La Citadelle Englouti
NPC :
- Belak le Banni, druide enfant de l'hiver, perverti par l'arbre
- Alian Garvel de Canrad
- Expédition Saputo : Talgen, Sharwyn Saputo, Gino Saputo et Karakas
- Durnn, boss Hobgobelin Daask
- Meepo, serviteur trouillard Kobold (rejet)
- Grenl, shaman gobelin au ambition infinie
Se situe dans l'ancienne ville gobeline sous Sharn. Passage secret y menant. Animaux de Bryen sur la slush?
Daask : Opérations de la branche gobelines de Daask. Kit de cuir noir et rouge style biker. Vicieux, utilise toujours leurs capacités à se pousser / cacher. Égoïstes, vont favoriser leur peau à celle de leur confrère. Raciste envers les gobelins des villes “Lécheux d'humain” “Traître” mais en même temps
Choosing a Side – The likely outcome The Kobolds are not actively hostile when first encountered, so it is likely that the party will form a tentative truce with them, and accept the quest to recover the dragon. The goblins are actively hostile and spiteful, so the party allying with them is much less likely, though not impossible. It is also likely that the party will end up killing the dragon, and thus have to return to the kobolds empty handed, or blame the goblins for its death. If the party is on good terms with the kobolds and have cleared most of the goblin defences, they may be able to persuade them to launch an assault on Area 40 whilst the party faces Durnn in Area 41. If this occurs, the kobolds slaughter every single goblin, but lose many of their number in the process. Consider allowing the party to roll dice to see how the kobold vs goblin battle goes whilst they fight Durnn. The party receives XP for goblins killed in this way, but not for kobolds (this XP is technically a reward for the diplomacy required to coordinate the attack). Running the Goblins
When running the goblins in combat, they should use their Nimble Escape trait at every possible opportunity to avoid taking damage, even if it puts another goblin in more danger.
• The goblins consider the Citadelle Englouti to be theirs, and the kobolds are evil invaders that need to be driven out!
Goblin Reinforcements If the goblins in Area 32, 33 or 36b are killed but the party retreats, after 1d6 hours the goblins move reinforcements to those locations, and they are on high alert for the rest of the adventure. Area 32 is reinforced by all four goblins from Area 40. Area 33 is reinforced by goblins from Area 36c (adjacent to Area 40). Area 36b is reinforced by goblins from Area 36a.
If these goblins are killed, the remaining forces may be spread more thinly, and some of the Hobgoblins from Area 41 may come to assist in holding the line.
Now known as the Citadelle Englouti, its echoing, broken halls house malign creatures. Evil has taken root at the citadel’s core, which is deep within a subterranean garden of blighted foliage. Here a terrible tree and its dark shepherd plot in darkness.
The tree, called the Gulthias Tree, is shepherded by a twisted druid, Belak le Banni, le penguin?, poison IVY?. He was drawn to the buried citadel twelve years ago, following stories of oddly enchanted fruit to their source. The druid found an old fortress dans les tréfonds de Sharn. Il y a cultiver un jardin afin de mieux pouvoir empoisonner la population de Sharn
Des pommes vertes fluo poussent et sont transformer en slush. The seeds of either fruit, if allowed to sprout, grow into small plant monsters known as twig blights.
Adventure Synopsis
Ce passe dans la Porte du Khyber avec un passage vers les profondeurs
Level 1 pour 4 1er level, advance a 2 et finisse a 3 (avant la finale)
- 1. Portes du Khyber.
- 2. Kobold Den. The characters’ foray into the citadel begins with an incursion into the most accessible areas of the fortress, where a tribe of kobolds has taken up residence. The characters can avoid strife with the kobolds by agreeing to retrieve a lost pet for the kobold leader, and they might be able to persuade the kobolds to join their side.
- 3. Goblin Lair. The goblins that live deeper inside the citadel consider themselves the owners of the place. They defend themselves aggressively against intrusion, making it difficult to avoid combat with them.
- 4. Hidden Grove. Eventually, the characters discover the lower level of the citadel and the Twilight Grove that lies within. There, they learn the truth about the enchanted fruit, and they must confront Belak le Banni and the Gulthias Tree.
Adventure Hooks
PC engagé comme mercenaire par un Saputo et/ou La Sureté (Sergeant Bob, travaille pour les Saputos) pour enquêter et arrêter la distribution d'une nouvelle drogue : la Slush.
Engagé par Sergeant Bob sans-cheveux, Enquêteur demi-orc de la Sureté dans la poche des Saputos, stationné
Vito Saputo / Sofia Saputo owns a pearl necklace worth 150 gp that is sufficient for the Identify spell that the party can borrow if they are on good terms. She will buy treasure up to 500 gp.
Porte du Khyber
Quartier par ou passer pour la Citadelle : Porte du Khyber
Rumeurs sur la citadelle englouti
Player characters can discover the following additional information while spending time in the local tavern, or through asking the right questions of the locals.
- Légende : Ancienne citadelle gobeline convertie en temple d'un culte du dragon
- The missing Saputo include a fighter half-orc (Talgen), a wizard hobbit (Sharwyn Saputo), a rogue scout leader hobbit (Gino Saputo), and a human ranger (Karakas). Gino Saputo est le leader, and he had a magic sword called Shazam.
- Garon, the barkeep of the Ol’ Boar Inn, remembers the last time anyone, aside from Talgen and Sharwyn, asked questions about the Citadelle Englouti. About thirteen years ago, a grim human named Belak stopped by, and he had a very large pet frog.
Citadelle Englouti Overview
Daask méprisent et sous estime les kobolds, qui en même temps ne sont agressif sans être efficace dans leurs attaques. Belak travaille pour Daask, et Belak utilise ceux-ci pour son rêve de détruire la civilisation de l'intérieur.
But now, with the Old Road having fallen out of use, the goblins rarely pay much attention to this entrance anymore. Also, a tribe of kobolds has recently moved in to challenge the goblins’ ownership of the fortress. Both groups are skirmishing as they vie for control, and they’re not overly concerned about the possibility of intruders. Thus, the cleft offers the characters a good opportunity to gain entry to the dungeon without attracting attention. (The missing party that came here before did much the same; the rope left tied to the pillar near the ravine is theirs.)
Though the kobolds (areas 13–24) and the goblins (areas 31–41) claim the Citadelle Englouti as their property, they’ve never visited all its chambers. They avoid entering the most secluded parts of the grove level. In the past, they feared that the hidden grove was haunted. With the arrival of Belak le Banni twelve years ago, that belief is vindicated. He orders the goblins to distribute the midsummer fruit each year, and the goblins obey him out of fear.
Monsters on Alert. The kobolds and the goblins respond similarly if attacked. Intruders who fall back to take a long rest before dealing with the leaders of an attacked community allow the creatures time to make preparations. Alerted monsters reinforce cleared rooms with forces previously stationed in other rooms. For example, three kobolds from one area 16 could be stationed in area 15 with orders to set an ambush for returning invaders. Or, four goblins from one area 36 could be redeployed to area 32 to guard against another intrusion. Keep track of such changes, so that the characters don’t encounter the same kobolds or goblins twice. Random Treasure. Each regular kobold and goblin is likely to have 2d10 sp, perhaps in the form of various coins and crude jewelry.
The Citadel
Investigating
The pillars are worn and broken, and graffiti in the Dwarvish alphabet covers most of them. Characters who know Goblin (after translating the letters from Dwarvish) recognize the inscriptions as warnings and threats against potential trespassers.
Descending
The rope tied to one of the leaning pillars hangs down into the darkness of the ravine. Judging by its good condition, the rope couldn’t have been tied there any longer than two or three weeks ago. From the edge of the ravine, older and weathered handholds and footholds can be seen carved into the cliff face. These are goblin-carved.
Adventurers can easily climb down the knotted rope, using the wall to brace themselves. Using the carved indentations is slower but only slightly harder. The descent is 50 feet to the ledge (area 1).
General Features
Doors. The doors are wooden or stone. Light. Beyond area 2, many rooms in the underground dungeon are lightless. Descriptions assume that the characters have a suitable light source and are able to see their surroundings. Ventilation. All keyed areas contain an adequate air supply. The air is renewed from countless cracks leading to the upper open cavern and the surface. These cracks are too small for any but creatures such as giant rats to navigate.
Fortress Level Locations
1. Ledge
Une corniche sablonneuse surplombe un gouffre souterrain de ténèbres à l'ouest. La corniche est large mais accidentée. Sable, débris rocheux et ossements de petits animaux la recouvrent. Un escalier grossièrement taillé serpente le long de la corniche, descendant dans l'obscurité.
The far wall of the chasm is 250 feet to the west, and the bottom of the subterranean vault is 80 feet below where the characters stand.
Creatures
Drawn by the occasional animal that accidentally falls into the ravine, three giant rats lurk in the rubble. They try to hide if they become aware of the characters, and they ambush the first character who arrives on the ledge without being quiet about it.
Investigating
A successful DC 10 Wisdom (Survival) check reveals humanoid footprints, as well as rat tracks of unusually large size. The footprints lead down the stairs.
2. Switchback Stairs
The 5-foot-wide stairs that descend from area 1 are roughly carved. They aren’t dangerous to traverse, however, except that combat while on the narrow path can be risky. Three small landings lie along the route, the first at 60 feet above the floor in area 3, the second at 40 feet, and the third at 20 feet.
The characters might be able to see area 3 as they descend.
Une forteresse émerge de l'obscurité. La citadelle souterraine, bien qu'impressionnante, semble oubliée depuis longtemps. Tout est calme, malgré le souffle d'une brise froide, apportant avec elle une odeur de poussière et une légère trace de pourriture.
3. Crumbled Courtyard
L'escalier étroit débouche sur une petite cour, apparemment au sommet de ce qui était autrefois un rempart crénelé. Le rempart et des débris forme un sol s'étendant au nord et au sud, constitué d'une couche de maçonnerie effondrée et dangereuse, atteignant une profondeur inconnue. À l'ouest se dresse la structure survivante de ce qui doit être l'ancienne Citadelle.
The stone courtyard, surrounded by crumbled masonry, contains a trap and a wooden door.
Masonry Debris
An expanse of crumbled masonry surrounds the entire citadel. Those attempting to cross it immediately note its unsteadiness. The rubble is difficult terrain. Anyone who moves across the debris must make a DC 10 Dexterity (Acrobatics) check for each 10 feet traversed. On a failed check, the character is unable to move. If the check fails by 5 or more, a slab of masonry below the character shifts, dumping the character into a debris-lined cavity. Climbing back out requires a successful DC 10 Strength (Athletics) check; on a failed check, the victim drops back into the cavity.
Creatures
Each time a creature falls into a cavity, the noise is 10 percent likely to draw 1d4 giant rats from the dozens that infest the rubble field. Attracted rats move carefully and stealthily through the rubble to attack.
Hidden Pit
The map shows the location of a concealed trapdoor that covers a 10-foot-square, 10-foot-deep pit. A 2-foot-wide catwalk on the west edge allows access to the door that leads to area 4. It takes a successful DC 15 Wisdom (Perception) check to note the trapdoor’s unmortared edge. Then, a successful DC 10 Intelligence (Investigation) check lets a character deduce the location of the catwalk and how the pit operates.
If a creature steps on the trapdoor, the lid flips open, dumping the creature into the pit. With a successful DC 15 Dexterity check, a creature can use thieves’ tools to jam the lid shut. A mechanism resets the trap 1 minute after the door opens, pushing it back into the closed position. The mechanism is in the pit wall under the catwalk. A creature can jam it in the open position with a successful DC 15 Dexterity check using thieves’ tools. If this check succeeds by 5 or more, the mechanism can be permanently disabled if desired.
Creature
The pit contains two goblin (ou kobold) skeletons, one goblin (ou kobold) that has been dead for about a day, and one live giant rat. The rat, which slipped into the pit to feed on the fresh goblin (ou kobold) but was caught when the trap reset, attacks creatures inside the pit or climbs out to attack those nearby.
Treasure
The goblin corpse has a scimitar and a shield, as well as 23 sp and 4 gp in a belt pouch.
4. Tower Shell
Cette zone circulaire est pavée de granit fissuré, sur lequel gisent les corps de quatre gobelins (ou kobold), apparemment tués au combat. L'un d'eux se tient dos au mur ouest, la lance qui l'a tué le transperçant encore et le maintenant debout. Trois portes en bois mènent à cet endroit. Une tour creuse en maçonnerie instable s'élève à 30 pieds de hauteur, mais les étages et les escaliers intermédiaires ont disparu, à l'exception de quelques rebords effondrés.
Bodies
Investigation reveals that the four goblins (ou kobolds) have been dead for quite a while, and rats have gnawed at them. The bodies have been looted. If someone removes the spear pinning the goblin to the wall, the body slumps to reveal Draconic runes on the wall behind it. Those who know the Draconic language can read the runes as “Ashardalon.”
Secret Door
A trapped secret door leads to area 5. Finding the door requires a successful DC 20 Wisdom (Perception) check. The door opens by way of a masonry block that also serves as a lever, which can be pushed in on the left side or pulled out from the right.
Needle Trap
If the lever is pulled out, that movement sets off a needle trap. The needle extends 3 inches out of the opening, dealing 1 piercing damage to whoever pulled the lever. Someone who carefully and slowly pulls the lever open can easily see the needle before it strikes. Disabling the needle requires thieves’ tools and a successful DC 15 Dexterity check. If the check fails by 5 or more, the trap goes off, stabbing the character unless the character succeeds on a DC 15 Dexterity saving throw.
