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| - | ====== | + | ====== |
| - | Welcome to //Tales from the Yawning Portal//. Within this book you will find seven of the deadliest dungeons from the history of D&D, updated for the current edition of the game. Some are classics that have hosted an untold number of adventurers, while others are newer creations boldly staking their place in the pantheon of notable D&D adventures. | + | Note : Au lieu de Déro, garder les Duergar, mais transformer les Duergar en serviteur Illithides, avec la peau bleuté translucide, |
| - | Just as these dungeons have made an impression on D&D players, so too have tales of their dangers spread across the D&D multiverse. When the night grows long in Waterdeep, City of Splendors, and the fireplace in the taproom of the Yawning Portal dims to a deep crimson, adventurers from across the Sword Coast-and even some visiting from other D&D worlds-spin tales and rumors of lost treasures. | + | Mission : à cause de l' |
| - | * A wanderer from the distant Shou Empire speaks of strange, leering devil faces carved in dungeon walls that can devour an explorer in an instant, leaving behind not a single trace of the poor soul’s passing. | + | Jhorash' |
| - | * A bald, stern wizard clad in blue robes and speaking with a strange accent tells of a wizard who claimed three powerful weapons from a city on the shores of a lake of unknown depths, who spirited them away to a slumbering volcano and dared adventurers to enter his lair and recover them. | + | |
| - | * A one-eyed dwarf spins tales of a castle that fell into the earth, and whose ruins stand above a subterranean grove dominated by a tree that spawns evil. | + | |
| - | These are only a few of the tales that have spread across the Sword Coast from the furthest reaches of Faerûn and beyond. The minor details change with the telling. The dread tomb of Acererak shifts its location from a dismal swamp, to a searing desert, to some other forbidding clime in each telling. The key elements remain the same in each version of the tales, lending a thread of truth to the tale. | + | Toutes les expéditions qui s' |
| - | The seeds of those stories now rest in your hand. D&D’s deadliest dungeons are now part of your arsenal of adventures. Enjoy, and remember to keep a few spare character sheets handy. | + | Contact de la mission : Un doppleganger au service de l' |
| - | ==== Using This Book ==== | + | Il y a envion 100 ans les Jhorash' |
| - | Tales from the Yawning Portal contains seven adventures taken from across D&D’s history. | ||
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| - | The introduction of each adventure provides ideas on adapting it to a variety of D&D settings. Use that information to place it in your campaign or to give you an idea of how to adapt it. | ||
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| - | These adventures provide the perfect side quest away from your current campaign. If you run published D&D campaigns, such as //Storm King’s Thunder//, the higher level adventures presented here are an ideal way to extend the campaign beyond. | ||
| - | |||
| - | ==== About the Adventures ==== | ||
| - | |||
| - | === The Sunless Citadel === | ||
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| - | //The Sunless Citadel,// written by Bruce R. Cordell, was the first published adventure for the third edition of the D&D game. It is designed for a party of four or five 1st level player characters. | ||
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| - | Ever since its publication in 2000, The Sunless Citadel has been widely regarded as an excellent way to introduce new players to the game. It’s also a great starting experience for someone looking to be a Dungeon Master for the first time. | ||
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| - | === The Forge of Fury === | ||
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| - | //The Forge of Fury,// written by Richard Baker, was published in 2000 shortly after The Sunless Citadel. Characters who succeeded in that mission and advanced to 3rd level were now ready to take on the challenges of a ruined dwarven fortress. | ||
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| - | Like its predecessor, | ||
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| - | === The Hidden Shrine of Tamoachan === | ||
| - | |||
| - | //The Hidden Shrine of Tamoachan,// | ||
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| - | The updated version of the adventure presented herein is designed for a group of four or five 5th-level player characters. | ||
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| - | === White Plume Mountain === | ||
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| - | Lawrence Schick, the author of //White Plume Mountain//, related in the 2013 compilation Dungeons of Dread that he wrote the adventure as a way of persuading Gary Gygax to hire him as a game designer. Not only did he get the job, but //White Plume// became an instant favorite when it was first published in 1979. | ||
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| - | The version of the adventure in this book is tailored to a group of characters of 8th level. | ||
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| - | === Dead in Thay === | ||
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| - | //Dead in Thay,// written by Scott Fitzgerald Gray, was created when the fifth edition D&D game was in the testing stages. In its original form, it was used as the story of the D&D Encounters season in the spring of 2014. Featuring an immense and lethal dungeon known as the Doomvault, the adventure serves as a tribute to //Tomb of Horrors, Ruins of Undermountain//, | ||
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| - | The version of //Dead in Thay// presented here is modified for use in home campaigns. It is designed for characters of 9th to 11th level. | ||
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| - | === Against the Giants === | ||
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| - | The three linked adventures that make up //Against the Giants// were created and originally released in 1978, during the time when Gary Gygax was still writing the // | ||
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| - | The compilation of //Steading of the Hill Giant Chief, Glacial Rift of the Frost Giant Jarl//, and //Hall of the Fire Giant King// was published in 1981 as //Against the Giants//. The version presented here is designed to be undertaken by characters of 11th level. | ||
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| - | === Tomb of Horrors === | ||
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| - | Before there was much of anything else in the world of the D&D game, there was the //Tomb of Horrors//. | ||
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| - | The first version of the adventure was crafted for Gary Gygax’s personal campaign in the early 1970s and went on to be featured as the official Dungeons & Dragons event at the original Origins gaming convention in 1975. The first publication of //Tomb of Horrors//, as a part of the Advanced D&D game, came in 1978. | ||
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| - | As a proving ground for characters and players alike, fabricated by the devious mind of the game’s co-creator, Tomb of Horrors has no equal in the annals of D&D’s greatest adventures. Only high-level characters stand a chance of coming back alive, but every player who braves the Tomb will have the experience of a lifetime. | ||
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| - | ==== Running the Adventures ==== | ||
| - | |||
| - | To run each of these adventures, you need the fifth edition // | ||
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| - | > Text that appears in a box like this is meant to be read aloud or paraphrased for the players when their characters first arrive at a location or under a specific circumstance, | ||
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| - | The //Monster Manual// contains stat blocks for most of the monsters and NPCs found in this book. When a monster’s name appears in **bold** type, that’s a visual cue pointing you to the creature’s stat block in the Monster Manual. Descriptions and stat blocks for new monsters appear in appendix B. If a stat block is in that appendix, an adventure’s text tells you so. | ||
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| - | Spells and nonmagical objects or equipment mentioned in the book are described in the // | ||
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| - | ==== Creating a Campaign ==== | ||
| - | |||
| - | While these adventures were never meant to be combined into a full campaign-over 30 years separates the newest from the oldest-they have been selected to provide play across a broad range of levels. With a little work, you can run a complete campaign using only this book. | ||
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| - | Starting with The Sunless Citadel, guide your players through the adventures in the order that they are presented in this book. Each one provides enough XP that, upon completing the adventure, the characters should be high enough level to advance to the next one. | ||
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| - | The Yawning Portal, or some other tavern of your own invention or drawn from another D&D setting, provides the perfect framing device for the campaign. The characters hear rumors of each dungeon, with just enough information available to lead them to the next adventure. Perhaps a friendly NPC drawn from the upcoming adventure visits the tavern in search of help, or some element of a character’s background pushes the group down the proper road. In any case, these dungeons are designed to be easily portable to any campaign setting. | ||
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| - | ==== The Yawning Portal ==== | ||
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| - | Amid the bustle of Waterdeep, within the Castle Ward where barristers, nobles, and emissaries battle with word and contract, stands an inn not quite like any other. Before there was a Castle Ward or even what could be recognized as an ancestor of the City of Splendors, there was a dungeon, and in that dungeon begins the tale of the Yawning Portal. | ||
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| - | In ages past, the mighty wizard Halaster built his tower at the foot of Mount Waterdeep and delved deep into tunnels first built by dwarves and drow in search of ever greater magical power. Halaster and his apprentices expanded the tunnels they found, worming out new lairs under the surface for reasons of their own. In time, their excavations grew into the vast labyrinth known today as Undermountain, | ||
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| - | For untold years, the secrets of Undermountain remained hidden from the surface world. Everyone who entered its halls failed to return. Its reputation as a death trap grew to the point that criminals in Waterdeep who were sentenced to die were forcibly escorted into the dungeon and left to fend for themselves. | ||
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| - | All of that changed with the arrival of two men, a warrior named Durnan and a ne’er-do-well named Mirt. The duo were the first adventurers to return from Undermountain, | ||
