player may attempt to cheat with a Dexterity
Slight of Hand DC:15 to gain advantage on this
D20 roll. If they fail both creatures attack
immediately.

[Encounter: 1 Quasit, 1 Imp. Treasure: Mithral


Chain Mail]

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Mithral Chain Mail
This Chain Mail is exactly like normal Chain Mail
except it does not confer a penalty to Stealth
Dexterity checks and has no Strength requirement

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12 Bed Chamber
Conclusion
An aged fancy mattress rests upon a decayed fine master If the adventurers are successful the locals will rally
bed. A wardrobe and chest are also in this spacious room and make a steadfast stand against the goblin
which is lit by two candelabras granting excellent lighting. raiders who lose heart upon learning of the death of
A hobgoblin with an oversized head stands on the bed and their chieftain Wolf-Gnaw
casts a glower with his squinty bloodshot eyes. This
stronghold belongs to me, chief Wolf-Gnaw, and my Otherwise the characters are added to the lost souls
petNibbles!! On cue a grey and black wolf stalks forward of the Gallery of Blackstone and the fiefdom suffers
with a teeth baring growl. Ive worked too hard tragic losses to the goblins and misery continues to
subjugating these goblins to let wandering adventurers such reign throughout the region.
as yourself ruin everything, prepare to die!.

If the Shrieker is not activated it requires a


Dexterity Stealth check DC: 20 to take Wolf-Gnaw
by surprise.

[ENCOUNTER: Hobgoblin and Wolf. In the chest; 3


star rose quartz, 4 moon stones, 2 zircons all valued
at 50 gold each. And 1 item from magic item table F]

An Eighteen One Hundred original adventure

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