5. Secret Pocket
Cette mini chambre est froide et humide. Les squelettes de trois archers gobelins morts depuis longtemps s'affaissent contre les meurtrières remplies de décombres le long des murs est et sud.
The skeletons date back to the time before the citadel plunged into the earth. That calamity killed all three archers, at the same time instilling in them the curse of undeath. If anyone enters this chamber, the three skeletons animate, pinpoints of red fire sparkling in their eye sockets as they rise.
Treasure
Each skeleton has twenty arrows, 2d10 sp, 1d10 gp, and one +1 arrow in a special socket on the quiver. Because the skeletons are mindless, they don’t use the magical arrows.
6. Old Approach
Les murs de cette salle de 20 pieds de large sont en mauvais état. L'extrémité s'est effondrée, comblant la partie sud de gravats. Le mur ouest est en bien meilleur état que les autres et abrite une porte en pierre sur laquelle est sculpté un dragon. La porte est dotée d'une unique serrure entouré d'un motif tourbillonnant de métal coloré rouge, bleu, noir et vert, située dans la gueule ouverte du dragon.
Understanding the significance of the colours requires a successful DC 15 Intelligence (History) check (Dragonborn and Kobold characters automatically succeed on this check). If the players have seen the key in Yusdrayl’s throne but don’t make the connection, prompt them.
Dragon Door
The door that is carved to look like a dragon has a mechanical lock as well as an arcane lock spell cast on it. The Strength (Athletics) check to defeat the arcane lock is DC 30, and the Dexterity check to bypass the magical lock using thieves’ tools is DC 25. Casting a knock spell on the door suppresses the magical lock for 10 minutes, lowering the DCs by 10 during that time. The mechanical lock remains intact if the magical lock is bypassed, requiring another knock spell or the use of the key. The key, which bypasses the magical lock as well as the mechanical one, is in area 21.
Creature
One giant rat hides in the rubble. The rat attacks anyone who moves to within 5 feet of the edge of the rubble or anyone left alone in this area.
7. Gallery of Forlorn Notes
Lorsque la porte s'ouvre, un sifflement et un nuage de poussière autour de la porte indiquent que la chambre située au-delà est scellée depuis des siècles. La poussière, longtemps restée intacte, recouvre toute la surface de cette vaste galerie. L'air y est vicié.
Trois alcôves se trouvent sur le mur nord et une sur le mur sud. Chaque alcôve abrite un piédestal de pierre recouvert de poussière sur lequel repose un globe cristallin de la taille d'un poing. Les globes des alcôves nord sont fissurés et sombres, mais celui de l'alcôve sud brille d'une douce lumière bleutée. De faibles notes tintantes s'en échappent.
If a character moves within 5 feet of the lit globe, brooding music begins to play throughout the area, and the sound carries into areas 6, 8, and 9 if the doors to those areas are open. Any creature that can hear the music must make a DC 15 Wisdom saving throw. On a successful save, a creature is immune to the music of the globe for 24 hours. On a failed save, a creature becomes charmed and, while charmed in this way, can take only the Dash action and move toward area 3.
The effect on a creature ends once that creature reaches the floor beyond the pit trap in area 3. If an affected creature is prevented from moving to area 3, the creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save. The effect ends on its own 1 minute after the creature can no longer hear the music. A creature can escape the music by being on the other side of a closed door that leads to the gallery, or by vacating the area (including adjacent rooms) where the music is audible.
The globe has AC 10 and 10 hit points. If it is attacked or handled, the music becomes louder, audible in areas 4 and 10 if the doors to those areas are open. The DC of the Wisdom saving throw then increases to 20. If the globe is reduced to 0 hit points or taken from the room, it cracks and goes dark and silent. It no longer functions.
8. Pressure Plate
L'air est vicié dans ce couloir de 20 pieds de long, qui mène à une autre porte en pierre fermée.
Arrow Trap
Each time any weight is placed on any part of the center 10-foot-square section of the corridor, a mechanical pressure plate is activated, triggering a trap. An arrow fires from above the western door at the creature who triggered the trap: +5 to hit, 5 (1d10) piercing damage.
With a successful DC 15 Intelligence (Investigation) check, a character can deduce the presence of the pressure plate from variations in the mortar and stone around it, compared to the surrounding floor. Wedging an iron spike or some other similarly sized and sturdy object under the pressure plate prevents it from activating.
9. Dragon Riddle
La poussière emplit cette salle telle une couche de neige grise. À l'extrémité nord arrondie de la pièce se dresse une sculpture de 10 pieds de haut représentant un dragon enroulé, taillée dans du marbre blanc veiné de rouge.
Dragon Sculpture
If a creature moves within 5 feet of the dragon statue, a magic mouth spell causes the dragon to utter a riddle in Common (to viewers, it seems as though the stone jaws are actually moving). The dragon’s riddle is as follows:
(read in a hissing whisper):
« Devinette, devinette, Ree, réponds-moi à ces trois questions.» « Nous venons avec la nuit sans y être apportés, nous disparaissons le jour sans être volés. Que sommes-nous ?» Réponse : Les étoiles « Il hurle et arrache les pousses vertes, il siffle et la pluie tombe, mais on ne voit jamais sa bouche. Qu'est-ce ?» Réponse : Le vent « Je vole, mais je n'ai pas d'ailes, je pleure, mais je n'ai pas d'yeux. J'étouffe le premier et je fuis le second. Que suis-je ?» Réponse : Les nuages
Secret Door
A secret door in the western wall leads to area 10. Finding the door requires a successful DC 20 Wisdom (Perception) check. Under the scrutiny of detect magic, the door radiates a faint aura of abjuration magic. The door comes open, pivoting into the room, only if someone speaks the answer to the riddle.
Once the door is opened, it closes on its own 1 minute later, although any obstruction placed in the doorway prevents it from doing so. The door can be opened from the western side with a simple push.
10. Honor Guard
La poussière enveloppe le contenu de cette salle de 20 pieds de large. Six alcôves bordent les murs, trois au nord et trois au sud. Chaque alcôve, à l'exception de celle du sud-ouest, abrite une figure humanoïde sculptée dans du marbre blanc veiné de rouge. Ces figures ressemblent à de grands hobgobelins en armure de plaques. Une arche de pierre à l'extrémité ouest de la salle ouvre sur une vaste pièce d'où jaillit une lumière verdâtre. Une fosse sombre se trouve devant l'arche.
Southwest Alcove
A successful DC 10 Wisdom (Perception) check reveals that the dust in the room is disturbed by tracks that start in the southwest alcove, though the tracks are filled in enough that the disturbance must have occurred dozens of years ago. A successful DC 10 Wisdom (Survival) check enables a character to determine that the tracks were made by tiny humanoid feet with claw-like nails. They begin in the center of the alcove, move west toward the pit, and then disappear into the pit. A character who enters the pit to follow the tracks must make another successful DC 10 Wisdom (Survival) check to pick up the trail again.
Spiked Pit
The pit is 10 feet deep, and its bottom is filled with spikes that deal 11 (2d10) piercing damage to a creature that falls in, as well as falling damage. The walls of the pit are rough, and they offer handholds to climbers. Area 12 begins on its far side.
Creature
A quasit named Jot was bound in the southwestern alcove an age ago to guard the contents of the sarcophagus in area 12. It was in suspended animation until a few decades ago, and it now waits on the other side of the arch just out of sight in area 12. Jot is alerted by any light source the characters have, so it can prepare for them. (If the characters have no light source and are stealthy, Jot might not become aware of them.) The quasit darts out of its hiding place and attacks the first creature that climbs out of the pit on the western side.
Jot jumps out just as the first character gets across the pit and uses its Scare. If the character fails its save by 5 or more, it leaps backwards in terror, falling into the pit.
Development
Jot doesn’t fight to the death. If it takes any damage, or if more than one character attacks it, Jot laughs and says, “You broke the binding. My watch over the dragonpriest is over!” It uses its next action to become invisible. It then turns into a bat and flies along the 10-foot-high ceiling across the pit.
If Jot escapes, the characters might see it again. It knows that death on the Material Plane means a return to the Abyss, so it prefers to harass the characters while they are otherwise engaged, laughing and mocking as it does so.
Secret Door
Finding the door on the southern wall requires a successful DC 20 Wisdom (Perception) check. The door opens with a simple push inward.
11. Secret Room
La poussière recouvre le contenu de cette minuscule chambre, obscurcissant les runes inscrites sur le mur sud.
Inscription
If the southern wall is cleared of dust, the runes are revealed to be a message in Draconic. Someone who can read the language understands it as “Un prêtre dragon enterré vivant pour ses transgressions de la Loi conserve toujours l'honneur de sa position.”
Secret Door
A secret trapdoor in the floor requires a successful DC 20 Wisdom (Perception) check to find. The door opens by pulling it upward. It leads to a 3-foot-by-3-foot crawl space that connects to a similar trapdoor in area 12.
12. Tomb of a Failed Dragonpriest
Des carreaux de marbre violet recouvrent le sol et les murs, bien que tous soient fissurés ou cassés, révélant des pierres grossièrement taillées en dessous. Des appliques murales sont fixées aux murs à chaque angle. L'une d'elles porte une torche brûlant d'un feu verdâtre. Un sarcophage en marbre, long d'environ 9 pieds, repose au centre de la pièce. Le cercueil est sculpté d'images de dragons, et sa tête ressemble à une tête de dragon. Des fermoirs en fer rouillé ferment solidement le couvercle.
Torch
The greenish fire is a continual flame spell.
Sarcophagus
Six rusted iron latches hold down the sarcophagus lid. Opening a single latch requires a successful DC 15 Strength check. If the six latches are opened, the lid can be removed with a successful DC 15 Strength check or by the effort of any combination of characters whose combined Strength is 30 or higher.
Inside, a dragonpriest lies imprisoned, kept alive by virtue of a sequester spell that is dispelled with a flash of green light when the sarcophagus is opened. If the characters look inside, read:
Dans le cercueil se trouve un troll ! Il est vêtu de parures pourris, mais ses bijoux et ses bagues ornés de minuscules dragons d'argent scintillent encore. Son corps est ratatiné et allongé, et sa chair est d'un vert caoutchouteux et putride. Ses cheveux noirs sont longs, épais et filandreux. Ses yeux noirs perçants s'ouvrent brusquement et il grogne.
This dragonpriest delved into magic that the dragon cult deemed profane—he permanently transformed himself from a goblin into a troll. For this crime, the cult entombed him alive, though the honor of his station remained. The dragonpriest attacks his rescuers, his mind all but transformed to that of a troll over the ages of his burial. He had a name, but he has forgotten it, although he has not forgotten how to speak Gobelin and Draconic.
Creature
The Dragon Priest has the statistics of full Troll, but is suffering from 4 levels of exhaustion. Be sure to describe its movements as sluggish and fatigued due to being entombed for so long. The Dragon Priest Rants and raves at the party in Draconic, roaring prophecies of doom and destruction e.g. “Flee for the end is nigh”. Every time it completes a long rest, it removes a level of exhaustion. When the Dragon Priest has no more levels of exhaustion it leaves to terrorise the rest of the Citadel, and Oakhurst. Defeating the Dragon priest is worth 450 XP, regardless of when it is defeated. Leaving such a dangerous threat to grow in strength should not be rewarded.
The Dragon Priest’s sarcophagus contains a tatty journal. It talks of predictions of a terrible catastrophe, of a failure to convince others of the danger, then of delvings into profane magics in order to survive the oncoming cataclysm. The writings become less and less coherent, as the author seems to be descending into madness. The final page is little more than a scrawl, a rant on how the author has been betrayed, and will be entombed forever.
If he is defeated in this state, the dragonpriest is worth 450 XP.
Development
The dragonpriest won’t pursue fleeing characters. Instead, he continues to repose in his tomb until hunger finally draws him forth to hunt five days later. By that time, he uses the normal troll statistics, retaining his additional languages.
Treasure
The dragonpriest has an ornate ceremonial dagger (worth 125 gp), two silver rings (15 gp each), and a silver amulet (15 gp). Scattered across the bottom of the sarcophagus are 220 sp, 50 gp, and four spell scrolls: command, cure wounds (2nd level), inflict wounds (2nd level), and guiding bolt (2nd level).
===== Random Encounters =====
In areas 13 and beyond, monsters move through the halls of the Citadelle Englouti. For every 12 hours the characters spend in the dungeon, roll a d20 and refer to the following table if the characters are in an accessible hallway or room at that time.
d20 Encounter 1 1d6 kobolds 2 1d6 giant rats 3 1d4 goblins 4 1d2 hobgoblins 5 1d4 skeletons 6 1d6 twig blights 7–20 No encounter
13. Empty Room
13a. The Workshop (Across 14)
This area is home to all kinds of tools, work benches, a furnace, an anvil, and a working forge. There are levers that light the fire, automatically pump the bellows, and dispense water for cooling. The kobold blacksmith Vigur wears a bandana and an eyepatch bejeweled with a citrine, worth 15 gp. Vigur is a tough kobold, she has 13 hit points 15 (+4 to hit with his hammer, 1d4 + 2 bludgeoning damage) Strength from swinging a smithing hammer all day. (Juste un gros bras musclé, l'autre est petit)
She is cautious of strangers, but not afraid. If the party ask her questions, she gestures towards Area 15, “Find Meepo, he’ll take you to Yusdrayl, our leader. She’ll answer your questions. Meepo probably can’t mess that up.” she finishes with a sneer. If the party is accompanied by Meepo, Vigur will be polite to the party, but kick Meepo out before he “wrecks something else”. If unaccompanied by Meepo, Vigur’s back is turned, and she is hammering a piece of iron on the anvil, unaware of intruders. If Vigur is attacked, she pulls a lever dumping water on the hot coals, creating a cloud of steam that heavily obscures the room, and she uses this as cover to escape and raise the alarm.
