The Forge of Fury

Note : Au lieu de Déro, garder les Duergar, mais transformer les Duergar en serviteur Illithides, avec la peau bleuté translucide, les yeux luisant, et absolument brainwasher. Ils servent Dyrrn le Corrupteur : Le Maître Mental, communément appelé, le Maître. Peuvent s'enlarger en cas de combat à mort, deviennent des bêtes mutantes bloated enragés, style chaos spawn

Mission : à cause de l'activité de la forge, les Nains n'osant pas s'aventurer dans la zone contaminé

Jhorash'tar Orc : Habitant des premiers niveaux et bases d'opérations de raid

Toutes les expéditions qui s'aventurèrent dans Noldrunhold se soldèrent par un désastre, et la région fut déclarée maudite et bannie. À l'époque, les nains pensaient que les orcs de Jhorash'tar en étaient responsables, mais il semble désormais plus probable que les Noldrun aient ouvert un passage vers le Royaume d'en bas (Et les Nains trop orgueilleux aimaient mieux faire comme si de rien était)

Contact de la mission : Un doppleganger au service de l'illithid qui nécessite des cerveaux humains (nain de Sharn, politique, a remplacer l'original), avec la doppleganger succubus qui force les gens a se séparer et à descendre vers le brime pool. Ou plutot un Nain de Sharn descendant des Noldrun, voulant savoir ce qui c'est réellement passé / une game politique des Kaarns voulant les symboles du pouvoir / artefact Il y a envion 100 ans les Jhorash'tar ont découverts cette forge secrète abandonnées des Noldruns et s'y ont installés, ===== Adventure Synopsis ===== The Forge of Fury is set in the ruined stronghold of Noldrunkar. It is designed for four 3rd-level player characters. They can advance to 5th level with good play. * The Mountain Door. The Mountain Door comprises the uppermost level of the cavern complex. It is currently inhabited by a tribe of fierce orcs, led by a brutal ogre known as El Gros Liath. * The Glitterhame. The largest level of Noldrunkar, the Glitterhame is an expanse of beautiful natural caverns now infested by troglodytes and other cave-dwelling monsters. * The Sinkhole. Streams in the Glitterhame descend to an underground river, which runs through a corner of the caverns forgotten by the denizens above. * The Foundry. Beyond the Glitterhame lies a complex of chambers and passageways carved by Duredin’s folk. A small band of duergar (gray dwarves) currently hold Duredin’s hall, working to uncover the secrets of the smith’s ancient forge. A great crevasse drops to the Brine Pool. * The Brine Pool. The most dangerous denizen of the caverns under the Stone Tooth lairs in the cold, still waters of the Brine Pool. Xetzirbor, a illithid, discovered a passage into the lake through an underwater siphon connecting to a mere on the far side of the hill. The dragon has claimed the ancient wealth of Noldrunkar as her hoard. ===== Character Hooks ===== Trouver pkoi ils sont envoyé investiguer la disparition des Noldruns Duredin Noldrun dit “Le noir” ===== Approaching Noldrunkar ===== At the start of play, the characters are trekking through the wilderness : <blockquote> Votre carte indique que l'ancien fort nain se situe à environ trois jours de marche au nord de votre position. Des collines sombres et densément boisées s'élèvent au-delà des abords du chemin. </blockquote> ==== The Stone Tooth ==== When the characters set forth on their journey, read: <blockquote> En remontant vers le nord, vous traversez d'épaisses forêts de pins et de profondes vallées. De là où vous vous trouvez, vous apercevez une haute colline escarpée qui se dresse jusqu'à un promontoire rocheux dénudé et proéminent : la Dent de Pierre. Une fine colonne de fumée s'élève d'un point invisible sur les pentes de la colline, et vous distinguez une route ou un sentier étroit et escarpé qui serpente à flanc de montagne. </blockquote> Refer to map 2.1. The characters have several options: follow the path, scout the area, or wait and watch. === Follow the Path === MAP 2.1 At the foot of the Stone Tooth, a carefully constructed path winds up the hillside to some unseen height above. The path climbs to the Mountain Door, at the location marked A on the map. This is the route used by the orcs in El Gros Liath’s tribe to come and go from their lair. If someone checks the path for tracks, a successful DC 10 Wisdom (Survival) check reveals that four booted humanoids came down it within the last day and headed into the forest. The trail joins older tracks in the woods and becomes indistinguishable after about half a mile. These tracks belong to orc foraging parties; see “Wait and Watch” below for more information. === Scout the Area === Ambitious characters might choose to ignore the path and scale the Stone Tooth’s slopes. The going is very hard, with steep slopes and heavy undergrowth, reducing the characters’ travel pace to roughly 100 feet per minute. Thoroughly exploring the hillside could easily take hours. Heavy woods block the view upslope, making it difficult to ascertain the origin of the smoke (a natural chimney). Have the party’s guide make a DC 10 Wisdom (Survival) check when the group first enters the hillside. On a successful check, the characters travel in the general direction of the chimney. Otherwise, they lose their way (see “Becoming Lost” in chapter 5 of the Dungeon Master’s Guide). (A) The Mountain Door. This is the front entrance to the Glitterhame. The old dwarf-path leads up to a bare shoulder of rock and then turns into a deep cleft in the hillside. If the characters enter this way, the expedition begins in area 1 of map 2.2, the Mountain Door. (B) Chimney. When the characters reach the area marked B on the map, they can discover the source of the smoke. A natural rock chimney leads down into the caverns below, and a thin stream of smoke rises through it. The smoke spreads out and isn’t easy to pinpoint in the rugged terrain. A character who searches for the source of the smoke finds the rock chimney with a successful DC 10 Wisdom (Perception) check. If the characters pass nearby without searching, anyone who has a passive Perception score of 15 or higher notices the fissure. If the characters descend the chimney, the expedition begins in area 7 of map 2.2, the Mountain Door. (C) Orc Tunnel. On the other side of the Stone Tooth, a few hundred yards from the Mountain Door, the orc army burrowed into the hillside to circumvent the dwarven defenses. The tunnel is still passable, but its entrance is choked with brush and debris. If the characters enter this area, someone who has a passive Perception score of 15 or higher discovers the orc tunnel. The characters locate the tunnel automatically if anyone searches the area; it leads to area 21 of map 2.3, the Glitterhame. The tunnel entrance is about 6 feet high and 4 feet wide. Anyone who succeeds on a DC 10 Wisdom (Survival) check can spot old tracks passing in and out of the tunnel—reptilian footprints (from the troglodytes inhabiting the Glitterhame) and the paw prints of a very large bear. (D) Hilltop. An hour or two of hard hiking brings the party to the summit. The Stone Tooth is about 1,450 feet in height, towering over the neighboring hills by 500 feet or more. The last 100 feet or so are a sheer point of rock, requiring DC 15 Strength (Athletics) checks to climb successfully. The view is spectacular, but the hilltop is otherwise unremarkable. (No entrance to the fortress is to be found here.) (E) The Dark Mere. The eastern slopes of the Stone Tooth descend into a damp valley where water is trapped by the terrain. A dark tarn pools under the hill’s slopes, surrounded by numerous smaller lakes. A hidden drainage channel deep underwater connects to the subterranean Brine Pool, providing access to Xetzirbor’s underground lair. The opening is about 40 feet down, and it lies about 100 feet from the western lakeshore. Player characters exploring around the lake can’t find this outlet unless they conduct extensive dives to plumb the mere’s depths, requiring DC 10 Strength (Athletics) checks to swim underwater. If any characters are capable of staying this deep without suffocating and conduct a thorough search of the lake, they discover the passage with a successful DC 12 Wisdom (Perception) check. If the characters enter through this watery passage, they emerge in area 54 of map 2.6, the Brine Pool. == Wilderness Encounters and Camping == If you want to make the trek from Blasingdell to the Stone Tooth more interesting, you can create random encounters with orc raiding parties (see “Wait and Watch” below) or with creatures native to forest or hills. See appendix B of the Dungeon Master’s Guide for lists of monsters by environment. The characters might be forced to retreat outside the stronghold to recuperate after difficult battles. The party can readily find defensible campsites in the forest near the Stone Tooth. === Wait and Watch === The characters might choose to observe the path for some time before braving the Stone Tooth. When they arrive, two foraging parties from El Gros Liath’s tribe are searching the nearby hills for loot. The first party of four orcs returns two days after the characters arrive, and the second group three days after that. These orcs sleep by day and travel by night, so they arrive in the party’s vicinity just before dawn. If the party sets up camp at least 90 feet from the path and doesn’t take any action that might draw attention, the returning orcs pass by without spotting the campsite. Otherwise, the orcs notice the camp when they come within 90 feet (or within twice as far if a campfire is burning or the party isn’t attempting to be quiet). A lookout whose post overlooks the trail and who has a passive Perception score of 10 or higher detects the orcs as they approach. The orcs aren’t likely to notice a hidden lookout; compare their passive Perception scores to the character’s Dexterity (Stealth) check. <blockquote> Quatre humanoïdes voûtés, vêtus d'une armure de peau et d'os sale, s'approchent du sentier, grognant et marmonnant entre eux d'une voix gutturale. Des défenses jaunes jaillissent de leurs visages bestiaux. </blockquote> If the orcs come across the camp and aren’t spotted, they attempt to take out anyone on watch or creep into the camp to attack sleeping characters. If an orc party moves past the characters unchallenged or fights its way through, the survivors reinforce the defenses in the complex (see area 5 and area 14). Captured orcs can describe in some detail the general arrangement of the Mountain Door. They don’t know anything about the rest of the complex, or that it’s possible to enter through the chimney. The orcs defending the Mountain Door refuse to negotiate for their return. The characters might disguise themselves as orcs using captured gear. Doing so can let them try to bluff their way past sentries in the dungeon, using Charisma (Deception) checks contested by the orcs’ Wisdom (Insight) checks. Treasure. Each orc carries a sack of mundane supplies looted from the countryside, as well as coinage totaling 4d6 sp and 1d4 gp. Development. No more dungeon denizens emerge from the dungeon during this time, and no more orcs leave for a week after the second patrol returns. == Noldrunkar: General Features == The following aspects of Noldrunkar are true unless otherwise noted in a particular area description. Doors. Most doors are made of wood or stone. Characters can attempt various tasks before trying to open a door, including listening for sounds from the other side and checking for traps. If characters elect to listen at a door, check the description of the room beyond to determine if any creatures inhabit that area. If no instructions are otherwise provided, a character who listens at a door and succeeds on a DC 10 Wisdom (Perception) check can hear sounds of activity through the door; increase the DC to 15 for quieter sounds. Light. Within the confines of Noldrunkar, all areas are dark unless a room’s description says otherwise. Ventilation. All keyed areas contain an adequate air supply. The air is renewed through vents that lead to the surface. These vents are individually too small for any but Tiny creatures to navigate. Defeat par les orcs : Pris prisonniers dans les cages Area 6 comme tribut pour Xetzirbor ===== The Forge of Fury ===== Once the party enters Noldrunkar, start at the appropriate area on map 2.2, the Mountain Door, or map 2.3, the Glitterhame. ===== The Mountain Door ===== The uppermost level of Noldrunkar, called the Mountain Door, is a natural cavern that was expanded and improved upon by Duredin’s folk, who created a series of halls and guard chambers that protect the entrance to their realm. The place is still well fortified, even to this day. This former dwarven strongpoint is now occupied by a band of orc raiders des Jhorash'tar, led by a fierce ogre who calls himself El Gros Liath. These raiders emerge from the Mountain Door to hunt and pillage in the surrounding area. To keep their lair secure, the orcs have blocked access to the lower levels of Noldrunkar, and they rarely encounter the other denizens of the cave system. Map 2.2: The Mountain DoorPlayer VersionThe following locations are identified on map 2.2. ==== 1. End of the Trail ==== The old dwarven path ascends to a cleft in the hillside and ends at the front door of Noldrunkar. <blockquote> Le sentier grimpe un dernier virage raide et devient un bord de route à flanc de la colline, qui s'élève abruptement sur votre droite et descend abruptement sur votre gauche. Des débris et des déchets gisent sur les cent derniers mètres : gourdes abandonnées, fragments d'os calcinés et tonneaux fracassés. Plus loin, le sentier débouche sur une large corniche, puis retourne à flanc de montagne. Deux humanoïdes bestiaux en armure d'os montent la garde sur la corniche. Ils semblent distraits et ennuyés. </blockquote> Creatures. Two orcs stand guard along the northern edge of the ledge, though they aren’t paying as much attention to their duties as they should. The characters (or their advance scout) can spot them from as far as 60 feet away. The sentries, Wark and Thark, are grumbling in the Orc language about someone named Liath. Apply a −2 penalty to the orcs’ passive Perception scores. Arrow Slits. When the characters move around the corner into the eastern part of the ledge, they might discover a row of hidden arrow slits in the rocky wall to the east about 15 feet above the floor. By examining the wall and making a successful DC 15 Wisdom (Perception) check, a character notices the slits. Developments. If they are attacked or confronted by more than one character, Wark and Thark call out a warning that’s heard by the orc in area 4 and then attempt to flee to area 3. See the “Mountain Door Defenses” sidebar. If the archers are alerted to the party’s presence, they open fire on intruders on the ledge and in area 2. See area 4 for more information. == Mountain Door Defenses == The orcs are well prepared for a frontal assault on the Mountain Door. They follow the sequence of activity described below to the best of their ability unless prevented or