Forge of Fury (3-5)
Forge of Fury (3-5)
Richard Baker
Credits
Editor: Miranda Horner
Creative Director: Ed Stark
Cover Illustration: Todd Lockwood
Interior Illustrations: Dennis Cramer
Cartography: Todd Gamble
Typography: Erin Dorries
Graphic Design: Sherry Floyd, Sean Glenn
Art Director: Dawn Murin
Project Manager: Josh Fischer
Production Manager: Chas DeLong
Playtesters: Monte Cook, Bruce R. Cordell, Miranda Horner, Gwendolyn Kestrel, Scott Magner,
Dave Mendez, Eric Mona, Jon Pickens, John D. Rateliff, Ed Stark, Jonathan Tweet, Anthony Valterra,
Jennifer Clarke Wilkes, and James Wyatt
Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson,
and the new DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams,
Richard Baker, and Peter Adkison.
Table of Contents
Introduction.........................................................2 Sidebar: Vision in the
Preparation ......................................................2 Glitterhame ...................................11
Adventure Background ...................................2 Sidebar: Troglodyte Attacks ........................13
Adventure Synopsis ........................................2 Sidebar: Watch Those Claws! .....................15
Sidebar: The Town of Blasingdell ...............2 Sidebar: Mold and You ...............................16
Character Hooks .............................................3 Sidebar: Ropers and Low-Level
The Forge of Fury ................................................3 Player Characters ..........................19
The Stone Tooth ..............................................4 Sidebar: Negotiating Passage? ...................21
Sidebar: The Wilderness and Camping......4 Sidebar: Illusions.........................................22
Entering Khundrukar.......................................6 Sidebar: Idalla’s Story .................................26
Sidebar: Dungeon Features ........................6 Conclusions.........................................................29
Sidebar: Summary of Defenses ..................7 Ending the Character Hooks ..........................29
Sidebar: Prisoners and Where to Next?................................................29
Player Characters ..........................9 Appendix: Statistics.............................................30
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1
INTRODUCTION
hidden cache of Durgeddin’s superior blades. They find lated farmsteads and camps in the hills north of the town.
the old stronghold inhabited by a number of dangerous One orc warrior, left for dead by his comrades, was placed
monsters. The complex consists of five different levels: under the influence of a charm spell by the town’s mage.
The Mountain Door: The entrance to the Glitterhame, the He then divulged the location of the monsters’ lair, a
Mountain Door is the uppermost level of the cavern com- lonely hill called the Stone Tooth. The characters are
plex. It is inhabited by a tribe of fierce orcs, led by a brutal offered a bounty of 25 gold pieces per orc they slay or cap-
ogre-king known as the Great Ulfe. ture, plus the eternal gratitude of the townsfolk for
The Glitterhame: The largest level of Khundrukar, the quelling the threat.
Glitterhame is a broad expanse of beautiful natural cav-
erns. Troglodytes and cave-dwelling monsters infest this
region. From here, the characters can ascend to the
Foundry or climb down into the Sinkhole.
The FOrge
The Sinkhole: Streams in the Glitterhame descend to an
underground river, which includes a corner of the cav-
Of Fury
erns forgotten by the denizens above. When you’re ready to begin play, read or paraphrase the
The Foundry: Beyond the Glitterhame lie the dwarven following information to the players. This is what their
halls of Khundrukar itself, a complex of chambers and characters have heard about Durgeddin and his lost
passageways carved by Durgeddin’s folk. A small band of stronghold before setting out in search of the dwarf ’s lost
duergar (gray dwarf ) warriors currently hold Durgeddin’s stronghold. This text assumes that you’ve decided to use
hall, working to uncover the secret of the smith’s ancient The Map as your hook for getting the characters to the
forge. A great crevasse leads to the Black Lake. adventure; if that’s not the case, you might need to change
The Black Lake: The most dangerous denizen of the cav- the text to fit.
erns under the Stone Tooth lairs in the cold, still waters of
the Black Lake. Nightscale, a black dragon, discovered a pas-
The legend of the smith Durgeddin the Black is well
sage into the lake through an underwater siphon connect-
ing to a bog on the far side of the hill. The young dragon has known in this region. In each of the small, scattered
claimed the ancient wealth of Khundrukar as the beginning towns you’ve passed through, you’ve heard stories of
of her own hoard, and she defends her lair to the death. wondrous treasure hidden in long-lost dwarven vaults
and a pitiless war of vengeance between dwarf and orc
a hundred years past.
CHARACTER HOOKS Durgeddin was a master smith who forged blades of
surpassing quality and power. Centuries ago, Durged-
You can place the Stone Tooth and its caverns anywhere
you like in your campaign world. The Forge of Fury works din’s home was sacked by orcs. Durgeddin led the
particularly well if you pick a remote range of rugged hills remnants of his clan to a new stronghold in the moun-
or highlands several days from the nearest town. tains north of the town of Blasingdell and established
Your next task is to figure out why your players will want a small, secret stronghold somewhere in the trackless
their characters to brave this adventure. How did the party wilderness.
learn about Khundrukar, and how did they discover its From his hidden redoubt, he waged a decades-long
location? Pick one of the following options that best suits vendetta against all orc-kind, until one day his ene-
your game, or make up an explanation of your own. (If you mies discovered his fortress and attacked it. Durged-
don’t know which one to use, go with The Map—it’s easy). din and his followers perished, and much wealth was
The Map: The party has acquired a map showing the carried away by the conquering hordes. But it’s said
location of a secret dwarven stronghold named Khun- that the deepest and best-hidden vaults and armories
drukar. Perhaps the characters discovered the map during escaped the looting, and that some of Durgeddin’s
a previous adventure, or maybe a character with a stu- extraordinary blades still wait in the darkness for a
dious bent such as a wizard or a priest discovered the map hand bold enough to claim one.
in a forgotten corner of his or her favorite library before You’ve come to Blasingdell, a small mining town on
this adventure starts. It doesn’t really matter how the the northern frontier, to see if there’s anything to
characters got their hands on it—they can use the map to these stories. Your map shows that the old dwarf-hold
reach the Stone Tooth and begin their explorations. lies about three days’ march to the north of the town.
A Broken Blade: Baron Althon, a local nobleman, Dark, deeply forested hills rise beyond the town’s out-
hires the party to search for the legendary cache of weap- skirts.
ons forged by Durgeddin the smith. He shows the charac-
ters a broken blade bearing the smith’s mark, and tells
them that it was discovered near a rocky hill called the This is a good time to ask the players if their characters
Stone Tooth. Baron Althon provides the party with direc- would like to make any special preparations before begin-
tions to the Stone Tooth and offers a reward of 500 gold ning the adventure. Buying equipment and supplies for
pieces above market value for each blade of Durgeddin’s an expedition into the wilderness might be a good idea.
the party recovers for him. When the players are ready, move on to The Stone
Captured Raider: In the town of Blasingdell, the char- Tooth. The trek to the peak passes without event. 3
acters learn that fierce orc raiders have been pillaging iso-
INTRODUCTION
orc army burrowed into the hillside to circumvent the following text aloud, adjusting as necessary for the circum-
dwarven defenses. The tunnel is still passable, although its stances in which the characters meet the orcs.
entrance is choked with brush and debris. If the charac-
ters enter this square of the map, they discover the orc
Four hunched humanoids in dirty scale armor
tunnel with a successful Search check (DC 18). They dis-
cover the tunnel automatically with a more thorough approach along the trail, snarling and muttering to
search of this area; it leads to area 21 of the Glitterhame. each other in a guttural tongue. Yellow tusks jut from
The tunnel entrance is about 6 feet high and 4 feet wide. their bestial faces.
Any characters who search this area may attempt a Search
check (DC 18) to spot old tracks passing in and out of the The orcs charge to attack if they spot a sentry. (The orcs
tunnel—numerous large birdlike prints (the troglodytes roll Spot checks against the sentry’s Hide check result, if
from the Glitterhame) and the pawprints of a very large bear. the sentry chooses to conceal himself.) If the orcs come
D. The Hilltop: An hour or two of hard hiking brings across the camp and aren’t spotted, they attempt to sneak
the party to the summit of the Stone Tooth. The last 100 feet up to the sentry and ambush the character on watch, or
or so are a sheer point of rock, requiring a Climb check (DC creep into the camp to attack sleeping characters. Refer to
15) to negotiate successfully. The Stone Tooth is about 1,450 the Helpless Defender rule in the Player’s Handbook. As a
feet in height, which towers over the neighboring hills by full-round action, the attacker may instead execute a Coup
500 feet or more. The view is spectacular, but the hilltop is de Grace. This automatically scores a critical hit, and the
otherwise unremarkable. defender must make a Fortitude save (DC 10 + damage
E. The Dark Mere: The eastern slopes of the Stone dealt) or die on the spot.
Tooth descend into a damp valley where water is trapped dOrcs (4): hp 8, 6, 5, 4.
by the terrain. A dark tarn nestles under the hill’s slopes, If the orc patrol slips past the characters or fights its
surrounded by numerous meres and smaller lakes. The way through, note that area 14 will be reinforced by any
large lake has a hidden drainage channel deep underwater patrol survivors when the characters begin their explo-
that connects to the Black Lake. The dragon Nightscale ration of Khundrukar.
uses the dark mere as its preferred entrance to its under- Captured orcs can describe in some detail the general
ground lair. Player characters exploring the area near the arrangement of the Mountain Door. They don’t know any-
lake can’t find this underwater outlet unless they conduct thing about the rest of the Glitterhame, or that it’s pos-
extensive dives to plumb the mere’s depths (Swim DC 10). sible to enter through the chimney. A captured orc tries to
Remember that every 5 pounds of gear that a PC carries convince the player characters to ransom it back to its
causes him or her to suffer a –1 penalty to the Swim tribe. However, the Great Ulfe doesn’t actually pay to
check. Also, failure by 5 or more points causes the PC to ransom any of his followers, and he refuses to allow the
start drowning.
