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| + | ====== The Forge of Fury ====== | ||
| + | Note : Au lieu de Déro, garder les Duergar, mais transformer les Duergar en serviteur Illithides, avec la peau bleuté translucide, | ||
| + | |||
| + | Mission : à cause de l' | ||
| + | |||
| + | Jhorash' | ||
| + | |||
| + | Toutes les expéditions qui s' | ||
| + | |||
| + | Contact de la mission : Un doppleganger au service de l' | ||
| + | |||
| + | Il y a envion 100 ans les Jhorash' | ||
| + | |||
| + | |||
| + | ===== Adventure Synopsis ===== | ||
| + | |||
| + | //The Forge of Fury// is set in the ruined stronghold of Noldrunkar. It is designed for four 3rd-level player characters. They can advance to 5th level with good play. | ||
| + | |||
| + | * **The Mountain Door.** The Mountain Door comprises the uppermost level of the cavern complex. It is currently inhabited by a tribe of fierce orcs, led by a brutal ogre known as **El Gros Liath**. | ||
| + | * **The Glitterhame.** The largest level of Noldrunkar, the Glitterhame is an expanse of beautiful natural caverns now infested by troglodytes and other cave-dwelling monsters. | ||
| + | * **The Sinkhole.** Streams in the Glitterhame descend to an underground river, which runs through a corner of the caverns forgotten by the denizens above. | ||
| + | * **The Foundry.** Beyond the Glitterhame lies a complex of chambers and passageways carved by Duredin’s folk. A small band of duergar (gray dwarves) currently hold Duredin’s hall, working to uncover the secrets of the smith’s ancient forge. A great crevasse drops to the Brine Pool. | ||
| + | * **The Brine Pool.** The most dangerous denizen of the caverns under the Stone Tooth lairs in the cold, still waters of the Brine Pool. Xetzirbor, a illithid, discovered a passage into the lake through an underwater siphon connecting to a mere on the far side of the hill. The dragon has claimed the ancient wealth of Noldrunkar as her hoard. | ||
| + | |||
| + | ===== Character Hooks ===== | ||
| + | |||
| + | Trouver pkoi ils sont envoyé investiguer la disparition des [[: | ||
| + | Duredin Noldrun dit "Le noir" | ||
| + | |||
| + | ===== Approaching Noldrunkar ===== | ||
| + | |||
| + | At the start of play, the characters are trekking through the wilderness : | ||
| + | |||
| + | < | ||
| + | Votre carte indique que l' | ||
| + | </ | ||
| + | |||
| + | ==== The Stone Tooth ==== | ||
| + | |||
| + | When the characters set forth on their journey, read: | ||
| + | |||
| + | < | ||
| + | En remontant vers le nord, vous traversez d' | ||
| + | </ | ||
| + | Refer to map 2.1. The characters have several options: follow the path, scout the area, or wait and watch. | ||
| + | |||
| + | === Follow the Path === | ||
| + | **MAP 2.1** | ||
| + | |||
| + | At the foot of the Stone Tooth, a carefully constructed path winds up the hillside to some unseen height above. | ||
| + | |||
| + | The path climbs to the Mountain Door, at the location marked A on the map. This is the route used by the orcs in **El Gros Liath**’s tribe to come and go from their lair. | ||
| + | |||
| + | If someone checks the path for tracks, a successful **DC 10 Wisdom (Survival) check** reveals that four booted humanoids came down it within the last day and headed into the forest. The trail joins older tracks in the woods and becomes indistinguishable after about half a mile. These tracks belong to orc foraging parties; see “//Wait and Watch//” below for more information. | ||
| + | |||
| + | |||
| + | === Scout the Area === | ||
| + | |||
| + | Ambitious characters might choose to ignore the path and scale the Stone Tooth’s slopes. The going is very hard, with steep slopes and heavy undergrowth, | ||
| + | |||
| + | Heavy woods block the view upslope, making it difficult to ascertain the origin of the smoke (a natural chimney). Have the party’s guide make a **DC 10 Wisdom (Survival) check** when the group first enters the hillside. On a successful check, the characters travel in the general direction of the chimney. Otherwise, they lose their way (see “// | ||
| + | |||
| + | **//(A) The Mountain Door.//** This is the front entrance to the Glitterhame. The old dwarf-path leads up to a bare shoulder of rock and then turns into a deep cleft in the hillside. If the characters enter this way, the expedition begins in //area 1// of //map 2.2//, the Mountain Door. | ||
| + | |||
| + | **//(B) Chimney.// | ||
| + | |||
| + | A character who searches for the source of the smoke finds the rock chimney with a successful DC 10 Wisdom (Perception) check. If the characters pass nearby without searching, anyone who has a passive Perception score of 15 or higher notices the fissure. | ||
| + | |||
| + | If the characters descend the chimney, the expedition begins in //area 7// of //map 2.2//, the Mountain Door. | ||
| + | |||
| + | **//(C) Orc Tunnel.//** On the other side of the Stone Tooth, a few hundred yards from the Mountain Door, the orc army burrowed into the hillside to circumvent the dwarven defenses. The tunnel is still passable, but its entrance is choked with brush and debris. If the characters enter this area, someone who has a passive Perception score of 15 or higher discovers the orc tunnel. The characters locate the tunnel automatically if anyone searches the area; it leads to //area 21// of //map 2.3//, the Glitterhame. | ||
| + | |||
| + | The tunnel entrance is about 6 feet high and 4 feet wide. Anyone who succeeds on a DC 10 Wisdom (Survival) check can spot old tracks passing in and out of the tunnel—reptilian footprints (from the **troglodytes** inhabiting the Glitterhame) and the paw prints of a very large **bear**. | ||
| + | |||
| + | **//(D) Hilltop.// | ||
| + | |||
| + | **//(E) The Dark Mere.//** The eastern slopes of the Stone Tooth descend into a damp valley where water is trapped by the terrain. A dark tarn pools under the hill’s slopes, surrounded by numerous smaller lakes. A hidden drainage channel deep underwater connects to the subterranean Brine Pool, providing access to Xetzirbor’s underground lair. | ||
| + | |||
| + | The opening is about 40 feet down, and it lies about 100 feet from the western lakeshore. Player characters exploring around the lake can’t find this outlet unless they conduct extensive dives to plumb the mere’s depths, requiring DC 10 Strength (Athletics) checks to swim underwater. If any characters are capable of staying this deep without suffocating and conduct a thorough search of the lake, they discover the passage with a successful DC 12 Wisdom (Perception) check. If the characters enter through this watery passage, they emerge in //area 54// of //map 2.6//, the Brine Pool. | ||
| + | |||
| + | |||
| + | == Wilderness Encounters and Camping == | ||
| + | |||
| + | If you want to make the trek from Blasingdell to the Stone Tooth more interesting, | ||
| + | |||
| + | The characters might be forced to retreat outside the stronghold to recuperate after difficult battles. The party can readily find defensible campsites in the forest near the Stone Tooth. | ||
| + | |||
| + | === Wait and Watch === | ||
| + | |||
| + | The characters might choose to observe the path for some time before braving the Stone Tooth. When they arrive, two foraging parties from **El Gros Liath**’s tribe are searching the nearby hills for loot. The first party of four **orcs** returns two days after the characters arrive, and the second group three days after that. These orcs sleep by day and travel by night, so they arrive in the party’s vicinity just before dawn. | ||
| + | |||
| + | If the party sets up camp at least 90 feet from the path and doesn’t take any action that might draw attention, the returning orcs pass by without spotting the campsite. Otherwise, the orcs notice the camp when they come within 90 feet (or within twice as far if a campfire is burning or the party isn’t attempting to be quiet). | ||
| + | |||
| + | A lookout whose post overlooks the trail and who has a passive Perception score of 10 or higher detects the orcs as they approach. The orcs aren’t likely to notice a hidden lookout; compare their passive Perception scores to the character’s Dexterity (Stealth) check. | ||
| + | |||
| + | < | ||
| + | Quatre humanoïdes voûtés, vêtus d'une armure de peau et d'os sale, s' | ||
| + | </ | ||
| + | |||
| + | If the orcs come across the camp and aren’t spotted, they attempt to take out anyone on watch or creep into the camp to attack sleeping characters. | ||
| + | |||
| + | If an orc party moves past the characters unchallenged or fights its way through, the survivors reinforce the defenses in the complex (see //area 5// and //area 14//). | ||
| + | |||
| + | Captured orcs can describe in some detail the general arrangement of the Mountain Door. They don’t know anything about the rest of the complex, or that it’s possible to enter through the chimney. The orcs defending the Mountain Door refuse to negotiate for their return. | ||
| + | |||
| + | The characters might disguise themselves as orcs using captured gear. Doing so can let them try to bluff their way past sentries in the dungeon, using Charisma (Deception) checks contested by the orcs’ Wisdom (Insight) checks. | ||
| + | |||
| + | **// | ||
| + | |||
| + | **// | ||
| + | |||
| + | == Noldrunkar: General Features == | ||
| + | |||
| + | The following aspects of Noldrunkar are true unless otherwise noted in a particular area description. | ||
| + | |||
| + | **// | ||
| + | |||
| + | **// | ||
| + | |||
| + | **// | ||
| + | |||
| + | **Defeat par les orcs** : Pris prisonniers dans les cages Area 6 comme tribut pour Xetzirbor | ||
| + | |||
| + | ===== The Forge of Fury ===== | ||
| + | |||
| + | Once the party enters Noldrunkar, start at the appropriate area on //map 2.2//, the Mountain Door, or //map 2.3//, the Glitterhame. | ||
| + | |||
| + | ===== The Mountain Door ===== | ||
| + | |||
| + | The uppermost level of Noldrunkar, called the Mountain Door, is a natural cavern that was expanded and improved upon by Duredin’s folk, who created a series of halls and guard chambers that protect the entrance to their realm. The place is still well fortified, even to this day. | ||
| + | |||
| + | This former dwarven strongpoint is now occupied by a band of orc raiders des [[: | ||
| + | |||
| + | {{: | ||
| + | |||
| + | ==== 1. End of the Trail ==== | ||
| + | |||
| + | The old dwarven path ascends to a cleft in the hillside and ends at the front door of Noldrunkar. | ||
| + | |||
| + | < | ||
| + | Le sentier grimpe un dernier virage raide et devient un bord de route à flanc de la colline, qui s' | ||
| + | |||
| + | Deux humanoïdes bestiaux en armure d'os montent la garde sur la corniche. Ils semblent distraits et ennuyés. | ||
| + | </ | ||
| + | |||
| + | **// | ||
| + | |||
| + | **//Arrow Slits.//** When the characters move around the corner into the eastern part of the ledge, they might discover a row of hidden arrow slits in the rocky wall to the east about 15 feet above the floor. By examining the wall and making a successful **DC 15 Wisdom (Perception) check**, a character notices the slits. | ||
| + | |||
| + | **// | ||
| + | |||
