Kasteel
Gebaseerd op boek The Scouring of The Dales, hoofdstuk 2.
Begint rond D41 - Het kasteel




Boven
1. Approach and Entrance
2. Barbican
The crumbled remains of towers and walls surround a debris filled courtyard. A path leading through the snow angles to the left, where it disappears through a gap in the piles of rock and burned timbers. The remnants of the round tower rise there, beyond the rubble.
Twee Maug fighters en twee traps

3. Courtyard
Ettin CR 4
Nazrym, Cleric of Bane CR 6

4. New Foundation
5. Stable
6. Sergeant’s Quarters
Trap
7. Barracks
Mercenaries (gnolls en tolar)

8. Main Hall
Hier koken ze
9. Slavemasters’ Quarters
Hier slapen de Ettins
10. Blackguard’s Quarters
Hier slaapt een vd gekke boys
11. Kennel
4 enge hondjes

12. Garderobe
De WC
13. Secret Storage
Verstopplekje achter de WC
14. Stairwell
De trap omlaag
Beneden

15. Stairwell
Einde van de trap omlaag
16. Secret Room
17. Armory
Drie gekke boys die daar werken
Torches guttering along the walls of this large, semicircular chamber reveal numerous stacks of goods—most notably armor, weapons, and ammunition. Two doors along the straight wall lead into other areas of the tower, and a wide hallway to the left glows with the light of more torches
The Banites regularly bring equipment through the portal from Zhentil Keep to resupply the army in Shadowdale. Before it gets shipped to the town proper, it is stored and sorted in this large hall.
Creatures and NPCs: At the moment, Kurn Blackrage and a pair of undead dread warriors are working here, moving goods around and readying a shipment for delivery to Battle-Captain Forthar Helvenstron in Shadowdale.
Tactical Encounter: C6: Armory, page 42.
Treasure: The crates, boxes, and barrels contain 200 pounds of flour (4 gp), 50 pounds of cheese (10 gp), and 100 pounds of dried meat (60 gp). There are also 20 composite short bows (1,500 gp), 30 light crossbows (1,050 gp), 30 chain shirts (3,000 gp), 20 breastplates (4,000 gp), and 40 sets of cold weather outfits (320 gp).

18. Well Room
Putje voor schatten
A low, circular stone wall, perhaps waist high, rises from the floor in the middle of this lightless, wedge-shaped chamber. A bucket sits next to the circular structure, a length of rope tied to its handle. The other end of the rope is attached to an iron ring set into the floor next to the low wall.
The low, round wall in the middle of the room surrounds a well shaft. The shaft descends 40 feet to the surface of the water, which is extremely cold and 15 feet deep. The inside of the well is slick with slime and diffi cult to climb unaided (DC 30; DC 10 with the bucket rope).
Treasure: Hidden at the bottom of the well, buried under a layer of silt a few inches deep, lies a ring of chameleon power. The ring slipped from the finger of a Zhentish agent while he was part of a desperate fire brigade during the downfall of Castle Krag.
19. Dungeon
Twee marteldemonen die dikke demon faken en fireballs gooien. In de cel niet de ranger maar Hedo the High Wizard?
A pair of torches provides the only light in this small, smoky chamber. A long low table, replete with iron restraints, sits in the middle of the room, and implements of imprisonment and torture—whips, manacles, tongs, blades, and so forth—hang from every available wall. A set of stout wooden doors line the opposite, curved wall.
The Banites keep their prisoners here, locked away in the cells.
Creatures: The temple employs two amnizu demons as its jailers and torture masters. The vicious creatures thoroughly enjoy their work.
Tactical Encounter: C7: Dungeon, page 45.
Development: Cell A is empty, and cell B holds a young ranger named Azalar Falconhand. If the PCs rescue and free him, he can become a valuable ally. He informs the PCs that he can muster a host of fey creatures from the nearby forest to assist in driving the Zhentarim out of Shadowdale. After urging the characters to get the other prisoners to safety, he departs until later in the adventure (see Chapter 5).
At night, cells C and D hold four prisoners each. During daylight hours, these unfortunate inmates are hard at work in the courtyard (area 3)

