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| + | /* À Compléter */ | ||
| + | ====== La Citadelle Englouti ====== | ||
| + | NPC : | ||
| + | * Belak le Banni, druide enfant de l' | ||
| + | * Alian Garvel de Canrad | ||
| + | * Expédition Saputo : Talgen, Sharwyn Saputo, Gino Saputo et Karakas | ||
| + | * Durnn, boss Hobgobelin Daask | ||
| + | * Meepo, serviteur trouillard Kobold (rejet) | ||
| + | * Grenl, shaman gobelin au ambition infinie | ||
| + | |||
| + | Se situe dans l' | ||
| + | |||
| + | Daask : Opérations de la branche gobelines de Daask. Kit de cuir noir et rouge style biker. Vicieux, utilise toujours leurs capacités à se pousser / cacher. Égoïstes, vont favoriser leur peau à celle de leur confrère. Raciste envers les gobelins des villes " | ||
| + | |||
| + | Choosing a Side – The likely outcome | ||
| + | The Kobolds are not actively hostile when first encountered, | ||
| + | Running the Goblins | ||
| + | |||
| + | When running the goblins in combat, they should use their Nimble Escape trait at every possible opportunity to avoid taking damage, even if it puts another goblin in more danger. | ||
| + | |||
| + | • The goblins consider the Citadelle Englouti to be theirs, and the kobolds are evil invaders that need to be driven out! | ||
| + | |||
| + | Goblin Reinforcements | ||
| + | If the goblins in Area 32, 33 or 36b are killed but the party retreats, after 1d6 hours the goblins move reinforcements to those locations, and they are on high alert for the rest of the adventure. Area 32 is reinforced by all four goblins from Area 40. Area 33 is reinforced by goblins from Area 36c (adjacent to Area 40). Area 36b is reinforced by goblins from Area 36a. | ||
| + | |||
| + | If these goblins are killed, the remaining forces may be spread more thinly, and some of the Hobgoblins from Area 41 may come to assist in holding the line. | ||
| + | |||
| + | |||
| + | |||
| + | Now known as the Citadelle Englouti, its echoing, broken halls house malign creatures. Evil has taken root at the citadel’s core, which is deep within a subterranean garden of blighted foliage. Here a terrible tree and its dark shepherd plot in darkness. | ||
| + | |||
| + | The tree, called the Gulthias Tree, is shepherded by a twisted druid, **Belak le Banni, le penguin?, poison IVY?**. He was drawn to the buried citadel **twelve years ago**, following stories of oddly enchanted fruit to their source. The druid found an old fortress dans les tréfonds de Sharn. Il y a cultiver un jardin afin de mieux pouvoir empoisonner la population de Sharn | ||
| + | |||
| + | Des pommes vertes fluo poussent et sont transformer en slush. The seeds of either fruit, if allowed to sprout, grow into small plant monsters known as twig blights. | ||
| + | |||
| + | ===== Adventure Synopsis ===== | ||
| + | |||
| + | Ce passe dans la Porte du Khyber avec un passage vers les profondeurs | ||
| + | |||
| + | Level 1 pour 4 1er level, advance a 2 et finisse a 3 (avant la finale) | ||
| + | |||
| + | * **1. Portes du Khyber.** | ||
| + | * **2. Kobold Den.** The characters’ foray into the citadel begins with an incursion into the most accessible areas of the fortress, where a tribe of kobolds has taken up residence. The characters can avoid strife with the kobolds by agreeing to retrieve a lost pet for the kobold leader, and they might be able to persuade the kobolds to join their side. | ||
| + | * **3. Goblin Lair.** The goblins that live deeper inside the citadel consider themselves the owners of the place. They defend themselves aggressively against intrusion, making it difficult to avoid combat with them. | ||
| + | * **4. Hidden Grove.** Eventually, the characters discover the lower level of the citadel and the Twilight Grove that lies within. There, they learn the truth about the enchanted fruit, and they must confront **Belak le Banni** and the Gulthias Tree. | ||
| + | |||
| + | |||
| + | ===== Adventure Hooks ===== | ||
| + | |||
| + | PC engagé comme mercenaire par un Saputo et/ou La Sureté (Sergeant Bob, travaille pour les Saputos) pour enquêter et arrêter la distribution d'une nouvelle drogue : la Slush. | ||
| + | |||
| + | Engagé par Sergeant Bob sans-cheveux, | ||
| + | |||
| + | Vito Saputo / Sofia Saputo owns a pearl necklace worth 150 gp that is sufficient for the Identify spell that the party can borrow if they are on good terms. She will buy treasure up to 500 gp. | ||
| + | |||
| + | ====== Porte du Khyber ====== | ||
| + | |||
| + | Quartier par ou passer pour la Citadelle : [[Sharn: | ||
| + | |||
| + | |||
| + | ===== Rumeurs sur la citadelle englouti ===== | ||
| + | |||
| + | Player characters can discover the following additional information while spending time in the local tavern, or through asking the right questions of the locals. | ||
| + | |||
| + | * Légende : Ancienne citadelle gobeline convertie en temple d'un culte du dragon | ||
| + | * The missing Saputo include a fighter half-orc (**Talgen**), | ||
| + | * Garon, the barkeep of the Ol’ Boar Inn, remembers the last time anyone, aside from Talgen and Sharwyn, asked questions about the Citadelle Englouti. About thirteen years ago, a grim human named Belak stopped by, and he had a very large pet frog. | ||
| + | |||
| + | == Citadelle Englouti Overview == | ||
| + | |||
| + | Daask méprisent et sous estime les kobolds, qui en même temps ne sont agressif sans être efficace dans leurs attaques. Belak travaille pour Daask, et Belak utilise ceux-ci pour son rêve de détruire la civilisation de l' | ||
| + | |||
| + | But now, with the Old Road having fallen out of use, the goblins rarely pay much attention to this entrance anymore. Also, a tribe of kobolds has recently moved in to challenge the goblins’ ownership of the fortress. Both groups are skirmishing as they vie for control, and they’re not overly concerned about the possibility of intruders. Thus, the cleft offers the characters a good opportunity to gain entry to the dungeon without attracting attention. (The missing party that came here before did much the same; the rope left tied to the pillar near the ravine is theirs.) | ||
| + | |||
| + | Though the kobolds (//areas 13// | ||
| + | |||
| + | **// | ||
| + | **//Random Treasure.// | ||
| + | |||
| + | ====== The Citadel ====== | ||
| + | |||
| + | === Investigating === | ||
| + | |||
| + | The pillars are worn and broken, and graffiti in the Dwarvish alphabet covers most of them. Characters who know Goblin (after translating the letters from Dwarvish) recognize the inscriptions as warnings and threats against potential trespassers. | ||
| + | |||
| + | === Descending === | ||
| + | |||
| + | The rope tied to one of the leaning pillars hangs down into the darkness of the ravine. Judging by its good condition, the rope couldn’t have been tied there any longer than two or three weeks ago. From the edge of the ravine, older and weathered handholds and footholds can be seen carved into the cliff face. These are goblin-carved. | ||
| + | |||
| + | Adventurers can easily climb down the knotted rope, using the wall to brace themselves. Using the carved indentations is slower but only slightly harder. The descent is 50 feet to the ledge (//area 1//). | ||
| + | |||
| + | == General Features == | ||
| + | |||
| + | **// | ||
| + | **// | ||
| + | **// | ||
| + | |||
| + | ====== Fortress Level Locations ====== | ||
| + | |||
| + | {{ : | ||
| + | |||
| + | ===== 1. Ledge ===== | ||
| + | |||
| + | < | ||
| + | Une corniche sablonneuse surplombe un gouffre souterrain de ténèbres à l' | ||
| + | </ | ||
| + | The far wall of the chasm is 250 feet to the west, and the bottom of the subterranean vault is 80 feet below where the characters stand. | ||
| + | |||
| + | === Creatures === | ||
| + | |||
| + | Drawn by the occasional animal that accidentally falls into the ravine, three <wrap danger> | ||
| + | |||
| + | === Investigating === | ||
| + | |||
| + | A successful **DC 10 Wisdom (Survival)** check reveals humanoid footprints, as well as rat tracks of unusually large size. The footprints lead down the stairs. | ||
| + | |||
| + | ===== 2. Switchback Stairs ===== | ||
| + | |||
| + | The 5-foot-wide stairs that descend from area 1 are roughly carved. They aren’t dangerous to traverse, however, except that combat while on the narrow path can be risky. Three small landings lie along the route, the first at 60 feet above the floor in area 3, the second at 40 feet, and the third at 20 feet. | ||
| + | |||
| + | The characters might be able to see area 3 as they descend. | ||
| + | |||
| + | < | ||
| + | Une forteresse émerge de l' | ||
| + | </ | ||
| + | |||
| + | ===== 3. Crumbled Courtyard ===== | ||
| + | |||
| + | < | ||
| + | L' | ||
| + | </ | ||
| + | The stone courtyard, surrounded by crumbled masonry, contains a trap and a wooden door. | ||
| + | |||
| + | === Masonry Debris === | ||
| + | |||
| + | An expanse of crumbled masonry surrounds the entire citadel. Those attempting to cross it immediately note its unsteadiness. The rubble is difficult terrain. Anyone who moves across the debris must make a DC 10 Dexterity (Acrobatics) check for each 10 feet traversed. On a failed check, the character is unable to move. If the check fails by 5 or more, a slab of masonry below the character shifts, dumping the character into a debris-lined cavity. Climbing back out requires a successful DC 10 Strength (Athletics) check; on a failed check, the victim drops back into the cavity. | ||
| + | |||
| + | === Creatures === | ||
| + | |||
| + | Each time a creature falls into a cavity, the noise is 10 percent likely to draw 1d4 <wrap danger> | ||
| + | |||
| + | === Hidden Pit === | ||
| + | |||
| + | The map shows the location of a concealed trapdoor that covers a 10-foot-square, | ||
| + | |||
| + | If a creature steps on the trapdoor, the lid flips open, dumping the creature into the pit. With a successful **DC 15 Dexterity check**, a creature can use thieves’ tools to jam the lid shut. A mechanism resets the trap 1 minute after the door opens, pushing it back into the closed position. The mechanism is in the pit wall under the catwalk. A creature can jam it in the open position with a successful **DC 15 Dexterity check using thieves’ tools**. If this check succeeds by 5 or more, the mechanism can be permanently disabled if desired. | ||
| + | |||
| + | === Creature === | ||
| + | |||
| + | The pit contains two goblin (ou kobold) skeletons, one goblin (ou kobold) that has been dead for about a day, and one live <wrap danger> | ||
| + | |||
| + | === Treasure === | ||
| + | |||
| + | The goblin corpse has a // | ||
| + | |||
| + | ===== 4. Tower Shell ===== | ||
| + | |||
| + | < | ||
| + | Cette zone circulaire est pavée de granit fissuré, sur lequel gisent les corps de quatre gobelins (ou kobold), apparemment tués au combat. L'un d'eux se tient dos au mur ouest, la lance qui l'a tué le transperçant encore et le maintenant debout. Trois portes en bois mènent à cet endroit. Une tour creuse en maçonnerie instable s' | ||
| + | </ | ||
| + | |||
| + | === Bodies === | ||
| + | |||
| + | Investigation reveals that the four goblins (ou kobolds) have been dead for quite a while, and rats have gnawed at them. The bodies have been looted. If someone removes the spear pinning the goblin to the wall, the body slumps to reveal Draconic runes on the wall behind it. Those who know the Draconic language can read the runes as “Ashardalon.” | ||
| + | |||
| + | === Secret Door === | ||
| + | |||
| + | A trapped secret door leads to area 5. Finding the door requires a successful **DC 20 Wisdom (Perception) check**. The door opens by way of a masonry block that also serves as a lever, which can be pushed in on the left side or pulled out from the right. | ||
| + | |||
| + | === Needle Trap === | ||
| + | |||
| + | If the lever is pulled out, that movement sets off a needle trap. The needle extends 3 inches out of the opening, dealing 1 piercing damage to whoever pulled the lever. Someone who carefully and slowly pulls the lever open can easily see the needle before it strikes. Disabling the needle requires **thieves’ tools** and a successful **DC 15 Dexterity check**. If the check fails by 5 or more, the trap goes off, stabbing the character unless the character succeeds on a DC 15 Dexterity saving throw. | ||
| + | |||
| + | ===== 5. Secret Pocket ===== | ||
| + | |||
| + | < | ||
| + | Cette mini chambre est froide et humide. Les squelettes de trois archers gobelins morts depuis longtemps s' | ||
| + | </ | ||
| + | |||
| + | The skeletons date back to the time before the citadel plunged into the earth. That calamity killed all three archers, at the same time instilling in them the curse of undeath. If anyone enters this chamber, the three **skeletons** animate, pinpoints of red fire sparkling in their eye sockets as they rise. | ||
| + | |||
| + | === Treasure === | ||
| + | |||
| + | Each skeleton has twenty arrows, 2d10 sp, 1d10 gp, and one //+1 arrow// in a special socket on the quiver. Because the skeletons are mindless, they don’t use the magical arrows. | ||
| + | |||
| + | ===== 6. Old Approach ===== | ||
| + | |||
| + | < | ||
| + | Les murs de cette salle de 20 pieds de large sont en mauvais état. L' | ||
| + | </ | ||
| + | |||