The tunnel is about 40 feet deep, and it lies about 100
feet from the western lakeshore. If any characters are
capable of diving this deep and conduct a thorough search
of the lake, they’ll discover the passage with a successful
Search check (DC 23). Naturally, if the characters can’t
swim this deep or don’t search the lake, the passage
remains hidden.
characters to enter the Mountain Door to When the characters move around the corner onto the
Dungeon Features negotiate. ledge, they may notice a row of cleverly hidden arrow slits
The following features are true Treasure: Each orc carries coinage totaling in the rocky walls about 15 feet overhead. Ask players for
unless otherwise noted in a 4d6 sp and 1d10 gp. a Spot check (DC 18) to notice the slits when their charac-
specific area description. Development: Regardless of how much ters move into a position from which they might see the
Doors: Unless noted other- longer the characters wait, no more dun- slots, and lower the check (DC 13) if the character deliber-
wise, average doors have the geon denizens emerge during their vigil, ately examines the east wall of area 1.
following qualities: and no more monsters appear after the Creatures (EL 1): Two orcs stand guard here, though
sWooden Doors: 1 in. thick; second patrol returns (use the same statis- they aren’t paying as much attention to their duties as they
hardness 5; hp 10; AC 5; break tics and guidelines for the encounter with should. Wark and Thark, as they’re called, are currently
DC 18. the second patrol). The next step is to find a muttering to each other in the Orc language about some
Player characters can attempt way in. being name Ulfe. Because of their laxness in duty, they
any number of activities before receive a –4 penalty to Spot and Listen checks. The party
opening a door, including lis- (or their advance scout) is near the point marked “X” on
tening at it and checking for ENTERING the map when they spot the orcs at the points marked “O”.
traps. If characters elect to KHUNDRUKAR Unless the characters have previously encountered orcs,
listen at a door, check the keyed Once the party is ready to enter Khundrukar, be sure to describe them instead of simply telling the
encounter of the room beyond go to the appropriate area description. players that they’re orcs.
to determine if any creatures DWark and Thark (2): hp 5, 4.
inhabit the area on the other The Mountain Door Tactics: If attacked or confronted by more than one
side. You may want to set a DC As the uppermost level of Khundrukar, the character, Wark and Thark call out a warning to the orcs in
and have the characters check, Mountain Door is a natural cavern expanded area 4 as soon as they get a chance to act. They stand their
just to keep the players guess- and improved upon by Durgeddin’s folk into ground against one character, but flee to area 3 otherwise.
ing. If the room beyond pro- a series of halls and guard-chambers protect- If the characters are disguised as orcs, the two don’t call
vides no instructions other- ing the entrance to his realm. The entrance out a warning until their second action comes up.
wise, set the DC at 14, and if itself is still well fortified. Wark and Thark aren’t the only enemies here. See area 4
very soft noises might be The caverns and chambers of this dwarven for more details.
heard, set the DC at 22. strongpoint are now occupied by a band of
Light: Once within the con- orc raiders, led by a powerful ogre who calls 2. The Dwarf-Door
fines of Khundrukar, many himself Great Ulfe. Ulfe’s raiders use the From the ledge at area 1, the trail turns south and ascends
rooms are lightless, unless Mountain Door as stronghold from which to steeply through a deep cleft or fissure in the rock, turning
specifically noted otherwise in a hunt and pillage the surrounding area, into the mountainside in a grand entrance of stone.
room’s description. A light although they’re many miles from the nearest
source is required for charac- settlements and outposts. The fierce tribe has
Broad, shallow steps lead up a steep fissure to the
ters to see without darkvision.
blocked access to the lower levels of Khun-
drukar, and they have no dealings with the south and turn east into the mountainside. Here, a
Ventilation: All keyed rooms broad entrance has been carved out of the stone.
other denizens of the cave system. Ulfe’s rule
contain an adequate air supply, Marble steps cracked with age and veined with green
extends as far as his reach.
unless noted otherwise. The air moss lead up to a strong double-door of carved stone,
is renewed from small vents 8 feet wide and almost 10 feet tall. Two arrow slits
leading to the surface. These
1. The End of the Trail
The old dwarven path winds up to a cleft in high on the north and south walls command this area.
vents are individually too small
the hillside, wrapping around a shoulder in the
for any but Fine creatures to hillside and leading in to the front door of The door may stand ajar, or it could be sealed shut—your
navigate. Khundrukar. Two orcs stand guard nearby. call. If the orcs know the player characters are coming,
Read or paraphrase the following text to the they will eventually shut the door. However, the door may
players when they approach this area: be open otherwise. Be warned: If the door isn’t ajar, the
player characters will have a difficult time entering the
mountain this way.
The path climbs up one last steep switchback toward a
The danger to the player characters here is simple: If
bare shoulder of rock. The hillside climbs steeply on the orcs know the heroes are coming, they’ll be pelted
your right and drops away precipitously on your left. with arrows until they retreat or force their way through
Debris and rubbish lie scattered over the last hundred the door into area 3.
yards or so of the path—discarded waterskins, bits of If the characters silenced the orcs in area 1 and moved
charred bone, and splintered casks or kegs discarded past the orcs in area 4 by using stealth or a disguise, they
carelessly from the path. Up ahead, the path opens up find the door at the top of the marble stairs standing
onto a wide ledge and then doubles back sharply into open.
the mountainside. On the other hand, if the characters allow the orcs in
Two bestial humanoids in scale armor stand watch area 4 to discover their presence and don’t move quickly to
on the ledge. They appear to be inattentive and bored reach the door, the orcs shut it in their faces. Opening the
6 with their duty. door once it has been shut is very hard, as it is barred on
the other side. A Strength check (DC 25) is necessary to
THE CITADEL AND ENVIRONS
force it. A knock spell or an Open Lock check (DC 20) can neously pushing in two concealed stone
lift the bar much more easily. plates about a foot above the floor. Summary of Defenses
Development: The characters may be repelled in their Creatures (EL 2): Two orcs guard the Getting in through the Moun-
attack. If they leave and return later, two orcs from area 11 eastern side of the room. They do every- tain Door may be difficult.
are now in this area, standing watch, while the orc thing in their power to prevent the charac- Here’s what happens if the
shaman from area 9 moves to area 4 in order to add to the ters from reaching their side. player characters storm in
firepower of the orcs on watch there. It doesn’t get any dOrcs (2): hp 8, 6; longbow (1d8/×3), shooting:
easier for the characters to rush the Mountain Door on greataxe, 1d10 gp, 4d6 sp.
subsequent tries! Tactics: The orcs use the rock pillars in Round 0: The characters
the room for shelter, providing 50% cover. meet the orcs in area 1.
3. The Rift Hall They use their bows to attack characters Round 1: The orcs sound the
The Rift Hall once served as the last line of defense for trying to cross the bridge, then those casting alarm and flee 60 feet south to
Glitterhame’s dwarves. spells, then characters shooting back at them area 2.
with missile weapons. The archers gain a +2 Round 2: The orcs in area 4
attack bonus when firing at characters on fire at any exposed characters
The great door opens into a large hall. You are stand-
the bridge, and the targets lose any Dexterity in area 1 if alerted by the sen-
ing on a narrow ledge overlooking a deep, dark cre- bonus to AC. Each hit forces the balancing tries. Wark and Thark flee
vasse that cuts the room in two, completely obstruct- character to make a Balance check (DC 8) or through the door into area 3.
ing passage to the opposite side. A dangerous looking risk a fall, just as if he’d missed his climbing Round 3: Wark and Thark
rope bridge, frayed and thin, spans the gap. Water check by a margin of 5 or more. cross the rope bridge. The orcs
gurgles and rushes somewhere far below. Two copper If a PC gets two-thirds of the way across in area 4 continue to fire at
braziers burn brightly on either side of the door, illu- the bridge, one orc breaks cover to run up characters in areas 1 or 2. If no
minating this half of the room. You can just barely and destroy the rope bridge, using a battle- characters are exposed, one orc
make out the opposite platform on the other side of axe to sever the support ropes. The orc from area 4 runs up to the
the chasm. must cut two ropes, each with 8 hit points. secret door leading to area 3.
If one is cut, the checks to cross the bridge Round 4: Wark and Thark slip
increases to DC 13. If both are cut, the end through to area 5 to spread the
If any of the characters possess darkvision, low-light of the bridge plummets into the crevasse. alarm. The third orc from area
vision, or a means of illuminating the other side of the Characters on the bridge sustain 2d6 4 moves to the door at area 2
room, add: points of subdual damage from the impact and starts to shut it, or engages
and must make Reflex saves (DC 13) or any characters who are already
lose their grips and fall into the crevasse. there.