| + | If the archers are alerted to the party’s presence, they open fire on intruders on the ledge and in area 2. See area 4 for more information. | ||
| + | |||
| + | == Mountain Door Defenses == | ||
| + | |||
| + | The orcs are well prepared for a frontal assault on the Mountain Door. They follow the sequence of activity described below to the best of their ability unless prevented or interrupted by the player characters. | ||
| + | |||
| + | - **//Round 1//** After sounding the alarm, the sentries in area 1 (Wark and Thark) flee south to area 2. | ||
| + | - **//Round 2//** The orcs in area 4 fire at any exposed characters in area 1 if they have been alerted by the sentries. Wark and Thark flee through the door into area 3. | ||
| + | - **//Round 3//** Wark and Thark cross the rope bridge in area 3. The orcs in area 4 continue to fire at characters in areas 1 and 2. One orc from area 4 moves through the secret door leading to area 3, intending to close and bar the double doors leading to area 2. | ||
| + | - **//Round 4//** Wark and Thark slip through to //area 5// to spread the alarm, alerting the orcs in //areas 11// and //14//. | ||
| + | - **//Round 5//** The orc that shut the double doors in area 3 moves to area 4 or 4a while the other archers continue to fire at exposed characters. The orcs in the eastern half of area 3 cut the rope bridge and prepare to defend the doors that lead to area 5. | ||
| + | - **//Round 8//** The orcs in area 14 arrive in area 5. | ||
| + | - **//Round 12//** **El Gros Liath** and the orcs from area 11 move to area 5 to ready a counterattack. | ||
| + | |||
| + | ==== 2. The Dwarf-Door ==== | ||
| + | |||
| + | Moving eastward from the ledge, the trail turns south and rises steeply through a cleft in the rock toward a grand entrance. | ||
| + | |||
| + | < | ||
| + | Des marches peu profondes montent par une fissure abrupte au sud et tournent vers l'est pour s' | ||
| + | </ | ||
| + | |||
| + | If the characters quietly dealt with the orcs in area 1 using stealth or disguise, the door is open. Otherwise, the orcs have been alerted to intruders, and the door is shut and barred from the inside. Forcing open the barred door is very difficult, requiring a successful **DC 20 Strength check**. | ||
| + | |||
| + | **// | ||
| + | |||
| + | **// | ||
| + | |||
| + | {{: | ||
| + | |||
| + | ==== 3. The Rift Hall ==== | ||
| + | |||
| + | < | ||
| + | La grande porte s' | ||
| + | </ | ||
| + | |||
| + | The hall beyond the doors, and the great crevasse that runs through it, once served as the last line of defense for Noldrunkar’s dwarves. | ||
| + | |||
| + | **// | ||
| + | |||
| + | < | ||
| + | Deux humanoïdes brutaux veillent de l' | ||
| + | </ | ||
| + | |||
| + | **//Rope Bridge.//** The bridge is safe structurally, | ||
| + | |||
| + | **//Secret Doors.//** Two secret doors on the north and south walls lead to areas 4 and 4a. The doors are well made, each requiring a successful **DC 15 Wisdom (Perception) check** to discover. A door can be opened by simultaneously pushing in two concealed stone plates in the wall about 1 foot above it. The plates can be found with a successful **DC 15 Wisdom (Perception) check**. | ||
| + | |||
| + | **// | ||
| + | |||
| + | If an intruder gets at least two-thirds of the way across the bridge, one orc breaks cover to move through the double doors into //area 5// and get help. The other tries to hinder the characters by chopping at the bridge’s support ropes with its greataxe. Each rope has 8 hit points and AC 11. If one support rope is cut, the DC of the Dexterity (Acrobatics) check to cross the bridge increases to 12, and characters on the bridge must immediately make a saving throw to avoid falling as described above. If both ropes are cut, the east end of the bridge drops into the crevasse and slams into the cliff wall on the west side. Any characters on the bridge take 7 (2d6) bludgeoning damage from the impact with the wall and must make successful DC 12 Strength or Dexterity saving throws to avoid losing their grip and falling if they aren’t otherwise secured. | ||
| + | |||
| + | **// | ||
| + | |||
| + | ==== 4 and 4a. Archers’ Stations ==== | ||
| + | |||
| + | The dwarves carved out chambers on either side of the entryway so they could rain arrows down on attackers that approached the front door of their stronghold. The arrow slits are 15 feet or more above the floor of //areas 1// and //2// and are impassible for creatures larger than Tiny. They grant three-quarters cover to the orcs stationed behind them. | ||
| + | |||
| + | The secret doors in area 3 provide access to these locations. | ||
| + | |||
| + | < | ||
| + | La porte coulisse sur le côté, révélant un passage étroit avec un escalier descendant vers une petite pièce. La lumière extérieure pénètre obliquement dans la pièce par une série d' | ||
| + | |||
| + | La zone est jonchée d'os rongés, de toiles d' | ||
| + | </ | ||
| + | |||
| + | **//Secret Door.//** In the north end of area 4, a secret door connects to //area 14//. A character can find the door by succeeding on a DC 18 Wisdom (Perception) check. The orcs are unaware of this passage and don’t use it. | ||
| + | |||
| + | **// | ||
| + | |||
| + | When the characters turn the corner into area 2, the archer in area 4a joins the attack while one of the archers from area 4 circles around through the secret door in an attempt to shut the double doors to //area 3// (see “// | ||
| + | |||
| + | If the heroes attack by coming through the secret doors that lead to these areas, the archers fire at characters descending the stairs, then switch to greataxes and move up to block the stairways. | ||
| + | |||
| + | **// | ||
| + | |||
| + | If the characters defeat these orcs but withdraw from the dungeon before overcoming the rest of them, the archers are replaced by orcs from //area 14// and reinforced by the **orc eye of Gruumsh** from //area 9//. | ||
| + | |||
| + | ==== 5. Orc Cave ==== | ||
| + | |||
| + | < | ||
| + | Les parois et le sol de cette grotte naturelle ont été soigneusement lissés. On distingue au moins quatre chemins menant vers l' | ||
| + | </ | ||
| + | |||
| + | The second orc raiding party normally lairs in the open area east of the doors. These orcs are currently out of the dungeon unless the party spent several days observing the hillside (see “//Wait and Watch//” above) before entering. | ||
| + | |||
| + | **//Cage Door.//** The cage door to the south leads to area 6, where two prisoners languish under the orcs’ indifferent care. The prisoners leap to their feet and rush to the cage door to cry for help when the characters enter area 5. | ||
| + | |||
| + | **// | ||
| + | |||
| + | **// | ||
| + | |||
| + | ==== 6. Prisoner Cave ==== | ||
| + | |||
| + | The orcs occasionally capture miners, settlers, and merchants traveling through the forests north of Blasingdell. They keep their captives in a small pen until they put them to death or ransom them. | ||
| + | |||
| + | < | ||
| + | Une rangée de troncs d' | ||
| + | </ | ||
| + | |||
| + | **// | ||
| + | |||
| + | Opening the cage door requires a successful **DC 12 Dexterity check using thieves’ tools**, the key from El Vieux Yarrack’s pocket (see //area 14//), or a sharp axe and a little time. (The padlock has AC 19 and 5 hit points.) Gérard and Linda are extremely grateful for their rescue, but they will not join the characters in their quest—neither is skilled at fighting, and they just want to go home. | ||
| + | |||
| + | **// | ||
| + | |||
| + | **// | ||
| + | |||
| + | ==== 7. Fire in the Hole ==== | ||
| + | |||
| + | The irregular chamber southeast of the main cave holds the main cooking fire of the tribe. A crevice in its ceiling winds up through the rock to the natural chimney on the hilltop above (see “//The Stone Tooth//” above). | ||
| + | |||
| + | < | ||
| + | Un grand feu crépite au centre de cette pièce. Des casseroles et des bouilloires abîmées sont empilées un peu partout ; il s'agit manifestement d'une cuisine rudimentaire. On sent un courant d'air distinct qui aspire la fumée par un trou grossier dans le plafond. | ||
| + | </ | ||
| + | |||
| + | The characters might attempt to descend into the area through the chimney. The shaft is about 80 feet long; its walls are irregular and rough but slippery, requiring successful **DC 15 Strength (Athletics) checks to climb**. Anchoring a rope at the top of the shaft reduces the check DC to 5. A careful climber can easily avoid the fire on the way down. | ||
| + | |||
| + | If a character’s check fails by 5 or more, the character must succeed on a DC 10 Strength saving throw or fall the rest of the way down the chimney. In addition to falling damage, the character takes an extra 3 (1d6) fire damage from the hot coals and makes enough noise to alert any orcs in area 5. | ||
| + | |||
| + | ==== 8. Orc Commons ==== | ||
| + | |||
| + | < | ||
| + | Des piles désordonnées de caisses, de tonneaux, de sacs et de ballots encombrent cette longue caverne. Au nord, deux passages de pierre finis s' | ||
| + | </ | ||
| + | |||
| + | The cavern is full of plunder from the orcs’ raids through the surrounding area: foodstuffs, ale, blankets, tools, timber, pitch, nails, wool, and similar goods. | ||
| + | |||
| + | **//Iron Gate.//** The passage leading east is blocked about 10 feet in by tightly packed crates and sacks of flour. Removing this material allows travel for another 20 feet to the east, where the tunnel ends at an iron gate stuffed with blankets and straw pallets. The orcs created these barricades to prevent the stirges in //area 10// from getting out. | ||
| + | |||
| + | The iron gate’s lock is rusted shut; it can be picked with a successful **DC 12 Dexterity check** by a character using thieves’ tools or forced open with a successful **DC 15 Strength check**. | ||
| + | |||
| + | **//Secret Doors.//** The passage to the south branches in a Y shape. The southwest branch connects to //area 5//, and the southeast one leads to a secret door cleverly constructed to blend into the natural rock of the cave. A character who makes a successful **DC 15 Wisdom (Perception) check** discovers the door. | ||
| + | |||
| + | On the other side, a worked passage continues up to what appears to be a blank wall, marked with hexes and curses in Orc. The markings conceal another secret door, which requires a successful **DC 12 Wisdom (Perception) check** to find. | ||
| + | |||
| + | **// | ||
| + | |||
| + | With a successful **DC 10 Wisdom (Perception) check**, a character finds a loose stone. Behind it is hidden a small locked strongbox containing 180 gp and a //flask of holy water//. This is the personal treasure of El Vieux Yarrack (see //area 11//). | ||
| + | |||
| + | ==== 9. Shaman’s Lair ==== | ||
| + | |||
| + | < | ||
| + | La porte secrète pivote pour révéler une salle en pierre taillé. La pièce est encombrée de meubles grossiers, et l'air est embrumé par la fumée d'un petit feu de cuisine. Des dizaines de crânes jaunis sont suspendus au plafond par des cordes effilochées passées dans des trous percés dans l'os. Une orque vêtue d'une robe noire en lambeaux lève les yeux de son travail, le visage déformé par la rage, un masque d'os couvrant la partie supérieur de son visage. | ||