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| - | Some of the magic Durnan looted on his successful foray into Undermountain granted him a life span that exceeds even that of an elf. And for decades Durnan left delving into Undermountain to younger folk. Yet one day, something drew him back. Days of waiting for his triumphant return from the dungeon turned to months and then years. For nearly a century, citizens of Waterdeep thought him dead. But one night, a voice called up from the well. Few at first believed it could be Durnan, but folk as long-lived as he vouched it so. The Yawning Portal had passed into the hands of his ancestors, but Durnan returned with enough riches for them to quietly retire. Durnan took his customary place behind the bar, raised a toast to his own safe return, and then began serving customers as if he’d never left. | ||
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| - | Adventurers from across Faerûn, and even from elsewhere in the great span of the multiverse, visit the Yawning Portal to exchange knowledge about Undermountain and other dungeons. Most visitors are content to swap stories by the hearth, but sometimes a group driven by greed, ambition, or desperation pays the toll for entry and descends the well. Most don’t survive to make the return trip, but enough come back with riches and tales of adventure to tempt other groups into trying their luck. | ||
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| - | < | ||
| - | == The Green Dragon Inn == | ||
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| - | The Yawning Portal is not the only renowned tavern in D&D lore. In the Free City of Greyhawk stands the Green Dragon Inn, which has been the starting point for some of the most successful expeditions to Castle Greyhawk and beyond. The place is crowded and smoke-filled. Patrons talk in low voices, and anyone attempting to strike up a conversation without making a clear intent to pay can expect a cold reception. Paranoia and suspicion run rampant here, as befits a free city that stands at the nexus between a devil-haunted empire, a vast domain locked in the iron-tight grip of a demigod of evil, and a splintered, bickering host of kingdoms nominally committed to justice and weal. In the battered, weary world of Greyhawk, profit and power take precedence over heroics. | ||
| - | </ | ||
| - | ==== Features of the Yawning Portal ==== | ||
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| - | The Yawning Portal’s taproom fills the first floor of the building. The 40-foot-diameter well that provides access to Undermountain dominates the space. The “well” is all that remains of Halaster’s tower, and now, devoid of the stairways and floors that formed subterranean levels, it drops as an open shaft for 140 feet. Stirges, spiders, and worse have been known to invade the Yawning Portal from below. | ||
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| - | Balconies on the tavern’s second and third floors overlook the well, with those floors accessed by way of wooden stairs that rise up from the taproom. Guests sitting at the tables on the balconies have an excellent view of the well and the action below. | ||
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| - | === Entering the Well === | ||
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| - | Those who wish to enter Undermountain for adventure (or the daring tourists who just want to “ride the rope”) must pay a gold piece to be lowered down. The return trip also costs a piece of gold, sent up in a bucket in advance. Once the initial payment is made, a few stairs takes one to the top of the waist-high lip of the well. The rope that hangs in the center of the well is levered over to the lip by a beam in the rafters, and when those who have paid are ready, they mount the rope and take the long ride down. | ||
| - | |||
| - | === Oddities on Display === | ||
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| - | A staggering variety of curios and oddities adorn the taproom. Traditionally, | ||
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| - | == Yawning Portal Taproom Curios == | ||
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| - | ^ d20 ^Item ^ | ||
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| - | | 10 |A gold coin stamped with a worn, hawk-wing helm crest | | ||
| - | | 11 |A troll finger, still wriggling | ||
| - | | 12 |A silver coin that makes no noise when dropped | ||
| - | | 13 |An empty jar | | ||
| - | | 14 |A clockwork owl | | ||
| - | | 15 |A blue, glowing crystal shard | | ||
| - | | 16 |A statuette of a panther, wooden and painted black | | ||
| - | | 17 |A piece of parchment, listing fourteen magical pools and their effects when touched| | ||
| - | | 18 |A vial filled with a dark, fizzy liquid that is sealed and cannot be opened | ||
| - | | 19 |A feeler taken from a slain rust monster | ||
| - | | 20 |A wooden pipe marked with Elminster’s sigil | | ||
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| - | (See also Template in the next Story) | ||
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| - | === A Typical Evening === | ||
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| - | On quiet nights, guests in the Yawning Portal gather around a large fireplace in the taproom and swap tales of distant places, strange monsters, and valuable treasures. On busier nights, the place is loud and crowded. The balconies overflow with merchants and nobles, while the tables on the ground floor are filled with adventurers and their associates. Invariably, the combination of a few drinks and the crowd’s encouragement induces some folk to pay for a brief trip down into Undermountain. Most folk pay in advance for a ride down and immediately back up, though a few ambitious souls might launch impromptu expeditions into the dungeon. Few such ill-prepared parties ever return. | ||
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| - | Groups seeking to enter Undermountain for a specific reason generally come to the tavern during its quiet hours. Even at such times, there are still a few prying eyes in the taproom, lurkers who carry news of the comings and goings from Undermountain to the Zhentarim, dark cults, criminal gangs, and other interested parties. | ||
| - | |||
| - | ==== Starting the Story ==== | ||
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| - | Kicking off a dungeon adventure can be as simple as having a mysterious stranger offer the characters a quest while they are at the Yawning Portal (or some other tavern). This approach is a cliché, but it is an effective one. Use the following two tables to generate a couple of details, then tailor the particulars of the quest and the quest giver to suit the adventure you plan to run. | ||
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| - | == Mysterious Stranger Quest == | ||
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| - | ^ d8 ^Objective | ||
| - | | 1 | ||
| - | | 2 |Find and return with an NPC or monster | ||
| - | | 3 |Slay a terrible monster or NPC | | ||
| - | | 4 | ||
| - | | 5 | ||
| - | | 6 | ||
| - | | 7 | ||
| - | | 8 | ||
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| - | == Mysterious Stranger Secret == | ||
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| - | ^ d8 ^Secret | ||
| - | | 1 | ||
| - | | 2 | ||
| - | | 3 |Has a secret agenda (roll another quest)| | ||
| - | | 4 |Is a devil in disguise | ||
| - | | 5 |Has led other parties to their doom | | ||
| - | | 6 |Is the charmed thrall of a mind flayer | ||
| - | | 7 |Is possessed by a ghost | | ||
| - | | 8 |Is a solar in disguise | ||
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| - | (See also the Template below) | ||
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| - | === Durnan === | ||
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| - | The proprietor of the Yawning Portal is something of an enigma. Blessed with a seemingly limitless life span by treasures he brought back from his expedition nearly two centuries ago, he is as much a fixture in the tap room as the well. | ||
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| - | Durnan is a man of few words. He expects to be paid for his time, and will offer insight and rumors only in return for hard cash. “We know the odds and take our chances,” he says, whether he is breaking up a card game that has turned violent or refusing the pleas of adventurers trapped at the bottom of the well who are unable to pay for a ride up. Despite his stony heart, he is an excellent source of information about Undermountain and other dungeons, provided one can pay his price. | ||
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| - | {{: | ||
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| - | **// | ||
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| - | **//Ideal: Independence.// | ||
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| - | **//Bond: The Yawning Portal.//** This place is my only home. My friends and family are long gone. I love this place, but I try not to get attached to the people here. I’ll outlive them all. Lucky me. | ||
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| - | **//Flaw: Heartless.// | ||
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| - | === Other Denizens === | ||
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| - | The Yawning Portal is host to a variety of regular visitors, most of whom offer services to adventurers. Chapter 4 of the //Dungeon Master’s Guide// provides plenty of resources for generating nonplayer characters. The following table provides some possibilities for why an individual is visiting the Yawning Portal. | ||
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| - | == Denizens == | ||
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| - | ^ d10 ^Denizen | ||
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| - | | 10 | ||
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| - | ---- | ||
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| - | ====== The Forge of Fury ====== | ||
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| - | Two centuries ago, the great dwarf smith Durgeddin the Black and his clan were driven from their home by a horde of fierce orcs and trolls. They plundered the dwarves’ ancestral halls and slew all they could catch. Fleeing his enemies, Durgeddin led the destitute remnants of his clan in search of a new home. After years of wandering, the dwarves discovered a great cavern system beneath the Stone Tooth: a rugged, forested hill crowned by a bare rocky crag. There Durgeddin and his followers founded the stronghold of Khundrukar. | ||
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| - | About a century ago, a member of Durgeddin’s clan was captured by a powerful orc tribe during a raid, and the orcs learned of their enemy’s hidden stronghold. The orc chieftains raised a great army and marched on Khundrukar. In a hard-fought siege lasting months, the orcs tunneled around the dwarven defenses. When they finally stormed the place, they put all within to the sword, then carried off wagonloads of booty. | ||