| + | Understanding the significance of the colours requires a successful **DC 15 Intelligence (History)** check (Dragonborn and Kobold characters automatically succeed on this check). If the players have seen the key in Yusdrayl’s throne but don’t make the connection, prompt them. | ||
| + | |||
| + | === Dragon Door === | ||
| + | |||
| + | The door that is carved to look like a dragon has a mechanical lock as well as an //arcane lock// spell cast on it. The **Strength (Athletics) check** to defeat the arcane lock is DC 30, and the Dexterity check to bypass the magical lock using **thieves’ tools is DC 25**. Casting a //knock// spell on the door suppresses the magical lock for 10 minutes, lowering the DCs by 10 during that time. The mechanical lock remains intact if the magical lock is bypassed, requiring another //knock// spell or the use of the key. The key, which bypasses the magical lock as well as the mechanical one, is in //area 21//. | ||
| + | |||
| + | === Creature === | ||
| + | |||
| + | One <wrap danger> | ||
| + | |||
| + | ===== 7. Gallery of Forlorn Notes ===== | ||
| + | |||
| + | < | ||
| + | Lorsque la porte s' | ||
| + | |||
| + | Trois alcôves se trouvent sur le mur nord et une sur le mur sud. Chaque alcôve abrite un piédestal de pierre recouvert de poussière sur lequel repose un globe cristallin de la taille d'un poing. Les globes des alcôves nord sont fissurés et sombres, mais celui de l' | ||
| + | </ | ||
| + | |||
| + | If a character moves within 5 feet of the lit globe, brooding music begins to play throughout the area, and the sound carries into areas 6, 8, and 9 if the doors to those areas are open. Any creature that can hear the music must make a **DC 15 Wisdom saving throw**. On a successful save, a creature is immune to the music of the globe for 24 hours. On a failed save, a creature becomes **charmed** and, while charmed in this way, can take only the Dash action and move toward //area 3//. | ||
| + | |||
| + | The effect on a creature ends once that creature reaches the floor beyond the pit trap in area 3. If an affected creature is prevented from moving to area 3, the creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save. The effect ends on its own 1 minute after the creature can no longer hear the music. A creature can escape the music by being on the other side of a closed door that leads to the gallery, or by vacating the area (including adjacent rooms) where the music is audible. | ||
| + | |||
| + | The globe has AC 10 and 10 hit points. If it is attacked or handled, the music becomes louder, audible in //areas 4// and //10// if the doors to those areas are open. The DC of the Wisdom saving throw then increases to 20. If the globe is reduced to 0 hit points or taken from the room, it cracks and goes dark and silent. It no longer functions. | ||
| + | |||
| + | ===== 8. Pressure Plate ===== | ||
| + | |||
| + | < | ||
| + | L'air est vicié dans ce couloir de 20 pieds de long, qui mène à une autre porte en pierre fermée. | ||
| + | </ | ||
| + | |||
| + | === Arrow Trap === | ||
| + | |||
| + | Each time any weight is placed on any part of the **center 10-foot-square section** of the corridor, a mechanical pressure plate is activated, triggering a trap. An arrow fires from above the western door at the creature who triggered the trap: +5 to hit, 5 (1d10) piercing damage. | ||
| + | |||
| + | With a successful **DC 15 Intelligence (Investigation) check**, a character can deduce the presence of the pressure plate from variations in the mortar and stone around it, compared to the surrounding floor. Wedging an iron spike or some other similarly sized and sturdy object under the pressure plate prevents it from activating. | ||
| + | |||
| + | ===== 9. Dragon Riddle ===== | ||
| + | |||
| + | < | ||
| + | La poussière emplit cette salle telle une couche de neige grise. À l' | ||
| + | </ | ||
| + | |||
| + | === Dragon Sculpture === | ||
| + | |||
| + | If a creature moves within 5 feet of the dragon statue, a //magic mouth// spell causes the dragon to utter a riddle in Common (to viewers, it seems as though the stone jaws are actually moving). The dragon’s riddle is as follows: | ||
| + | |||
| + | (read in a hissing whisper): | ||
| + | |||
| + | « Devinette, | ||
| + | « Nous venons avec la nuit sans y être apportés, nous disparaissons le jour sans être volés. Que sommes-nous ? | ||
| + | « Il hurle et arrache les pousses vertes, il siffle et la pluie tombe, mais on ne voit jamais sa bouche. Qu' | ||
| + | « Je vole, mais je n'ai pas d' | ||
| + | |||
| + | {{: | ||
| + | |||
| + | === Secret Door === | ||
| + | |||
| + | A secret door in the western wall leads to area 10. Finding the door requires a successful **DC 20 Wisdom (Perception) check**. Under the scrutiny of //detect magic//, the door radiates a faint aura of abjuration magic. The door comes open, pivoting into the room, only if someone speaks the answer to the riddle. | ||
| + | |||
| + | Once the door is opened, it closes on its own 1 minute later, although any obstruction placed in the doorway prevents it from doing so. The door can be opened from the western side with a simple push. | ||
| + | |||
| + | ===== 10. Honor Guard ===== | ||
| + | |||
| + | < | ||
| + | La poussière enveloppe le contenu de cette salle de 20 pieds de large. Six alcôves bordent les murs, trois au nord et trois au sud. Chaque alcôve, à l' | ||
| + | </ | ||
| + | |||
| + | === Southwest Alcove === | ||
| + | |||
| + | A successful **DC 10 Wisdom (Perception) check** reveals that the dust in the room is disturbed by tracks that start in the southwest alcove, though the tracks are filled in enough that the disturbance must have occurred dozens of years ago. A successful **DC 10 Wisdom (Survival) check** enables a character to determine that the tracks were made by tiny humanoid feet with claw-like nails. They begin in the center of the alcove, move west toward the pit, and then disappear into the pit. A character who enters the pit to follow the tracks must make another successful **DC 10 Wisdom (Survival) check** to pick up the trail again. | ||
| + | |||
| + | === Spiked Pit === | ||
| + | |||
| + | The pit is 10 feet deep, and its bottom is filled with spikes that deal 11 (2d10) piercing damage to a creature that falls in, as well as falling damage. The walls of the pit are rough, and they offer handholds to climbers. //Area 12// begins on its far side. | ||
| + | |||
| + | === Creature === | ||
| + | |||
| + | A **quasit** named <wrap danger> | ||
| + | |||
| + | Jot jumps out just as the first character gets across the pit and uses its Scare. If the character fails its save by 5 or more, it leaps backwards in terror, falling into the pit. | ||
| + | |||
| + | === Development === | ||
| + | |||
| + | <wrap danger> | ||
| + | |||
| + | If <wrap danger> | ||
| + | |||
| + | === Secret Door === | ||
| + | |||
| + | Finding the door on the southern wall requires a successful **DC 20 Wisdom (Perception) check**. The door opens with a simple push inward. | ||
| + | |||
| + | ===== 11. Secret Room ===== | ||
| + | |||
| + | < | ||
| + | La poussière recouvre le contenu de cette minuscule chambre, obscurcissant les runes inscrites sur le mur sud. | ||
| + | </ | ||
| + | |||
| + | === Inscription === | ||
| + | |||
| + | If the southern wall is cleared of dust, the runes are revealed to be a message in Draconic. Someone who can read the language understands it as “Un **prêtre dragon** enterré vivant pour ses transgressions de la Loi conserve toujours l' | ||
| + | |||
| + | === Secret Door === | ||
| + | |||
| + | A secret trapdoor in the floor requires a successful **DC 20 Wisdom (Perception) check** to find. The door opens by pulling it upward. It leads to a 3-foot-by-3-foot crawl space that connects to a similar trapdoor in area 12. | ||
| + | |||
| + | ===== 12. Tomb of a Failed Dragonpriest ===== | ||
| + | |||
| + | < | ||
| + | Des carreaux de marbre violet recouvrent le sol et les murs, bien que tous soient fissurés ou cassés, révélant des pierres grossièrement taillées en dessous. Des appliques murales sont fixées aux murs à chaque angle. L'une d' | ||
| + | </ | ||
| + | |||
| + | === Torch === | ||
| + | |||
| + | The greenish fire is a //continual flame// spell. | ||
| + | |||
| + | === Sarcophagus === | ||
| + | |||
| + | Six rusted iron latches hold down the sarcophagus lid. Opening a single latch requires a successful **DC 15 Strength check**. If the six latches are opened, the lid can be removed with a successful **DC 15 Strength check** or by the effort of any combination of characters whose **combined Strength is 30** or higher. | ||
| + | |||
| + | Inside, a <wrap danger> | ||
| + | |||
| + | < | ||
| + | Dans le cercueil se trouve un troll ! Il est vêtu de parures pourris, mais ses bijoux et ses bagues ornés de minuscules dragons d' | ||
| + | </ | ||
| + | |||
| + | This <wrap danger> | ||
| + | |||
| + | === Creature === | ||
| + | |||
| + | The <wrap danger> | ||
| + | |||
| + | The Dragon Priest’s sarcophagus contains a tatty journal. It talks of predictions of a terrible catastrophe, | ||
| + | |||
| + | If he is defeated in this state, the <wrap danger> | ||
| + | |||
| + | === Development === | ||
| + | |||
| + | The <wrap danger> | ||
| + | |||
| + | === Treasure === | ||
| + | |||
| + | The <wrap danger> | ||
| + | |||
| + | < | ||
| + | ===== Random Encounters ===== | ||
| + | |||
| + | In areas 13 and beyond, monsters move through the halls of the Citadelle Englouti. For every 12 hours the characters spend in the dungeon, roll a d20 and refer to the following table if the characters are in an accessible hallway or room at that time. | ||
| + | |||
| + | ^ d20 | ||
| + | | | ||
| + | | | ||
| + | | | ||
| + | | | ||
| + | | | ||
| + | | | ||
| + | | 7–20 | ||
| + | </ | ||
| + | |||
| + | ===== 13. Empty Room ===== | ||
| + | |||
| + | ===== 13a. The Workshop (Across 14) ===== | ||
| + | This area is home to all kinds of tools, work benches, a furnace, an anvil, and a working forge. There are levers that light the fire, automatically pump the bellows, and dispense water for cooling. The kobold blacksmith <wrap danger> | ||
| + | |||
| + | She is cautious of strangers, but not afraid. If the party ask her questions, she gestures towards Area 15, “Find Meepo, he’ll take you to Yusdrayl, our leader. She’ll answer your questions. Meepo probably can’t mess that up.” she finishes with a sneer. If the party is accompanied by Meepo, Vigur will be polite to the party, but kick Meepo out before he “wrecks something else”. If unaccompanied by Meepo, Vigur’s back is turned, and she is hammering a piece of iron on the anvil, unaware of intruders. If Vigur is attacked, she pulls a lever dumping water on the hot coals, creating a cloud of steam that heavily obscures the room, and she uses this as cover to escape and raise the alarm. | ||
| + | |||
| + | Vigur desires more than anything to make something with some “vrai metalsss ‘bobhosh’”. She tells the characters that she will be happy to craft something for them if they bring her some rare metals. She can craft simple weapons and kobold sized armor. She will not make or repair anything for the party without Yusdrayl’s permission, and charges 50% more than list price. | ||
| + | |||
| + | Development. If the generator is destroyed, Vigur leaves after 1d4 days and travels to Oakhurst, attempting to get a job with Rurik Letgehr. If this is unsuccessful, | ||
| + | |||
| + | ===== 13b. The Taming Pen (Adjacent to 15) ===== | ||
| + | |||
| + | The door to this room is tightly sealed with melted candlewax, and is marked in reddish paint with a crude circle that has eight lines extending out from its edge. As the door opens, dozens of tiny spiders escape and skitter away. Meepo will object to the door being opened, and chastises anyone who opens the door. The inside of the room is covered in cobwebs and cocoons. Hanging from the ceiling are two domesticated [[:Giant Wolf Spiders]] and several smaller ones (which give 0 XP). A character that succeeds on a **DC 12 Intelligence (Nature) check** realises the [[:Giant Wolf Spiders]] will not attack unless their web is disturbed, in which case they will try to make the disturbance their next meal. A creature observing the Giant Wolf Spiders that succeeds on a **DC 12 Wisdom (Perception) check** notices they have small leather belts and loops attached to their abdomens constituting a saddle. | ||
| + | |||
| + | Some of the Kobolds have trained the spiders as mounts, after transplanting some eggs from the underdark. They are the Kobolds secret weapon, to be deployed at a crucial moment. Their ability to spiderclimb will allow the Kobolds to avoid Goblin traps and their bite to take prisoners. | ||
| + | |||
| + | ===== 13c. Hatchery (Across 18) ===== | ||
| + | An “elite” (7 hit points) [[:kobold guard]] stands on either side of this doorway, and they are armed with spears and shields, raising their AC to 14 and their damage to 1d6+2. The party will not be allowed in here under any circumstances, | ||
| + | |||
| + | Inside the room are a dozen kobold eggs in a large nest made of soil, and three carefully aligned braziers keep the room warm. One egg has a tiny set of nostrils poking out of it, breathing quietly. | ||
| + | |||
| + | ===== 13d. The Mine (Adjacent to 22) ===== | ||