| + | </ | ||
| + | |||
| + | **// | ||
| + | |||
| + | The door to area 10 is locked, but the key is inserted in the keyhole on this side. Burdug keeps the door closed because she wants to confine the stirges on the other side. (She calls the stirges her “petite chouette” and occasionally captures one to use in her potions and brews.) | ||
| + | |||
| + | Burdug orders her two followers to engage intruders while she attempts to neutralize a dangerous-looking combatant with a //command// spell. Then she casts //bless// on herself and the others, and finally casts //spiritual weapon// before joining battle. | ||
| + | |||
| + | If the fight goes poorly, Burdug throws // | ||
| + | |||
| + | **// | ||
| + | |||
| + | **//Secret Exit.//** A successful **DC 12 Wisdom (Perception) check** is required to find the secret door on the west wall. It connects to the passage leading toward area 8; the secret door farther along the passage to the west isn’t concealed from this side. | ||
| + | |||
| + | ==== 10. The Grand Stair ==== | ||
| + | |||
| + | < | ||
| + | Le plafond culmine à 30 pieds de haut au centre de cette impressionnante salle, et les murs sont sculptés avec des fresques de nains travaillant dans leurs forges. Deux grandes portes de pierre s' | ||
| + | |||
| + | Au centre du sol, une faille naturelle descend abruptement. Des dizaines de marches de pierre descendent dans l' | ||
| + | </ | ||
| + | |||
| + | The easternmost chamber in the Mountain Door complex formerly served as the main entrance to the Glitterhame, | ||
| + | |||
| + | **// | ||
| + | |||
| + | < | ||
| + | Le bourdonnement devient plus fort, puis quatre choses ressemblant à des chauves-souris insectoïdes émergent de la cage d' | ||
| + | </ | ||
| + | |||
| + | Large quantities of smoke discourage the stirges, and they don’t move closer than 5 feet from a source of fire (including characters set alight by the trap described below). Sated stirges flap off to digest their meal down in //area 15a// of the Glitterhame. | ||
| + | |||
| + | The iron gate blocks entry from //area 8// (see it for more information). The stairs in the rift lead down to the northwest end of //area 15// in the Glitterhame. | ||
| + | |||
| + | The door to the south connects to area 9 and is locked from the other side. The lock can be picked from this side by someone who makes a successful **DC 10 Dexterity check using thieves’ tools**, but doing so pushes the key out on the other side and warns Burdug the shaman that someone’s coming. | ||
| + | |||
| + | **//Fire Trap.//** The door to the north is carved in the image of a glowering dwarf’s face. Hinges are visible. On either side of the door, eight small spouts are carefully worked into the stonework about 10 feet above the floor. | ||
| + | |||
| + | The skeletons near the door are those of orcs killed by the trap long ago; their remains show signs of severe scorching. Rusted axe heads lie near the bodies, with no sign of the weapons’ hafts. | ||
| + | |||
| + | If the door is pulled open before the trap is disabled, a counterweight drops and pumps a flammable substance resembling alchemist’s fire from the spouts. Each creature within 15 feet of the door takes 10 (4d4) fire damage, or half damage with a successful DC 10 Dexterity saving throw. At the start of each of its turns thereafter, an affected creature takes 5 (2d4) fire damage. A creature can fight the flames around itself by making a successful **DC 10 Dexterity check** as an action; a successful check reduces the fire damage it takes at the start of each of its turns to 2 (1d4). Making another successful Dexterity check as an action quenches the flames around the creature entirely. | ||
| + | |||
| + | After the door is opened, the counterweight pulls it shut again in 2 rounds, resetting the trap. The characters can prevent this from happening by jamming the door open. If the trap resets, it can be activated only once more before its fiery substance is depleted. | ||
| + | |||
| + | The spouts on the wall can be detected by someone who succeeds on a **DC 15 Wisdom (Perception) check**. With a successful **DC 10 Intelligence (Investigation)** check afterward, a character deduces that they form part of a trap mechanism. A character who makes a successful **DC 12 Dexterity check using thieves’ tools**, or someone who tightly plugs the holes with durable material, renders the trap inactive. Someone who succeeds on a **DC 10 Intelligence (Investigation) check** while examining the door identifies the counterweight mechanism that activates the trap; it can be deactivated afterward by someone who makes a successful DC 10 Dexterity check using thieves’ tools. | ||
| + | |||
| + | **// | ||
| + | |||
| + | A character who is proficient in the use of alchemist’s supplies might be able to craft alchemist’s fire from the dregs of the tanks. Doing so requires a successful DC 15 Intelligence check after the character finishes a long rest. On a successful check, the character salvages 1d4 flasks of alchemist’s fire. On a failed check, the reagents are mixed improperly, spoiling the batch; no further attempt to use these reagents can be made. If the check fails by 5 or more, the character is affected as though hit by // | ||
| + | |||
| + | ==== 11. Orc Quarters ==== | ||
| + | |||
| + | < | ||
| + | Des tonneaux, des caisses et des sacs tapissent les murs de cette pièce. Parmi le bordel, quatre immenses palettes de paille et d' | ||
| + | </ | ||
| + | |||
| + | **// | ||
| + | |||
| + | **// | ||
| + | |||
| + | The orcs have 210 gp stashed in an old iron cauldron under vermin-infested bedding. A small pouch in another orc’s bedding contains a topaz worth 200 gp and two onyx stones worth 50 gp each. This loot isn’t well hidden; anyone searching the room can uncover it. | ||
| + | |||
| + | **// | ||
| + | |||
| + | {{: | ||
| + | |||
| + | ==== 12. El Gros Liath ==== | ||
| + | |||
| + | < | ||
| + | Un petit escalier mène à une grande porte en fer. Un crâne humain taché de sang est fixé au centre de la porte par une pointe de fer. | ||
| + | </ | ||
| + | |||
| + | The door isn’t locked, but it is heavy and hard to move; a successful **DC 17 Strength check** is needed to force it open. | ||
| + | |||
| + | < | ||
| + | Derrière la porte se trouve une petite pièce recouverte de peaux d' | ||
| + | |||
| + | Il lâche ses chaînes et, tandis que les loups bondissent, il charge sur vous avec un rugissement de rage. | ||
| + | </ | ||
| + | |||
| + | **// | ||
| + | |||
| + | If the characters fail to open the door on the first attempt, **El Gros Liath** is alerted to their presence. He releases his two **dire wolves**, Vak and Thrag, and takes the Ready action to attack the first enemy who enters the room. He is armed with a greataxe instead of a greatclub: +6 to hit; 17 (2d12 + 4) slashing damage on a hit. | ||
| + | |||
| + | **El Gros Liath** neither asks nor gives quarter, but if the ogre falls, the wolves attempt to flee. | ||
| + | |||
| + | **// | ||
| + | |||
| + | **// | ||
| + | |||
| + | ==== 13. Dwarven Statue ==== | ||
| + | |||
| + | < | ||
| + | Au bout du passage se dresse la statue d'un nain à l'air féroce, vêtu d'une lourde cotte de mailles. Le guerrier de pierre tient une épée dans une main et un marteau de forgeron dans l' | ||
| + | </ | ||
| + | |||
| + | The statue is part of another trap designed to thwart invaders of the citadel. All the denizens of the Mountain Door know about the trap and avoid triggering it. | ||
| + | |||
| + | If any character approaches within 5 feet of the statue without disarming the trap, read: | ||
| + | |||
| + | < | ||
| + | Soudainement, | ||
| + | </ | ||
| + | |||
| + | **//Poison Gas Trap.//** A pressure plate is set into the floor about 5 feet in front of the statue. When at least 20 pounds of weight is placed on the pressure plate, it depresses into the floor, opening the statue’s face to reveal a nozzle from which poison gas sprays out in a 15-foot cone. Each affected creature must succeed on a **DC 12 Constitution saving throw** or become poisoned until the creature finishes a short rest. | ||
| + | |||
| + | Someone who examines the proper location and succeeds on a **DC 15 Wisdom (Perception) check** notices the pressure plate. A successful **DC 12 Dexterity check** by a character using thieves’ tools disarms the trap; the pressure plate can also be deactivated by physically jamming it so that it can’t move. | ||
| + | |||
| + | If the trap isn’t deactivated, | ||
| + | |||
| + | ==== 14. Bunk Room ==== | ||
| + | |||
| + | A large chamber, once the principal bunk room for dwarf guards posted in this part of the dungeon, has been appropriated by **El Gros Liath**’s orcs. Up to eleven of the creatures live here, but at the moment a group of them are out raiding the countryside nearby, and three others are on duty in //area 4//. | ||
| + | |||
| + | < | ||
| + | Cette pièce est remplie de couchettes, de tables et de chaises grossièrement taillées, et le sol est jonché de fourrures crasseuses. À première vue, il semble qu'une douzaine d' | ||
| + | </ | ||
| + | |||
| + | **// | ||
| + | |||
| + | If the battle goes poorly for the orcs, El Vieux Yarrack orders an orc to break off and summon help from //area 9//. If things get desperate, he sends for help from the orcs in //area 11//. If the orcs here fall, Yarrack attempts to join **El Gros Liath**’s forces in //area 12//. The orog carries a //potion of healing// and drinks it if his current hit points drop to one-fourth his hit point maximum or lower. | ||
| + | |||
| + | **//Secret Door.//** The orcs don’t know about the secret door in the western wall, but a character who searches the spot can discover it with a successful **DC 15 Wisdom (Perception) check**. | ||
| + | |||
| + | **// | ||
| + | |||
| + | Any orcs slain in //area 4// are replaced by orcs from this room, if any survive. | ||
| + | |||
| + | **// | ||
| + | |||
| + | El Vieux Yarrack carries the key to the cage door in //area 6//. | ||
| + | |||
| + | **Level-Up Niveau 4!** | ||
| + | ===== The Glitterhame ===== | ||
| + | |||
| + | Below the Mountain Door lies the Glitterhame, | ||
| + | |||
| + | {{: | ||
| + | |||
| + | The Glitterhame is now home to a band of **troglodytes**, | ||
| + | |||
| + | {{: | ||
| + | |||
| + | |||
| + | == Vision in the Glitterhame == | ||
| + | |||
| + | Range of vision is important in the characters’ exploration of this level. Most light sources don’t illuminate beyond 60 feet, and many of the chambers and passages in the Glitterhame are much larger than that. The darkness hides many perils. | ||
| + | |||
| + | ==== 15. The Cold Stream ==== | ||
| + | |||
| + | If the characters take the steps down from //area 10//, they emerge into a narrow tunnel with a subterranean stream flowing across it. | ||
| + | |||
| + | < | ||
| + | L' | ||
| + | </ | ||
| + | |||
