The Ruins of Castle Moorfathom

Act One

It Begins Again

“They were a hardy group from The Wild Coast. They struck out from their places of birth to make a fortune, and perhaps names for themselves as well.”

Blake the Mage, Renfield the Thief, Kolburn the Fighter, and Nagle the Cleric are released from their internment in the overcrowded dungeons below Tonsbridge Keep. They are offered a full pardon contingent upon the recovery of Duke Adrian’s missing son, Edmund, or, failing that, the delivery of his kidnappers.

The group questions some of the residents of the keep—a subsection of the population selected by the Duke’s aid. A hag with but a single tooth screams at them along the path back to the Duke’s manor. She claims that the murderous frogs in the forest ate the boy and that everyone knows but the Duke.

The group is led blindfolded into the forest, prodded on by the Duke’s man. The adventurers find themselves miles from the keep as night falls rapidly—the Duke’s man is nowhere to be seen.

First Night: The adventurers are attacked by the murderous frogs. Kolburn puts more than a few to rest with his footman’s pick.

Second Day/Night: The adventurers are approached by a Bakluni Boy who claims to be out trapping rabbits for his impoverished family. He wears an antique key around his neck.

Third Day/Night: The party encounters a ruined outpost. Within its besieged walls a clan of goblins, the Fek Lahr, have begun a ritual sacrifice to Maglubiyet. The adventurers slay the Fek Lahr and free their captive, a naked and nubile human female. The adventurers find that the girl cannot speak since her tongue has been removed.

Subsequent Days: The adventurers explore the dungeons below the outpost. There they discover a zombie who holds a small scroll case. In the case is a note, written by Calvin Cobb (before his zombification). The note reveals the location of a hidden door and the name of Calvin Cobb’s murderer: Mukhail. Calvin Cobb also names Mukhail as a servant of Iuz The Old.


The questioning of the residents was a ploy devised by the Duke’s aid. It was meant to dupe the adventurers into believing that the Duke intended a serious investigation—few of those imprisoned in the dungeons, after all, trust the Duke, since most were imprisoned unjustly. All of those questioned were in league with the Duke, and so, of course, they gave no useful information.

Act One

Why does the Duke have the adventurers question residents, if he intends to blame them for the murder of his son? Won’t this make it clear that the Duke was involved?

Act One
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