| + | The Kobold miners have nearly exhausted the Underdark access tunnel and can go no further safely, so they expanded here and began digging downwards on Yusdrayl’s urging. The room is dark. There are piles of broken rocks and rubble strewn about the room, and two pickaxes lean against a ramshackle wheelbarrow. A kobold sized tunnel (medium creatures must squeeze) descends 25 feet down through the floor. The [[:three miners]], Dav, Gan and Otu, have struck iron and are beginning to fill the wheelbarrow with ore. Chalk markings are all over this room and the tunnel. A successful **DC 12 Intelligence (Arcana)** check reveals they are divination runes intended to assist in finding ore. Dwarves automatically recognise these runes as crude approximations of the ones used by dwarves, but badly converted to Draconic. There is a Door Trap that functions identically to the one in Area 16, but this buckets is filled with rubble, requires a **Dexterity saving throw**, and a creature that fails its save takes 1d6 bludgeoning damage. Triggering the trap alerts the miners, who are engrossed in their work. Unless the party stops them or the party is accompanied by Meepo, the miners flee to the hallway to raise the alarm. | ||
| + | |||
| + | Treasure: Each of the three miners wears a necklace with their favourite small semi-precious stone, worth 10 gp. Gan has a leather helmet with a candle stuck on the top. He doesn’t need the light to see, but the melted wax helps with his scale shedding. | ||
| + | |||
| + | Development: | ||
| + | |||
| + | |||
| + | ===== 14. Enchanted Water Cache ===== | ||
| + | |||
| + | < | ||
| + | La porte en pierre sculptée en relief qui scelle cette chambre représente un poisson ressemblant à un dragon en train de nager. | ||
| + | </ | ||
| + | |||
| + | The door is locked but can be opened with thieves’ tools and a successful **DC 20 Dexterity check**. | ||
| + | |||
| + | If the door is opened, read: | ||
| + | |||
| + | < | ||
| + | Cette pièce de 10 pieds carrés est taillée dans la pierre. Elle contient une machine en forme de tonneau en fer rouillé, produisant un excès de vapeur qui emplit la pièce. La vapeur s' | ||
| + | </ | ||
| + | |||
| + | If anyone shakes or strikes the keg, the sound of sloshing liquid comes from inside it. The connecting pipes hold the keg in place, preventing it from being detached. The characters can remove a wide metallic bung on the keg’s top with a successful **DC 15 Strength check**, or someone can easily stave in the side of the keg. | ||
| + | |||
| + | The keg is instead a working steam generator utilizing the two Mephits as a power source. The generator once was used by the dragon cult in an age long past, but since then the exhaust for the generator has collapsed and ventilation is poor. The generator powers a forge in the workshop (area 13c). Manipulating the power source would require time and resources, as well as a thorough understanding of elemental binding magic. | ||
| + | |||
| + | Sabotaging the forge is done as written in the module. | ||
| + | |||
| + | === Creatures === | ||
| + | |||
| + | If the keg is breached, the [[:ice mephit]] and the [[:steam mephit]] confined within it are released. The creatures attack anyone who has disturbed the keg. | ||
| + | |||
| + | === Treasure === | ||
| + | |||
| + | Within the keg are five tiny sapphires (worth 10 gp each) used to bring about the magic that bound the mephits. | ||
| + | |||
| + | ===== 15. Dragon Cell ===== | ||
| + | |||
| + | [[:Meepo]] – Male Kobold – Pathetic and twisted. Hissy, whining accent. Chiale tout le temps et se plaint | ||
| + | |||
| + | < | ||
| + | Des symboles et des glyphes grossièrement exécutés, gravés à la teinture vert vif, décorent cette vaste chambre en ruine, de forme irrégulière. Un large pit à feu au centre montre des signes d' | ||
| + | </ | ||
| + | |||
| + | Until recently, the kobolds confined a **white dragon wyrmling** in the cage and placed it under heavy guard. Those guards were not strong enough to stand against a sortie by goblins that stole the wyrmling a week ago. | ||
| + | |||
| + | {{: | ||
| + | |||
| + | === Creature === | ||
| + | |||
| + | **Meepo**, the **kobold** who was his tribe’s Keeper of Dragons, is now the sole occupant of the chamber. He is heartsick at the loss of the wyrmling and spends much of his time nowadays in nightmare-ridden sleep in his bedroll. With the loss of his charge, Meepo’s status is in the gutter. He doesn’t react to anything short of loud noise or direct prodding. | ||
| + | |||
| + | If he is disturbed, [[:Meepo]] is frightened but willing to talk. He is weepy. His numerous obvious scars are souvenirs of his job as Keeper of Dragons. If he is asked about the cage or queried in any way that mentions a dragon, he says, “Le dragon du clan… nous l' | ||
| + | |||
| + | To all other questions, Meepo responds by saying, “Meepo sais pas, mais **Yusdrayl** oui. Meepo amene vous pour voir **Yusdrayl**, | ||
| + | |||
| + | Meepo perks up as he senses the possibility of getting the dragon back. True to his word, he guides the characters to //area 21//. Along the way, he shouts out “Patate Douce!” (in Draconic) from time to time, explaining that it’s a password that tells other kobolds the characters are friendly. If the characters leave Meepo behind, or if they are antagonistic toward him, the characters don’t learn the password, and all other kobolds are hostile toward the party. | ||
| + | |||
| + | === Development === | ||
| + | |||
| + | If combat occurs in this chamber, the kobolds in the nearby area 16 are alerted, and they rush out to meet enemies. | ||
| + | |||
| + | === Investigating === | ||
| + | |||
| + | The symbols on the walls are crudely formed in Draconic and read, “Ici, il y a des dragons.” The metallic cage is all but destroyed and can’t be used to restrain captives. A search of the cage reveals white scales that someone who has proficiency in Nature or Survival can determine to be from no natural animal. A successful DC 15 check using either skill identifies the scales as those of a white dragon wyrmling. The firepit, if its ashes are sifted, is found to hold charred bits of kobold bones and armor. | ||
| + | |||
| + | === Treasure === | ||
| + | |||
| + | The bench serves as a sort of tiny altar. Resting on it are containers of green dye, a paintbrush made of goblin-hair bristles, and four tiny jade figurines of dragons (worth 15 gp each). A thorough search of the firepit and a successful **DC 15 Wisdom (Perception) check** reveals another jade figurine. | ||
| + | |||
| + | ===== 16. Kobold Guardroom ===== | ||
| + | |||
| + | Three rooms in the fortress serve as kobold guard stations. All have the same characteristics. | ||
| + | |||
| + | === Door Trap === | ||
| + | |||
| + | The door leading to the room is trapped with a tripwire that the kobolds connect after shutting the door. Hitting this tripwire, 2 inches off the ground stretched between opposite door frames and running up the frame, causes the trap to trigger. A character who succeeds on a **DC 10 Wisdom (Perception) check** spots the wire. If a character then succeeds on a **DC 10 Dexterity check using thieves’ tools**, the tripwire is cut without triggering the trap. A character can attempt this check using any edged weapon or edged tool in place of thieves’ tools, but does so with disadvantage. | ||
| + | |||
| + | On a failed Dexterity check, the trap triggers, tipping over a clay pot of offal, garbage, and dragon droppings that falls on any creature in the doorway and splatters in a 5-foot radius. A creature hit by the stuff must succeed on a **DC 10 Constitution saving throw** or be poisoned for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save. | ||
| + | |||
| + | The kobolds release the tension on the tripwire when they exit, meaning that any guardroom that has been vacated can be entered safely. | ||
| + | |||
| + | < | ||
| + | Un petit trou de braises, construit à partir de maçonnerie brisée et de fragments de sculptures en pierre, brûle au centre de cette chambre. Autour du trou sont disposés plusieurs petits tapis tissés de cheveux emmêlés et de champignons morts. | ||
| + | </ | ||
| + | |||
| + | === Creatures === | ||
| + | |||
| + | The room serves as a barracks and guard post for the kobold tribe’s warriors. <wrap danger> | ||
| + | |||
| + | If the characters try to talk and the interaction is successful, the kobolds direct the characters to head toward “**Yusdrayl** on her dragon throne,” giving them simple directions to //area 21// and warning them to avoid rousing the ire of **Yusdrayl**’s elite guards. | ||
| + | |||
| + | ===== 17. Dragon Chow ===== | ||
| + | |||
| + | A character who approaches the door can smell the stench of what lies beyond. If the door is opened, read: | ||
| + | |||
| + | < | ||
| + | Des rats remplissent cette pièce, piégés parmi leurs propres excréments. Une petite demi-barrière les empêche de s' | ||
| + | </ | ||
| + | |||
| + | === Creatures === | ||
| + | |||
| + | The rats are used as food for the dragon wyrmling that was once stabled in //area 15//. Since the abduction of the dragon, the kobolds have neglected the rats, and in the meantime the rodents have chewed away the fastenings of the barrier. One round after someone opens the door, the rats knock the barrier over and rush out, attacking as a [[:swarm of rats]] for 1 round, after which they disperse into the dungeon. | ||
| + | |||
| + | ===== 18. Prison ===== | ||
| + | |||
| + | Each door that lead to the prison chamber is locked, requiring a **DC 15 Dexterity check using thieves’ tools** to unlock, and also barred on the outside with an iron rod. If a character attempts to open either door while any kobolds are present, the kobolds warn against doing so. Opening a door in spite of this warning turns the kobolds hostile. | ||
| + | |||
| + | < | ||
| + | Quatre petits humanoïdes sont enchaînés par d' | ||
| + | </ | ||
| + | |||
| + | === Creatures === | ||
| + | |||
| + | <wrap danger> | ||
| + | |||
| + | The goblins promise anything and everything in exchange for their release, including safe passage for the characters to their chief. The creatures have no power to guarantee their promises, however. In addition, if the goblins are released, any understanding the characters have with the kobolds is voided. Freed goblins flee at the first hint of trouble, and they double-cross their rescuers if threatened by other goblins. | ||
| + | |||
| + | ===== 19. Hall of Dragons ===== | ||
| + | |||
| + | < | ||
| + | Une double rangée de colonnes de marbre sculptées en relief parcourt cette longue et vaste salle. Les sculptures usées représentent des dragons entrelacés. | ||
| + | </ | ||
| + | |||
| + | === Creatures === | ||
| + | |||
| + | An elite squad of three kobolds elite< | ||
| + | |||
| + | === Development === | ||
| + | |||
| + | If combat erupts here, the result is likely to be deadly for the party. Any kobolds remaining in the areas nearby enter the room as reinforcements. **Yusdrayl** and her two guards arrive from area 21 at the start of the second round of combat. At the start of the fifth round, the kobolds in the area 16 to the southwest of this room come on the scene. At the start of the eighth round, the kobolds from //area 23// enter the fray. (Kobolds that leave their original area and are slain here should be noted for possible future reference.) | ||
| + | |||
| + | ===== 20. Kobold Colony ===== | ||
| + | |||
| + | The strong wooden door that leads to the kobolds’ living quarters is barred from the inside. Characters who give the proper password (“Patate Douce!” spoken in Draconic; see //area 15//) or who make a successful **DC 15 Charisma (Deception) check** can convince the kobolds within to unbar the door. Otherwise, the kobolds open the door only when guards return to the room for a shift change. | ||
| + | |||
| + | < | ||
| + | Plusieurs petits feux boucanant éclairent cette vaste et haute pièce. Broches, supports à tannage et autres instruments d'une culture primitive sont visibles à travers la brume. Plusieurs petits personnages s' | ||
| + | </ | ||
| + | |||
| + | <wrap danger> | ||
| + | |||
| + | The kobolds here answer all questions with a quick “**Yusdrayl** knows.” | ||
| + | |||
| + | An attack on these kobolds brings reinforcements, | ||
| + | |||
| + | ===== 21. Dragon Throne ===== | ||
| + | |||
| + | |||
| + | |||
| + | |||
| + | < | ||
| + | Un petit trône se dresse près du mur ouest, construit à partir de débris de maçonnerie empilés contre un vieil autel. Au sommet de l' | ||
| + | </ | ||
| + | |||
| + | === Creatures === | ||
| + | |||
| + | Normally sitting on the throne is the kobolds’ leader, **Yusdrayl**. <wrap danger> | ||
| + | |||
| + | <wrap danger> | ||
| + | |||
| + | <wrap danger> | ||
| + | |||
| + | **Yusdrayl** can speak to the following questions: | ||
| + | |||
| + | {{: | ||
| + | |||
| + | //Pourquoi y a-t-il des kobolds ici ?// « Nous Kobolds héritiers des dragons. Moi plus puissante Kobolds, ai conduit les plus braves vers lieu saint, où dragons vénérés il y a longtemps.» **Yusdrayl** ne sait rien d' | ||
| + | |||
| + | //Et les gobelins/ | ||
| + | |||
| + | //Et les monstres de brindilles ?// | ||
| + | |||
| + | //Et les aventuriers humains perdus ?// « Ils partis combattre gobelins et jamais revenus. » | ||