| + | If the characters explore the route taken by the stream, they have to go single file as they wade through the water. The bed of the fast-moving stream slants sharply; each character must make a successful **DC 8 Strength (Athletics) or Dexterity (Acrobatics) check** to descend safely. If the check fails by 5 or more, the character falls, tumbling 20 feet downhill and taking 3 (1d6) bludgeoning damage. | ||
| + | |||
| + | ==== 15a. Stirge Colony ==== | ||
| + | |||
| + | **// | ||
| + | |||
| + | **// | ||
| + | |||
| + | ==== 16. High Cavern ==== | ||
| + | |||
| + | The first chamber of the Glitterhame proper is bisected by the stream and has a number of routes leading away from it. | ||
| + | |||
| + | < | ||
| + | La fissure descendante s' | ||
| + | </ | ||
| + | |||
| + | **// | ||
| + | |||
| + | The stream exits the south wall of the cavern through a passage only 3 feet high, half filled by water, which serves as an entrance to the troglodytes’ lair (area 17). Anyone who searches the stream’s banks finds the footprints of Medium reptilian creatures and tracks left by tails with a successful **DC 10 Wisdom (Survival) check**. | ||
| + | |||
| + | To reach area 17 from this cave, a Medium or larger character must crouch down and then wade or crawl through the stream. Torches and lanterns are difficult to keep lit, since the lowest point of the ceiling in this passage is only about 6 inches above the water’s surface. | ||
| + | |||
| + | ==== 17. Troglodyte Cavern ==== | ||
| + | |||
| + | The troglodytes that infest the Glitterhame have claimed one of the largest caverns as a common room and food storage area. They defend it against all intruders. Characters coming from area 16 might not be able to see everything at first. | ||
| + | |||
| + | Cultiste de Xetzirbor, la voix qui chuchotte dans leur rêve. L' | ||
| + | |||
| + | Agisse de façon défensive, ne vont pas attaquer en premier et vont tenter de survivre, mais vont défendre leur famille. Demande au PC de partir | ||
| + | |||
| + | < | ||
| + | En pataugeant dans le courant froid et rapide, vous débouchez dans une immense caverne. Le plafond doit être de 30 pieds de haut, et le fond de la grotte est plongé dans l' | ||
| + | </ | ||
| + | |||
| + | The grisly trophies that decorate the room represent about two or three weeks’ worth of meals for the troglodyte tribe. The troglodytes like to let their meat age a bit before eating it, so most of the carcasses here are appallingly decayed. | ||
| + | |||
| + | **// | ||
| + | |||
| + | **// | ||
| + | |||
| + | **// | ||
| + | |||
| + | Along the eastern edge of the pool, a short passage leading to //area 23// has been blocked up with loose rubble and mud, creating a rough stone wall 10 feet across. Characters can break through this barrier with some effort; it has AC 16 and 50 hit points per 5-foot segment. | ||
| + | |||
| + | ==== 18. Troglodyte Warren ==== | ||
| + | |||
| + | Most of the troglodytes dwell in a group of dismal caverns, occupying three caves that branch off the warren’s central area to the northwest, southwest, and southeast. | ||
| + | |||
| + | < | ||
| + | Le passage s' | ||
| + | |||
| + | Quelque chose gratte et siffle dans l' | ||
| + | </ | ||
| + | |||
| + | Characters who are being stealthy might catch the troglodytes unawares. If the characters are carrying any light sources or making a lot of noise when they enter, the troglodytes in the west and southeast chambers are alerted. As soon as any fighting begins, one troglodyte attempts to escape to the north, toward area 19, and summon **Kaarghaz**, | ||
| + | |||
| + | **// | ||
| + | |||
| + | **// | ||
| + | |||
| + | The chamber also contains two dozen noncombatant hatchlings, which scurry away from intruders. Characters receive no XP for slaughtering them. | ||
| + | |||
| + | **// | ||
| + | |||
| + | **// | ||
| + | |||
| + | ==== 19. Chieftain’s Cave ==== | ||
| + | |||
| + | The door leading north from area 18 is a mud-and-wattle barrier wedged in place; a successful DC 10 Strength check is required to pull it aside. | ||
| + | |||
| + | < | ||
| + | Des braises incandescentes dans un foyer rudimentaire illuminent cette vaste grotte. Le plafond s' | ||
| + | </ | ||
| + | |||
| + | **// | ||
| + | |||
| + | * His AC is 13 (natural armor). | ||
| + | * He has 39 (6d8 + 12) hit points. | ||
| + | * His Charisma is 15 (+2). | ||
| + | * He can speak Draconic and Troglodyte. | ||
| + | * He has an additional trait: | ||
| + | |||
| + | **// | ||
| + | |||
| + | Cantrips (at will): //fire bolt//, //mage hand//, //poison spray//, // | ||
| + | |||
| + | 1st level (6 slots): //burning hands//, //shield//, //sleep// | ||
| + | |||
| + | 2nd level (3 slots): // | ||
| + | |||
| + | If the characters make a lot of noise or tip off their presence in some other way, **Kaarghaz** begins this encounter invisible (see below). Otherwise, read: | ||
| + | |||
| + | < | ||
| + | Derrière le lézard, une créature imposante à la peau écailleuse, | ||
| + | </ | ||
| + | |||
| + | If **Kaarghaz** is alerted to the party’s approach, he casts // | ||
| + | |||
| + | **// | ||
| + | |||
| + | **// | ||
| + | |||
| + | ==== 20. Scaly Lair ==== | ||
| + | |||
| + | < | ||
| + | Le courant rapide traverse une dalle rocheuse abrupte devant un court passage. La grotte au-delà est longue et basse, avec un plafond irrégulier d' | ||
| + | |||
| + | Derrière le lézard se trouvent deux coffres en fer. | ||
| + | </ | ||
| + | |||
| + | **// | ||
| + | |||
| + | **// | ||
| + | |||
| + | ==== 21. Orc Tunnel ==== | ||
| + | |||
| + | < | ||
| + | Plusieurs passages partent de cette vaste caverne au plafond élevé. Au nord, un tunnel creusé à l' | ||
| + | </ | ||
| + | |||
| + | A hundred years ago, the orcs besieging Noldrunkar tunneled into the dwarven stronghold. The cavern they emerged in now serves as a guard post and a mustering point for troglodyte raiders. | ||
| + | |||
| + | The tunnel in the northern end of the area runs about 500 feet and opens on the hillside (see the “Orc Tunnel” subsection of “//Scout the Area//”). The troglodytes use the opening to raid and hunt on the surface. | ||
| + | |||
| + | **// | ||
| + | |||
| + | **//Bear Pen.//** A sturdy timber gate, latched on the outside, seals a smaller cave to the east. The bear attacks any non-troglodyte that opens the cage door, then tries to escape through the tunnel. | ||
| + | |||
| + | The animal isn’t trained but has come to expect food from the troglodytes. It is hostile toward strangers, but someone proficient in **Animal Handling** might be able to calm it down with a **DC 15 Wisdom check**. If the check succeeds and no troglodytes remain nearby, the characters can release it safely and let it depart. | ||
| + | |||
| + | ==== 22. Fungus Cavern ==== | ||
| + | |||
| + | < | ||
| + | Un filet d'eau s' | ||
| + | </ | ||
| + | |||
| + | {{: | ||
| + | |||
| + | **// | ||
| + | |||
| + | If either skeleton is touched, the mold ejects a cloud of spores that fill a 10-foot cube originating from the skeleton. Any creature in the area must succeed on a **DC 15 Constitution saving throw** or take 10 (3d6) poison damage and become poisoned for 1 minute. At the end of this time, unless the poisoned condition is removed, the creature must repeat the **saving throw**, taking 17 (5d6) poison damage on a failed save, or half as much damage on a successful one. Exposing a patch of the mold to sunlight or dealing any fire damage to it destroys it. | ||
| + | |||
| + | **// | ||
| + | |||
| + | ==== 23. Dwarven Sepulchers ==== | ||
| + | |||
| + | < | ||
| + | Vous contemplez une immense grotte faiblement éclairée par une phosphorescence naturelle. Son plafond s' | ||
| + | |||
| + | Une vingtaine de grands sépulcres de pierre bordent les murs de la caverne, chacun sculpté de reliefs et de motifs complexes et marqué de runes naines. | ||
| + | </ | ||
| + | |||
| + | The upper portion of the great cavern was intended to be the final resting place of Duredin’s clan. | ||
| + | |||
| + | Duredin and his followers feared that their war against the orcs would ultimately claim them all, so they built their own tombs during the first phase of carving out the stronghold. Ironically, only a handful of the dwarves were ever interred here; the rest lie where they fell when the orcs stormed Noldrunkar. | ||
| + | |||
| + | The troglodytes have a superstitious fear of the tombs and refuse to set foot in this part of the Glitterhame. They don’t pursue characters who enter this area. | ||
| + | |||
| + | If the characters investigate the tombs at greater length, read: | ||
| + | |||
| + | < | ||
| + | Vingt-trois sépulcres se dressent ici. Leurs couvercles sont sculptés à l' | ||
| + | </ | ||
| + | |||
| + | If someone in the party can read Dwarvish, the following details become apparent: | ||
| + | |||
| + | < | ||
| + | Les runes supplémentaires indiquent la date de décès de l' | ||
| + | |||
| + | Les noms inscrits sur ces trois sépulcres sont ceux de Borgol le Vieux, Gharin Orc-Doom et Numik le Malchanceux. | ||
| + | </ | ||
| + | |||
| + | **// | ||
| + | |||
| + | The three dwarves were buried with little funerary wealth; Duredin’s folk believed in honoring their dead with stone, not riches. Borgol’s remains include a ring of gold in the shape of a dragon holding its tail in its mouth, worth 120 gp. Gharin was buried with a finely crafted // | ||
| + | |||
| + | ==== 24. The Glitterhame ==== | ||
| + | |||
| + | < | ||
| + | Cette immense caverne scintille d'une faible phosphorescence. Le plafond culmine à près de 50 pieds de hauteur, et des taches brillantes et des formations rocheuses luisantes sont visibles au loin. D' | ||
| + | |||
| + | De hautes corniches s' | ||
| + | </ | ||
| + | |||
| + | The fungal growths are harmless. In fact, the stalks and the puffballs are edible, if not especially tasty. Danger : 2 intellect devorer caché à travers les champignons | ||
| + | |||
| + | **// | ||
| + | |||
| + | Cherche à remplacer les 2 pc les plus intelligent | ||
| + | |||
| + | ==== 25. Long Cavern ==== | ||
| + | |||
| + | < | ||
| + | Le grondement assourdissant d'une chute d'eau emplit cette longue salle basse, et les embruns rendent tout glissant et humide. Un torrent rapide traverse le centre de la caverne, émergeant d'un barrage rudimentaire de roche et de boue dans la paroi ouest. Le ruisseau disparaît dans un puits sombre à l' | ||
| + | </ | ||
| + | |||
| + | The chamber runs from the troglodyte warrens to a natural shaft on the east end that leads down into the Sinkhole (see //area 28//). The stream spills over the edge of the shaft in a subterranean waterfall, and near the waterfall a narrow, winding stairwell leads down. | ||
| + | |||
| + | **// | ||
| + | |||
| + | Any creature that enters the slippery slope or starts its move there must make a **DC 12 Dexterity (Acrobatics) check**. A creature that fails the check falls prone and slides southward toward the stream at half its walking speed. The stream is flowing fast enough that anyone who falls in must succeed on a **DC 10 Strength saving throw** to avoid being swept over the waterfall. | ||
| + | |||
| + | A creature that goes over the waterfall lands in a pool 60 feet below (see area 28), taking 10 (3d6) bludgeoning damage and suffering one level of exhaustion. | ||