Vigur desires more than anything to make something with some “vrai metalsss ‘bobhosh’”. She tells the characters that she will be happy to craft something for them if they bring her some rare metals. She can craft simple weapons and kobold sized armor. She will not make or repair anything for the party without Yusdrayl’s permission, and charges 50% more than list price.
Development. If the generator is destroyed, Vigur leaves after 1d4 days and travels to Oakhurst, attempting to get a job with Rurik Letgehr. If this is unsuccessful, she travels further afield, seeking someone to repair the generator, though her endeavour will probably be unsuccessful.
13b. The Taming Pen (Adjacent to 15)
The door to this room is tightly sealed with melted candlewax, and is marked in reddish paint with a crude circle that has eight lines extending out from its edge. As the door opens, dozens of tiny spiders escape and skitter away. Meepo will object to the door being opened, and chastises anyone who opens the door. The inside of the room is covered in cobwebs and cocoons. Hanging from the ceiling are two domesticated Giant Wolf Spiders and several smaller ones (which give 0 XP). A character that succeeds on a DC 12 Intelligence (Nature) check realises the Giant Wolf Spiders will not attack unless their web is disturbed, in which case they will try to make the disturbance their next meal. A creature observing the Giant Wolf Spiders that succeeds on a DC 12 Wisdom (Perception) check notices they have small leather belts and loops attached to their abdomens constituting a saddle.
Some of the Kobolds have trained the spiders as mounts, after transplanting some eggs from the underdark. They are the Kobolds secret weapon, to be deployed at a crucial moment. Their ability to spiderclimb will allow the Kobolds to avoid Goblin traps and their bite to take prisoners.
13c. Hatchery (Across 18)
An “elite” (7 hit points) kobold guard stands on either side of this doorway, and they are armed with spears and shields, raising their AC to 14 and their damage to 1d6+2. The party will not be allowed in here under any circumstances, and the guards will die defending their post. If the party is especially well mannered or clever they may be able to get a kobold to tell them what is behind the door.
Inside the room are a dozen kobold eggs in a large nest made of soil, and three carefully aligned braziers keep the room warm. One egg has a tiny set of nostrils poking out of it, breathing quietly.
13d. The Mine (Adjacent to 22)
The Kobold miners have nearly exhausted the Underdark access tunnel and can go no further safely, so they expanded here and began digging downwards on Yusdrayl’s urging. The room is dark. There are piles of broken rocks and rubble strewn about the room, and two pickaxes lean against a ramshackle wheelbarrow. A kobold sized tunnel (medium creatures must squeeze) descends 25 feet down through the floor. The three miners, Dav, Gan and Otu, have struck iron and are beginning to fill the wheelbarrow with ore. Chalk markings are all over this room and the tunnel. A successful DC 12 Intelligence (Arcana) check reveals they are divination runes intended to assist in finding ore. Dwarves automatically recognise these runes as crude approximations of the ones used by dwarves, but badly converted to Draconic. There is a Door Trap that functions identically to the one in Area 16, but this buckets is filled with rubble, requires a Dexterity saving throw, and a creature that fails its save takes 1d6 bludgeoning damage. Triggering the trap alerts the miners, who are engrossed in their work. Unless the party stops them or the party is accompanied by Meepo, the miners flee to the hallway to raise the alarm.
Treasure: Each of the three miners wears a necklace with their favourite small semi-precious stone, worth 10 gp. Gan has a leather helmet with a candle stuck on the top. He doesn’t need the light to see, but the melted wax helps with his scale shedding.
Development: If the Kobolds are not kept busy (fighting either goblins, or the party) they break into area 44 on the grove level on the morning before Midsummer’s day (day 4 since the start of the adventure). The kobolds send an expeditionary force consisting of the three miners and Cryxafyl (Yusdrayl’s bodyguard, Area 21) to explore the grove level.
14. Enchanted Water Cache
La porte en pierre sculptée en relief qui scelle cette chambre représente un poisson ressemblant à un dragon en train de nager.
The door is locked but can be opened with thieves’ tools and a successful DC 20 Dexterity check.
If the door is opened, read:
Cette pièce de 10 pieds carrés est taillée dans la pierre. Elle contient une machine en forme de tonneau en fer rouillé, produisant un excès de vapeur qui emplit la pièce. La vapeur s'échappe et procure une sensation d'humidité oppressante à l'ouverture de la porte. Des tuyaux rouillés relient la machine au sol et produisent un son hydraulique rythmé.
If anyone shakes or strikes the keg, the sound of sloshing liquid comes from inside it. The connecting pipes hold the keg in place, preventing it from being detached. The characters can remove a wide metallic bung on the keg’s top with a successful DC 15 Strength check, or someone can easily stave in the side of the keg.
The keg is instead a working steam generator utilizing the two Mephits as a power source. The generator once was used by the dragon cult in an age long past, but since then the exhaust for the generator has collapsed and ventilation is poor. The generator powers a forge in the workshop (area 13c). Manipulating the power source would require time and resources, as well as a thorough understanding of elemental binding magic.
Sabotaging the forge is done as written in the module.
Creatures
If the keg is breached, the ice mephit and the steam mephit confined within it are released. The creatures attack anyone who has disturbed the keg.
Treasure
Within the keg are five tiny sapphires (worth 10 gp each) used to bring about the magic that bound the mephits.
15. Dragon Cell
Meepo – Male Kobold – Pathetic and twisted. Hissy, whining accent. Chiale tout le temps et se plaint
Des symboles et des glyphes grossièrement exécutés, gravés à la teinture vert vif, décorent cette vaste chambre en ruine, de forme irrégulière. Un large pit à feu au centre montre des signes d'utilisations récent. Une cage métallique, au milieu du mur sud, est vide et présente un trou béant. Un petit banc en bois drapé de tissu vert se trouve à côté de la cage, sur lequel reposent plusieurs petits objets. Un sac de couchage repose près du banc, et des gémissements en proviennent.
Until recently, the kobolds confined a white dragon wyrmling in the cage and placed it under heavy guard. Those guards were not strong enough to stand against a sortie by goblins that stole the wyrmling a week ago.
Creature
Meepo, the kobold who was his tribe’s Keeper of Dragons, is now the sole occupant of the chamber. He is heartsick at the loss of the wyrmling and spends much of his time nowadays in nightmare-ridden sleep in his bedroll. With the loss of his charge, Meepo’s status is in the gutter. He doesn’t react to anything short of loud noise or direct prodding.
If he is disturbed, Meepo is frightened but willing to talk. He is weepy. His numerous obvious scars are souvenirs of his job as Keeper of Dragons. If he is asked about the cage or queried in any way that mentions a dragon, he says, “Le dragon du clan… nous l'avons perdu. Ces maudits gobelins ont volé Calcryx, notre dragon!”
To all other questions, Meepo responds by saying, “Meepo sais pas, mais Yusdrayl oui. Meepo amene vous pour voir Yusdrayl, notre chef, si vous gentil. Passage sur, si vous promettre etre gentil. Si vous promettre sauver dragon, peut etre Yusdrayl gentil avec vous, repondre questions”
Meepo perks up as he senses the possibility of getting the dragon back. True to his word, he guides the characters to area 21. Along the way, he shouts out “Patate Douce!” (in Draconic) from time to time, explaining that it’s a password that tells other kobolds the characters are friendly. If the characters leave Meepo behind, or if they are antagonistic toward him, the characters don’t learn the password, and all other kobolds are hostile toward the party.
Development
If combat occurs in this chamber, the kobolds in the nearby area 16 are alerted, and they rush out to meet enemies.
Investigating
The symbols on the walls are crudely formed in Draconic and read, “Ici, il y a des dragons.” The metallic cage is all but destroyed and can’t be used to restrain captives. A search of the cage reveals white scales that someone who has proficiency in Nature or Survival can determine to be from no natural animal. A successful DC 15 check using either skill identifies the scales as those of a white dragon wyrmling. The firepit, if its ashes are sifted, is found to hold charred bits of kobold bones and armor.
Treasure
The bench serves as a sort of tiny altar. Resting on it are containers of green dye, a paintbrush made of goblin-hair bristles, and four tiny jade figurines of dragons (worth 15 gp each). A thorough search of the firepit and a successful DC 15 Wisdom (Perception) check reveals another jade figurine.
16. Kobold Guardroom
Three rooms in the fortress serve as kobold guard stations. All have the same characteristics.
Door Trap
The door leading to the room is trapped with a tripwire that the kobolds connect after shutting the door. Hitting this tripwire, 2 inches off the ground stretched between opposite door frames and running up the frame, causes the trap to trigger. A character who succeeds on a DC 10 Wisdom (Perception) check spots the wire. If a character then succeeds on a DC 10 Dexterity check using thieves’ tools, the tripwire is cut without triggering the trap. A character can attempt this check using any edged weapon or edged tool in place of thieves’ tools, but does so with disadvantage.
On a failed Dexterity check, the trap triggers, tipping over a clay pot of offal, garbage, and dragon droppings that falls on any creature in the doorway and splatters in a 5-foot radius. A creature hit by the stuff must succeed on a DC 10 Constitution saving throw or be poisoned for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.
The kobolds release the tension on the tripwire when they exit, meaning that any guardroom that has been vacated can be entered safely.
Un petit trou de braises, construit à partir de maçonnerie brisée et de fragments de sculptures en pierre, brûle au centre de cette chambre. Autour du trou sont disposés plusieurs petits tapis tissés de cheveux emmêlés et de champignons morts.
Creatures
The room serves as a barracks and guard post for the kobold tribe’s warriors. Three kobolds stand guard inside, unless they have already come forth to reinforce other kobolds.
If the characters try to talk and the interaction is successful, the kobolds direct the characters to head toward “Yusdrayl on her dragon throne,” giving them simple directions to area 21 and warning them to avoid rousing the ire of Yusdrayl’s elite guards.
17. Dragon Chow
A character who approaches the door can smell the stench of what lies beyond. If the door is opened, read:
Des rats remplissent cette pièce, piégés parmi leurs propres excréments. Une petite demi-barrière les empêche de s'échapper facilement lorsque la porte est ouverte.
Creatures
The rats are used as food for the dragon wyrmling that was once stabled in area 15. Since the abduction of the dragon, the kobolds have neglected the rats, and in the meantime the rodents have chewed away the fastenings of the barrier. One round after someone opens the door, the rats knock the barrier over and rush out, attacking as a swarm of rats for 1 round, after which they disperse into the dungeon.
18. Prison
Each door that lead to the prison chamber is locked, requiring a DC 15 Dexterity check using thieves’ tools to unlock, and also barred on the outside with an iron rod. If a character attempts to open either door while any kobolds are present, the kobolds warn against doing so. Opening a door in spite of this warning turns the kobolds hostile.
Quatre petits humanoïdes sont enchaînés par d'épaisses chaînes rouillées attachées à une grande pointe de fer plantée dans le sol. Plusieurs armes brisées et des boucliers brisés gisent dans un coin.
Creatures
4 goblins are chained here, taken prisoner during the course of several skirmishes. Every so often, the kobolds remove a goblin from the room and ransom it back to the goblins (for a price of 2d10 sp). Those who can’t be ransomed are bound for the kobold cook pot. The goblins whine and cower pathetically if any characters enter the room. A character who succeeds on a DC 15 Dexterity check using thieves’ tools can open the lock on the chains, or the chains can be broken (Strength DC 20) or sundered (AC 15, 60 hit points).
The goblins promise anything and everything in exchange for their release, including safe passage for the characters to their chief. The creatures have no power to guarantee their promises, however. In addition, if the goblins are released, any understanding the characters have with the kobolds is voided. Freed goblins flee at the first hint of trouble, and they double-cross their rescuers if threatened by other goblins.
19. Hall of Dragons
Une double rangée de colonnes de marbre sculptées en relief parcourt cette longue et vaste salle. Les sculptures usées représentent des dragons entrelacés.
Creatures
An elite squad of three kobolds elitethree kobolds elite (each with 7 hit points) patrols the hall, considering the duty an honor. The guards pay particular attention to the door that leads to area 24, which is along the route traditionally used by goblin raiders. These kobolds react to the character’s presence in the same way as the ordinary ones described in area 16. If the characters head for area 21 without causing hostilities, these guards follow the characters into Yusdrayl’s presence.
Development
If combat erupts here, the result is likely to be deadly for the party. Any kobolds remaining in the areas nearby enter the room as reinforcements. Yusdrayl and her two guards arrive from area 21 at the start of the second round of combat. At the start of the fifth round, the kobolds in the area 16 to the southwest of this room come on the scene. At the start of the eighth round, the kobolds from area 23 enter the fray. (Kobolds that leave their original area and are slain here should be noted for possible future reference.)
20. Kobold Colony
The strong wooden door that leads to the kobolds’ living quarters is barred from the inside. Characters who give the proper password (“Patate Douce!” spoken in Draconic; see area 15) or who make a successful DC 15 Charisma (Deception) check can convince the kobolds within to unbar the door. Otherwise, the kobolds open the door only when guards return to the room for a shift change.
