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| - | ====== | + | /* À Compléter */ |
| + | ====== | ||
| + | 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 | ||
| - | Welcome to //Tales from the Yawning Portal//. Within this book you will find seven of the deadliest dungeons from the history of D&D, updated for the current edition of the game. Some are classics that have hosted an untold number of adventurers, | + | Se situe dans l' |
| - | Just as these dungeons have made an impression on D&D players, so too have tales of their dangers spread across the D&D multiverse. When the night grows long in Waterdeep, City of Splendors, and the fireplace in the taproom of the Yawning Portal dims to a deep crimson, adventurers from across the Sword Coast-and even some visiting from other D&D worlds-spin tales and rumors of lost treasures. | + | 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 " |
| - | * A wanderer from the distant Shou Empire speaks of strange, leering devil faces carved in dungeon walls that can devour an explorer in an instant, leaving behind not a single trace of the poor soul’s passing. | + | Choosing a Side – The likely outcome |
| - | * A bald, stern wizard clad in blue robes and speaking | + | The Kobolds are not actively hostile when first encountered, so it is likely |
| - | * A one-eyed dwarf spins tales of a castle that fell into the earth, and whose ruins stand above a subterranean grove dominated by a tree that spawns evil. | + | Running the Goblins |
| - | These are only a few of the tales that have spread across the Sword Coast from the furthest reaches of Faerûn and beyond. The minor details change with the telling. The dread tomb of Acererak shifts its location from a dismal swamp, to a searing desert, to some other forbidding clime in each telling. The key elements remain the same in each version of the tales, lending a thread of truth to the tale. | + | When running |
| - | The seeds of those stories now rest in your hand. D&D’s deadliest dungeons are now part of your arsenal of adventures. Enjoy, and remember | + | • The goblins consider the Citadelle Englouti to be theirs, and the kobolds are evil invaders that need to be driven out! |
| - | ==== Using This Book ==== | + | 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. | ||
| - | Tales from the Yawning Portal contains seven adventures taken from across D&D’s history. | + | If these goblins are killed, |
| - | The introduction of each adventure provides ideas on adapting it to a variety of D&D settings. Use that information to place it in your campaign or to give you an idea of how to adapt it. | ||
| - | These adventures provide the perfect side quest away from your current campaign. If you run published D&D campaigns, such as //Storm King’s Thunder//, the higher level adventures presented here are an ideal way to extend the campaign beyond. | ||
| - | ==== About the Adventures ==== | + | 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 Sunless Citadel === | + | 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 |
| - | //The Sunless Citadel,// written by Bruce R. Cordell, was the first published adventure for the third edition of the D&D game. It is designed for a party of four or five 1st level player characters. | + | 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. |
| - | Ever since its publication in 2000, The Sunless Citadel has been widely regarded as an excellent way to introduce new players to the game. It’s also a great starting experience for someone looking to be a Dungeon Master for the first time. | + | ===== Adventure Synopsis ===== |
| - | === The Forge of Fury === | + | Ce passe dans la Porte du Khyber avec un passage vers les profondeurs |
| - | + | ||
| - | //The Forge of Fury,// written by Richard Baker, was published in 2000 shortly after The Sunless Citadel. Characters who succeeded in that mission and advanced to 3rd level were now ready to take on the challenges of a ruined dwarven fortress. | + | |
| - | + | ||
| - | Like its predecessor, | + | |
| - | + | ||
| - | === The Hidden Shrine of Tamoachan === | + | |
| - | + | ||
| - | //The Hidden Shrine of Tamoachan,// | + | |
| - | + | ||
| - | The updated version of the adventure presented herein is designed for a group of four or five 5th-level player characters. | + | |
| - | + | ||
| - | === White Plume Mountain === | + | |
| - | + | ||
| - | Lawrence Schick, the author of //White Plume Mountain//, related in the 2013 compilation Dungeons of Dread that he wrote the adventure as a way of persuading Gary Gygax to hire him as a game designer. Not only did he get the job, but //White Plume// became an instant favorite when it was first published in 1979. | + | |
| - | + | ||
| - | The version of the adventure in this book is tailored to a group of characters of 8th level. | + | |
| - | + | ||
| - | === Dead in Thay === | + | |
| - | + | ||
| - | //Dead in Thay,// written by Scott Fitzgerald Gray, was created when the fifth edition D&D game was in the testing stages. In its original form, it was used as the story of the D&D Encounters season in the spring of 2014. Featuring an immense and lethal dungeon known as the Doomvault, the adventure serves as a tribute to //Tomb of Horrors, Ruins of Undermountain//, | + | |
| - | + | ||
| - | The version of //Dead in Thay// presented here is modified for use in home campaigns. It is designed for characters of 9th to 11th level. | + | |
| - | + | ||
| - | === Against the Giants === | + | |
| - | + | ||
| - | The three linked adventures that make up //Against the Giants// were created and originally released in 1978, during the time when Gary Gygax was still writing the // | + | |
| - | + | ||
| - | The compilation of //Steading of the Hill Giant Chief, Glacial Rift of the Frost Giant Jarl//, and //Hall of the Fire Giant King// was published in 1981 as //Against the Giants//. The version presented here is designed to be undertaken by characters of 11th level. | + | |
| - | + | ||
| - | === Tomb of Horrors === | + | |
| - | + | ||
| - | Before there was much of anything else in the world of the D&D game, there was the //Tomb of Horrors// | + | |
| - | + | ||
| - | The first version of the adventure was crafted for Gary Gygax’s personal campaign in the early 1970s and went on to be featured as the official Dungeons & Dragons event at the original Origins gaming convention in 1975. The first publication of //Tomb of Horrors//, as a part of the Advanced D&D game, came in 1978. | + | |
| - | + | ||
| - | As a proving ground for characters and players alike, fabricated by the devious mind of the game’s co-creator, Tomb of Horrors has no equal in the annals of D&D’s greatest adventures. Only high-level characters stand a chance of coming back alive, but every player who braves the Tomb will have the experience of a lifetime. | + | |
| - | + | ||
| - | ==== Running the Adventures ==== | + | |
| - | + | ||
| - | To run each of these adventures, you need the fifth edition // | + | |
| - | + | ||
| - | > Text that appears in a box like this is meant to be read aloud or paraphrased for the players when their characters first arrive at a location or under a specific circumstance, | + | |
| - | + | ||
| - | The //Monster Manual// contains stat blocks for most of the monsters and NPCs found in this book. When a monster’s name appears in **bold** type, that’s a visual cue pointing you to the creature’s stat block in the Monster Manual. Descriptions and stat blocks for new monsters appear in appendix B. If a stat block is in that appendix, an adventure’s text tells you so. | + | |
| - | + | ||
| - | Spells and nonmagical objects or equipment mentioned in the book are described in the // | + | |
| - | + | ||
| - | ==== Creating a Campaign ==== | + | |
| - | + | ||
| - | While these adventures were never meant to be combined into a full campaign-over 30 years separates the newest from the oldest-they have been selected to provide play across a broad range of levels. With a little work, you can run a complete campaign using only this book. | + | |
| - | + | ||
| - | Starting with The Sunless Citadel, guide your players through the adventures in the order that they are presented in this book. Each one provides enough XP that, upon completing the adventure, the characters should be high enough level to advance to the next one. | + | |
| - | + | ||
| - | The Yawning Portal, or some other tavern of your own invention or drawn from another D&D setting, provides the perfect framing device for the campaign. The characters hear rumors of each dungeon, with just enough information available to lead them to the next adventure. Perhaps a friendly NPC drawn from the upcoming adventure visits the tavern in search of help, or some element of a character’s background pushes the group down the proper road. In any case, these dungeons are designed to be easily portable to any campaign setting. | + | |
| - | + | ||
| - | ==== The Yawning Portal ==== | + | |
| - | + | ||
| - | Amid the bustle of Waterdeep, within the Castle Ward where barristers, nobles, and emissaries battle with word and contract, stands an inn not quite like any other. Before there was a Castle Ward or even what could be recognized as an ancestor of the City of Splendors, there was a dungeon, and in that dungeon begins the tale of the Yawning Portal. | + | |
| - | + | ||
| - | In ages past, the mighty wizard Halaster built his tower at the foot of Mount Waterdeep and delved deep into tunnels first built by dwarves and drow in search of ever greater magical power. Halaster and his apprentices expanded the tunnels they found, worming out new lairs under the surface for reasons of their own. In time, their excavations grew into the vast labyrinth known today as Undermountain, | + | |
| - | + | ||
| - | For untold years, the secrets of Undermountain remained hidden from the surface world. Everyone who entered its halls failed to return. Its reputation as a death trap grew to the point that criminals in Waterdeep who were sentenced to die were forcibly escorted into the dungeon and left to fend for themselves. | + | |
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| - | All of that changed with the arrival of two men, a warrior named Durnan and a ne’er-do-well named Mirt. The duo were the first adventurers to return from Undermountain, | + | |
| - | + | ||
| - | Some of the magic Durnan looted on his successful foray into Undermountain granted him a life span that exceeds even that of an elf. And for decades Durnan left delving into Undermountain to younger folk. Yet one day, something drew him back. Days of waiting for his triumphant return from the dungeon turned to months and then years. For nearly a century, citizens of Waterdeep thought him dead. But one night, a voice called up from the well. Few at first believed it could be Durnan, but folk as long-lived as he vouched it so. The Yawning Portal had passed into the hands of his ancestors, but Durnan returned with enough riches for them to quietly retire. Durnan took his customary place behind the bar, raised a toast to his own safe return, and then began serving customers as if he’d never left. | + | |
| - | + | ||
| - | Adventurers from across Faerûn, and even from elsewhere in the great span of the multiverse, visit the Yawning Portal to exchange knowledge about Undermountain and other dungeons. Most visitors are content to swap stories by the hearth, but sometimes a group driven by greed, ambition, or desperation pays the toll for entry and descends the well. Most don’t survive to make the return trip, but enough come back with riches and tales of adventure to tempt other groups into trying their luck. | + | |
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| - | < | + | |
| - | == The Green Dragon Inn == | + | |
| - | + | ||
| - | The Yawning Portal is not the only renowned tavern in D&D lore. In the Free City of Greyhawk stands the Green Dragon Inn, which has been the starting point for some of the most successful expeditions to Castle Greyhawk and beyond. The place is crowded and smoke-filled. Patrons talk in low voices, and anyone attempting to strike up a conversation without making a clear intent to pay can expect a cold reception. Paranoia and suspicion run rampant here, as befits a free city that stands at the nexus between a devil-haunted empire, a vast domain locked in the iron tight grip of a demigod of evil, and a splintered, bickering host of kingdoms nominally committed to justice and weal. In the battered, weary world of Greyhawk, profit and power take precedence over heroics. | + | |
| - | </ | + | |
| - | ==== Features of the Yawning Portal ==== | + | |
| - | + | ||