| + | |||
| + | //Et le dragonnet volé ?// « Méchant gobelins volé dragon ! Si vous rendre **Calcryx**, | ||
| + | |||
| + | If the characters decide to go looking for the dragon, the kobolds direct them toward the passage that connects //area 15// and //area 25//, which is the “back way” into goblin territory. **Yusdrayl** and her followers know nothing useful about the goblin lair. If the characters take Meepo with them, he can serve as their guide to that location. If Meepo goes along and is slain, the kobolds count it as a small loss as long as the dragon is rescued. | ||
| + | |||
| + | Possible rewards include the key in the carved dragon’s mouth, or any two of the items on the altar. **Yusdrayl** is also willing to sell the key for 50 gp. | ||
| + | |||
| + | === Development === | ||
| + | |||
| + | If hostilities break out, reinforcements arrive in the manner described in //area 19//. | ||
| + | |||
| + | If the characters return **Calcryx**, | ||
| + | |||
| + | === Treasure === | ||
| + | |||
| + | The key clenched in the mouth of the carved dragon opens the door to //area 7//. **Yusdrayl** has keys to //area 18// and the chains there, a key to the doors in //area 24//, and a key that once fit the cage in //area 15//. She also has 35 gp. | ||
| + | |||
| + | The items assembled on the altar include a //Quaal’s feather token (tree)//, three //spell scrolls// (//mage armor//, //spider climb//, and //knock//), and a small flask that contains three doses of //elixir of health//. | ||
| + | |||
| + | ===== 22. Larder ===== | ||
| + | |||
| + | A Goblin corpse is impaled on one of the meathooks. | ||
| + | |||
| + | < | ||
| + | Une odeur de viande en décomposition imprègne cette pièce. La plupart des crochets en fer rouillés au plafond sont vides, mais quelques-uns contiennent les carcasses dépecées de large vermines, d' | ||
| + | </ | ||
| + | |||
| + | The kobolds bring food for their tribe up from the Underdark and store it in a nearby chamber. The rotting flesh is that of rats, bats, overlarge cave crickets, beetles, goblin parts, and spiders. The room also has a selection of fungi and mushrooms. | ||
| + | |||
| + | ===== 23. Underdark Access ===== | ||
| + | |||
| + | The tunnel is Kobold sized and smaller, medium creatures must squeeze to traverse and could get stuck. | ||
| + | |||
| + | < | ||
| + | Le sol est partiellement effondré à l'est de cette pièce, révélant un tunnel. Ce passage, non exploité, présente d' | ||
| + | </ | ||
| + | |||
| + | The kobolds used the natural passage to first enter the Citadelle Englouti, and they continue to travel through it for hunting and gathering forays into the Underdark. | ||
| + | |||
| + | The tunnel leads beyond the scope of this adventure, but it could be a route to a site you have designed. | ||
| + | |||
| + | === Creatures === | ||
| + | |||
| + | If they have not come forth as reinforcements, | ||
| + | |||
| + | ===== 24. Trapped Access ===== | ||
| + | |||
| + | If Kobolds let PC’s go this way, they point out trap. | ||
| + | |||
| + | The doors on both ends of the corridor are locked and can be opened by a character who succeeds on a **DC 20 Dexterity check using thieves’ tools.** | ||
| + | |||
| + | < | ||
| + | À l’autre bout d’un couloir de six mètres de long se trouve une autre porte fermée. | ||
| + | </ | ||
| + | |||
| + | === Hidden Pit === | ||
| + | |||
| + | The map shows the location of a concealed trapdoor. A 2-foot-wide catwalk along the pit’s center allows safe passage over the pit. With a successful ***DC 15 Wisdom (Perception) check**, a character notices the door’s unmortared rim. After that, a character who makes a successful **DC 10 Intelligence (Investigation) check** deduces the location of the catwalk, as well as how the pit operates. | ||
| + | |||
| + | If a creature steps on the pit cover, the lid flips open, dumping the creature 10 feet into the pit. With a successful **DC 15 Dexterity check**, a creature can use thieves’ tools and an object, such as an iron spike, to wedge the lid shut. | ||
| + | |||
| + | Kobolds regularly check the trap and manually reset it when necessary. | ||
| + | |||
| + | ===== 25. Empty Chamber ===== | ||
| + | |||
| + | Area 25a. Above Area 4. The Kobold’s Trap | ||
| + | Any major fighting between the Kobolds and Goblins occurs in this room and Area 25b. The floor is covered in blood stains, viscera and bones. The Kobolds have prepared a trap, an invention of Vigur’s. A crude dragon’s head made of scrap metal is mounted above the southern door. The area in front of the door is a pressure plate, and standing on it causes flaming oil to spew outwards in a 15 foot cone. A creature in the cone makes a **DC 12 Dexterity saving throw**, taking 3d6 fire damage on a failed save, or half as much on a successful one. The pressure plate can be spotted by a creature that succeeds on a DC 12 Wisdom (Perception) check, and a character that inspects the scrap metal dragon head and succeeds on a DC 12 Intelligence (Investigation) check ( a character with proficiency with tinkers tools gets advantage on this check) can determine that the pressure plate causes the oil to be ignited by a flint and steel inside the jaw and spewed out of the mouth. The trap can be disarmed with a successful DC 12 Dexterity check using thieves tools or tinkers tools. Failing this check by 5 or more triggers the trap. | ||
| + | |||
| + | If the party has approached the door from the south, a <wrap danger> | ||
| + | |||
| + | Area 25b. Adjacent to Area 31. The Goblin’s Front Door. | ||
| + | Any major fighting between the Kobolds and Goblins occurs in this room and Area 25a. The floor is covered in blood stains, viscera and bones. This room also has several crudely mortared short section of wall near the northern door, which the goblins use for cover. The walls are covered in goblin graffiti. | ||
| + | |||
| + | |||
| + | Two empty chambers in the eastern end of the fortress have the same characteristics. | ||
| + | |||
| + | < | ||
| + | This empty chamber is home only to rat droppings, crumbled flagstone, and stains. | ||
| + | </ | ||
| + | |||
| + | === Investigating === | ||
| + | |||
| + | A character who succeeds on a **DC 15 Wisdom (Perception) check** notices tracks in the dust. Some tracks were made by rats and some by humanoids. A character who then succeeds on a **DC 15 Wisdom (Survival) check** ascertains that the rat tracks are very recent, maybe a day old, and that the humanoid tracks are almost a month old and were made by three or four human-sized humanoids moving across the area to the north. | ||
| + | |||
| + | === Trap === | ||
| + | |||
| + | The door that connects the northernmost empty chamber with area 31 contains a trap. See //area 31// for more details. | ||
| + | |||
| + | ===== 26. Dry Fountain ===== | ||
| + | |||
| + | < | ||
| + | De la poussière et des débris de pierre et de gravats jonchent le sol. Une fontaine ornée est encastrée dans le mur est. Bien que fissurée et tachée, la sculpture dominante représentant un dragon plongeant conserve toute sa beauté. Une porte en pierre sculptée se dresse sur le mur ouest. | ||
| + | </ | ||
| + | |||
| + | === Investigating === | ||
| + | |||
| + | The debris and dust covering the floor display the same tracks described in area 25. | ||
| + | |||
| + | === Fountain === | ||
| + | |||
| + | A thin layer of scum coats the fountain’s basin, but it is otherwise dry. Under the scrutiny of a //detect magic// spell, the fountain emits an aura of conjuration. A character who makes a successful **DC 15 Wisdom (Perception) check** notices a mostly worn-away inscription in Draconic on the basin’s front. It reads, “Que le feu soit.” | ||
| + | |||
| + | If a character speaks the phrase aloud, the magic of the fountain functions one last time. Reddish liquid begins to well from the diving dragon’s mouth, slowly accumulating in the basin. If the liquid is collected, it can be used as a //potion of fire breath//. After it is used in this way, the fountain loses its magic. | ||
| + | |||
| + | === Western Door === | ||
| + | |||
| + | Carvings on the western door show skeletal dragons. A Draconic inscription on the door reads, “Repousser les morts, ouvrez la voie.” Within 5 feet of the door, the air is noticeably cooler, and the door itself is cold to the touch. | ||
| + | |||
| + | The locked door opens only when someone targets it with a //knock// spell or an effect that turns undead. If someone does so, the door glows ghostly blue and swings open silently. | ||
| + | |||
| + | === Scythe Trap === | ||
| + | |||
| + | If someone tries to open the door without first deactivating the lock, a scythe blade springs forth, targeting the area immediately in front of the door: +5 to hit, 4 (1d8) slashing damage. | ||
| + | |||
| + | The blade is concealed in a slot in the ceiling, 10 feet up. A character who succeeds on a **DC 20 Wisdom (Perception) check** can find the slot before the trap is sprung. | ||
| + | |||
| + | The opening, once discovered, can be blocked with an iron spike or a similar object. A character who does so must make a **DC 15 Dexterity check or Strength check. **On a failed check, the blockage falls out when the trap is sprung. Alternatively, | ||
| + | |||
| + | ===== 27. Sanctuary ===== | ||
| + | |||
| + | < | ||
| + | Cinq sarcophages poussiéreux, | ||
| + | </ | ||
| + | |||
| + | === Creatures === | ||
| + | |||
| + | Five **skeletons** emerge en masse from the sarcophagi to attack those who disturb the altar or open any sarcophagus. These creatures pursue characters who flee. | ||
| + | |||
| + | === Treasure === | ||
| + | |||
| + | The candle has a //continual flame// spell cast on it. In the flask is a //potion of fire resistance// | ||
| + | |||
| + | ===== 28. Infested Cells ===== | ||
| + | |||
| + | < | ||
| + | Cette section du couloir comporte six portes, toutes légèrement entrouvertes. L' | ||
| + | </ | ||
| + | |||
| + | The doors lead to small cells. Each door is open just wide enough to enable Small and smaller creatures to slip through without having to open it farther. | ||
| + | |||
| + | === Creatures === | ||
| + | |||
| + | The two southernmost cells and the one to the northeast contain abandoned giant rat nests. One <wrap danger> | ||
| + | |||
| + | === Investigating === | ||
| + | |||
| + | A character who succeeds on a **DC 15 Wisdom (Perception) check** notices tracks in the dust here. Some tracks were made by rats and some by humanoids. A character who then succeeds on a **DC 15 Wisdom (Survival) check** ascertains that the rat tracks are recent, perhaps a few minutes old, and the humanoid tracks are almost a month old and were made by four human-sized individuals moving across the area to the north. Only three of those individuals returned south. | ||
| + | |||
| + | === Treasure === | ||
| + | |||
| + | The occupied rat nests contain shiny bits collected by their current owners. Poking through each nest turns up 2d6−2 sp, 1d6−1 gp, and 1d4−1 gems (worth 5 gp each). | ||
| + | |||
| + | ===== 29. Disabled Traps ===== | ||
| + | |||
| + | < | ||
| + | Le sol pavé est percé de deux trappes bloquées par des pointes de fer. Le mur nord abrite une fontaine sèche, sculptée d'un dragon plongeur. Une légère odeur de pourriture imprègne la pièce. | ||
| + | </ | ||
| + | |||
| + | === Investigating === | ||
| + | |||
| + | The two marked areas on the map are traps that were jammed open by the lost adventuring party. Examining each one reveals a 20-foot-deep pit containing only rat bones, rusted metal bits, and filth. | ||
| + | |||
| + | Chances to find or follow the trail noted in area 28 are similar here. The trail of the missing adventuring party skirts around the traps and leads to the western wooden door. | ||
| + | |||
| + | === Development === | ||
| + | |||
| + | Those who spend more than 3 rounds in the chamber conversing in normal tones, or otherwise making noise, draw the attention of the inhabitants of area 30, who hide to ready an ambush. | ||
| + | |||
| + | === Trapped Fountain === | ||
| + | |||
| + | The dry fountain on the northern wall looks remarkably like the one described in //area 26//. Under the scrutiny of a //detect magic// spell, the fountain emits a faint aura of evocation. A successful **DC 20 Wisdom (Perception) check** reveals suspicious metallic tubes in the carved dragon’s mouth, as well as a small, rusted iron canister. A character who makes a successful **DC 15 Wisdom (Perception) check** notices a mostly worn-away inscription in Draconic on the front of the basin. It reads, “Que la mort soit.” | ||
| + | |||
| + | Anyone who speaks this phrase aloud in Draconic triggers the trap. A poison mist sprays forth from the dragon’s mouth, filling a 20-foot cube and expending the canister’s last charge. Those in the area must make a **DC 10 Constitution saving throw**. On a failed save, a creature takes 5 (1d10) poison damage and becomes poisoned for 10 minutes. On a successful save, the creature takes only half the poison damage and is poisoned for 1 minute. | ||
| + | |||
| + | === Western Door === | ||
| + | |||
| + | A character who approaches the western door can smell the stench of rotten meat coming from the other side. | ||
| + | |||
| + | ===== 30. Mama Rat ===== | ||
| + | |||