| + | |||
| + | ==== 26. Grick Lair ==== | ||
| + | |||
| + | < | ||
| + | Une corniche rocheuse se dresse au sommet d'un éboulement abrupt et irrégulier d' | ||
| + | </ | ||
| + | |||
| + | **// | ||
| + | |||
| + | **// | ||
| + | |||
| + | ==== 27. Iron Door ==== | ||
| + | |||
| + | The entrance to Duredin’s halls and forges lies behind a sturdy locked door. | ||
| + | |||
| + | < | ||
| + | Une petite porte, d' | ||
| + | </ | ||
| + | |||
| + | The door consists of two pieces of sheet iron bolted to a strong frame. A pintle is fitted through the door’s middle, so it has no hinges. It can be opened with the key on the dwarf skeleton in the prison (see //area 34//). A character can pick the lock with thieves’ tools and a successful DC 18 Dexterity check. Breaking the door down is very difficult, requiring a successful DC 25 Strength check. | ||
| + | |||
| + | On the other side of the door is a steep staircase that leads up to //area 35// in the Foundry. | ||
| + | |||
| + | ===== The Sinkhole ===== | ||
| + | |||
| + | The stream that flows through the Glitterhame descends through the chasm in //area 25// to an even lower level of caverns—the Sinkhole. Here it joins a subterranean river that traverses dark caverns and forgotten storerooms before connecting with the Brine Pool. | ||
| + | |||
| + | None of the monsters that inhabit the complex regularly visit this place. The illithid Xetzirbor sometimes swims through its submerged areas, using the river as a back door to its lair. | ||
| + | |||
| + | A narrow staircase winds down along the chasm walls until reaching bottom, where it offers access to area 28. | ||
| + | |||
| + | {{: | ||
| + | |||
| + | ==== 28. Waterfall Cavern ==== | ||
| + | |||
| + | < | ||
| + | Une puissante cascade dévale la paroi nord-ouest de cette caverne jusqu' | ||
| + | </ | ||
| + | |||
| + | The stream flowing from //area 25// in the Glitterhame pours down into the chamber. | ||
| + | |||
| + | The pool is populated by harmless blind fish and white crustaceans but contains nothing dangerous. The outflowing stream drains into the river in area 29. Any characters who fell into the pool are carried by the current toward the outflow at about 20 feet per round. A character who ends up in the river might be swept away; see “// | ||
| + | |||
| + | Ici ou au 29 : ajouter 3 ou 4 Piercer (bébé Roper) | ||
| + | ==== 29. River Cavern ==== | ||
| + | |||
| + | < | ||
| + | Cette caverne longue et étroite est à moitié remplie par une rivière souterraine qui coule à vive allure. Une étroite corniche, côté nord, surplombe la rivière. Un pont de pierre enjambe la rivière et mène à une corniche plus large, côté sud, qui suit son cours vers l'est. | ||
| + | </ | ||
| + | |||
| + | The underground river flows swiftly from east to west. The bridge is sturdy and sound; there’s no danger in crossing it. | ||
| + | |||
| + | **//Watery Peril.//** At the west end of the cavern, the ceiling lowers to meet the surface of the river. Any creature swept past this point by the current is trapped in a long, airless underground channel and is likely to drown (see “// | ||
| + | |||
| + | The stream runs underground for about 5 miles before emerging on a hillside to the west of the Stone Tooth. | ||
| + | |||
| + | ==== 30. Old Storeroom ==== | ||
| + | |||
| + | The northern door in //area 28// has swollen shut from dampness. A successful **DC 10 Strength check** is required to force it open. Duredin’s folk formerly used the large chamber beyond as a storeroom. | ||
| + | |||
| + | < | ||
| + | La porte s' | ||
| + | |||
| + | Deux arcades ouvertes dans le mur est mènent à une pièce similaire, et deux autres ouvertures sont vaguement visibles au-delà. Le sol, juste après la première arcade, luit d'une lueur humide. | ||
| + | </ | ||
| + | |||
| + | **// | ||
| + | |||
| + | While motionless, the ooze is indistinguishable from a patch of wet stone. It is alerted when characters force open the door, and it strikes at the first character who enters the middle chamber, attacking with surprise. | ||
| + | |||
| + | < | ||
| + | Ce qui semblait être une tache humide sur le sol se tord soudainement comme un serpent et se précipite vers vous ! | ||
| + | </ | ||
| + | |||
| + | ==== 31. Empty Storeroom ==== | ||
| + | |||
| + | The southern door in //area 28// is swollen shut and requires a successful **DC 10 Strength check** to open. The chamber on the other side of the door resembles area 30, but it is empty. The orcs broke in and carried off most of its contents during the fall of Noldrunkar. Facile à défendre | ||
| + | |||
| + | ==== 32. Flooded Storeroom ==== | ||
| + | |||
| + | A year or so ago, a season of heavy rains on the surface raised the level of the subterranean river to create a minor flood. Water still stands at the bottom of the stairs. | ||
| + | |||
| + | < | ||
| + | Un petit escalier en pierre mène à une porte en bois entrouverte. Une eau sombre et stagnante s' | ||
| + | </ | ||
| + | |||
| + | **// | ||
| + | |||
| + | An infected creature suffers one level of exhaustion when it finishes the first long rest it takes after being exposed. Whenever it finishes a long rest thereafter, it must make a **DC 10 Constitution saving throw**. On a failed save, the creature suffers another level of exhaustion. On a successful save, its exhaustion level is reduced by one. If its exhaustion level reaches 5, the infected creature becomes paralyzed until the disease is cured or the effect is removed with a //lesser restoration// | ||
| + | |||
| + | **// | ||
| + | |||
| + | ==== 33. Roper’s Cavern ==== | ||
| + | |||
| + | < | ||
| + | L' | ||
| + | |||
| + | Une grande stalagmite à l' | ||
| + | </ | ||
| + | |||
| + | {{: | ||
| + | |||
| + | **// | ||
| + | |||
| + | Even characters who look closely at the roper can’t tell that it’s anything other than a stalagmite unless it moves. The roper is difficult to sneak up on. If a character manages to approach without alerting it, continue: | ||
| + | |||
| + | < | ||
| + | Un fil s' | ||
| + | </ | ||
| + | |||
| + | The roper attacks when any character gets at least 20 feet into the cave, gaining surprise if its presence hasn’t been revealed. It can target up to four characters with its tendrils, possibly pulling those it has grappled into the rushing river. Characters in the water have advantage on checks to escape the grapple due to the force of the current. The river poses a severe hazard in itself, though; see “// | ||
| + | |||
| + | **// | ||
| + | |||
| + | **// | ||
| + | |||
| + | ==== 34. Prison ==== | ||
| + | |||
| + | If the characters get past the roper in area 33, they can explore an area that was used as a prison in Duredin’s day. | ||
| + | |||
| + | < | ||
| + | Une solide porte de plaque de fer est ouverte sur le mur nord de la caverne. À l' | ||
| + | </ | ||
| + | |||
| + | The door to the northern cell is locked. With a search of the grimy floor and a successful **DC 10 Wisdom (Perception) check**, a character discovers an old jailer’s key that fits the lock. Otherwise, the lock can be picked by someone who succeeds on a **DC 15 Dexterity check using thieves’ tools**. | ||
| + | |||
| + | The first two cells are empty. The locked cell holds the skeletal remains of a dwarf in rusted plate armor. This individual was one of Duredin’s chief lieutenants; | ||
| + | |||
| + | **// | ||
| + | |||
| + | ===== The Foundry ===== | ||
| + | Upgrade Level 5?!? apres long rest | ||
| + | |||
| + | Switch Map 2.5: The Foundry | ||
| + | Les Nains Noldruns vivait dans la Fondry. Peu de survivants sont toujours restants, et totallement sous le charme du MindFlayer qui les utilise comme mineur / forgeron | ||
| + | |||
| + | Duredin’s followers lived and worked in a series of carved halls and chambers beyond the Glitterhame. Most of this part of the complex was thoroughly ransacked when the dwarven citadel fell. | ||
| + | |||
| + | Unlike the Mountain Door or the Glitterhame, | ||
| + | |||
| + | If the characters come to this part of the complex from the Brine Pool (see the “Dark Mere” subsection of “//Scout the Area//”), they begin in //area 38//. | ||
| + | |||
| + | |||
| + | == Fast-Flowing Water == | ||
| + | |||
| + | The underground river that cuts through this level of the dungeon presents a serious hazard. Those who fall in risk being swept away by the current. | ||
| + | |||
| + | A creature that falls in the river and is within 5 feet of the water’s edge must succeed on a **DC 10 Strength saving throw** to catch itself on the rocky bank. On a failed save, or if the creature is too far away from the bank, it is drawn into the main current. | ||
| + | |||
| + | A creature in the main current that takes no other action is swept 60 feet downstream (to the south or to the west, depending on location) each round. If it spends its action to make a **DC 10 Strength (Athletics) check** and the check is a success, it can reduce the distance traveled by the amount of its walking speed and move toward a bank. | ||
| + | |||
| + | On a failed check, the creature must succeed on a **DC 10 Constitution saving throw** or suffer one level of exhaustion. Creatures that have a swim speed can take the Dash action and use their full swim speed without making a Strength check. A creature within 5 feet of a bank can pull itself out of the current as part of its move. | ||
| + | |||
| + | ==== 35. Chambre des Statues ==== | ||
| + | |||
| + | In the corridor behind the iron door in //area 27//, a flight of steep stone stairs climbs 30 feet northward. | ||
| + | |||
| + | < | ||
| + | L' | ||
| + | |||
| + | Trois statues en bronze, hautes de près de 10 pieds, se dressent contre les murs ouest, nord et est. Chacune représente un nain armé. Celles de l'est et de l' | ||
| + | |||
| + | Au loin, on entend le léger tintement d'un marteau sur une enclume. | ||
| + | </ | ||
| + | |||
| + | The sound of the hammering comes from beyond the east wall, as can be determined with a successful **DC 13 Wisdom (Perception) check**. Anyone who examines the floor notices that the dust is somewhat disturbed. A successful **DC 13 Wisdom (Survival) check** reveals an infrequently used trail that leads from the entrance stairs to the stone wall behind the east statue. | ||
| + | |||
| + | {{: | ||
| + | |||
| + | **//Statue Trap.//** The obvious exits to the northeast and northwest are false doors that open onto blank stone. Pulling on either door releases a catch that causes the axe-wielding hands of the two closest statues to drop. Any creature within 5 feet of a door when it is opened is subjected to two melee attacks: +5 to hit; 9 (2d8) slashing damage on a hit. | ||
| + | |||
| + | With a successful **DC 15 Wisdom (Perception) check**, a character can discern small scorings on the floor in front of a door, left by earlier axe strokes. A successful **DC 15 Intelligence (Investigation) check** enables a character to deduce that the doors aren’t what they seem, through small clues showing that they are unused. The same check focused on a statue can reveal a small line on the arm that holds an axe, indicating the arm’s ability to move. | ||