interrupted by the player characters. - Round 1 After sounding the alarm, the sentries in area 1 (Wark and Thark) flee south to area 2. - Round 2 The orcs in area 4 fire at any exposed characters in area 1 if they have been alerted by the sentries. Wark and Thark flee through the door into area 3. - Round 3 Wark and Thark cross the rope bridge in area 3. The orcs in area 4 continue to fire at characters in areas 1 and 2. One orc from area 4 moves through the secret door leading to area 3, intending to close and bar the double doors leading to area 2. - Round 4 Wark and Thark slip through to area 5 to spread the alarm, alerting the orcs in areas 11 and 14. - Round 5 The orc that shut the double doors in area 3 moves to area 4 or 4a while the other archers continue to fire at exposed characters. The orcs in the eastern half of area 3 cut the rope bridge and prepare to defend the doors that lead to area 5. - Round 8 The orcs in area 14 arrive in area 5. - Round 12 El Gros Liath and the orcs from area 11 move to area 5 to ready a counterattack. ==== 2. The Dwarf-Door ==== Moving eastward from the ledge, the trail turns south and rises steeply through a cleft in the rock toward a grand entrance. <blockquote> Des marches peu profondes montent par une fissure abrupte au sud et tournent vers l'est pour s'enfoncer dans la montagne. Ici, une large entrée a été creusée dans la pierre. Des marches de marbre, fissurées par le temps et veinées de mousse verte, mènent à une solide double porte en pierre sculptée, large de deux mètres et haute de près de trois mètres. Des meurtrières percées en hauteur sur les murs nord et sud dominent cet espace. </blockquote> If the characters quietly dealt with the orcs in area 1 using stealth or disguise, the door is open. Otherwise, the orcs have been alerted to intruders, and the door is shut and barred from the inside. Forcing open the barred door is very difficult, requiring a successful DC 20 Strength check. Creatures. If the orcs have been alerted, the orcs in areas 4 and 4a fire arrows until the characters either retreat or succeed in bypassing the door. Development. If the characters are repelled, they must deal with additional reinforcements if they try this approach again. Two orcs from area 11 stand watch at the doors on the west side of area 3, while the orc Eye of Gruumsh from area 9 backs up the orcs in area 4 or 4a. ==== 3. The Rift Hall ==== <blockquote> La grande porte s'ouvre sur un vaste hall. Une étroite corniche surplombe une profonde et sombre crevasse qui coupe la pièce en deux. Un pont de corde, effiloché et d'apparence dangereuse, enjambe l'espace. L'eau gargouille et s'écoule quelque part en contrebas. Deux brasiers en cuivre brûlent intensément de chaque côté de la porte, illuminant la moitié ouest de la pièce. Une autre corniche est à peine visible de l'autre côté du gouffre. </blockquote> The hall beyond the doors, and the great crevasse that runs through it, once served as the last line of defense for Noldrunkar’s dwarves. Creatures. Two orcs guard the eastern side of the room. They do everything in their power to prevent the characters from getting across the bridge. If any of the party members have darkvision or a means of illuminating the far side, read: <blockquote> Deux humanoïdes brutaux veillent de l'autre côté de la crevasse. Ils grondent pour vous défier, dévoilant leurs défenses jaunies, et se préparent à vous lancer des javelots ! </blockquote> Rope Bridge. The bridge is safe structurally, despite its appearance. Crossing under fire is difficult enough to require DC 10 Dexterity (Acrobatics) checks. On a successful check, a character can move at half speed. On a failed check, a character makes no progress. If the check fails by 5 or more, the character must make a DC 10 Strength or Dexterity saving throw. On a failed save, the character plummets almost 200 feet to the underground river below and is swept away. The characters can prevent falls by roping themselves to a stable attachment point before crossing. Secret Doors. Two secret doors on the north and south walls lead to areas 4 and 4a. The doors are well made, each requiring a successful DC 15 Wisdom (Perception) check to discover. A door can be opened by simultaneously pushing in two concealed stone plates in the wall about 1 foot above it. The plates can be found with a successful DC 15 Wisdom (Perception) check. Developments. The orcs use the rock outcroppings on their side for shelter from attacks, gaining half cover. They throw their javelins at characters trying to cross the bridge, or at those who hang back to cast spells or make ranged attacks. A character on the bridge who is hit by an attack must make a saving throw to avoid a fall, just as if the character’s Dexterity (Acrobatics) check to move along the bridge had failed by 5 or more. If an intruder gets at least two-thirds of the way across the bridge, one orc breaks cover to move through the double doors into area 5 and get help. The other tries to hinder the characters by chopping at the bridge’s support ropes with its greataxe. Each rope has 8 hit points and AC 11. If one support rope is cut, the DC of the Dexterity (Acrobatics) check to cross the bridge increases to 12, and characters on the bridge must immediately make a saving throw to avoid falling as described above. If both ropes are cut, the east end of the bridge drops into the crevasse and slams into the cliff wall on the west side. Any characters on the bridge take 7 (2d6) bludgeoning damage from the impact with the wall and must make successful DC 12 Strength or Dexterity saving throws to avoid losing their grip and falling if they aren’t otherwise secured. Development. If the orcs destroy the bridge but repel the invaders in doing so, El Gros Liath’s followers rebuild it within three days. Any orcs killed here are replaced by orcs from area 11. ==== 4 and 4a. Archers’ Stations ==== The dwarves carved out chambers on either side of the entryway so they could rain arrows down on attackers that approached the front door of their stronghold. The arrow slits are 15 feet or more above the floor of areas 1 and 2 and are impassible for creatures larger than Tiny. They grant three-quarters cover to the orcs stationed behind them. The secret doors in area 3 provide access to these locations. <blockquote> La porte coulisse sur le côté, révélant un passage étroit avec un escalier descendant vers une petite pièce. La lumière extérieure pénètre obliquement dans la pièce par une série d'étroites embrasures. La zone est jonchée d'os rongés, de toiles d'araignées et d'excréments de rats. Des couvertures en peau jonchent le sol. </blockquote> Secret Door. In the north end of area 4, a secret door connects to area 14. A character can find the door by succeeding on a DC 18 Wisdom (Perception) check. The orcs are unaware of this passage and don’t use it. Creatures. Four orcs, three in area 4 and one in area 4a, overlook the stairs leading up to area 2. These orcs aren’t particularly vigilant, but they do start shooting if the sentries in area 1 call for help. The orcs are armed with longbows instead of javelins: +3 to hit (range 150/600 ft.); 5 (1d8 + 1) piercing damage on a hit. When the characters turn the corner into area 2, the archer in area 4a joins the attack while one of the archers from area 4 circles around through the secret door in an attempt to shut the double doors to area 3 (see “Mountain Door Defenses” above). If the heroes attack by coming through the secret doors that lead to these areas, the archers fire at characters descending the stairs, then switch to greataxes and move up to block the stairways. Development. If the characters dispose of the sentries in area 1 quietly, the orcs in area 4 might not notice them. Characters can attempt to sneak past the row of arrow slits by comparing their Dexterity (Stealth) checks to the orcs’ passive Perception scores. If the characters successfully sneak past the sentries, they reach area 2 without alerting the archers. If the characters defeat these orcs but withdraw from the dungeon before overcoming the rest of them, the archers are replaced by orcs from area 14 and reinforced by the orc eye of Gruumsh from area 9. ==== 5. Orc Cave ==== <blockquote> Les parois et le sol de cette grotte naturelle ont été soigneusement lissés. On distingue au moins quatre chemins menant vers l'obscurité. Des charbons rouges brillent dans le passage sud-est, et une porte en bois brut ferme la sortie sud. Le sol est jonché de fourrures, de caisses, de sacs et de déchets. </blockquote> The second orc raiding party normally lairs in the open area east of the doors. These orcs are currently out of the dungeon unless the party spent several days observing the hillside (see “Wait and Watch” above) before entering. Cage Door. The cage door to the south leads to area 6, where two prisoners languish under the orcs’ indifferent care. The prisoners leap to their feet and rush to the cage door to cry for help when the characters enter area 5. Treasure. The crates and sacks in this room contain mundane supplies looted from the countryside—flour, grain, nails, and so on. The total value is about 20 gp for about 500 pounds of material. Additionally, if characters are held captive in area 6, their equipment is stored here. Development. When the second orc raiding party returns (five days after the characters arrive at the Stone Tooth), they take up residence here. Add four orcs to this room after their return. ==== 6. Prisoner Cave ==== The orcs occasionally capture miners, settlers, and merchants traveling through the forests north of Blasingdell. They keep their captives in a small pen until they put them to death or ransom them. <blockquote> Une rangée de troncs d'arbres grossièrement taillés forme une barrière rudimentaire mais fonctionnelle à l'entrée de cette petite grotte. Une porte verrouillée par un cadenas en fer sécurise la pièce. À l'intérieur, vous voyez deux prisonniers crasseux, vêtus de haillons, se presser près de la porte. « Merci Onatar ! » s'écrie l'un d'eux. « Nous sommes sauvés ! » </blockquote> Creatures. The prisoners are a pair of dwarf commoners named Gérard and Linda. They hail from a small settlement et était en train de prospecter, and the orcs have held them captive for almost a month now. Neither one’s family could raise the ransom demanded by their captors, so both await a terrible death at the orcs’ hands. Opening the cage door requires a successful DC 12 Dexterity check using thieves’ tools, the key from El Vieux Yarrack’s pocket (see area 14), or a sharp axe and a little time. (The padlock has AC 19 and 5 hit points.) Gérard and Linda are extremely grateful for their rescue, but they will not join the characters in their quest—neither is skilled at fighting, and they just want to go home. Treasure. The characters can free the prisoners and escort them back to their homes (about a day’s travel away). The grateful families reward them with two potions of healing. Taking the time to see Gérard and Linda to safety, however, gives the orcs a chance to prepare for the next assault. Development. Any characters captured by the orcs eventually wind up in the cage, unless they demonstrate that they’re too much trouble to be left alive. Their gear is stored among the other supplies in area 5. New characters joining the party might also be introduced as prisoners here. ==== 7. Fire in the Hole ==== The irregular chamber southeast of the main cave holds the main cooking fire of the tribe. A crevice in its ceiling winds up through the rock to the natural chimney on the hilltop above (see “The Stone Tooth” above). <blockquote> Un grand feu crépite au centre de cette pièce. Des casseroles et des bouilloires abîmées sont empilées un peu partout ; il s'agit manifestement d'une cuisine rudimentaire. On sent un courant d'air distinct qui aspire la fumée par un trou grossier dans le plafond. </blockquote> The characters might attempt to descend into the area through the chimney. The shaft is about 80 feet long; its walls are irregular and rough but slippery, requiring successful DC 15 Strength (Athletics) checks to climb. Anchoring a rope at the top of the shaft reduces the check DC to 5. A careful climber can easily avoid the fire on the way down. If a character’s check fails by 5 or more, the character must succeed on a DC 10 Strength saving throw or fall the rest of the way down the chimney. In addition to falling damage, the character takes an extra 3 (1d6) fire damage from the hot coals and makes enough noise to alert any orcs in area 5. ==== 8. Orc Commons ==== <blockquote> Des piles désordonnées de caisses, de tonneaux, de sacs et de ballots encombrent cette longue caverne. Au nord, deux passages de pierre finis s'ouvrent à l'est et à l'ouest ; une ouverture plus étroite mène au sud. Dans l'angle sud-est se trouve un vieux puits rempli d'eau trouble. </blockquote> The cavern is full of plunder from the orcs’ raids through the surrounding area: foodstuffs, ale, blankets, tools, timber, pitch, nails, wool, and similar goods. Iron Gate. The passage leading east is blocked about 10 feet in by tightly packed crates and sacks of flour. Removing this material allows travel for another 20 feet to the east, where the tunnel ends at an iron gate stuffed with blankets and straw pallets. The orcs created these barricades to prevent the stirges in area 10 from getting out. The iron gate’s lock is rusted shut; it can be picked with a successful DC 12 Dexterity check by a character using thieves’ tools or forced open with a successful DC 15 Strength check. Secret Doors. The passage to the south branches in a Y shape. The southwest branch connects to area 5, and the southeast one leads to a secret door cleverly constructed to blend into the natural rock of the cave. A character who makes a successful DC 15 Wisdom (Perception) check discovers the door. On the other side, a worked passage continues up to what appears to be a blank wall, marked with hexes and curses in Orc. The markings conceal another secret door, which requires a successful DC 12 Wisdom (Perception) check to find. Treasure. The mundane supplies have a total value of about 20 gp for about 500 pounds of material. With a successful DC 10 Wisdom (Perception) check, a character finds a loose stone. Behind it is hidden a small locked strongbox containing 180 gp and a flask of holy water. This is the personal treasure of El Vieux Yarrack (see area 11). ==== 9. Shaman’s Lair ==== <blockquote> La porte secrète pivote pour révéler une salle en pierre taillé. La pièce est encombrée de meubles grossiers, et l'air est embrumé par la fumée d'un petit feu de cuisine. Des dizaines de crânes jaunis sont suspendus au plafond par des cordes effilochées passées dans des trous percés dans l'os. Une orque vêtue d'une robe noire en lambeaux lève les yeux de son travail, le visage déformé par la rage, un masque d'os couvrant la partie supérieur de son visage. </blockquote> Creatures. Burdug the shaman, an orc Eye of Gruumsh, has commandeered a chamber as her private