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.
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