| - | The Yawning Portal’s taproom fills the first floor of the building. The 40-foot-diameter well that provides access to Undermountain dominates the space. The “well” is all that remains of Halaster’s tower, and now, devoid of the stairways and floors that formed subterranean levels, it drops as an open shaft for 140 feet. Stirges, spiders, and worse have been known to invade the Yawning Portal from below. | + | |
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| - | Balconies on the tavern’s second and third floors overlook the well, with those floors accessed by way of wooden stairs that rise up from the taproom. Guests sitting at the tables on the balconies have an excellent view of the well and the action below. | + | |
| - | + | ||
| - | === Entering the Well === | + | |
| - | + | ||
| - | Those who wish to enter Undermountain for adventure (or the daring tourists who just want to “ride the rope”) must pay a gold piece to be lowered down. The return trip also costs a piece of gold, sent up in a bucket in advance. Once the initial payment is made, a few stairs takes one to the top of the waist-high lip of the well. The rope that hangs in the center of the well is levered over to the lip by a beam in the rafters, and when those who have paid are ready, they mount the rope and take the long ride down. | + | |
| - | + | ||
| - | === Oddities on Display === | + | |
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| - | A staggering variety of curios and oddities adorn the taproom. Traditionally, | + | |
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| - | == Yawning Portal Taproom Curios == | + | |
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| - | ^ d20 ^Item ^ | + | |
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| - | | 10 |A gold coin stamped with a worn, hawk-wing helm crest | | + | |
| - | | 11 |A troll finger, still wriggling | + | |
| - | | 12 |A silver coin that makes no noise when dropped | + | |
| - | | 13 |An empty jar | | + | |
| - | | 14 |A clockwork owl | | + | |
| - | | 15 |A blue, glowing crystal shard | | + | |
| - | | 16 |A statuette of a panther, wooden and painted black | | + | |
| - | | 17 |A piece of parchment, listing fourteen magical pools and their effects when touched| | + | |
| - | | 18 |A vial filled with a dark, fizzy liquid that is sealed and cannot be opened | + | |
| - | | 19 |A feeler taken from a slain rust monster | + | |
| - | | 20 |A wooden pipe marked with Elminster’s sigil | | + | |
| - | + | ||
| - | (See also Template in the next Story) | + | |
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| - | === A Typical Evening === | + | |
| - | + | ||
| - | On quiet nights, guests in the Yawning Portal gather around a large fireplace in the taproom and swap tales of distant places, strange monsters, and valuable treasures. On busier nights, the place is loud and crowded. The balconies overflow with merchants and nobles, while the tables on the ground floor are filled with adventurers and their associates. Invariably, the combination of a few drinks and the crowd’s encouragement induces some folk to pay for a brief trip down into Undermountain. Most folk pay in advance for a ride down and immediately back up, though a few ambitious souls might launch impromptu expeditions into the dungeon. Few such ill-prepared parties ever return. | + | |
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| - | Groups seeking to enter Undermountain for a specific reason generally come to the tavern during its quiet hours. Even at such times, there are still a few prying eyes in the taproom, lurkers who carry news of the comings and goings from Undermountain to the Zhentarim, dark cults, criminal gangs, and other interested parties. | + | |
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| - | ==== Starting the Story ==== | + | |
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| - | Kicking off a dungeon adventure can be as simple as having a mysterious stranger offer the characters a quest while they are at the Yawning Portal (or some other tavern). This approach is a cliché, but it is an effective one. Use the following two tables to generate a couple of details, then tailor the particulars of the quest and the quest giver to suit the adventure you plan to run. | + | |
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| - | == Mysterious Stranger Quest == | + | |
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| - | ^ d8 ^Objective | + | |
| - | | 1 | + | |
| - | | 2 |Find and return with an NPC or monster | + | |
| - | | 3 |Slay a terrible monster or NPC | | + | |
| - | | 4 | + | |
| - | | 5 | + | |
| - | | 6 | + | |
| - | | 7 | + | |
| - | | 8 | + | |
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| - | == Mysterious Stranger Secret == | + | |
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| - | ^ d8 ^Secret | + | |
| - | | 1 | + | |
| - | | 2 | + | |
| - | | 3 |Has a secret agenda (roll another quest) | + | |
| - | | 4 |Is a devil in disguise | + | |
| - | | 5 |Has led other parties to their doom | | + | |
| - | | 6 |Is the charmed thrall of a **mind flayer**| | + | |
| - | | 7 |Is possessed by a **ghost** | + | |
| - | | 8 |Is a **solar** in disguise | + | |
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| - | (See also the Template below) | + | |
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| - | === Durnan === | + | |
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| - | The proprietor of the Yawning Portal is something of an enigma. Blessed with a seemingly limitless life span by treasures he brought back from his expedition nearly two centuries ago, he is as much a fixture in the tap room as the well. | + | |
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| - | Durnan is a man of few words. He expects to be paid for his time, and will offer insight and rumors only in return for hard cash. “We know the odds and take our chances,” he says, whether he is breaking up a card game that has turned violent or refusing the pleas of adventurers trapped at the bottom of the well who are unable to pay for a ride up. Despite his stony heart, he is an excellent source of information about Undermountain and other dungeons, provided one can pay his price. | + | |
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| - | {{img/ | + | |
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| - | **// | + | |
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| - | **//Ideal: Independence.// | + | |
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| - | **//Bond: The Yawning Portal.//** This place is my only home. My friends and family are long gone. I love this place, but I try not to get attached to the people here. I’ll outlive them all. Lucky me. | + | |
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| - | **//Flaw: Heartless.// | + | |
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| - | === Other Denizens === | + | |
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| - | The Yawning Portal is host to a variety of regular visitors, most of whom offer services to adventurers. Chapter 4 of the //Dungeon Master’s Guide// provides plenty of resources for generating nonplayer characters. The following table provides some possibilities for why an individual is visiting the Yawning Portal. | + | |
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| - | == Denizens == | + | |
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| - | ^ d10 ^Denizen | + | |
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| - | | 10 | + | |
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| - | ---- | + | |
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| - | ====== The Sunless Citadel ====== | + | |
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| - | //All things roll here: horrors of midnights,// | + | |
| - | + | ||
| - | //Campaigns of a lost year,// | + | |
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| - | //Dungeons disturbed, and groves of lights;// | + | |
| - | + | ||
| - | //Echoing on these shores, still clear,// | + | |
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| - | //Dead ecstasies of questing knights—// | + | |
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| - | //Yet how the wind revives us here!//— Arthur RimbaudThis adventure concerns a once-proud fortress that fell into the earth in an age long past. Now known as the Sunless Citadel, 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. | + | |
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| - | The tree, called the Gulthias Tree, is shepherded by a twisted druid, **Belak the Outcast**. 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 that had been swallowed up by the earth in some sort of magically invoked devastation. With the previous inhabitants long dispersed, vile and opportunistic creatures common to lightless dungeons infested the subterranean ruins. At the core of the old fortress, Belak stumbled upon the Twilight Grove. He discovered at the grove’s heart the Gulthias Tree, which sprouted from a wooden stake that was used to slay an ancient vampire. | + | |
| - | + | ||
| - | A perfect, ruby-red apple ripens on the Gulthias Tree at the summer solstice, and the tree produces a single albino apple at the winter solstice. The midsummer fruit grants vigor, health, and life, while the midwinter fruit steals the same. In the years since Belak’s arrival, the enchanted fruit has been widely dispersed through the surrounding lands, promoting good and ill. The seeds of either fruit, if allowed to sprout, grow into small plant monsters known as twig blights. | + | |
| - | + | ||
| - | ===== Adventure Synopsis ===== | + | |
| - | During their trip through the Sunless Citadel, characters deal with monstrous threats and ancient traps, as well as warring tribes of kobolds and goblins. The adventure is designed for four 1st-level player characters. They should | + | Level 1 pour 4 1er level, advance |
| - | * **1. Oakhurst.** Although it isn’t part of the adventure per se, the village of Oakhurst can provide the characters with valuable information about the citadel. They can also use Oakhurst as a place to recuperate and replenish supplies. | + | * **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. | * **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. | * **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 | + | * **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 |
| - | < | ||
| - | == Placing the Adventure == | ||
| - | //The Sunless Citadel// is designed to be easily located in whatever setting the DM prefers. Here are some examples. | + | ===== 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, Enquêteur demi-orc de la Sureté dans la poche des Saputos, stationné |
| - | > **// | + | Vito Saputo |
| - | ===== Running the Adventure | + | ====== Porte du Khyber ====== |
| - | To enhance the experience of the players and help you do your best job as Dungeon Master, take the following pieces of advice and information into consideration. | + | Quartier par ou passer pour la Citadelle : [[Sharn: |
| - | ==== Mapping ==== | ||
| - | It can be difficult to keep track of all the corridors, turns, areas, and other features of a dungeon setting, and the player characters could soon get turned around without a map. Ask for a volunteer to be the party mapper. It’s the mapper’s job to listen carefully to your description of each area, noting its size and exits, and to record that information by sketching on a sheet of paper. | + | ===== Rumeurs sur la citadelle englouti |
| - | + | ||
| - | ==== Time of Year ==== | + | |
| - | + | ||
| - | If you would like the characters to have the opportunity to find a fruit, begin the adventure a few weeks before either the summer or winter solstice. Apart from making a piece of fruit available on the Gulthias Tree, choosing a season provides you with additional details to set the scene, which enhances the adventure. | + | |
| - | + | ||
| - | If you choose summer, the hills are lush with growth, though the heat sometimes grows oppressive. If the characters embark in the winter, temperatures hover just above freezing during the day and plunge below it at night. | + | |
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| - | < | + | |
| - | == About the Original == | + | |
| - | + | ||
| - | {{img/ | + | |
| - | + | ||
| - | //The Sunless Citadel//, by Bruce R. Cordell, was originally published in 2000 as a beginning adventure for the third edition of the D&D game. The adventure is widely regarded as an excellent way to introduce players to D&D. It’s also a great starting experience for a new DM. | + | |
| - | </ | + | |
| - | ==== Adventure Hooks ==== | + | |