domain. She lives here with her two followers, female orcs, separate from the rest of the tribe. The door to area 10 is locked, but the key is inserted in the keyhole on this side. Burdug keeps the door closed because she wants to confine the stirges on the other side. (She calls the stirges her “petite chouette” and occasionally captures one to use in her potions and brews.) Burdug orders her two followers to engage intruders while she attempts to neutralize a dangerous-looking combatant with a command spell. Then she casts bless on herself and the others, and finally casts spiritual weapon before joining battle. If the fight goes poorly, Burdug throws alchemist’s fire (she has three flasks) and opens the door to area 10, releasing the stirges. She takes advantage of the confusion, using more alchemist’s fire if necessary, to escape and seek help. Treasure. A character who makes a successful DC 10 Wisdom (Perception) check finds two leather sacks among the clutter, each containing 160 sp. If Burdug is defeated, the characters can recover any of her three flasks of alchemist’s fire that weren’t used. Secret Exit. A successful DC 12 Wisdom (Perception) check is required to find the secret door on the west wall. It connects to the passage leading toward area 8; the secret door farther along the passage to the west isn’t concealed from this side. ==== 10. The Grand Stair ==== <blockquote> Le plafond culmine à 30 pieds de haut au centre de cette impressionnante salle, et les murs sont sculptés avec des fresques de nains travaillant dans leurs forges. Deux grandes portes de pierre s'ouvrent au nord et au sud. Plusieurs vieux squelettes gisent éparpillés près de la porte nord. Une porte en fer forgé se dresse dans le mur ouest. Au centre du sol, une faille naturelle descend abruptement. Des dizaines de marches de pierre descendent dans l'obscurité. On entend au loin le bruit de l'eau qui coule et un curieux bourdonnement provenant des profondeurs. </blockquote> The easternmost chamber in the Mountain Door complex formerly served as the main entrance to the Glitterhame, which occupies the great natural caverns deeper in the hillside. Creatures. If the characters aren’t trying to be quiet, four hungry stirges attack. <blockquote> Le bourdonnement devient plus fort, puis quatre choses ressemblant à des chauves-souris insectoïdes émergent de la cage d'escalier et volent vers vous ! </blockquote> Large quantities of smoke discourage the stirges, and they don’t move closer than 5 feet from a source of fire (including characters set alight by the trap described below). Sated stirges flap off to digest their meal down in area 15a of the Glitterhame. The iron gate blocks entry from area 8 (see it for more information). The stairs in the rift lead down to the northwest end of area 15 in the Glitterhame. The door to the south connects to area 9 and is locked from the other side. The lock can be picked from this side by someone who makes a successful DC 10 Dexterity check using thieves’ tools, but doing so pushes the key out on the other side and warns Burdug the shaman that someone’s coming. Fire Trap. The door to the north is carved in the image of a glowering dwarf’s face. Hinges are visible. On either side of the door, eight small spouts are carefully worked into the stonework about 10 feet above the floor. The skeletons near the door are those of orcs killed by the trap long ago; their remains show signs of severe scorching. Rusted axe heads lie near the bodies, with no sign of the weapons’ hafts. If the door is pulled open before the trap is disabled, a counterweight drops and pumps a flammable substance resembling alchemist’s fire from the spouts. Each creature within 15 feet of the door takes 10 (4d4) fire damage, or half damage with a successful DC 10 Dexterity saving throw. At the start of each of its turns thereafter, an affected creature takes 5 (2d4) fire damage. A creature can fight the flames around itself by making a successful DC 10 Dexterity check as an action; a successful check reduces the fire damage it takes at the start of each of its turns to 2 (1d4). Making another successful Dexterity check as an action quenches the flames around the creature entirely. After the door is opened, the counterweight pulls it shut again in 2 rounds, resetting the trap. The characters can prevent this from happening by jamming the door open. If the trap resets, it can be activated only once more before its fiery substance is depleted. The spouts on the wall can be detected by someone who succeeds on a DC 15 Wisdom (Perception) check. With a successful DC 10 Intelligence (Investigation) check afterward, a character deduces that they form part of a trap mechanism. A character who makes a successful DC 12 Dexterity check using thieves’ tools, or someone who tightly plugs the holes with durable material, renders the trap inactive. Someone who succeeds on a DC 10 Intelligence (Investigation) check while examining the door identifies the counterweight mechanism that activates the trap; it can be deactivated afterward by someone who makes a successful DC 10 Dexterity check using thieves’ tools. Development. Inspecting the small room behind the door reveals the full extent of the trap’s counterweight mechanism, as well as a system of pipes that connect the spouts to two 20-gallon copper drums (containing the substance for the fire trap). A character who is proficient in the use of alchemist’s supplies might be able to craft alchemist’s fire from the dregs of the tanks. Doing so requires a successful DC 15 Intelligence check after the character finishes a long rest. On a successful check, the character salvages 1d4 flasks of alchemist’s fire. On a failed check, the reagents are mixed improperly, spoiling the batch; no further attempt to use these reagents can be made. If the check fails by 5 or more, the character is affected as though hit by alchemist’s fire. ==== 11. Orc Quarters ==== <blockquote> Des tonneaux, des caisses et des sacs tapissent les murs de cette pièce. Parmi le bordel, quatre immenses palettes de paille et d'autres meubles simples témoignent de son rôle de dortoir. Quatre humanoïdes bestiaux aux yeux féroces nettoient leurs armes et réparent leur équipement ; ils se lèvent d'un bond et rugissent de défi. </blockquote> Creatures. Four orcs live in an old guardroom. These orcs fight dirty. They team up into pairs, each focusing on one character. One orc in the pair attempts to shove the character, then the other attacks, hoping for a prone target. Treasure. The supplies stockpiled here are the same as those in areas 5 and 8: trade goods and staples raided from travelers and nearby settlements. The orcs have 210 gp stashed in an old iron cauldron under vermin-infested bedding. A small pouch in another orc’s bedding contains a topaz worth 200 gp and two onyx stones worth 50 gp each. This loot isn’t well hidden; anyone searching the room can uncover it. Development. If the characters leave the complex before they have defeated El Gros Liath, two of these orcs move to reinforce area 2 (reducing the number in this room to two) before the characters return. ==== 12. El Gros Liath ==== <blockquote> Un petit escalier mène à une grande porte en fer. Un crâne humain taché de sang est fixé au centre de la porte par une pointe de fer. </blockquote> The door isn’t locked, but it is heavy and hard to move; a successful DC 17 Strength check is needed to force it open. <blockquote> Derrière la porte se trouve une petite pièce recouverte de peaux d'animaux et éclairée par des torches fumantes dans des supports en bronze. L'odeur est indescriptible. Une créature monstrueuse d'environ 10 pieds de haut s'avance, une hache massive dans une main. Deux loups gigantesques s'agrippent aux chaînes qu'il tient fermement dans l'autre main. « Vous pensez défier El Gros Liath ? » tonne la créature. « Vak ! Thrag ! Attaque ! » Il lâche ses chaînes et, tandis que les loups bondissent, il charge sur vous avec un rugissement de rage. </blockquote> Creatures. El Gros Liath is a fierce ogre who leads the orcs of the Mountain Door. The chamber he claims as his own once belonged to the dwarf watch-captain. If the characters fail to open the door on the first attempt, El Gros Liath is alerted to their presence. He releases his two dire wolves, Vak and Thrag, and takes the Ready action to attack the first enemy who enters the room. He is armed with a greataxe instead of a greatclub: +6 to hit; 17 (2d12 + 4) slashing damage on a hit. El Gros Liath neither asks nor gives quarter, but if the ogre falls, the wolves attempt to flee. Development. If the characters defeat El Gros Liath but leave any orcs alive, one of the surviving orcs claims leadership of the tribe. If at least half the orcs in the tribe are slain in addition to Liath, any survivors abandon the dungeon after the party leaves. They become roving bands of raiders that the adventurers might have to deal with later. Treasure. El Gros Liath keeps his hoard in two large wooden chests against the south wall: 440 gp, 1,600 sp, a potion of climbing, and a +1 rapier. (The ogre would never stoop to wielding the delicate blade like some prancing bard.) ==== 13. Dwarven Statue ==== <blockquote> Au bout du passage se dresse la statue d'un nain à l'air féroce, vêtu d'une lourde cotte de mailles. Le guerrier de pierre tient une épée dans une main et un marteau de forgeron dans l'autre. La statue mesure environ 7 pieds de haut et repose sur un grand piédestal de pierre. </blockquote> The statue is part of another trap designed to thwart invaders of the citadel. All the denizens of the Mountain Door know about the trap and avoid triggering it. If any character approaches within 5 feet of the statue without disarming the trap, read: <blockquote> Soudainement, vous sentez un léger clic sous vos pieds. Le visage barbu de la statue s'ouvre, tel un casse-noisette géant, et un gaz verdâtre s'en échappe. </blockquote> Poison Gas Trap. A pressure plate is set into the floor about 5 feet in front of the statue. When at least 20 pounds of weight is placed on the pressure plate, it depresses into the floor, opening the statue’s face to reveal a nozzle from which poison gas sprays out in a 15-foot cone. Each affected creature must succeed on a DC 12 Constitution saving throw or become poisoned until the creature finishes a short rest. Someone who examines the proper location and succeeds on a DC 15 Wisdom (Perception) check notices the pressure plate. A successful DC 12 Dexterity check by a character using thieves’ tools disarms the trap; the pressure plate can also be deactivated by physically jamming it so that it can’t move. If the trap isn’t deactivated, it resets automatically after 1 minute. ==== 14. Bunk Room ==== A large chamber, once the principal bunk room for dwarf guards posted in this part of the dungeon, has been appropriated by El Gros Liath’s orcs. Up to eleven of the creatures live here, but at the moment a group of them are out raiding the countryside nearby, and three others are on duty in area 4. <blockquote> Cette pièce est remplie de couchettes, de tables et de chaises grossièrement taillées, et le sol est jonché de fourrures crasseuses. À première vue, il semble qu'une douzaine d'humanoïdes utilisent cet espace comme dortoir. </blockquote> Creatures. Only El Vieux Yarrack the orog and four orcs are at home when the characters enter the chamber. They enter combat as soon as they’re aware of intruders. If the battle goes poorly for the orcs, El Vieux Yarrack orders an orc to break off and summon help from area 9. If things get desperate, he sends for help from the orcs in area 11. If the orcs here fall, Yarrack attempts to join El Gros Liath’s forces in area 12. The orog carries a potion of healing and drinks it if his current hit points drop to one-fourth his hit point maximum or lower. Secret Door. The orcs don’t know about the secret door in the western wall, but a character who searches the spot can discover it with a successful DC 15 Wisdom (Perception) check. Development. Two days after the characters arrive, the first raiding party returns and reinforces this room with four more orcs. Thus, the party might encounter as many as nine creatures in this room. Any orcs slain in area 4 are replaced by orcs from this room, if any survive. Treasure. A successful DC 10 Wisdom check reveals a loose stone on the south wall, concealing a sack that holds 250 sp and 40 gp. Aside from his potion of healing, El Vieux Yarrack keeps his personal treasure in area 8. El Vieux Yarrack carries the key to the cage door in area 6. Level-Up Niveau 4! ===== The Glitterhame ===== Below the Mountain Door lies the Glitterhame, a large series of natural caverns in the heart of the Stone Tooth. The caverns are beautiful: the walls sparkle and glisten with flecks of semiprecious stone, and millennia of sculpting and erosion by water have created sheets of fluted flowstone, delicate stalactites, and majestic stalagmites. Water streams down through the caverns toward an underground river far below. The Glitterhame is now home to a band of troglodytes, dangerous reptilian savages that haunt underground places. The troglodytes and El Gros Liath’s tribe maintain an uneasy peace, although skirmishes occur. The troglodytes usually use the old orc tunnel (see area 21) to hunt on the surface and leave the orcs alone. In return, El Gros Liath’s followers rarely invade the troglodytes’ domain. Map 2.3: The GlitterhamePlayer VersionThe following locations are identified on map 2.3. == Vision in the Glitterhame == Range of vision is important in the characters’ exploration of this level. Most light sources don’t illuminate beyond 60 feet, and many of the chambers and passages in the Glitterhame are much larger than that. The darkness hides many perils. ==== 15. The Cold Stream ==== If the characters take the steps down from area 10, they emerge into a narrow tunnel with a subterranean stream flowing across it. <blockquote> L'escalier serpente sur une longue descente. Le sol a été creusé en centaines de marches peu profondes, mais les murs et le plafond sont encore en roche naturelle. À une soixantaine de pieds de profondeur, un ruisseau impétueux jaillit d'une étroite fissure au sud et traverse l'escalier, disparaissant dans un tunnel étroit et sinueux au nord. Le ruisseau n'est que 2 ou 3 pieds de large. </blockquote> If the characters explore the route taken by the stream, they have to go single file as they wade through the water. The bed of the fast-moving stream slants sharply; each character must make a successful DC 8 Strength (Athletics) or Dexterity (Acrobatics) check to descend safely. If the check fails by 5 or more, the character falls, tumbling 20 feet downhill and taking 3 (1d6) bludgeoning damage. ==== 15a. Stirge Colony ==== Creatures. Stirges have made their nest in a small cave overlooking the stream, about halfway down the passage. Fissures at the back of the cave run 150 feet to the surface, but nothing larger than a stirge can fit through. Six stirges are sleeping in the nest, but