Long ago, before the first stone of Tandis was laid, castle Sesgroth stood as a mighty sentinel above the chaotic frontier. It is said that a great evil fell upon the fortress and so began its long decline into ruin. Recently a strange light has been seen pouring from the arrow loops of the high tower on the crags. The dreams of seers are plagued with shadows swirling in the nighted halls of Sesgroth
Lower ruins.
The lower ruins span a narrow gorge leading toward the cliff on which the tower sits. If approaching the ruins at night, red light pours from the windows of the high tower in the distance
2. Gnoll lair
Three gnolls and their reeking bedding. 200gp and a silver necklace worth 50 gp are hidden among the refuse.
Gnolls: HD 2, AC 5, Mov 9, spiked clubs and slings.
3. Antechamber
The high vaulted ceilings of this room are intact. 2 in 6 chance that a colony of bats will fly from the room extinguishing torches and perhaps alerting gnolls (make immediate wandering monster check)
4. Old barracks
Rotten spears and armor. A broken flagstone conceals an old Journal Entry. (See details of Journal Entry below)
5. Ruinous chamber
The ceiling of this chamber is mostly collapsed. There is a large rubble pile in the northeast corner and an old coffer sits atop it. The lid of the coffee is rigged with a trip wire that will cause a rockfall from above. Save to avoid damage. A failed save causes 1/2 AC damage if wearing a helm or 2d6 damage without a helm. The coffer contains 2d6 copper pieces
6. Great Hall
The ceilings here are completely collapsed and the once grand hall is open to the sky. Large piles of rubble are piled here and there. Anyone entering this chamber with a light source will be surprised by the gnolls in chambers 7& 8. After 1d6 rounds of combat, the wyvern will swoop in from above driving any remaining gnolls back into their chambers.
Wyvern: HD 7, AC 3, Mov 9/24, 4 in 6 chance that it uses its poison tail stinger, otherwise it will bite or claw.
The wyvern will fly off if reduced to 1/2 or fewer hit points
7. Gnoll chief
The gnoll chief and two other gnolls lurk here. The chief’s treasure is laid upon a makeshift table strewn with rotten offal, 200 gp, 300 sp
Gnoll Chief: HD 3, AC 4, Mov 9, Mace +1
8. More gnolls
3 more gnolls lurk here. A loose stone on the south wall will allow access to room 9
9. Old Crypt
Here is the crypt of Lady Ilra. A stone statue with the lady’s likeness keeps vigil here. In relief upon the statue's chest is a large heart. Behind this thin stone heart is Ilra's Elixir - enough for 2 doses. (See details for Ilra's Elixir below)
10. Beyond the Lower Ruins
Here the ruins end and the craggy cliff rises skyward. Upon its summit is the High Tower, its windows gleaming with red light. A switchback causeway clings to the cliffside and leads up to the top.
11. The Causeway
Two can march abreast on the narrow causeway. If the Wyvern is not yet slain, it will attack again here. Attacks by the wyvern doing 4 or more damage will cause a saving throw. A failed save means the victim has been thrown from the causeway down the steep cliff face.
Journal Entry: Written on old vellum with a shaking hand. It reads:
"I, lord Varliss, write this entry with a heavy heart, for my wife has succumbed to her sickness. I will bury her bones in the old crypt ensconced in the lower halls. With her, I will inter her precious elixir. Though the potion could not save her, I will keep it in her heart. Now the golden skull speaks to me ceaselessly. It tells me things horrible and wonderful and fills my dreams with cold fire. I must put my fear aside, the skull is now the only means through which my wife may live again. "
Ilra's Elixir: Clear sweet water inside a dusty glass vial. Enough for 2 doses remain. It will imbue the drinker with a +2 to saves vs. spell or magic device for 6 turns. Pouring a dose on the golden skull in the high tower will damage it for 2d6 points.

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