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| - | Adventurers can find the Sunless Citadel within a remote and lonely ravine. The characters can be drawn to the dungeon for any of the following reasons. Relate the information below to the players as necessary to get them interested in journeying to the dungeon site. | + | |
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| - | === Going for Glory === | + | |
| - | + | ||
| - | You are eager to make a name for yourself. The legend of the Sunless Citadel is well known locally, and stories indicate it is a place that holds promise for those intent on discovery, glory, and treasure! | + | |
| - | + | ||
| - | === Rescue Mission === | + | |
| - | + | ||
| - | Another party of adventurers, | + | |
| - | + | ||
| - | === Solving a Mystery === | + | |
| - | + | ||
| - | The goblin tribe infesting the nearby ruins, called the Sunless Citadel, though no one knows why) sells a single piece of magical fruit to the highest bidder in Oakhurst once every midsummer. They’ve been doing this for the last twelve years. Usually, the fruit sells for around 50 gp, which is all the townsfolk can bring themselves to pay a goblin. The fruit, apparently an apple of perfect hue, heals those who suffer from any disease or other ailment. They sometimes plant the seeds at the center of each fruit, hoping to engender an enchanted apple tree. When the seeds germinate in their proper season, they produce a twiggy mass of twisted sapling stems. Not too long after the saplings reach 2 feet in height, they are stolen—every time. The townsfolk assume the goblins send out thieves to ensure their monopoly of enchanted fruit. You are interested in piercing the mystery associated with how wretched goblins could ever possess such a wonder, and how they steal every sprouting sapling grown from the enchanted fruit’s seed. Moreover, you wish to find this rumored tree of healing, hoping to heal an ailing friend or relative. | + | |
| - | + | ||
| - | ===== Oakhurst ===== | + | |
| - | + | ||
| - | The community closest to the Sunless Citadel is a village called Oakhurst. Most of its 900 residents (including outlying farms) are human, with a sizable minority of halflings and a scattering of other races. | + | |
| - | + | ||
| - | Significant locations in Oakhurst, and the people to be found within them, include the following: | + | |
| - | + | ||
| - | === Village Hall === | + | |
| - | + | ||
| - | The center of government in Oakhurst includes the office of Mayor Vurnor Leng, a male human **noble**. | + | |
| - | + | ||
| - | === General Store === | + | |
| - | + | ||
| - | The village’s main source for supplies and merchandise is the general store, owned and operated by Kerowyn Hucrele, a female human **noble**. | + | |
| - | + | ||
| - | === Shrine === | + | |
| - | + | ||
| - | Advice, information, | + | |
| - | + | ||
| - | === Jail === | + | |
| - | + | ||
| - | Next to the village hall is a stout building where miscreants serve their sentences. Oakhurst’s constable is Felosial, a female half-elf **veteran**. She commands a force of sixteen **guards** and four **scouts** who keep the village safe. | + | |
| - | + | ||
| - | === Blacksmith === | + | |
| - | + | ||
| - | Repairing and forging arms and armor is the job of the village smithy, Rurik Lutgehr, a male dwarf **commoner**. | + | |
| - | + | ||
| - | === Ol’ Boar Inn === | + | |
| - | + | ||
| - | Garon, a male human **commoner**, | + | |
| - | + | ||
| - | ==== Rumors Heard in Oakhurst | + | |
| Player characters can discover the following additional information while spending time in the local tavern, or through asking the right questions of the locals. | Player characters can discover the following additional information while spending time in the local tavern, or through asking the right questions of the locals. | ||
| - | * No one knows for sure what the Sunless Citadel once was, but legends hint that it served as the retreat of an ancient | + | * Légende : Ancienne citadelle gobeline convertie en temple d'un culte du dragon |
| - | * The Old Road skirts the Ashen Plain, a lifeless area. A character who succeeds on a DC 15 Intelligence (History) check knows that the desolation is attributed to the long-ago rampage of a dragon named Ashardalon. A few locals also know this fact. | + | * The missing |
| - | * Cattle herders don’t graze their stock too far afield these days. They’re frightened by stories of new monsters that maraud by night. From time to time, cattle and people who have gone out alone at night have been found dead the next day, bearing dozens of needle-like wounds. No one has seen the creatures that cause this mayhem, nor do they leave a discernible trail. | + | * 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. |
| - | * The missing | + | |
| - | * Sometimes the goblins offer a different apple at midwinter. This apple is corpse-white and poisonous, even to the touch. No samples of either apple are to be had. | + | |
| - | * Garon, the barkeep of the Ol’ Boar Inn, remembers the last time anyone, aside from Talgen and Sharwyn, asked questions about the Sunless Citadel. About thirteen years ago, a grim human named Belak stopped by, and he had a very large pet frog. | + | |
| - | ==== Wilderness Encounters ==== | + | == Citadelle Englouti Overview |
| - | If the characters are anywhere between Oakhurst and the Sunless Citadel at night, four **twig blights** attack the party. The blights attack stealthily from out of nearby foliage. | + | 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.) |
| - | == Sunless Citadel Overview == | + | |
| - | A dragon cult that valued privacy and defense built the Sunless Citadel on the surface long ago. All record of the cult’s name has vanished, though various sources believe that it was associated with the dragon Ashardalon. The cataclysm that killed the cult members sank the fortress at the same time. Because of residual enchantments, | + | Though the kobolds (//areas 13// |
| - | + | ||
| - | The goblins, which belong to the Durbuluk tribe (“Dominator” in Goblin), once patrolled the area around the ravine to rob passersby. 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.// |
| - | > **//Random Treasure.// | + | |
| - | + | ||
| - | ===== The Citadel ===== | + | |
| - | + | ||
| - | //See the old Dragon from his throne// | + | |
| - | + | ||
| - | //Sink with enormous ruin down!//— HymnOnce the characters are ready to leave Oakhurst, the adventure truly begins. The overgrown Old Road winds through rocky downs, near stands of old-growth oak, and past abandoned farms. It is 7 miles from Oakhurst to the Sunless Citadel. | + | |
| - | + | ||
| - | ==== Ravine ==== | + | |
| - | < | + | ====== |
| - | > The Old Road passes to the east of a narrow ravine. At the road’s closest approach to the cleft, several broken pillars jut from the earth where the ravine widens. Two of the pillars stand straight, but most lean atop sloped earth. Others are broken, and several have apparently fallen into the dark depths. A few similar pillars are visible on the opposite side of the ravine. | + | |
| - | > | + | |
| - | > A sturdy, knotted rope is tied to one of the leaning pillars on this side of the ravine. | + | |
| - | </ | + | |
| - | The ravine runs for several miles in either direction, with an average depth and width of 30 feet. At the point where it most closely intersects the Old Road, it widens to 40 feet. | + | |
| === Investigating === | === 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. | 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. | ||
| - | |||
| - | A successful DC 10 Intelligence (Investigation) or Wisdom (Survival) check reveals that the area in and around the pillars has hosted many small campfires, some of as recent as a month ago. Someone went to some effort to hide the evidence of the camps from casual scrutiny. | ||
| === Descending === | === Descending === | ||
| Line 379: | Line 90: | ||
| 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//). | 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 == | == General Features == | ||
| - | |||
| - | The following facts about the environment are true unless otherwise noted in a specific area description. | ||
| **// | **// | ||
| - | </ | + | **// |
| - | > **// | + | **// |
| - | > **// | + | ====== Fortress Level Locations ====== |
| - | ===== Fortress Level Locations ===== | + | {{ : |
| - | {{img/ | + | ===== 1. Ledge ===== |
| - | < | + | < |
| - | > A sandy ledge overlooks a subterranean gulf of darkness to the west. The ledge is wide but rough. Sand, rocky debris, and the bones of small animals cover it. A rough-hewn stairwell zigs and zags down the side of the ledge, descending into darkness. | + | 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. | 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 === | === Creatures === | ||
| - | Drawn by the occasional animal that accidentally falls into the ravine, three **giant rats** lurk in the rubble. They try to hide if they become aware of the characters, and they ambush the first character who arrives on the ledge without being quiet about it. | + | Drawn by the occasional animal that accidentally falls into the ravine, three <wrap danger>**giant rats**</ |
| === Investigating === | === 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. | + | A successful |
| - | Among the rubble is an old ring of stones that contains (and is covered by) the accumulated ash of hundreds of fires, though no fire has been lit here for a few years. Inside the ash pile are a few rough-hewn spear tips of goblin manufacture and small animal bones. | + | ===== 2. Switchback 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 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. | ||
| Line 415: | Line 121: | ||
| The characters might be able to see area 3 as they descend. | The characters might be able to see area 3 as they descend. | ||
| - | < | + | < |
| - | > A fortress emerges from the darkness. The subterranean citadel, though impressive, seems long forgotten, if the lightless windows, | + | Une forteresse émerge de l' |
| - | </ | + | </ |
| - | ==== 3. Crumbled Courtyard ==== | + | |
| - | < | + | ===== 3. Crumbled Courtyard ===== |
| - | > The narrow stairs empty into a small courtyard, apparently the top of what was once a crenellated battlement. The buried citadel has sunk so far into the earth that the battlement is now level with the surrounding floor. That floor stretches away to the north and south, composed of a layer of treacherous, crumbled masonry, which reaches to an unknown depth. To the west looms the surviving | + | |
| - | </ | + | < |
| + | L' | ||
| + | </ | ||
| The stone courtyard, surrounded by crumbled masonry, contains a trap and a wooden door. | The stone courtyard, surrounded by crumbled masonry, contains a trap and a wooden door. | ||
| Line 431: | Line 138: | ||
| === Creatures === | === Creatures === | ||
| - | Each time a creature falls into a cavity, the noise is 10 percent likely to draw 1d4 **giant rats** from the dozens that infest the rubble field. Attracted rats move carefully and stealthily through the rubble to attack. | + | Each time a creature falls into a cavity, the noise is 10 percent likely to draw 1d4 <wrap danger>**giant rats**</ |
| === Hidden Pit === | === Hidden Pit === | ||
| - | The map shows the location of a concealed trapdoor that covers a 10-foot-square, | + | 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. | + | If a creature steps on the trapdoor, the lid flips open, dumping the creature into the pit. With a successful |
| === Creature === | === Creature === | ||
| - | The pit contains two goblin skeletons, one goblin that has been dead for about a day, and one live **giant rat**. The rat, which slipped into the pit to feed on the fresh goblin but was caught when the trap reset, attacks creatures inside the pit or climbs out to attack those nearby. | + | The pit contains two goblin |
| === Treasure === | === Treasure === | ||
| Line 447: | Line 154: | ||
| The goblin corpse has a // | The goblin corpse has a // | ||
| - | ==== 4. Tower Shell ==== | + | ===== 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' | ||
| + | </ | ||
| - | < | ||
| - | > This circular area is cobbled with cracked granite, upon which sprawl the bodies of four goblins, apparently slain in combat. One corpse stands with its back against the western wall, the spear that killed it still skewering it and holding it upright. Three wooden doors lead from this area. A hollow tower of loose masonry reaches thirty feet into the air, but the intervening floors and stairs are gone, except for a couple of crumbled ledges. | ||
| - | </ | ||