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| - | In the years since the great battle, various creatures have occupied the stronghold and used the place as a base for their raids. At other times, the caverns have lain empty except for the mindless and bloodthirsty monsters that haunt such places. Today legends of Durgeddin’s Vengeance (or the Smith’s War) and the extraordinary blades the dwarves forged in anger still surface from time to time in the lands near the Stone Tooth. | ||
| ===== Adventure Synopsis ===== | ===== Adventure Synopsis ===== | ||
| - | //The Forge of Fury// is set in the ruined stronghold of Khundrukar. It is designed for four 3rd-level player characters. They can advance to 5th level with good play. | + | //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 characters come to the Stone Tooth in search of a reputed cache of Durgeddin’s superior blades and find the stronghold inhabited by dangerous monsters. The complex consists of the following five sections: | + | |
| - | + | * **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 Glitterhame.** The largest level of Khundrukar, 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 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 Durgeddin’s folk. A small band of duergar (gray dwarves) currently hold Durgeddin’s hall, working to uncover the secrets of the smith’s ancient forge. A great crevasse drops to the Black Lake. | + | * **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 Black Lake.** The most dangerous denizen of the caverns under the Stone Tooth lairs in the cold, still waters of the Black Lake. Nightscale, a young black dragon, 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 Khundrukar | + | * **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 |
| - | + | ||
| - | > **ABOUT THE ORIGINAL** | + | |
| - | > | + | |
| - | > //The Forge of Fury//, by Richard Baker, was originally published in 2000 as an adventure for the third edition of the D&D game. | + | |
| - | > | + | |
| - | > The adventure was published shortly after //The Sunless Citadel// and was designed as a follow-up to it. Characters who succeeded in that mission and advanced to 3rd level were now ready to take on the challenges of a ruined dwarven fortress. | + | |
| - | > | + | |
| - | > {{: | + | |
| ===== Character Hooks ===== | ===== Character Hooks ===== | ||
| - | You can place the Stone Tooth and its caverns anywhere you like in your campaign world. //The Forge of Fury// works well if you pick a remote range of rugged hills or highlands several days from the nearest community. | + | Trouver pkoi ils sont envoyé investiguer la disparition des [[: |
| - | + | Duredin Noldrun dit "Le noir" | |
| - | The town of Blasingdell is briefly described in this adventure, if you need a location where the characters can make their final preparations. | + | |
| - | + | ||
| - | Your next task is to decide how the party learned about Khundrukar. Pick one of the following options that suits your campaign, or make up an explanation. | + | |
| - | + | ||
| - | ==== Follow the Map ==== | + | |
| - | + | ||
| - | The party has acquired a map showing the location of a secret dwarven stronghold named Khundrukar. Perhaps the characters discovered the map and other lore about the place during a previous adventure, or it turned up in a forgotten corner of a library. Tales attributed to a previous, failed expedition make reference to a hoard of wondrous arms and armor. | + | |
| - | + | ||
| - | < | + | |
| - | == Placing the Adventure == | + | |
| - | + | ||
| - | Any setting that includes a mountainous region has a ready-to-use location for the dwarven stronghold in //The Forge of Fury//. | + | |
| - | **// | + | ===== Approaching Noldrunkar ===== |
| - | </ | + | |
| - | > **// | + | |
| - | > **// | + | At the start of play, the characters are trekking through |
| - | > **// | + | < |
| - | + | Votre carte indique que l' | |
| - | ==== Track the Broken Blade ==== | + | </ |
| - | + | ||
| - | Baron Althon, a local noble, hires the party to search for the legendary cache of weapons forged by Durgeddin the smith. He shows the characters a broken blade bearing the smith’s mark, and tells them that it was discovered near a rocky hill called the Stone Tooth. Baron Althon provides directions and promises to reward the characters richly for each of Durgeddin’s blades they recover. He will pay the characters 20 gp each just for bringing back information about the dwarven complex, and an additional 100 gp if they provide detailed maps. | + | |
| - | + | ||
| - | ==== Vanquish the Orc Raiders ==== | + | |
| - | + | ||
| - | In the mining town of Blasingdell, | + | |
| - | + | ||
| - | < | + | |
| - | == The Mining Town of Blasingdell == | + | |
| - | + | ||
| - | Blasingdell lies about 30 miles south of the Stone Tooth, a journey of three days on foot or two days on horseback due to the surrounding rugged terrain and dense forests. Although it isn’t close enough for the characters to use as an overnight rest stop while they explore Khundrukar, Blasingdell is still useful as a place to purchase equipment, stock up on supplies, and train between excursions into the caverns. | + | |
| - | + | ||
| - | The town’s population of around 2,000 is quite diverse; although humans are the largest group, almost any player character race can be found here. | + | |
| - | + | ||
| - | The town’s mayor is **Sir Miles Berrick** (male human **noble**). | + | |
| - | + | ||
| - | **Sergeant Grendar Kuln** (male half-orc **veteran**) is in charge of the town watch; **Constable Dara Whitewood** (female human **veteran**) is the senior officer. The town watch consists of two full-time guards in addition to its officers. A militia force of around 100 commoners can be mustered in emergencies. | + | |
| - | + | ||
| - | **Kheldegan Tolm** (male dwarf **commoner**) owns Tolm’s Superior Outfitting and Dry Goods. | + | |
| - | + | ||
| - | **Sarel Bankdown** (female half-elf **commoner**) is the proprietor of the Griffon’s Nest inn and tavern. | + | |
| - | + | ||
| - | **Sister Alonsa** (female human **priest**) heads up the town’s small temple (its primary deity is left to you). Sister Alonsa is assisted in her duties by two **acolytes**. | + | |
| - | </ | + | |
| - | ===== Approaching Khundrukar ===== | + | |
| - | + | ||
| - | At the start of play, the characters are trekking through the wilderness and have just reached the outskirts of Blasingdell (or some other community), When you’re ready to begin, read: | + | |
| - | + | ||
| - | < | + | |
| - | > Durgeddin was a master smith who forged blades of surpassing quality and power. Centuries ago, his home was sacked by orcs. Durgeddin led the remnants of his clan to the mountains north of the town of Blasingdell and established a small, secret stronghold somewhere in the trackless wilderness. | + | |
| - | > | + | |
| - | > From his hidden redoubt, he waged a decades-long vendetta against all orc-kind, until his enemies discovered his fortress and attacked it after a long siege. Durgeddin and his followers perished, and much wealth was carried away by the conquering hordes. But it’s said that the deepest and best-hidden vaults and armories escaped the looting, and that some of Durgeddin’s extraordinary blades still wait in the darkness for a hand bold enough to claim one. | + | |
| - | > | + | |
| - | > You’ve come to Blasingdell, | + | |
| - | </ | + | |
| - | The characters can spend time interacting with the townsfolk, gathering equipment and provisions, and otherwise preparing before they set out. | + | |
| ==== The Stone Tooth ==== | ==== The Stone Tooth ==== | ||
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| When the characters set forth on their journey, read: | When the characters set forth on their journey, read: | ||
| - | < | + | < |
| - | > As you travel north from the mining town of Blasingdell, you pass through brooding pine forests and deep vales. From where you stand now, you catch sight of a tall, steep hill that rises to a prominent bare knob of rock—the Stone Tooth. A thin spire of smoke rises from some unseen | + | 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. | Refer to map 2.1. The characters have several options: follow the path, scout the area, or wait and watch. | ||
| === Follow the Path === | === 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. Durgeddin’s clan concealed its presence as much as possible, but years of wind and rain have eroded away its cover, leaving the path exposed and visible from the valley floor below. | + | 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 **Great Ulfe**’s tribe to come and go from their lair. | + | 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. | + | If someone checks the path for tracks, a successful |
| - | {{: | + | |
| + | === 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, | 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 “// | + | 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. | **//(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. | ||
| Line 345: | Line 76: | ||
| **//(D) Hilltop.// | **//(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 | + | **//(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 |
| + | |||
| + | 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. | ||
| - | 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 Black Lake. | ||
| - | < | ||
| == Wilderness Encounters and Camping == | == Wilderness Encounters and Camping == | ||
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| 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. | 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 === | === 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 **Great Ulfe**’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. | + | 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). | 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). | ||
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| 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. | 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. | ||
| - | < | + | < |
| - | > Four hunched humanoids in dirty hide armor approach along the trail, snarling and muttering to each other in a guttural tongue. Yellow tusks jut from their bestial faces. | + | 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 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. | ||
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| **// | **// | ||
| - | < | + | == Noldrunkar: General Features == |
| - | == Khundrukar: General Features == | + | |
| - | The following aspects of Khundrukar | + | The following aspects of Noldrunkar |
| - | **// | + | **// |
| - | </ | + | |
| - | > **// | + | |
| - | > **// | + | **// |
| + | |||
| + | **// | ||
| + | |||
| + | **Defeat par les orcs** : Pris prisonniers dans les cages Area 6 comme tribut pour Xetzirbor | ||
| ===== The Forge of Fury ===== | ===== The Forge of Fury ===== | ||
| - | Once the party enters | + | Once the party enters |
| ===== The Mountain Door ===== | ===== The Mountain Door ===== | ||
| - | The uppermost level of Khundrukar, called the Mountain Door, is a natural cavern that was expanded and improved upon by Durgeddin’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. | + | 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, led by a fierce ogre who calls himself **Great Ulfe**. These raiders emerge from the Mountain Door to hunt and pillage in the surrounding area. To keep their lair secure, the orcs have blocked access to the lower levels of Khundrukar, and they rarely encounter the other denizens of the cave system. | + | This former dwarven strongpoint is now occupied by a band of orc raiders |
