Skip to content
Adventure

The Keep of a Hundred Doors

A ruined keep that rearranges itself, and a crown that remembers.

The premise

They say the old keep changes its own halls at dusk. A scholar hired the party to bring back one thing: the Remembering Crown. Getting in is easy. The doors decide whether you leave.

Opening scene

Dusk at the gates of the Keep of a Hundred Doors. Ivy breathes over old stone. The party carries a scholar's map that is already wrong, because the keep has moved its halls again.

Where to begin

  • Enter through the broken gate
  • Map the shifting halls
  • Call out for the Crown

Adventure details

Setting

A crumbling hilltop keep, half-reclaimed by ivy

Length

90 to 150 minutes

Suggested party

  • A bold fighter
  • A clever mage
  • A silver-tongued bard

Default tone

heroicBright, brave, sweeping

You can change the tone and intensity before you begin.

Begin this adventure

Free to start. No card required.