In the shadows of the natural rock of the chamber’s
Development: If the bridge is destroyed, Round 5: The orc at the door
far side, two porcine humanoids stand watch before the Great Ulfe’s followers rebuild it in three
another stone door. They snarl a challenge, revealing in area 2 shuts the door. The
days. If the characters raid the rooms orcs remaining in area 4 con-
yellowed tusks, and raise their bows to fire on you! beyond, kill the Great Ulfe or 50% of his fol-
tinue to fire at exposed charac-
lowers, then retreat, the survivors cut the
ters. The orcs in the eastern
Rope Bridge: Crossing the bridge is difficult enough to bridge and do not rebuild it in order to pro-
half of area 3 cut the rope
warrant a Balance check at DC 8 (don’t forget the check tect themselves against future raids. Any
bridge and prepare to defend
modifier for heavy armor). Each success allows a charac- orcs killed here are replaced by orcs from
the door leading to area 5.
ter to traverse a distance equal to half her or his Speed as area 11.
Round 8: The orcs in area 14
a full action, or one-quarter her or his Speed as a partial
action. 4. The Archers’ Gallery come to area 3 to join in the
Climbers who fail their checks make no progress. If The dwarves carved out this chamber to pro- defense of the complex if
they fail by 5 or more, they may fall from the bridge. vide a place from which archers could rain warned.
Allow characters a second Balance check (DC 18) to catch arrows down on any attackers in the Round 12: Great Ulfe and the
themselves; otherwise, they plummet almost 200 feet to approaches to the front door of their strong- four orcs from area 11 move to
the underground river below, striking the rocky walls hold. It is impossible to enter this room area 5 to ready a counterattack
along the way. The damage of the fall is 20d6, and the river through the arrow slits unless the character if warned.
sweeps away anyone who somehow survives into a light- trying to wriggle in is 2 feet tall or smaller
less, airless torrent of churning water. The characters can and can get up 15 feet to them. The characters must discover
prevent fatal falls by roping themselves together before the secret doors in area 3 to reach these rooms. Once the
crossing. Of course, this may be difficult with the orcs characters open the door, read or paraphrase the following:
firing arrows at them every round.
Secret Doors: Two secret doors on the north and south
The secret door slides aside to reveal a narrow passage
walls lead to areas 4 and 4a. The doors are well made (DC
20 for Search checks), although characters who take 20 descending a flight of stairs to open up into a small
should eventually find them. Remember, elf characters chamber below. Light from outside slants into the
who simply pass within 5 feet of these doors are entitled room through a series of narrow embrasures, posts for
to Search checks to detect them, even if they’re not delib- archers watching the entrance to the dwarf-halls. 7
erately searching the area. The doors operate by simulta-
THE CITADEL AND ENVIRONS
Depending on how the characters fared in area 1 and 2, Of course, characters could also run past the slits, in
these orcs may have already engaged them in combat, which case the orcs definitely notice them and shoot at
firing through the arrow slits. them as they pass. They fire at the characters in area 2 if
The galleries are littered with debris, cobwebs, and rat they miss the opportunity to fire on them in area 1.
droppings. The orcs who stand watch here don’t bother to The arrow slits provide the orcs behind them with 90%
keep it clean, so poorly cured hide blankets and well- cover against missile fire and make it impossible to reach
gnawed bones from orc meals are scattered all over. them with melee weapons (the slits are at least 15 feet off
A secret door at the northern end of the gallery leads to the ground and only about 6 inches wide on the outside).
area 14 (DC 23 Search checks). The orcs are unaware of When the characters turn the corner into area 2, the orc in
this passage and so do not use it. area 4a may begin to fire on them, too, while one of the
Creatures (EL 3): Three orcs guard area 4, the north- orcs from area 4 circles around through the secret door to
ern archer’s gallery; one orc guards area 4a, the southern shut the door from area 2 to area 3. It takes the orc 2
archer’s gallery. These are the same orcs mentioned in area rounds to reach the door, and a third round to shut it.
1 and 2, so if the characters defeat some or all of the If the heroes find the secret doors leading to the
hidden archers in those encounters, there may be fewer archers’ galleries and attack, the orc archers use their bows
orcs left here to fight them. on characters descending the stairs, then switch to heavy
dOrcs (4): hp 8, 7, 6, 3; longbow (1d8/×3), heavy flail flails and move up to fight at the bottom of the stairs.
(1d10+2, crit 19–20), 1d10 gp, 4d6 sp. Since the stairs are only 5 feet wide, only one character at
Tactics: The archer gallery here overlooks the stairs a time can engage the orcs in melee if the orcs occupy the
leading up to area 2, and the orcs here can fire missiles at foot of the stairway.
party members anywhere in the shaded area. They join Remember to keep track of any orcs who are van-
the fray 1 round after the orcs in area 1 call for help, but quished throughout areas 2, 3, and 4.
they’re not particularly vigilant. Development: If the characters defeat these orcs and
If the party takes care of Wark and Thark quietly, the then withdraw from the dungeon, the orcs are replaced by
orcs in area 4 may not notice them at all. Characters in dis- orcs from area 14 and reinforced by the shaman from area 9.
guise may pass to area 2 without danger, provided the orcs
did not raise the alarm. Characters who attempt to sneak 5. Orc Cave
past the row of arrow slits must attempt Move Silently The second patrol, currently out of the dungeon, lairs here.
checks with a +4 bonus (the orcs aren’t paying attention).
To detect the sneaking characters, the orcs in area 4 must
This chamber is a natural cave with carefully
equal or beat the worst Move Silently result achieved by
the player characters. smoothed walls and floor. Wet stone gleams, and you
can discern at least four exits leading off into dark-
ness. Red coals glow in the darkness of the far right-
hand passageway, and a crude wooden cage bars the
closer right-hand passageway. The room is littered
with orcish sleeping furs, loot, and rubbish.
6. Prisoner Cave
The orcs occasionally capture miners, settlers, and mer-
chants traveling through the forests north of Blasingdell.
This is where they keep them until they put the hapless
8 captives to death or ransom them.
THE CITADEL AND ENVIRONS
A large, smoky fire crackles in the center of this room. The secret door pivots in its center, revealing a cham-
Battered pots and kettles are stacked all over; clearly, ber of finished stonework about 30 feet deep and 15
this serves as a crude kitchen. You notice a distinct feet wide. The room is cluttered with crude furnish-
draft drawing the smoke up through a rough hole in ings, and the air is hazy with the smoke of a small
the ceiling of the chamber. cooking fire. Dozens of yellowed skulls are suspended
from the ceiling by fraying ropes strung through
If the characters attempt to descend the chimney from holes punched in the bone. An orc in a ragged black
above, they’ll need to do some climbing. The shaft is about robe looks up from her work with her face twisted in
80 feet high; it is irregular and rough but slippery (Climb an expression of sheer rage!
DC 10). It’s possible to anchor a rope at the top of the shaft
and climb down the rope (DC 5). Remember to add in The door to area 10 is locked, but the key is actually sitting
armor check penalties. If a character fails his Climb check in the keyhole on this side of the door. Burdug doesn’t
by 5 or more, he may make one Climb check to catch him- open it because she knows the stirges are just on the other
self (DC 20) or fall the rest of the way down the chimney, side (she calls them her “little stingies” and occasionally
incurring standard falling damage, plus 1d6 due to the hot captures one to use in her potions and brews).
coals. A careful climber can easily avoid the fire on the Creatures (EL 4): Burdug and two orc females attempt
way down. Note that the crash of a character into the fire to repel any intruders. Even if the characters have some-
brings any orcs in area 5 to investigate. how negotiated for passage through the orc-held areas, 9
Burdug does not tolerate interruptions of any sort.
THE CITADEL AND ENVIRONS
dBurdug: hp 20; 3 flasks of alchemist’s fire. Creatures (EL 2): The stirges are hungry for blood.
dOrcs (2): hp 5, 3; light mace (1d6+2). They attack the player characters indiscriminately. If a
Tactics: Burdug orders her two followers to engage the stirge attaches to a victim via touch attack, it causes 1d4
characters while she attempts to weaken the party with a points of Constitution damage per round until it has
sleep or cause fear spell. After she uses her magic, she’ll drained 4 points, and its AC decreases to AC 12. Sated
throw alchemist’s fire at the party; she has three flasks. stirges flap off to digest their meal down in area 17 of the
If the fight goes poorly, Burdug flees into area 10, seiz- Glitterhame.
ing a smoking brand beforehand to ward off the stirges. dStirges (4): hp 8, 5, 5, 3.