Plusieurs petits feux boucanant éclairent cette vaste et haute pièce. Broches, supports à tannage et autres instruments d'une culture primitive sont visibles à travers la brume. Plusieurs petits personnages s'affairent et jouent dans la pièce.
24 kobolds occupy the room, but only three kobolds are capable warriors that challenge unescorted intruders. Seven other kobolds are commonersSeven other kobolds are commoners, but with 3 hit points each, and a −1 reduction to hit and damage compared to the Monster Manual statistics. The other tribe members here are too young, too old, or too cowardly to defend themselves; they flee if combat breaks out and are worth no XP. Even the kobolds capable of fighting run away if they are outmatched.
The kobolds here answer all questions with a quick “Yusdrayl knows.”
An attack on these kobolds brings reinforcements, as described in area 19, though each group arrives 1 round later because of the extra distance it must traverse.
21. Dragon Throne
Un petit trône se dresse près du mur ouest, construit à partir de débris de maçonnerie empilés contre un vieil autel. Au sommet de l'autel reposent divers petits objets. La partie de l'autel qui sert de dossier présente une sculpture représentant un dragon cabré. Une clé métallique est fermement maintenue dans les mâchoires ouvertes du dragon.
Creatures
Normally sitting on the throne is the kobolds’ leader, Yusdrayl. Yusdrayl – Female Kobold Dragon Scale Sorcerer. A head taller than every other Kobold. Arrogant and condescending. Hissy Eastern European accent. Yusdrayl has the keys for area 18 and the chains, area 24, and the dragon cage on a ring on her belt. The Area 7 Dragon Door key has swirling patterns of coloured metal on it. Red, Blue, Black and Green coloured metal (one for each colour of Chromatic dragon). If the players have seen the Dragon Door but don’t make the connection, prompt them.
2 elite kobolds (7 hit points each) guard her. Those who come to Yusdrayl’s chamber can talk to her; she is hostile only if she knows that the characters have slain other kobolds. Characters who antagonize her while talking earn the leader’s ire and a savage attack.
Swap the throne guards for Lynado, a Kobold Inventor and adviser to Yusdrayl, and Cryxafyl, a Kobold Dragon Shield (White dragon variant). All three statblocks can be found in Volo’s Guide to Monsters.
Yusdrayl can speak to the following questions:
Pourquoi y a-t-il des kobolds ici ? « Nous Kobolds héritiers des dragons. Moi plus puissante Kobolds, ai conduit les plus braves vers lieu saint, où dragons vénérés il y a longtemps.» Yusdrayl ne sait rien d'autre de l'histoire de la forteresse, si ce n'est le nom du dragon autrefois vénéré ici, Ashardalon.
Et les gobelins/fruits/Belak ? « Le Paria vit en bas. Il cultive des fruits qui donne aux serviteurs gobelins. Sales Gobelins voleurs de dragons!»
Et les monstres de brindilles ? « Les tas de branches corrompue sont animaux compagnie du Paria. Plus nombreux en bas, dans Bosquet Sombre.»
Et les aventuriers humains perdus ? « Ils partis combattre gobelins et jamais revenus. »
Et le dragonnet volé ? « Méchant gobelins volé dragon ! Si vous rendre Calcryx, offrir récompense. Meepo peut accompagner si vous voulez. »
If the characters decide to go looking for the dragon, the kobolds direct them toward the passage that connects area 15 and area 25, which is the “back way” into goblin territory. Yusdrayl and her followers know nothing useful about the goblin lair. If the characters take Meepo with them, he can serve as their guide to that location. If Meepo goes along and is slain, the kobolds count it as a small loss as long as the dragon is rescued.
Possible rewards include the key in the carved dragon’s mouth, or any two of the items on the altar. Yusdrayl is also willing to sell the key for 50 gp.
Development
If hostilities break out, reinforcements arrive in the manner described in area 19.
If the characters return Calcryx, Yusdrayl can be convinced to aid them in an assault on the remaining goblins. You determine the nature of the aid.
Treasure
The key clenched in the mouth of the carved dragon opens the door to area 7. Yusdrayl has keys to area 18 and the chains there, a key to the doors in area 24, and a key that once fit the cage in area 15. She also has 35 gp.
The items assembled on the altar include a Quaal’s feather token (tree), three spell scrolls (mage armor, spider climb, and knock), and a small flask that contains three doses of elixir of health.
22. Larder
A Goblin corpse is impaled on one of the meathooks.
Une odeur de viande en décomposition imprègne cette pièce. La plupart des crochets en fer rouillés au plafond sont vides, mais quelques-uns contiennent les carcasses dépecées de large vermines, d'énormes tas de champignons et plusieurs carapaces d'insectes massifs. Sur un petit banc cabossé, le long du mur sud, se trouvent des morceaux de couverts presque inutiles et des couteaux à dépecer rouillés.
The kobolds bring food for their tribe up from the Underdark and store it in a nearby chamber. The rotting flesh is that of rats, bats, overlarge cave crickets, beetles, goblin parts, and spiders. The room also has a selection of fungi and mushrooms.
23. Underdark Access
The tunnel is Kobold sized and smaller, medium creatures must squeeze to traverse and could get stuck.
Le sol est partiellement effondré à l'est de cette pièce, révélant un tunnel. Ce passage, non exploité, présente d'importantes variations de largeur, de hauteur et de direction, comme le font les tunnels naturels. À l'intérieur de la pièce, du matériel de chasse est rangé au mur, et plusieurs palettes sont posées à proximité.
The kobolds used the natural passage to first enter the Citadelle Englouti, and they continue to travel through it for hunting and gathering forays into the Underdark.
The tunnel leads beyond the scope of this adventure, but it could be a route to a site you have designed.
Creatures
If they have not come forth as reinforcements, three kobolds camp here, serving as hunters and guardians of the tunnel. They react as described in area 16.
24. Trapped Access
If Kobolds let PC’s go this way, they point out trap.
The doors on both ends of the corridor are locked and can be opened by a character who succeeds on a DC 20 Dexterity check using thieves’ tools.
À l’autre bout d’un couloir de six mètres de long se trouve une autre porte fermée.
Hidden Pit
The map shows the location of a concealed trapdoor. A 2-foot-wide catwalk along the pit’s center allows safe passage over the pit. With a successful *DC 15 Wisdom (Perception) check, a character notices the door’s unmortared rim. After that, a character who makes a successful DC 10 Intelligence (Investigation) check deduces the location of the catwalk, as well as how the pit operates.
If a creature steps on the pit cover, the lid flips open, dumping the creature 10 feet into the pit. With a successful DC 15 Dexterity check, a creature can use thieves’ tools and an object, such as an iron spike, to wedge the lid shut.
Kobolds regularly check the trap and manually reset it when necessary.
25. Empty Chamber
Area 25a. Above Area 4. The Kobold’s Trap Any major fighting between the Kobolds and Goblins occurs in this room and Area 25b. The floor is covered in blood stains, viscera and bones. The Kobolds have prepared a trap, an invention of Vigur’s. A crude dragon’s head made of scrap metal is mounted above the southern door. The area in front of the door is a pressure plate, and standing on it causes flaming oil to spew outwards in a 15 foot cone. A creature in the cone makes a DC 12 Dexterity saving throw, taking 3d6 fire damage on a failed save, or half as much on a successful one. The pressure plate can be spotted by a creature that succeeds on a DC 12 Wisdom (Perception) check, and a character that inspects the scrap metal dragon head and succeeds on a DC 12 Intelligence (Investigation) check ( a character with proficiency with tinkers tools gets advantage on this check) can determine that the pressure plate causes the oil to be ignited by a flint and steel inside the jaw and spewed out of the mouth. The trap can be disarmed with a successful DC 12 Dexterity check using thieves tools or tinkers tools. Failing this check by 5 or more triggers the trap.
If the party has approached the door from the south, a single Kobold stands guard. They have a horn to summon aid. If this Kobold is killed it is replaced by a Kobold from Area 20. There is a lever on the southern side of the door and a roughshod ladder rests against the wall. Over the door there is a container which holds 2 pints of oil, if the trap has been triggered this container is empty. The pressure plate can be disabled for 1 minute by pulling the lever upwards. Pulling the lever downwards resets the pressure plate. The Kobold on guard is responsible for the trap, but any kobold knows how the trap operates and will be sure to disable it before passing through the door.
Area 25b. Adjacent to Area 31. The Goblin’s Front Door. Any major fighting between the Kobolds and Goblins occurs in this room and Area 25a. The floor is covered in blood stains, viscera and bones. This room also has several crudely mortared short section of wall near the northern door, which the goblins use for cover. The walls are covered in goblin graffiti.
Two empty chambers in the eastern end of the fortress have the same characteristics.
This empty chamber is home only to rat droppings, crumbled flagstone, and stains.
Investigating
A character who succeeds on a DC 15 Wisdom (Perception) check notices tracks in the dust. Some tracks were made by rats and some by humanoids. A character who then succeeds on a DC 15 Wisdom (Survival) check ascertains that the rat tracks are very recent, maybe a day old, and that the humanoid tracks are almost a month old and were made by three or four human-sized humanoids moving across the area to the north.
Trap
The door that connects the northernmost empty chamber with area 31 contains a trap. See area 31 for more details.
26. Dry Fountain
De la poussière et des débris de pierre et de gravats jonchent le sol. Une fontaine ornée est encastrée dans le mur est. Bien que fissurée et tachée, la sculpture dominante représentant un dragon plongeant conserve toute sa beauté. Une porte en pierre sculptée se dresse sur le mur ouest.
Investigating
The debris and dust covering the floor display the same tracks described in area 25.
Fountain
A thin layer of scum coats the fountain’s basin, but it is otherwise dry. Under the scrutiny of a detect magic spell, the fountain emits an aura of conjuration. A character who makes a successful DC 15 Wisdom (Perception) check notices a mostly worn-away inscription in Draconic on the basin’s front. It reads, “Que le feu soit.”
If a character speaks the phrase aloud, the magic of the fountain functions one last time. Reddish liquid begins to well from the diving dragon’s mouth, slowly accumulating in the basin. If the liquid is collected, it can be used as a potion of fire breath. After it is used in this way, the fountain loses its magic.
Western Door
Carvings on the western door show skeletal dragons. A Draconic inscription on the door reads, “Repousser les morts, ouvrez la voie.” Within 5 feet of the door, the air is noticeably cooler, and the door itself is cold to the touch.
The locked door opens only when someone targets it with a knock spell or an effect that turns undead. If someone does so, the door glows ghostly blue and swings open silently.
Scythe Trap
If someone tries to open the door without first deactivating the lock, a scythe blade springs forth, targeting the area immediately in front of the door: +5 to hit, 4 (1d8) slashing damage.
The blade is concealed in a slot in the ceiling, 10 feet up. A character who succeeds on a DC 20 Wisdom (Perception) check can find the slot before the trap is sprung.
The opening, once discovered, can be blocked with an iron spike or a similar object. A character who does so must make a DC 15 Dexterity check or Strength check. On a failed check, the blockage falls out when the trap is sprung. Alternatively, a character can use thieves’ tools and a successful DC 20 Dexterity check to pull the trap mechanism out of the slot and dismantle it. Either task takes about a minute.
27. Sanctuary
Cinq sarcophages poussiéreux, trois au nord et deux au sud, se dressent debout dans cette chambre silencieuse. Chacun des cercueils en pierre sculptée ressemble à un humanoïde gobelinoides vêtu d'une robe de cérémonie. Un autel, orné d'images de dragons sculptées dans son obsidienne noire, est érigé au centre du mur ouest. Une bougie brûle brillamment sur l'autel. À côté de celle-ci se trouvent un petit sifflet et une fiole de cristal.
Creatures
Five skeletons emerge en masse from the sarcophagi to attack those who disturb the altar or open any sarcophagus. These creatures pursue characters who flee.
Treasure
The candle has a continual flame spell cast on it. In the flask is a potion of fire resistance. The whistle, made of crystal, has the name Night Caller inscribed on it in Dwarvish. See appendix A for a description of this item. A secret compartment in the shrine, requiring a successful DC 20 Wisdom (Perception) check to find, holds a coffer containing six peridot jewels carved in a likeness of a dragon (worth 10 gp each).
28. Infested Cells
Cette section du couloir comporte six portes, toutes légèrement entrouvertes. L'endroit dégage une odeur de musc.
The doors lead to small cells. Each door is open just wide enough to enable Small and smaller creatures to slip through without having to open it farther.
Creatures
The two southernmost cells and the one to the northeast contain abandoned giant rat nests. One giant rat lives in each of the other cells. Any noise or light in the area attracts all three creatures.
Investigating
A character who succeeds on a DC 15 Wisdom (Perception) check notices tracks in the dust here. Some tracks were made by rats and some by humanoids. A character who then succeeds on a DC 15 Wisdom (Survival) check ascertains that the rat tracks are recent, perhaps a few minutes old, and the humanoid tracks are almost a month old and were made by four human-sized individuals moving across the area to the north. Only three of those individuals returned south.
Treasure
The occupied rat nests contain shiny bits collected by their current owners. Poking through each nest turns up 2d6−2 sp, 1d6−1 gp, and 1d4−1 gems (worth 5 gp each).
29. Disabled Traps
Le sol pavé est percé de deux trappes bloquées par des pointes de fer. Le mur nord abrite une fontaine sèche, sculptée d'un dragon plongeur. Une légère odeur de pourriture imprègne la pièce.