| {{: | {{: | ||
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| ==== 1. End of the Trail ==== | ==== 1. End of the Trail ==== | ||
| - | The old dwarven path ascends to a cleft in the hillside and ends at the front door of Khundrukar. | + | The old dwarven path ascends to a cleft in the hillside and ends at the front door of Noldrunkar. |
| - | < | + | < |
| - | > The path climbs up one last steep switchback toward a bare shoulder of rock. The hillside rises steeply on your right and drops away precipitously on your left. Debris and rubbish lie scattered over the last hundred yards or so—discarded water skins, bits of charred bone, and splintered casks or kegs. Up ahead, the path opens onto a wide ledge and then doubles back sharply into the mountainside. | + | Le sentier grimpe un dernier virage raide et devient un bord de route à flanc de la colline, qui s' |
| - | > | + | |
| - | > Two bestial humanoids in hide armor stand watch on the ledge. They appear inattentive and bored. | + | |
| - | </ | + | |
| - | **// | + | |
| - | **//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. | + | 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 | ||
| **// | **// | ||
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| 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. | 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 == | == 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. | 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 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.//** **Great Ulfe** and the orcs from area 11 move to area 5 to ready a counterattack. | + | |
| ==== 2. The Dwarf-Door ==== | ==== 2. The Dwarf-Door ==== | ||
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| Moving eastward from the ledge, the trail turns south and rises steeply through a cleft in the rock toward a grand entrance. | Moving eastward from the ledge, the trail turns south and rises steeply through a cleft in the rock toward a grand entrance. | ||
| - | < | + | < |
| - | > Shallow steps lead up through a steep fissure | + | Des marches peu profondes montent par une fissure |
| - | </ | + | </ |
| - | 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. | + | |
| + | 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 | ||
| **// | **// | ||
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| ==== 3. The Rift Hall ==== | ==== 3. The Rift Hall ==== | ||
| - | < | + | < |
| - | > The great door opens into a large hall. A narrow ledge overlooks a deep, dark crevasse | + | 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 Khundrukar’s dwarves. | + | |
| + | 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. | ||
| **// | **// | ||
| - | < | + | < |
| - | > Two brutish humanoids stand watch on the other side of the crevasse. | + | Deux humanoïdes brutaux veillent de l' |
| - | </ | + | </ |
| - | **//Rope Bridge.//** The bridge is safe structurally, | + | |
| + | **//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. | + | **//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 |
| **// | **// | ||
| Line 473: | Line 203: | ||
| 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. | 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 ==== | ==== 4 and 4a. Archers’ Stations ==== | ||
| Line 481: | Line 211: | ||
| The secret doors in area 3 provide access to these locations. | The secret doors in area 3 provide access to these locations. | ||
| - | < | + | < |
| - | > The door slides aside to reveal a narrow | + | La porte coulisse sur le côté, révélant un passage |
| - | > | + | |
| - | > The area is littered with well-gnawed bones, cobwebs, and rat droppings. Poorly cured hide blankets are carelessly scattered over the floor. | + | 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. | **//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. | ||
| Line 500: | Line 231: | ||
| ==== 5. Orc Cave ==== | ==== 5. Orc Cave ==== | ||
| - | < | + | < |
| - | > The walls and floor of this natural cave have been carefully smoothed. You can discern at least four routes leading off into darkness. Red coals glow from within the southeastern passageway, and a crude wooden cage door closes off the southern exit. The floor is covered with sleeping furs, crates, sacks, and rubbish. | + | 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. | 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. | ||
| Line 515: | Line 247: | ||
| 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. | 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. | ||
| - | < | + | < |
| - | > A row of rough-hewn sapling trunks forms a crude but serviceable barrier across the mouth of this small cave. A door locked with an iron padlock secures the room. Inside, you see two filthy prisoners dressed in tattered rags, crowding close to the door. “Thank Yondalla!” one cries out. “We’re rescued!” | + | Une rangée de troncs d' |
| - | </ | + | </ |
| - | **// | + | |
| - | Opening the cage door requires a successful DC 12 Dexterity check using thieves’ tools, the key from Old Yarrack’s pocket (see //area 14//), or a sharp axe and a little time. (The padlock has AC 19 and 5 hit points.) Geradil and Courana 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. | + | **//Creatures.//** The prisoners are a pair of dwarf **commoners** named Gérard |
| - | **// | + | 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. |
| + | |||
| + | **// | ||
| **// | **// | ||
| Line 530: | Line 263: | ||
| 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). | 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). | ||
| - | < | + | < |
| - | > A large, smoky fire crackles in the center of this room. Battered pots and kettles are stacked all over; clearly, this space serves as a crude kitchen. You feel a distinct | + | 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' |
| - | </ | + | </ |
| - | 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. | + | |
| + | 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 | ||
| 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. | 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. | ||
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| ==== 8. Orc Commons ==== | ==== 8. Orc Commons ==== | ||
| - | < | + | < |
| - | > Haphazard stacks of crates, barrels, sacks, and bundles crowd this long cavern. To the north, two finished stone passageways open to the east and west; a narrower opening leads south. In the southeast corner is an old well full of murky water. | + | 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. | 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. | **//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. | + | The iron gate’s lock is rusted shut; it can be picked with a successful |
| - | **//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. | + | **//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 |
| - | 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. | + | 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 |
| **// | **// | ||
| - | 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 Old Yarrack (see //area 11//). | + | With a successful |
| ==== 9. Shaman’s Lair ==== | ==== 9. Shaman’s Lair ==== | ||
| - | < | + | < |
| - | > The secret door pivots open to reveal a chamber of finished stonework. The room is cluttered with crude furnishings, and the air is hazy with the smoke of a small cooking fire. Dozens of yellowed skulls are suspended from the ceiling by fraying ropes strung through holes punched in the bone. An orc in a ragged black robe looks up from her work, her face twisted in an expression of rage. | + | 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' |
| - | </ | + | </ |
| **// | **// | ||
| - | 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 “little stingies” and occasionally captures one to use in her potions and brews.) | + | 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. | 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. | ||
| Line 569: | Line 305: | ||
| If the fight goes poorly, Burdug throws // | 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. | + | **//Secret Exit.//** A successful |
| ==== 10. The Grand Stair ==== | ==== 10. The Grand Stair ==== | ||
| - | < | + | < |
| - | > The ceiling soars thirty feet high in the center of this impressive chamber, and the walls are carved with images of dwarves at their forges. | + | 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. |
| - | > | + | |
| - | > In the center of the floor, a natural rift descends sharply. Dozens of stone steps lead down into darkness. You can hear the distant sound of running water and a curious buzzing coming from far below. | + | 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, | The easternmost chamber in the Mountain Door complex formerly served as the main entrance to the Glitterhame, | ||
| **// | **// | ||
| - | < | + | < |
| - | > The buzzing grows louder, and then four things resembling insectoid bats emerge from the stairwell and fly toward you! | + | 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. | 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 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. | + | 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 |
| **//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. | **//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. | ||
| Line 597: | Line 335: | ||
| 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. | 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. | + | 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 |
| 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. | 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. | + | The spouts on the wall can be detected by someone who succeeds on a **DC 15 Wisdom (Perception) check**. With a successful |
| **// | **// | ||
| Line 609: | Line 347: | ||
| ==== 11. Orc Quarters ==== | ==== 11. Orc Quarters ==== | ||
| - | < | + | < |
| - | > Barrels, crates, and sacks line the walls of this chamber. Among the loot, four oversized straw pallets and other simple furnishings show that it now serves as a bunk room. Four bestial humanoids with feral eyes are cleaning their weapons and mending their gear; they spring to their feet and roar in challenge. | + | Des tonneaux, des caisses et des sacs tapissent les murs de cette pièce. Parmi le bordel, quatre immenses palettes de paille et d' |
| - | </ | + | </ |
| **// | **// | ||
| Line 618: | Line 357: | ||
| 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. | 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. Great Ulfe ==== | + | ==== 12. El Gros Liath ==== |
| - | < | + | < |
| - | > A short flight of stairs leads up to a large, iron-bound door. A bloodstained human skull is fixed to the center of the door by an iron spike. | + | 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. | + | |
| - | < | + | The door isn’t locked, but it is heavy and hard to move; a successful |
| - | > Beyond the door lies a small chamber covered in poorly cured animal hides and illuminated by smoking torches in bronze sconces. The smell is indescribable. A monstrous creature about ten feet in height steps forward, a massive axe in one hand. Two huge wolves strain at chains held closely in its other hand. “You think to challenge the **Great Ulfe**?” the creature booms. “Vak! Thrag! At them!” | + | |
| - | > | + | |
| - | > It drops the chains and, as the wolves spring forward, it charges at you with a roar of rage. | + | |