She’ll return to area 14 and seek help from Yarrack. Large quantities of smoke or fire discourage the stirges
Treasure: Two leather sacks among the clutter (Search and keep them from approaching within 5 feet of the
DC 10) contain 160 sp each. source of the smoke (a single torch or lantern is not
enough). Characters set on fire by the trap described
10. The Grand Stair below don’t have to worry about the stirges.
The Grand Stair room formerly served as the main aTrap (EL 2): Opening the door to the north triggers
entrance to the Glitterhame, which includes the great nat- a murderous trap. When the door is pulled open, a coun-
ural caverns lower in the hillside. terweight mechanism pumps burning alchemist’s fire
The iron gate blocks entry from area 8. Its lock is rusted from the spouts, dousing any character standing north of
shut; it can be picked with an Open Lock (DC 23), or the dotted line marked on the map. Burning characters
forced open with a Strength check (DC 15). The orcs can be extinguished by the actions of their comrades.
stuffed it with blankets and pallets to make it stirge-proof. After the door is opened, the counterweight pulls it
If the characters enter the room, read the following aloud: shut again in 2 rounds. Fast-thinking characters can jam it
open to inspect the small room behind it. The only con-
tents of the trap room are the counterweight mechanism,
The ceiling soars 30 feet high in the center of this
piping for the alchemist’s fire, and two almost-empty
impressive chamber, and the walls are carved in copper drums containing about 20 gallons of reagents for
images of dwarves at their forges. Two large stone alchemist’s fire (the liquids are mixed and then sprayed
doors exit to the north and south. Several old skele- out, as alchemist’s fire ignites on contact with air). Piping
tons lie scattered near the northern door. A gate of runs out through the small channels to the southeast and
wrought iron stands in the western wall. southwest to the spouts overlooking the kill zone.
In the center of the floor, a natural rift descends To manufacture alchemist’s fire from the reagents in the
sharply. Dozens of stone steps lead down into dark- tanks, the characters must first puncture and drain each
ness. From far below you can hear the distant sound of tank, then combine the reagents safely. This requires
running water, and a curious buzzing sound. about 2 hours of tedious work, and a successful Alchemy
check (DC 18) to recover 3d4 batches of alchemist’s fire. If
If the characters make any sounds, allow the stirges to the character fails the Alchemy check, the reagents ignite
make a Listen check. Read the following aloud if the during the process and burn away. If the character fails by
stirges hear the characters: 5 or more, he’s caught in the fire and suffers the normal
effects for being struck by alchemist’s fire.
aFire Trap: CR 2; alchemist’s fire causes 4d6 points
The buzzing grows louder, and then four large flying
of damage in first round, then causes 1d6 points of
things—birds, insects, bats, it’s hard to say—emerge damage each round after that until 10 rounds pass; Reflex
from the stairwell and arrow toward you! save each round halves damage first round and negates
damage after first round (DC 23), no saves needed after
The door to area 9 is locked from the other side. Charac- first successful save; Search (DC 23); Disable Device (DC
ters in this room can pick the lock (Open Lock DC 23), 23), takes 2d4 rounds.
but only by pushing the key out first (this warns Burdug Development: If the characters allow the door to the
that someone’s coming). trap room to shut, the trap resets. Fortunately, it only has
The door to the north is a deadly trap. The door is enough fuel for only one more spray.
carved in the image of a glowering dwarven face. On
either side of the northern door, eight small spouts about 11. Orc Quarters
10 feet above the floor are carefully worked into the stone- Four of the orcs following the Great Ulfe live in this old
work design. (The small circles on the map mark their dwarven guardroom. When the characters open the door,
location.) These spouts are part of the fire trap, but they read the following:
might be spotted by any character using a Search check
(DC 18) on these wall sections.
Barrels, crates, and sacks of foodstuffs line the walls of
The skeletons are orcs killed by the trap during the end
of the old battle; they’re dressed in the rusted remnants of this chamber. Among the loot, four oversized straw
chain hauberks that show signs of severe scorching. pallets and other simple furnishings show that this
Rusted axe-heads lie near the bodies, with no sign of the room now serves as a bunkroom. Four bestial
10 weapons’ hafts. humanoids with feral eyes are cleaning their weapons
This room leads down to area 15.
THE CITADEL AND ENVIRONS
and mending their gear; they spring to their feet and booms as it rushes at you. “Vak! Thrag! At them!”
roar in challenge! The humanoid drops the chains, the wolves spring
forward, and the being charges with a roar of rage!
The supplies stockpiled in this room are essentially the
same as those in area 8—low value, high bulk trade goods Creatures (EL 4): The ogre and his pet wolves aren’t
and staples raided from the settlements to the south over interested in negotiating and attack immediately.
the last few months. dGreat Ulfe: hp 44
The two orcs stationed in area 3 live here when they’re dWolves (2): hp 15, 12.
off-duty. Tactics: The ogre and his wolves pursue the characters
Creatures (EL 2): Unless these monsters were sum- as closely as possible, fighting furiously. Clever players
moned by orcs fighting in area 8, they’re engaged in a vari- might consider retreating back down the stairs to force
ety of mundane tasks when the characters appear. the ogre and the wolves to descend to the
dOrcs (4): hp 7, 5, 5, 4; heavy flail (1d10+2, crit 19–20), passageway outside, where they can be
short sword (1d6+2, crit 19–20), javelin, 1d10 gp, 4d6 sp. flanked or outmaneuvered. Vision in the
Tactics: These orcs fight dirty. They team up into two Great Ulfe neither asks nor gives quar- Glitterhame
pairs; one orc in the pair attempts to trip the character the ter, but Vak and Thrag aren’t entirely Range of vision is important in
pair is fighting (a melee touch attack), while the other orc stupid. If the ogre falls, the wolves run off, the PCs’ exploration of this
holds its action until after the trip attack so that he can moving through or over player characters level. Human characters rarely
strike at a character who may have been knocked prone. if necessary. (This may provoke attacks of carry light sources permitting
(See the Player’s Handbook for more details on trip attacks opportunity.) more than 30 or 60 feet of illu-
and prone details.) Note that an orc can choose to drop his Development: If the characters defeat mination, and many of the
flail if the defender would trip him instead; these orcs carry the Great Ulfe but fail to defeat all of the chambers and passages in the
short swords as secondary weapons in case they’re disarmed. orcs, one of the surviving orcs claims lead- Glitterhame are much larger.
Development: If the characters raid the complex and ership of the tribe. If the characters kill at Don’t tell the players about
depart, two of these orcs will be posted to area 2 to guard least thirteen orcs in addition to Ulfe, the perils their characters can’t see
the entrance of the dungeon against future attacks. survivors abandon the Mountain Door and from their current location.
Treasure: The orcs have 210 gp stashed in an old iron head for the hills as soon as the characters
cauldron hidden under one vermin-infested bed. A small leave this portion of the dungeon.
pouch concealed in another orc’s bedding contains a topaz Treasure: Great Ulfe keeps his treasure in two large
worth 200 gp and two onyx stones worth 50 gp each. wooden chests against the south wall. His hoard consists
of 440 gp, 1,600 sp, a potion of spider climb, and a +1 rapier.
12. Great Ulfe (Great Ulfe thinks the rapier is just too small for an ogre
Great Ulfe is a fierce ogre who leads the orcs and the orcs to use with any dignity.)
of the Mountain Door. This chamber once belonged to the
dwarf watch-captain, but Great Ulfe rules here now. 13. Dwarven Statue
The dwarven statue area is another trap to discomfit
invaders of the citadel. A pressure plate in the floor about
A short flight of stairs leads up to a large, ironbound
5 feet in front of the statue triggers a gas trap.
door. A bloodstained human skull is fixed to the
center of the door by an iron spike.
At the end of this passageway stands the statue of a
The door is not locked, but it is heavy and hard to move fierce-looking dwarf in heavy mail armor. The stone
(unless you’re an ogre). warrior holds a sword in one hand and a smith’s
sIronbound Door: 1 in. thick; hardness 6; hp 25; AC hammer in the other. The statue stands on a large
5; break DC 25. stone pedestal; the whole structure is about 7 feet tall
If the characters try the door and fail to open it on the and must weigh many hundreds of pounds.
first go, Great Ulfe realizes he’s about to be attacked. He
releases the two wolves and uses a readied action (a partial If any player character approaches for a closer look (and
charge against the first enemy to enter the room). fails to disarm the trap), continue with the text below:
Beyond the door lies a small chamber covered in Suddenly, you feel a small click from the floor beneath
poorly cured animal hides and illuminated by smok- your feet. The statue’s bearded face slides open, rather
ing torches in bronze sconces. The smell is indescrib- like an oversized nutcracker, and greenish gas billows
able. A monstrous creature of about 10 feet in height forth!
with warty, brown skin and greasy dark hair steps for-
ward, a massive axe in one hand. Two huge wolves a Trap (EL2): All of the denizens of the Mountain
strain at chains held closely in the other hand. “You Door know about the trap and avoid stepping on the pres-
think to challenge the Great Ulfe?” the creature sure plate. The gas used to be much more debilitating, but 11
it has lost some potency with age.
THE CITADEL AND ENVIRONS
aPoison Gas Trap: CR 2; poison gas creates a 20-foot Old Yarrack carries the key to the cage door in area 6.
cone, initial Strength damage of 1d4 points, secondary dOld Yarrack: hp 22.
Strength damage of 1d4 points; Fort save negates all (DC dOrcs (4): hp 6, 6, 4, 3.
13), second save negates secondary damage (DC 13); Development: In two days, the first patrol of four orcs
Search (DC 23); Disable Device (DC 13). returns and reinforces this room. Any orcs slain in area 4
are replaced by orcs from this room. The characters might
14. Bunkroom encounter as many as nine orcs in this room if they wait
Once the principal bunkroom for dwarf guards posted in too long before entering the dungeon.
this part of the dungeon, this chamber has been appropri- Treasure: The orcs on patrol chose to take most of their
ated by Great Ulfe’s orcs. A total of eleven of the creatures wealth with them, but a loose stone on the south wall con-
live here, but at the moment a band of them are out raid- ceals a sack of 250 sp, 40 gp, and a potion of cure light
ing the countryside nearby, while three are on duty in wounds. Yarrack conceals a sack of gold in area 8, since he
area 4; only Old Yarrack and four other orcs are at home. feels certain he would be murdered by his followers if
they ever learned where he kept his treasure.
