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Ruined Gatehouse
A Web Enhancement for Deep Horizon
by Skip Williams
The D UNGEONS & D RAGONS ® adventure Deep Horizon
is the sixth of eight adventures designed to take charac-
ter from the beginning to advanced levels of play. This
mini-adventure can be added easily to any campaign or
used when playing with the Deep Horizon adventure,
and it should work nicely with a group of four PCs of
about 13th level. You will need a copy of the Deep Hori-
zon adventure to run the desmodus, however.
statistics noted in each encounter are radically abbrevi-
ated, but provide the Monster Manual page number or
Deep Horizon appendix notation for full statistics of
common monsters.
ADVENTURE
BACKGROUND
The PCs come across a ruined gatehouse that was for-
merly a fortified gate leading into the drow city of
Chael-Rekshaar. A quartet of beholders have laid claim
to it and use it as a strongpoint to keep interlopers out
of the ruined city while they loot it. Look to the Adven-
ture Background within Deep Horizon for more informa-
tion about how to fit this into that particular adventure.
If you’re using this ruined gatehouse as a stop in your
campaign, you can arm the NPCs with whatever infor-
mation or specific treasure you wish so that you can
draw the PCs to this location.
PREPARATION
You need the Player ’s Handbook , the D UNGEON M ASTER ’s
Guide , the M ONSTER M ANUAL ®, and the Deep Horizon
adventure to run this mini-adventure.
Text in shaded boxes is player information. Monster
Additional Credits
Cartography:
Miranda Horner
Todd Gamble
Typesetting:
Sue Weinlein Cook
Web Production:
Julia Martin
THE GATEHOUSE
The PCs can explore the ruined gatehouse so long as
they take care of the beholder and its desmodu merce-
naries first. Maps 3 and 3A show the gatehouse.
Web Development:
Mark Jindra
Graphic Design:
Sean Glenn, Cynthia Fliege
Based on the original D UNGEONS & D RAGONS ® game by E.
Gary Gygax and Dave Arneson and on the new edition of the
D UNGEONS & D RAGONS game designed by Jonathan Tweet,
Monte Cook, Skip Williams, Rich Baker, and Peter Adkison.
Features
The gatehouse originally had a pair of towers three
stories high, but the upper floors have fallen into ruin
and the beholders have gutted them. They use only the
ground floor.
Arrow slits: Only the lowest row of arrow slits (about
5 feet above the floor) show up on the map. There are
two identical rows of arrows above the ones shown on
the map. Creatures behind an arrow slit have nine-
tenths cover (+10 AC, +4 Reflex saves).
Light: Phosphorescent fungus covers the entire exte-
rior of the gatehouse (provides 5-foot radius of light).
The interior of the gatehouse is not so lighted.
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This product is a work of fiction. Any similarity to actual people, organizations,
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Editing
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Residents
The gatehouse is currently home to a beholder and six
desmodu mercenaries. The beholder is here to see that
nobody enters Chael-Rekshaar until the beholders are
done with it. The four beholders involved in looting
the city rotate their assignments, and the beholder here
is very familiar with operations in the city.
The desmodus are less well informed. All they know
is that they have been hired to do a job and that some of
their comrades also are employed in the city (though
they’re not sure where). They also know that the
beholders have some slaves in the city, including some
desmodu who were stupid enough to be captured and
not smart enough to know a good deal when it was
offered. They’re not sure how many slaves there are, but
they’re pretty sure there are at least two beholders in
the city. The desmodus have never visited the city and
have no useful information for the party, other than the
general history of the area. (Dungeon Masters should
either utilize the information within Deep Horizon to fill
in the gaps, or they should create their own reason why
the beholders and their hired mercenaries are at the
gatehouse and the city.)
Ad Hoc XP Award: When the PCs’ defeat creatures in
the gatehouse, increase their experience awards by 50%
to account for the superior defensive position the
beholders and their allies have.
1. Moat and Bridge (EL Variable)
When the PCs approach the ruined gatehouse, they
can see the moat and bridge.
meted to the ground and shattered. Then the beholder
and its minions captured the explorer and sent it off to
toil as a slave in the ruins of the city.
The moat is 20 feet wide and 40 feet deep. Water from
an underground river rushes along the moat. It is 30
feet deep (leaving 10 feet between the water’s surface
and the top of the moat) and moves north to south.
Spiked gratings block the north and south ends of the
moat, though they are out of sight below the surface.
The water flows from a volcanic cavern and is very
nearly boiling hot (hence the vapors and sulfur smell).