| + | < | ||
| + | Une odeur étouffante imprègne l'air, émanant des carcasses mâchouillées de rats des cavernes, de petits animaux nuisibles et de quelques créatures humanoïdes. Les corps gisent sur un sol de crasse, de vieux os, de poils et de fourrure qui forment un nid particulièrement vaste et infect. | ||
| + | </ | ||
| + | |||
| + | === Investigating === | ||
| + | |||
| + | The humanoid corpses in the chamber include two goblins, a kobold, and one human male—a member of the lost adventuring party (Karakas the ranger). | ||
| + | |||
| + | === Creatures === | ||
| + | |||
| + | Three <wrap danger> | ||
| + | |||
| + | === Treasure === | ||
| + | |||
| + | Poking through the refuse over a period of 10 minutes uncovers 312 sp, 68 gp, and 3 gems (worth 25 gp each). On and around the ranger’s corpse are several items: //studded leather armor//, five // | ||
| + | |||
| + | ===== 31. Caltrop Hall ===== | ||
| + | |||
| + | Area 31-32. | ||
| + | |||
| + | The door that leads north into this hallway is closed and fitted with a bell that clangs if someone opens the door without doing so very slowly. | ||
| + | |||
| + | With a successful **DC 15 Wisdom (Perception) check**, someone who carefully opens the door might spot the bell attached to the door about 3 feet off the ground. A character who examines the space around the door before opening it and succeeds on a DC 15 Wisdom (Perception) check notices the damage done to the door when the goblins fastened the bell to it. | ||
| + | |||
| + | If the bell rings, the noise alerts the goblins in area 32. They duck behind the low wall and wait to ambush intruders that enter the corridor. | ||
| + | |||
| + | < | ||
| + | La salle, large de 10 pieds, est généreusement jonchée de caltrops pointues. Sur le mur nord, le passage vers la pièce suivante est partiellement bloqué par un mur de 3 pieds de haut, grossièrement mortieré et orné de créneaux. | ||
| + | </ | ||
| + | |||
| + | === Caltrops === | ||
| + | |||
| + | The floor in the hallway is strewn with caltrops; see “// | ||
| + | |||
| + | === Creatures === | ||
| + | |||
| + | Two **goblins** in area 32 pop up over the wall if they are alerted to the characters’ presence. The creatures use ranged attacks as the characters move through the hall. | ||
| + | |||
| + | The goblins duck behind the wall between shots, gaining 3/4 cover from ranged attacks (AC 17, they do not have their shields equipped). When they shoot, they have only half cover from ranged attacks (AC 15). If the party is having difficulty hitting, remind them that they can hold their action. If more than one enemy gets up to or over the wall, or if one goblin is killed. The surviving goblin will use nimble escape and flee to Area 33 to raise the alarm. | ||
| + | |||
| + | === Treasure === | ||
| + | |||
| + | About two hundred // | ||
| + | |||
| + | ===== 32. Goblin Gate ===== | ||
| + | |||
| + | < | ||
| + | La crasse au sol, les taches sur les murs, les peaux usées et le foyer témoignent des années d' | ||
| + | </ | ||
| + | |||
| + | === Creatures === | ||
| + | |||
| + | Two **goblins** are stationed behind the rough, 3-foot-high wall. They are hostile to intruders, but unwilling to die facing a superior force. If captured, these goblins know the same information that **Alian Garvel de Canrad** in //area 34// does. | ||
| + | |||
| + | === Development === | ||
| + | |||
| + | If one of the goblins gets away, it warns the goblins in area 33. The alerted goblins prepare an ambush for intruders in that area. | ||
| + | |||
| + | === Investigating === | ||
| + | |||
| + | A search of the room turns up putrid jerky, vinegary wine in poorly preserved water skins, and other worthless bits of clutter. | ||
| + | |||
| + | ===== 33. Practice Range ===== | ||
| + | |||
| + | If the goblins here have not been alerted, roll a d6 to determine what they are currently doing, | ||
| + | or choose an option. 1-2: Lazing around, sleeping off wine (-5 to passive perception, can easily | ||
| + | be snuck up on). 3-4: Drinking and bickering (not paying attention, can be snuck up on). 5-6: | ||
| + | Shooting practice (impossible to sneak up on). | ||
| + | |||
| + | The sound of goblins engaged in target practice might be heard from outside any of the doors to the practice range. | ||
| + | |||
| + | < | ||
| + | Des dizaines de flèches émoussées et brisées gisent sur le sol pavé fissuré, et quelques-unes dépassent de trois cibles grossièrement cousues, de taille humaine, accrochées au centre du mur sud. Le tiers nord de la pièce est séparé du sud par un demi-mur grossièrement crénelé et mortieré. Une sorte de campement permanent se trouve au nord du mur, avec un de feu et plusieurs petites marmites en fer. | ||
| + | </ | ||
| + | |||
| + | === Creatures === | ||
| + | |||
| + | The three **goblins** assigned to watch the room spend some of their time shooting at the hair-and-fur-filled burlap dummies that look vaguely like humans and elves. The rest of the time they drink too much goblin moonshine. | ||
| + | |||
| + | When fighting, the goblins try to use the 3-foot-high wall for cover while shooting their foes. | ||
| + | |||
| + | === Treasure === | ||
| + | |||
| + | One goblin has a silver flask of dwarven make (worth 50 gp) filled with vile goblin moonshine. Another goblin has a key to open the locked door to area 34. | ||
| + | |||
| + | === Development === | ||
| + | |||
| + | If things go badly for the goblins, one of them attempts to warn the goblin warriors in //area 39//. | ||
| + | |||
| + | ===== 34. Goblin Stockade ===== | ||
| + | |||
| + | |||
| + | The Kobolds in this room stay away from Alian, and keep shooting him foul looks, which he returns in an over the top mocking way. They advocate for the party to kill Alian in his cage, or at least abandon him. Meepo and Alian won’t outright refuse to work for each other, but will not get on. Meepo will attempt to undermine Alian at every opportunity, | ||
| + | |||
| + | If the party doesn’t take Meepo with them, or Meepo is dead before they get to Alian, consider replacing one of the chained up Kobolds with a Goblin named Wakjob, who was locked up by Durnn for being a Grenl loyalist. He is wary of the party, but will help them if it means killing Durnn and making him look bad. If things go badly for the party, Wakjob will turn on them to save his own skin. Wakjob often cackles manically and his face is usually in a twisted grin. | ||
| + | |||
| + | The wooden door is closed and locked. It can be opened by a character who succeeds on a **DC 15 Dexterity check using thieves’ tools**. | ||
| + | |||
| + | < | ||
| + | La misère règne dans cette pièce basse de plafond. Une grosse pointe de fer est plantée dans le sol près de la porte, et une petite cage de fer est installée plus loin. Plusieurs paires de menottes corrodées sont fixées aux murs, et certaines retiennent encore quelques squelettes en ruine. | ||
| + | </ | ||
| + | |||
| + | {{: | ||
| + | |||
| + | === Creatures === | ||
| + | |||
| + | Three **kobolds** are bound with crude rope to the iron spike. A battered gnome lies in the cage, which is almost too small for him. It’s easy to untie the kobolds. Freeing the caged gnome requires either a successful **DC 15 Strength check** to bend the bars or a successful **DC 15 Dexterity check using thieves’ tools** to open the cage lock. | ||
| + | |||
| + | The kobolds are aware that the goblins might try to ransom them back to the other kobolds. Uncertain of their chances with the characters, the kobolds are unhelpful and reluctant to be set free. If they are released and shown a clear line of retreat, the kobolds flee. They know very little, but they react positively to Meepo’s presence or if they are told that the characters intend to free **Calcryx**. | ||
| + | |||
| + | Gnome : **Alian Garvel de Canrad**, un journaliste d' | ||
| + | |||
| + | Alian Garvel de Canrad – Artificer, semi psycho pat qui comprends as les interactions humaines. Optimiste à faire vomir, ne connait pas trop la peur. Genre de Nenio. | ||
| + | |||
| + | Alian veut retourner en ville sauf si les PC lui offre de rester / semble compétent pour dénouer l' | ||
| + | |||
| + | Alian knows enough about dragons to know that Calcryx is very bad news. When discussing Calcryx, he is uncharacteristically grave, and warns that if the dragon is allowed to grow up, she will terrorise the surrounding area. Alian is not a fan of the Goblins or the Kobolds and has no qualms about killing them in a fair fight, but draws the line at killing non-combatants. | ||
| + | |||
| + | If he is released, he helpfully answers questions. He knows the following information: | ||
| + | |||
| + | //Pourquoi êtes-vous ici ?// « Il y a quelques semaines j' | ||
| + | |||
| + | // Et les gobelins/ | ||
| + | |||
| + | //Et les monstres des brindilles ?// | ||
| + | |||
| + | //Et les aventuriers humains perdus ?// « Les gobelins en ont capturé trois il y a plus d'une semaine, et ils sont restés captifs avec moi ici pendant un certain temps. Ils ont dit qu'ils s' | ||
| + | |||
| + | === Development === | ||
| + | |||
| + | If the characters fail to suggest it, **Alian Garvel de Canrad** asks to join the party as a temporary member. The gnome serves as a loyal friend. Currently, though, he has no gear. Those who free Alian gain XP as if they defeated him in combat. | ||
| + | |||
| + | === Manacles === | ||
| + | |||
| + | The rusted iron restraints can bind a Small or Medium creature. If the characters are taken prisoner (see //area 36//) and bound here, escaping from the manacles requires a successful **DC 20 Dexterity check**. A set of manacles can be broken with a successful **DC 20 Strength check**, or a character proficient with thieves’ tools can pick the lock on a set of manacles with a successful **DC 15 Dexterity check**. Manacles have AC 15 and 15 hit points. | ||
| + | |||
| + | ===== 35. Trapped Corridor ===== | ||
| + | |||
| + | === Hidden Pit === | ||
| + | |||
| + | The map shows the location of a concealed trapdoor. A 2-foot-wide catwalk along the pit’s center allows safe passage over the pit. With a successful **DC 15 Wisdom (Perception) check**, a character notices the door’s unmortared rim. After that, a character who makes a successful **DC 10 Intelligence (Investigation) check** deduces the location of the catwalk, as well as how the pit operates. | ||
| + | |||
| + | If a creature steps on the pit cover, the lid flips open, dumping the creature 10 feet into the pit. With a successful DC 15 Dexterity check, a creature can use thieves’ tools and an object, such as an iron spike, to wedge the lid shut. | ||
| + | |||
| + | === Development === | ||
| + | |||
| + | If characters fall into the pit or otherwise make excessive noise, the goblins in the area 36 to the north are alerted. Alerted goblins respond in 2 rounds. These goblins also check the trap and manually reset it. | ||
| + | |||
| + | === Treasure === | ||
| + | |||
| + | A successful **DC 15 Wisdom (Perception) check** made while searching around the pit uncovers a long-lost gold ring with an inset sapphire (worth 25 gp). | ||
| + | |||
| + | ===== 36. Goblin Bandits ===== | ||
| + | |||
| + | Area 36a. Adjacent to Area 35. | ||
| + | One of the Goblins here is an experienced Lasher. They are armed with a whip (+4 to hit, 1d4+2 slashing damage). When the Lasher hits a creature with its whip, it can choose to ensnare them instead of dealing damage. An ensnared creature’s speed is zero and attack rolls have advantage against it but the Lasher cannot move more than 10 feet away from the creature or use its whip on another target. The other two goblins both attack the ensnared creature. An ensnared creature can use its action to make a **DC 12 Strength (Athletics) or Dexterity (Acrobatics) check**, freeing itself on a success. Alternatively, | ||
| + | |||
| + | Area 36b. Adjacent to Area 39. | ||
| + | One of the three Goblin bandits here is an Oil Booyahg, they “can make big boom” using oil flasks looted from a caravan on the Old Road. They have 4 flasks of oil on them that they throw at enemies (+4 to hit). The other goblins have oil soaked rags tied to their arrows which they light in the fire pit (no action required) and use to try and ignite oil on creatures or the ground. In the northeast corner of the room is a cask containing 4 pints of oil. If the goblins have warning, they empty this barrel onto the floor in front of the doorway they are under attack from, it covers 4 5 foot squares. A creature on the other side of the door that succeeds on a **DC 15 Wisdom (Perception) check** can either hear the glugging of the oil being poured (as it is happening) or see a small amount of dark liquid seeping under the door (if it has already happened). | ||
| + | |||
| + | Three rooms in the northern part of the fortress serve as living quarters for goblin bandits. All have the same characteristics. | ||
| + | |||
| + | < | ||
| + | La puanteur, les ordures et les charognes témoignent d' | ||
| + | </ | ||
| + | |||
| + | === Creatures === | ||
| + | |||
| + | Three **goblins**, | ||
| + | |||
| + | === Development === | ||
| + | |||