This large chamber is filled with rough-hewn bunks,
tables, and chairs, and the floor is strewn with filthy
The Glitterhame
Below the Mountain Door lies the Glitterhame, a large
pelts. At a glance it appears that perhaps a dozen or so series of natural caverns in the heart of the Stone Tooth.
humanoids might live here. The caverns are beautiful; the walls sparkle and glisten
with flecks of semiprecious stone, and millennia of water
The orcs don’t know about the secret door in the western sculpting have created sheets of fluted flowstone, delicate
wall, but player characters searching this area can discover stalactites, and picturesque stalagmites. The Glitterhame
it with a Search check (DC 20). is a living cave, and water streams down through the cav-
Creatures (EL 4): Once the characters make their pres- erns toward the underground river far below.
ence known, Yarrack and his orcs attack! Old Yarrack The Glitterhame is now home to a band of troglodytes,
hangs back, trying to avoid the melee while hurling axes dangerous reptilian savages that haunt underground
(he has three of them) at disengaged player characters. If places. The troglodytes and the humanoids of the Great
the battle seems to be going poorly, he orders an orc to Ulfe’s tribe maintain an uneasy peace, although short skir-
break off and run to area 9 for help. If the fight’s going mishes are common. For the most part, the troglodytes
very badly, he sends an orc to area 11 to summon the orcs. use the old tunnel in area 21 to reach the surface and
If all else fails, Old Yarrack retreats to area 12 to cower hunt, leaving the orcs alone. In turn, the Great Ulfe’s fol-
under Great Ulfe’s protection. lowers rarely invade the troglodytes’ domain.
Each round 1d4 stirges wake and attack, until all the
stakes along the cavern walls, and you spot a pair of
stirges have awoken.
Treasure: On the floor of the stirge cave lies the desic- orc corpses treated in the same fashion.
cated corpse of a dwarven explorer who died here many
years ago. A leather pouch on the corpse contains 35 gp Allow any PC in the room to attempt a Spot check (DC 19)
and a wand of light with 20 charges remaining. to detect the troglodytes before they attack. Otherwise,
the PCs will be surprised:
16. The High Cavern
The high cavern is the first chamber of the Glitterhame
Suddenly, two grotesque figures—fierce, scaly-
proper. It is haunted by stirges from the nest at area 17.
skinned humanoids of some sort—leap down from
hiding places nearby and hurl huge darts at you!
The descending fissure opens up abruptly into a very
high cavern, with a ceiling easily 40 feet or more over- The creatures are troglodytes. The characters can’t avoid
head. The stairway continues to wind down, descend- a fight once they enter this room; the troglodytes are
ing a ledge along the north wall of the chamber. A very aggressive in defending their territory. They attack
fast-moving stream about 5 feet wide runs across the once two characters have entered the room.
floor of the chamber and disappears under a low stone Creatures (EL 2): The troglodytes are hiding at the
overhang to the south, while larger passageways exit points marked “T” on the map.
to the southeast and the northeast. dTroglodytes (2): hp 13, 12.
Tactics: Both of these troglodytes are Troglodyte Attacks
Creatures (EL 2): Four stirges are clinging to the cham- armed with two javelins. In the first round, Troglodytes can attack with two
ber walls high overhead. The small monsters spot the they hurl one javelin each at the characters. claws and a bite, one spear and
party the moment someone brings a light source into this In the following round, they throw their a bite, or a thrown javelin.
chamber, but they are very hard to spot in turn: Allow the second volley. After that, the troglodytes
players a Spot check (DC 23) to notice the small, dark close to attack with claws and teeth.
objects clinging to the wall above. This drops to DC 13 if a Troglodytes in battle produce a fearsome stench. Any
player tells you he or she is specifically looking for danger character within 30 feet of a troglodyte in combat must
somewhere overhead. If the stirges spot the characters make a Fortitude save (DC 13) or be weakened by nausea,
without being spotted themselves, they have surprised taking 1d6 points of Strength damage for the next 10
the party. rounds. (Smelling two troglodytes does not cause 2d6
dStirges (4): hp 7, 6, 5, 3. points of Strength damage.)
The Trog Crawl: At the southern end of this cavern lies
the entrance to the troglodytes’ lair. The stream exits the The Troglodyte Door: The troglodytes blocked the southwest
High Cavern through a passage only 3 feet tall, half filled passage leading to area 18 with a door-plug made of mud
by the stream. Those who search this area (Search DC 13) wattle. It’s heavy and crude, but stronger than it looks. A
discover numerous reptilian or birdlike tracks (troglodyte Strength check (DC 8) is required to pull it open. This
footprints) and slither marks around the banks of the increases to DC 18 if the troglodytes secure the door from
stream on this side. Clearly, something crawls in and out the other side.
of here regularly. In order to reach area 17, characters The Pool: The stream winds through the center of the
must crouch and wade or crawl through the stream. cavern, growing somewhat wider and deeper until it reaches
Player characters trying this path drown their torches the southeast corner of the room. The pool is about 20 feet
and lanterns, as the lowest point of the ceiling is only across and about 10 feet deep in the middle. At the eastern
about 6 inches above the surface of the water. end of the pool, a passage leading to area 23 has been
blocked up with loose rubble and mud wattle, creating a
17. Troglodyte Cavern rough stone wall.
The troglodytes infesting the Glitterhame use this cham- Treasure: The grisly trophies decorating this room repre-
ber as a common room and food storage area. They defend sent about two or three weeks of carnivorous feasts for the
it against all intruders. Heroes coming from area 16 may troglodyte tribe. The troglodytes like to let their meat age a
have no light and might not see everything at first. Read bit before eating, and most of the carcasses here are
the following text, adjusting as necessary (allowing for appallingly decayed.
Listen and Spot checks):
18. Troglodyte Warren
Most of the troglodytes dwell in this low, dismal cavern.
Floundering through the cold, swift stream, you
emerge in a large new cavern. The ceiling must be 30
feet overhead, and the far end of the cave is lost in The passage opens into a long, low cavern that quickly
darkness. A foul stench assaults your nostrils immedi- breaks up into narrow, twisting passages leading off
ately. Someone or something lives here; the remnants into darkness. The ceiling is only about 5 feet in
of butchered game animals hang from crude wooden height, and numerous rock columns meet the stone 13
THE CITADEL AND ENVIRONS
The Sinkhole (DC 15) each round or sustain 1d3 points of subdual
The stream flowing through the Glitterhame descends damage. If characters achieve a success of 18 or better and
through the chasm in area 25 to an even lower level of there is a ledge within 5 feet, they can pull themselves
caverns—the Sinkhole. Here a large, fast-moving under- out. Otherwise, they are swept 60 feet downstream.
ground river races through dark, dank caverns and At the west end of the cavern, the ceiling descends to
forgotten dwarven storerooms. meet the surface of the river. Characters swept past this
None of the monsters living elsewhere in the dungeon point are in dire peril—they’re trapped in an airless tor-
regularly visit this place, although the dragon Nightscale rent of water with no chance of escape. The damage
sometimes swims through the submerged portions of the increases to 1d6 points of real damage each round, and the
river passage, using this as a back door to its lair. victim begins to drown (Swim DC 20). Even characters
Characters can also enter this area via the orc tunnel with the ability to breathe water are eventually battered to
(see Search the Hill at the beginning of the adventure). death.
The stream runs for about 5 miles before emerging in a
28. Waterfall Cavern large spring on a hillside to the west of the Stone Tooth.
The stream flowing from area 25 in the Glitterhame pours
down into this chamber, creating a good-sized pool that 30. Old Storeroom
drains out to the river in area 29. The door to this room has swollen shut. A Strength check
(DC 15) is required to force it open. Durgeddin’s folk for-
merly used this large chamber as a storeroom, stockpiling
A loud waterfall spills down the northwest wall of this
food and supplies here.
cavern into a deep pool. The rocky walls glisten with sSwollen Door: 2 in. thick; hardness 5; hp 30; AC 5;
spray, and a weird array of colorful minerals and break DC 18.
strange lichens lend an unearthly beauty to this spot.
Another stream runs south from the pool at the base
of the falls, and a natural passage heads in that direc- The door gives way grudgingly, revealing a low-
tion. A set of narrow stairs cut through the rock wind vaulted chamber of dressed stone 30 feet wide and
upward to the north, and two old wooden doors stand about as long. Two open archways in the far wall
in a wall of dressed stone to the east. show a similar room beyond, and you can barely
make out two more archways beyond that. This
The pool is populated by an interesting array of blind chamber is filled with what appear to be rotten food-
cavefish and white crayfish, but nothing dangerous lives stuffs—barrels of salted meat gone bad, sacks of
inside. The stream leading from the pool is about 5 feet flour or grain covered in russet-colored mold, tuns of
wide and 2 to 4 feet deep. Any character knocked uncon- cider that reek of vinegar. The room stinks of rot, and
scious or killed by a fall into the pool from the upper the floor under the first archway gleams wetly in the
levels drifts down the stream to the river in area 29 in party’s light.