The dotted line on the map shows the river’s course
underground. Anyone who falls into the water suffers
10d6 points of fire damage (just touching the water
inflicts 1d6 points of damage) and must make a Swim
check (DC 15) to stay afloat. Characters who fail are
swept against the south grating and suffer 2d6 points of
damage. They also must make Reflex saves (DC 20) or
become stuck on the spikes below the surface. Stuck
characters remain held fast until rescued.
Characters can extend a stone bridge over the moat.
The bridge retracts into the eastern side of the moat
and is currently fully retracted. It is visible from the
west side of the moat as a thin rectangle of stone; how-
ever, the PCs must operate the bridge only from area 5.
Before you stands a moat, perhaps 20 feet wide,
filled with rushing water. Thin tendrils of vapor
rise from the water, tainting the air with a hint of
sulfur. Shards of some great, broken statue lie at
your feet.
A crumbling stone arch wide enough for at
least nine humans to march through, shoulder to
shoulder, and at least that high lies behind the
moat. A smashed portcullis of rusty iron partially
blocks the arch. Beyond the portcullis, the pas-
sage takes a sharp turn to the left, leaving you
staring through the arch at a natural stone wall
pierced with three rows of arrow slits. The lowest
row is perhaps 5 feet above the chamber floor,
with the upper two rows at about 20 and 35 feet.
The bits of statue came from a war bat a desmodu
explorer rode toward the gatehouse. The beholder in
area 3 turned the bat to stone, and the statue plum-
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s Ruined Iron Portcullis: 2 in. thick; hardness 10;
hp 30; AC 1; Break DC 28.
immensely strong creature were to make a lift attempt,
the portcullis would simply tear away; treat such lift
attempts as break attempts.
Development: The desmodus in areas 3 and 4 spot
anyone entering here, and they fire their bows at any
intruders. The beholder in area 3 uses its eye rays on
any intruders it sees. See areas 3 and 4 for details.
Please note that it’s possible to simply move through
gaps in the portcullis (which are shown on the map).
The portcullis is jammed and cannot be lifted out of the
way. The portcullis does not block spell effects, but if
any ranged attack (including a ray) passes through the
intact portion of the portcullis, the target gains one-
quarter cover (+2 cover bonus to AC).
3. South Tower (EL 14)
The drow built this chamber to control access to the
moat and bridge (area 1). It has a floor strewn with
rubble and a ceiling 50 feet high. There is a crack in the
wall leads north to area 2, but the crack is 20 feet above
the floor level in area 2 (15 feet above the floor level in
here).
Creatures: A beholder and a desmodu keep a vigil on
area 1 from here.
s Moat Grating: 4 in. thick; hardness 10; hp 120; AC
4; Break DC 35.
Development: The beholder and the desmodu in area
3 keeping watch over the moat can spot anyone
approaching. The beholder quickly uses its antimagic
cone against anyone trying to fly over the moat. Lines
and shaded areas on maps 3 and 3A show where the
cone (or any ranged attack) can reach. The beholder,
thanks to its flying ability, can use the higher arrow
slits and can aim the cone down at angle of up to 45
degrees (also shown on map 3A). So, it is quite possible
it can make characters using fly spells or magic flying
devices fall into the water, especially of if it catches
them over the western half of the moat. See area 3 for
more information on the beholder’s tactics.
The desmodus in area 6 joins the fight one round after
the beholder is alerted.
2. Passage (EL Variable)
The PCs find themselves in the passage once they pass
the moat.
d Beholder: hp 72; see Monster Manual page 24.
Possessions: 5 pinches of dust of appearance, 4 pinches of
dust of disappearance .
d Desmodus (2): hp 114 each, see Appendix II in
Deep Horizon .
Tactics: When a desmodu spots anyone, it alerts the
beholder and uses its hope power.
The desmodu and the beholder stays inside as long as
they can attack effectively from the tower. They make
ranged attacks against foes in areas 1 or 2. The beholder
uses its eyes and the desmodu uses its bow. The
beholder uses its antimagic cone to keep foes from
crossing the moat by magic.
The water in the moat does not block magic or the
beholder’s eye rays, but it does limit vision. Creatures
and objects can be seen clearly through up to 15 feet of
vapor. At more than 15 feet, but at less than 30 feet,
creatures have one-half concealment. Beyond 30 feet,
all vision is obscured. Increase the amount of conceal-
ment one step (see Table 8–10 in the Player ’s Handbook )
if someone looks at a submerged creature from above
the surface.