| === Bodies === | === Bodies === | ||
| - | Investigation reveals that the four goblins 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.” | + | Investigation reveals that the four goblins |
| === Secret Door === | === 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. | + | A trapped secret door leads to area 5. Finding the door requires a successful |
| === Needle Trap === | === 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. | + | 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 |
| - | ==== 5. Secret Pocket ==== | + | ===== 5. Secret Pocket ===== |
| + | |||
| + | < | ||
| + | Cette mini chambre est froide et humide. Les squelettes de trois archers gobelins morts depuis longtemps s' | ||
| + | </ | ||
| - | < | ||
| - | > This pocket chamber is damp and cold. The skeletons of three long-dead archers slump against rubble-filled arrow slits along the east and south wall. | ||
| - | </ | ||
| 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. | 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. | ||
| Line 475: | Line 184: | ||
| 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. | 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 ==== | + | ===== 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. | ||
| - | < | ||
| - | > The masonry walls of this twenty-foot-wide hall are in poor repair. The far end has collapsed, filling the southern section with rubble. The western wall is in much better shape than the other walls, and it holds a stone door with a rearing dragon carved in relief on it. The door has a single keyhole, situated in the rearing dragon’s open mouth. | ||
| - | </ | ||
| === Dragon Door === | === 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//. | + | 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 === | === Creature === | ||
| - | One **giant rat** hides in the rubble. The rat attacks anyone who moves to within 5 feet of the edge of the rubble or anyone left alone in this area. | + | One <wrap danger>**giant rat**</ |
| + | |||
| + | ===== 7. Gallery of Forlorn Notes ===== | ||
| + | |||
| + | < | ||
| + | Lorsque la porte s' | ||
| - | ==== 7. Gallery of Forlorn Notes ==== | + | 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 |
| - | > As the door opens, a hissing noise and a puff of dust around the door indicate that the chamber beyond has been sealed for ages. Dust, long undisturbed, | + | |
| - | > | + | |
| - | > Three alcoves are on the north wall, and one is on the south wall. Each alcove contains a dust-covered stone pedestal with a fist-sized crystalline globe resting on it. The globes in the northern alcoves are cracked and dark, but the globe in the southern alcove glows with a soft blue light. Faint tinkling notes issue from it. | + | |
| - | </ | + | |
| - | 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 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. | ||
| Line 501: | Line 214: | ||
| 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. | 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 ==== | + | ===== 8. Pressure Plate ===== |
| + | |||
| + | < | ||
| + | L'air est vicié dans ce couloir de 20 pieds de long, qui mène à une autre porte en pierre fermée. | ||
| + | </ | ||
| - | < | ||
| - | > The air is stale in this twenty-foot-long corridor, which leads to another closed stone door. | ||
| - | </ | ||
| === Arrow Trap === | === 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. | + | 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. | ||
| - | 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 ===== |
| - | ==== 9. Dragon Riddle ==== | + | < |
| + | La poussière emplit cette salle telle une couche de neige grise. À l' | ||
| + | </ | ||
| - | < | ||
| - | > Dust fills this hall like a layer of gray snow. In the rounded northern end of the chamber stands a ten-foot-tall sculpture of a coiled dragon carved from red-veined white marble. | ||
| - | </ | ||
| === Dragon Sculpture === | === 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: | 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: | ||
| - | > //We come at night without being fetched;// | + | (read in a hissing whisper): |
| - | > | + | |
| - | > //we disappear by day without being stolen//. | + | |
| - | > | + | |
| - | > //What are we//? | + | |
| - | (Answer: stars) | + | « 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' | ||
| - | {{img/ | + | {{: |
| === Secret Door === | === 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. | + | A secret door in the western wall leads to area 10. Finding the door requires a successful |
| 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. | 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 ==== | + | ===== 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' | ||
| + | </ | ||
| - | < | ||
| - | > Dust cloaks the contents of this twenty-foot-wide hall. Six alcoves line the walls, three to the north and three to the south. Each alcove except the southwest one holds a humanoid figure carved of red-veined white marble. The figures resemble tall elves in plate armor. A stone archway at the west end of the hall opens into a wide room from which greenish light glows. A dark pit is situated before the archway. | ||
| - | </ | ||
| === Southwest Alcove === | === 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. | + | A successful |
| === Spiked Pit === | === Spiked Pit === | ||
| Line 552: | Line 267: | ||
| === Creature === | === Creature === | ||
| - | A **quasit** named **Jot** was bound in the southwestern alcove an age ago to guard the contents of the sarcophagus in area 12. It was in suspended animation until a few decades ago, and it now waits on the other side of the arch just out of sight in area 12. **Jot** is alerted by any light source the characters have, so it can prepare for them. (If the characters have no light source and are stealthy, **Jot** might not become aware of them.) The quasit darts out of its hiding place and attacks the first creature that climbs out of the pit on the western side. | + | A **quasit** named <wrap danger>**Jot**</ |
| + | |||
| + | 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 === | === Development === | ||
| - | **Jot** doesn’t fight to the death. If it takes any damage, or if more than one character attacks it, **Jot** laughs and says, “You broke the binding. My watch over the **dragonpriest** is over!” It uses its next action to become invisible. It then turns into a bat and flies along the 10-foot-high ceiling across the pit. | + | <wrap danger>**Jot**</ |
| - | If **Jot** escapes, the characters might see it again. It knows that death on the Material Plane means a return to the Abyss, so it prefers to harass the characters while they are otherwise engaged, laughing and mocking as it does so. | + | If <wrap danger>**Jot**</ |
| === Secret Door === | === 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. | + | Finding the door on the southern wall requires a successful |
| - | ==== 11. Secret Room ==== | + | ===== 11. Secret Room ===== |
| + | |||
| + | < | ||
| + | La poussière recouvre le contenu de cette minuscule chambre, obscurcissant les runes inscrites sur le mur sud. | ||
| + | </ | ||
| - | < | ||
| - | > Dust coats the contents of this tiny chamber, obscuring runes inscribed on the southern wall. | ||
| - | </ | ||
| === Inscription === | === 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 “A **dragonpriest** entombed alive for transgressions | + | 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 |
| === Secret Door === | === 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. | + | A secret trapdoor in the floor requires a successful |
| - | ==== 12. Tomb of a Failed Dragonpriest ==== | + | ===== 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' | ||
| + | </ | ||
| - | < | ||
| - | > Violet marble tiles cover the floor and walls, though all are cracked or broken, revealing rough-hewn stone beneath. Sconces are attached to the walls at each corner. One holds a torch that burns with greenish fire. A marble sarcophagus, | ||
| - | </ | ||
| === Torch === | === Torch === | ||
| Line 588: | Line 307: | ||
| === Sarcophagus === | === 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. | + | Six rusted iron latches hold down the sarcophagus lid. Opening a single latch requires a successful |
| - | Inside, a **dragonpriest** lies imprisoned, kept alive by virtue of a // | + | Inside, a <wrap danger>**dragonpriest**</ |
| - | < | + | < |
| - | > In the coffin is a troll! | + | Dans le cercueil se trouve un troll ! Il est vêtu de parures pourris, mais ses bijoux et ses bagues ornés de minuscules |
| - | </ | + | </ |
| - | This **dragonpriest** delved into magic that the dragon cult deemed profane—he permanently transformed himself from an elf into a troll. For this crime, the cult entombed him alive, though the honor of his station remained. The **dragonpriest** attacks his rescuers, his mind all but transformed to that of a troll over the ages of his burial. He had a name, but he has forgotten it, although he has not forgotten how to speak Elvish | + | |
| + | This <wrap danger> | ||
| === Creature === | === Creature === | ||
| - | In his current state, the **dragonpriest** is slower | + | The <wrap danger>**Dragon Priest**</ |
| + | |||
| + | The Dragon Priest’s sarcophagus contains | ||
| + | |||
| + | If he is defeated in this state, the <wrap danger>**dragonpriest**</ | ||
| === Development === | === Development === | ||
| - | The **dragonpriest** won’t pursue fleeing characters. Instead, he continues to repose in his tomb until hunger finally draws him forth to hunt five days later. By that time, he uses the normal troll statistics, retaining his additional languages. | + | The <wrap danger>**dragonpriest**</ |
| === Treasure === | === Treasure === | ||
| - | The **dragonpriest** has an ornate ceremonial dagger (worth 125 gp), two silver rings (15 gp each), and a silver amulet (15 gp). Scattered across the bottom of the sarcophagus are 220 sp, 50 gp, and four //spell scrolls//: // | + | The <wrap danger>**dragonpriest**</ |
| + | |||
| + | < | ||
| + | ===== 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. |
| - | == Random Encounters == | + | |
| - | In areas 13 and beyond, monsters move through the halls of the Sunless Citadel. 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 | ^ d20 | ||
| | | | | ||
| - | | | + | | |
| | | | | ||
| | | | | ||
| Line 622: | Line 346: | ||
| | | | | ||
| | 7–20 | | 7–20 | ||
| + | </ | ||
| - | ==== 13. Empty Room ==== | + | ===== 13. Empty Room ===== |
| - | Several empty rooms in the fortress have the same characteristics. Nothing of note can be found in any of them. | + | ===== 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 |
| - | > This ruined chamber stands empty of all but a litter | + | |
| - | </ | + | |
| - | ==== 14. Enchanted Water Cache ==== | + | |
| - | < | + | 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. |
| - | > The stone relief-carved | + | |
| - | </blockquote></ | + | 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, |
| - | The door is locked but can be opened with thieves’ tools and a successful DC 20 Dexterity check. | + | |
| + | ===== 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. | ||
| + | </blockquote> | ||
| + | |||
| + | The door is locked but can be opened with thieves’ tools and a successful | ||
| If the door is opened, read: | If the door is opened, read: | ||
| - | < | + | < |
| - | > This ten-foot-square chamber is hewn from stone. It contains an upright keg fashioned of rusted iron. Rusted pipes lead from the keg into the floor. | + | 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. | + | |
| + | 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 | ||
| + | |||
| + | 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 === | === 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. | + | 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 === | === Treasure === | ||
| Line 652: | Line 406: | ||
| Within the keg are five tiny sapphires (worth 10 gp each) used to bring about the magic that bound the mephits. | Within the keg are five tiny sapphires (worth 10 gp each) used to bring about the magic that bound the mephits. | ||
| - | ==== 15. Dragon Cell ==== | + | ===== 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' | ||
| + | </ | ||
| - | < | ||
| - | > Crudely executed symbols and glyphs, scribed in bright green dye, decorate this large and irregularly shaped crumbling chamber. A large pit in the center shows evidence of a recent fire. A metallic cage in the middle of the southern wall contains a gaping hole and stands empty. A small wooden bench draped with green cloth is next to the cage, and several small objects rest on it. A bedroll lies near the wooden bench, and the sound of whimpering comes from inside it. | ||