Investigating
The two marked areas on the map are traps that were jammed open by the lost adventuring party. Examining each one reveals a 20-foot-deep pit containing only rat bones, rusted metal bits, and filth.
Chances to find or follow the trail noted in area 28 are similar here. The trail of the missing adventuring party skirts around the traps and leads to the western wooden door.
Development
Those who spend more than 3 rounds in the chamber conversing in normal tones, or otherwise making noise, draw the attention of the inhabitants of area 30, who hide to ready an ambush.
Trapped Fountain
The dry fountain on the northern wall looks remarkably like the one described in area 26. Under the scrutiny of a detect magic spell, the fountain emits a faint aura of evocation. A successful DC 20 Wisdom (Perception) check reveals suspicious metallic tubes in the carved dragon’s mouth, as well as a small, rusted iron canister. A character who makes a successful DC 15 Wisdom (Perception) check notices a mostly worn-away inscription in Draconic on the front of the basin. It reads, “Que la mort soit.”
Anyone who speaks this phrase aloud in Draconic triggers the trap. A poison mist sprays forth from the dragon’s mouth, filling a 20-foot cube and expending the canister’s last charge. Those in the area must make a DC 10 Constitution saving throw. On a failed save, a creature takes 5 (1d10) poison damage and becomes poisoned for 10 minutes. On a successful save, the creature takes only half the poison damage and is poisoned for 1 minute.
Western Door
A character who approaches the western door can smell the stench of rotten meat coming from the other side.
30. Mama Rat
Une odeur étouffante imprègne l'air, émanant des carcasses mâchouillées de rats des cavernes, de petits animaux nuisibles et de quelques créatures humanoïdes. Les corps gisent sur un sol de crasse, de vieux os, de poils et de fourrure qui forment un nid particulièrement vaste et infect.
Investigating
The humanoid corpses in the chamber include two goblins, a kobold, and one human male—a member of the lost adventuring party (Karakas the ranger).
Creatures
Three giant rats occupy the area, along with a monstrously swollen female diseased giant rat (Medium [6 feet long], 16 hit points, +5 to hit, challenge rating 1/4 [50 XP]) that the Kobold call Guthash (La Gonflé). The giant rats that hunt in the Citadelle Englouti all descend from her. These creatures attack and attempt to eat all trespassers.
Treasure
Poking through the refuse over a period of 10 minutes uncovers 312 sp, 68 gp, and 3 gems (worth 25 gp each). On and around the ranger’s corpse are several items: studded leather armor, five daggers, a longbow, a backpack (containing a water skin, one day’s rations, a bedroll, a tinderbox, and three torches), a quiver with six arrows, a potion of healing, and a pouch that holds 17 gp. A gold ring (worth 10 gp) on Karakas’s finger is engraved (in Common) with his name.
31. Caltrop Hall
Area 31-32.
The door that leads north into this hallway is closed and fitted with a bell that clangs if someone opens the door without doing so very slowly.
With a successful DC 15 Wisdom (Perception) check, someone who carefully opens the door might spot the bell attached to the door about 3 feet off the ground. A character who examines the space around the door before opening it and succeeds on a DC 15 Wisdom (Perception) check notices the damage done to the door when the goblins fastened the bell to it.
If the bell rings, the noise alerts the goblins in area 32. They duck behind the low wall and wait to ambush intruders that enter the corridor.
La salle, large de 10 pieds, est généreusement jonchée de caltrops pointues. Sur le mur nord, le passage vers la pièce suivante est partiellement bloqué par un mur de 3 pieds de haut, grossièrement mortieré et orné de créneaux.
Caltrops
The floor in the hallway is strewn with caltrops; see “Adventuring Gear” in chapter 5 of the Player’s Handbook.
Creatures
Two goblins in area 32 pop up over the wall if they are alerted to the characters’ presence. The creatures use ranged attacks as the characters move through the hall.
The goblins duck behind the wall between shots, gaining 3/4 cover from ranged attacks (AC 17, they do not have their shields equipped). When they shoot, they have only half cover from ranged attacks (AC 15). If the party is having difficulty hitting, remind them that they can hold their action. If more than one enemy gets up to or over the wall, or if one goblin is killed. The surviving goblin will use nimble escape and flee to Area 33 to raise the alarm.
Treasure
About two hundred caltrops are strewn on the floor.
32. Goblin Gate
La crasse au sol, les taches sur les murs, les peaux usées et le foyer témoignent des années d'utilisation de cette pièce par des créatures indifférentes à l'hygiène. À l'est du mur sud se trouve un demi-mur grossièrement crénelé.
Creatures
Two goblins are stationed behind the rough, 3-foot-high wall. They are hostile to intruders, but unwilling to die facing a superior force. If captured, these goblins know the same information that Alian Garvel de Canrad in area 34 does.
Development
If one of the goblins gets away, it warns the goblins in area 33. The alerted goblins prepare an ambush for intruders in that area.
Investigating
A search of the room turns up putrid jerky, vinegary wine in poorly preserved water skins, and other worthless bits of clutter.
33. Practice Range
If the goblins here have not been alerted, roll a d6 to determine what they are currently doing, or choose an option. 1-2: Lazing around, sleeping off wine (-5 to passive perception, can easily be snuck up on). 3-4: Drinking and bickering (not paying attention, can be snuck up on). 5-6: Shooting practice (impossible to sneak up on).
The sound of goblins engaged in target practice might be heard from outside any of the doors to the practice range.
Des dizaines de flèches émoussées et brisées gisent sur le sol pavé fissuré, et quelques-unes dépassent de trois cibles grossièrement cousues, de taille humaine, accrochées au centre du mur sud. Le tiers nord de la pièce est séparé du sud par un demi-mur grossièrement crénelé et mortieré. Une sorte de campement permanent se trouve au nord du mur, avec un de feu et plusieurs petites marmites en fer.
Creatures
The three goblins assigned to watch the room spend some of their time shooting at the hair-and-fur-filled burlap dummies that look vaguely like humans and elves. The rest of the time they drink too much goblin moonshine.
When fighting, the goblins try to use the 3-foot-high wall for cover while shooting their foes.
Treasure
One goblin has a silver flask of dwarven make (worth 50 gp) filled with vile goblin moonshine. Another goblin has a key to open the locked door to area 34.
Development
If things go badly for the goblins, one of them attempts to warn the goblin warriors in area 39.
34. Goblin Stockade
The Kobolds in this room stay away from Alian, and keep shooting him foul looks, which he returns in an over the top mocking way. They advocate for the party to kill Alian in his cage, or at least abandon him. Meepo and Alian won’t outright refuse to work for each other, but will not get on. Meepo will attempt to undermine Alian at every opportunity, and Alian will tease Meepo, but never cruelly. Having both Meepo and Alian in tow should be difficult, with occasional ‘mishaps’ and interactions between them causing plans the party makes to run less than smoothly.
If the party doesn’t take Meepo with them, or Meepo is dead before they get to Alian, consider replacing one of the chained up Kobolds with a Goblin named Wakjob, who was locked up by Durnn for being a Grenl loyalist. He is wary of the party, but will help them if it means killing Durnn and making him look bad. If things go badly for the party, Wakjob will turn on them to save his own skin. Wakjob often cackles manically and his face is usually in a twisted grin.
The wooden door is closed and locked. It can be opened by a character who succeeds on a DC 15 Dexterity check using thieves’ tools.
La misère règne dans cette pièce basse de plafond. Une grosse pointe de fer est plantée dans le sol près de la porte, et une petite cage de fer est installée plus loin. Plusieurs paires de menottes corrodées sont fixées aux murs, et certaines retiennent encore quelques squelettes en ruine.
Creatures
Three kobolds are bound with crude rope to the iron spike. A battered gnome lies in the cage, which is almost too small for him. It’s easy to untie the kobolds. Freeing the caged gnome requires either a successful DC 15 Strength check to bend the bars or a successful DC 15 Dexterity check using thieves’ tools to open the cage lock.
The kobolds are aware that the goblins might try to ransom them back to the other kobolds. Uncertain of their chances with the characters, the kobolds are unhelpful and reluctant to be set free. If they are released and shown a clear line of retreat, the kobolds flee. They know very little, but they react positively to Meepo’s presence or if they are told that the characters intend to free Calcryx.
Gnome : Alian Garvel de Canrad, un journaliste d'enquête en devenir, était à la recherche de la source de la slush. Un wizard?!? avec 17 (5d6) PV qui connait le Common, Draconic, Gnomish, and Goblin.
Alian Garvel de Canrad – Artificer, semi psycho pat qui comprends as les interactions humaines. Optimiste à faire vomir, ne connait pas trop la peur. Genre de Nenio. A besoin de ses tools dans le coffre de Durnn pour faire quoique ce soit. Spell focus : Gantelet style ironman / spiderman?
Alian veut retourner en ville sauf si les PC lui offre de rester / semble compétent pour dénouer l'affaire. àlian is proficient in Medium Armor and Shields, and will discuss with the party about getting him some protection. “Can’t heal you if I’m dead!” he jokes.
Alian knows enough about dragons to know that Calcryx is very bad news. When discussing Calcryx, he is uncharacteristically grave, and warns that if the dragon is allowed to grow up, she will terrorise the surrounding area. Alian is not a fan of the Goblins or the Kobolds and has no qualms about killing them in a fair fight, but draws the line at killing non-combatants.
If he is released, he helpfully answers questions. He knows the following information:
Pourquoi êtes-vous ici ? « Il y a quelques semaines j'étais sur une piste concernant une nouvelle drogue de disponible. Les gobelins m'ont attrapés et ont tenté de me soutirer ce que je connaissais.
Et les gobelins/Belak ? « J'ai entendu les gobelins parler du Bosquet du Crépuscule, en contrebas. Un vieil humain maléfique appelé Belak – un jardinier, je suppose – y entretient un jardin enchanté et récolte des fruits de ce que les gobelins appellent l'Arbre de Gulthias, mais ils n'en parlent que dans un murmure presque terrifiés. Ce serait des pommes vertes. »
Et les monstres des brindilles ? « Les brindilles corrompues vivent au niveau inférieur, avec l'arbre de Gulthias.»
Et les aventuriers humains perdus ? « Les gobelins en ont capturé trois il y a plus d'une semaine, et ils sont restés captifs avec moi ici pendant un certain temps. Ils ont dit qu'ils s'appelaient Talgen, Sharwyn et Gino Saputo. Les gobelins ne les ont gardés ici que quelques jours environ avant de les expulser. Belak les voulait, et c'est la dernière fois que j'en ai entendu parler. »
Development
If the characters fail to suggest it, Alian Garvel de Canrad asks to join the party as a temporary member. The gnome serves as a loyal friend. Currently, though, he has no gear. Those who free Alian gain XP as if they defeated him in combat.
Manacles
The rusted iron restraints can bind a Small or Medium creature. If the characters are taken prisoner (see area 36) and bound here, escaping from the manacles requires a successful DC 20 Dexterity check. A set of manacles can be broken with a successful DC 20 Strength check, or a character proficient with thieves’ tools can pick the lock on a set of manacles with a successful DC 15 Dexterity check. Manacles have AC 15 and 15 hit points.
35. Trapped Corridor
Hidden Pit
The map shows the location of a concealed trapdoor. A 2-foot-wide catwalk along the pit’s center allows safe passage over the pit. With a successful DC 15 Wisdom (Perception) check, a character notices the door’s unmortared rim. After that, a character who makes a successful DC 10 Intelligence (Investigation) check deduces the location of the catwalk, as well as how the pit operates.
If a creature steps on the pit cover, the lid flips open, dumping the creature 10 feet into the pit. With a successful DC 15 Dexterity check, a creature can use thieves’ tools and an object, such as an iron spike, to wedge the lid shut.
Development
If characters fall into the pit or otherwise make excessive noise, the goblins in the area 36 to the north are alerted. Alerted goblins respond in 2 rounds. These goblins also check the trap and manually reset it.
Treasure
A successful DC 15 Wisdom (Perception) check made while searching around the pit uncovers a long-lost gold ring with an inset sapphire (worth 25 gp).
36. Goblin Bandits
Area 36a. Adjacent to Area 35. One of the Goblins here is an experienced Lasher. They are armed with a whip (+4 to hit, 1d4+2 slashing damage). When the Lasher hits a creature with its whip, it can choose to ensnare them instead of dealing damage. An ensnared creature’s speed is zero and attack rolls have advantage against it but the Lasher cannot move more than 10 feet away from the creature or use its whip on another target. The other two goblins both attack the ensnared creature. An ensnared creature can use its action to make a DC 12 Strength (Athletics) or Dexterity (Acrobatics) check, freeing itself on a success. Alternatively, a creature can attempt to sever the whip (AC 15), the whip has 10 hit points and is immune to bludgeoning, piercing, thunder and psychic damage.
Area 36b. Adjacent to Area 39. One of the three Goblin bandits here is an Oil Booyahg, they “can make big boom” using oil flasks looted from a caravan on the Old Road. They have 4 flasks of oil on them that they throw at enemies (+4 to hit). The other goblins have oil soaked rags tied to their arrows which they light in the fire pit (no action required) and use to try and ignite oil on creatures or the ground. In the northeast corner of the room is a cask containing 4 pints of oil. If the goblins have warning, they empty this barrel onto the floor in front of the doorway they are under attack from, it covers 4 5 foot squares. A creature on the other side of the door that succeeds on a DC 15 Wisdom (Perception) check can either hear the glugging of the oil being poured (as it is happening) or see a small amount of dark liquid seeping under the door (if it has already happened).
