Barad
Cam
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| The
Entry Level (15ft above ground level) All
that is left of Barad Cam is a small ruined keep standing on a rocky
outcrop on the banks of the river. Its walls are broken and its tower has
fallen leaving debris and rubble clothed in ivy, creepers and vines. The
ravages of time have almost completed the destruction men set out to do.
Built to an old plan, the main entry to the keep is up a ramp to the first
floor, some 15 feet above ground level. Stairs lead down to the basement
storage area (A), and up into the ruins of what were the keeps upper
levels (A1). The upper stair ends abruptly after about 20
ft, but could be used to climb into a watching place with good vantage points.
There are no rooms or real structure above the first level and any activity
is prone to accident as the walls are now unsafe. There is a good
view over the surrounding area, down to the river. The main level provides
some protection from the elements, and is quite defensible though the rubble
and overgrowth may hamper activity. There is nothing else of interest here. |
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| The
Main Rooms (at just below ground level) The
steps descend about 20 ft down to the basement level and are easily
cleared of debris. They lead into dark, dank fetid rooms within the thick
keep walls, at a level just a few feet below the level of the ground outside.
Even so, within the thick, windowless walls, the debris is damp and smells
of mold and decay. There are four rooms that may have been used for
storage, though nothing remains to tell exactly what went on here. One room
is small and the remains of a heavy door hint at its former use as prison
cell or something similar. Careful investigation will reveal a well crafted
concealed door (B) in one of the walls, though its opening mechanism
may prove to be illusive, the main parts having long since rusted away.
The door and stair behind are situated within a buttress and are hinted
at by the bulge in the outer wall, though overgrowth may make this
feature difficult to notice. The stairs lead down about 30 ft into the sub
subterranian rooms that were carved out of some existing caverns in an age
long passed. |
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The first
hidden Deep
The doors lead to a rubble filled passage with steps descending (C). There are a few more pools of cold still water here and the dirt is wet rather than damp. The other area is interesting as it houses two statues of dwarven warriors. One is Durin the Deathless (y) and the other Angcam of Barad Cam (x). They are about twice life-size and are adorned in real armour and clasp real weapons, though all are corroded and seized with the exception of the sword Angcam is wielding, which although it appears useless and tarnished, is in fact a well made weapon that has withstood all that time could throw at it, being made of superior high steel (+15). It is about the size of a normal hand and a half (bastard) sword, and could be used as such. These two statues are Dwarven Automatons placed to guard the real treasure hidden nearby. A careful eye might spot an oily sheen in places around the base of the statues, especially around some of the joints and the small plinths they stand on. Angcam faces a wall where an inscription in old Cirith runes can be made out whilst Durin faces the open corridor.
Ring Rist Forged
of Fire in ways of Light,
From Rivers fast came quenching thirst
Ring Rist was forged that Eve of Death
A Blade so Bright and filled with Light, The alcove concealed behind the runic facade contains the treasure of Barad Cam, the named blade 'Ring Rist' (see below). It sits upon a beautiful crystal stand and shines and glints dimly, with its own beautiful light. (If the troll is within 30 ft, it will glow slightly with a pale blue, baleful light, getting brighter as the troll gets closer). Access to the alcove can be gained by manipulation of the carved runes. Some can be pressed in, and if done in the correct order, the alcove will be revealed. The word OPEN needs to be spelled out, one letter from each verse. Of course, any failed attempt to retrieve the blade causes the Automatons to grind into life with terrible rending, scraping and grating noises that themselves should be enough to scare the daylights out of any Hobbit in the party. They are slow and cumbersome after so many years in this damp place, but they still work, swinging their weapons in great sweeping arcs. Ancient Dwarven magics and mechanics power them still and they will follow thieves as far as they can, until their power runs out. (Remember any escape up the trapped stair may slow the party enough for an attack or two). The secret compartment (s) in a side room contains vials of oil, remnants of rags, a set of tools all corroded into one messy lump and a 'service manual' detailing the workings of the automatons. This concealed compartment may be located by the dribble of oil that has escaped and marked the stonework in that area. The manual is all but useless, but careful investigation will reveal how to disable the things, and should also hint that there is magic involved. If disabling is carried out, Durins statue will be totally useless, but Angcams will still retain some function and will start to move, grating and squealing as metal and stone are forced against each other until mechanisms fail and the thing goes still. |
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The lower
catacombs |
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Ring
Rist +20
'Holy Blade', In our game, the players never got the sword - they were too late and it found its way into Moria. This could be a game turning item, so use it wisely. If you do grant it to the players, then it is highly likely they will become the focus of the bad guys plots and devices........ |
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This adventure was part of a long running campaign. We have many resources in our archive, and are working on several adventures at present. If you find this item useful, you may wish to visit the legendgames site for more resources. All ideas, maps and images copyright Legendgames.Co.UK, 2000 |