| - | </ | ||
| 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. | 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. | ||
| - | {{img/ | + | {{: |
| === Creature === | === 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. | + | **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, “The clan’s | + | If he is disturbed, |
| - | To all other questions, Meepo responds by saying, “Meepo | + | To all other questions, Meepo responds by saying, “Meepo |
| - | 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 “Ticklecorn!” (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. | + | 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 === | === Development === | ||
| Line 677: | Line 434: | ||
| === Investigating === | === Investigating === | ||
| - | The symbols on the walls are crudely formed in Draconic and read, “Here There Be 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. | + | 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 === | === 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. | + | 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 |
| - | ==== 16. Kobold Guardroom ==== | + | ===== 16. Kobold Guardroom |
| Three rooms in the fortress serve as kobold guard stations. All have the same characteristics. | Three rooms in the fortress serve as kobold guard stations. All have the same characteristics. | ||
| Line 689: | Line 446: | ||
| === Door Trap === | === 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. | + | 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. | + | 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. | The kobolds release the tension on the tripwire when they exit, meaning that any guardroom that has been vacated can be entered safely. | ||
| - | < | + | < |
| - | > A small pit of embers, built of broken masonry and portions of shattered stone sculptures, | + | Un petit trou de braises, construit à partir de maçonnerie brisée et de fragments de sculptures |
| - | </ | + | </ |
| === Creatures === | === Creatures === | ||
| - | The room serves as a barracks and guard post for the kobold tribe’s warriors. | + | The room serves as a barracks and guard post for the kobold tribe’s warriors. |
| 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. | 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 ==== | + | ===== 17. Dragon Chow ===== |
| A character who approaches the door can smell the stench of what lies beyond. If the door is opened, read: | A character who approaches the door can smell the stench of what lies beyond. If the door is opened, read: | ||
| - | < | + | < |
| - | > Rats fill the room, trapped among their own waste. A small half-barrier prevents the rats from easily escaping when the door is open. | + | Des rats remplissent cette pièce, piégés parmi leurs propres excréments. Une petite demi-barrière les empêche de s' |
| - | </ | + | </ |
| === Creatures === | === 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. | + | 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 ===== | ||
| - | ==== 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. |
| - | 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' | ||
| + | </ | ||
| - | < | ||
| - | > Four small humanoids are shackled by thick, rusted chains attached to a large iron spike set in the floor. Several broken weapons and sundered shields lie in one corner. | ||
| - | </ | ||
| === Creatures === | === Creatures === | ||
| - | Four **goblins** are chained here, taken prisoner during the course of several skirmishes. Every so often, the kobolds remove a goblin from the room and ransom it back to the goblins (for a price of 2d10 sp). Those who can’t be ransomed are bound for the kobold cook pot. The goblins whine and cower pathetically if any characters enter the room. A character who succeeds on a DC 15 Dexterity check using thieves’ tools can open the lock on the chains, or the chains can be broken (Strength DC 20) or sundered (AC 15, 60 hit points). | + | <wrap danger>**4 goblins**</ |
| 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. | 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 ==== | + | ===== 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. | ||
| + | </ | ||
| - | < | ||
| - | > A double row of relief-carved marble columns march the length of this long, large hall. The worn carvings depict entwining dragons. | ||
| - | </ | ||
| === Creatures === | === Creatures === | ||
| - | An elite squad of three **kobolds** (each with 7 hit points) patrols the hall, considering the duty an honor. The guards pay particular attention to the door that leads to //area 24//, which is along the route traditionally used by goblin raiders. These kobolds react to the character’s presence in the same way as the ordinary ones described in //area 16//. If the characters head for //area 21// without causing hostilities, | + | An elite squad of three kobolds elite< |
| === Development === | === Development === | ||
| Line 741: | Line 502: | ||
| 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.) | 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 ==== | + | ===== 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 (“Ticklecorn!” 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. | + | 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 |
| - | < | + | < |
| - | > Several small but smoky fires light this wide and high chamber. Spits, tanning racks, and other implements of a primitive | + | Plusieurs petits feux boucanant éclairent cette vaste et haute pièce. Broches, supports à tannage et autres instruments d' |
| - | </ | + | </ |
| - | Twenty-four | + | |
| + | <wrap danger>**24 kobolds**</ | ||
| The kobolds here answer all questions with a quick “**Yusdrayl** knows.” | The kobolds here answer all questions with a quick “**Yusdrayl** knows.” | ||
| Line 754: | Line 516: | ||
| An attack on these kobolds brings reinforcements, | An attack on these kobolds brings reinforcements, | ||
| - | ==== 21. Dragon Throne ==== | + | ===== 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' | ||
| + | </ | ||
| - | < | ||
| - | > A short throne stands near the west wall, constructed of fallen bits of masonry stacked against an old altar. On the top of the altar sit a variety of small items. The portion of the altar that serves as the throne’s back features a carving of a rearing dragon. A metallic key is held firmly in the dragon’s open jaws. | ||
| - | </ | ||
| === Creatures === | === Creatures === | ||
| - | Normally sitting on the throne is the kobolds’ leader, **Yusdrayl** | + | Normally sitting on the throne is the kobolds’ leader, **Yusdrayl**. <wrap danger> |
| + | |||
| + | <wrap danger>**2 elite kobolds**</ | ||
| + | |||
| + | <wrap danger> | ||
| **Yusdrayl** can speak to the following questions: | **Yusdrayl** can speak to the following questions: | ||
| - | {{img/ | + | {{: |
| + | |||
| + | //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. » | ||
| - | > //Why are kobolds in this place?// “Kobolds are heir to dragons. As the mightiest among my people, I have led a brave few to this ancient holy site, where dragons were worshiped long ago.” **Yusdrayl** knows nothing else about the history of the fortress, except the name of the dragon that was once revered here, which is Ashardalon. | + | //Et le dragonnet volé ?// « Méchant gobelins volé dragon ! Si vous rendre |
| - | > | + | |
| - | > //What about the goblins/ | + | |
| - | > | + | |
| - | > //What about the twig monsters?// “The twig blights are pets of the Outcast. They are more numerous below, in the Twilight Grove.” | + | |
| - | > | + | |
| - | > //What about the lost human adventurers?// | + | |
| - | > | + | |
| - | > //What about the stolen wyrmling dragon?// “The goblins stole our dragon! If you return | + | |
| 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. | 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. | ||
| Line 793: | Line 563: | ||
| 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//. | 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 ==== | + | ===== 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 odor of rotting meat permeates this chamber. Most of the rusty iron hooks in the ceiling are empty, but a few hold the skinned carcasses of large vermin, huge fungoid stalks, and several massive insect carapaces. On a small, battered bench along the south wall are pieces of nearly useless cutlery and rusting skinning knives. | ||
| - | </ | ||
| 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. | 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 ==== | + | ===== 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 floor is partially collapsed on the east side of this room, revealing a tunnel. The passage is unworked, and it fluctuates widely in width, height, and direction as natural tunnels do. Within the room, hunting gear is racked on the wall, and several pallets lie nearby. | + | |
| - | </ | + | |
| - | The kobolds used the natural passage to first enter the Sunless Citadel, 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. | The tunnel leads beyond the scope of this adventure, but it could be a route to a site you have designed. | ||
| Line 811: | Line 587: | ||
| === Creatures === | === Creatures === | ||
| - | If they have not come forth as reinforcements, | + | If they have not come forth as reinforcements, |
| - | ==== 24. Trapped Access ==== | + | ===== 24. Trapped Access |
| - | 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. | + | 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. | ||
| + | </ | ||
| - | < | ||
| - | > At the other end of a twenty-foot-long corridor is another closed door. | ||
| - | </ | ||
| === Hidden Pit === | === 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. | + | 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 |
| - | 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. | + | If a creature steps on the pit cover, the lid flips open, dumping the creature 10 feet into the pit. With a successful |
| Kobolds regularly check the trap and manually reset it when necessary. | Kobolds regularly check the trap and manually reset it when necessary. | ||
| - | ==== 25. Empty Chamber ==== | + | ===== 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. | 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. | + | This empty chamber is home only to rat droppings, crumbled flagstone, and stains. |
| - | </ | + | </ |
| === Investigating === | === 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. | + | 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 === | === Trap === | ||
| Line 843: | Line 632: | ||
| The door that connects the northernmost empty chamber with area 31 contains a trap. See //area 31// for more details. | The door that connects the northernmost empty chamber with area 31 contains a trap. See //area 31// for more details. | ||
| - | ==== 26. Dry Fountain ==== | + | ===== 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. | ||
| + | </ | ||
| - | < | ||
| - | > Dust and odd bits of stony debris and rubble lie scattered on the floor. An ornate fountain is built into the eastern wall. Though cracked and stained, the fountain’s overarching carving of a diving dragon retains its beauty. A relief-carved stone door stands on the western wall. | ||
| - | </ | ||
| === Investigating === | === Investigating === | ||
| Line 854: | Line 644: | ||
| === Fountain === | === 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, “Let there be fire.” | + | 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 |
| 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. | 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. | ||
| Line 860: | Line 650: | ||
| === Western Door === | === Western Door === | ||
| - | Carvings on the western door show skeletal dragons. A Draconic inscription on the door reads, “Rebuke the dead, open the way.” Within 5 feet of the door, the air is noticeably cooler, and the door itself is cold to the touch. | + | 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. | 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. | ||
| Line 868: | Line 658: | ||
| 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. | 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 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, | + | 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. |
| - | ==== 27. Sanctuary ==== | + | ===== 27. Sanctuary ===== |
| + | |||
| + | < | ||
| + | Cinq sarcophages poussiéreux, | ||
| + | </ | ||
| - | < | ||
