Third Survey Castle
- Rooms
- 8
- Foes
- 11, CR 1/8 to 3
- Traps
- 3
- Treasure
- 190 gp
At a glance
The threat
The castle's last castellan, now a wight, waits in the small chamber beyond the shrine.
Wandering monsters (1d3)
- 1
1d3× Castle Skeleton PatrolCR 1/4
When: Every 20 minutes of noisy exploration, or after a loud fight in rooms 0 through 3; avoid occupied rooms unless pursuing intruders nearby.A patrol of brittle skeletons in pieces of old guard uniform, carrying notched spears. - 2
1d2× Cell RatsCR 1/2
When: When food is opened or blood is spilled near or the servants' passage.A pair of giant rats with patchy gray fur and iron tags still tangled in their whiskers. - 3
Lantern WardenCR 1
When: When a character opens a locked door or disturbs a sealed passage; it follows for one corridor, then vanishes.A restless, translucent guard in a closed helm, visible only when it passes through a shaft of light.
Rooms
8Servants' Passage
What they see
Read aloud
A low servants' entry opens into a square staging room, with a bench, broken baskets, and three doors leading deeper into the keep. The north door is locked; muffled clinks from the prison passage and a cold draft from the common hall make the place feel watched.
Features
- A faded service roster is nailed beside the entrance.
- The northern door has a heavy lock and a viewing slit.
What the GM knows
Monsters
2× Servant SkeletonsCR 1/8
Two castle skeletons wear scraps of servant livery and carry rusted kitchen knives.Tactics. They hide behind the bench, then rush whoever tries the locked northern door; they pursue only as far as or .Treasure
Kitchen Tip Box8 gp
A tin box beneath the bench holds a few coins collected by the old servants.Notes
This is the entry point. The layout's door directions are reliable: the north door is locked, while the east and south doors open normally. Noise here can draw a wandering patrol.
3 doors: S (normal), N (archway), N (locked)
The place
What it is
Third Survey Castle is a compact fortified keep whose surviving rooms descend from a servants' entrance to prison cells, shrines, and a guarded chamber.
Atmosphere
Damp lime, old straw, and cold iron dominate the air.
The threat
The castle's last castellan, now a wight, waits in the small chamber beyond the shrine.
History
Third Survey Castle was raised by a minor border lord to guard a toll road and store provisions during raids.
Rumors
1d4- 1A servant's tunnel runs from the cells to the old family crypt, though no living person remembers where its far end lies.
- 2The castellan's ghost still gives orders in the inner rooms, and the armor obeys him.
- 3The crypt entrance is wide enough for a funeral bier, but the stair beyond it was sealed from the inside.
- 4A blue light in the little shrine appears before someone opens a hidden door.
Plot hooks
3Corridors
4Between and
A narrow servants' passage retains a waist-high rail for carrying trays. Scratches on the plaster mark hurried traffic toward the prison door.
Between and
A cracked wall niche holds a guttering blue witchlight; it brightens briefly whenever the shrine in is disturbed.
Between and
Old arrow slits overlook the passage. Their inner ledges are dusty except for fresh grit shed from the guard room beyond.
Near the secret door connecting and
A run of paving stones has settled unevenly, and the mortar at the wall base bears a faint carving of a crow pecking at grain.
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