| + | |||
| + | A character who makes a successful **DC 10 Dexterity check using thieves’ tools** can jam a statue’s arm so that the axe can’t swing. Destroying a statue (AC 18, 60 hit points, immunity to necrotic, poison, and psychic damage) also disables its attack. | ||
| + | |||
| + | Once a statue has attacked, the trap must be reset manually. If any duergar survive and remain here, they reset the trap within a day after it has been triggered. | ||
| + | |||
| + | **//Secret Stairwell.// | ||
| + | |||
| + | The stairs have been warded with a magical alarm. When a creature ascends past the halfway point of the staircase, a //magic mouth// spell calls out in Dwarvish, “Alerte! Alerte Intrus!” This sound warns the duergar guards in area 36. | ||
| + | |||
| + | ==== 36. The Great Hall ==== | ||
| + | |||
| + | At the top of the stairs from area 35 is a stone door carved with a glowering dwarf’s face. It opens easily. | ||
| + | |||
| + | < | ||
| + | Cette immense salle est bordée de dix grands piliers, sculptés en forme de géants et de dragons, qui soutiennent le plafond voûté. Des torches orange le long des murs illuminent la pièce, et un trône majestueux est installé sur une estrade à l' | ||
| + | |||
| + | Soudain, une voix rauque s' | ||
| + | </ | ||
| + | |||
| + | Ancienne salle du throne, centre de banquet et audience. 30 pieds de plafond, torche à 10 pied du sol. | ||
| + | Le trône est sans particularité : il s'agit d'un petit banc en pierre. | ||
| + | |||
| + | **// | ||
| + | |||
| + | **// | ||
| + | |||
| + | Ghared can share any of the following information if the party succeeds in getting her to converse: | ||
| + | |||
| + | * The doors to the north lead to halls infested with undead (Dolgaunt / Dolgrims??) and cursed magic. | ||
| + | * The door to the southwest leads into the old kitchens, guarded by more cursed magic. | ||
| + | * Un Mindflayer lives in a large lake cavern deep below. | ||
| + | * The subterranean river flows from the lake through other parts of the complex below the Glitterhame. It’s fed from a lake on the surface. | ||
| + | |||
| + | If negotiations are successful, the duergar are willing to let the party enter the rooms to the north. With a sufficiently high Charisma (Persuasion) check and an indifferent attitude from Ghared, the characters can get the duergar to escort them to the entrance to the Illithid’s territory (the chasm in //area 38//). The duergar will not allow the party into the bladeworks (area 37) without an escort, and they prohibit entry into //area 39//. | ||
| + | |||
| + | If the characters don’t negotiate, or if talks go badly, combat ensues. | ||
| + | |||
| + | **// | ||
| + | |||
| + | Meanwhile, Ghared remains invisible and maneuvers to make a sneak attack, then enlarges herself after she becomes visible. She has a //potion of healing//, which she uses if her current hit points drop to half her hit point maximum or lower. | ||
| + | |||
| + | If two duergar fall in battle, the survivor tries to retreat to area 37 or 39. | ||
| + | |||
| + | ==== 37. The Bladeworks ==== | ||
| + | |||
| + | In what was Duredin’s smithy and workplace, the duergar are currently engaged in a secret project, hoping to capture a spark of the master smith’s vengeful magic. | ||
| + | |||
| + | < | ||
| + | Une double porte en pierre mène à une voûte contenant plusieurs fourneaux. L' | ||
| + | </ | ||
| + | |||
| + | **// | ||
| + | |||
| + | * He has 45 (7d8 + 14) hit points. | ||
| + | * His Intelligence is 14 (+2). | ||
| + | * He has an additional trait: | ||
| + | |||
| + | **// | ||
| + | |||
| + | Cantrips (at will): //fire bolt//, //mage hand//, //minor illusion//, //shocking grasp// | ||
| + | |||
| + | 1st level (4 slots): //color spray//, //shield//, //silent image// | ||
| + | |||
| + | 2nd level (2 slots): //hold person//, //shatter// | ||
| + | |||
| + | **Snurrevin** has a familiar, a **rat** named Browngnaw, that hides in the shadows near the unlit forge to the east. The duergar are preoccupied with their task and don’t notice the party’s entrance unless the characters make themselves known. They object violently to intruders who aren’t escorted by duergar. | ||
| + | |||
| + | If a threat becomes apparent, the two smiths grab their weapons, use Enlarge, and move to guard the two bridges. If the fight goes against them, they turn invisible and try to slip out to area 36, then join the other duergar in //area 39//. | ||
| + | |||
| + | In combat, **Snurrevin** might cast //shocking grasp// through his hidden familiar, and he might use //silent image// to confound enemies with realistic-seeming threats. | ||
| + | |||
| + | **// | ||
| + | |||
| + | ==== 38. The Chasm ==== | ||
| + | |||
| + | < | ||
| + | Le ruisseau qui traverse l' | ||
| + | |||
| + | Au nord du gouffre, une petite corniche est partiellement cachée par un éperon rocheux. | ||
| + | </ | ||
| + | |||
| + | The chasm is 120 feet deep. Anyone who falls in takes 42 (12d6) bludgeoning damage and ends up in //area 50// of the Brine Pool level. Climbing down the slippery stone next to the waterfall requires several successful **DC 15 Strength (Athletics) checks**, or **DC 5 checks** for a character who uses a rope. | ||
| + | |||
| + | ==== 38a. Chain Ladder ==== | ||
| + | |||
| + | The rock spur on the northern ledge partially conceals an old chain ladder that leads down to //area 51// of the Brine Pool. The ladder isn’t immediately obvious from the southern ledge, but a character who makes a successful **DC 10 Wisdom (Perception) check** can spot it. | ||
| + | |||
| + | ==== 39. Council Chamber ==== | ||
| + | |||
| + | The duergar have set up a guard post in what was once the council room of Noldrunkar. | ||
| + | |||
| + | < | ||
| + | La porte derrière le trône mène à une petite salle d' | ||
| + | |||
| + | Un nain à la peau grise, vêtu d'une cotte de mailles et d'un bouclier, monte la garde près de la porte du fond. Il crie et brandit un javelot. | ||
| + | </ | ||
| + | |||
| + | **// | ||
| + | |||
| + | If the characters engage the duergar guard, the sounds of battle alert the leader, **Nimira**. She is a **duergar** with the following changes, which increase her challenge rating to 3 (700 XP): | ||
| + | |||
| + | * Her AC is 17 (splint armor). | ||
| + | * She has 52 (8d8 + 16) hit points. | ||
| + | * She has additional traits: | ||
| + | |||
| + | **// | ||
| + | |||
| + | **// | ||
| + | |||
| + | **Nimira** uses Enlarge and comes out to join the fight in the next round. If her guard falls or she faces at least three enemies, and negotiation isn’t an option, she turns invisible and tries to escape into area 36 or through the secret door that leads east out of area 40. | ||
| + | |||
| + | **// | ||
| + | |||
| + | == Arundil’s Animated Objects == | ||
| + | |||
| + | A century ago, the dwarf mage Arundil animated a number of objects to defend the Foundry against intruders other than dwarves. Many of these creations remain in place today (in areas 41, //47//, and //48//). | ||
| + | |||
| + | These animated objects never attack dwarves or duergar. In addition, a dwarf (including a duergar) can order an object to cease its attack. If so commanded, the object becomes immobile for 10 minutes, or until the one commanding it leaves the area. | ||
| + | |||
| + | ==== 40. Duredin’s Quarters ==== | ||
| + | |||
| + | Duredin led a spartan lifestyle, eschewing rich decorations and treasures in his personal quarters. **Nimira** has appropriated the room for her own use. | ||
| + | |||
| + | < | ||
| + | Cette pièce semble être une chambre à coucher. Dans un coin sud se dresse une grande plateforme de couchage en bois, gravement creusée par des coups de hache et partiellement brûlée. Une table, un banc et un bureau ont été traités de la même manière. Au milieu du mur sud, un espace a été aménagé pour une simple paillasse et deux grandes sacoches. Deux portes donnent sur la pièce au nord. | ||
| + | </ | ||
| + | |||
| + | If the party enters the room through the secret door in the closet (see below), or if the characters avoided or quietly dealt with the guard in area 39, **Nimira** is here, resting on the pallet. Otherwise, the room is empty. The satchels contain mundane supplies: extra clothes, food, lamp oil, and similar stuff. | ||
| + | |||
| + | The door in the northwest corner leads to a bathing area, fitted with two small clay tanks to hold wash water. The northeast door opens into a closet containing the mildewed remnants of several cloaks. | ||
| + | |||
| + | **//Secret Door.//** The east wall of the closet conceals a secret door. The door isn’t well hidden, requiring a successful **DC 10 Wisdom (Perception) check** to find. **Nimira** knows about the secret passage and escapes through it if pressed. | ||
| + | |||
| + | ==== 41. Kitchens ==== | ||
| + | |||
| + | < | ||
| + | L' | ||
| + | A changer - table | ||
| + | </ | ||
| + | |||
| + | **// | ||
| + | |||
| + | The room is full of old, rusty iron pots, pans, cutlery, and cooking utensils, none of which are worth much. | ||
| + | |||
| + | Duergar Xarrorn ou Keg Robot ou Intellect devorer?!? ou ogre " | ||
| + | |||
| + | {{: | ||
| + | |||
| + | ==== 42. Desecrated Shrine ==== | ||
| + | |||
| + | Duredin made his last stand in Noldrunkar’s shrine, laying enemies low until the orcs finally overwhelmed him. Orc shamans pronounced dire curses over his remains to ensure that their terrible foe would never return. Then they entombed a fierce orc warrior to defend it forever in undeath. | ||
| + | |||
| + | The door leading from //area 36// bears an inscription in Orc: “Beyond this door the Maker of Death is chained. May he gnaw on his own hate until the sun dies and all things end.Au-delà de cette porte, le Créateur de la Mort est enchaîné. Puisse-t-il ronger sa haine jusqu' | ||
| + | |||
| + | < | ||
| + | This room was once a shrine to the gods of the dwarves. The walls are carved with their dour images, and a low stone altar stands at the western end of the room. Stone benches have been smashed and thrown askew, and the icons of the gods have been defaced. | ||
| + | |||
| + | Cette pièce était autrefois un sanctuaire dédié aux dieux des nains. Les murs sont sculptés de leurs images austères, et un autel bas en pierre se dresse à l' | ||
| + | |||
| + | Au sommet de l' | ||
| + | |||
| + | Atop the altar, arms folded over his chest, lies the ancient corpse of a dwarf warrior in plate armor. Bones lie heaped around the altar’s base, and at its foot crouches the desiccated body of an orc in studded leather. | ||
| + | </ | ||
| + | |||
| + | **// | ||
| + | |||
| + | The wight and skeletons lie immobile until someone enters. They can’t pursue characters outside room. | ||
| + | |||
| + | < | ||
| + | Some of the bones at the foot of the altar stir and form into a pair of towering skeletons clutching greatclubs. The dead orc warrior looks up at you and grins evilly, green fire burning in its hate-filled eyes as it stands. | ||
| + | Certains des os au pied de l' | ||
| + | </ | ||
| + | |||
| + | **// | ||
| + | |||
| + | ==== 43. Entrance to the Dwarf-Halls ==== | ||
| + | |||