| - | > Five dusty sarcophagi, three to the north and two to the south, stand on end in this silent chamber. Each of the carved stone coffins resembles a noble, elf-like humanoid in ceremonial robes. An altar, with images of dragons carved into its black obsidian, is set in the center of the west wall. A single candle burns brightly on the altar. Next to the candle are a small whistle and a crystal flask. | ||
| - | </ | ||
| === Creatures === | === Creatures === | ||
| Line 883: | Line 674: | ||
| === Treasure === | === Treasure === | ||
| - | The candle has a //continual flame// spell cast on it. In the flask is a //potion of fire resistance// | + | The candle has a //continual flame// spell cast on it. In the flask is a //potion of fire resistance// |
| + | |||
| + | ===== 28. Infested Cells ===== | ||
| - | ==== 28. Infested Cells ==== | + | < |
| + | Cette section du couloir comporte six portes, toutes légèrement entrouvertes. L' | ||
| + | </ | ||
| - | < | ||
| - | > This section of hallway contains six doors, all slightly ajar. The area smells musky. | ||
| - | </ | ||
| 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. | 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 === | === Creatures === | ||
| - | The two southernmost cells and the one to the northeast contain abandoned giant rat nests. One **giant rat** lives in each of the other cells. Any noise or light in the area attracts all three creatures. | + | The two southernmost cells and the one to the northeast contain abandoned giant rat nests. One <wrap danger>**giant rat**</ |
| === Investigating === | === 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. | + | 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 === | === Treasure === | ||
| Line 904: | Line 696: | ||
| 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). | 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 ==== | + | ===== 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. | ||
| + | </ | ||
| - | < | ||
| - | > The cobblestone floor contains two trapdoors blocked open by iron spikes. The north wall holds a dry fountain carved with an overarching diving dragon. A faint rotten stench pervades the room. | ||
| - | </ | ||
| === Investigating === | === Investigating === | ||
| Line 921: | Line 714: | ||
| === Trapped Fountain === | === 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, “Let there be death.” | + | 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 |
| - | 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. | + | 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 === | === Western Door === | ||
| Line 929: | Line 722: | ||
| A character who approaches the western door can smell the stench of rotten meat coming from the other side. | A character who approaches the western door can smell the stench of rotten meat coming from the other side. | ||
| - | ==== 30. Mama Rat ==== | + | ===== 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. | ||
| + | </ | ||
| - | < | ||
| - | > An oppressive smell suffuses the air, rising from chewed carcasses of cave rats, smaller vermin, and a few humanoid-looking creatures. The bodies lie upon a floor of filth, old bones, hair, and fur that combine to make a particularly large and vile nest. | ||
| - | </ | ||
| === Investigating === | === Investigating === | ||
| Line 940: | Line 734: | ||
| === Creatures === | === Creatures === | ||
| - | Three **giant rats** occupy the area, along with a monstrously swollen female diseased giant rat (Medium [6 feet long], 16 hit points, +5 to hit, challenge rating 1/4 [50 XP]) that the goblins | + | Three <wrap danger>**giant rats**</ |
| === Treasure === | === Treasure === | ||
| Line 946: | Line 740: | ||
| 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 // | 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 ==== | + | ===== 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. | 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. | + | With a successful |
| 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. | 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. | ||
| - | < | + | < |
| - | > The ten-foot-wide hall is liberally strewn with sharp caltrops. | + | La salle, large de 10 pieds, est généreusement jonchée de caltrops |
| - | </ | + | </ |
| === Caltrops === | === Caltrops === | ||
| Line 964: | Line 761: | ||
| 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. | 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 === | === Treasure === | ||
| Line 969: | Line 768: | ||
| About two hundred // | About two hundred // | ||
| - | ==== 32. Goblin Gate ==== | + | ===== 32. Goblin Gate ===== |
| + | |||
| + | < | ||
| + | La crasse au sol, les taches sur les murs, les peaux usées et le foyer témoignent des années d' | ||
| + | </ | ||
| - | < | ||
| - | > The filth on the floor, stains on the walls, shabby hides, and firepit attest to the years of use this room has seen at the hands of creatures unconcerned with hygiene. On the eastern side of the southern wall is a crudely mortared half-wall, complete with crenellations. | ||
| - | </ | ||
| === Creatures === | === 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 **Erky Timbers** in //area 34// does. | + | 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 === | === Development === | ||
| Line 986: | Line 786: | ||
| A search of the room turns up putrid jerky, vinegary wine in poorly preserved water skins, and other worthless bits of clutter. | 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 ==== | + | ===== 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. | The sound of goblins engaged in target practice might be heard from outside any of the doors to the practice range. | ||
| - | < | + | < |
| - | > Dozens of blunted and broken arrows lie on the cracked cobblestone floor, and a few protrude from three crudely sewn, human-sized targets hung along the center of the south wall. The northern third of the room is separated from the south by a crudely mortared and crenellated half-wall. A permanent | + | 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 |
| - | </ | + | </ |
| === Creatures === | === 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 | + | 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 |
| When fighting, the goblins try to use the 3-foot-high wall for cover while shooting their foes. | When fighting, the goblins try to use the 3-foot-high wall for cover while shooting their foes. | ||
| Line 1001: | Line 807: | ||
| === Treasure === | === Treasure === | ||
| - | One goblin has a silver flask of dwarven make (worth 50 gp) filled with vile goblin | + | One goblin has a silver flask of dwarven make (worth 50 gp) filled with vile goblin |
| === Development === | === Development === | ||
| Line 1007: | Line 813: | ||
| If things go badly for the goblins, one of them attempts to warn the goblin warriors in //area 39//. | If things go badly for the goblins, one of them attempts to warn the goblin warriors in //area 39//. | ||
| - | ==== 34. Goblin Stockade ==== | + | ===== 34. Goblin Stockade |
| - | 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. | ||
| - | < | + | The Kobolds |
| - | > Squalor reigns | + | |
| - | </blockquote></ | + | 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. |
| - | {{img/ | + | |
| + | 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. | ||
| + | </blockquote> | ||
| + | |||
| + | {{: | ||
| === Creatures === | === 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. | + | 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 |
| 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**. | 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**. | ||
| - | The gnome is named **Erky Timbers**, an **acolyte** with 17 (5d6) hit points who knows Common, Draconic, Gnomish, and Goblin. | + | 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 | ||
| If he is released, he helpfully answers questions. He knows the following information: | If he is released, he helpfully answers questions. He knows the following information: | ||
| - | > //Why are you here?// “Months past, I was on my way to seek my fortune and took the Old Road. My bad luck that the goblin bandits caught | + | //Pourquoi êtes-vous ici ?// « Il y a quelques semaines j' |
| - | > | + | |
| - | > //What about the goblins/Belak?// “I’ve heard the goblins talk about the Twilight Grove down below. A wicked old human called | + | // Et les gobelins/Belak ?// « J' |
| - | > | + | |
| - | > //What’s the deal with the fruit?// “The midsummer fruit restores spirit and vigor to those who eat it; the pale midwinter fruit steals the same. Belak allows the goblins to sell the fruit on the surface, but I don’t know why.” | + | //Et les monstres des brindilles ?// « Les brindilles corrompues vivent au niveau inférieur, avec l' |
| - | > | + | |
| - | > //What about the twig blights?// “Twig blights live in the level below, with the Gulthias | + | //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' |
| - | > | + | |
| - | > //What about the lost human adventurers?// “The goblins caught three of them over a month ago, and they were captives with me in here for a while. They said their names were Talgen, Sharwyn, and **Sir Braford**. The goblins kept them in here only about a week before they removed them. Belak wanted them, and that’s the last I’ve heard about that.” | + | |
| === Development === | === Development === | ||
| - | If the characters fail to suggest it, **Erky Timbers** 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 Erky gain XP as if they defeated him in combat. | + | 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 === | === 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. | + | 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 |
| - | ==== 35. Trapped Corridor ==== | + | ===== 35. Trapped Corridor |
| === Hidden Pit === | === 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. | + | 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 |
| 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. | 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. | ||
| Line 1058: | Line 874: | ||
| === Treasure === | === 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). | + | A successful |
| - | ==== 36. Goblin Bandits ==== | + | ===== 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. | Three rooms in the northern part of the fortress serve as living quarters for goblin bandits. All have the same characteristics. | ||
| - | < | + | < |
| - | > The stench, garbage, and carrion here are evidence of years of use by unsanitary tenants. Tattered hides stretched on frames form six unstable hammocks around a much-used firepit. Battered cooking equipment is mixed indiscriminately with broken or worn arms and armor. | + | La puanteur, les ordures et les charognes témoignent d' |
| - | </ | + | </ |
| === Creatures === | === Creatures === | ||
| Line 1073: | Line 896: | ||
| === Development === | === 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. | + | 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. |
| If things go badly for the goblins, one of them attempts to warn the goblin warriors in //area 39//. | If things go badly for the goblins, one of them attempts to warn the goblin warriors in //area 39//. | ||
| Line 1081: | Line 904: | ||
| A search of the room turns up putrid jerky, vinegary wine in poorly preserved water skins, and worthless bits of clutter. | A search of the room turns up putrid jerky, vinegary wine in poorly preserved water skins, and worthless bits of clutter. | ||
| - | ==== 37. Trophy Room ==== | + | ===== 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. | 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. | ||
| - | < | + | < |
| - | > Mounted and stuffed animal heads adorn the walls. The mounting job is sloppy, and the assortment of heads includes cattle, rats, and other not particularly impressive specimens. A few grisly trophies share the wall with the animals, including a couple of kobold heads. Smashed and broken cabinets and small tables | + | Des têtes d' |
| - | </ | + | </ |
| - | {{img/ | + | |
| + | {{: | ||
| === Creature === | === Creature === | ||
| - | **Calcryx**, | + | **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. | 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. | ||
| Line 1100: | Line 927: | ||
| 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, | 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, | + | //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 ==== | + | ===== 38. Goblin Pantry ===== |
| + | |||
| + | < | ||
| + | Les murs nord et sud de cette salle sont jonchés jusqu' | ||
| + | </ | ||
| - | < | ||
| - | > The north and south walls of this chamber are stacked halfway to the ceiling with ill-made barrels, boxes, and crates. A clear path allows easy access between the west and east doors. | ||