| - | </ | + | |
| - | **// | + | |
| - | If the characters fail to open the door on the first attempt, **Great Ulfe** is alerted to their presence. He releases his two **dire wolves**, | + | < |
| + | Derrière la porte se trouve une petite pièce recouverte de peaux d' | ||
| - | **Great Ulfe** neither asks nor gives quarter, but if the ogre falls, the wolves attempt to flee. | + | Il lâche ses chaînes et, tandis que les loups bondissent, il charge sur vous avec un rugissement de rage. |
| + | </ | ||
| - | **//Development.//** If the characters defeat | + | **//Creatures.//** **El Gros Liath** is a fierce **ogre** who leads the orcs of the Mountain Door. The chamber he claims as his own once belonged |
| - | **// | + | 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 ==== | ==== 13. Dwarven Statue ==== | ||
| - | < | + | < |
| - | > At the end of the passage | + | Au bout du passage |
| - | </ | + | </ |
| 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. | 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: | If any character approaches within 5 feet of the statue without disarming the trap, read: | ||
| - | < | + | < |
| - | > Suddenly, you feel a small click from the floor beneath your feet. The statue’s bearded face slides open, like an oversized nutcracker, and greenish gas billows forth. | + | Soudainement, vous sentez un léger clic sous vos pieds. Le visage barbu de la statue s'ouvre, tel un casse-noisette géant, et un gaz verdâtre s'en échappe. |
| - | </ | + | </ |
| - | **//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. | + | |
| + | **//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. | + | Someone who examines the proper location and succeeds on a **DC 15 Wisdom (Perception) check** notices the pressure plate. A successful |
| If the trap isn’t deactivated, | If the trap isn’t deactivated, | ||
| Line 664: | Line 407: | ||
| ==== 14. Bunk Room ==== | ==== 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 **Great Ulfe**’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//. | + | 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//. |
| - | < | + | < |
| - | > This chamber is filled with rough-hewn bunks, tables, | + | Cette pièce est remplie de couchettes, de tables |
| - | </ | + | </ |
| - | **// | + | |
| - | If the battle goes poorly for the orcs, Old 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 **Great Ulfe**’s forces in //area 12//. The orog carries a // | + | **//Creatures.//** Only El Vieux Yarrack |
| - | **//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. | + | 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 | ||
| **// | **// | ||
| Line 679: | Line 423: | ||
| Any orcs slain in //area 4// are replaced by orcs from this room, if any survive. | Any orcs slain in //area 4// are replaced by orcs from this room, if any survive. | ||
| - | **// | + | **// |
| - | Old Yarrack carries the key to the cage door in //area 6//. | + | El Vieux Yarrack carries the key to the cage door in //area 6//. |
| + | **Level-Up Niveau 4!** | ||
| ===== The Glitterhame ===== | ===== The Glitterhame ===== | ||
| Line 689: | Line 434: | ||
| {{: | {{: | ||
| - | The Glitterhame is now home to a band of **troglodytes**, | + | The Glitterhame is now home to a band of **troglodytes**, |
| {{: | {{: | ||
| - | < | + | |
| == Vision in the Glitterhame == | == 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. | 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 ==== | ==== 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. | If the characters take the steps down from //area 10//, they emerge into a narrow tunnel with a subterranean stream flowing across it. | ||
| - | < | + | < |
| - | > The stairway twists and turns a long way downward. The floor has been cut into hundreds of shallow steps, but the walls and ceiling are still natural rock. About sixty feet down, a rushing stream spills from a narrow crack to the south and crosses the stairway, disappearing into a narrow, winding | + | 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. | + | |
| + | 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 | ||
| ==== 15a. Stirge Colony ==== | ==== 15a. Stirge Colony ==== | ||
| Line 717: | Line 463: | ||
| The first chamber of the Glitterhame proper is bisected by the stream and has a number of routes leading away from it. | The first chamber of the Glitterhame proper is bisected by the stream and has a number of routes leading away from it. | ||
| - | < | + | < |
| - | > The descending | + | La fissure |
| - | </ | + | </ |
| - | **// | + | |
| - | 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. | + | **// |
| + | |||
| + | 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 | ||
| 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. | 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. | ||
| Line 730: | Line 477: | ||
| 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. | 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' |
| - | > Floundering through the cold, swift stream, you emerge in a huge cavern. The ceiling must be thirty feet overhead, and the far end of the cave is lost in darkness. A foul stench assaults your nostrils immediately. The remnants of butchered game animals hang from crude wooden stakes along the cavern walls, and you spot a pair of orc corpses treated in the same fashion. | + | |
| - | </ | + | 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. | 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. | ||
| **// | **// | ||
| - | **// | + | **// |
| **// | **// | ||
| Line 747: | Line 499: | ||
| 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. | 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. | ||
| - | < | + | < |
| - | > The passage | + | Le passage |
| - | > | + | |
| - | > Something scrapes and hisses in the dark, and you hear the soft padding of scaly feet on rock. | + | 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**, | 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**, | ||
| Line 768: | Line 521: | ||
| 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. | 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. | ||
| - | < | + | < |
| - | > Glowing coals in a crude hearth illuminate this large cave. The ceiling here rises about fifteen feet above the floor, and rubbish and skins cover the floor. A lizard the size of a small horse rises and slowly slithers toward you. | + | Des braises incandescentes dans un foyer rudimentaire illuminent cette vaste grotte. Le plafond s' |
| - | </ | + | </ |
| **// | **// | ||
| Line 789: | Line 543: | ||
| 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: | 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: | ||
| - | < | + | < |
| - | > Behind the lizard, a hulking, scaly-skinned creature easily a foot taller than any of the others you’ve seen glares at you and snarls. | + | Derrière le lézard, une créature imposante à la peau écailleuse, facilement plus grande de 1 pied que toutes celles que vous avez vues, vous regarde fixement et grogne. |
| - | </ | + | </ |
| If **Kaarghaz** is alerted to the party’s approach, he casts // | If **Kaarghaz** is alerted to the party’s approach, he casts // | ||
| Line 800: | Line 555: | ||
| ==== 20. Scaly Lair ==== | ==== 20. Scaly Lair ==== | ||
| - | < | + | < |
| - | > The swift stream passes over a steep slab of bedrock in front of a short passage. | + | Le courant rapide traverse une dalle rocheuse abrupte devant un court passage. |
| - | > | + | |
| - | > Behind the lizard lie a couple of iron chests. | + | Derrière le lézard se trouvent deux coffres en fer. |
| - | </ | + | </ |
| - | **//Creature.//** The cavern holds the troglodytes’ secret weapon—a freshly captured **giant subterranean lizard** (see //appendix B//). Although the lizard is chained, it can attack anyone who comes within its reach. It strikes with its tail first, hoping to knock a target prone, then snaps at it with its powerful jaws to gulp it down. | + | |
| + | **//Creatures.//** The cavern holds the troglodytes’ secret weapon—a freshly captured **giant subterranean lizard** (see //appendix B//). Although the lizard is chained, it can attack anyone who comes within its reach. It strikes with its tail first, hoping to knock a target prone, then snaps at it with its powerful jaws to gulp it down. | ||
| **// | **// | ||
| Line 811: | Line 567: | ||
| ==== 21. Orc Tunnel ==== | ==== 21. Orc Tunnel ==== | ||
| - | < | + | < |
| - | > Several | + | Plusieurs |
| - | </ | + | </ |
| - | A hundred years ago, the orcs besieging | + | |
| + | A hundred years ago, the orcs besieging | ||
| 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. | 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. | ||
| Line 822: | Line 579: | ||
| **//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. | **//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. | + | 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 ==== | ==== 22. Fungus Cavern ==== | ||
| - | < | + | < |
| - | > A trickle of water seeping down from the hillside above reaches this irregular cavern, nourishing a profusion | + | 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. | + | 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 ==== | ==== 23. Dwarven Sepulchers ==== | ||
| - | < | + | < |
| - | > You gaze into an extremely large cave faintly lit by natural | + | Vous contemplez une immense grotte faiblement éclairée par une phosphorescence |
| - | > | + | |
| - | > A couple dozen large stone sepulchers line the cavern walls, each carved with intricate reliefs and designs and marked with Dwarvish runes. | + | |
| - | </ | + | |
| - | The upper portion of the great cavern was intended to be the final resting place of Durgeddin’s clan. | + | |
| - | Durgeddin | + | 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 | ||
| 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. | 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. | ||
| Line 852: | Line 611: | ||
| If the characters investigate the tombs at greater length, read: | If the characters investigate the tombs at greater length, read: | ||
| - | < | + | < |
| - | > Twenty-three sepulchers stand here. The lids are carved in the likenesses of grim dwarves in armor. Dwarvish | + | 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: | If someone in the party can read Dwarvish, the following details become apparent: | ||
| - | < | + | < |
| - | > The additional | + | Les runes supplémentaires indiquent la date de décès de l'occupant |
| - | > | + | |
| - | > The names on these three sepulchers are those of Borgol | + | Les noms inscrits sur ces trois sépulcres sont ceux de Borgol |
| - | </ | + | </ |
| **// | **// | ||
| - | The three dwarves were buried with little funerary wealth; | + | The three dwarves were buried with little funerary wealth; |
| ==== 24. The Glitterhame ==== | ==== 24. The Glitterhame ==== | ||
| - | < | + | < |
| - | > This great cavern glimmers with a faint phosphorescence. | + | Cette immense caverne scintille d'une faible |
| - | > | + | |
| - | > High ledges rise fifteen to twenty feet above the floor on the north, south, and west walls. Narrow passageways lead off to the north and the south, and a flight of carved stone stairs descends from the western ledge to a path that meanders through the center of the chamber toward a small iron door in the eastern wall. Audible throughout the entire chamber is the sigh of a soft, cool breeze that rises toward the surface far above. | + | |