| + | The dwarves of Noldrunkar once resided in private rooms to the north of the great hall. When the orcs came through, they cut down all the dwarves they found and stripped the treasure out of the place. | ||
| + | |||
| + | < | ||
| + | La porte s' | ||
| + | |||
| + | Un gémissement étrange emplit la pièce, devenant peu à peu reconnaissable à des jurons nains. Le son s' | ||
| + | </ | ||
| + | |||
| + | **// | ||
| + | |||
| + | The ghost relentlessly attacks anyone who enters its territory (most likely in either area 43 or area 46) but can’t pursue characters who retreat beyond its domain. If the ghost is turned, it flees to one of the empty rooms labeled as area 44. | ||
| + | |||
| + | **// | ||
| + | |||
| + | Ghost d'un Noldrun leader?!? | ||
| + | |||
| + | ==== 44. Looted Rooms ==== | ||
| + | |||
| + | Severak chambers in the Foundry were once living quarters, drawing rooms, barracks, armories, storerooms, and so on. Now they contain only smashed furniture and debris from the final battle, graffiti in the Orc language, and skeletal remains of dwarves and orcs. | ||
| + | |||
| + | **// | ||
| + | |||
| + | ==== 45. Skeleton Room ==== | ||
| + | |||
| + | One of the smaller chambers once served as a small barracks. | ||
| + | |||
| + | < | ||
| + | Cette pièce devait servir de garnison autrefois. Les vestiges de six couchettes en bois, brûlées et déchiquetées par des pillards, sont appuyés contre les murs, et une demi-douzaine de nains squelettiques gisent çà et là sur le sol. Dans 3 couchettes des créatures trapues et difformes ressemblant à 2 gobelins smasher ensemble se reposent | ||
| + | </ | ||
| + | |||
| + | **// | ||
| + | |||
| + | **// | ||
| + | |||
| + | ==== 46. Common Area ==== | ||
| + | |||
| + | The open courtyard in the east end of the residential area was the site of a pitched battle between dwarves and orcs. | ||
| + | |||
| + | < | ||
| + | The hallway leads to a large open chamber. Three doors open into it, and a dark pool fills a low stone basin in its center. The chamber is littered with the remains of old warriors. Seven dwarf corpses lie where they fell a hundred years ago, surrounded by the remains of at least a dozen orc warriors. The dead have been stripped of their arms and armor; only a handful of broken weapons and shattered shields remain. | ||
| + | Le couloir mène à une grande salle ouverte. Trois portes s'y ouvrent, et un bassin sombre remplit un bassin de pierre bas en son centre. La salle est jonchée des restes de vieux guerriers. Sept corps nains gisent là où ils sont tombés il y a un siècle, entourés des restes d'au moins une douzaine de guerriers orques. Les morts ont été dépouillés de leurs armes et de leurs armures ; seuls subsistent quelques armes brisées et des boucliers brisés. | ||
| + | </ | ||
| + | |||
| + | **// | ||
| + | |||
| + | ==== 47. Arundil’s Chambers ==== | ||
| + | |||
| + | Arundil, the leading mage of Noldrunkar and Duredin’s trusted advisor, lived in a spacious room close to the great hall. During the final assault of the orcs, Arundil used his magic to escape the slaughter. He returned to find all his kinfolk dead. Driven insane with grief, he tried to repair some of the complex’s defenses, animating dead warriors and various objects to kill any intruders that returned. In his madness, he even summoned a fiend (see //area 49//), and he perished at its hands not long after. | ||
| + | |||
| + | < | ||
| + | This chamber must once have been the personal quarters of an important dwarf. It is decorated with tapestries and furnished comfortably, | ||
| + | Cette chambre a dû être autrefois le logement personnel d'un nain important. Décorée de tapisseries et confortablement meublée, elle a subi les effets du temps. Apparemment, | ||
| + | </ | ||
| + | |||
| + | **// | ||
| + | |||
| + | **// | ||
| + | |||
| + | ==== 48. Looted Armory ==== | ||
| + | |||
| + | Noldrunkar’s armory was looted long ago. Its door is made of iron plates, but the lock was broken during the pillaging—it can be forced open with a successful DC 15 Strength check. | ||
| + | |||
| + | < | ||
| + | Rows of empty weapon racks and a dozen or more armor stands indicate that this room was once an armory. Some debris litters the floor, but nothing of value is readily apparent. | ||
| + | Des rangées de râteliers d' | ||
| + | </ | ||
| + | |||
| + | **// | ||
| + | |||
| + | ==== 49. Idalla’s Den ==== | ||
| + | |||
| + | < | ||
| + | Cette pièce était autrefois une bibliothèque ou un bureau. Des étagères sont disposées contre les murs. Des piles de livres reposent sur une table de lecture au milieu de la pièce. L'air empeste le papier moisi. Des portes donnent au nord, à l'est et au sud. | ||
| + | |||
| + | Une belle femme mince aux longs cheveux noirs est assise devant la table, l'air extrêmement triste. Ses vêtements, bien que usés, ne nuisent guère à son apparence. | ||
| + | </ | ||
| + | |||
| + | **// | ||
| + | |||
| + | The doppelganger, | ||
| + | |||
| + | Idalla takes the form of a human woman. When the characters enter, elle jumps up and begs to be released from imprisonment. Idalla tells the characters that she is a captive of a wizard who resides below this level. The doppelganger plays the role to the hilt, trembling and crying as it spins a tale of woe. It tries to split up the group, persuading one character to remain while the others deal with the wizard. If they leave anyone alone with Idalla, elle tente de le neutraliser et de prendre sa place. The doppelganger is an adept liar and mixes in just enough of the truth to be convincing; see the “Idalla’s Story” sidebar. | ||
| + | |||
| + | Elle va tenter de séduire quelqu’un pour le neutraliser en couchant avec | ||
| + | |||
| + | == Idalla’s Story == | ||
| + | |||
| + | Idalla takes delight in misleading the characters. | ||
| + | |||
| + | * The wizard lives below this area. He wants to use Idalla for a study on prolonging life. (False.) | ||
| + | * The wizard told Idalla a bit of the history of Noldrunkar and the fate of Duredin, which she can pass on. (The information is true, but the doppelganger learned history from reading the books here, not from the wizard.) | ||
| + | * A dead dwarf haunts the halls, reduced to a mad, gibbering spirit. (True; this is the ghost of Arundil.) | ||
| + | * Un jeune dragon lairs below the Foundry avec un énorme trésor. (False sauf pour le trésor) | ||
| + | |||
| + | |||
| + | **//49a (Bedchamber).// | ||
| + | |||
| + | **// | ||
| + | |||
| + | ===== The Brine Pool ===== | ||
| + | Trouver un map ou modifier la map pour plus Illithide et plus profond dans le Khyber | ||
| + | The darkest and most remote corner of the Glitterhame’s cavern system, the Brine Pool is a large, winding cavern filled with water that drains from the Dark Mere through a submerged siphon. From the lake, the subterranean river flows west through the Sinkhole, across the bottom of the chasm in //area 3// of the Mountain Door, and onward for about 5 miles until it emerges at the surface. | ||
| + | |||
| + | The dwarves of Noldrunkar never settled these caverns, although Duredin had his followers begin work on an escape route through the depths. | ||
| + | |||
| + | The Brine Pool is now the domain of Xetzirbor, an **illithid**. Here she has built her hoard, having slowly collected most of the remaining loot from Noldrunkar. From the lake, Xetzirbor can swim to the Sinkhole, climb up to the Glitterhame, | ||
| + | |||
| + | The following locations are identified on map 2.6. | ||
| + | |||
| + | {{: | ||
| + | |||
| + | The stream in //area 38// flows over the edge of the chasm and pours down into a turbulent pool. | ||
| + | |||
| + | < | ||
| + | A thundering spray of water fills this chamber, pooling and flowing out to join a larger river to the north. The air is damp, and the roar of the waterfall is deafening. A broad ledge heads north toward the river and then turns out of sight to the east. The muddy bank of the pool looks disturbed by tracks of some kind. | ||
| + | </ | ||
| + | |||
| + | A character who makes a successful DC 10 Wisdom (Survival) check identifies the tracks as those of a Large reptilian creature with four feet and a long tail. The tracks lead away from the hard stone of the ledge to the north (where they can’t be seen) and into the water. | ||
| + | |||
| + | ==== 51. Dwarven Bridges ==== | ||
| + | |||
| + | Duredin’s followers built two stone bridges when they started work on the escape route through this level. The chain ladder that drops from the north ledge of area 38 ends just above the ground in the area south of the western bridge. | ||
| + | |||
| + | If the characters reached this area by using the chain ladder or otherwise descending through the chasm, read or paraphrase the following text. Adjust the information as needed if they arrive here by a different route. | ||
| + | |||
| + | < | ||
| + | A fast-moving underground river roars from east to west under a stone bridge. The bottom of the chain ladder is near the south bank of the river. On the north side of the bridge, a ledge continues to the east. | ||
| + | </ | ||
| + | |||
| + | If the characters go north and cross the bridge, read: | ||
| + | |||
| + | < | ||
| + | After a short distance, the ledge leading east bends to the south, and a second bridge surmounts the river. | ||
| + | </ | ||
| + | |||
| + | The western bridge is safe, but the bridge to the east is not. It has settled considerably, | ||
| + | |||
| + | **// | ||
| + | |||
| + | ==== 52. Xetzirbor’s Lair ==== | ||
| + | |||
| + | When the characters first approach the southeastern shore of the lake, Xetzirbor is dozing on her hoard on the island (area 53). The dragon is immediately alerted to their presence if the characters make noise, carry light sources, or trigger the collapse of the bridge. Otherwise, the characters don’t draw the dragon’s attention unless they move all the way to the ledge directly south of area 53. | ||
| + | |||
| + | < | ||
| + | The dilapidated bridge leads to another ledge that winds southeast alongside a very large lake, apparently the source of the underground river. The cavern is quite large; the lake’s far shore is lost in shadow, and the echoes of water seem to indicate a very sizable cave. | ||
| + | Le pont délabré mène à une autre corniche qui serpente vers le sud-est le long d'un très grand lac, apparemment la source de la rivière souterraine. La caverne est assez vaste ; la rive opposée du lac est plongée dans l' | ||
| + | </ | ||
| + | **// | ||
| + | |||
| + | The dragon takes full advantage of her aquatic environment and never offers an easy target to enemies. She begins combat at a range of 20 to 30 feet, raising only her head and part of her neck above the water (granting her three-quarters cover) and breathing acid. Then she submerges and waits for her breath weapon to recharge. Xetzirbor doesn’t resort to melee combat unless she is confronted underwater. If the dragon is reduced to 40 hit points or fewer, she tries to escape through the passage in //area 54//. | ||
| + | |||
| + | **// | ||
| + | |||
| + | {{: | ||
| + | |||
| + | ==== 53. Xetzirbor’s Hoard ==== | ||