any noise or light from a party descending the streambed wakes them. Each round after the characters enter the cave, 1d4 stirges wake and attack, until all are active. Treasure. On the floor at the back of the stirge cave lies the desiccated corpse of a dwarf explorer who died here many years ago—part of the failed expedition. A leather pouch on its belt contains 35 gp. ==== 16. High Cavern ==== The first chamber of the Glitterhame proper is bisected by the stream and has a number of routes leading away from it. <blockquote> La fissure descendante s'ouvre brusquement sur une caverne très haute, dont le plafond culmine 40 pieds ou plus. L'escalier continue de descendre le long d'une corniche qui longe le mur nord de la chambre. Un ruisseau rapide d'environ un 5 pieds de large traverse le sol de la chambre depuis le nord et disparaît sous un surplomb de pierre au sud. De plus larges passages débouchent au sud-est et au nord-est. </blockquote> Creatures. Four stirges are clinging to the chamber walls high overhead. They can see any light source that is brought into this chamber, but they are very hard to spot in turn, owing to the height of the ceiling. The stirges have advantage on Dexterity (Stealth) checks made to hide unless a character specifically looks for danger overhead, so they might surprise the party. The stream exits the south wall of the cavern through a passage only 3 feet high, half filled by water, which serves as an entrance to the troglodytes’ lair (area 17). Anyone who searches the stream’s banks finds the footprints of Medium reptilian creatures and tracks left by tails with a successful DC 10 Wisdom (Survival) check. To reach area 17 from this cave, a Medium or larger character must crouch down and then wade or crawl through the stream. Torches and lanterns are difficult to keep lit, since the lowest point of the ceiling in this passage is only about 6 inches above the water’s surface. ==== 17. Troglodyte Cavern ==== The troglodytes that infest the Glitterhame have claimed one of the largest caverns as a common room and food storage area. They defend it against all intruders. Characters coming from area 16 might not be able to see everything at first. Cultiste de Xetzirbor, la voix qui chuchotte dans leur rêve. L'appel le Chuchoteur, le Maître. Le Maître Agisse de façon défensive, ne vont pas attaquer en premier et vont tenter de survivre, mais vont défendre leur famille. Demande au PC de partir <blockquote> En pataugeant dans le courant froid et rapide, vous débouchez dans une immense caverne. Le plafond doit être de 30 pieds de haut, et le fond de la grotte est plongé dans l'obscurité. Une odeur nauséabonde vous assaille aussitôt les narines. Des restes de gibier dépecé pendent à des pieux de bois grossiers le long des parois de la caverne, et vous apercevez deux cadavres d'orcs traités de la même manière. </blockquote> The grisly trophies that decorate the room represent about two or three weeks’ worth of meals for the troglodyte tribe. The troglodytes like to let their meat age a bit before eating it, so most of the carcasses here are appallingly decayed. Creatures. Two troglodytes are hiding in the northern end of this area, one on each side of the stream. Their Chameleon Skin trait gives them advantage on Dexterity (Stealth) checks made to hide. They attack as soon as two characters have entered the area, likely achieving surprise. Mud-and-Wattle Door. The troglodytes have blocked the southwest passage leading to the main warren (area 18) with a crude plug made of mud and wattle. A successful DC 10 Strength check is required to pull it open. If alerted by the sounds of battle, the troglodytes on the far side secure the door, increasing the DC of the check to 15. Pool. The stream flows through the center of the cavern, growing somewhat wider and deeper until it reaches the southeast corner. The pool in that location is about 20 feet across and about 10 feet deep in the middle. Along the eastern edge of the pool, a short passage leading to area 23 has been blocked up with loose rubble and mud, creating a rough stone wall 10 feet across. Characters can break through this barrier with some effort; it has AC 16 and 50 hit points per 5-foot segment. ==== 18. Troglodyte Warren ==== Most of the troglodytes dwell in a group of dismal caverns, occupying three caves that branch off the warren’s central area to the northwest, southwest, and southeast. <blockquote> Le passage s'ouvre sur une longue caverne basse, percée de trois passages étroits et tortueux qui s'enfoncent dans l'obscurité. De nombreuses colonnes rocheuses s'élèvent jusqu'à la pierre qui les surplombe. L'air est chargé d'une puanteur troglodytique, et le sol est jonché de détritus provenant des repas des monstres et d'ossements rongés d'origine douteuse. Quelque chose gratte et siffle dans l'obscurité, et vous entendez le léger bruit de pas écailleux sur la roche. </blockquote> Characters who are being stealthy might catch the troglodytes unawares. If the characters are carrying any light sources or making a lot of noise when they enter, the troglodytes in the west and southeast chambers are alerted. As soon as any fighting begins, one troglodyte attempts to escape to the north, toward area 19, and summon Kaarghaz, the chieftain. Northwest Chamber. Two troglodytes are sleeping in the small cave to the northwest when the characters enter area 18. Southwest Chamber. The females tend the colony’s eggs and raise hatchlings in the southwest cave. Six troglodytes defend the hatchery and fight to the death to defend their young. The chamber also contains two dozen noncombatant hatchlings, which scurry away from intruders. Characters receive no XP for slaughtering them. Southeast Chamber. Three troglodytes recently returned from the hunt are relaxing in the southeast cave. Unless they are alerted to the characters’ presence, they are concentrating on devouring what’s left of a small deer. Tactics. If the characters attack the troglodytes in the northwest or southeast chamber, those in the other chamber hear the sounds of battle and rush to assist. The troglodytes in the southwest chamber remain there to protect the hatchlings; if the characters attack the hatchery first, all the troglodytes from the other chambers come to join the fight. ==== 19. Chieftain’s Cave ==== The door leading north from area 18 is a mud-and-wattle barrier wedged in place; a successful DC 10 Strength check is required to pull it aside. <blockquote> Des braises incandescentes dans un foyer rudimentaire illuminent cette vaste grotte. Le plafond s'élève à environ 15 pieds du sol, et le sol est jonché de détritus et de peaux. Un lézard de la taille d'un petit cheval s'élève et rampe lentement vers vous. </blockquote> Creatures. The chief of the troglodytes, Kaarghaz, occupies the chamber along with his pet giant lizard. Kaarghaz is a troglodyte with the following changes, which increase his challenge rating to 2 (450 XP): * His AC is 13 (natural armor). * He has 39 (6d8 + 12) hit points. * His Charisma is 15 (+2). * He can speak Draconic and Troglodyte. * He has an additional trait: Spellcasting. Kaarghaz is a 4th-level spellcaster. His spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). He knows the following sorcerer spells: Cantrips (at will): fire bolt, mage hand, poison spray, prestidigitation, ray of frost 1st level (6 slots): burning hands, shield, sleep 2nd level (3 slots): invisibility, scorching ray If the characters make a lot of noise or tip off their presence in some other way, Kaarghaz begins this encounter invisible (see below). Otherwise, read: <blockquote> Derrière le lézard, une créature imposante à la peau écailleuse, facilement plus grande de 1 pied que toutes celles que vous avez vues, vous regarde fixement et grogne. </blockquote> If Kaarghaz is alerted to the party’s approach, he casts invisibility on himself before they enter. If he loses at least half his hit points, he tries to escape (using invisibility if possible). If his escape succeeds, he soon afterward rounds up a war party of surviving troglodytes from other areas to track down and ambush the party. Negotiation. Kaarghaz starts out hostile and won’t become friendly to the characters. Nevertheless, a character who speaks Draconic might be able to stave off combat by parleying with the chieftain. For example, the characters might have captured some of the hatchlings in the southwest chamber, intending to ransom them back to the troglodytes in exchange for treasure. Even if Kaarghaz can be convinced to give up some of his wealth, he doesn’t let the matter rest—he forms a war party (as described above) and goes after the characters. Treasure. The chief’s chamber is strewn with trophies, including the skulls, bones, hides, and weapons of defeated foes. Amid the mess, a small square of black silk hides a ruby worth 300 gp. It can be found with a successful DC 10 Wisdom (Perception) check. A battered wooden chest with leather hasps holds 1,500 sp. ==== 20. Scaly Lair ==== <blockquote> Le courant rapide traverse une dalle rocheuse abrupte devant un court passage. La grotte au-delà est longue et basse, avec un plafond irrégulier d'environ 10 pieds de haut. À l'extrémité sud de la pièce, un énorme lézard à écailles blanches se précipite menaçant, mais on peut voir qu'une solide chaîne autour de son cou le retient en place. La créature agitée se tord de frustration, sa queue battant. Derrière le lézard se trouvent deux coffres en fer. </blockquote> Creatures. The cavern holds the troglodytes’ secret weapon—a freshly captured giant subterranean lizard (see appendix B). Although the lizard is chained, it can attack anyone who comes within its reach. It strikes with its tail first, hoping to knock a target prone, then snaps at it with its powerful jaws to gulp it down. Treasure. The two chests contain a total of 2,200 sp. One holds a potion of climbing, and the other a potion of water breathing. ==== 21. Orc Tunnel ==== <blockquote> Plusieurs passages partent de cette vaste caverne au plafond élevé. Au nord, un tunnel creusé à l'ouverture carrée témoigne que des gens travaillent dans ces grottes. Une porte en bois brut bloque un petit passage au nord-est. Trois autres passages serpentent vers le sud. Une forte odeur animale flotte dans l'air. </blockquote> A hundred years ago, the orcs besieging Noldrunkar tunneled into the dwarven stronghold. The cavern they emerged in now serves as a guard post and a mustering point for troglodyte raiders. The tunnel in the northern end of the area runs about 500 feet and opens on the hillside (see the “Orc Tunnel” subsection of “Scout the Area”). The troglodytes use the opening to raid and hunt on the surface. Creatures. In the northern part of the cavern, near the passages that run east and west, two troglodytes are hiding. From their Chameleon Skin trait, they have advantage on Dexterity (Stealth) checks to hide. The troglodyte on the west side waits for an opportune moment to attack intruders with surprise. The other moves east to the gate and opens it to release a brown bear, which attacks any non-troglodyte in the next round (roll initiative for the bear when it is released). Bear Pen. A sturdy timber gate, latched on the outside, seals a smaller cave to the east. The bear attacks any non-troglodyte that opens the cage door, then tries to escape through the tunnel. The animal isn’t trained but has come to expect food from the troglodytes. It is hostile toward strangers, but someone proficient in Animal Handling might be able to calm it down with a DC 15 Wisdom check. If the check succeeds and no troglodytes remain nearby, the characters can release it safely and let it depart. ==== 22. Fungus Cavern ==== <blockquote> Un filet d'eau s'infiltrent au plafond de cette caverne irrégulière, nourrissant une profusion de champignons : d'étranges vesses-de-loup, de hauts chapeaux et des plaques de moisissures duveteuses aux couleurs variées. Un tapis de moisissure brun doré recouvre un vieux squelette en cotte de mailles rouillée dans la partie sud de la pièce, et un étroit passage mène à une autre petite pièce au-delà de celle-ci. Une épée étonnamment brillante brille dans la poigne osseuse du squelette. </blockquote> Hazard. The skeleton that the characters first see is that of a dwarf. From its location, it’s possible for someone to see a second skeleton (human) in the south end of the chamber. Both skeletons are covered with a particularly virulent form of mold. A character can identify the threat with a successful DC 10 Intelligence (Nature) or Wisdom (Survival) check. If either skeleton is touched, the mold ejects a cloud of spores that fill a 10-foot cube originating from the skeleton. Any creature in the area must succeed on a DC 15 Constitution saving throw or take 10 (3d6) poison damage and become poisoned for 1 minute. At the end of this time, unless the poisoned condition is removed, the creature must repeat the saving throw, taking 17 (5d6) poison damage on a failed save, or half as much damage on a successful one. Exposing a patch of the mold to sunlight or dealing any fire damage to it destroys it. Treasure. The dwarf skeleton clutches a +1 longsword that bears Duredin’s smith-mark. The human skeleton wears a steel helmet chased with silver, worth 110 gp. ==== 23. Dwarven Sepulchers ==== <blockquote> Vous contemplez une immense grotte faiblement éclairée par une phosphorescence naturelle. Son plafond s'élève par endroits à 50 pieds de hauteur. Des cristaux scintillent doucement dans cette lumière étrange. D'étranges et magnifiques coulées et structures de pierre délicate ornent la chambre. La partie ouest de la grande grotte est séparée du reste par une falaise abrupte ; le plafond y est deux fois plus bas que le reste de la chambre. Une vingtaine de grands sépulcres de pierre bordent les murs de la caverne, chacun sculpté de reliefs et de motifs complexes et marqué de runes naines. </blockquote> The upper portion of the great cavern was intended to be the final resting place of Duredin’s clan. Duredin and his followers feared that their war against the orcs would ultimately claim them all, so they built their own tombs during the first phase of carving out the stronghold. Ironically, only a handful of the dwarves were ever interred here; the rest lie where they fell when the orcs stormed Noldrunkar. The troglodytes have a superstitious fear of the tombs and refuse to set foot in this part of the Glitterhame. They don’t pursue characters who enter this area. If the characters investigate the tombs at greater length, read: <blockquote> Vingt-trois sépulcres se dressent ici. Leurs couvercles sont sculptés à l'effigie de nains sinistres en armure. Des runes naines, gravées sur le devant de chaque tombe, semblent représenter les noms des occupants ou des futurs occupants. Trois des cercueils de pierre sont ornés de runes supplémentaires. </blockquote> If someone in the party can read Dwarvish, the following details become apparent: <blockquote> Les runes supplémentaires indiquent la date de décès de l'occupant et les hauts faits accomplis par le nain de son vivant. Un avertissement est également gravé sur ces trois cercueils : le destin menace quiconque oserait souiller les morts honorables. Les noms inscrits sur ces trois sépulcres sont ceux de Borgol le Vieux, Gharin Orc-Doom et Numik le Malchanceux. </blockquote> Treasure. Each tomb is a marble vault 6 feet long, 4 feet high, and 3 feet wide, with a heavy stone lid. Despite the warnings carved on the tombs, there is no danger here. Even if the characters disturb Borgol, Gharin, or Numik, all they find are old bones and no undead. The three dwarves were buried with little funerary wealth; Duredin’s folk believed in honoring their dead with stone, not riches. Borgol’s remains include a ring of gold in the shape of a dragon holding its tail in its mouth, worth 120 gp. Gharin was buried with a finely crafted warhammer inset with a garnet, worth 110 gp. ==== 24. The Glitterhame ==== <blockquote> Cette immense caverne scintille d'une faible phosphorescence. Le plafond culmine à près de 50 pieds de hauteur, et des taches brillantes et des formations rocheuses luisantes sont visibles au loin. D'étranges champignons parsèment le sol, notamment des espèces aussi hautes qu'un humain et des vesses-de-loup luisantes de près d'un mètre de large. De hautes corniches s'élèvent de 15 à 20 pieds au-dessus du sol sur les murs nord, sud et ouest. D'étroits passages mènent au nord et au sud, et un escalier en pierre sculptée descend de la corniche ouest jusqu'à un sentier qui serpente au centre de la chambre jusqu'à une petite porte en fer percée dans le mur est. On entend dans toute la chambre le souffle d'une douce brise fraîche qui monte vers la surface, loin au-dessus. </blockquote> The fungal growths are harmless. In fact, the stalks and the puffballs are edible, if not especially tasty. Danger : 2 intellect devorer caché à travers les champignons Creatures. 