| - | </ | + | |
| - | The fungal growths are harmless. In fact, the stalks and the puffballs are edible, if not especially tasty. The danger lies in the grick nest that overlooks the path. | + | |
| - | **// | + | De hautes corniches s' |
| + | </ | ||
| - | The gricks attack anyone who travels on the path next to the rockfall or climbs anywhere along the slope that leads to area 26. Any character trying to scale the rockfall while under attack must succeed on a DC 8 Strength (Athletics) check to make progress. If the characters reach area 26 by some other means, the gricks move to attack them there. | + | 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 ==== | ==== 25. Long Cavern ==== | ||
| - | < | + | < |
| - | > The thunderous roar of falling water fills this long, low chamber, and spray makes everything slick and wet. A fast stream rushes through the center of the cavern, emerging from beneath a crude dam of rock and mud in the western wall. The stream disappears into a dark shaft at the cavern’s eastern end. A rough, winding path follows the stream toward the east. | + | 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. | 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. | + | 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. | 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. | ||
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| ==== 26. Grick Lair ==== | ==== 26. Grick Lair ==== | ||
| - | < | + | < |
| - | > A rocky ledge sits at the top of a steep, irregular rockfall about twenty feet high. The mouth of a side cavern leads into darkness beyond. | + | Une corniche rocheuse se dresse au sommet d'un éboulement abrupt et irrégulier d' |
| - | </ | + | </ |
| - | **// | + | |
| + | **// | ||
| **// | **// | ||
| Line 903: | Line 667: | ||
| ==== 27. Iron Door ==== | ==== 27. Iron Door ==== | ||
| - | The entrance to Durgeddin’s halls and forges lies behind a sturdy locked door. | + | The entrance to Duredin’s halls and forges lies behind a sturdy locked door. |
| + | |||
| + | < | ||
| + | Une petite porte, d' | ||
| + | </ | ||
| - | < | ||
| - | > Cut into the cavern wall is a small but strong-looking door of iron plates, about five feet tall and four feet wide. Heavy rivets stud its surface, and a tarnished silver rune—Durgeddin’s smith-mark—gleams on the door’s rusted face. | ||
| - | </ | ||
| 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. | 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. | ||
| Line 914: | Line 679: | ||
| ===== The Sinkhole ===== | ===== 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 Black Lake. | + | 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 black dragon Nightscale | + | None of the monsters that inhabit the complex regularly visit this place. The illithid Xetzirbor |
| A narrow staircase winds down along the chasm walls until reaching bottom, where it offers access to area 28. | A narrow staircase winds down along the chasm walls until reaching bottom, where it offers access to area 28. | ||
| Line 924: | Line 689: | ||
| ==== 28. Waterfall Cavern ==== | ==== 28. Waterfall Cavern ==== | ||
| - | < | + | < |
| - | > A loud waterfall spills down the northwest wall of this cavern into a deep pool. The rocky walls glisten with spray, and a weird array of colorful minerals and strange | + | 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 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 “// | 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 ==== | ==== 29. River Cavern ==== | ||
| - | < | + | < |
| - | > This long, narrow cavern is half-filled with an underground river, flowing along at a rapid pace. A narrow ledge on the north side overlooks the river. A bridge of stone spans the river, leading to a larger ledge on the south side that follows the course of the river to the east. | + | 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. | 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 “// | + | **//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. | The stream runs underground for about 5 miles before emerging on a hillside to the west of the Stone Tooth. | ||
| Line 944: | Line 712: | ||
| ==== 30. Old Storeroom ==== | ==== 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. Durgeddin’s folk formerly used the large chamber beyond as a storeroom. | + | The northern door in //area 28// has swollen shut from dampness. A successful |
| - | < | + | < |
| - | > The door gives way grudgingly, revealing a low chamber of dressed stone. This chamber is filled with what appears to be rotten food—barrels of salted meat gone bad, sacks of flour or grain covered in russet-colored mold, tuns of cider turned to vinegar. | + | La porte s' |
| - | > | + | |
| - | > Two open archways in the east wall lead to a similar room, and two more openings are dimly visible beyond. The floor just past the first archway gleams wetly. | + | 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. |
| - | </ | + | </ |
| - | **//Creature.//** None of the supplies are salvageable. While searching, the characters might blunder into a **gray ooze** that occupies the middle chamber of the three. | + | |
| + | **//Creatures.//** None of the supplies are salvageable. While searching, the characters might blunder into a **gray ooze** that occupies the middle chamber of the three. | ||
| 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. | 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. | ||
| - | < | + | < |
| - | > What appeared to be a wet patch on the floor suddenly twists like a snake and lunges toward you! | + | Ce qui semblait être une tache humide sur le sol se tord soudainement comme un serpent et se précipite vers vous ! |
| - | </ | + | </ |
| ==== 31. Empty Storeroom ==== | ==== 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 Khundrukar. | + | The southern door in //area 28// is swollen shut and requires a successful |
| ==== 32. Flooded Storeroom ==== | ==== 32. Flooded Storeroom ==== | ||
| Line 966: | Line 736: | ||
| 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. | 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. | ||
| - | < | + | < |
| - | > A short flight of stone steps leads down to a wooden door that stands half-open. Dark, stagnant water pools in the small landing at the base of the steps and in the doorway, presumably filling the room beyond as well. The area smells of rot. | + | 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// | + | **// |
| + | |||
| + | 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// | ||
| **// | **// | ||
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| ==== 33. Roper’s Cavern ==== | ==== 33. Roper’s Cavern ==== | ||
| - | < | + | < |
| - | > The rock stairs climb steeply, turn north, and then descend | + | L' |
| - | > | + | |
| - | > A large, strange-looking | + | Une grande |
| - | </ | + | </ |
| {{: | {{: | ||
| - | **//Creature.//** The southern ledge is the home of a ravenous **roper** that has been feeding on fish from the stream. Unsatisfied with this diet, the roper is eager for larger prey. | + | **//Creatures.//** The southern ledge is the home of a ravenous **roper** that has been feeding on fish from the stream. Unsatisfied with this diet, the roper is eager for larger prey. CR=5 |
| 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: | 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: | ||
| - | < | + | < |
| - | > A strand extends from the stalagmite, | + | 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 “// | 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 “// | ||
| Line 999: | Line 772: | ||
| ==== 34. Prison ==== | ==== 34. Prison ==== | ||
| - | If the characters get past the roper in area 33, they can explore an area that was used as a prison in Durgeddin’s day. | + | 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. |
| - | < | + | < |
| - | > A sturdy door of iron plate stands open in the north wall of the cavern. Inside you see a short passageway with three small iron doors set into the west wall. The first two are open, but the door at the end of the hall is closed. | + | 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 Durgeddin’s chief lieutenants; | + | 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 ===== | ===== The Foundry ===== | ||
| + | Upgrade Level 5?!? apres long rest | ||
| - | Durgeddin’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. | + | 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 | ||
| - | Unlike the Mountain Door or the Glitterhame, | + | Duredin’s followers lived and worked |
| - | If the characters come to this part of the complex from the Black Lake (see the “Dark Mere” subsection of “//Scout the Area//”), they begin in //area 38//. | + | 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 == | == 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. | 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 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. | ||
| - | 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 a failed check, the creature must succeed |
| - | 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 ==== |
| - | </ | + | |
| - | ==== 35. Chamber of Statues ==== | + | |
| In the corridor behind the iron door in //area 27//, a flight of steep stone stairs climbs 30 feet northward. | In the corridor behind the iron door in //area 27//, a flight of steep stone stairs climbs 30 feet northward. | ||
| - | < | + | < |
| - | > The stairs end at the entrance to an octagonal chamber. The floor is inlaid with cracked, dusty blue tiles, and the walls are dressed with polished marble. Large doors of iron-bound oak exit to the northwest and northeast. | + | L' |
| - | > | + | |
| - | > Three cast bronze | + | Trois statues en bronze, |
| - | > | + | |
| - | > From somewhere in the distance, you can hear the faint ringing of hammer | + | 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. | + | |
| + | The sound of the hammering comes from beyond the east wall, as can be determined with a successful | ||
| {{: | {{: | ||
| Line 1048: | Line 825: | ||
| **//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. | **//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. | + | With a successful |
| - | 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. | + | A character who makes a successful |
| 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. | 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.// | + | **//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, “Alert! Alert! Intruders approach!” This sound warns the duergar guards in area 36. | + | 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 ==== | ==== 36. The Great Hall ==== | ||
| Line 1062: | Line 839: | ||
| At the top of the stairs from area 35 is a stone door carved with a glowering dwarf’s face. It opens easily. | At the top of the stairs from area 35 is a stone door carved with a glowering dwarf’s face. It opens easily. | ||
| - | < | + | < |
| - | > This enormous hall is lined with ten great pillars, carved into the forms of giants and dragons, | + | Cette immense salle est bordée de dix grands piliers, sculptés en forme de géants et de dragons, |
| - | > | + | |
| - | > Suddenly a harsh voice calls from the shadows of the pillars, “Go back the way you came! This is the only warning you’ll get!” | + | Soudain, une voix rauque s' |
| - | </ | + | </ |
| - | The cavern was formerly Durgeddin’s | + | |