| + | |||
| + | When the characters come into view of the island for the first time, read: | ||
| + | |||
| + | < | ||
| + | A short distance offshore sits a small isle thirty or forty feet across. Stalagmites thrust up at the ceiling above, and the dark waters lap quietly at its shores. Several spots on its surface glimmer even in the gloom, suggesting the promise of treasure to be had. | ||
| + | À quelques encablures du rivage se trouve un îlot d'une dizaine de mètres de diamètre. Des stalagmites se dressent au plafond, et les eaux sombres caressent doucement ses rives. Quelques points à sa surface scintillent même dans la pénombre, laissant présager la présence d'un trésor. | ||
| + | </ | ||
| + | |||
| + | Xetzirbor keeps her treasure on the small island in the lake, and she spends most of her time resting here. If the characters have avoided attracting her attention so far and want to approach the island, they can do so quietly if every character’s Dexterity (Stealth) check meets or exceeds the dragon’s passive Perception score. | ||
| + | |||
| + | **// | ||
| + | |||
| + | ==== 54. The Dragon’s Passage ==== | ||
| + | |||
| + | Beneath the surface of a small pool is an underwater passage that links the Brine Pool to the Dark Mere on the east side of the Stone Tooth. The submerged passage is about 700 feet long. | ||
| + | |||
| + | ===== Aftermath ===== | ||
| + | |||
| + | The characters have overcome Noldrunkar’s dangerous inhabitants and looted the dragon’s lair. What next? | ||
| + | |||
| + | === Track the Broken Blade === | ||
| + | |||
| + | If the characters were sent to retrieve weapons for Baron Althon, they can bring him the //+1 longsword// from //area 22//, the //+2 greataxe// in //area 53//, the //handaxe// from //area 14//, and the // | ||
| + | |||
| + | === Vanquish the Orc Raiders === | ||
| + | |||
| + | The characters can return to Blasingdell at any time to collect the bounty for orcs they kill or capture. If the characters eliminate all the orcs in the stronghold, the mayor honors them with a celebration attended by the eminent citizens of the town. The characters have established valuable contacts who can aid them in their later endeavors. | ||
| + | |||
| + | ==== Further Adventures ==== | ||
| + | |||
| + | You can build an entire campaign around the duergar that occupy the Foundry. Perhaps they came here from a hidden city in even deeper caverns beneath the Sinkhole and the Brine Pool. Your answers to the following questions form the basis for further adventures: | ||
| + | |||
| + | * How did the duergar get into the complex? | ||
| + | * What is the mysterious project they are working on? | ||
| + | * Did Duredin know of the duergar’s existence? | ||
| + | * Do the duergar have some of Duredin’s items? If so, are they guarding them or using them? | ||
| + | |||
| + | You can also use this adventure to sow the seeds of the characters’ next activity. Perhaps the party encounters a legend of a magical treasure from Noldrunkar’s fall, buried in the tomb of an evil knight. Maybe **El Gros Liath**’s ogre clan is terrorizing a nearby area, or an orc war chief wields a legendary weapon that was crafted by Duredin. | ||
| + | |||
| + | Whatever form they take, the repercussions of the characters’ descent into Noldrunkar have the potential to affect their lives for years to come. | ||
| + | |||
| + | |||
| + | ---- | ||
| + | |||
| + | ====== Appendix A: Magic Items ====== | ||
| + | |||
| + | The magic items that are introduced in this book are detailed here in alphabetical order. The adventure in which an item appears is given at the end of its description. | ||
| + | |||
| + | * //Amulet of Protection from Turning// | ||
| + | * //Balance of Harmony// | ||
| + | * //Bracelet of Rock Magic// | ||
| + | * //Eagle Whistle// | ||
| + | * //Hell Hound Cloak// | ||
| + | * // | ||
| + | * //Mirror of the Past// | ||
| + | * //Night Caller// | ||
| + | * //Potion of Mind Control// | ||
| + | * //Robe of Summer// | ||
| + | * // | ||
| + | * //Spear of Backbiting// | ||
| + | * //Stone of Ill Luck// | ||
| + | * //Wand of Entangle// | ||
| + | * //Waythe// | ||
| + | |||
| + | |||
| + | ---- | ||
| + | |||
| + | ====== Appendix B: Creatures ====== | ||
| + | |||
| + | This appendix details creatures and nonplayer characters that are mentioned in this book and that don’t appear in the //Monster Manual//. That book’s introduction explains how to interpret a stat block. | ||
| + | |||
| + | Some of these creatures are available in //Volo’s Guide to Monsters// but are reproduced here for your convenience. | ||
| + | |||
| + | The creatures are presented in alphabetical order. | ||
| + | |||
| + | * **Animated Table** CR2 | ||
| + | * **Barghest** | ||
| + | * **Centaur Mummy** | ||
| + | * **Champion** | ||
| + | * **Choker** | ||
| + | * **Conjurer** | ||
| + | * **Deathlock Wight** | ||
| + | * **Dread Warrior** | ||
| + | * **Duergar Spy** | ||
| + | * **Enchanter** | ||
| + | * **Evoker** | ||
| + | * **Giant Crayfish** | ||
| + | * **Giant Ice toad** | ||
| + | * **Giant Lightning eel** | ||
| + | * **Giant Skeleton** | ||
| + | * **Giant Subterranean lizard** | ||
| + | * **Greater Zombie** | ||
| + | * **Illusionist** | ||
| + | * **Kalka-Kylla** | ||
| + | * **Kelpie** | ||
| + | * **Leucrotta** | ||
| + | * **Malformed Kraken** | ||
| + | * **Martial Arts Adept** | ||
| + | * **Nereid** | ||
| + | * **Necromancer** | ||
| + | * **Ooze master** | ||
| + | * **Sea Lion** | ||
| + | * **Sharwyn Hucrele** | ||
| + | * **Sir Braford** | ||
| + | * **Siren** | ||
| + | * **Tarul var** | ||
| + | * **Tecuziztecatl** | ||
| + | * **Thayan Apprentice** | ||
| + | * **Thayan Warrior** | ||
| + | * **Thorn Slinger** | ||
| + | * **Transmuter** | ||
| + | * **Vampiric Mist** | ||
| + | * **White Maw** | ||
| + | * **Yusdrayl** | ||
| + | | ||
| + | | ||
| + | | ||
| + | | ||
| + | | ||
| + | | ||
| + | | ||
| + | 16. High Cavern | ||
| + | |||
| + | I am going to introduce the Duergar here. There is 1x Duergar (MM P. 122) acting as a scout. His 2 friends are trying to break into the Dwarven Tombs in Area 23 to get the treasure contained within. If he sees anyone, he starts to run to Area 23. | ||
| + | |||
| + | 17. Troglodyte Cavern | ||
| + | |||
| + | Another straight combat encounter as per the book. Instead the Troglodytes will tell the players it's their home and to leave. If the players argue, they will attack. If the players offer help, they tell them to speak to their Chief, Kaargha, in Area 19. | ||
| + | |||
| + | 18. Troglodyte Warren | ||
| + | |||
| + | The players may pass through freely if they mention Chief Kaargha. Otherwise, the Troglodyte act defensively/ | ||
| + | |||
| + | 19. Chieftain' | ||
| + | |||
| + | As written, Kaargha won't negotiate with anyone for any reason. I'm pretty sure my players will be fed up of smashing things by now. None of the other Troglodytes will talk and this guy is the tribe leader, so he should be willing to at least hear them out. He can provide the following details: | ||
| + | |||
| + | The Troglodyte tribe are defending their caverns from the Greenskins (Orcs) upstairs, and the Greyskins (Duergar) to the East. Any they capture are sacrificed to The Stone God in The Sinkhole. I felt the lack of foreshadowing or warning on the Roper was not cool - it's potentially a party killer, so I wanted to hint at its existence | ||
| + | |||
| + | They are struggling to find enough food - the Greyskins are taking a lot of fish and plants | ||
| + | |||
| + | Additionally, | ||
| + | |||
| + | If the players tell him they dealt with the Orcs, they have his thanks and he will let the players rest here | ||
| + | |||
| + | If the players tell him they took care of the Duergar and/or the creature in Area 24, he offers the Ruby from his treasure hoard as a reward. He keeps the chest hidden | ||
| + | |||
| + | Next up - Roper territory! | ||
| + | |||
| + | The Sinkhole | ||
| + | |||
| + | The Roper aside, this is a pretty good place for players to rest. They can catch some fish/food in the waterfall pool, and the empty store room at Area 31 allows a Long Rest uninterrupted. There are no monsters patrolling down here, so they are fairly safe. | ||
| + | |||
| + | 30. Old Storeroom | ||
| + | |||
| + | I have two issues with this room - first, a single Grey Ooze being down here doesn' | ||
| + | |||
| + | Instead of 1x Grey Ooze, 5x Giant Bats (MM P.323) nest here. They are sleeping and players can sneak past vs their passive perception of 11. I also modified the crates - the supplies are rotted, but all the crates are branded with Duredin' | ||
| + | |||
| + | 1x Potion of Healing | ||
| + | |||
| + | An ancient Dwarven text that details the forging of the Warhammer Whelm. Duredin forged Whelm, then it was imbued with magic by Moradin at the Forge. The hammer was passed down through the clan, then ultimately lost to the ages. It's currently in White Plume Mountain | ||
| + | |||
| + | 33. Roper' | ||
| + | |||
| + | Here we go, the biggest issue I had with this place. It comes out of nowhere and could wipe the party, but hopefully by now they' | ||
| + | |||
| + | With that out of the way, only two more to go! | ||
| + | |||
| + | |||
| + | |||
| + | Between the nasty curses and nasty orcses, we've got several reasons for average folks to avoid anything to do with Clan Noldrun. To the best of my knowledge, this mingled reverence and aversion extends even to the point of a ceremonially vacant seat on the Iron Council, in honor of Noldrun, which none of the other Clans disturb. The political backdrop is, however, a bit wider than strictly the Iron Council. because the Mror Holds were once part of Karrnath. Many Karrns are stung by the remembrance of losing the Holds. In my conception, none is more stung than King Kaius himself, and he greatly desires their return to Karrnath. He sees the vacant seat on the Iron Council as an opportunity to accomplish that, and (through lesser magistrates) has tasked the party with recovering artifacts and heirlooms from Lord Duredin Noldrun, aka Duredin the Black. Using these as political leverage, Kaius plans to fill Noldrun' | ||
| + | |||
| + | The Brine Pool area instead becomes a **Brine Pool**, perhaps lapsed into dormancy before the Dwarves arrived. However, just as in the movie Alien, their arrival triggered a wakeup mechanism. Duredin himself, stooping down for a drink, was subjected to ceremorphosis! This gives us ties to both the Duergar and the Troglodytes. In the case of the former, it is well known in D&D lore that they were slaves to the Mind Flayers in ages past. It's no great leap to suggest that a) not all Duergar escaped their enslavement, | ||
| + | |||
| + | The Troglodytes, | ||
| + | |||
| + | |||
| + | |||
| + | Intellect Devorer CR 2 | ||
| + | |||
| + | |||
| + | Duergar CR 1 | ||
| + | Duergar spy CR 2 | ||
| + | |||
| + | Dolgaunt CR 3 | ||
| + | Dolgrim CR 1/2 | ||
| + | |||
| + | Derro CR 1/4 | ||
| + | Derro Apprentice CR 1 | ||
| + | Derro Savant CR 3 | ||
| + | |||
| + | Skeleton 1/4 | ||
| + | Wight 3 | ||
| + | Ogre 2 | ||
| + | |||
| + | * **Animated Table** CR2 | ||