The ruins of Kraal

Based partly on Thunder Rift (TSR). Aimed at low level characters (levels 2 - 3) for a team of about 3 
members.

Introduction:

The ruins lie in the heart of the Black Swamps. In former years Kraal was the stronghold of the evil 
wizard Kuzak. A group of white mages went to fight and kill Kuzak in order to  restore peace to the realm 
of Melinir. They succeeded in their quest, but the magical forces were so great and devastating that the 
land surrounding Kraal sank and was filled by the nearby rivers forming a large evil swamp. All the 
Magic users died in the battle and no-one has dared enter the swamp for many years.

Now the magic users in the realm remember legends about the powerful magic still in Kraal and want you 
to find the spell book of Kuzak and also any of the spell books of the good mages. They fear that if this 
knowledge fall into the wrong hands great harm will befall Melinir. 

The mages are a rather feeble and cowardly old lot and are not willing to undertake the quest for 
themselves. They offer you 600gp each as well as magical items to protect you on your journey.
They warn you not to read the spellbooks as the magic in them would shrivel your mind like a dried 
prune!

The Black Swamps

I have played this game with several groups, and have given up using a map for the Swamp. Just let the 
characters wander around for a while, getting attacked by all sorts of nasties (crocs, giant snakes, 
mosquitos, etc) falling into quicksand, and generally having a bad time of it. When you are all tired and 
getting irritated, let them stumble (quite accidentally) onto the ruins. 

The Ruins

1. The wall: There is a crumbling wall around the fortress, 10 at the highest and approx 4 at the lowest. 
Even dwarves shouldnt have a problem climbing over it. Watch out for broken rocks and weeds which 
could trip up the overconfident climber! There is a rusty iron gate in the centre of the S wall. Not locked 
and not guarded.

2. Was once a big building. 50 x 30. Now has no roof and 1/2 E wall and 1/2 S wall have fallen down. 
Inside are many rusty weapons and a few mouldy bones. Also 4 Bugbears:
AC: 5		Dam: 1-6
HD: 3+1		Att: Weapon
BB1: hp 7		BB2: hp 13 	BB3: hp 5	BB4: hp 20
8cp; 6sp			10cp; 2sp	14cp; 1sp	20 cp

3. Long narrow building. No roof. Was once stables. Empty

4 - 6. 3 houses in a row. Roofs mostly fallen in.
4 empty
5 empty
 
6. Giant Rats x 3.
AC: 7		HD: 1/2		Dam: bite - disease 1/20 
R1: hp 4		R2: hp 4		R3: hp 3

7. Porticullus: Old and rusted. Not locked and slightly open.

8. Courtyard: 90 x 40. Overgrown with weeds and the flagstones are broken and cracked. The walls of 
the ruined castle loom up on all 3 sides - they are green/grey, slimy and menacing. You feel as though 
hidden eyes are watching you. 70 along the path are 2 statues on pedestals - gargoyles. As you 
approach, you can see their eyes glittering....
AC: 5		HD: 4 		Att: 2 claw/ 1 bite / 1 horn
				Dam: 1-3 / 1-6 / 1-4
G1: hp 20			G2: hp 15

9. Doors to the castle are huge wooden structures which are not rotten at all. They have been carved to 
resemble faces of deamons and tortured humans! Locked + trap (poison gas)

Rooms inside:

10. Door is locked. Room is empty except for a sack lying in one corner. 
100 sp; 600 gp; 1 potion (of stuttering); 1 scroll (remove curse).

11. Crab spider on ceiling will drop on first person entering. (I just love doing this!!)
AC: 7		HD: 2		Att: bite		Dam: 1-8 + poison (+2 on saving throw).
hp: 13

12: empty

13: 2 ghouls.
AC: 6 		HD: 2		Att: 2 claw / 1 bite	Dam: 1-3 / 1-3 + paralysis
G1: hp 14 			G2: hp 11
7cp; 6sp; 3gp; 1 gem (50gp)	4ep; 4gp; sword +1 cure light wounds.

14. 4 Hobgoblins
AC: 6 		HD: 1+1 	Att: weaon
HG1: hp 6	HG2: hp 9	HG3: hp 6 	HG4:hp 5
4ep		5cp		6sp		2gp

15. empty

16. 6 Zombies
AC: 8		HD: 2		Att: Claw or weapon 	Dam: 1-8 / 1-6
Z1: hp 11	Z2: hp 5		Z3: hp 8		Z4: hp 12 	Z5: hp 10	Z6: hp 9

17. 2 Trolls (Leave them out for weaker characters or those on their last legs. Its the humane thing to do.)
AC: 4		HD: 6 +3 	Att: 2 claw / 1 bite	Dam: 1-6 / 1 -10
T1: hp 32		T2: hp 28
10gp; 1 healing pot	Sling +1; Chain armour +1
10 arrows +1

18. Spell trap: Save vs turn to stone.

19. 3 goblins: Treasure!!
AC: 6		HD:  1 -1 	Att: weapon	Dam: 1-6
G1: hp 6	G2: hp 4	G3: hp 4
350 gp; 20pp; 50 sp; 1 gem (50gp); 1 necklace (900gp); 1 ring (protection +1)

20. Sleep spell

21. 4 Orcs
AC: 6		HD: 1 	Att: weapon	Dam: 1-6
O1: hp 7	O2: hp 3	O4: hp 3 	O4: hp 3

22. empty

23. Library. Secret door at S side. Very dusty & untidy. Books & papers scattered around and on tables. 
Musty unhealthy smell inside. Will find 3 spellbooks of the good mages.

24. Ghost of one of the good Mages. Wearing chains & robes. Warns characters that an evil Mage named 
Morgana has moved into the ruins and is studying ths magic tomes of Kuzak. He is not very helpful in 
finding Morgana etc as he fears what she might do to his poor departed (if chained) spirit.

25. Trap (you think of one OK)

26. empty

27. Pixie sitting on a shelf in the far corner (Corrina). She is very playful and full of mischief. She might 
send the characters to the wrong place, or she might help. (She might do anything - whatever comes into 
your mind at the time.) 
AC: 3		HD: 1		Att: dagger 	(Invisibility spell)
hp: 19 
4pp; 1 scroll (turn to mouse)

28. Mages lab. Shelves to ceiling filled with bottles, books, leaves etc. Morgana is in the room.
(Bla, bla this bit. Make it yukky and scary if possible. Make it as difficult as can be )
Morganas spells: Web, darkness, dispel magic; remove curse; wall of stone; sleep; shield; fireball; ice 
storm; charm; magic missile.
AC: 9	HP: 45	Weapon: dagger
900gp; 200 pp; 400ep; 400 cp
Also remaining spellbooks to be found here (obviously)