2 Intellect Devorer se cache à travers les champignons Cherche à remplacer les 2 pc les plus intelligent ==== 25. Long Cavern ==== <blockquote> Le grondement assourdissant d'une chute d'eau emplit cette longue salle basse, et les embruns rendent tout glissant et humide. Un torrent rapide traverse le centre de la caverne, émergeant d'un barrage rudimentaire de roche et de boue dans la paroi ouest. Le ruisseau disparaît dans un puits sombre à l'extrémité est de la caverne. Un sentier accidenté et sinueux suit le ruisseau vers l'est. </blockquote> The chamber runs from the troglodyte warrens to a natural shaft on the east end that leads down into the Sinkhole (see area 28). The stream spills over the edge of the shaft in a subterranean waterfall, and near the waterfall a narrow, winding stairwell leads down. Slippery Slope. The smooth cavern floor slopes down toward the stream, and much of the area immediately north of the stream is covered with a thin layer of slime. The slime makes the floor very slippery. Its presence can be discerned with a successful DC 15 Wisdom (Perception) or Wisdom (Survival) check. Any creature that enters the slippery slope or starts its move there must make a DC 12 Dexterity (Acrobatics) check. A creature that fails the check falls prone and slides southward toward the stream at half its walking speed. The stream is flowing fast enough that anyone who falls in must succeed on a DC 10 Strength saving throw to avoid being swept over the waterfall. A creature that goes over the waterfall lands in a pool 60 feet below (see area 28), taking 10 (3d6) bludgeoning damage and suffering one level of exhaustion. ==== 26. Grick Lair ==== <blockquote> Une corniche rocheuse se dresse au sommet d'un éboulement abrupt et irrégulier d'environ 20 pieds de haut. L'entrée d'une caverne latérale mène à l'obscurité. </blockquote> Creatures. The two gricks hidden in the rockfall (see area 24) make their lair at the end of a passage that winds north from the ledge. They are encountered here if they retreated to attack characters who got past them. CR 2*2=4 Treasure. The gricks discarded the inedible portions of their victims in the back of the cave. Rooting through the grisly remains uncovers a suit of scale mail and scattered coins totaling 200 cp, 180 sp, and 60 gp. ==== 27. Iron Door ==== The entrance to Duredin’s halls and forges lies behind a sturdy locked door. <blockquote> Une petite porte, d'apparence solide, est taillée dans la paroi de la caverne. Elle mesure environ 5 pieds de haut et 4 pieds de large. De lourds rivets en ornent la surface, et une rune d'argent ternie – la marque du forgeron de Duredin – brille sur sa face rouillée. </blockquote> The door consists of two pieces of sheet iron bolted to a strong frame. A pintle is fitted through the door’s middle, so it has no hinges. It can be opened with the key on the dwarf skeleton in the prison (see area 34). A character can pick the lock with thieves’ tools and a successful DC 18 Dexterity check. Breaking the door down is very difficult, requiring a successful DC 25 Strength check. On the other side of the door is a steep staircase that leads up to area 35 in the Foundry. ===== The Sinkhole ===== The stream that flows through the Glitterhame descends through the chasm in area 25 to an even lower level of caverns—the Sinkhole. Here it joins a subterranean river that traverses dark caverns and forgotten storerooms before connecting with the Brine Pool. None of the monsters that inhabit the complex regularly visit this place. The illithid Xetzirbor sometimes swims through its submerged areas, using the river as a back door to its lair. A narrow staircase winds down along the chasm walls until reaching bottom, where it offers access to area 28. Map 2.4: The SinkholePlayer VersionThe following locations are identified on map 2.4. ==== 28. Waterfall Cavern ==== <blockquote> Une puissante cascade dévale la paroi nord-ouest de cette caverne jusqu'à un bassin profond. Les parois rocheuses scintillent d'embruns, et un étrange mélange de minéraux colorés et de lichens étranges confère à ce lieu une beauté surnaturelle. Un ruisseau rapide coule vers le sud depuis le bassin au pied des chutes, et un passage naturel voisin suit la même direction. Un escalier étroit taillé dans la roche monte vers le nord, et deux vieilles portes en bois se dressent dans un mur de pierre de taille à l'est. </blockquote> The stream flowing from area 25 in the Glitterhame pours down into the chamber. The pool is populated by harmless blind fish and white crustaceans but contains nothing dangerous. The outflowing stream drains into the river in area 29. Any characters who fell into the pool are carried by the current toward the outflow at about 20 feet per round. A character who ends up in the river might be swept away; see “Fast-Flowing Water” below. Ici ou au 29 : ajouter 3 ou 4 Piercer (bébé Roper) ==== 29. River Cavern ==== <blockquote> Cette caverne longue et étroite est à moitié remplie par une rivière souterraine qui coule à vive allure. Une étroite corniche, côté nord, surplombe la rivière. Un pont de pierre enjambe la rivière et mène à une corniche plus large, côté sud, qui suit son cours vers l'est. </blockquote> The underground river flows swiftly from east to west. The bridge is sturdy and sound; there’s no danger in crossing it. Watery Peril. At the west end of the cavern, the ceiling lowers to meet the surface of the river. Any creature swept past this point by the current is trapped in a long, airless underground channel and is likely to drown (see “Suffocating” in chapter 8 of the Player’s Handbook). In addition, the creature must make a successful DC 12 Strength saving throw each round or take 1d6 bludgeoning damage as it is battered by rocks. Even creatures that can breathe water aren’t likely to survive for long. The stream runs underground for about 5 miles before emerging on a hillside to the west of the Stone Tooth. ==== 30. Old Storeroom ==== The northern door in area 28 has swollen shut from dampness. A successful DC 10 Strength check is required to force it open. Duredin’s folk formerly used the large chamber beyond as a storeroom. <blockquote> La porte s'ouvre à contrecœur, révélant une pièce basse en pierre taillé. Cette pièce est remplie de ce qui semble être de la nourriture avariée : des tonneaux de viande salée avariée, des sacs de farine ou de céréales couverts de moisissures rousses, des tonneaux de cidre transformés en vinaigre. Deux arcades ouvertes dans le mur est mènent à une pièce similaire, et deux autres ouvertures sont vaguement visibles au-delà. Le sol, juste après la première arcade, luit d'une lueur humide. </blockquote> Creatures. None of the supplies are salvageable. While searching, the characters might blunder into a gray ooze that occupies the middle chamber of the three. CR 1/2 While motionless, the ooze is indistinguishable from a patch of wet stone. It is alerted when characters force open the door, and it strikes at the first character who enters the middle chamber, attacking with surprise. <blockquote> Ce qui semblait être une tache humide sur le sol se tord soudainement comme un serpent et se précipite vers vous ! </blockquote> ==== 31. Empty Storeroom ==== The southern door in area 28 is swollen shut and requires a successful DC 10 Strength check to open. The chamber on the other side of the door resembles area 30, but it is empty. The orcs broke in and carried off most of its contents during the fall of Noldrunkar. Facile à défendre ==== 32. Flooded Storeroom ==== A year or so ago, a season of heavy rains on the surface raised the level of the subterranean river to create a minor flood. Water still stands at the bottom of the stairs. <blockquote> Un petit escalier en pierre mène à une porte en bois entrouverte. Une eau sombre et stagnante s'accumule sur le petit palier au pied des marches et dans l'embrasure de la porte, emplissant sans doute aussi la pièce au-delà. L'endroit sent la pourriture. </blockquote> Diseased Pool. The water is about 5 feet deep and is tainted by disease. Anyone who drinks the water or wades into it is exposed and must succeed on a DC 10 Constitution saving throw to avoid infection. Symptoms manifest one day after exposure and include high fever, muscle spasms, and eventual paralysis. An infected creature suffers one level of exhaustion when it finishes the first long rest it takes after being exposed. Whenever it finishes a long rest thereafter, it must make a DC 10 Constitution saving throw. On a failed save, the creature suffers another level of exhaustion. On a successful save, its exhaustion level is reduced by one. If its exhaustion level reaches 5, the infected creature becomes paralyzed until the disease is cured or the effect is removed with a lesser restoration spell or similar magic. If a successful saving throw reduces the infected creature’s exhaustion level to 0, the creature recovers from the disease. Treasure. Submerged in the corner of the eastern vault is the skeleton of an orc killed a century ago. The skeleton rests atop a rotted leather pouch that contains a potion of water breathing and a potion of invisibility. ==== 33. Roper’s Cavern ==== <blockquote> L'escalier rocheux grimpe abruptement, tourne vers le nord, puis descend vers l'est dans une caverne très semblable à celle que vous venez de quitter, mais plus petite. Une corniche longeant la rivière continue vers l'est jusqu'à une porte sur la paroi nord, et la rivière tumultueuse vous sépare d'une corniche sur le côté sud. Une grande stalagmite à l'aspect étrange se dresse au milieu de la corniche sud. Un poisson de grotte se débat, impuissant, sur la berge à proximité. </blockquote> Creatures. The southern ledge is the home of a ravenous roper that has been feeding on fish from the stream. Unsatisfied with this diet, the roper is eager for larger prey. CR=5 Even characters who look closely at the roper can’t tell that it’s anything other than a stalagmite unless it moves. The roper is difficult to sneak up on. If a character manages to approach without alerting it, continue: <blockquote> Un fil s'étend du stalagmite, tenant un poisson cavernicole. Il tire le poisson vers la formation rocheuse, puis, soudain, une gueule pleine de crocs s'ouvre dans la stalagmite et dévore le poisson d'une seule bouchée. </blockquote> The roper attacks when any character gets at least 20 feet into the cave, gaining surprise if its presence hasn’t been revealed. It can target up to four characters with its tendrils, possibly pulling those it has grappled into the rushing river. Characters in the water have advantage on checks to escape the grapple due to the force of the current. The river poses a severe hazard in itself, though; see “Fast-Flowing Water” below. Development. The roper is satisfied, ending the attack, after it devours one Small or larger creature. It can’t speak or understand languages, but it has a bestial intelligence and might be persuaded to accept a substitute meal. As long as the food is alive, the roper isn’t picky. Treasure. Cutting open the roper’s stony gizzard reveals a ring of spell storing and six gemstones: a ruby worth 1,000 gp, two emeralds worth 400 gp each, and three serpentines worth 60 gp apiece. ==== 34. Prison ==== If the characters get past the roper in area 33, they can explore an area that was used as a prison in Duredin’s day. <blockquote> Une solide porte de plaque de fer est ouverte sur le mur nord de la caverne. À l'intérieur, vous découvrirez un court passage percé de trois petites portes en fer percées dans le mur ouest. Les deux premières sont ouvertes, mais celle du fond est fermée. </blockquote> The door to the northern cell is locked. With a search of the grimy floor and a successful DC 10 Wisdom (Perception) check, a character discovers an old jailer’s key that fits the lock. Otherwise, the lock can be picked by someone who succeeds on a DC 15 Dexterity check using thieves’ tools. The first two cells are empty. The locked cell holds the skeletal remains of a dwarf in rusted plate armor. This individual was one of Duredin’s chief lieutenants; the orcs captured her during the final battle and threw her in this cell for interrogation later. Afterward, the unfortunate warrior was forgotten and left to starve. Treasure. The suit of plate is too corroded to be of any use, but a search of the corpse produces a small silk purse containing 8 pp and a key that opens the iron door in area 27. ===== The Foundry ===== Upgrade Level 5?!? apres long rest Switch Map 2.5: The Foundry Les Nains Noldruns vivait dans la Fondry. Peu de survivants sont toujours restants, et totallement sous le charme du MindFlayer qui les utilise comme mineur / forgeron Duredin’s followers lived and worked in a series of carved halls and chambers beyond the Glitterhame. Most of this part of the complex was thoroughly ransacked when the dwarven citadel fell. Unlike the Mountain Door or the Glitterhame, which offer exits to the surface world, the Foundry isn’t readily accessible. If the characters come to this part of the complex from the Brine Pool (see the “Dark Mere” subsection of “Scout the