D&D 5E - The Tortle Package

(Jeff_L) #1

  • The captain and her crew lived in the palace for the
    rest of their lives. The last of them perished more than
    Õ^lqq]YjkY_g&

  • The palace is dilapidated and haunted. Young tortles
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    Egkl\gfÌl]l^YjZ]^gj]kljYf]kgmf\kYf\kY\goq ^gjek^ja_l]fl`]eYoYq&


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storms, earthquakes, and the passage of time. Most of
the damage it has sustained is due to neglect, and the
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 ;]adafkoalafl]hYdY[]Yj])-^]]l`amfd]kk otherwise noted. The walls are made of plaster-covered stone. Embedded in the plaster are decorative stones, gqkl]jk]ddk$klYjÕk$Yf\ZjYf[]kg^[gjYd&<ggjkYj]
fashioned from thick wood and have no locks.
 K]n]jYdYj]Yk[gflYafeYa[YdoYj\kl`Yl[YfZ]Zq-
hYkk]\ZqYfqgf]o]Yjaf
YgdqkqeZgdg^MeZ]jd]]& L][YjY[l]jk[YfÕf\km[Y]na[]afl`]oj][cg^
the Bitch Queen (see “High Horn,” page 18).



  1. Ruined Portico
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    Dangwaru, read or paraphrase the following:


The trail clings to the mountainside and winds along the
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against the rocks just below the palace walls.
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YLQHZUDSSHGSLOODUVWKDWOHDGVWRDVWRQHGRXEOHGRRU
FDUYHGZLWKIRDP\ZDYHVWKDWSDUWLQWKHPLGGOH6HF-
WLRQVRIWKHSRUWLFRôVURRIKDYHIDOOHQLQDQGSDOPWUHHV
DQGIHUQVVSURXWIURPEHWZHHQWKHFUDFNHGŜDJVWRQHV
Scores of harmless lizards use the shaded areas of the
portico as a den. East of the portico is a ten-foot-tall
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DZRPDQDQGDWZLVWLQJZDYHRIZDWHUZKHUHKHUOHJV
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JURZQJDUGHQWHUUDFHRYHUORRNVWKHWKXQGHULQJVHD

Slanting beams of sunlight or moonlight shine through
the holes in the portico roof, depending on the time of
\Yqgjfal&9dlgml]lafqdarYj\kYj]Yjed]kk$Y hostile giant lizard lurks amid the plants in the south- east corner of the portico. Characters who enter the por- la[g[Yfkhgll]_aYfldarYj\oalYkm[[]kk^md<;)- Oak\ge H]j[]hlagf![][c&9fqgf]og[ge]koalaf
*(^]]lg^algjl]hgjl[mddak k]]Yj]Y,!akYllY[c]\&L]
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The double door is unlocked and pushes open on
jmklq$kim]Ydafajgf`af]k&A^l][YjY[l]jkYn] ^gmf\YgdqkqeZgdg^MeZ]jd]]Yea\l]oj][ckg^ High Horn (see “High Horn,” page 18) or elsewhere, l]qj]Ydar]lYll]khdallaf_oYn]k[Yjn]\gfl]\gm- Zd]\ggj[dgk]dqeYl[l`]kqeZgd&



  1. Statue of Umberlee
    9)(%^ggl%lYddklYlm]g^l]k]Y_g\\]kkMeZ]jd]]klYf\k to the east of the palace’s portico. The statue, described in the read-aloud text for area 1, is harmless.  L]jgmf\kdgh]kmhlgl]kgml$jakaf-^]]lmfladal
    e]]lkY-%^ggl%oa]$0%^ggl%a_[jY[cafl]hYdY[]oYdd lYlhjgna]kY[[]kklgYj]Y/&L][jY[cak[d]Yjdqnaka- Zd]lgYfqgf]og]fl]jkl`akYj]Y&

  2. Overgrown Garden


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Three statues, two depicting sharks and one depicting
an octopus, are mounted atop a three-foot-high stone
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GDPSZLWKVSUD\IURPWKHFUDVKLQJZDYHV$VWRQHVWDLU-
case climbs ten feet to a crumbling stone balcony that
stretches southward as it hugs the palace wall.

AlÌkY*(%^ggl\jgh^jgel`]_Yj\]flgl`]k]Y&<mjaf_l`]
\Yq$l`]_Yj\]fak`ge]lg`Yjed]kkdarYj\k$kfYc]k$Yf\
spiders, but nothing dangerous. At night, seven topis
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oad\da^]&L`]qljqlgkmjhjak]Yfq[`YjY[l]jo`goYf\]jk
into the garden. No treasure is hidden here.


  1. Antechamber and Portcullis
    The palace doors open into an antechamber with a torch
    bracket mounted on the west wall. Set into the south
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    dgo]j]\mkafl]oaf[afYj]Y-&9dl`gml]hgjl-
    [mddakaklggklmj\qlgZ]\YeY]\Zqo]Yhgfk$[Yklaf
    a knock spell on the portcullis raises it. A character can
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    Z]lo]]fl]hgjl[mddakZYjkoalYkm[[]kk^md<;
    (
    <]pl]jalq 9[jgZYla[k![`][c&

  2. Feast Hall


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grand dining table situated in the middle of a large room.
Light dapples the table through holes in the roof, and a
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littered with broken dishes, bird droppings, and other
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a raised gallery that surrounds the room. Old, framed
pictures of sailing ships hang on the gallery walls. Three
closed sets of doors lead from the upper area to other
parts of the palace. A fourth doorway in the southeast
corner is almost completely blocked by rubble.

This ruined feast hall contains nothing of value. Char-
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c]q`a\\]fZ]`af\gf]g^l`]^jYe]\ha[lmj]k&L`]c]q$
which has a head shaped like an anchor, unlocks the
painted chest in area 18.
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