Bellward Castle
- Rooms
- 10
- Foes
- 11, CR 1/4 to 5
- Traps
- 3
- Treasure
- 1,498 gp
At a glance
The threat
Captain Kett, the oathbound warden, commands the remains of the lower garrison from .
Wandering monsters (1d3)
- 1
2× Patrol RemnantsCR 1/2
When: They appear after a loud fight or when the party spends more than 10 minutes in the corridors.A pair of skeletal sentries drag a snapped spear between them, mistaking any living figure for a deserter. - 2
Lost WatchmanCR 2
When: It arrives when a locked door is forced or the bell tolls while the party is in the halls.A pale, mail-clad specter moves through stone as if following a patrol route that no longer exists. - 3
1 swarm× Dust BatsCR 1
When: They scatter when bright light or open flame is raised near the bricked arrow slits.A swarm of bats, stained gray by the ward's dust, pours from a ceiling crack and clings to torchlight.
Rooms
10The Receiving Hall
What they see
Read aloud
A square receiving hall opens beneath a half-collapsed stair. Four doors lead deeper into the ward: west and south doors are locked, the east archway stands open, and the north door hangs on one hinge; a cold draft issues from the eastern passage.
Features
- Faded red-and-white tiles form a broken heraldic pattern
- An iron lantern bracket holds a cold, green flame
What the GM knows
Monsters
Skeletal SentryCR 1/4
A skeletal sentry in corroded mail has wedged itself behind the fallen stair.Tactics. It rises when anyone crosses the tiled crest, then fights to block the archway toward .Treasure
Ward Tolls18 gp
A waxed leather purse hidden under the reception bench contains old tolls, still acceptable as silver.Notes
The west door leads to , east to , south to , and north to . The three locked doors can be picked with Dexterity checks; forcing one alerts nearby defenders. The skeleton's mail bears the same broken crest as the floor.
3 doors: W (locked), N (normal), S (normal)
The place
What it is
The castle's buried lower ward survives as a knot of guardrooms, sealed chambers, and a chapel built around a cracked bell shaft.
Atmosphere
Cold damp stone carries the smell of extinguished tallow and wet iron.
The threat
Captain Kett, the oathbound warden, commands the remains of the lower garrison from .
History
The lower ward was built by the castle's first lord as a refuge during a succession war.
Rumors
1d4- 1A shepherd swears the ruined castle bell rings only when someone lies within its walls.
- 2The lower ward was built to hide a royal child during a war, though no record says what became of the child.
- 3A reeve claims the old guard still patrols underground and will let rightful heirs pass unharmed.
- 4Someone who entered the castle returned with a silver pin that rang whenever the churchyard dead stirred.
Plot hooks
3Corridors
3Passage between and
A waist-high arrow slit opens onto a bricked-up inner court. Scratched into its sill are three tally marks, freshly cut despite the dust.
Passage between and
A narrow gutter runs along the wall, carrying water that tastes faintly of salt and turns dark near the shrine passages.
Passage approaching
A torn strip of crimson standard hangs from a ceiling hook. It stirs whenever the bell below tolls, even in still air.
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