Area”), they begin in area 38. == Fast-Flowing Water == The underground river that cuts through this level of the dungeon presents a serious hazard. Those who fall in risk being swept away by the current. A creature that falls in the river and is within 5 feet of the water’s edge must succeed on a DC 10 Strength saving throw to catch itself on the rocky bank. On a failed save, or if the creature is too far away from the bank, it is drawn into the main current. A creature in the main current that takes no other action is swept 60 feet downstream (to the south or to the west, depending on location) each round. If it spends its action to make a DC 10 Strength (Athletics) check and the check is a success, it can reduce the distance traveled by the amount of its walking speed and move toward a bank. On a failed check, the creature must succeed on a DC 10 Constitution saving throw or suffer one level of exhaustion. Creatures that have a swim speed can take the Dash action and use their full swim speed without making a Strength check. A creature within 5 feet of a bank can pull itself out of the current as part of its move. ==== 35. Chambre des Statues ==== In the corridor behind the iron door in area 27, a flight of steep stone stairs climbs 30 feet northward. <blockquote> L'escalier mène à une salle octogonale. Le sol est incrusté de carreaux bleus craquelés et poussiéreux, et les murs sont en marbre poli. De grandes portes en chêne cerclé de fer s'ouvrent au nord-ouest et au nord-est. Trois statues en bronze, hautes de près de 10 pieds, se dressent contre les murs ouest, nord et est. Chacune représente un nain armé. Celles de l'est et de l'ouest portent des haches et des boucliers. La statue centrale est armée de deux haches. Le plafond s'élève en forme de dôme à près de 30 pieds du sol. Au loin, on entend le léger tintement d'un marteau sur une enclume. </blockquote> The sound of the hammering comes from beyond the east wall, as can be determined with a successful DC 13 Wisdom (Perception) check. Anyone who examines the floor notices that the dust is somewhat disturbed. A successful DC 13 Wisdom (Survival) check reveals an infrequently used trail that leads from the entrance stairs to the stone wall behind the east statue. Statue Trap. The obvious exits to the northeast and northwest are false doors that open onto blank stone. Pulling on either door releases a catch that causes the axe-wielding hands of the two closest statues to drop. Any creature within 5 feet of a door when it is opened is subjected to two melee attacks: +5 to hit; 9 (2d8) slashing damage on a hit. With a successful DC 15 Wisdom (Perception) check, a character can discern small scorings on the floor in front of a door, left by earlier axe strokes. A successful DC 15 Intelligence (Investigation) check enables a character to deduce that the doors aren’t what they seem, through small clues showing that they are unused. The same check focused on a statue can reveal a small line on the arm that holds an axe, indicating the arm’s ability to move. A character who makes a successful DC 10 Dexterity check using thieves’ tools can jam a statue’s arm so that the axe can’t swing. Destroying a statue (AC 18, 60 hit points, immunity to necrotic, poison, and psychic damage) also disables its attack. Once a statue has attacked, the trap must be reset manually. If any duergar survive and remain here, they reset the trap within a day after it has been triggered. Secret Stairwell. The secret door behind the east statue is well hidden, requiring a successful DC 18 Wisdom (Perception) check to spot. If the characters detected the faint trail that leads there, a successful DC 10 Wisdom (Perception) check locates the door. Beyond is a flight of stone stairs that leads upward. The stairs have been warded with a magical alarm. When a creature ascends past the halfway point of the staircase, a magic mouth spell calls out in Dwarvish, “Alerte! Alerte Intrus!” This sound warns the duergar guards in area 36. ==== 36. The Great Hall ==== At the top of the stairs from area 35 is a stone door carved with a glowering dwarf’s face. It opens easily. <blockquote> Cette immense salle est bordée de dix grands piliers, sculptés en forme de géants et de dragons, qui soutiennent le plafond voûté. Des torches orange le long des murs illuminent la pièce, et un trône majestueux est installé sur une estrade à l'autre extrémité. Les murs étaient autrefois recouverts de mosaïques, mais elles ont été brisées et souillées de graffitis. De minuscules fragments de carrelage jonchent le sol. On aperçoit cinq autres sorties. Un petit feu couve au sol devant l'estrade, où six paillasses vides sont posées, entourées de sacs et de provisions. Le bruit des marteaux résonnant sur le fer provient de l'autre côté des portes, au sud. Soudain, une voix rauque s'élève de l'ombre des piliers : « Retournez d’où vous venez! C'est votre seul et dernier avertissement! » </blockquote> Ancienne salle du throne, centre de banquet et audience. 30 pieds de plafond, torche à 10 pied du sol. Le trône est sans particularité : il s'agit d'un petit banc en pierre. Creatures. Two duergar guards and Ghared, a duergar spy (see appendix B), stand watch here. Unless the party climbed the stairs from area 35 without triggering the magic mouth, the duergar are invisible. Negotiation. The duergar start hostile but wait to see if the characters attack. Ghared shouts the initial warning and speaks for the group; she’s suspicious, greedy, and arrogant, but not stupid. She is willing to give information to the party if a character succeeds on a DC 20 Charisma (Persuasion) check. The characters can change her attitude to indifferent, reducing the check DC to 10, with a suitable bribe (at least 100 gp). Ghared can share any of the following information if the party succeeds in getting her to converse: * The doors to the north lead to halls infested with undead (Dolgaunt / Dolgrims??) and cursed magic. * The door to the southwest leads into the old kitchens, guarded by more cursed magic. * Un Mindflayer lives in a large lake cavern deep below. * The subterranean river flows from the lake through other parts of the complex below the Glitterhame. It’s fed from a lake on the surface. If negotiations are successful, the duergar are willing to let the party enter the rooms to the north. With a sufficiently high Charisma (Persuasion) check and an indifferent attitude from Ghared, the characters can get the duergar to escort them to the entrance to the Illithid’s territory (the chasm in area 38). The duergar will not allow the party into the bladeworks (area 37) without an escort, and they prohibit entry into area 39. If the characters don’t negotiate, or if talks go badly, combat ensues. Tactics. If combat occurs, the duergar guards first attack with their javelins. They use their Enlarge ability in the next round, taking cover behind two of the pillars before wading into melee. Meanwhile, Ghared remains invisible and maneuvers to make a sneak attack, then enlarges herself after she becomes visible. She has a potion of healing, which she uses if her current hit points drop to half her hit point maximum or lower. If two duergar fall in battle, the survivor tries to retreat to area 37 or 39. ==== 37. The Bladeworks ==== In what was Duredin’s smithy and workplace, the duergar are currently engaged in a secret project, hoping to capture a spark of the master smith’s vengeful magic. <blockquote> Une double porte en pierre mène à une voûte contenant plusieurs fourneaux. L'extrémité est de la pièce se prolonge par une vaste grotte sombre, d'où souffle un vent froid. Un ruisseau coule d'ouest en est au centre de la pièce, traversé par deux ponts de pierre. De l'autre côté du ruisseau, trois nains gris et chauves travaillent dans une forge vrombissante, façonnant une lame chauffée à blanc sur une vieille enclume. </blockquote> Creatures. Two duergar smiths are forging a blade at the forge in the center of the south wall. The work is overseen by Snurrevin, a duergar with the following changes, which increase his challenge rating to 2 (450 XP): CR 1*2 + 2 = 4 * He has 45 (7d8 + 14) hit points. * His Intelligence is 14 (+2). * He has an additional trait: Spellcasting. Snurrevin is a 3rd-level spellcaster. His spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). He has the following wizard spells prepared: Cantrips (at will): fire bolt, mage hand, minor illusion, shocking grasp 1st level (4 slots): color spray, shield, silent image 2nd level (2 slots): hold person, shatter Snurrevin has a familiar, a rat named Browngnaw, that hides in the shadows near the unlit forge to the east. The duergar are preoccupied with their task and don’t notice the party’s entrance unless the characters make themselves known. They object violently to intruders who aren’t escorted by duergar. If a threat becomes apparent, the two smiths grab their weapons, use Enlarge, and move to guard the two bridges. If the fight goes against them, they turn invisible and try to slip out to area 36, then join the other duergar in area 39. In combat, Snurrevin might cast shocking grasp through his hidden familiar, and he might use silent image to confound enemies with realistic-seeming threats. Treasure. In the cold forge in the northwest corner of the room, Snurrevin has stashed 320 gp, 1,100 sp, a gold necklace set with ruby stones worth 900 gp, and a potion of hill giant strength. ==== 38. The Chasm ==== <blockquote> Le ruisseau qui traverse l'ancienne forge naines serpente à travers une caverne naturelle avant de se jeter dans un immense gouffre. On ne voit que l'obscurité en contrebas, bien que le clapotis des eaux profondes soit à peine audible par-dessus le grondement de la chute. Au nord du gouffre, une petite corniche est partiellement cachée par un éperon rocheux. </blockquote> The chasm is 120 feet deep. Anyone who falls in takes 42 (12d6) bludgeoning damage and ends up in area 50 of the Brine Pool level. Climbing down the slippery stone next to the waterfall requires several successful DC 15 Strength (Athletics) checks, or DC 5 checks for a character who uses a rope. ==== 38a. Chain Ladder ==== The rock spur on the northern ledge partially conceals an old chain ladder that leads down to area 51 of the Brine Pool. The ladder isn’t immediately obvious from the southern ledge, but a character who makes a successful DC 10 Wisdom (Perception) check can spot it. ==== 39. Council Chamber ==== The duergar have set up a guard post in what was once the council room of Noldrunkar. <blockquote> La porte derrière le trône mène à une petite salle d'audience. Une grande table, faite d'une seule dalle de pierre, domine le centre de la pièce, et de vieilles tapisseries ornent les murs. Une porte en pierre, percée dans le mur du fond, est sculptée du visage du nain que vous avez déjà vu ailleurs. Un nain à la peau grise, vêtu d'une cotte de mailles et d'un bouclier, monte la garde près de la porte du fond. Il crie et brandit un javelot. </blockquote> Creatures. Unless the party is under Ghared’s protection (see area 36), the lone duergar on duty fights to the death to protect his leader, who is in area 40. CR 1 If the characters engage the duergar guard, the sounds of battle alert the leader, Nimira. She is a duergar with the following changes, which increase her challenge rating to 3 (700 XP): * Her AC is 17 (splint armor). * She has 52 (8d8 + 16) hit points. * She has additional traits: Multiattack. Nimira makes two greatsword attacks. Greatsword. Melee Weapon Attack. +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage, or 16 (4d6 + 2) slashing damage while enlarged. Nimira uses Enlarge and comes out to join the fight in the next round. If her guard falls or she faces at least three enemies, and negotiation isn’t an option, she turns invisible and tries to escape into area 36 or through the secret door that leads east out of area 40. Negotiation. Nimira is an excellent fighter, but she is pragmatic and willing to negotiate in the right circumstances. She knows the same information as the duergar in area 36 and might be convinced to guide the party to the chasm that leads to the mindflayer lair (area 38). == Arundil’s Animated Objects == A century ago, the dwarf mage Arundil animated a number of objects to defend the Foundry against intruders other than dwarves. Many of these creations remain in place today (in areas 41, 47, and 48). These animated objects never attack dwarves or duergar. In addition, a dwarf (including a duergar) can order an object to cease its attack. If so commanded, the object becomes immobile for 10 minutes, or until the one commanding it leaves the area. ==== 40. Duredin’s Quarters ==== Duredin led a spartan lifestyle, eschewing rich decorations and treasures in his personal quarters. Nimira has appropriated the room for her own use. <blockquote> Cette pièce semble être une chambre à coucher. Dans un coin sud se dresse une grande plateforme de couchage en bois, gravement creusée par des coups de hache et partiellement brûlée. Une table, un banc et un bureau ont été traités de la même manière. Au milieu du mur sud, un espace a été aménagé pour une simple paillasse et deux grandes sacoches. Deux portes donnent sur la pièce au nord. </blockquote> If the party enters the room through the secret door in the closet (see below), or if the characters avoided or quietly dealt with the guard in area 39, Nimira is here, resting on the pallet. Otherwise, the room is empty. The satchels contain mundane supplies: extra clothes, food, lamp oil, and similar stuff. The door in the northwest corner leads to a bathing area, fitted with two small clay tanks to hold wash water. The northeast door opens into a closet containing the mildewed remnants of several cloaks. Secret Door. The east wall of the closet conceals a secret door. The door isn’t well hidden, requiring a successful DC 10 Wisdom (Perception) check to find. Nimira knows about the secret passage and escapes through it if pressed. ==== 41. Kitchens ==== <blockquote> L'escalier menant au sud depuis le hall sur une porte en bois. Au-delà, un couloir mène à une grande pièce bordée de cheminées. Cette pièce devait autrefois servir de cuisine : casseroles, poêles, chaudrons et bouilloires jonchent le sol et sont éparpillés sur plusieurs tables. Une arche à l'ouest mène à un garde-manger rempli de denrées avariées. Soudain, vous entendez un grincement, et une grande table en bois tremble et se met à bouger, fonçant droit sur vous ! A changer - table </blockquote> Creatures. An animated table (see appendix B) activates when someone enters the main part of the room. It fights until destroyed but won’t attack a dwarf. See the “Arundil’s Animated Objects” sidebar. The room is full of old, rusty iron pots, pans, cutlery, and cooking utensils, none of which are worth much. Duergar Xarrorn ou Keg Robot ou Intellect devorer?!? ou ogre “butcher” ou intellect devorer + puppet ==== 42. Desecrated Shrine ==== Duredin made his last stand in Noldrunkar’s shrine, laying enemies low until the orcs finally