20. Hallway
This hallway, wider than any others in the castle, ends in a double door at the far end. Torches flicker and gutter in sconces at regular intervals along both walls, illuminating cracked, peeling, faded frescoes, their scenes no longer discernible. The doors themselves are obviously newly built and hung. They exhibit ornately carved imagery—a menacing figure in black armor, a swirling cloak, and a symbol upon his breastplate, smiting numerous cowering foes with a gauntleted fist. A second, smaller door rests in the right-hand wall near the larger doors.
This hallway leads to the temple of Bane. The frescoes were once vivid depictions of the glory of the Black Lord working his machinations upon all his enemies, but the years and vandals have all but scoured the images away.
The new doors are more than mere ornamentation. They are trapped with a symbol of pain to bring low anyone not of the faith who would dare trespass within the temple proper beyond. The symbol is triggered when viewed from as far away as 60 feet, so the moment any character comes around the corner and spots the doors, she activates it. Malathon has attuned the symbol to all the current members of the temple, so they do not trigger it and are immune to its effect. Once triggered, the symbol remains active for 90 minutes; thus, any characters who resist the effect but return within that time must attempt a new save.
Trap: CR 7; magic device; spell trigger (no reset); spell effect (symbol of pain), 10th-level cleric, wracking pains causing –4 penalties on attack rolls, skill checks, and ability checks that last for 1 hour after moving 60 ft. away, DC 19 (Fortitude save negates); multiple targets (all non-attuned targets within 60 ft.,) Search DC 30; Disable Device DC 30.
Development: If the PCs trigger or dispel the symbol and then depart the castle, Malathon (assuming he is still alive) makes an effort to cast it again, if given time to study and work. Since he wishes to attune it to any surviving Banites (most likely fewer than ten creatures), the casting time is probably 1 hour.
21. High Priest’s Quarters
Twee pet basilisks van de hogepriester Malathon.
The door leading from the hallway into the room is held fast with a good lock (Open Lock DC 30). Once the PCs go inside, read:
A pair of oil lamps and two braziers cast a warm glow throughout this opulent bedroom. A large four-poster bed rests in the far left-hand corner, with a brazier at its foot. The nightstand beside the bed holds one of the lamps and a book. Against the near wall on the left stands a wardrobe made of some rich, dark wood. To the right, a writing desk is illuminated by the other lamp. Numerous tomes and scrolls lie scattered across its surface, accompanied by a set of quills, an inkwell, and sealing wax. Next to the desk stands a large bookcase with glass doors, and in the near right-hand corner sits the second brazier and next to it, an overstuffed reading chair. A sumptuous carpet sprawls across the center area, and several tapestries woven in blacks, greens, and creams hang from the walls
Dark Doom Malathon makes his home within this chamber, and he enjoys living comfortably. The bed contains an over-stuffed feather mattress and goosedown pillows, plus no fewer than three heavy comforters for warmth. The book on the nightstand is a treatise on Bane’s doctrine and how to spread it most effectively.
The wardrobe holds two different sets of priestly vestments.
The scrolls and books on the writing desk are mostly manifests of supplies, letters from high-ranking Zhent agents and priests within Zhentil Keep detailing expected equipment needs and troop sizes coming through the portal (area 23), and a couple of pages of notes on a sermon Malathon was working on recently.
The glass doors on the bookcase are locked with a good lock
(Open Lock DC 30); the lock is trapped.
Poison Needle Trap: CR 2; mechanical; touch trigger; repair reset; lock bypass (Open Lock DC 30); Atk +17 melee (1 plus poison, needle); poison (blue whinnis, DC 14 Fortitude save resists (poison only), 1 Con/unconsciousness); Search DC 22; Disable Device DC 17.
Inside the bookcase is Malathon’s collection of histories and treatises concerning Bane and his historical activities in Faerûn.
Creatures: To soothe Malathon’s concerns and possible hurt feelings over her magic-suppressing rite, Esvele Graycastle (see Chapter 3) has given the high priest a pair of very robust shadowslain basilisks. They stay in his rooms as guardians of his personal belongings. Though the cleric is just as much at risk of their petrifying gaze attacks as any other intruders, they have been trained not to look at him, he is careful to avert his eyes, and they spend most of their time under the bed, anyway.
Tactical Encounter: C8: High Priest’s Quarters, page 48.
Treasure: Tucked into the pages of one of the books in the bookcase is a folded scroll containing inflict light wounds, mass, flame strike, and unholy blight, all scribed at 10th level. Also, in one false book, Malathon has tucked a pair of eyes of doom into the concealed compartment. A small sack containing 500 pp is hidden inside the cushion of the reading chair