1d4+4 rounds. Once in the river, a single round is enough
to sweep the hapless character into the airless under-
ground channel, never to be seen again. None of the supplies in here are salvageable; the passing
years have destroyed them all. If the characters attempt to
29. River Cavern search the entire room, they discover that the old store-
The dominant feature here is the underground river, room holds its own peculiar danger: a gray ooze. When
which flows swiftly from east to west through this room. the gray ooze attacks, read the following aloud, adjusting
as necessary:
This long, narrow cavern is half-filled with a powerful
underground river, racing along at a breakneck pace. The spot on the floor that looked wet suddenly gains
The chamber is about 20 to 30 feet in width; you stand liquid mass and whips out to slam you!
on a narrow ledge overlooking one side of the river. A
bridge of stone spans the river, leading to a larger Creatures (EL 4): This monster is currently located in
ledge on the south side. It looks as if the southern the middle vault of the old storeroom. It looks very much
ledge might follow the course of the river some dis- like a patch of wet stone, and it effectively hides (Spot DC
tance to the east. 18). It strikes at the first character to enter the middle room,
surprising its victim(s) if the heroes fail their Spot checks.
The bridge is sturdy and sound; there’s no danger in cross- DGray Ooze: hp 22.
ing it. The ooze attempts to grapple a character. If it succeeds
The stream flows at a rate of about 60 feet per round. in grappling a victim, it constricts its prey, automatically
Characters who fall or wade into the stream must attempt scoring both slam and acid damage each round. Note that
Strength checks (DC 13) or be washed away, provided the gray ooze may destroy the armor of any character it
they are within 5 feet of one of the ledge-banks. Other- hits in melee, and any weapons striking it may be
18 wise, characters who fail are automatically swept away. destroyed. The ooze attacks until the characters kill it or
Characters in the water must attempt a Swim check abandon the scene.
THE CITADEL AND ENVIRONS
33. Roper’s Cavern Creature (EL 10): The roper attacks as described in the
The narrow stairway at the east end of area 29 climbs over Monster Manual. If it drags a victim closer with its ten-
the stream and then descends immediately to a second tacles, the victim is probably pulled off the ledge and into
cavern very much like the first, only smaller. This is the the stream, which flows westward at 60 feet per round.
home of an extremely dangerous monster, a creature Characters in the water aren’t washed downstream as long
known as a roper. as the roper holds them with at least one strand, but they
If the player characters approach stealthily (despite the gain a +4 bonus to their attempts to escape the strand due
roper’s Alertness feat and Listen check), they discover: to the force of the water.
It’s very likely that a victim will be caught, dragged into
the stream, then break free only to be washed all the way
The rocky stairs climb steeply, turn north for about 20
back to area 29. This isn’t an easy escape; the roper’s
feet, and then descend toward the east. You find a Strength drain may make it impossible for weakened
cavern very much like the one you just left, but characters to drag themselves out of the stream before
smaller. A ledge along the river continues east about they are washed into the airless part of the tunnel (see area
60 feet, leading to a door, while the river rushes to 29 for details on climbing out of the stream).
your right, separating you from a ledge on the south- If the characters attempt to negotiate with the roper,
ern side. There is a large, strange-looking stalagmite in allow player characters to make Diplomacy checks. Since
the middle of the southern ledge. the roper isn’t very hungry right now, it can be satisfied 19
with a simple change of fare (see Tactics).
THE CITADEL AND ENVIRONS
DRoper: hp 85.
The door in the north wall is a sturdy dwarven door of
Tactics: Once the roper starts dragging one character
to its ledge through the stream, it either settles for iron plate, but it stands open. Inside you see a short
devouring that unfortunate soul while allowing the other passageway with three small, iron doors on the west
characters to flee or listens to any pleas to save the char- wall. The first two also stand open, but the door at the
acter. It isn’t hungry enough to eat a whole humanoid, end of the hall is closed.
though it would like a snack that doesn’t consist of cave-
fish. Of course, it defends itself against any additional sIron Door: 2 1/2 in. thick; hardness 13; hp 75; AC 5;
attacks the characters make and continues to fight as break DC 28.
long as they do. The first two cells are empty. The door to the northern
The roper is perfectly capable of conversation and cell is locked (Open Lock DC 23), but a casual search
heeds a call for parley after it has secured its first possible around this area (Search DC 10) reveals an old jailer’s key
victim. Ruthless players might realize that it is possible to lying in the grime of the floor nearby.
bypass the roper by providing it with a humanoid meal Inside the northern cell are the skeletal remains of a
and arranging a short truce. As long as the meal is alive, dwarf in rusted old half-plate armor. This was one of
the roper isn’t picky, so an orc prisoner or promise of a dif- Durgeddin’s chief lieutenants; the orcs captured her
ferent creature would do (even something the characters during the final battle and threw her in this cell for later
hunt and bring back from outside the cave). You can allow interrogation, and the unfortunate warrior was simply left
the player characters to leave if they promise food, but if to starve. The armor is too corroded to be of any value, but
they return without the food, the roper definitely attacks a small silk purse under the breastplate contains 8 pp and
to secure a meal from the ranks of the party members. a key, which opens the Iron Door (area 27).
Treasure: In its stony gizzard the roper holds a ring of
wizardry (1st-level spells) and six gemstones: a ruby worth The Foundry
1,000 gp; two emeralds worth 400 gp each; and three ser- Durgeddin’s followers lived and worked in a large series of
pentines worth 60 gp apiece. halls and chambers beyond the Glitterhame, carved out of
the living rock of the Stone Tooth. Most of this level was
34. Dwarf Gaol thoroughly ransacked in the fall of the dwarven citadel.
If the characters defeat the roper in area 33 (or provide it Unlike the Mountain Door or the Glitterhame, which
with a meal, willingly or unwillingly) they can explore offer easy exits to the surface world, the Foundry is
this room. In Durgeddin’s day, it was Khundrukar’s prison. buried so deeply that no monsters dependent on surface
raiding would willingly dwell here. The Foundry is not
20
THE CITADEL AND ENVIRONS
abandoned, though. Undead monsters wait in its darkest nately, it isn’t trapped or sealed and can be
recesses, and dwarven traps still work perfectly well opened easily. This was formerly Durged- Negotiating Passage?
despite their age. Finally, a small number of duergar—evil din’s throne room, banquet hall, and center The duergar begin this en-
gray dwarves—have come here to breathe life into of authority. counter with a hostile attitude,
Durgeddin’s old forges and decipher the secrets of the but they’re waiting to see if the
master smith’s work. characters attack or back down.
You find a mighty dwarven hall, fully Ghared speaks for the group;
If the characters come to this area from the Dark Mere
(see the beginning of the adventure), go to area 38. 100 feet in length and 50 feet wide, she’s suspicious, greedy, and
lined with ten great pillars carved into arrogant, but she’s not stupid. A
35. Chamber of Statues fantastic images—giants and dragons successful Diplomacy check (DC
From the Iron Door (area 27), a flight of steep stone stairs straining to support the massive 20) may change their attitude to
climbs 30 feet to this room. vaulted ceiling, thirty feet above. Gut- unfriendly; add a +1 bonus to
tering orange torches set in sconces 10 the check per 20 gp offered as a
feet above the floor illuminate the bribe (maximum +10).
The stairs open up into an octagonal chamber about room, and a mighty throne sits on a If the characters successfully
30 feet across. The floor is inlaid with cracked, dusty dais at the opposite end. The walls engage them in negotiations,
blue tiles, and the walls are dressed with polished were once covered with tile frescoes, the duergar may—in exchange
marble. Large doors of ironbound oak exit to north- but these are long gone, smashed into for gold—tell them several facts:
west and northeast. tiny fragments and replaced by Orcish
Three cast bronze statues almost 10 feet in height graffiti. You can see five doors, not k The doors to the north lead
stand on the west, north, and east walls. Each repre- counting the one you’re standing in. to halls infested with undead
sents a dwarven warrior armed for battle; the east and A small fire smolders on the floor and cursed magic.
west carry axe and shield, and the center statue is in front of the dais, and a half-dozen k A dragon lives in a large lake
armed with two axes. The ceiling rises in a dome sleeping pallets lay empty there, sur- cavern deep below.
almost 30 feet above the floor. rounded by packs and supplies. Ham- k The door to the southeast
Somewhere in the distance, you can hear the faint mers ring on iron somewhere beyond leads into the old kitchens,
ringing of hammer on anvil. the doors to the south. guarded by more cursed
Suddenly a harsh voice calls from magic.
the shadows of the pillars: “Go back k The subterranean river flows
The sound of the anvil can be localized with a successful the way you came! This is the only from the lake through other
Listen check (DC 18); it comes from somewhere beyond warning you’ll get!” parts of the complex below
the east wall. Any PC closely examining the floor notices the Glitterhame. It’s fed
that the dust is somewhat disturbed. Characters may from a lake on the surface.
attempt a Wilderness Lore check (DC 18) to discern an The graffiti consists of random epithets
infrequently used trail leading from the stairs to the stone detailing how unfit and bad dwarves are. The duergar avoid telling the
wall behind the east statue—a dead giveaway that there Feel free to create your own!