overwhelmed him. Orc shamans pronounced dire curses over his remains to ensure that their terrible foe would never return. Then they entombed a fierce orc warrior to defend it forever in undeath. The door leading from area 36 bears an inscription in Orc: “Beyond this door the Maker of Death is chained. May he gnaw on his own hate until the sun dies and all things end.Au-delà de cette porte, le Créateur de la Mort est enchaîné. Puisse-t-il ronger sa haine jusqu'à ce que le soleil s'éteigne et que toute chose prenne fin.” <blockquote> This room was once a shrine to the gods of the dwarves. The walls are carved with their dour images, and a low stone altar stands at the western end of the room. Stone benches have been smashed and thrown askew, and the icons of the gods have been defaced. Cette pièce était autrefois un sanctuaire dédié aux dieux des nains. Les murs sont sculptés de leurs images austères, et un autel bas en pierre se dresse à l'extrémité ouest de la pièce. Des bancs de pierre ont été brisés et jetés de travers, et les icônes des dieux ont été profanées. Au sommet de l'autel, les bras croisés sur la poitrine, repose le corps antique d'un guerrier nain en armure de plates. Des ossements s'entassent autour de la base de l'autel, et à ses pieds repose le corps desséché d'un orque vêtu de cuir clouté. Atop the altar, arms folded over his chest, lies the ancient corpse of a dwarf warrior in plate armor. Bones lie heaped around the altar’s base, and at its foot crouches the desiccated body of an orc in studded leather. </blockquote> Creatures. The orc champion is now a wight, an undead monster that thirsts for life essence. Two of the piles of bones are ogre skeletons (use the ogre stat block; give it the undead creature type, vulnerability to bludgeoning damage, immunity to poison damage, and immunity to the exhaustion and poisoned conditions; and remove its ability to speak). The ogres were slain during the final battle and later animated to join the orc warrior in his watch. The wight and skeletons lie immobile until someone enters. They can’t pursue characters outside room. <blockquote> Some of the bones at the foot of the altar stir and form into a pair of towering skeletons clutching greatclubs. The dead orc warrior looks up at you and grins evilly, green fire burning in its hate-filled eyes as it stands. Certains des os au pied de l'autel s'agitent et forment deux squelettes imposants, serrant de grandes massues. Le guerrier orc mort lève les yeux vers vous et vous sourit d'un air mauvais, un feu vert brûlant dans ses yeux emplis de haine. </blockquote> Treasure. The orcs looted the shrine after the fall of Noldrunkar, but two members of the previous expedition fell to the undead defenders with valuables in their possession. Under a scattering of bones near the altar can be found a sack that holds 280 gp and a bone case that contains a spell scroll of web and a spell scroll of spider climb. ==== 43. Entrance to the Dwarf-Halls ==== The dwarves of Noldrunkar once resided in private rooms to the north of the great hall. When the orcs came through, they cut down all the dwarves they found and stripped the treasure out of the place. <blockquote> La porte s'ouvre sur une grande pièce avec un bassin sombre au centre. Des morceaux de meubles brisés et autres débris jonchent le sol. 2 couloirs mènent à l'est et à l'ouest. Un gémissement étrange emplit la pièce, devenant peu à peu reconnaissable à des jurons nains. Le son s'élève jusqu'à devenir des cris de colère et se rapproche. Puis la forme translucide d'un nain en armure apparaît à travers un mur et attaque ! </blockquote> Creatures. Area 43, area 46, and all the rooms marked 44 are now the demesne of the dwarf mage Arundil, who lingers as an insane ghost. The ghost relentlessly attacks anyone who enters its territory (most likely in either area 43 or area 46) but can’t pursue characters who retreat beyond its domain. If the ghost is turned, it flees to one of the empty rooms labeled as area 44. Development. Arundil’s ghost is tormented by grief and shame over abandoning his kin to die (see area 47). The spirit might be laid to rest if the characters can convince it that they have cleansed Noldrunkar. Ghost d'un Noldrun leader?!? ==== 44. Looted Rooms ==== Severak chambers in the Foundry were once living quarters, drawing rooms, barracks, armories, storerooms, and so on. Now they contain only smashed furniture and debris from the final battle, graffiti in the Orc language, and skeletal remains of dwarves and orcs. Treasure. Here and there a remnant of something valuable can be salvaged from the trash. Roll a d10 the first time a character searches a given room; on a result of 10, the character uncovers a semiprecious stone (see the 10 gp Gemstones table in chapter 7 of the Dungeon Master’s Guide). ==== 45. Skeleton Room ==== One of the smaller chambers once served as a small barracks. <blockquote> Cette pièce devait servir de garnison autrefois. Les vestiges de six couchettes en bois, brûlées et déchiquetées par des pillards, sont appuyés contre les murs, et une demi-douzaine de nains squelettiques gisent çà et là sur le sol. Dans 3 couchettes des créatures trapues et difformes ressemblant à 2 gobelins smasher ensemble se reposent </blockquote> Creatures. 3 Dolgrims habitte cette caserne et sont surpris par les PC Treasure. The rogue from the failed expedition lies in this room, her desiccated corpse half-buried under wrecked furniture. A pouch on her belt contains 670 sp. ==== 46. Common Area ==== The open courtyard in the east end of the residential area was the site of a pitched battle between dwarves and orcs. <blockquote> The hallway leads to a large open chamber. Three doors open into it, and a dark pool fills a low stone basin in its center. The chamber is littered with the remains of old warriors. Seven dwarf corpses lie where they fell a hundred years ago, surrounded by the remains of at least a dozen orc warriors. The dead have been stripped of their arms and armor; only a handful of broken weapons and shattered shields remain. Le couloir mène à une grande salle ouverte. Trois portes s'y ouvrent, et un bassin sombre remplit un bassin de pierre bas en son centre. La salle est jonchée des restes de vieux guerriers. Sept corps nains gisent là où ils sont tombés il y a un siècle, entourés des restes d'au moins une douzaine de guerriers orques. Les morts ont été dépouillés de leurs armes et de leurs armures ; seuls subsistent quelques armes brisées et des boucliers brisés. </blockquote> Creatures. If the characters approach this area from the secret door to the south before entering area 43, Arundil the ghost confronts them here; refer to the encounter in area 43. Otherwise, there is nothing dangerous or valuable in the area. ==== 47. Arundil’s Chambers ==== Arundil, the leading mage of Noldrunkar and Duredin’s trusted advisor, lived in a spacious room close to the great hall. During the final assault of the orcs, Arundil used his magic to escape the slaughter. He returned to find all his kinfolk dead. Driven insane with grief, he tried to repair some of the complex’s defenses, animating dead warriors and various objects to kill any intruders that returned. In his madness, he even summoned a fiend (see area 49), and he perished at its hands not long after. <blockquote> This chamber must once have been the personal quarters of an important dwarf. It is decorated with tapestries and furnished comfortably, although age has taken its toll on the contents. Apparently, the room has not been looted. A beautiful rug covers the center of the floor, and a simple bed and writing desk stand in the southwest corner. Cette chambre a dû être autrefois le logement personnel d'un nain important. Décorée de tapisseries et confortablement meublée, elle a subi les effets du temps. Apparemment, elle n'a pas été pillée. Un magnifique tapis recouvre le centre du sol, et un lit simple et un bureau trônent dans l'angle sud-ouest. </blockquote> Creatures. The rug, 20 feet square, is actually a Gargantuan rug of smothering CR2 that activates when any non-dwarf sets foot on it. It fights until destroyed but doesn’t attack a dwarf under any circumstances. See “Arundil’s Animated Objects” above. Treasure. Beneath the bed is a small wooden chest containing 1,200 sp, 3,000 cp, and a square of silk in which are wrapped a star sapphire worth 500 gp and a pair of matched blue topazes worth 90 gp each. ==== 48. Looted Armory ==== Noldrunkar’s armory was looted long ago. Its door is made of iron plates, but the lock was broken during the pillaging—it can be forced open with a successful DC 15 Strength check. <blockquote> Rows of empty weapon racks and a dozen or more armor stands indicate that this room was once an armory. Some debris litters the floor, but nothing of value is readily apparent. Des rangées de râteliers d'armes vides et une douzaine de supports d'armures indiquent que cette pièce était autrefois une armurerie. Quelques débris jonchent le sol, mais rien de précieux n'est visible. </blockquote> Creatures. One of the armor stands is actually an animated object (use the animated armor stat block CR1), which activates when a non-dwarf enters the room. It fights until destroyed. See “Arundil’s Animated Objects” above. ==== 49. Idalla’s Den ==== <blockquote> Cette pièce était autrefois une bibliothèque ou un bureau. Des étagères sont disposées contre les murs. Des piles de livres reposent sur une table de lecture au milieu de la pièce. L'air empeste le papier moisi. Des portes donnent au nord, à l'est et au sud. Une belle femme mince aux longs cheveux noirs est assise devant la table, l'air extrêmement triste. Ses vêtements, bien que usés, ne nuisent guère à son apparence. </blockquote> Creatures. Idalla sert a séparer les groupes et envoyer des cerveaux humains à Xetzirbor. The doppelganger, which calls itself Idalla, claimed the scholar’s library for its own and spends much time here reading through the collected lore. It learned of Noldrunkar’s history from the scholar’s records and realized that the legends of wondrous treasure would lure greedy souls. Elle et Doppelganger numéro 1 ont un système pour attirer des aventuriers humains Idalla takes the form of a human woman. When the characters enter, elle jumps up and begs to be released from imprisonment. Idalla tells the characters that she is a captive of a wizard who resides below this level. The doppelganger plays the role to the hilt, trembling and crying as it spins a tale of woe. It tries to split up the group, persuading one character to remain while the others deal with the wizard. If they leave anyone alone with Idalla, elle tente de le neutraliser et de prendre sa place. The doppelganger is an adept liar and mixes in just enough of the truth to be convincing; see the “Idalla’s Story” sidebar. Elle va tenter de séduire quelqu’un pour le neutraliser en couchant avec == Idalla’s Story == Idalla takes delight in misleading the characters. * The wizard lives below this area. He wants to use Idalla for a study on prolonging life. (False.) * The wizard told Idalla a bit of the history of Noldrunkar and the fate of Duredin, which she can pass on. (The information is true, but the doppelganger learned history from reading the books here, not from the wizard.) * A dead dwarf haunts the halls, reduced to a mad, gibbering spirit. (True; this is the ghost of Arundil.) * Un jeune dragon lairs below the Foundry avec un énorme trésor. (False sauf pour le trésor) 49a (Bedchamber). The adjoining room was the sleeping quarters of the dwarf scholar. It is moldy and very stuffy. Anyone who looks around the room finds a secret compartment in one of the walls with a successful DC 15 Wisdom (Perception) check. Treasure. The dwarf scholar amassed a small amount of treasure, which he kept in the secret compartment: 110 gp and a cat’s-eye gem worth 70 gp. In the library, in addition to an extensive collection of dwarven lore, the characters can find four spell scrolls (of alarm, disguise self, enlarge/reduce, and shield). The shelves might also include more scrolls, useful information tying in to future adventures, items of value to a collector, or other interesting lore, as you see fit. ===== The Brine Pool ===== Trouver un map ou modifier la map pour plus Illithide et plus profond dans le Khyber The darkest and most remote corner of the Glitterhame’s cavern system, the Brine Pool is a large, winding cavern filled with water that drains from the Dark Mere through a submerged siphon. From the lake, the subterranean river flows west through the Sinkhole, across the bottom of the chasm in area 3 of the Mountain Door, and onward for about 5 miles until it emerges at the surface. The dwarves of Noldrunkar never settled these caverns, although Duredin had his followers begin work on an escape route through the depths. The Brine Pool is now the domain of Xetzirbor, an illithid. Here she has built her hoard, having slowly collected most of the remaining loot from Noldrunkar. From the lake, Xetzirbor can swim to the Sinkhole, climb up to the Glitterhame, or fly up to the Foundry through the chasm there. The troglodytes fear and worship the dragon. The duergar have negotiated an uneasy truce with Xetzirbor, paying her a modest tribute to leave them alone. The following locations are identified on map 2.6. Map 2.6: The Brine PoolPlayer Version ### 50. The Cascade The stream in area 38 flows over the edge of the chasm and pours down into a turbulent pool. <blockquote> A thundering spray of water fills this chamber, pooling and flowing out to join a larger river to the north. The air is damp, and the roar of the waterfall is deafening. A broad ledge heads north toward the river and then turns out of sight to the east. The muddy bank of the pool looks disturbed by tracks of some kind. </blockquote> A character who makes a successful DC 10 Wisdom (Survival) check identifies the tracks as those of a Large reptilian creature with four feet and a long tail. The tracks lead away from the hard stone of the ledge to the north (where they can’t be seen) and into the water. ==== 51. Dwarven Bridges ==== Duredin’s followers built two stone bridges when they started work on the escape route through this level. The chain ladder that drops from the north ledge of area 38 ends just above the ground in the area south of the western bridge. If the characters reached this area by using the chain ladder or otherwise descending through the chasm, read or paraphrase the following text. Adjust the information as needed if they arrive here by a different route. <blockquote> A fast-moving underground river roars from east to west under a stone bridge. The bottom of the chain ladder is near the south bank of the river. On the north side of the bridge, a ledge continues to the east. </blockquote> If the characters go north and cross the bridge, read: <blockquote> After a short distance, the ledge leading east bends to the south, and a second bridge surmounts the river. </blockquote> The western bridge is safe, but the bridge to