| - | </ | ||
| 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. | 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 ==== | + | ===== 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. | ||
| + | </ | ||
| - | < | ||
| - | > Several torches mounted in crude sconces burn fitfully around this chamber, filling the air with a haze. A double row of marble columns carved with entwining dragons runs the length of the hall. | ||
| - | </ | ||
| 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. | 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. | 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 ==== | + | ===== 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. | 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. | ||
| - | < | + | < |
| - | > What might once have been a cathedral is now a goblin lair, thick with the filth of years of goblin life. Scores of wall- and floor-mounted sconces filled with violet-glowing fungi provide illumination. Dozens of goblins go about their daily business, which involves a lot of rudeness and violence. | + | Ce qui aurait pu être une cathédrale est aujourd' |
| - | </ | + | </ |
| === Creatures === | === 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**, | 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, | + | These goblinoids know the same information, |
| === Development === | === Development === | ||
| Line 1143: | Line 974: | ||
| Among the tribal equipment, near the shaman’s bedding, is a // | 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 the elven deity Corellon Larethian | + | 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 |
| - | ==== 41. Hall of the Goblin Chief ==== | + | ===== 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. | 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. | ||
| - | < | + | < |
| - | > A circular shaft pierces the floor of this forty-foot-diameter domed chamber. Dim violet light shines out of the shaft, revealing sickly white and gray vines that coat the walls of the shaft. The light is supplemented by four lit wall torches | + | 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 |
| - | </ | + | </ |
| === Creatures === | === Creatures === | ||
| - | The chief of the Durbuluk tribe is **Durnn**, a **hobgoblin**. | + | Chef Daask de la citadelle, Durrn, un **hobgoblin**. |
| - | The shaman | + | La Shaman |
| **// | **// | ||
| Cantrips (at will): //poison spray//, // | Cantrips (at will): //poison spray//, // | ||
| - | |||
| 1st level (2 slots): //bane//, //inflict wounds// | 1st level (2 slots): //bane//, //inflict wounds// | ||
| - | A **twig blight**, a gift from **Belak | + | A **twig blight**, a gift from **Belak |
| === Development === | === Development === | ||
| Line 1174: | Line 1018: | ||
| **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, | **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, | ||
| - | Because **Durnn** and his hobgoblins usurped control of the Durbuluk tribe, | + | **Grenl |
| - | If captured and interrogated, | + | If captured and interrogated, |
| === Shaft === | === 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. | + | 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. | + | 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 === | === 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. | + | **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. | 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. | ||
| Line 1192: | Line 1036: | ||
| === Treasure === | === 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 Hucrele | + | 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 |
| Inside **Durnn**’s iron chest are 231 gp and two onyx gems (30 gp each). | Inside **Durnn**’s iron chest are 231 gp and two onyx gems (30 gp each). | ||
| - | ===== Grove Level Locations | + | ====== Le Bosquet ====== |
| - | {{img/ | + | 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. Central | + | ===== 42. Jardin |
| + | |||
| + | The party find Talgen’s body on the ground below the shaft. | ||
| + | |||
| + | < | ||
| + | Des champignons luminescents, | ||
| + | </ | ||
| - | < | ||
| - | > Luminescent fungus, shedding violet light, clings to the walls and ceiling of this wide cavern. The air is damp, chilly, and redolent with the odors of loam and decay. A layer of earth, mixed with rotting vegetation and the remains of cave animals, covers the floor. Several varieties of mushrooms and fungi grow on the detritus, as well as a few saplings. | ||
| - | </ | ||
| === Creatures === | === Creatures === | ||
| Line 1213: | Line 1060: | ||
| The creatures in area 43 investigate any disturbance in the garden after 3 rounds. | The creatures in area 43 investigate any disturbance in the garden after 3 rounds. | ||
| - | ==== 43. The Great Hunter’s Abode ==== | + | ===== 43. The Great Hunter’s Abode ===== |
| + | |||
| + | {{: | ||
| - | {{img/ | + | < |
| + | 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. | ||
| + | </ | ||
| - | < | ||
| - | > The floor of this rough cavern is stained and smells of blood and animal musk. Light from glowing fungus reveals the eastern niche, which holds a pallet of matted furs, a wide wooden board on which a variety of weapons are affixed, and a great cloak of patchy black fur hung on a slender pole. To the edge of the niche are two large nests made of hair, dry fungus, and refuse. | ||
| - | </ | ||
| === Creature === | === Creature === | ||
| - | Balsag the **bugbear** and his two **giant rat** “hounds, | + | Balsag the **bugbear** and his two <wrap danger>**giant rat**</ |
| === Underdark Access === | === Underdark Access === | ||
| Line 1230: | Line 1078: | ||
| === Treasure === | === Treasure === | ||
| - | Two //spears//, six // | + | Two //spears//, six // |
| - | ==== 44. Rift ==== | + | ===== 44. Rift ===== |
| + | |||
| + | < | ||
| + | Une faille s' | ||
| + | </ | ||
| - | < | ||
| - | > A rift opens here, its debris-strewn floor two feet below that of the corridor. No phosphorescent fungus grows in the rift. The corridor continues past the rift, though the opening of the rift has caused it to shift 10 feet to the west. A number of two-foot-diameter holes riddle the floor of the rift. The smell of burnt earth hangs in the air. | ||
| - | </ | ||
| The small holes in the floor extend as far down as anyone is capable of probing. | The small holes in the floor extend as far down as anyone is capable of probing. | ||
| - | ==== 45. Rift Node ==== | + | ===== 45. Rift Node ===== |
| + | |||
| + | < | ||
| + | La faille s' | ||
| + | </ | ||
| - | < | ||
| - | > The rift widens, creating a cavern-like chamber. Small, two-foot-diameter holes riddle the node. A dim fiery glow shines out of one such hole. | ||
| - | </ | ||
| === Creature === | === Creature === | ||
| Line 1252: | Line 1102: | ||
| 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). | 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 ==== | + | ===== 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. | + | The stone door at the end of the corridor is closed and stuck, requiring someone to make a successful |
| + | |||
| + | < | ||
| + | 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. | ||
| + | </ | ||
| - | < | ||
| - | > Faded mosaic tiles still decorate parts of the wall, but most have fallen to the dust-covered floor and shattered. Situated at the center of the chamber stands a slim pedestal of rusted iron shaped like an upright dragon. In the dragon’s mouth rests an empty tray. | ||
| - | </ | ||
| The room once held items of importance to the old dragon cult. The remaining features are dust-covered and worthless. | The room once held items of importance to the old dragon cult. The remaining features are dust-covered and worthless. | ||
| - | ==== 47. Belak’s Laboratory ==== | + | ===== 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' | ||
| + | </ | ||
| - | < | ||
| - | > Two rows of dragon-carved marble columns march the length of the hall, most completely covered in luminescent fungus. The cobbled floor is cracked and stained, and on it sit many small wooden tables. The contents on the tables include mortars and pestles, small tools, bowls filled with crushed leaves, chopped fungus stalks, and other plant specimens. The many doors leading off this hall are all partly open. | ||
| - | </ | ||
| 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. | 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. | ||
| Line 1302: | Line 1156: | ||
| The room stands empty, and the caved-in back wall leads to a natural rift in the earth (see //area 44//). | The room stands empty, and the caved-in back wall leads to a natural rift in the earth (see //area 44//). | ||
| - | ==== 48. Garden Galleries ==== | + | ===== 48. Garden Galleries |
| The two galleries that lead to the arboretums have the same characteristics. The doors to all connecting areas are closed. | The two galleries that lead to the arboretums have the same characteristics. The doors to all connecting areas are closed. | ||
| - | < | + | < |
| - | > Nodules of luminescent fungus hang from the ceiling and walls and grow in clumps on the flagstone floor. The light illuminates portions of grand bas-relief carvings on the stone walls that aren’t covered with the fungus. The carvings depict | + | 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 |
| - | </ | + | </ |
| Belak is using the galleries to grow aboveground vegetation using the light of luminescent fungus. | Belak is using the galleries to grow aboveground vegetation using the light of luminescent fungus. | ||
| Line 1323: | Line 1178: | ||
| 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. | 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 ==== | + | ===== 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, | ||
| + | </ | ||
| - | < | ||
| - | > Luminescent mist blurs the edges of this octagonal chamber. Nodules of glowing fungus dot the stone walls and ceiling, as well as the caps of toadstools and mushrooms, small polyps, puffballs, and lichen. The humid air reeks with rot. | ||
| - | </ | ||
| 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. | 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. | ||
| Line 1348: | Line 1206: | ||
| The northern room contains only its plants. | The northern room contains only its plants. | ||
| - | ==== 50. Ashardalon’s Shrine ==== | + | ===== 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' | ||
| + | </ | ||
| - | < | ||
| - | > Dragon-carved granite blocks line this chamber’s walls and ceiling, though many are crumbled and broken, leaving stony debris on the floor. A huge marble statue of a rearing red dragon stands in the curve of the western wall. The eye sockets of the dragon are empty, but a red glow lingers there, providing reddish light throughout the chamber. The radiance casts an inky shadow behind the statue’s wide wings. A five-foot-diameter, | ||
| - | </ | ||
| === Investigating === | === Investigating === | ||
| Line 1363: | Line 1222: | ||
| === Treasure === | === 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//. | + | A loose stone is in the wall behind the statue, requiring a successful |
| - | ==== 51. Dragon Library ==== | + | ===== 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. | ||
| + | </ | ||
| - | < | ||
| - | > Leaning and fallen stone bookshelves fill this chamber, though a clear path connects wooden doors on opposite walls. Torn and burnt pages, bindings, and scrolls form disordered piles in the corners. | ||
| - | </ | ||
| === Treasure === | === 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). | + | Rooting around in the wreckage, separate successful |
| + | |||
| + | ===== 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!” | ||
| - | ==== 52. Underpass ==== | + | < |
| + | Des marches humides et effondrées descendent brusquement. | ||
| + | </ | ||
| - | < | ||
| - | > Damp and crumbled steps descend sharply. | ||
| - | </ | ||
| 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. | 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 ==== | + | ===== 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. | 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. | ||
| - | < | + | < |
| - | > A layer of soil covers the floor. Rough wooden shelves, filled with a scattering of tomes and scrolls, line the north and east walls, and a rough-hewn desk stands in the center of the chamber. Fungus on the ceiling provides light, apparently in sufficient quantity to nourish several small bushes and pale saplings that grow in the soil. | + | 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 === | === Investigating === | ||