If nobody tries to cross the moat, or if foes get across
despite the antimagic cone, the beholder switches to its
other eyes.
Characters can avoid the beholder’s eye rays and the
desmodus’ arrows by hugging the blindspots around and
below each arrow slit (though this leaves them exposed
to attacks from area 4). Once the characters figure out
how to hide from the beholder’s eye rays, the beholder
uses some of its dust of disappearance and flies out the crack
You find yourself in a twisting passage that
turns right, then left, and ends in a high, broad
archway blocked by a portcullis of black iron.
The natural rock walls to either side are well pro-
vided with arrow slits arranged in three rows,
just as you saw at the moat. There are cracks in
the walls to your right and left that are easily
large enough to admit a human or even an ogre.
However, they are both 20 feet off the ground
and are at the level of the second row of arrow
slits.
The portcullis is brand new (the beholders had it
repaired). It is operated from area 5.
s Iron Portcullis: 8 in. thick; hardness 10; hp 240;
AC –1; Break DC 45 (lift DC 55).
Please note that it’s not possible for a creature of less
than Gargantuan size to lift the portcullis. If some
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in the wall to carry the fight to the PCs. (It carries its con-
tainers of magic dust in its mouth.) When the beholder
leaves the tower, the desmodu follows suit (though it
must climb up to the crack and them jump down to area
2). If faced with invisible opponents, the beholder uses its
dust of appearance against invisible PCs (it watches where
the desmodus direct their attacks to figure out about
where the invisible foes are); the beholder’s telekinesis ray
is handy for sprinkling dust over a distant foe. If reduced
to 20 hit points or less, the beholder tries to escape invisi-
bly, disintegrating its way out through a wall if it has to. If
it is apparent that one or more foes can detect invisible
creatures, the beholder attempts to obliterate them with
its most potent attacks ( disintegrate, finger of death, flesh to
stone, and charm monste r) before it goes.
When the beholder leaves the tower, the desmodu
does, too. Once within melee reach of foes, the
desmodu uses its stunning screech on opponents and a
smokestick or two to give itself concealment. The
desmodu stays with the fight so long as the beholder is
in the battle (it fears being disintegrates or petrified if it
displeases its employer). If the beholder is slain or flees,
the desmodu surrenders.
Development: Any disturbance here brings the
desmodu from area 6A in two rounds.
5. Machinery Room (EL 0)
This chamber contains two large windlasses. One
on the west wall operates the bridge at area 1. The
mechanism is functional, but stiff. It takes a Strength
check (DC 20) to turn the windlass for one round.
Each round of operation extends or retracts the
bridge 5 feet; the moat is 20 feet wide, so that means
it will take 4 rounds to extend it fully. The east wall
holds the windlass that operates the portcullis at the
east end of area 2. The mechanism turns smoothly,
but requires a Strength check (DC 10) each round to
operate. Each round of operation raises or lowers the
portcullis 5 feet.
6. Barracks (EL 11)
These chambers once housed the gatehouse’s drow
garrison and are now home to the desmodus. Each
desmodu sleeps in a canvas hammock slung from
the chamber’s ceiling, which is about 6 feet off the
floor.
Creatures: Area 6A is home to two desmodus, though
only one is here at any time. The other is on duty in
area 2. Area 6B houses four desmodus, two of which are
on duty in area 3 at any given time.
Tre a sure: Area 6A contains a stack of five silver bars.
Area 6B has ten silver bars, and each bar weighs 5
pounds and is worth 25 gp.
4. North Tower (EL 13)
This area is similar to area 3.
Creatures: Two desmodus keep watch on area 2 from
here
ABOUT THE AUTHOR
A senior roleplaying game designer at Wizards of
the Coast, Skip Williams is a game industry veteran
who started behind the cash register at TSR’s Dun-
geon Hobby Shop in 1976. He was part of the team
that created the newest edition of the D&D game,
was the primary author of the new M ONSTER M ANUAL ,
and is D RAGON ®Magazine ’s Sage. Skip is fond of old
movies, old airplanes, and old books, but not neces-
sarily in that order.
d Desmodus (2): hp 114 each; see Appendix II in
Deep Horizon .
Tactics: The desmodus fire arrows at any intruders
they spot in area 2. If they find they cannot attack effec-
tively with their bows, they climb or jump up to the
crack in the wall and enter area 2 to make melee
attacks. They otherwise use the same tactics the
desmodu in area 3 uses.
Development: Any disturbance here brings the two
desmodu from area 6B in two rounds.
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