| + | The goblins might try to knock the characters unconscious and imprison them in //area 34//, locking victims into manacles. They take captured equipment to the goblin chief in //area 41//. The bandits are likely to try to ransom the prisoners to someone in Oakhurst. Sofia Saputo is prepared to pay such a ransom, taking it out of the characters’ prospective reward. | ||
| + | |||
| + | If things go badly for the goblins, one of them attempts to warn the goblin warriors in //area 39//. | ||
| + | |||
| + | === Investigating === | ||
| + | |||
| + | A search of the room turns up putrid jerky, vinegary wine in poorly preserved water skins, and worthless bits of clutter. | ||
| + | |||
| + | ===== 37. Trophy Room ===== | ||
| + | |||
| + | The doors to this room have a kobold skull mounted on them. If Meepo is still alive, he is very perturbed by the skulls and the mounted kobold heads in the room. Consider changing the locked doors to ones that are merely barred. The goblin’s chief concern is the dragon getting out, and a barred door is more sturdy than a locked one. This also provides the opportunity for retreating goblins to release the dragon as a distraction to save their own skins. | ||
| + | Calcryx acts like a spoilt toddler throwing a tantrum. She demands treasure and the only way to stop her attacking is to surrender and give her everything of value. The scroll case and its contents links to “The Forge of Fury”, the follow up adventure to The Citadelle Englouti. A character that succeeds on a DC 15 Intelligence (History) check (dwarves have advantage on this check) can recall that Khundrukar is the name of a dwarven fortress that fell to Orc raiders around 100 years ago. The fortress was located somewhere near the town of Blasingdell, | ||
| + | |||
| + | Both of the wooden doors that offer access to the trophy room are closed and locked. Either door can be opened by a character who succeeds on a DC 15 Dexterity check using thieves’ tools. | ||
| + | |||
| + | < | ||
| + | Des têtes d' | ||
| + | </ | ||
| + | |||
| + | {{: | ||
| + | |||
| + | === Creature === | ||
| + | |||
| + | **Calcryx**, | ||
| + | |||
| + | The wyrmling finds her current situation superior to her station as the kobolds’ pet. She is hostile to those who enter this chamber. If battle breaks out and Meepo accompanies the party, the dragon targets him first. | ||
| + | |||
| + | === Treasure === | ||
| + | |||
| + | The wyrmling has scoured the room and gathered all items of worth into a nest she made behind the table. The valuables include a dragon-shaped, | ||
| + | |||
| + | //Of particular note is a sealed scroll case carved of bone, carrying an inscription. Runes in the Dwarvish alphabet spell out the word “Khundrukar.” An old parchment is within the case. Age and water damage have destroyed most of it, but a short message in Dwarvish remains: “… the remaining few. By order of Durgeddin the Black, we have created a secret dwarven redoubt. None shall find us; however, | ||
| + | |||
| + | ===== 38. Goblin Pantry ===== | ||
| + | |||
| + | < | ||
| + | Les murs nord et sud de cette salle sont jonchés jusqu' | ||
| + | </ | ||
| + | |||
| + | The goblins store water, wine, and food, none of which is of good quality, in a pantry accessible through two doors. The stockpile includes five pints of oil, along with a few small barrels labeled “Elf Pudding” in Goblin. | ||
| + | |||
| + | ===== 39. Dragon Haze ===== | ||
| + | |||
| + | < | ||
| + | Plusieurs torches brûlent par intermittence dans cette pièce, emplissant l'air d'une brume. Une double rangée de colonnes de marbre sculptées de dragons entrelacés court sur toute la longueur de la salle. | ||
| + | </ | ||
| + | |||
| + | As long as the torches burn, the hall is lighted, but the haze makes the area lightly obscured. The haze never builds to suffocating levels, thanks to natural ventilation. | ||
| + | |||
| + | Any loud noise in the chamber attracts the attention of goblins in the //area 36// to the south, as well as in area 40. The goblins in area 40 prepare for danger but don’t leave their stations, while those in area 36 come to investigate within 2 rounds. | ||
| + | |||
| + | ===== 40. Goblinville ===== | ||
| + | |||
| + | If Goblinville is attacked, non-combatants retreat to Area 36c and try to cram into the room. | ||
| + | |||
| + | Anyone who stands within 10 feet of a door leading to the goblins’ main living area can hear the voices of the goblins inside, unless they have been alerted to danger. | ||
| + | |||
| + | < | ||
| + | Ce qui aurait pu être une cathédrale est aujourd' | ||
| + | </ | ||
| + | === Creatures === | ||
| + | |||
| + | Thirty-four goblins are at home when the characters arrive, but only four of the **goblins** are warriors. Ten of the other goblins are **commoners**, | ||
| + | |||
| + | These goblinoids know the same information, | ||
| + | |||
| + | === Development === | ||
| + | |||
| + | An attack on the goblins brings reinforcements from //area 36// and warns the goblin chief in area 41 that something is amiss. **Grenl**, the goblin shaman in area 41, might emerge to protect the tribe. | ||
| + | |||
| + | === Investigating === | ||
| + | |||
| + | The goblins collect the phosphorescent fungi from the grove below. They need its light for close work, such as reading, and the fungus is edible. Crude equipment for cooking, skinning game, tanning hides, and other basic gear fills the area. Food is usually collected from the Underdark through //area 43//. | ||
| + | |||
| + | === Treasure === | ||
| + | |||
| + | Among the tribal equipment, near the shaman’s bedding, is a // | ||
| + | |||
| + | The pile along the southern wall contains the tribe’s loot, mixed in with lots of other stuff taken from the goblins’ victims. The characters can find almost any piece of mundane gear that has a value of 5 gp or lower. Two items of considerable value can be unearthed by separate successful **DC 15 Wisdom (Perception) checks**: a fine agate statue of a goblin deity (worth 30 gp) and a Medium //chain shirt//. | ||
| + | |||
| + | ===== 41. Hall of the Goblin Chief ===== | ||
| + | |||
| + | If the party try to negotiate: | ||
| + | • Durnn introduces him as the leader de la gang de Durnn, maitre de la Citadelle Englouti, avec un nombre innombrable de gobelin sous sa gouverne | ||
| + | • Durnn respects strength and if the adventurers have proven themselves to be worthy opponents, after praising their fighting ability, he offers a truce. | ||
| + | • Together, the goblins and adventurers could wipe out the kobolds and split their treasure! | ||
| + | • Durnn protege et exploite le druide en dessous | ||
| + | • Durnn won’t accept a deal that makes him look weak; if the party does not compromise, the truce is off and he commands the goblins to fight to the death. While he lives, they do. | ||
| + | |||
| + | If the party negotiates with Durnn, he will offer them 100 gp to destroy the Kobold’s Steam Generator (Area 14) and 100 gp to destroy the hatchery. If the party go above and beyond (such as bringing back prisoners) he will give them the two onyx gems. If the party wants the dragon instead, Durnn will permit them access to Area 37 in place of one of the 100 gp rewards. If the party follow through with either of these tasks and the Kobolds find out they are responsible, | ||
| + | |||
| + | It is obvious Durrn is wearing Talgen’s armor. Noticing Durnn is wearing the Saputo signet ring requires a successful **DC 15 Wisdom (Perception) check**. The ring is still found automatically if Durnn is searched. | ||
| + | |||
| + | Alian Grimoire est dans le coffre. Durnn pourrait s'" | ||
| + | |||
| + | If the goblinoid guards in the chief’s hall have been alerted, or if they hear conflict in area 40, they cover the door for 10 minutes, then investigate the source of the disruptions at their leader’s behest. | ||
| + | |||
| + | < | ||
| + | Un puits circulaire perce le sol de cette chambre voûtée de 40 pieds de diamètre. Une faible lumière violette en jaillit, révélant des lianes blanches et grises qui tapissent les murs. La lumière est complétée par quatre torches murales allumées, disposées à égale distance sur le pourtour de la chambre. Un trône de pierre grossièrement sculpté trône contre la courbe du mur nord-ouest. Un grand coffre en fer lui sert de repose-pieds. Un jeune arbre pousse dans un large pot de pierre à côté du trône. | ||
| + | </ | ||
| + | |||
| + | === Creatures === | ||
| + | |||
| + | Chef Daask de la citadelle, Durrn, un **hobgoblin**. Splint armor (AC 19), 18 hp, +4 toucher, +1 degats, Force 15. Quand pas en combat, Durnn veille de son trone, 3 autres hobgobelins proche se curant les ongles ou se reposant coucher, l'air de s’emmerder. | ||
| + | |||
| + | La Shaman **Grenl** avise le chef. She is a **goblin** with 10 (3d6) hit points, a Wisdom of 13 (+1), and the following trait: | ||
| + | |||
| + | **// | ||
| + | |||
| + | Cantrips (at will): //poison spray//, // | ||
| + | 1st level (2 slots): //bane//, //inflict wounds// | ||
| + | |||
| + | A **twig blight**, a gift from **Belak le Banni** and a pet of **Durnn**’s, | ||
| + | |||
| + | === Development === | ||
| + | |||
| + | **Durnn** has a //potion of healing// and two vials of // | ||
| + | |||
| + | The goblins in area 40 don’t join the battle if they hear sounds of violence coming from the north. If the fight turns against the chief, however, he might open the door to area 40 and call for aid, or withdraw to area 40 to continue the fight. | ||
| + | |||
| + | **Durnn** can’t surrender for fear of losing face. He won’t give up if the opposition includes kobolds. Otherwise, he might call for parley if doing so allows him to avoid death. But he must still look strong while negotiating, | ||
| + | |||
| + | **Grenl hait les hobgobelins. Elle voudrait usurpé l' | ||
| + | |||
| + | If captured and interrogated, | ||
| + | |||
| + | === Shaft === | ||
| + | |||
| + | The shaft has a 2-foot wall around it, much like the upper end of a well. Because of the wall, a creature pushed toward the shaft can avoid going over the edge by falling prone and succeeding on a **DC 10 Dexterity saving throw**. Thick, pale vines line the shaft. The vines are as good as knotted rope for the purpose of climbing. | ||
| + | |||
| + | A creature that falls into the shaft can make a **DC 15 Dexterity saving throw** to catch the vines. On a failed save, the creature falls 80 feet to the floor of area 42. | ||
| + | |||
| + | === Trapped Chest === | ||
| + | |||
| + | **Durnn**’s iron chest rests in front of the throne. It is locked (**Dexterity DC 15 using thieves’ tools**) and trapped with a poisoned needle. A character who succeeds on a **DC 15 Intelligence (Investigation) check** deduces the trap’s presence from alterations made to the lock. A character can then remove the needle from the lock by succeeding on a **DC 15 Dexterity check using thieves’ tools**. On a failed Dexterity check, the trap is triggered. | ||
| + | |||
| + | When the trap is triggered, the needle extends 3 inches straight out from the lock. A creature within striking distance takes 1 piercing damage and must succeed on a DC 10 Constitution saving throw or take 3 (1d6) poison damage. | ||
| + | |||
| + | === Treasure === | ||
| + | |||
| + | In addition to the valuables mentioned in the “Development” section, **Durnn** wears Talgen’s gold signet ring (worth 20 gp) and //splint armor//, which is identifiable by the Saputo family crest worked into the chest pieces. The chief also has the key to his iron chest. **Grenl** has keys to //areas 34// and //37//. One of the other hobgoblins wears silver earrings set with moonstones (20 gp each), and another wears a matching necklace (50 gp). | ||
| + | |||
| + | Inside **Durnn**’s iron chest are 231 gp and two onyx gems (30 gp each). | ||
| + | |||
| + | ====== Le Bosquet ====== | ||
| + | |||
| + | The grove level and the fortress level connect through the shaft that leads from area 41 to 42. The following locations are identified on map 1.2. | ||
| + | |||
| + | ===== 42. Jardin Central ===== | ||
| + | |||
| + | The party find Talgen’s body on the ground below the shaft. | ||
| + | |||
| + | < | ||
| + | Des champignons luminescents, | ||
| + | </ | ||
| + | |||
| + | === Creatures === | ||
| + | |||
| + | Two robed **skeletons** (AC 12) serve Belak by tending a fungus garden, using shovels and a rusted wheelbarrow to turn the soil and spread compost. In addition, two mature **twig blights** are rooted in the garden. The twig blights ambush intruders that aren’t goblinoids, and the skeletons attack (with shovels, 1d6 bludgeoning damage) anything that the twig blights target. | ||
| + | |||
| + | === Development === | ||
| + | |||
| + | The creatures in area 43 investigate any disturbance in the garden after 3 rounds. | ||
| + | |||
| + | ===== 43. The Great Hunter’s Abode ===== | ||
| + | |||
| + | {{: | ||
| + | |||
| + | < | ||
| + | Le sol de cette caverne rudimentaire est taché et dégage une odeur de sang et de musc animal. La lumière des champignons luisants révèle la niche orientale, qui abrite une palette de fourrures emmêlées, une large planche de bois sur laquelle sont fixées diverses armes, et un grand manteau de fourrure noire inégale suspendu à une fine perche. Au bord de la niche se trouvent deux grands nids faits de poils, de champignons secs et de détritus. | ||
| + | </ | ||
| + | |||
| + | === Creature === | ||
| + | |||