| + | Ancienne salle du throne, | ||
| + | Le trône est sans particularité | ||
| **// | **// | ||
| - | **// | + | **// |
| Ghared can share any of the following information if the party succeeds in getting her to converse: | 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 and cursed magic. | + | * The doors to the north lead to halls infested with undead |
| * The door to the southwest leads into the old kitchens, guarded by more cursed magic. | * The door to the southwest leads into the old kitchens, guarded by more cursed magic. | ||
| - | * A dragon | + | * Un Mindflayer |
| * 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. | * 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 dragon’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 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. | If the characters don’t negotiate, or if talks go badly, combat ensues. | ||
| Line 1092: | Line 871: | ||
| ==== 37. The Bladeworks ==== | ==== 37. The Bladeworks ==== | ||
| - | In what was Durgeddin’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. | + | 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. |
| - | < | + | < |
| - | > Double stone doors lead into a barrel-vaulted area containing several furnaces. The eastern end of the chamber continues into a large, dark cave, from which a cold wind moans. A stream of water rushes from west to east through the center of the room, crossed by two stone bridges. On the other side of the stream, three bald, gray dwarves work at a roaring | + | Une double porte en pierre mène à une voûte contenant plusieurs fourneaux. L' |
| - | </ | + | </ |
| - | **// | + | |
| + | **// | ||
| * He has 45 (7d8 + 14) hit points. | * He has 45 (7d8 + 14) hit points. | ||
| Line 1103: | Line 883: | ||
| * He has an additional trait: | * He has an additional trait: | ||
| - | > **// | + | **// |
| - | > Cantrips (at will): //fire bolt//, //mage hand//, //minor illusion//, //shocking grasp// | + | Cantrips (at will): //fire bolt//, //mage hand//, //minor illusion//, //shocking grasp// |
| - | > 1st level (4 slots): //color spray//, //shield//, //silent image// | + | 1st level (4 slots): //color spray//, //shield//, //silent image// |
| - | > 2nd level (2 slots): //hold person//, //shatter// | + | 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. | **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. | ||
| Line 1121: | Line 901: | ||
| ==== 38. The Chasm ==== | ==== 38. The Chasm ==== | ||
| - | < | + | < |
| - | > The stream running through the old dwarven bladeworks meanders through a natural cavern before tumbling into a great chasm. You can see nothing but darkness below, although the splashing of waters deep below is barely | + | Le ruisseau qui traverse l' |
| - | > | + | |
| - | > To the north of the chasm, a small ledge is partially hidden by a spur of rock. | + | 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 Black Lake 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. | + | |
| + | 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 | ||
| ==== 38a. Chain Ladder ==== | ==== 38a. Chain Ladder ==== | ||
| - | The rock spur on the northern ledge partially conceals an old chain ladder that leads down to //area 51// of the Black Lake. 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. | + | 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 |
| ==== 39. Council Chamber ==== | ==== 39. Council Chamber ==== | ||
| - | The duergar have set up a guard post in what was once the council room of Khundrukar. | + | 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. | ||
| + | </ | ||
| - | < | + | **// |
| - | > The door behind the throne leads into a small audience chamber. A large table made of a single stone slab dominates the room’s center, and old tapestries cling to the walls. A stone door in the far wall is carved with the dwarf’s visage that you’ve seen elsewhere. | + | |
| - | > | + | |
| - | > One gray-skinned dwarf in scale mail and shield stands watch by the far door. He shouts and raises a javelin. | + | |
| - | </ | + | |
| - | **// | + | |
| 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): | 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): | ||
| Line 1149: | Line 931: | ||
| * She has additional traits: | * 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. | **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 == | == Arundil’s Animated Objects == | ||
| Line 1163: | Line 944: | ||
| 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. | 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. Durgeddin’s Quarters ==== | ||
| - | Durgeddin | + | ==== 40. Duredin’s Quarters ==== |
| + | |||
| + | Duredin | ||
| + | |||
| + | < | ||
| + | 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. | ||
| + | </ | ||
| - | < | ||
| - | > This room appears to be a bedchamber. In one corner to the south stands a large wooden sleeping platform, badly gouged by axe blows and partially burned. A table, a bench, and a writing desk have been similarly treated. In the middle of the southern wall, a space has been cleared for a simple sleeping pallet and a pair of large satchels. Two doors exit the room to the north. | ||
| - | </ | ||
| 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. | 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. | 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. | + | **//Secret Door.//** The east wall of the closet conceals a secret door. The door isn’t well hidden, requiring a successful |
| ==== 41. Kitchens ==== | ==== 41. Kitchens ==== | ||
| - | < | + | < |
| - | > The stairs leading south from the pillared | + | L' |
| - | </ | + | A changer - table |
| - | **//Creature.//** An **animated table** (see //appendix B//) activates when someone enters the main part of the room. It fights until destroyed but won’t attack a dwarf. See the “// | + | </ |
| + | |||
| + | **//Creatures.//** An **animated table** (see //appendix B//) activates when someone enters the main part of the room. It fights until destroyed but won’t attack a dwarf. See the “// | ||
| The room is full of old, rusty iron pots, pans, cutlery, and cooking utensils, none of which are worth much. | 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 " | ||
| {{: | {{: | ||
| Line 1190: | Line 976: | ||
| ==== 42. Desecrated Shrine ==== | ==== 42. Desecrated Shrine ==== | ||
| - | Durgeddin | + | Duredin |
| - | 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.” | + | 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. | ||
| + | </ | ||
| - | < | ||
| - | > 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. | ||
| - | > | ||
| - | > 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. | 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. | + | 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 ==== | ==== 43. Entrance to the Dwarf-Halls ==== | ||
| - | The dwarves of Khundrukar | + | The dwarves of Noldrunkar |
| - | < | + | < |
| - | > The door opens into a large chamber with a dark pool in the center. Bits of smashed furniture and other debris are scattered about the floor. Hallways lead off to the east and the west. | + | La porte s' |
| - | > | + | |
| - | > A weird moaning fills the area, slowly becoming recognizable as Dwarvish curses. The sound rises to angry shouting and grows closer. Then the translucent form of an armored dwarf appears through a wall and attacks! | + | Un gémissement étrange emplit la pièce, devenant peu à peu reconnaissable à des jurons nains. Le son s' |
| - | </ | + | </ |
| - | **//Creature.//** Area 43, //area 46//, and all the rooms marked 44 are now the demesne of the dwarf mage Arundil, who lingers as an insane **ghost**. | + | |
| + | **//Creatures.//** Area 43, //area 46//, and all the rooms marked 44 are now the demesne of the dwarf mage Arundil, who lingers as an insane **ghost**. | ||
| 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. | 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 ==== | ==== 44. Looted Rooms ==== | ||
| Line 1231: | Line 1027: | ||
| ==== 45. Skeleton Room ==== | ==== 45. Skeleton Room ==== | ||
| - | One of the smaller chambers once served as a small barracks. Half a dozen dwarves perished here and were later animated by Arundil (see //area 47//). He ordered them to defend their post against all intruders. | + | One of the smaller chambers once served as a small barracks. |
| - | < | + | < |
| - | > This chamber might once have been a barracks. The remains of six wooden bunks lean against the walls, burned and hacked by pillagers, and half a dozen skeletal dwarves lie here and there on the floor. With clicking and scraping sounds, the skeletons rise and advance on you. | + | 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 |
| - | </ | + | </ |
| - | **// | + | |
| + | **// | ||
| **// | **// | ||
| Line 1244: | Line 1041: | ||
| The open courtyard in the east end of the residential area was the site of a pitched battle between dwarves and orcs. | 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. | + | 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. |
| - | **//Creature.//** If the characters approach this area from the secret door to the south before entering //area 43//, Arundil the **ghost** confronts them here; refer to the encounter in area 43. Otherwise, there is nothing dangerous or valuable in the area. | + | </ |
| + | |||
| + | **//Creatures.//** If the characters approach this area from the secret door to the south before entering //area 43//, Arundil the **ghost** confronts them here; refer to the encounter in area 43. Otherwise, there is nothing dangerous or valuable in the area. | ||
| ==== 47. Arundil’s Chambers ==== | ==== 47. Arundil’s Chambers ==== | ||
| - | Arundil, the leading mage of Khundrukar | + | Arundil, the leading mage of Noldrunkar |
| + | |||
| + | < | ||
| + | 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, | ||
| + | </ | ||
| - | < | + | **//Creatures.//** The rug, 20 feet square, is actually a Gargantuan **rug of smothering** |
| - | > This chamber must once have been the personal quarters of an important dwarf. It is decorated with tapestries and furnished comfortably, | + | |
| - | </ | + | |
| - | **//Creature.//** The rug, 20 feet square, is actually a Gargantuan **rug of smothering** that activates when any non-dwarf sets foot on it. It fights until destroyed but doesn’t attack a dwarf under any circumstances. See “// | + | |
| **// | **// | ||
| Line 1262: | Line 1063: | ||
| ==== 48. Looted Armory ==== | ==== 48. Looted Armory ==== | ||
| - | Khundrukar’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. | + | 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. | + | 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' |
| - | **//Creature.//** One of the armor stands is actually an animated object (use the **animated armor** stat block), which activates when a non-dwarf enters the room. It fights until destroyed. See “// | + | </ |
| + | |||
| + | **//Creatures.//** One of the armor stands is actually an animated object (use the **animated armor** stat block CR1), which activates when a non-dwarf enters the room. It fights until destroyed. See “// | ||
| ==== 49. Idalla’s Den ==== | ==== 49. Idalla’s Den ==== | ||
| - | The mad dwarf Arundil used every magical tool at his disposal to protect the complex. He not only animated objects and the bones of the dead but called upon more dangerous magic in his futile attempt to make the place safe. In the former chambers of a dwarf scholar, tucked away in the eastern end of Khundrukar, he found a scroll that he tried to use to bind a fiend to his service. | + | < |