Three rooms in the northern part of the fortress serve as living quarters for goblin bandits. All have the same characteristics.
La puanteur, les ordures et les charognes témoignent d'années d'utilisation par des locataires insalubres. Des peaux en lambeaux tendues sur des cadres forment six hamacs instables autour d'un foyer très fréquenté. Des ustensiles de cuisine cabossés côtoient sans distinction des armes et armures cassées ou usées.
Creatures
Three goblins, who proudly call themselves bandits, are in the room when the characters enter. In better times, two or more bandit groups would hunt the Old Road together, preying on travelers. Now, the bandits content themselves with an occasional hunt in the wilds of the Underdark (see area 43), as well as preying on the kobolds.
Development
The goblins might try to knock the characters unconscious and imprison them in area 34, locking victims into manacles. They take captured equipment to the goblin chief in area 41. The bandits are likely to try to ransom the prisoners to someone in Oakhurst. Sofia Saputo is prepared to pay such a ransom, taking it out of the characters’ prospective reward.
If things go badly for the goblins, one of them attempts to warn the goblin warriors in area 39.
Investigating
A search of the room turns up putrid jerky, vinegary wine in poorly preserved water skins, and worthless bits of clutter.
37. Trophy Room
The doors to this room have a kobold skull mounted on them. If Meepo is still alive, he is very perturbed by the skulls and the mounted kobold heads in the room. Consider changing the locked doors to ones that are merely barred. The goblin’s chief concern is the dragon getting out, and a barred door is more sturdy than a locked one. This also provides the opportunity for retreating goblins to release the dragon as a distraction to save their own skins. Calcryx acts like a spoilt toddler throwing a tantrum. She demands treasure and the only way to stop her attacking is to surrender and give her everything of value. The scroll case and its contents links to “The Forge of Fury”, the follow up adventure to The Citadelle Englouti. A character that succeeds on a DC 15 Intelligence (History) check (dwarves have advantage on this check) can recall that Khundrukar is the name of a dwarven fortress that fell to Orc raiders around 100 years ago. The fortress was located somewhere near the town of Blasingdell, around a week’s travel to the west. The scroll case and its contents might be of interest to survivors of Khundrukar, who could be persuaded to pay handsomely for such a relic, and there could well be many treasures in the fortress. If nobody in the party succeeds on this check, prompt them that Rurik Letgehr back in Oakhurst may know something about this. Rurik can provide all the information written above.
Both of the wooden doors that offer access to the trophy room are closed and locked. Either door can be opened by a character who succeeds on a DC 15 Dexterity check using thieves’ tools.
Des têtes d'animaux empaillés ornent les murs. Le montage est bâclé, et l'assortiment de têtes comprend des bovins, des rats et d'autres spécimens peu impressionnants. Quelques trophées macabres partagent le mur avec les animaux, dont deux têtes de kobolds. Des armoires et des petites tables brisées et cassées jonchent le pourtour de la pièce, victimes muettes d'un déchaînement. Une pointe de fer rouillée se dresse au centre de la pièce, traînant une chaîne brisée. De fines plaques de givre recouvrent des pans des murs, du sol et des débris.
Creature
Calcryx, the white dragon wyrmling ou Pteranodon Albinos ou Guard Drake, is initially out of view, resting behind a broken table. The goblins used the iron chain to bind her, but she broke free and rampaged through the room, destroying the floor displays. Balsag, the bugbear responsible for capturing the dragon, hasn’t returned to bring her under control, and the other goblins fear to enter.
The wyrmling finds her current situation superior to her station as the kobolds’ pet. She is hostile to those who enter this chamber. If battle breaks out and Meepo accompanies the party, the dragon targets him first.
Treasure
The wyrmling has scoured the room and gathered all items of worth into a nest she made behind the table. The valuables include a dragon-shaped, jade figurine (worth 20 gp), a crystal goblet (5 gp), and twenty-four pieces of fine silverware (1 gp each).
Of particular note is a sealed scroll case carved of bone, carrying an inscription. Runes in the Dwarvish alphabet spell out the word “Khundrukar.” An old parchment is within the case. Age and water damage have destroyed most of it, but a short message in Dwarvish remains: “… the remaining few. By order of Durgeddin the Black, we have created a secret dwarven redoubt. None shall find us; however,…” Though the information makes little sense, even to most dwarves, the case and the parchment can fetch up to 100 gp if sold in a dwarven community.
38. Goblin Pantry
Les murs nord et sud de cette salle sont jonchés jusqu'au plafond de tonneaux, de boîtes et de caisses de mauvaise qualité. Un passage dégagé permet un accès facile entre les portes ouest et est.
The goblins store water, wine, and food, none of which is of good quality, in a pantry accessible through two doors. The stockpile includes five pints of oil, along with a few small barrels labeled “Elf Pudding” in Goblin.
39. Dragon Haze
Plusieurs torches brûlent par intermittence dans cette pièce, emplissant l'air d'une brume. Une double rangée de colonnes de marbre sculptées de dragons entrelacés court sur toute la longueur de la salle.
As long as the torches burn, the hall is lighted, but the haze makes the area lightly obscured. The haze never builds to suffocating levels, thanks to natural ventilation.
Any loud noise in the chamber attracts the attention of goblins in the area 36 to the south, as well as in area 40. The goblins in area 40 prepare for danger but don’t leave their stations, while those in area 36 come to investigate within 2 rounds.
40. Goblinville
If Goblinville is attacked, non-combatants retreat to Area 36c and try to cram into the room.
Anyone who stands within 10 feet of a door leading to the goblins’ main living area can hear the voices of the goblins inside, unless they have been alerted to danger.
Ce qui aurait pu être une cathédrale est aujourd'hui un repaire de gobelins, imprégné des souillures de leur vie passée. Des dizaines torches murales et au sol, remplie de champignons luminescent violets, éclairent l'endroit. Des dizaines de gobelins vaquent à leurs occupations quotidiennes, marquées par une grande impolitesse et une grande violence. Le long du mur sud s'entasse un amas d'objets divers, dont des roues de chariot, des armures brisées et des armes rouillées, des coffres, des statuettes, des meubles anciens et des œuvres d'art.
Creatures
Thirty-four goblins are at home when the characters arrive, but only four of the goblins are warriors. Ten of the other goblins are commoners, but with 3 hit points each and a −1 reduction to hit and damage compared to the Monster Manual statistics. The other twenty creatures are noncombatants, too feeble or too fearful to defend themselves; they try to flee through the northernmost or the eastern exit. This stampede should dominate the first moments of battle, and even the goblins capable of fighting refuse to stick around just to lose their lives. Noncombatants are worth no XP.
These goblinoids know the same information, in cruder form, that Alian in area 34 knows.
Development
An attack on the goblins brings reinforcements from area 36 and warns the goblin chief in area 41 that something is amiss. Grenl, the goblin shaman in area 41, might emerge to protect the tribe.
Investigating
The goblins collect the phosphorescent fungi from the grove below. They need its light for close work, such as reading, and the fungus is edible. Crude equipment for cooking, skinning game, tanning hides, and other basic gear fills the area. Food is usually collected from the Underdark through area 43.
Treasure
Among the tribal equipment, near the shaman’s bedding, is a healer’s kit and a poisoner’s kit.
The pile along the southern wall contains the tribe’s loot, mixed in with lots of other stuff taken from the goblins’ victims. The characters can find almost any piece of mundane gear that has a value of 5 gp or lower. Two items of considerable value can be unearthed by separate successful DC 15 Wisdom (Perception) checks: a fine agate statue of a goblin deity (worth 30 gp) and a Medium chain shirt.
41. Hall of the Goblin Chief
If the party try to negotiate: • Durnn introduces him as the leader de la gang de Durnn, maitre de la Citadelle Englouti, avec un nombre innombrable de gobelin sous sa gouverne • Durnn respects strength and if the adventurers have proven themselves to be worthy opponents, after praising their fighting ability, he offers a truce. • Together, the goblins and adventurers could wipe out the kobolds and split their treasure! • Durnn protege et exploite le druide en dessous • Durnn won’t accept a deal that makes him look weak; if the party does not compromise, the truce is off and he commands the goblins to fight to the death. While he lives, they do.
If the party negotiates with Durnn, he will offer them 100 gp to destroy the Kobold’s Steam Generator (Area 14) and 100 gp to destroy the hatchery. If the party go above and beyond (such as bringing back prisoners) he will give them the two onyx gems. If the party wants the dragon instead, Durnn will permit them access to Area 37 in place of one of the 100 gp rewards. If the party follow through with either of these tasks and the Kobolds find out they are responsible, they are forever hostile to the party. The goblins however will celebrate their new allies. Using their newfound status, the party may be able to negotiate a meeting with Belak in the Twilight Grove.
It is obvious Durrn is wearing Talgen’s armor. Noticing Durnn is wearing the Saputo signet ring requires a successful DC 15 Wisdom (Perception) check. The ring is still found automatically if Durnn is searched.
Alian Grimoire est dans le coffre. Durnn pourrait s'“en servir pour faire du chantage.
If the goblinoid guards in the chief’s hall have been alerted, or if they hear conflict in area 40, they cover the door for 10 minutes, then investigate the source of the disruptions at their leader’s behest.
Un puits circulaire perce le sol de cette chambre voûtée de 40 pieds de diamètre. Une faible lumière violette en jaillit, révélant des lianes blanches et grises qui tapissent les murs. La lumière est complétée par quatre torches murales allumées, disposées à égale distance sur le pourtour de la chambre. Un trône de pierre grossièrement sculpté trône contre la courbe du mur nord-ouest. Un grand coffre en fer lui sert de repose-pieds. Un jeune arbre pousse dans un large pot de pierre à côté du trône.
Creatures
Chef Daask de la citadelle, Durrn, un hobgoblin. Splint armor (AC 19), 18 hp, +4 toucher, +1 degats, Force 15. Quand pas en combat, Durnn veille de son trone, 3 autres hobgobelins proche se curant les ongles ou se reposant coucher, l'air de s’emmerder.
La Shaman Grenl avise le chef. She is a goblin with 10 (3d6) hit points, a Wisdom of 13 (+1), and the following trait:
Spellcasting. Grenl is a 1st-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). She has the following cleric spells prepared:
Cantrips (at will): poison spray, thaumaturgy 1st level (2 slots): bane, inflict wounds
A twig blight, a gift from Belak le Banni and a pet of Durnn’s, is in the stone pot (mini groot), and goblins from area 40 occasionally enter the chamber to see to the needs of the tribe’s elite that languish here.
Development
Durnn has a potion of healing and two vials of antitoxin. Grenl has a spell scroll of faerie fire and another of expeditious retreat.
The goblins in area 40 don’t join the battle if they hear sounds of violence coming from the north. If the fight turns against the chief, however, he might open the door to area 40 and call for aid, or withdraw to area 40 to continue the fight.
Durnn can’t surrender for fear of losing face. He won’t give up if the opposition includes kobolds. Otherwise, he might call for parley if doing so allows him to avoid death. But he must still look strong while negotiating, so he’s unwilling to capitulate in an arrangement that makes him look weak.
Grenl hait les hobgobelins. Elle voudrait usurpé l'opération et se débarrasser du druide pour se rendre indispensable à l'organisation. Est prête à négocier pour épargnier des gobelins si Durnn meurt.
If captured and interrogated, the goblinoids here know what Alian in area 34 knows, with the following addition: Belak wanted all the living human prisoners sent down to him, but in a fit of anger, Durnn slew Talgen. Thus, Durnn sent only Sharwyn and Gino Saputo down to the Twilight Grove.
Shaft
The shaft has a 2-foot wall around it, much like the upper end of a well. Because of the wall, a creature pushed toward the shaft can avoid going over the edge by falling prone and succeeding on a DC 10 Dexterity saving throw. Thick, pale vines line the shaft. The vines are as good as knotted rope for the purpose of climbing.
A creature that falls into the shaft can make a DC 15 Dexterity saving throw to catch the vines. On a failed save, the creature falls 80 feet to the floor of area 42.
Trapped Chest
Durnn’s iron chest rests in front of the throne. It is locked (Dexterity DC 15 using thieves’ tools) and trapped with a poisoned needle. A character who succeeds on a DC 15 Intelligence (Investigation) check deduces the trap’s presence from alterations made to the lock. A character can then remove the needle from the lock by succeeding on a DC 15 Dexterity check using thieves’ tools. On a failed Dexterity check, the trap is triggered.
When the trap is triggered, the needle extends 3 inches straight out from the lock. A creature within striking distance takes 1 piercing damage and must succeed on a DC 10 Constitution saving throw or take 3 (1d6) poison damage.
Treasure
In addition to the valuables mentioned in the “Development” section, Durnn wears Talgen’s gold signet ring (worth 20 gp) and splint armor, which is identifiable by the Saputo family crest worked into the chest pieces. The chief also has the key to his iron chest. Grenl has keys to areas 34 and 37. One of the other hobgoblins wears silver earrings set with moonstones (20 gp each), and another wears a matching necklace (50 gp).
Inside Durnn’s iron chest are 231 gp and two onyx gems (30 gp each).
Le Bosquet
The grove level and the fortress level connect through the shaft that leads from area 41 to 42. The following locations are identified on map 1.2.
42. Jardin Central
The party find Talgen’s body on the ground below the shaft.