characters anything about area
might be a secret door present. Two duergar warriors and the duergar
37 or 39, unless they see an
aTrap (EL 1): The obvious exits are false doors lead- rogue Ghared stand watch here. They’re
opportunity to send the charac-
ing into blank stone. They’re also the triggers of a deadly invisible and enlarged, since they were
ters after the dragon.
trap. If either door is opened, the axes of the statues are warned of the characters’ approach by the
If bribed, Ghared and the
released to drop across the area just in front of each false magic mouth in area 35. If the characters
other duergar are willing to
door. Any character in the shaded areas is subjected to two somehow passed through area 35 without
greataxe attacks. triggering the magic mouth, the duergar allow the party to enter the
aStatue Trap: CR 1; two +8 melee (1d12+2/×3 crit); don’t have time to use their invisibility rooms to the north. The duergar
Search (DC 23); Disable Device (DC 25). powers and are caught out in the open; the might be persuaded to escort
Secret Stairwell: The secret door behind the east statue is duergar are emaciated, gray-skinned the PCs through area 37 to the
well hidden, requiring a Search check (DC 23) to find. dwarves armored in mail. chasm in area 38 in order to
Any creature climbing the stairs beyond triggers a The throne is unremarkable; it’s simply a enter the dragon’s territory.
magic mouth spell when it steps on the 13th step. The short bench or seat of stone that might have Ghared will arrange passage and
spell calls out a phrase in Dwarven: “Alert! Alert! Intrud- been decorated at some point in the past. escort the PCs through area 37.
ers approach!” This warns the duergar guards in area 36. Creatures (EL 4): The duergar would The duergar will not allow
The only way for the characters to discover the spell prefer to chase off the party without a the PCs to pass through the
before it goes off is to use a detect magic spell to examine fight. They give the party 1 round to door to 37 without an escort,
the stairs after opening the door, and then avoid it by retreat down the stairs, and then they nor will they allow them to go
using a silence spell or a dispel magic spell, or by stepping attack unless the characters back down or to area 39 without a fight.
over the step—all in all, a fairly unlikely sequence of open negotiations with them.
events. DDuergar Warriors: hp 11, 10; 60 gp each.
DGhared: hp 19.
36. The Great Hall Tactics: The duergar wait 1 round to see if the party
The door leading to this room from area 35 is another retreats, and then they open up with their crossbows, 21
stone door carved with a glowering dwarf face. Fortu- using the pillars for cover. Ghared is behind the second
THE CITADEL AND ENVIRONS
Treasure: The party can collect dozens of old, rusty since have found their way to this room only to fall to the
iron pots, pans, knives, forks, and other cooking utensils, wight’s wrath. In a hidden compartment behind the altar
none of which are particularly valuable. rests a sack with 280 gp and a scroll with web and spider climb.
points. Each attack inflicts 5 points less she stays with them for a few minutes, then teleports
Idalla’s Story damage than normal against this construct. away to search for the wizard who bound her. She might
If the characters talk to her, even try to steal a kiss (and use her energy drain attack)
Idalla checks (or continues to 49. Idalla’s Den just before she leaves. Remember that if she drains a char-
check) to see if any of the char- The last member of the previous expedition, acter, the victim must succeed at a Wisdom check (DC 15)
acters might have good inclina- a cunning and malicious wizard, died near to even notice the drain. Just before she leaves, she smirks
tions by using her detect good this spot. Before he died, though, he sum- at the characters and tells them that not everyone is as
ability. Once she has deter- moned and bound a succubus to the room they appear to be. Her eyes glow briefly as she does so,
mined that a good character is with the condition that she is stuck here though it requires a Spot check (DC 10) for anyone to
present (possibly pinpointing until someone of good intentions (meaning notice this.
which ones are good), she plays any good alignment) attacks her or is foolish DIdalla: hp 33.
her role as captive to the hilt. enough to give her verbal permission to Tactics: If the characters attack Idalla in the room,
She even allows herself to cry leave. The succubus, who will call herself and one of the attackers is of good alignment, Idalla
and tremble, but only sparingly. Idalla, doesn’t know why the wizard sum- plays with them a bit, perhaps starting with a charm
She can tell the characters the moned her or that he has since died. She person spell, then kissing the charmed target. The
following bits of information: does know, though, that she’s very bored and moment she takes any damage or has successfully
will do anything to get out of that room. drained one target, she leaves the area with her teleport
k The wizard lives below this Allow her to make a Listen check as the char- without error ability. She uses the same tactics if the char-
area. She hasn’t seen him for acters approach the room. She can prepare acters attack her after they have freed her from her bind-
a while, though. He wants to herself better if she knows the group is ing. Groups with no good-aligned characters who attack
use her for a study on pro- coming. Otherwise, adjust the following: her inside the room may find themselves in a lot of
longing life. (These are lies.) trouble. Idalla continually tries to use her charm person
k The wizard told her a bit of ability to turn party members against each other, and she
This room was once the library or study
the history of Khundrukar can inflict quite a few negative levels.
of a scholar. Bookshelves stand against 49a. Bedchamber: Area 49a is the old bedchamber of the
and the fate of Durgeddin the walls. Several piles of books rest on
(see area 42 for details), dwarven scholar who lived here. This room is moldy and
reading table in the middle of the room, very stuffy. Idalla tells the characters that she hasn’t gone
which she can pass on. (She and the room reeks of moldy paper. Two
has learned a little of the his- in there because it just reeks of mold, which is partially
doors exit to the east and the south. true. (She is bound to the library room, though the stench
tory from her reading, not A slender woman of medium height
from the wizard.) in the bedchamber is enough to make any curious
and long, black hair sits in a chair at the person’s eyes water and nose object.) Those who enter and
k A doppelganger haunts the table, looking extremely sad. Her cloth-
Glitterhame. (This is a mali- look around can make Search checks (DC 20) to find the
ing looks well worn, though it does secret compartment.
cious little lie thrown in for little to detract from the beauty of her
the fun of it. She can use Treasure: The former dwarf scholar amassed a small
appearance. amount of treasure, which he kept behind a hidden com-
this to her advantage later, if
partment in the wall of the bedchamber. Inside are 110 gp
necessary.)
and a cat’s eye gem worth 70 gp. In the library, the charac-
k A dead dwarf haunts the
If the characters look around the library ters can find a scroll with the spells alarm, change self,
halls, reduced to a gibbering
while interacting with Idalla (Search DC 20), reduce, and shield.
spectre of madness.
they may find some interesting scrolls (see
k The wizard told her that a Treasure). The Black Lake
dragon’s lair lies below the
Creature (EL 9): If Idalla heard the char- The darkest and most remote corner of the Glitterhame’s
foundry. (This is another lie, acters approach, she has already used her cavern system, the Black Lake is a large, winding cavern
but strangely enough, she’s detect good ability to see if any of the charac- filled with waters draining from the Dark Mere through a
right.) ters are good. She also immediately jumps up long, submerged siphon. From the lake, the subterranean
k The books here are mostly from her position once the door is open and river flows west through the Sinkhole, the bottom of the
boring, dry tomes about begs to be released from her imprisonment. chasm in area 3, and then an additional 5 miles until it
dwarven history. (The charac- If she isn’t quite as prepared, the opening of emerges at the surface again.
ters can find nothing but his- the door gives her a few seconds to change The dwarves of Khundrukar never settled these cav-
tory books and the scrolls form where she sits. She tries to distract the erns, although Durgeddin had his followers begin work
listed in Treasure here, unless party with her story while using her detect on an escape route through the depths.
you wish to introduce some- good ability. The Black Lake is now the domain of Nightscale, a
thing here yourself. Idalla has Idalla tells the characters that she is a cap- young black dragon. Nightscale has slowly collected most
already told them the relevant tive of a wizard who resides below this level. of the remaining loot from Khundrukar, beginning her
historical information.) She uses all of her abilities to persuade the hoard. From here, Nightscale can swim to the Sinkhole,
characters to give her permission to leave the climb up the stairs to the Glitterhame, or fly up to the
room. (She knows of the conditions of her Foundry. The troglodytes fear and worship Nightscale,
binding because the wizard who bound her was a little too while the duergar have negotiated an uneasy truce with
free with his thought before he left the area completely.) the dragon, paying her a modest amount of tribute to
26 She is quite willing to play the part of a captive, even leave them alone with their work at the forges.
enjoying it. If the characters allow her to or want her to, If the party enters via the Dark Mere, start at area 54.
THE CITADEL AND ENVIRONS
52. Nightscale off to leap back into the lake if dangerous fighters get any-
Nightscale is dozing on the island (area 53) when the where near. Nightscale attacks with one bite, two claws,
characters arrive, but if they are carrying light sources or and two wings in one attack action. As her breath weapon
trigger the fall of the bridge, the dragon wakes and slips recharges, Nightscale blasts the fighter-types with acid
into the water, swimming over to investigate. Player char- from the cover of the lake.
acters who avoid advertising their presence don’t Nightscale doesn’t have to make an attack every round.
encounter the dragon until they reach the ledge south of It’s a perfectly valid tactic for the dragon to break off
area 53. melee using a double move on her action. She avoids the
If Nightscale moves in, she swims to a point near the attack of opportunity of any character threatening her,
stepping-stone rocks, exposing just the top of her head and dives back into the lake where she can reposition her-
above the water. A PC watching the lake may make a Spot self for a renewed attack in the following round.
check (DC 18) to catch a glimpse of a serpentine form This is a very tough encounter, especially since the
moving in the darkness. Other characters are allowed dragon is perfectly at home in the water and can pick off
Listen checks against Nightscale’s Move Silently check characters with acid attacks from cover (add +4 to
(she gains a +4 bonus for moving in water) to detect her Nightscale’s AC to reflect the effects of being mostly sub-
approach and avoid surprise. merged when she attacks in this fashion).