22. Temple of Bane
Twee skeletten en dikke wraight en tempelbaas.
The long, alcoved chamber beyond the double doors glows with a sickly green light coming from torches mounted in brackets throughout the room. A statue stands within each alcove, three on a side, except for the far one on the right, which appears to have tumbled—or been toppled—from its niche. At the far end, short steps rise up to an altar crafted of a black mineral. It is draped with a cloth of blood red, and two candles gutter atop it, giving off more of the unusual green light. Tapestries adorn the walls on three sides of the altar, showing gory images of a murderous human warrior, bare-chested, smiting enemies with a spiked gauntlet.
The invaders from Zhentil Keep have largely restored the temple of Bane within Castle Krag to its former condition. The lone exception is of the statue at location f, which is of Jyordhan himself. When Syluné and the members of Mane’s Band sacked the castle years ago, they toppled the stone figure as a symbolic gesture designating the end to the Zhent agent’s reign. Malathon recently sent word back to Zhentil Keep that he needed a wizard with the appropriate magic to get the statue upright again, but he is still waiting due to bureaucratic delays. The green torches and candles are all slight variations on everburning torches.
Note: Because of the magic suppression the Sharrans have created, Malathon cannot cast unhallow within the temple.
Creatures and NPCs: The high cleric, Dark Doom Malathon, and Jyordhan, the former resident of the castle now in dread wraith form, are in the temple when the PCs arrive. Barring some unforeseen actions on the characters’ parts, Malathon and Jyordan are fully aware of their impending arrival at the temple doors (due if nothing else to the dread wraith’s lifesense). The cleric has prepared by casting some protective spells upon him self (see the tactical encounter) and a summon undead II spell, bringing forth two skeletons to occupy the PCs for a bit. He now hides at the far end of the temple, behind the statue labeled c on the map, where he can lob more spells from a safe and discreet distance. Jyordan is, of course, incorporeal initially.
Tactical Encounter: C9: Temple of Bane, page 46.
Treasure: In addition to the everburning torches (10 total, 1,100 gp), the candlesticks on the altar are made of silver and worth 300 gp for the set.
Development: If the battle against the PCs goes poorly for him, Malathon tries to escape through the secret tunnel that leads to the stables (area 5). From there, he makes his way to Shadowdale to warn Battle-Captain Forthar Helvenstron of the appearance of the PCs.


23. Portal Chamber
The door to this room is concealed behind one of the tapestries in the temple chamber. Otherwise, it is a normal door. Once the characters find it and enter the room, read:
This room seems utterly empty except for one rather remarkable feature. An arch of dark-colored stone has been constructed within the left-hand wall, though it has no opening in its center. It appears to be nothing more than decoration on an otherwise solid wall.
This is the portal by which Zhentil Keep moves troops and goods into Shadowdale from the Moonsea region. It is keyed to work only for members of the Zhentarim or Church of Bane, and as a further safety precaution, the destination to the other side is effectively blocked, rendering the portal inoperable from Castle Krag. Malathon has a schedule of expected supply drops on his writing desk in his private chambers (area 21), so he knows when to be in the chamber to receive visitors.
Development: One of the key reasons for invading Castle Krag is to shut down the easy transport of goods and troops from Zhentil Keep.
There are a couple of ways to go about this. The first is to simply block off the arch. This is not a permanent solution, but it does have the advantage of being quick and easy. Leave it to the PCs to determine how they might go about doing this, but a couple of possibilities include collapsing the room or erecting a wall of stone in front of the arch.
Alternatively, if the PCs have access to either Mordenkainen’s disjunction or gate sealFRCS, they can either destroy or permanently render the portal inoperable (see Sealing Portals on page 60 of the FORGOTTEN REALMS Campaign Setting for more information).
Aanpassen - hier staat de verdubbelaar.