| + | 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. | ||
| + | </ | ||
| - | < | + | **//Creatures.//** Idalla sert a séparer les groupes et envoyer des cerveaux humains à Xetzirbor. |
| - | > This room was once a library or a study. Bookshelves stand against the walls. Piles of books rest on a reading table in the middle of the room. The air reeks of moldy paper. Doors exit to the north, east, and south. | + | |
| - | > | + | |
| - | > A beautiful, slender woman with long black hair sits in a chair at the table, looking extremely sad. Her clothing, though well worn, does little to detract from her appearance. | + | |
| - | </ | + | |
| - | **//Creature.//** Arundil summoned | + | |
| - | The succubus, which calls itself Idalla, claimed the scholar’s library for its own and spends much time here reading through the collected lore. It learned of Khundrukar’s history from the scholar’s records and realized that the legends of wondrous treasure would lure greedy souls. | + | The doppelganger, which calls itself Idalla, claimed the scholar’s library for its own and spends much time here reading through the collected lore. It learned of Noldrunkar’s history from the scholar’s records and realized that the legends of wondrous treasure would lure greedy souls. |
| - | Idalla takes the form of a human woman. When the characters enter, | + | Idalla takes the form of a human woman. When the characters enter, |
| - | If the characters attack, Idalla attempts to charm the most dangerous-looking character and turn him or her against the party while the fiend fades into the Ethereal. | + | Elle va tenter de séduire quelqu’un pour le neutraliser en couchant avec |
| - | < | ||
| == Idalla’s Story == | == Idalla’s Story == | ||
| - | Idalla takes delight in misleading the characters. | + | 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 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 Khundrukar | + | * The wizard told Idalla a bit of the history of Noldrunkar |
| - | * A doppelganger lurks in the Glitterhame. (False.) | + | |
| * A dead dwarf haunts the halls, reduced to a mad, gibbering spirit. (True; this is the ghost of Arundil.) | * A dead dwarf haunts the halls, reduced to a mad, gibbering spirit. (True; this is the ghost of Arundil.) | ||
| - | * An ancient | + | * Un jeune dragon lairs below the Foundry |
| - | </ | + | |
| - | **//49a (Bedchamber).// | + | |
| - | **// | ||
| - | ===== The Black Lake ===== | + | **//49a (Bedchamber).// |
| + | |||
| + | **// | ||
| - | The darkest and most remote corner of the Glitterhame’s cavern system, the Black Lake 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 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 Khundrukar | + | The dwarves of Noldrunkar |
| - | The Black Lake is now the domain of Nightscale, a **young black dragon**. Here she has built her hoard, having slowly collected most of the remaining loot from Khundrukar. From the lake, Nightscale | + | 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 |
| The following locations are identified on map 2.6. | 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. | 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 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. | 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 ==== | ==== 51. Dwarven Bridges ==== | ||
| - | Durgeddin’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. | + | 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. | 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. | + | 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: | 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. | + | 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, | + | |
| + | The western bridge is safe, but the bridge to the east is not. It has settled considerably, | ||
| **// | **// | ||
| - | ==== 52. Nightscale’s Lair ==== | + | ==== 52. Xetzirbor’s Lair ==== |
| - | When the characters first approach the southeastern shore of the lake, Nightscale | + | When the characters first approach the southeastern shore of the lake, Xetzirbor |
| - | < | + | < |
| - | > 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. | + | 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' |
| - | **//Creature.//** When Nightscale | + | </ |
| + | **//Creatures.//** When Xetzirbor | ||
| - | 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. | + | 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. |
| - | **// | + | **// |
| {{: | {{: | ||
| - | ==== 53. Nightscale’s Hoard ==== | + | ==== 53. Xetzirbor’s Hoard ==== |
| When the characters come into view of the island for the first time, read: | 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. | + | 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. |
| - | Nightscale 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. | + | </ |
| - | **// | + | 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 ==== | ==== 54. The Dragon’s Passage ==== | ||
| - | Beneath the surface of a small pool is an underwater passage that links the Black Lake to the Dark Mere on the east side of the Stone Tooth. The submerged passage is about 700 feet long. | + | 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 ===== | ===== Aftermath ===== | ||
| - | The characters have overcome | + | The characters have overcome |
| - | + | ||
| - | ==== Resolving the Character Hooks ==== | + | |
| - | + | ||
| - | If the characters return to Blasingdell, | + | |
| - | + | ||
| - | === Follow the Map === | + | |
| - | + | ||
| - | While the characters are exploring the stronghold, they might find another map, perhaps on the body of an adventurer from the previous expedition, or in the library in //area 49//. It could lead to a different dungeon, a city in some land far away, or an as-yet-unknown location rumored to hide a fabulous treasure. | + | |
| === Track the Broken Blade === | === 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 // | + | 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 === | === Vanquish the Orc Raiders === | ||
| Line 1390: | Line 1189: | ||
| ==== Further Adventures ==== | ==== 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 Black Lake. Your answers to the following questions form the basis for 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? | * How did the duergar get into the complex? | ||
| * What is the mysterious project they are working on? | * What is the mysterious project they are working on? | ||
| - | * Did Durgeddin | + | * Did Duredin |
| - | * Do the duergar have some of Durgeddin’s items? If so, are they guarding them or using them? | + | * 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 Khundrukar’s fall, buried in the tomb of an evil knight. Maybe **Great Ulfe**’s ogre clan is terrorizing a nearby area, or an orc war chief wields a legendary weapon that was crafted by Durgeddin. | + | 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 Khundrukar | + | Whatever form they take, the repercussions of the characters’ descent into Noldrunkar |
| Line 1435: | Line 1234: | ||
| The creatures are presented in alphabetical order. | The creatures are presented in alphabetical order. | ||
| - | * **Animated Table** | + | * **Animated Table** |
| * **Barghest** | * **Barghest** | ||
| * **Centaur Mummy** | * **Centaur Mummy** | ||
| Line 1474: | Line 1273: | ||
| * **White Maw** | * **White Maw** | ||
| * **Yusdrayl** | * **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, | ||
| - | ---- | ||
| - | ====== Credits ====== | + | Intellect Devorer CR 2 |
| - | * **Compilers.** Kim Mohan, Mike Mearls | ||
| - | * **Lead Rules Developer.** Jeremy Crawford | ||
| - | * **Fifth Edition Conversion.** Chris Sims, Sean K Reynolds, Jennifer Clarke Wilkes | ||
| - | * **Managing Editor.** Jeremy Crawford | ||
| - | * **Editors.** Kim Mohan, Michele Carter | ||
| - | * **Editorial Assistance.** Chris Dupuis, Ben Petrisor, Matt Sernett | ||
| - | * **Art Director.** Kate Irwin | ||
| - | * **Additional Art Direction.** Shauna Narciso, Richard Whitters | ||
| - | * **Graphic Designer.** Emi Tanji | ||
| - | * **Cover Illustrator.** Tyler Jacobson | ||
| - | * **Interior Illustrators.** Mark Behm, Eric Belisle, Zoltan Boros, Noah Bradley, Sam Carr, Jedd Chevrier, Bud Cook, Olga Drebas, Wayne England, Lake Hurwitz, Izzy, Tyler Jacobson, Titus Lunter, Brynn Metheney, Scott Murphy, Claudio Pozas, Ned Rogers, Chris Seaman, Cory Trego-Erdner, | ||
| - | * **Cartographers.** Jason A. Engle, Rob Lazzaretti, Mike Schley, Ben Wootten | ||
| - | * **Producer.** Stan! | ||
| - | * **Project Manager.** Heather Fleming | ||
| - | * **Product Engineer.** Cynda Callaway | ||
| - | * **Imaging Technicians.** Sven Bolen, Carmen Cheung, Kevin Yee | ||
| - | * **Art Administration.** David Gershman | ||
| - | * **Prepress Specialist.** Jefferson Dunlap | ||
| - | * **Other D&D Team Members.** Bart Carroll, John Feil, Trevor Kidd, Adam Lee, Christopher Lindsay, Shelly Mazzanoble, Christopher Perkins, Hilary Ross, Liz Schuh, Nathan Stewart, Greg Tito, Shawn Wood | ||
| - | ==== Credits from the Original Adventures ==== | + | Duergar CR 1 |
| + | Duergar spy CR 2 | ||
| - | * **//Tomb of Horrors (1978).//** | + | Dolgaunt CR 3 |
| - | * **Design.** Gary Gygax | + | Dolgrim CR 1/2 |
| - | * **//White Plume Mountain (1979).// | + | |
| - | * **Design.** Lawrence Schick | + | |
| - | * **Editing and Suggestions.** Mike Carr, Allen Hammack, Harold Johnson, Tim Jones, Jeff Leason, Dave Sutherland, Jean Wells | + | |
| - | * **Art.** Dave Sutherland, Erol Otus, Darlene Pekul, Jeff Dee, David S. LaForce, Jim Roslof, Bill Willingham | + | |
| - | * **//The Hidden Shrine of Tamoachan (1980).// | + | |
| - | * **Design.** Harold Johnson, Jeff R. Leason | + | |
| - | * **Able Assistance.** Dave Cook, Lawrence Schick | + | |
| - | * **Editing.** Harold Johnson | + | |
| - | * **Editing and Production.** Dave Cook, Jeff R. Leason, Lawrence Schick | + | |
| - | * **Illustrations.** Erol Otus, Jeff Dee, Gregory K. Fleming, David S. LaForce, David C. Sutherland III | + | |
| - | * **//Against the Giants (1981).// | + | |
| - | * **Design.** Gary Gygax | + | |
| - | * **Editing.** Mike Carr, Timothy Jones, Jon Pickens, Lawrence Schick | + | |
| - | * **Art.** David C. Sutherland III, David A. Trampier, Jeff Dee, David S. LaForce, Erol Otis, Bill Willingham | + | |
| - | * **//The Sunless Citadel (2000).// | + | |
| - | * **Design.** Bruce R. Cordell | + | |
| - | * **Editing.** Miranda Horner | + | |
| - | * **Cartography.** Todd Gamble | + | |
| - | * **Illustrations.** Dennis Cramer, Todd Lockwood | + | |
| - | * **//The Forge of Fury (2000).// | + | |
| - | * **Design.** Richard Baker | + | |
| - | * **Editing.** Miranda Horner | + | |
| - | * **Cartography.** Todd Gamble | + | |
| - | * **Illustrations.** Dennis Cramer, Todd Lockwood | + | |
| - | * **//Dead in Thay (2014).// | + | |
| - | * **Design.** Scott Fitzgerald Gray | + | |
| - | * **Editing.** Ray Vallese | + | |
| - | * **Cartography.** Mike Schley | + | |
| - | * **Illustrations.** Eric Belisle, Sam Carr, Tyler Jacobson, Miles Johnstone, Mark Winters | + | |
| - | ==== On the Cover ==== | + | Derro CR 1/4 |
| + | Derro Apprentice CR 1 | ||
| + | Derro Savant CR 3 | ||
| - | {{: | + | Skeleton 1/4 |
| + | Wight 3 | ||
| + | Ogre 2 | ||
| + | * **Animated Table** CR2 | ||