the east is not. It has settled considerably, some of its stone blocks leaning precariously. Also, the stone has a curiously pitted appearance (which was caused by Xetzirbor’s acid breath). A character who succeeds on a DC 10 Intelligence (Investigation) check can determine that the stone was affected by acid, although the source of the acid isn’t apparent. Hazard. The weakened bridge can’t take much weight before it collapses. If more than one Small or larger creature is on the bridge at one time, or if a character in heavy armor steps onto it, the arch fails. Any creature on the span must succeed on a DC 10 Dexterity saving throw to catch itself on the ledge. On a failed save, a creature falls, takes 7 (2d6) bludgeoning damage from falling timbers and stones, and is caught in the river’s current (see “Fast-Flowing Water” above). ==== 52. Xetzirbor’s Lair ==== When the characters first approach the southeastern shore of the lake, Xetzirbor is dozing on her hoard on the island (area 53). The dragon is immediately alerted to their presence if the characters make noise, carry light sources, or trigger the collapse of the bridge. Otherwise, the characters don’t draw the dragon’s attention unless they move all the way to the ledge directly south of area 53. <blockquote> The dilapidated bridge leads to another ledge that winds southeast alongside a very large lake, apparently the source of the underground river. The cavern is quite large; the lake’s far shore is lost in shadow, and the echoes of water seem to indicate a very sizable cave. Le pont délabré mène à une autre corniche qui serpente vers le sud-est le long d'un très grand lac, apparemment la source de la rivière souterraine. La caverne est assez vaste ; la rive opposée du lac est plongée dans l'ombre, et les échos de l'eau semblent indiquer une grotte de très grande taille. </blockquote> Creatures. When Xetzirbor becomes aware of intruders, the illithid slips into the water, quietly swimming to a point near the three stepping stones shown on the map. Any character watching the lake can make a Wisdom (Perception) check contested by the dragon’s Dexterity (Stealth) check. On a successful check, the character catches a glimpse of a serpentine form moving in the darkness. The dragon takes full advantage of her aquatic environment and never offers an easy target to enemies. She begins combat at a range of 20 to 30 feet, raising only her head and part of her neck above the water (granting her three-quarters cover) and breathing acid. Then she submerges and waits for her breath weapon to recharge. Xetzirbor doesn’t resort to melee combat unless she is confronted underwater. If the dragon is reduced to 40 hit points or fewer, she tries to escape through the passage in area 54. Negotiation. Xetzirbor isn’t inclined to parley with the characters unless they surrender, give her all of their treasure, and throw their arms and armor in the lake. If the characters seriously injure her, Xetzirbor might bargain to buy time so she can later move her hoard. Only when she is near death does she abandon her treasure. ==== 53. Xetzirbor’s Hoard ==== When the characters come into view of the island for the first time, read: <blockquote> A short distance offshore sits a small isle thirty or forty feet across. Stalagmites thrust up at the ceiling above, and the dark waters lap quietly at its shores. Several spots on its surface glimmer even in the gloom, suggesting the promise of treasure to be had. À quelques encablures du rivage se trouve un îlot d'une dizaine de mètres de diamètre. Des stalagmites se dressent au plafond, et les eaux sombres caressent doucement ses rives. Quelques points à sa surface scintillent même dans la pénombre, laissant présager la présence d'un trésor. </blockquote> Xetzirbor keeps her treasure on the small island in the lake, and she spends most of her time resting here. If the characters have avoided attracting her attention so far and want to approach the island, they can do so quietly if every character’s Dexterity (Stealth) check meets or exceeds the dragon’s passive Perception score. Treasure. Xetzirbor has accumulated considerable wealth from her plunder of Noldrunkar. Her hoard contains 6,200 sp, 1,430 gp, two garnets worth 20 gp each, a black pearl worth 50 gp, a wand of magic missiles, a +2 greataxe bearing Duredin’s smith-mark, a +1 shield, a potion of healing, and a potion of flying. ==== 54. The Dragon’s Passage ==== Beneath the surface of a small pool is an underwater passage that links the Brine Pool to the Dark Mere on the east side of the Stone Tooth. The submerged passage is about 700 feet long. ===== Aftermath ===== The characters have overcome Noldrunkar’s dangerous inhabitants and looted the dragon’s lair. What next? === Track the Broken Blade === If the characters were sent to retrieve weapons for Baron Althon, they can bring him the +1 longsword from area 22, the +2 greataxe in area 53, the handaxe from area 14, and the warhammer from area 23. All bear Duredin’s smith-mark; Baron Althon pays 500 gp above the market price for each mundane weapon, 1,000 gp for the +1 longsword, and 6,000 gp for the +2 greataxe, if the characters are willing to sell. === Vanquish the Orc Raiders === The characters can return to Blasingdell at any time to collect the bounty for orcs they kill or capture. If the characters eliminate all the orcs in the stronghold, the mayor honors them with a celebration attended by the eminent citizens of the town. The characters have established valuable contacts who can aid them in their later endeavors. ==== Further Adventures ==== You can build an entire campaign around the duergar that occupy the Foundry. Perhaps they came here from a hidden city in even deeper caverns beneath the Sinkhole and the Brine Pool. Your answers to the following questions form the basis for further adventures: * How did the duergar get into the complex? * What is the mysterious project they are working on? * Did Duredin know of the duergar’s existence? * Do the duergar have some of Duredin’s items? If so, are they guarding them or using them? You can also use this adventure to sow the seeds of the characters’ next activity. Perhaps the party encounters a legend of a magical treasure from Noldrunkar’s fall, buried in the tomb of an evil knight. Maybe El Gros Liath’s ogre clan is terrorizing a nearby area, or an orc war chief wields a legendary weapon that was crafted by Duredin. Whatever form they take, the repercussions of the characters’ descent into Noldrunkar have the potential to affect their lives for years to come. —- ====== Appendix A: Magic Items ====== The magic items that are introduced in this book are detailed here in alphabetical order. The adventure in which an item appears is given at the end of its description. * Amulet of Protection from Turning * Balance of Harmony * Bracelet of Rock Magic * Eagle Whistle * Hell Hound Cloak * Loadstone * Mirror of the Past * Night Caller * Potion of Mind Control * Robe of Summer * Shatterspike * Spear of Backbiting * Stone of Ill Luck * Wand of Entangle * Waythe —- ====== Appendix B: Creatures ====== This appendix details creatures and nonplayer characters that are mentioned in this book and that don’t appear in the Monster Manual. That book’s introduction explains how to interpret a stat block. Some of these creatures are available in Volo’s Guide to Monsters but are reproduced here for your convenience. The creatures are presented in alphabetical order. * Animated Table CR2 * Barghest * Centaur Mummy * Champion * Choker * Conjurer * Deathlock Wight * Dread Warrior * Duergar Spy * Enchanter * Evoker * Giant Crayfish * Giant Ice toad * Giant Lightning eel * Giant Skeleton * Giant Subterranean lizard * Greater Zombie * Illusionist * Kalka-Kylla * Kelpie * Leucrotta * Malformed Kraken * Martial Arts Adept * Nereid * Necromancer * Ooze master * Sea Lion * Sharwyn Hucrele * Sir Braford * Siren * Tarul var * Tecuziztecatl * Thayan Apprentice * Thayan Warrior * Thorn Slinger * Transmuter * Vampiric Mist * White Maw * Yusdrayl 16. High Cavern I am going to introduce the Duergar here. There is 1x Duergar (MM P. 122) acting as a scout. His 2 friends are trying to break into the Dwarven Tombs in Area 23 to get the treasure contained within. If he sees anyone, he starts to run to Area 23. 17. Troglodyte Cavern Another straight combat encounter as per the book. Instead the Troglodytes will tell the players it's their home and to leave. If the players argue, they will attack. If the players offer help, they tell them to speak to their Chief, Kaargha, in Area 19. 18. Troglodyte Warren The players may pass through freely if they mention Chief Kaargha. Otherwise, the Troglodyte act defensively/attack if threatened. They will point to the cave to the North to guide the players. 19. Chieftain's Cave As written, Kaargha won't negotiate with anyone for any reason. I'm pretty sure my players will be fed up of smashing things by now. None of the other Troglodytes will talk and this guy is the tribe leader, so he should be willing to at least hear them out. He can provide the following details: The Troglodyte tribe are defending their caverns from the Greenskins (Orcs) upstairs, and the Greyskins (Duergar) to the East. Any they capture are sacrificed to The Stone God in The Sinkhole. I felt the lack of foreshadowing or warning on the Roper was not cool - it's potentially a party killer, so I wanted to hint at its existence They are struggling to find enough food - the Greyskins are taking a lot of fish and plants Additionally, there is a dangerous stone creature in the caves make crossing it difficult. It's killed many Duergar, but leaves his tribe alone. This is a Xorn, but because the Troglodytes do not carry any metal it leaves them alone (see Area 24 for this change) If the players tell him they dealt with the Orcs, they have his thanks and he will let the players rest here If the players tell him they took care of the Duergar and/or the creature in Area 24, he offers the Ruby from his treasure hoard as a reward. He keeps the chest hidden Next up - Roper territory! The Sinkhole The Roper aside, this is a pretty good place for players to rest. They can catch some fish/food in the waterfall pool, and the empty store room at Area 31 allows a Long Rest uninterrupted. There are no monsters patrolling down here, so they are fairly safe. 30. Old Storeroom I have two issues with this room - first, a single Grey Ooze being down here doesn't make a lot of sense. Second, it's a waste of time and totally empty! Let's fix both of these. Instead of 1x Grey Ooze, 5x Giant Bats (MM P.323) nest here. They are sleeping and players can sneak past vs their passive perception of 11. I also modified the crates - the supplies are rotted, but all the crates are branded with Duredin's Clan mark - it's clear this was their supply room at one point. A few items have survived the ages: 1x Potion of Healing An ancient Dwarven text that details the forging of the Warhammer Whelm. Duredin forged Whelm, then it was imbued with magic by Moradin at the Forge. The hammer was passed down through the clan, then ultimately lost to the ages. It's currently in White Plume Mountain 33. Roper's Cavern Here we go, the biggest issue I had with this place. It comes out of nowhere and could wipe the party, but hopefully by now they've been warned enough to notice it. If attacked, I'm going to use Fiddlesticks suggestion and have it try to grapple as many people as it can into the water until they get 1 level of exhaustion. It's then going to let them go, plus the speed of the water evens out the Disadvantage on the escape check from the Roper's grapple. Even though it could hold them there until they drown, that's a bit of a dick move. With that out of the way, only two more to go! Between the nasty curses and nasty orcses, we've got several reasons for average folks to avoid anything to do with Clan Noldrun. To the best of my knowledge, this mingled reverence and aversion extends even to the point of a ceremonially vacant seat on the Iron Council, in honor of Noldrun, which none of the other Clans disturb. The political backdrop is, however, a bit wider than strictly the Iron Council. because the Mror Holds were once part of Karrnath. Many Karrns are stung by the remembrance of losing the Holds. In my conception, none is more stung than King Kaius himself, and he greatly desires their return to Karrnath. He sees the vacant seat on the Iron Council as an opportunity to accomplish that, and (through lesser magistrates) has tasked the party with recovering artifacts and heirlooms from Lord Duredin Noldrun, aka Duredin the Black. Using these as political leverage, Kaius plans to fill Noldrun's vacant seat on the Council with a Karrnathi Dwarf, whose first loyalty is to the Crown. The Brine Pool area instead becomes a Brine Pool, perhaps lapsed into dormancy before the Dwarves arrived. However, just as in the movie Alien, their arrival triggered a wakeup mechanism. Duredin himself, stooping down for a drink, was subjected to ceremorphosis! This gives us ties to both the Duergar and the Troglodytes. In the case of the former, it is well known in D&D lore that they were slaves to the Mind Flayers in ages past. It's no great leap to suggest that a) not all Duergar escaped their enslavement, or b) Illithids have subjected Dwarves to slavery many times over, and sometimes independently. These particular Duergar, then, are no strangers to the Forge (as written), but rather its true inhabitants. Besides the pyschic domination, they feel a lingering sense of duty towards this creature which was once their Lord. This injects that moral “touch of gray” Eberron is so known for. The Troglodytes, too, mesh well with this shift. Monster Manual p. 221 specifically lists Trogs among the Mind Flayers' common minions. I see them as having a more cultic devotion to it. A faceless voice that comes to them in dreams, occasionally beckoning one of their tribe to descend and “commune with the Whisperer.” Ogres are also mentioned, so there's even room to claim that Great Liath is also being manipulated. This I would reveal through small bits of dialogue, odd phrases repeated by different creatures. The change to a Mind Flayer gives the dungeon a clearer through-line for the adventurers than what is originally presented. In this way, the players begin receiving background information well before encountering the doppelganger and the Ghost, and it can be broken up piecemeal, instead of one big lore dump. Finally, it holds the potential for surface politics to get very sticky. Perhaps Kaius succeeds, and the Iron Council is forced to recognize a seat held by an unabashedly pro-Karrnathi Dwarf. On the extreme other end, the party fails, the Mind Flayer learns of the situation, and ascends to the surface, claiming (or reclaiming?) Noldrun's seat for itself. Intellect Devorer CR 2 Duergar CR 1 Duergar spy CR 2 Dolgaunt CR 3 Dolgrim CR 1/2 Derro CR 1/4 Derro Apprentice CR 1 Derro Savant CR 3 Skeleton 1/4 Wight 3 Ogre 2 * Animated Table CR2