Des champignons luminescents, diffusant une lumière violette, s'accrochent aux parois et au plafond de cette vaste caverne. L'air est humide, frais et chargé d'odeurs de terreau et de décomposition. Une couche de terre, mêlée de végétation en décomposition et de restes d'animaux des cavernes, recouvre le sol. Plusieurs variétés de champignons poussent sur les détritus, ainsi que quelques jeunes arbres.
Creatures
Two robed skeletons (AC 12) serve Belak by tending a fungus garden, using shovels and a rusted wheelbarrow to turn the soil and spread compost. In addition, two mature twig blights are rooted in the garden. The twig blights ambush intruders that aren’t goblinoids, and the skeletons attack (with shovels, 1d6 bludgeoning damage) anything that the twig blights target.
Development
The creatures in area 43 investigate any disturbance in the garden after 3 rounds.
43. The Great Hunter’s Abode
Le sol de cette caverne rudimentaire est taché et dégage une odeur de sang et de musc animal. La lumière des champignons luisants révèle la niche orientale, qui abrite une palette de fourrures emmêlées, une large planche de bois sur laquelle sont fixées diverses armes, et un grand manteau de fourrure noire inégale suspendu à une fine perche. Au bord de la niche se trouvent deux grands nids faits de poils, de champignons secs et de détritus.
Creature
Balsag the bugbear and his two giant rat “hounds,” named Grogne et Crocs, reside in a natural stone chamber when they’re not hunting (25 percent chance of being absent when characters arrive). The bugbear wears a crown of antlers on his head to enhance his frightening appearance. Balsag considers all non-Durbuluk creatures to be potential prey, so he attacks any he meets, roaring in Goblin, “Préparez-vous à rencontrer la marmite !”
Underdark Access
In the dark of the northern cavern section, a crude tunnel leads away, angling west and downward. The tunnel is like the one in area 23.
Treasure
Two spears, six javelins, one longsword, one greatsword are affixed to the weapon rack. A box hidden under one of the furs in Balsag’s bedding, requiring a successful DC 15 Wisdom (Perception) check to notice, contains 241 sp and 54 gp.
44. Rift
Une faille s'ouvre ici, le sol jonché de débris se trouvant à 2 pied sous celui du couloir. Aucun champignon phosphorescent ne pousse dans la faille. Le couloir continue au-delà de la faille, bien que son ouverture l'ait déplacée de 10 pieds vers l'ouest. Plusieurs trous de 2 pieds de diamètre criblent le sol de la faille. Une odeur de terre brûlée flotte dans l'air.
The small holes in the floor extend as far down as anyone is capable of probing.
45. Rift Node
La faille s'élargit, créant une chambre semblable à une caverne. De petits trous de 2 pieds de diamètre criblent le nœud. Une faible lueur ardente jaillit de l'un d'eux.
Creature
In the glowing hall rests a fire snake. Belak used magic to call the creature forth and hopes to train it to be a loyal servant before it matures.
Treasure
Belak has already appealed to the snake’s greed with a small gift. In its nest, the adventurers find two sapphires (worth 50 gp each).
46. Old Shrine
The stone door at the end of the corridor is closed and stuck, requiring someone to make a successful DC 15 Strength check to pull it open.
Des mosaïques décolorées décorent encore certaines parties du mur, mais la plupart sont tombées sur le sol poussiéreux et se sont brisées. Au centre de la pièce se dresse un mince piédestal en fer rouillé en forme de dragon dressé. Dans la gueule du dragon repose un plateau vide.
The room once held items of importance to the old dragon cult. The remaining features are dust-covered and worthless.
47. Belak’s Laboratory
Unless they have been specifically alerted, the Goblins here are not expecting invaders, they are suspicious of intruders but won’t attack immediately. Characters with good Insight notice these goblins are a bit twitchy and unhinged (as are all Goblins on the Grove Level).
Deux rangées de colonnes de marbre sculptées en dragons parcourent la salle, la plupart entièrement recouvertes de champignons luminescents. Le sol pavé est fissuré et taché, et de nombreuses petites tables en bois y sont posées. Elles contiennent des mortiers et des pilons, de petits outils, des bols remplis de feuilles broyées, des tiges de champignons hachées et d'autres spécimens de plantes. Les nombreuses portes donnant sur cette salle sont toutes entrouvertes.
Belak prepares various experimental concoctions in his laboratory and the small chambers that lead off it (see the sections below), with the fumbling aid of goblins that serve him. Any noise or disturbance in the main area draws all the monsters, although those in the northwest chamber respond most slowly.
Investigating
The containers on the small tables in the main area hold mashed leaves, fungus, bark, and powdered roots. A character who makes a successful DC 10 Intelligence (Nature) check identifies many common varieties of tree, shrub, and fungus, although all have a pronounced pallor, as if sun-starved.
Treasure
One pile of herbs and supplies in the main chamber contains the ingredients of a healer’s kit. An assortment of tools and herbs can be salvaged to make up a herbalism kit and a set of alchemist’s supplies.
Northwest Chamber
Snores are audible from the room to the northwest, which is a rough barracks. Sixteen small pallets of matted fur cover the floor. Two pallets currently hold a sleeping goblin and two goblin commoners (like those in area 40).
Southwest Chamber
The goblins use a crude mashing, straining, and casking facility to create goblin wine, which they and Belak are quite fond of. Two goblin commoners currently stand barefoot in the mashing-tun, squashing roots and fungi into pulp. A dirty straining bin stands nearby, as well as ten 2-gallon casks of the end product.
North Central Chamber
Two goblin commoners currently repair dirty goblin armor with cord, iron needles, leather patches, and other crude implements of tailoring.
South Central Chamber
One goblin and two goblin commoners monitor the health of a diseased giant rat, which is strapped spread-eagled onto a wooden bench. The rat suffers from horrible tumors that look woody and fruit-like. Its tumors stem from an elixir Belak created to infuse twig blight traits into giant rats.
On a stand in the corner is a fancy crystal vial (worth 5 gp) that contains the elixir. Drinking the elixir exposes the drinker to the same disease that the diseased rat might impart with its bite, except the initial saving throw DC is 15.
Northeast Chamber
Extra weapon stores include five battered scimitars, six shortbows, and forty arrows.
Southeast Chamber
The room stands empty, and the caved-in back wall leads to a natural rift in the earth (see area 44).
48. Garden Galleries
The two galleries that lead to the arboretums have the same characteristics. The doors to all connecting areas are closed.
Des grappes de champignons luminescents pendent du plafond et des murs et poussent en touffes sur le sol dallé. La lumière illumine des parties de grands bas-reliefs sculptés sur les murs de pierre, non recouverts de champignons. Ces sculptures représentent des dragons déversant une pluie de flammes sur des personnes terrifiées. De la terre et du compost recouvrent la moitié du sol de la chambre, ce qui permet à une variété de plantes fragiles de pousser. Un banc contenant des outils de jardinage simples se dresse le long du mur ouest.
Belak is using the galleries to grow aboveground vegetation using the light of luminescent fungus.
Creature
A bugbear gardener roams both galleries, tending the grasses for Belak. She is armed with a sickle-bladed glaive; she has a reach of 10 feet and deals 2d10 + 2 slashing damage with it.
Treasure
The bugbear carries a potion of healing.
Development
The neighboring arboretums (area 49) contain additional monsters. The closed doors and stone walls prevent sound from entering these four areas. The creatures within join the battle here at your discretion.
49. Arboretums
Each Arboretum has a different smell. The Southern Arboretum smells of mould and compost. The Southeast Arboretum smells of burning, fresh smoke and scorched earth. The Northeast Arboretum smells more weakly of smoke, like a cold fire. The Northern Arboretum smells damp, and of many different plants.
Une brume luminescente estompe les contours de cette chambre octogonale. Des nodules de champignons luisants parsèment les murs et le plafond de pierre, ainsi que les chapeaux de champignons, de petits polypes, de vesses-de-loup et de lichens. L'air humide empeste la pourriture.
The arboretums hold small samples of traditional Underdark ecosystems, which aren’t difficult for Belak to nurture. The stone doors leading to them are unlocked.
Southern Arboretum
A goblin and three goblin commoners gather fungus for use in area 47.
Southeast Arboretum
Several growths in the chamber are scorched and dead. Fungus shrouds holes similar to those found in area 45, and a fire snake lurks inside one of these openings. It emerges if anyone pokes into or closely examines the holes. If the snake comes out, a character who reaches into the snake’s burrow can recover two sapphires (worth 50 gp each).
Northeast Arboretum
Three skeletons—AC 12, 3 (1d6) bludgeoning damage with shovels or rakes—are at work, clearing scorched plants. One twig blight, which is hostile to the adventurers, is with them. The skeletons attack anything the twig blight attacks.
Fungus shrouds holes similar to those in area 45.
Northern Arboretum
The northern room contains only its plants.
50. Ashardalon’s Shrine
Des blocs de granit sculptés avec des reliefs de dragons tapissent les murs et le plafond de cette salle, bien que nombre d'entre eux soient effondrés et brisés, laissant des débris rocheux au sol. Une immense statue de marbre représentant un dragon rouge se dresse dans la courbe du mur ouest. Les orbites du dragon sont vides, mais une lueur rouge persiste, diffusant une lumière rougeâtre dans toute la salle. Cette illumination projette une ombre noire derrière les larges ailes de la statue. Un carreau circulaire de pierre sombre d'un mètre cinquante de diamètre est posé au sol devant la statue du dragon. Des runes sont gravées sur le pourtour intérieur du carreau.
Investigating
Viewed in white light, the circular tile is red. A detect magic spell can reveal that the tile and statue give off an aura of transmutation. The runes on the tile’s inner edge read, in Draconic, “Let the sorcerous power illuminate my spirit.” If anyone speaks this sentence aloud while standing on the tile, a puff of spectral flame harmlessly envelops the speaker, granting the target advantage on Charisma checks for 24 hours. Once the tile is activated, it is dormant for 24 hours.
Creature
A shadow hides in the gloom behind the dragon statue. It attacks only those who spot it or who attempt to investigate the circular tile or claim the treasure. The creature doesn’t pursue those who flee.
Treasure
A loose stone is in the wall behind the statue, requiring a successful DC 15 Wisdom (Perception) check to find. Inside are 34 gp and two flasks of alchemist’s fire.
51. Dragon Library
Each creature searching this room makes a separate Intelligence (Investigation) check. A character that rolls 15 or higher discovers 1 treasure, 20 or higher 2 treasures, 25 or higher 3 treasures. Ally NPCs can use the Help action here.
Des étagères en pierre penchées et effondrées remplissent cette pièce, bien qu'un chemin dégagé relie les portes en bois des murs opposés. Pages, reliures et parchemins déchirés et brûlés forment des piles désordonnées dans les coins.
Treasure
Rooting around in the wreckage, separate successful DC 15 Wisdom (Perception) checks uncover a spell scroll of scorching ray, a spell scroll of Melf’s acid arrow, and a tome of dragon lore bound in dragon scale and written in Draconic (worth 150 gp).
52. Underpass
Draconic Inscriptions cover the walls. They are all passages of scripture that vaguely refer to Asharladon.
Everything past this point should be described to maximise horror. Describe shadows, and monsters emerging from them. Also describe a sinister chill in the twilight grove. An example description of twig blights is as follows: “Two bundles of thorny twigs, twisted into the mockery of children, rush out of the shadows towards you!”
Des marches humides et effondrées descendent brusquement.
The steps descend 15 feet. An 8-foot-high stone corridor passes about 7 feet below the northern arboretum (area 49), connecting the stairways on either side.
53. Belak’s Study
The wooden door leading to Belak’s study is closed and locked. The lock can be undone by someone who uses thieves’ tools and succeeds on a DC 20 Dexterity check.
Une couche de terre recouvre le sol. Des étagères de bois , remplies de livres et de parchemins dispersés, bordent les murs nord et est, et un bureau en bois trône au centre de la pièce. Des champignons au plafond fournissent de la lumière, apparemment en quantité suffisante pour nourrir plusieurs petits buissons et jeunes arbres pâles qui poussent dans le sol.
Investigating
In his study, Belak stores seasonal records of growth, precipitation, harvests, and similar notes for the surrounding lands for the last dozen years. One interesting tome titled (in Draconic) Treasures of the Fire Lords has a glyph of warding spell with an explosive runes effect on it. The glyph is on the second page, and it’s triggered when someone opens to that page. Otherwise, the book is blank.
If the glyph is triggered, it erupts with magical energy in a 20-foot-radius sphere centered on the book. The sphere spreads around corners. Each creature in the area must make a DC 12 Dexterity saving throw. A creature takes 22 (5d8) cold damage on a failed saving throw, or half as much damage on a successful one. The cold doesn’t damage the other works here.
Development
If any obvious disturbance occurs here, the goblins in area 54 set an ambush for intruders. They wait at least 10 minutes before coming to investigate.
Treasure
Separate successful DC 15 Wisdom (Perception) checks uncover a spell scroll of entangle, a spell scroll of protection from poison, and a tome on druidic theories on the cycle of life and death (worth 150 gp). Cubbyholes in the desk hold 365 gp and four agate gems (20 gp each).
54. Grove Gate
Des brindilles et des racines jonchent le sol de cette chambre affaissée. Le mur sud effondré ouvre sur une vaste caverne. Des champignons luminescents sur les murs rugueux et le haut toit dominent un bosquet crépusculaire de ronces maladives, de buissons, de jeunes arbres et d'autres plantes ligneuses. Des murs en ruine et des tours creuses émergent des ronces.
