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The Black Banner Hall

The black banners hang above halls where goblins whisper, old wards crack, and something below waits for the throne room to open.

12 roomscastlehard

The first upper level of Caer Dineval has become a contested fortress within the fortress. Goblins, desperate beasts, and servants of the hidden cult occupy different chambers, while the locked route toward the throne room is guarded by a brutal champion.

Cold stone sweats beneath warped tapestries, and every draft carries the smells of wet fur, old ash, and something metallic. Weak daylight enters through arrow slits, while distant knocks and muffled chanting rise from the sealed floors below.

☠ Threat

A disgraced castle captain named Vargan Rusk now commands the strongest invaders from room-11. He believes the demons below can be controlled and plans to open the lower seals once he has secured the throne room. His influence is strongest in the upper halls, where frightened goblins obey him and lesser creatures are driven toward the adventurers as expendable guards.

History

Caer Dineval's upper halls were built as a defensive residence for the castle's ruling family, with libraries, shrines, hidden passages, and guarded approaches to the throne room. During the castle's decline, a secretive cult occupied the lower dungeons and experimented with portals. When the demons broke through, the cult sealed them below, but the chaos allowed goblins and mercenaries to seize the upper levels.

Encounter Table

CR
1/4CR
Fleeing Goblin Patrolx3 to 5

A patrol of goblins carries stolen keys and half-eaten rations, arguing about whether Vargan will actually protect them.

1/2CR
Portal-Touched Wolfx1

A wolf with frost-covered fur and a faint red glow in its eyes follows the party by scent before attacking from darkness.

2CR
Rival Ogrex1

A hungry ogre drags a broken shield as a club and searches for Grubjaw, whom it believes stole its food.

1/4CR
Inkwing Swarmx1 swarm

A swarm of black ravens moves like one creature, carrying scraps of parchment marked with demonic symbols.

Rumours & Whispers

1

The castle's old captain still walks the upper halls and has made the goblins swear an oath of blood.

2

A bell rings below Caer Dineval whenever the demons move, though no one can find the bell tower.

3

The Dineval family hid an emergency treasury behind a shrine, and the invaders have not found it.

4

An ogre in the castle wears a crown and demands tribute from anyone who wants to pass.

5

The throne room door cannot be opened until the black banner is lowered from the first upper landing.

Quest Hooks

1
Take Back the Black BannerStronghold

Quest giver: A cold-streaked town militia sergeant named Hella Voss

The people of Caer Dineval need the first upper level cleared before they can establish a safe route into the castle. The party must secure the halls, recover the landing key, and prevent the invaders from retreating toward the throne room.

A safehouse in Caer Dineval, 75 gp, and militia support during the castle assault

2
The Wards Are FailingCult Investigation

Quest giver: Speaker Edrin, an anxious acolyte of Torm

A local priest recognizes the corrupted shrine marks and believes the lower demons are not fully contained. The party must inspect the shrines and determine whether the wards can be restored before descending farther.

A blessed weapon or shield, plus one casting of lesser restoration for each character

3
The Heir in the WallsRescue

Quest giver: Lady Maris Dineval, speaking through a concealed messenger

A missing noble heir was last seen fleeing through the upper level during the initial takeover. Clues in the library suggest the heir may have hidden in the secret passage or been taken to the boss's chamber.

A noble favor, winter supplies, and 150 gp if the heir is rescued

4
A Knife in the DarkNegotiation

Quest giver: A one-eyed goblin called Nib

The goblins in the castle are not loyal to Vargan Rusk and may be persuaded to betray him. Their leader wants safe passage out, but first the party must remove the ogre that has been forcing them to fight.

A hidden shortcut, information about room-11, and a goblin guide

Corridor Notes

The corridor outside Room 1

A faded black-and-silver banner of Caer Dineval hangs in tatters, its embroidered eye scratched out by someone using a knife.

The passages linking rooms 2, 5, and 7

Boot prints, goblin tracks, and broad three-toed footprints overlap in the frost that gathers between flagstones.

The western hall near rooms 3 and 8

Several arrow slits have been stuffed with greasy rags from the inside, leaving the upper level dim and poorly ventilated.

The stair landing beyond Room 6

Thin red lines of light occasionally flicker beneath cracks in the floor, accompanied by a faint sound like distant screaming.

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