| Line 1400: | Line 1268: | ||
| === Treasure === | === Treasure === | ||
| - | Separate successful DC 15 Wisdom (Perception) checks uncover a //spell scroll// of // | + | Separate successful |
| - | ==== 54. Grove Gate ==== | + | ===== 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' | ||
| + | </ | ||
| - | < | ||
| - | > Twigs and roots are piled on the floor of this sagging chamber. The collapsed southern wall opens into a vast cavern. Luminescent fungus on the rough walls and the high roof loom over a twilight grove of sickly briars, bushes, saplings, and other woody plants. Ruined walls and hollow towers protrude from the briars. | ||
| - | </ | ||
| === Creatures === | === Creatures === | ||
| Line 1417: | Line 1286: | ||
| === Investigating === | === 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. | + | 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 ===== | ||
| - | ==== 55. Twilight Grove ==== | + | < |
| + | Des ronces pâles se rapprochent, | ||
| + | </ | ||
| - | < | ||
| - | > Pale, spindly briars press close, casting twisted shadows on the earth floor in the violet light. | ||
| - | </ | ||
| === Briars === | === 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 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. | + | 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. | A 5-foot-by-5-foot area of briars can be cleared if it takes 20 damage of any type other than psychic. | ||
| Line 1440: | Line 1310: | ||
| 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. | 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 ==== | + | ===== 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' | ||
| + | </ | ||
| - | < | ||
| - | > A walled clearing is here among the briars. The walls are about twenty feet high, which is less than half the height of the cavern’s ceiling. Several varieties of plants grow around the perimeter of the clearing, including a few suspicious-looking saplings, but their importance pales before that which stands at the courtyard’s center. Beneath the fungal light grows an evil tree. Its blackened, twisted limbs reach upward, like a skeletal hand clawing its way out of the earth. Before it stand a few twig blights; a heavily armored, young human male with a shield and sword; a blonde, young human woman in a robe fit for a noble; and a middle-aged, | ||
| - | </ | ||
| - | < | ||
| == The Gulthias Tree == | == 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. | 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 Thralls.// |
| - | > **// | + | **// |
| - | > **//Tree Thrall.//** If the Gulthias Tree dies, the thrall dies 24 hours later. | + | **//Tree Thrall.//** If the Gulthias Tree dies, the thrall dies 24 hours later. |
| === Creatures === | === Creatures === | ||
| - | **Belak | + | **Belak |
| Cantrips (at will): // | Cantrips (at will): // | ||
| Line 1468: | Line 1352: | ||
| 2nd level (3 slots): // | 2nd level (3 slots): // | ||
| - | Standing with **Belak** are **Sir Braford** and **Sharwyn | + | Standing with **Belak** are **Gino Saputo** and **Sharwyn |
| === Interaction === | === Interaction === | ||
| - | When the characters arrive, **Belak** says loudly, “Hold a moment, you know not what you do!” If the characters engage him in conversation, | + | 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?// “I am Belak, | + | //What are you doing?// “Je suis Belak, |
| - | > | + | |
| - | > //What is the Gulthias Tree//? “It’s beautiful, no? It lives, though it looks dead. In an age long past, someone staked a vampire on this very spot. The stake took root. And so grew the Gulthias Tree, reverberating with primal power for those who can tap it.” | + | |
| - | > | + | |
| - | > //What’s with the stick-monsters?// | + | |
| - | > | + | |
| - | > //What’s going on with the fruit?// “I give fruit to the goblins with orders to disperse their seeds on the surface. Deceitful beings that they are, the goblins barter the fruit, but the seeds are dispersed all the same. My plan for colonizing the surface with the children of Gulthias continues.” | + | |
| - | > | + | |
| - | > //What did you do to the other adventurers?// | + | |
| - | > | + | |
| - | > //Why are you talking to us?// “Though your remains would enrich the compost, you’ll serve my needs better as supplicants. You shall retain your lives, after a fashion. Surrender and submit peacefully, or perish!” | + | |
| - | While this interaction proceeds, **Sir Braford**, the three twig blights, and Belak’s frog position themselves between the characters and Belak (Sharwyn stands next to Belak). | + | //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 === | === Combat === | ||
| - | If a fight breaks out (which will happen unless the characters actually submit to Belak), the **twig blights**, the **frog**, and **Sir Braford** attack the characters physically. **Sir Braford** uses //Shatterspike// (see //appendix A//) to destroy his foe’s weapon, if possible. | + | 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 // | + | **Belak** casts // |
| === Development === | === Development === | ||
| Line 1500: | Line 1384: | ||
| === Targeting the Tree === | === 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 **Sir Braford**, 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 **Sir Braford**. These monsters turn on Belak before targeting the characters again. | + | A successful |
| === Walls === | === Walls === | ||
| Line 1508: | Line 1392: | ||
| === Treasure === | === Treasure === | ||
| - | Belak has a key (to //area 53//), three //potions of healing//, two doses of // | + | Belak has a key (to //area 53//), three //potions of healing//, two doses of // |
| - | ===== Aftermath ===== | + | ====== Aftermath |
| - | If the characters kill the Gulthias Tree, Sharwyn and Braford | + | 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. | 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?” | + | 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. | 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. | ||
| - | In addition, if the characters return the Hucrele | + | In addition, if the characters return the Saputo |
| ---- | ---- | ||
| - | ====== Appendix A: Magic Items ====== | + | 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' |
| - | The magic items that are introduced in this book are detailed here in alphabetical order. The adventure in which an item appears is given at the end of its description. | ||
| - | * // | + | The party was hired to track down the source |
| - | * //Balance of Harmony// | + | |
| - | * //Bracelet of Rock Magic// | + | |
| - | * //Eagle Whistle// | + | |
| - | * //Hell Hound Cloak// | + | |
| - | * // | + | |
| - | * // | + | |
| - | * //Night Caller// | + | |
| - | * //Potion of Mind Control// | + | |
| - | * //Robe of Summer// | + | |
| - | * // | + | |
| - | * //Spear of Backbiting// | + | |
| - | * //Stone of Ill Luck// | + | |
| - | * //Wand of Entangle// | + | |
| - | * //Waythe// | + | |
| + | 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' | ||
| - | ---- | ||
| - | |||
| - | ====== Appendix B: Creatures ====== | ||
| - | |||
| - | This appendix details creatures and nonplayer characters that are mentioned in this book and that don’t appear in the //Monster Manual//. That book’s introduction explains how to interpret a stat block. | ||
| - | |||
| - | Some of these creatures are available in //Volo’s Guide to Monsters// but are reproduced here for your convenience. | ||
| - | |||
| - | The creatures are presented in alphabetical order. | ||
| - | |||
| - | * **Animated Table** | ||
| - | * **Barghest** | ||
| - | * **Centaur Mummy** | ||
| - | * **Champion** | ||
| - | * **Choker** | ||
| - | * **Conjurer** | ||
| - | * **Deathlock Wight** | ||
| - | * **Dread Warrior** | ||
| - | * **Duergar Spy** | ||
| - | * **Enchanter** | ||
| - | * **Evoker** | ||
| - | * **Giant Crayfish** | ||
| - | * **Giant Ice toad** | ||
| - | * **Giant Lightning eel** | ||
| - | * **Giant Skeleton** | ||
| - | * **Giant Subterranean lizard** | ||
| - | * **Greater Zombie** | ||
| - | * **Illusionist** | ||
| - | * **Kalka-Kylla** | ||
| - | * **Kelpie** | ||
| - | * **Leucrotta** | ||
| - | * **Malformed Kraken** | ||
| - | * **Martial Arts Adept** | ||
| - | * **Nereid** | ||
| - | * **Necromancer** | ||
| - | * **Ooze master** | ||
| - | * **Sea Lion** | ||
| - | * **Sharwyn Hucrele** | ||
| - | * **Sir Braford** | ||
| - | * **Siren** | ||
| - | * **Tarul var** | ||
| - | * **Tecuziztecatl** | ||
| - | * **Thayan Apprentice** | ||
| - | * **Thayan Warrior** | ||
| - | * **Thorn Slinger** | ||
| - | * **Transmuter** | ||
| - | * **Vampiric Mist** | ||
| - | * **White Maw** | ||
| - | * **Yusdrayl** | ||
| - | |||
| - | |||
| - | ---- | ||
| - | |||
| - | ====== Credits ====== | ||
| - | * **Compilers.** Kim Mohan, Mike Mearls | + | 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: |
| - | * **Lead Rules Developer.** Jeremy Crawford | + | |
| - | * **Fifth Edition Conversion.** Chris Sims, Sean K Reynolds, Jennifer Clarke Wilkes | + | |
| - | * **Managing Editor.** Jeremy Crawford | + | |
| - | * **Editors.** Kim Mohan, Michele Carter | + | |
| - | * **Editorial Assistance.** Chris Dupuis, Ben Petrisor, Matt Sernett | + | |
| - | * **Art Director.** Kate Irwin | + | |
| - | * **Additional Art Direction.** Shauna Narciso, Richard Whitters | + | |
| - | * **Graphic Designer.** Emi Tanji | + | |
| - | * **Cover Illustrator.** Tyler Jacobson | + | |
| - | * **Interior Illustrators.** Mark Behm, Eric Belisle, Zoltan Boros, Noah Bradley, Sam Carr, Jedd Chevrier, Bud Cook, Olga Drebas, Wayne England, Lake Hurwitz, Izzy, Tyler Jacobson, Titus Lunter, Brynn Metheney, Scott Murphy, Claudio Pozas, Ned Rogers, Chris Seaman, Cory Trego-Erdner, | + | |
| - | * **Cartographers.** Jason A. Engle, Rob Lazzaretti, Mike Schley, Ben Wootten | + | |
| - | * **Producer.** Stan! | + | |
| - | * **Project Manager.** Heather Fleming | + | |
| - | * **Product Engineer.** Cynda Callaway | + | |
| - | * **Imaging Technicians.** Sven Bolen, Carmen Cheung, Kevin Yee | + | |
| - | * **Art Administration.** David Gershman | + | |
| - | * **Prepress Specialist.** Jefferson Dunlap | + | |
| - | * **Other D&D Team Members.** Bart Carroll, John Feil, Trevor Kidd, Adam Lee, Christopher Lindsay, Shelly Mazzanoble, Christopher Perkins, Hilary Ross, Liz Schuh, Nathan Stewart, Greg Tito, Shawn Wood | + | |
| - | ==== Credits | + | 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 |
| - | * **//Tomb of Horrors (1978).// | + | Next article: |
| - | * **Design.** Gary Gygax | + | |
| - | * **//White Plume Mountain (1979).// | + | |
| - | * **Design.** Lawrence Schick | + | |
| - | * **Editing and Suggestions.** Mike Carr, Allen Hammack, Harold Johnson, Tim Jones, Jeff Leason, Dave Sutherland, Jean Wells | + | |
| - | * **Art.** Dave Sutherland, Erol Otus, Darlene Pekul, Jeff Dee, David S. LaForce, Jim Roslof, Bill Willingham | + | |
| - | * **//The Hidden Shrine of Tamoachan (1980).// | + | |
| - | * **Design.** Harold Johnson, Jeff R. Leason | + | |
| - | * **Able Assistance.** Dave Cook, Lawrence Schick | + | |
| - | * **Editing.** Harold Johnson | + | |
| - | * **Editing and Production.** Dave Cook, Jeff R. Leason, Lawrence Schick | + | |
| - | * **Illustrations.** Erol Otus, Jeff Dee, Gregory K. Fleming, David S. LaForce, David C. Sutherland III | + | |
| - | * **//Against the Giants (1981).// | + | |
| - | * **Design.** Gary Gygax | + | |
| - | * **Editing.** Mike Carr, Timothy Jones, Jon Pickens, Lawrence Schick | + | |
| - | * **Art.** David C. Sutherland III, David A. Trampier, Jeff Dee, David S. LaForce, Erol Otis, Bill Willingham | + | |
| - | * **//The Sunless Citadel (2000).// | + | |
| - | * **Design.** Bruce R. Cordell | + | |
| - | * **Editing.** Miranda Horner | + | |
| - | * **Cartography.** Todd Gamble | + | |
| - | * **Illustrations.** Dennis Cramer, Todd Lockwood | + | |
| - | * **//The Forge of Fury (2000).// | + | |
| - | * **Design.** Richard Baker | + | |
| - | * **Editing.** Miranda Horner | + | |
| - | * **Cartography.** Todd Gamble | + | |
| - | * **Illustrations.** Dennis Cramer, Todd Lockwood | + | |
| - | * **//Dead in Thay (2014).// | + | |
| - | * **Design.** Scott Fitzgerald Gray | + | |
| - | * **Editing.** Ray Vallese | + | |
| - | * **Cartography.** Mike Schley | + | |
| - | * **Illustrations.** Eric Belisle, Sam Carr, Tyler Jacobson, Miles Johnstone, Mark Winters | + | |
| - | ==== On the Cover ==== | + | Sharn Inquisitive: |
| - | {{img/ | + | ====== 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), avantage ou désavantage si le size de la creature est plus ou moins grande, désavantage contre les armes tenu à 2 mains | ||