| + | Balsag the **bugbear** and his two <wrap danger> | ||
| + | |||
| + | === Underdark Access === | ||
| + | |||
| + | In the dark of the northern cavern section, a crude tunnel leads away, angling west and downward. The tunnel is like the one in //area 23//. | ||
| + | |||
| + | === Treasure === | ||
| + | |||
| + | Two //spears//, six // | ||
| + | |||
| + | ===== 44. Rift ===== | ||
| + | |||
| + | < | ||
| + | Une faille s' | ||
| + | </ | ||
| + | |||
| + | The small holes in the floor extend as far down as anyone is capable of probing. | ||
| + | |||
| + | ===== 45. Rift Node ===== | ||
| + | |||
| + | < | ||
| + | La faille s' | ||
| + | </ | ||
| + | |||
| + | === Creature === | ||
| + | |||
| + | In the glowing hall rests a **fire snake**. Belak used magic to call the creature forth and hopes to train it to be a loyal servant before it matures. | ||
| + | |||
| + | === Treasure === | ||
| + | |||
| + | Belak has already appealed to the snake’s greed with a small gift. In its nest, the adventurers find two sapphires (worth 50 gp each). | ||
| + | |||
| + | ===== 46. Old Shrine ===== | ||
| + | |||
| + | The stone door at the end of the corridor is closed and stuck, requiring someone to make a successful **DC 15 Strength check** to pull it open. | ||
| + | |||
| + | < | ||
| + | Des mosaïques décolorées décorent encore certaines parties du mur, mais la plupart sont tombées sur le sol poussiéreux et se sont brisées. Au centre de la pièce se dresse un mince piédestal en fer rouillé en forme de dragon dressé. Dans la gueule du dragon repose un plateau vide. | ||
| + | </ | ||
| + | |||
| + | The room once held items of importance to the old dragon cult. The remaining features are dust-covered and worthless. | ||
| + | |||
| + | ===== 47. Belak’s Laboratory ===== | ||
| + | |||
| + | Unless they have been specifically alerted, the Goblins here are not expecting invaders, they are suspicious of intruders but won’t attack immediately. Characters with good Insight notice these goblins are a bit twitchy and unhinged (as are all Goblins on the Grove Level). | ||
| + | |||
| + | < | ||
| + | Deux rangées de colonnes de marbre sculptées en dragons parcourent la salle, la plupart entièrement recouvertes de champignons luminescents. Le sol pavé est fissuré et taché, et de nombreuses petites tables en bois y sont posées. Elles contiennent des mortiers et des pilons, de petits outils, des bols remplis de feuilles broyées, des tiges de champignons hachées et d' | ||
| + | </ | ||
| + | |||
| + | Belak prepares various experimental concoctions in his laboratory and the small chambers that lead off it (see the sections below), with the fumbling aid of goblins that serve him. Any noise or disturbance in the main area draws all the monsters, although those in the northwest chamber respond most slowly. | ||
| + | |||
| + | === Investigating === | ||
| + | |||
| + | The containers on the small tables in the main area hold mashed leaves, fungus, bark, and powdered roots. A character who makes a successful DC 10 Intelligence (Nature) check identifies many common varieties of tree, shrub, and fungus, although all have a pronounced pallor, as if sun-starved. | ||
| + | |||
| + | === Treasure === | ||
| + | |||
| + | One pile of herbs and supplies in the main chamber contains the ingredients of a // | ||
| + | |||
| + | === Northwest Chamber === | ||
| + | |||
| + | Snores are audible from the room to the northwest, which is a rough barracks. Sixteen small pallets of matted fur cover the floor. Two pallets currently hold a sleeping **goblin** and two **goblin commoners** (like those in //area 40//). | ||
| + | |||
| + | === Southwest Chamber === | ||
| + | |||
| + | The goblins use a crude mashing, straining, and casking facility to create goblin wine, which they and Belak are quite fond of. Two **goblin commoners** currently stand barefoot in the mashing-tun, | ||
| + | |||
| + | === North Central Chamber === | ||
| + | |||
| + | Two **goblin commoners** currently repair dirty goblin armor with cord, iron needles, leather patches, and other crude implements of tailoring. | ||
| + | |||
| + | === South Central Chamber === | ||
| + | |||
| + | One **goblin** and two **goblin commoners** monitor the health of a diseased giant rat, which is strapped spread-eagled onto a wooden bench. The rat suffers from horrible tumors that look woody and fruit-like. Its tumors stem from an elixir Belak created to infuse twig blight traits into giant rats. | ||
| + | |||
| + | On a stand in the corner is a fancy crystal vial (worth 5 gp) that contains the elixir. Drinking the elixir exposes the drinker to the same disease that the diseased rat might impart with its bite, except the initial saving throw DC is 15. | ||
| + | |||
| + | === Northeast Chamber === | ||
| + | |||
| + | Extra weapon stores include five battered // | ||
| + | |||
| + | === Southeast Chamber === | ||
| + | |||
| + | The room stands empty, and the caved-in back wall leads to a natural rift in the earth (see //area 44//). | ||
| + | |||
| + | ===== 48. Garden Galleries ===== | ||
| + | |||
| + | The two galleries that lead to the arboretums have the same characteristics. The doors to all connecting areas are closed. | ||
| + | |||
| + | < | ||
| + | Des grappes de champignons luminescents pendent du plafond et des murs et poussent en touffes sur le sol dallé. La lumière illumine des parties de grands bas-reliefs sculptés sur les murs de pierre, non recouverts de champignons. Ces sculptures représentent des dragons déversant une pluie de flammes sur des personnes terrifiées. De la terre et du compost recouvrent la moitié du sol de la chambre, ce qui permet à une variété de plantes fragiles de pousser. Un banc contenant des outils de jardinage simples se dresse le long du mur ouest. | ||
| + | </ | ||
| + | |||
| + | Belak is using the galleries to grow aboveground vegetation using the light of luminescent fungus. | ||
| + | |||
| + | === Creature === | ||
| + | |||
| + | A **bugbear gardener** roams both galleries, tending the grasses for Belak. She is armed with a sickle-bladed glaive; she has a reach of 10 feet and deals 2d10 + 2 slashing damage with it. | ||
| + | |||
| + | === Treasure === | ||
| + | |||
| + | The bugbear carries a //potion of healing//. | ||
| + | |||
| + | === Development === | ||
| + | |||
| + | The neighboring arboretums (area 49) contain additional monsters. The closed doors and stone walls prevent sound from entering these four areas. The creatures within join the battle here at your discretion. | ||
| + | |||
| + | ===== 49. Arboretums ===== | ||
| + | |||
| + | Each Arboretum has a different smell. The Southern Arboretum smells of mould and compost. The Southeast Arboretum smells of burning, fresh smoke and scorched earth. The Northeast Arboretum smells more weakly of smoke, like a cold fire. The Northern Arboretum smells damp, and of many different plants. | ||
| + | |||
| + | < | ||
| + | Une brume luminescente estompe les contours de cette chambre octogonale. Des nodules de champignons luisants parsèment les murs et le plafond de pierre, ainsi que les chapeaux de champignons, | ||
| + | </ | ||
| + | |||
| + | The arboretums hold small samples of traditional Underdark ecosystems, which aren’t difficult for Belak to nurture. The stone doors leading to them are unlocked. | ||
| + | |||
| + | === Southern Arboretum === | ||
| + | |||
| + | A **goblin** and three **goblin commoners** gather fungus for use in //area 47//. | ||
| + | |||
| + | === Southeast Arboretum === | ||
| + | |||
| + | Several growths in the chamber are scorched and dead. Fungus shrouds holes similar to those found in //area 45//, and a **fire snake** lurks inside one of these openings. It emerges if anyone pokes into or closely examines the holes. If the snake comes out, a character who reaches into the snake’s burrow can recover two sapphires (worth 50 gp each). | ||
| + | |||
| + | === Northeast Arboretum === | ||
| + | |||
| + | Three **skeletons**—AC 12, 3 (1d6) bludgeoning damage with shovels or rakes—are at work, clearing scorched plants. One **twig blight**, which is hostile to the adventurers, | ||
| + | |||
| + | Fungus shrouds holes similar to those in area 45. | ||
| + | |||
| + | === Northern Arboretum === | ||
| + | |||
| + | The northern room contains only its plants. | ||
| + | |||
| + | ===== 50. Ashardalon’s Shrine ===== | ||
| + | |||
| + | < | ||
| + | Des blocs de granit sculptés avec des reliefs de dragons tapissent les murs et le plafond de cette salle, bien que nombre d' | ||
| + | </ | ||
| + | |||
| + | === Investigating === | ||
| + | |||
| + | Viewed in white light, the circular tile is red. A //detect magic// spell can reveal that the tile and statue give off an aura of transmutation. The runes on the tile’s inner edge read, in Draconic, “Let the sorcerous power illuminate my spirit.” If anyone speaks this sentence aloud while standing on the tile, a puff of spectral flame harmlessly envelops the speaker, granting the target advantage on Charisma checks for 24 hours. Once the tile is activated, it is dormant for 24 hours. | ||
| + | |||
| + | === Creature === | ||
| + | |||
| + | A **shadow** hides in the gloom behind the dragon statue. It attacks only those who spot it or who attempt to investigate the circular tile or claim the treasure. The creature doesn’t pursue those who flee. | ||
| + | |||
| + | === Treasure === | ||
| + | |||
| + | A loose stone is in the wall behind the statue, requiring a successful **DC 15 Wisdom (Perception) check** to find. Inside are 34 gp and two //flasks of alchemist’s fire//. | ||
| + | |||
| + | ===== 51. Dragon Library ===== | ||
| + | |||
| + | Each creature searching this room makes a separate **Intelligence (Investigation) check**. A character that rolls 15 or higher discovers 1 treasure, 20 or higher 2 treasures, 25 or higher 3 treasures. Ally NPCs can use the Help action here. | ||
| + | |||
| + | < | ||
| + | Des étagères en pierre penchées et effondrées remplissent cette pièce, bien qu'un chemin dégagé relie les portes en bois des murs opposés. Pages, reliures et parchemins déchirés et brûlés forment des piles désordonnées dans les coins. | ||
| + | </ | ||
| + | |||
| + | === Treasure === | ||
| + | |||
| + | Rooting around in the wreckage, separate successful **DC 15 Wisdom (Perception) checks** uncover a //spell scroll// of //scorching ray//, a //spell scroll// of //Melf’s acid arrow//, and a tome of dragon lore bound in dragon scale and written in Draconic (worth 150 gp). | ||
| + | |||
| + | ===== 52. Underpass ===== | ||
| + | |||
| + | Draconic Inscriptions cover the walls. They are all passages of scripture that vaguely refer to Asharladon. | ||
| + | |||
| + | Everything past this point should be described to maximise horror. Describe shadows, and monsters emerging from them. Also describe a sinister chill in the twilight grove. An example description of twig blights is as follows: “Two bundles of thorny twigs, twisted into the mockery of children, rush out of the shadows towards you!” | ||
| + | |||
| + | < | ||
| + | Des marches humides et effondrées descendent brusquement. | ||
| + | </ | ||
| + | |||
| + | The steps descend 15 feet. An 8-foot-high stone corridor passes about 7 feet below the northern arboretum (//area 49//), connecting the stairways on either side. | ||
| + | |||
| + | ===== 53. Belak’s Study ===== | ||
| + | |||
| + | The wooden door leading to Belak’s study is closed and locked. The lock can be undone by someone who uses thieves’ tools and succeeds on a DC 20 Dexterity check. | ||
| + | |||
| + | < | ||
| + | Une couche de terre recouvre le sol. Des étagères de bois , remplies de livres et de parchemins dispersés, bordent les murs nord et est, et un bureau en bois trône au centre de la pièce. Des champignons au plafond fournissent de la lumière, apparemment en quantité suffisante pour nourrir plusieurs petits buissons et jeunes arbres pâles qui poussent dans le sol. | ||
| + | </ | ||
| + | |||
| + | === Investigating === | ||
| + | |||
| + | In his study, Belak stores seasonal records of growth, precipitation, | ||
| + | |||
| + | If the glyph is triggered, it erupts with magical energy in a 20-foot-radius sphere centered on the book. The sphere spreads around corners. Each creature in the area must make a DC 12 Dexterity saving throw. A creature takes 22 (5d8) cold damage on a failed saving throw, or half as much damage on a successful one. The cold doesn’t damage the other works here. | ||
| + | |||
| + | === Development === | ||
| + | |||
| + | If any obvious disturbance occurs here, the goblins in area 54 set an ambush for intruders. They wait at least 10 minutes before coming to investigate. | ||
| + | |||
| + | === Treasure === | ||
| + | |||
| + | Separate successful **DC 15 Wisdom (Perception) checks** uncover a //spell scroll// of // | ||
| + | |||
| + | ===== 54. Grove Gate ===== | ||
| + | |||
| + | < | ||
| + | Des brindilles et des racines jonchent le sol de cette chambre affaissée. Le mur sud effondré ouvre sur une vaste caverne. Des champignons luminescents sur les murs rugueux et le haut toit dominent un bosquet crépusculaire de ronces maladives, de buissons, de jeunes arbres et d' | ||
| + | </ | ||
| + | |||
| + | === Creatures === | ||
| + | |||