Creatures
Four goblins sort the specimens for Belak. They are hostile to intruders. If things go badly for them, they cry out in Goblin, saying, “Aid us, Protector of the Twilight Grove!”
Development
Sometimes the twig blights in area 55 attack the goblins out of sheer malice. Thus, a call from the goblins doesn’t bring all the forces of the cavern down on the characters. But if the goblins do call, four twig blights arrive from area 55 and attack.
Investigating
Any character who gazes into area 55 and succeeds on a DC 10 Wisdom (Perception) check spots the blackened top of the Gulthias Tree in the distance. If the check succeeds by 3 or more, the character also spots the twig blights creeping around in area 55.
55. Twilight Grove
Des ronces pâles se rapprochent, projetant des ombres tordues sur le sol en terre dans la lumière violette.
Briars
The most successful aboveground plants that Belak has transplanted in the Twilight Grove are the briars, though they appear sickly and pale, with blighted leaves. Other common plants and bushes are also represented, though they are equally afflicted.
The briars don’t hinder Small and smaller creatures. Larger creatures must either spend 2 feet of movement for every 1 foot moved or make a DC 10 Constitution saving throw for every 10 feet moved. On a failed save, the creature takes 1 piercing damage from the briars.
A 5-foot-by-5-foot area of briars can be cleared if it takes 20 damage of any type other than psychic.
Creatures
Ten twig blights, less any that were dispatched in area 54, are spread about the grove. After moving 50 feet into the cavern, the characters come upon 1d4 of the hostile creatures. Any significant noise, such as from combat or clearing the briars, also attracts 1d4−1 twig blights (minimum 0) each round.
Development
If the characters get to area 56 before all the twig blights have engaged, the rest of the monsters hold off their attacks. Any conflict that involves yelling in a language other than Goblin, the use of flashy magical effects, or similar noticeable elements alerts Belak in area 56 to the approach of invaders.
56. The Gulthias Tree
Belak – Deep voice, polite.
Belak is aware that the party have invaded the citadel, and wants to have a talk with them and try to convert them to his cause. He will especially pitch his appeal towards any Druids and Rangers in the party. He will point out (rightly) that civilisation is destroying nature’s beauty. Belak will also discuss the following:
• He wants to spread the power of this tree to the wild. From his perspective, it's not evil. He never asked the villagers to eat the apples, and it's not his fault they did. Nature has wildlife that takes people's lives all the time (e.g. poison mushrooms, wolves, etc.) • He also has no direct control over goblins, so he’s not responsible for their actions. • If the players comment on how the tree grew from a stake that killed a vampire, have him compare it to mushrooms growing out of decay, it's not evil because of that.
Belak has an AC of 16, as his skin other than his face and hands is covered in bark (a gift from the Gulthias tree). When initiative is rolled, it spreads to cover all his visible skin. Belak has given the Wand of Entagle to Sharwin Saputo, who uses it attempt to restrain the party. He also has Healing Word prepared instead of Entangle, and Lesser Restoration prepared instead of Barkskin. Belak uses flaming sphere to injure entangled creatures and prevent he and Gino Saputo being swarmed. Belak, Gino Saputo and Sharwyn get death saving throws as though they are player characters. Belak will heal Gino Saputo and Sharwyn if they go down, and Gino Saputo and Sharwyn use Belak’s healing potions to revive him is he goes down (give the players a frustrating taste of their own playstyle).
If the tree is destroyed, Gino Saputo & Sharwyn regain their free will but are near comatose and have 5 levels of exhaustion. They die in 24 hours unless they are fed a portion of the apple. A portion of the apple could also have the effect of Revivify if fed to a player character. Characters should be aware that the apple is a panacea, and it could perhaps cure anything, even death. This gives the apple a mythical feel.
If you wish to create further tension, require the size of an apple portion to not provide quite enough to save everyone. For example, if a character is dead, require a portion to be half the apple, so the party has to choose whether to save both Gino Saputo and Sharwyn, or to let one of them die and resurrect their fallen party member. If Gino Saputo is still alive, being a noble paladin, he will insist other are taken care of before him.
Une clairière entourée de murs se trouve ici, au milieu des ronces. Les murs mesurent environ 20 pieds de haut, soit moins de la moitié de la hauteur du plafond de la caverne. Plusieurs variétés de plantes poussent autour de la clairière, dont quelques jeunes arbres à l'aspect suspect, mais leur importance pâlit face à celle qui trône au centre de la cour. Sous la lumière fongique pousse un arbre ancien. Ses branches noircies et tordues s'élèvent vers le haut, telle une main squelettique s'extirpant de la terre. Devant lui se dressent quelques brindilles flétries ; un jeune hobbit en armure de cuir et armée d'une arbalète ; une jeune hobbit blonde vêtue d'une robe digne d'un noble ; et un homme d'âge mûr, barbu, vêtu d'une robe brune à capuche et armé d'un bâton et d'une faucille. Les deux hobbits ont les yeux noirs et la peau grise à la texture d'écorce.
The Gulthias Tree
A Gargantuan plant, the Gulthias Tree has AC 10 and 35 hit points. It is immune to necrotic, poison, psychic damage, and it has resistance to piercing damage. The tree has vulnerability to fire damage.
Fruit. Des pommes vertes fluo sortent de l'arbre comme des kystes.
Tree Thralls. If a humanoid is bound to the bole of the Gulthias Tree, over the next 24 hours the victim is sucked completely into the tree. Once the victim is completely absorbed into the tree, it becomes the tree’s thrall, and is expelled over the course of 1 hour. The Gulthias Tree can have only four thralls at any one time. A victim’s skin is rough, gray, and bark-like. A thrall is totally corrupted, becoming neutral evil. Such a creature exists only to serve the Gulthias Tree and those who tend it (such as Belak). It possesses all of its former abilities and gains the following traits:
Barkskin. The thrall’s AC can’t be lower than 16.
Tree Thrall. If the Gulthias Tree dies, the thrall dies 24 hours later.
Creatures
Belak le Banni spends much of his time studying the Gulthias Tree, but he is well aware when the characters are approaching. He is a human druid, and he has the following spells prepared:
Cantrips (at will): druidcraft, poison spray, shillelagh
1st level (4 slots): cure wounds, entangle, faerie fire, thunderwave
2nd level (3 slots): barkskin, flaming sphere
Standing with Belak are Gino Saputo and Sharwyn Saputo (both described in appendix B). Belak’s giant frog, Kulket, lurks stealthily in the branches of the Gulthias Tree. A character who has a passive Perception score of 15 or higher or succeeds on a DC 15 Wisdom (Perception) check spots the frog. If combat breaks out, the frog jumps down and joins the fight in the second round. Three twig blights are here, too.
Interaction
When the characters arrive, Belak says loudly, “Attendez un instant, vous ne savez pas ce que vous faites!” If the characters engage him in conversation, he can share the following information:
What are you doing? “Je suis Belak, appelé le banni. Mon cercle m'a chassé, les fous. Pourquoi ? Parce que j'ai osé étendre la portée de la nature d'une manière qu'ils ne pouvaient comprendre. J'ai trouvé ce que je cherchais dans l'Arbre Gulthias.”
What is the Gulthias Tree? “C'est magnifique, non ? Il vit, même s'il semble mort. Il y a bien longtemps, quelqu'un a planté un pieu sur un vampire à cet endroit précis. Le pieu a pris racine. Ainsi a poussé l'Arbre Gulthias, résonnant d'une puissance primordiale pour ceux qui peuvent l'exploiter.”
What’s with the stick-monsters? “Mes arbustes vivant se développent à partir des graines des fruits de l'arbre”
What’s going on with the fruit? “Je donne mes fruits aux gobelins avec l'ordre d'en disperser les graines à la surface. Êtres trompeurs qu'ils sont, ils les revendent, mais les graines sont tout de même dispersées. Mon plan de colonisation de la surface avec les enfants de Gulthias se poursuit.”
What did you do to the other adventurers? “Ce furent mes premiers croyants. L'Arbre Gulthias les a acceptés, et il m'appartient de les contrôler, tout comme mes arbustes. Vous ne pouvez pas les sauver.”
Why are you talking to us? “Bien que vos restes enrichiraient bien mon compost, vous servirez mieux mes besoins en tant que croyants. Vous conserverez vos vies, tant bien que mal. Rendez-vous et soumettez-vous pacifiquement, ou périssez !”
While this interaction proceeds, Gino Saputo, the three twig blights, and Belak’s frog position themselves between the characters and Belak (Sharwyn stands next to Belak).
Combat
If a fight breaks out (which will happen unless the characters actually submit to Belak), the twig blights, the frog, and Gino Saputo attack the characters physically. Gino Saputo uses Shazam (see appendix A) to destroy his foe’s weapon, if possible.
Belak casts barkskin on himself, possibly before melee occurs. He also makes early use of his wand of entangle (see appendix A), attempting to hold the transgressors in place. If Gino looks like he needs healing, Belak casts healing spells on him, as well. Sharwyn uses her repertoire of spells to best advantage, resorting to her dagger only in desperation.
Development
During a battle, if any twig blights remain in area 55, 1d4−1 of them (minimum 0) enter this area each round.
Targeting the Tree
A successful DC 15 Wisdom (Insight) check or Intelligence (Arcana or Nature) check allows a character to deduce that destroying the tree might have an effect on Gino Saputo, Sharwyn, and the twig blights. If anyone attacks the Gulthias Tree, Belak and the twig blights try to kill the aggressor. If the Gulthias Tree dies, Belak loses his influence over the twig blights, Sharwyn, and Gino Saputo. These monsters turn on Belak before targeting the characters again.
Walls
The courtyard’s walls stand 20 feet tall, and the cavern’s stalactite-dotted ceiling is 50 feet up.
Treasure
Belak has a key (to area 53), three potions of healing, two doses of antitoxin, and his wand of entangle. Sharwyn wears her gold Saputo signet ring (worth 20 gp).
Aftermath
If the characters kill the Gulthias Tree, Sharwyn and Gino die 24 hours later (unless you decide they can be saved somehow). If Belak survives, his former servants turn on him, and he attempts to escape. If he succeeds in getting away, he might appear later to trouble the characters.
If the characters reveal the truth about the fruit’s seeds to the villagers of Oakhurst, those folk cut down and burn all growing saplings.
As the villagers set the evil saplings alight, the mayor turns to you with a frank expression. “You realize that our actions have set loose several of these abominations upon the world. Who knows what these twisted plants are doing now?”
The mayor is right. Twig blights that are already loose in the world can still reproduce through root sprouts, as aspen trees do. Although it is likely a hopeless task, the characters can search out these twig blights and destroy them. It’s up to you and your players to determine what happens next. At any rate, if the characters warn Oakhurst’s residents about the seeds, they have taken their first steps toward gaining a measure of fame and establishing a rapport with local residents.
In addition, if the characters return the Saputo signet rings to the family patriarche, they receive the promised monetary award. If they bring back the remains of Sharwyn and Gino Saputo, the patriarche begins funeral arrangements and invites the characters to attend. If they accept, they can begin to establish a long-term relationship with the Saputo family, which can prove useful in later adventures.
Slush : liquide motoneux vert fluo. addictif, con save pour résister qui augmente a chaque doses, euphorisant. Une trop grosse consommation rends fou, genre de rage avec l'écume verte
The party was hired to track down the source of the new drug in town by Seargent Vilroy. Instead of a kidnap plot, Caden is a rich teenager who throws a happle party and kills someone in a drug fueled rage (failed his wis save). Since someone influential was affected, the Sharn warch have to do something, Daask bribes or no.
Daask operates as the distributors of the Happles. There was a murder plot involving a white apple, but the party didn't take that path of investigation. Eventually they'll take the elevator down to the old Sharn ruins and that's where the Citadelle Englouti begins. The goblins are Daask, the kobolds are settlers that came in from Kyber. I'm going to throw in some Dolgrim around the tree and the mad druid will be dedicated to the daelkyr.
So we're on to another story arc, but I'm publishing an article or two for the players to read between game to drop hints, see the effects of their actions. First article:
White Dragon or Albino Pteran Fishermen along the Dagger river have reported sighting a “dragon” or at least a flying white lizard. This reporter would have discounted the report, but there are others who have reported seeing a “dragon-like creature” or a “flying lizard with white scales.” It’s doubtful we are seeing the beginnings of an invasion by Argonnesson after thousands of years of xenophobic behavior. Most likely this is an albino Pteranodon from the Plains. A roving band of handling barbarian raiders seems much more likely. Either way, keep your eyes peeled, because rogue dragon invader or unusually colored flying mount, they are dangerous. Report sightings to the nearest militia or better yet, Sharn Inquisitive Reporter.
Next article:
Sharn Inquisitive: “Plant Attack Wroat” - The capital city of Breland has suffered attacks from strange plant creatures. Several reliable eyewitnesses have survived attacks by seemingly dead shrubs and humanoid shaped grass. Where have these bloodthirsty aberrations come from? Also, legality of the new designer drug, happles, being hotly debated by the Sharn city council arrived a mere week before the first reports of attacks. Coincidence? This reporter thinks not.
Item Magic
Shazam : Longsword +1, quand on crie Shazam projette un item frappée de 0 à 15 pieds plus loin, selon la force du crie (Disarm a 15 pieds donc) Attk vs STR(Athletic) ou Dex (Acrobatics), avantage ou désavantage si le size de la creature est plus ou moins grande, désavantage contre les armes tenu à 2 mains