| + | Four **goblins** sort the specimens for Belak. They are hostile to intruders. If things go badly for them, they cry out in Goblin, saying, “Aid us, Protector of the Twilight Grove!” | ||
| + | |||
| + | === Development === | ||
| + | |||
| + | Sometimes the twig blights in area 55 attack the goblins out of sheer malice. Thus, a call from the goblins doesn’t bring all the forces of the cavern down on the characters. But if the goblins do call, four **twig blights** arrive from area 55 and attack. | ||
| + | |||
| + | === Investigating === | ||
| + | |||
| + | Any character who gazes into area 55 and succeeds on a **DC 10 Wisdom (Perception) check** spots the blackened top of the Gulthias Tree in the distance. If the check succeeds by 3 or more, the character also spots the twig blights creeping around in area 55. | ||
| + | |||
| + | ===== 55. Twilight Grove ===== | ||
| + | |||
| + | < | ||
| + | Des ronces pâles se rapprochent, | ||
| + | </ | ||
| + | |||
| + | === Briars === | ||
| + | |||
| + | The most successful aboveground plants that Belak has transplanted in the Twilight Grove are the briars, though they appear sickly and pale, with blighted leaves. Other common plants and bushes are also represented, | ||
| + | |||
| + | The briars don’t hinder Small and smaller creatures. Larger creatures must either spend 2 feet of movement for every 1 foot moved or make a **DC 10 Constitution saving throw** for every 10 feet moved. On a failed save, the creature takes 1 piercing damage from the briars. | ||
| + | |||
| + | A 5-foot-by-5-foot area of briars can be cleared if it takes 20 damage of any type other than psychic. | ||
| + | |||
| + | === Creatures === | ||
| + | |||
| + | Ten **twig blights**, less any that were dispatched in area 54, are spread about the grove. After moving 50 feet into the cavern, the characters come upon 1d4 of the hostile creatures. Any significant noise, such as from combat or clearing the briars, also attracts 1d4−1 twig blights (minimum 0) each round. | ||
| + | |||
| + | === Development === | ||
| + | |||
| + | If the characters get to area 56 before all the twig blights have engaged, the rest of the monsters hold off their attacks. Any conflict that involves yelling in a language other than Goblin, the use of flashy magical effects, or similar noticeable elements alerts Belak in area 56 to the approach of invaders. | ||
| + | |||
| + | ===== 56. The Gulthias Tree ===== | ||
| + | |||
| + | Belak – Deep voice, polite. | ||
| + | |||
| + | Belak is aware that the party have invaded the citadel, and wants to have a talk with them and try to convert them to his cause. He will especially pitch his appeal towards any Druids and Rangers in the party. He will point out (rightly) that civilisation is destroying nature’s beauty. Belak will also discuss the following: | ||
| + | |||
| + | • He wants to spread the power of this tree to the wild. From his perspective, | ||
| + | • He also has no direct control over goblins, so he’s not responsible for their actions. | ||
| + | • If the players comment on how the tree grew from a stake that killed a vampire, have him compare it to mushrooms growing out of decay, it's not evil because of that. | ||
| + | |||
| + | Belak has an AC of 16, as his skin other than his face and hands is covered in bark (a gift from the Gulthias tree). When initiative is rolled, it spreads to cover all his visible skin. Belak has given the Wand of Entagle to Sharwin Saputo, who uses it attempt to restrain the party. He also has Healing Word prepared instead of Entangle, and Lesser Restoration prepared instead of Barkskin. Belak uses flaming sphere to injure entangled creatures and prevent he and Gino Saputo being swarmed. Belak, Gino Saputo and Sharwyn get death saving throws as though they are player characters. Belak will heal Gino Saputo and Sharwyn if they go down, and Gino Saputo and Sharwyn use Belak’s healing potions to revive him is he goes down (give the players a frustrating taste of their own playstyle). | ||
| + | |||
| + | If the tree is destroyed, Gino Saputo & Sharwyn regain their free will but are near comatose and have 5 levels of exhaustion. They die in 24 hours unless they are fed a portion of the apple. A portion of the apple could also have the effect of Revivify if fed to a player character. Characters should be aware that the apple is a panacea, and it could perhaps cure anything, even death. This gives the apple a mythical feel. | ||
| + | |||
| + | If you wish to create further tension, require the size of an apple portion to not provide quite enough to save everyone. For example, if a character is dead, require a portion to be half the apple, so the party has to choose whether to save both Gino Saputo and Sharwyn, or to let one of them die and resurrect their fallen party member. If Gino Saputo is still alive, being a noble paladin, he will insist other are taken care of before him. | ||
| + | |||
| + | < | ||
| + | Une clairière entourée de murs se trouve ici, au milieu des ronces. Les murs mesurent environ 20 pieds de haut, soit moins de la moitié de la hauteur du plafond de la caverne. Plusieurs variétés de plantes poussent autour de la clairière, dont quelques jeunes arbres à l' | ||
| + | </ | ||
| + | |||
| + | == The Gulthias Tree == | ||
| + | |||
| + | A Gargantuan plant, the Gulthias Tree has AC 10 and 35 hit points. It is immune to necrotic, poison, psychic damage, and it has resistance to piercing damage. The tree has vulnerability to fire damage. | ||
| + | |||
| + | **// | ||
| + | |||
| + | **//Tree Thralls.// | ||
| + | |||
| + | **// | ||
| + | |||
| + | **//Tree Thrall.//** If the Gulthias Tree dies, the thrall dies 24 hours later. | ||
| + | |||
| + | === Creatures === | ||
| + | |||
| + | **Belak le Banni** spends much of his time studying the Gulthias Tree, but he is well aware when the characters are approaching. He is a human **druid**, and he has the following spells prepared: | ||
| + | |||
| + | Cantrips (at will): // | ||
| + | |||
| + | 1st level (4 slots): //cure wounds//, // | ||
| + | |||
| + | 2nd level (3 slots): // | ||
| + | |||
| + | Standing with **Belak** are **Gino Saputo** and **Sharwyn Saputo** (both described in //appendix B//). Belak’s **giant frog**, Kulket, lurks stealthily in the branches of the Gulthias Tree. A character who has a **passive Perception score of 15 or higher or succeeds on a DC 15 Wisdom (Perception) check** spots the frog. If combat breaks out, the frog jumps down and joins the fight in the second round. Three **twig blights** are here, too. | ||
| + | |||
| + | === Interaction === | ||
| + | |||
| + | When the characters arrive, **Belak** says loudly, “Attendez un instant, vous ne savez pas ce que vous faites!” If the characters engage him in conversation, | ||
| + | |||
| + | //What are you doing?// “Je suis Belak, appelé le banni. Mon cercle m'a chassé, les fous. Pourquoi ? Parce que j'ai osé étendre la portée de la nature d'une manière qu'ils ne pouvaient comprendre. J'ai trouvé ce que je cherchais dans l' | ||
| + | |||
| + | //What is the Gulthias Tree//? “C' | ||
| + | |||
| + | //What’s with the stick-monsters?// | ||
| + | |||
| + | //What’s going on with the fruit?// “Je donne mes fruits aux gobelins avec l' | ||
| + | |||
| + | //What did you do to the other adventurers?// | ||
| + | |||
| + | //Why are you talking to us?// “Bien que vos restes enrichiraient bien mon compost, vous servirez mieux mes besoins en tant que croyants. Vous conserverez vos vies, tant bien que mal. Rendez-vous et soumettez-vous pacifiquement, | ||
| + | |||
| + | While this interaction proceeds, **Gino Saputo**, the three twig blights, and Belak’s frog position themselves between the characters and Belak (Sharwyn stands next to Belak). | ||
| + | |||
| + | === Combat === | ||
| + | |||
| + | If a fight breaks out (which will happen unless the characters actually submit to Belak), the **twig blights**, the **frog**, and **Gino Saputo** attack the characters physically. **Gino Saputo** uses //Shazam// (see //appendix A//) to destroy his foe’s weapon, if possible. | ||
| + | |||
| + | **Belak** casts // | ||
| + | |||
| + | === Development === | ||
| + | |||
| + | During a battle, if any twig blights remain in //area 55//, 1d4−1 of them (minimum 0) enter this area each round. | ||
| + | |||
| + | === Targeting the Tree === | ||
| + | |||
| + | A successful **DC 15 Wisdom (Insight) check or Intelligence (Arcana or Nature) check** allows a character to deduce that destroying the tree might have an effect on **Gino Saputo**, Sharwyn, and the twig blights. If anyone attacks the Gulthias Tree, Belak and the twig blights try to kill the aggressor. If the Gulthias Tree dies, Belak loses his influence over the twig blights, Sharwyn, and **Gino Saputo**. These monsters turn on Belak before targeting the characters again. | ||
| + | |||
| + | === Walls === | ||
| + | |||
| + | The courtyard’s walls stand 20 feet tall, and the cavern’s stalactite-dotted ceiling is 50 feet up. | ||
| + | |||
| + | === Treasure === | ||
| + | |||
| + | Belak has a key (to //area 53//), three //potions of healing//, two doses of // | ||
| + | |||
| + | ====== Aftermath ====== | ||
| + | |||
| + | If the characters kill the Gulthias Tree, Sharwyn and Gino die 24 hours later (unless you decide they can be saved somehow). If Belak survives, his former servants turn on him, and he attempts to escape. If he succeeds in getting away, he might appear later to trouble the characters. | ||
| + | |||
| + | If the characters reveal the truth about the fruit’s seeds to the villagers of Oakhurst, those folk cut down and burn all growing saplings. | ||
| + | |||
| + | < | ||
| + | As the villagers set the evil saplings alight, the mayor turns to you with a frank expression. “You realize that our actions have set loose several of these abominations upon the world. Who knows what these twisted plants are doing now?” | ||
| + | </ | ||
| + | |||
| + | The mayor is right. Twig blights that are already loose in the world can still reproduce through root sprouts, as aspen trees do. Although it is likely a hopeless task, the characters can search out these twig blights and destroy them. It’s up to you and your players to determine what happens next. At any rate, if the characters warn Oakhurst’s residents about the seeds, they have taken their first steps toward gaining a measure of fame and establishing a rapport with local residents. | ||
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| + | In addition, if the characters return the Saputo signet rings to the family patriarche, they receive the promised monetary award. If they bring back the remains of Sharwyn and **Gino Saputo**, the patriarche begins funeral arrangements and invites the characters to attend. If they accept, they can begin to establish a long-term relationship with the Saputo family, which can prove useful in later adventures. | ||
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| + | ---- | ||
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| + | Slush : liquide motoneux vert fluo. addictif, con save pour résister qui augmente a chaque doses, euphorisant. Une trop grosse consommation rends fou, genre de rage avec l' | ||
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| + | The party was hired to track down the source of the new drug in town by Seargent Vilroy. Instead of a kidnap plot, Caden is a rich teenager who throws a happle party and kills someone in a drug fueled rage (failed his wis save). Since someone influential was affected, the Sharn warch have to do something, Daask bribes or no. | ||
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| + | Daask operates as the distributors of the Happles. There was a murder plot involving a white apple, but the party didn't take that path of investigation. Eventually they' | ||
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| + | So we're on to another story arc, but I'm publishing an article or two for the players to read between game to drop hints, see the effects of their actions. First article: | ||
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| + | White Dragon or Albino Pteran Fishermen along the Dagger river have reported sighting a “dragon” or at least a flying white lizard. This reporter would have discounted the report, but there are others who have reported seeing a “dragon-like creature” or a “flying lizard with white scales.” It’s doubtful we are seeing the beginnings of an invasion by Argonnesson after thousands of years of xenophobic behavior. Most likely this is an albino Pteranodon from the Plains. A roving band of handling barbarian raiders seems much more likely. Either way, keep your eyes peeled, because rogue dragon invader or unusually colored flying mount, they are dangerous. Report sightings to the nearest militia or better yet, Sharn Inquisitive Reporter. | ||
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| + | Next article: | ||
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| + | Sharn Inquisitive: | ||
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| + | ====== Item Magic ====== | ||
| + | Shazam : Longsword +1, quand on crie Shazam projette un item frappée de 0 à 15 pieds plus loin, selon la force du crie (Disarm a 15 pieds donc) Attk vs STR(Athletic) ou Dex (Acrobatics), | ||