As you pick your way along the lakeshore, you hear a In the center of the lake sits a small islet, about 30 feet
small splash and catch a glimpse of a small green light across. Stalagmites thrust needle-sharp points at the
moving in the darkness. Then the water erupts in ceiling above, and the dark waters lap quietly at its
spray as a black-scaled dragon the size of a small horse shores. Gold and steel glimmer in the darkness—a
bursts out of the water! great hoard of coins and arms carefully have been
gathered together on the rocky island!
Creature (EL 4): Since she is fighting in defense of her
lair and her treasure, Nightscale is not inclined to parley As one might expect, the dragon’s hoard is quite a find.
with the characters unless they first retreat, throw down Even a young dragon like Nightscale can accumulate a
their weapons in abject surrender, or demonstrate that fair amount of wealth.
they’re tougher than she is. In the first two instances, she Treasure: Scattered in tidy piles and stacks are 6,200
is willing to allow the characters to live, provided they sp; 1,430 gp; two garnets worth 20 gp each; a black pearl
give her all of their treasure and throw their arms and worth 50 gp; a wand of magic missiles (3rd-level caster) with
armor in the lake. 32 charges; a +2 dwarven waraxe bearing Durgeddin’s per-
If the characters threaten her life, Nightscale may bar- sonal smith’s mark; a large steel +1 shield; a potion of cure
gain to buy time, planning to remove her hoard to the light wounds; and a potion of levitation.
depths of the Dark Mere to keep it out of the party’s
hands. In the last extremity, she abandons her treasure to 54. The Dragon’s Passage
save her own life, escaping underwater through the This small pool contains an underwater passage linking
siphon in area 54. the Black Lake to the Dark Mere on the east side of the
DNightscale: hp 85. Stone Tooth. The passage is approximately 700 feet long
Tactics: Nightscale isn’t particularly sporting. She (all submerged). Nightscale can negotiate it easily
begins the fight by sticking about 2 to 3 feet of her head enough, but air-breathing characters find it much more
and neck above the water, approximately 20 feet from the difficult.
shore, and breathes acid in a line designed to catch as
many characters as possible in the area of effect. Then she
submerges and moves away, heading west under the sur-
face of the water.
In the following round, Nightscale climbs up on the
ledge behind the party (a move-equivalent action) and
then executes a partial charge to attack a character in the
28 rear of the party with her bite, claws, and wings. She tries
to engage weak-looking spellcasters in melee, breaking
THE CITADEL AND ENVIRONS
End of the Raider Threat You don’t need to create a detailed history about the duer-
If the party decided to go for the orc bounty that Blas- gar and their city, but you should certainly have a minimal
ingdell set up, they can return throughout the adventure background for it.
with their orcs. Once the characters have finished with You can also end this adventure and use it to sow the
the adventure completely and have decided to move on, seeds of the next one. Perhaps the characters encounter
Sir Miles Berrick sends a representative to them with a the legend of a dwarf blade—possibly one of Durged-
message inviting them to his house for an elaborate din’s—buried in the barrow of an evil knight. Maybe they
dinner party. find that Great Ulfe’s ogre clan is terrorizing a small town
If the player characters accept the invitation, allow somewhere nearby. They might even hear stories of an orc
them some time in the town to prepare for it. They may war-chieftain who carries a dwarven urgrosh, a trophy of
need baths, new clothing, and other things to make them- Khundrukar’s sack handed down through orc genera-
selves more presentable at the party. During their time in tions.
the town, be sure to have the local folk whisper and point, It’s all up to you.
approach them with minor problems that may lead into a 29
mini-adventure, or ask open questions about what the
APPENDIX: STATISTICS
to free self. Weakness: Fort save (DC 18) or suffer 2d8 points of ject to critical hits, subdual, ability damage, energy drain, or
temporary Strength damage. death from massive damage. Incorporeal: Harmed only by
Special Qualities: Fire Vulnerability: Double damage from fire other incorporeal creatures, +1 or better magic weapons, or
attacks unless save allows half damage; successful save halves magic (with 50% chance to ignore damage from corporeal
damage and failure doubles damage. source), can pass through solid objects, its attacks pass through
DStirge: CR 1/2; Tiny beast; HD 1d10; hp 5 (average); armor, always moves silently. Madness: Anyone using a mind-
Init +4 (Dex); Spd 10 ft., fly 40 ft. (average); AC 16; Atk +6 touch affecting ability against it takes 1d4 points of temporary
(1d3–4, touch); Face/Reach 2 1/2 ft. by 2 1/2 ft./0 ft.; SA Attach, Wisdom damage.
blood drain; AL N; SV Fort +2, Ref +6, Will +1; Str 3, Dex 19, DBrowngnaw: Rat familiar of Snurrevin; CR n/a; Tiny ani-
Con 10, Int 1, Wis 12, Cha 6. mal; HD 4d4; hp 9; Init +2 (Dex); Spd 15 ft., climb 15 ft.; AC 16;
Skills and Feats: Hide +14; Weapon Finesse (touch). Atk +4 melee (1d3–4, bite); Face/Reach 2 1/2 ft. by 2 1/2 ft./
Special Attacks: Attach: Successful attack allows it to latch 0 ft.; SQ Scent, improved evasion, share spells, empathic link,
eight pincers into victim, giving it AC 12. Blood Drain: Causes touch spells; AL N; SV Fort +2, Ref +4, Will +4; Str 2, Dex 15,
1d4 points of temporary Con damage each round to a maximum Con 10, Int 7, Wis 12, Cha 2.
of 4 points of Con damage. Skills and Feats:: Alchemy +7, Balance +10, Climb +12, Concen-
DTroglodyte: CR 1; Medium-size humanoid (reptilian); tration +9, Hide +18, Listen +5, Move Silently +10, Scry +7,
HD 2d8+4; hp 13 (average); Init –1 (Dex); Spd 30 ft.; AC 15; Search +4, Spellcraft +9, Spot +5; Weapon Finesse (bite).
Atk +1 melee (1d8/×3, longspear), +1 melee (1d4, 2 claws), DBurdug: Female orc Adp3; CR 3; Medium-size humanoid
–1 melee (1d4, bite), +1 ranged (javelin, 1d6); SA Stench; (orc); hp 20; Init +1 (Dex); Spd 30 ft.; AC 14; Atk +2 melee (1d4/
SQ 90-ft darkvision; AL CE; SV Fort +5, Ref –1, Will +0; Str 10, 19–20/×2 crit, dagger); SQ 60-ft. darkvision, light sensitivity;
Dex 9, Con 14, Int 8, Wis 10, Cha 10. AL CE; SV Fort +3, Ref +2, Will +5; Str 11, Dex 12, Con 13, Int 9,
Skills and Feats: Hide +6 (+14 underground), Listen +3; Wis 14, Cha 10.
Multiattack, Weapon Focus (javelin). Skills and Feats: Alchemy +0, Concentration +2, Hide +2,
Special Attacks: Stench: Those within 30 ft. must make Fort Listen +3, Move Silently +2, Spot +3; Alertness, Combat Casting.
saves (DC 13) or take 1d6 points of temporary Strength damage Spells Prepared (3/2): 0—cure minor wounds, ghost sound, guid-
(lasts 10 rounds). ance; 1st—cause fear, sleep.
DWight: CR 3; Medium-size undead; HD 4d12; hp 30; DGhared: Female duergar Rog3; CR 4; Medium-size human-
Init +1 (Dex); Spd 30 ft.; AC 22; Atk +3 melee (1d4+1 plus level oid (duergar); HD 3d6+6; hp 19; Init +3 (Dex); Spd 15 ft.; AC 17;
drain, slam); SA Energy drain; SQ Undead; AL LE; SV Fort +1, Atk +2 melee (1d6/19–20/×2 crit, short sword), +6 ranged
Ref +2, Will +5; Str 12, Dex 12, Con –, Int 11, Wis 13, Cha 15. (1d8+1/19–20/×2 crit, light crossbow); SA Sneak attack +2d6; SQ
Skills and Feats: Climb +5, Hide +8, Listen +8, Move Dwarven traits, enlarge, invisibility, immune to phantasms, paraly-
Silently +16, Search +7, Spot +8; Blind-Fight. sis, and magical/alchemical poison, 120-ft. darkvision, light sensi-
Special Attacks: Energy Drain: Those slammed receive one neg- tivity, evasion, uncanny dodge; AL LE; SV Fort +3, Ref +6, Will +3;
ative level (Fort negates DC 14). Str 11, Dex 16, Con 14, Int 12, Wis 10, Cha 9.
Special Qualities: Undead: Immune to mind-influencing Skills and Feats: Balance +3, Bluff +3, Climb +2, Disable
effects, poison, sleep, paralysis, stunning, and disease; not sub- Device +7, Hide +7, Jump +2, Listen +6, Move Silently +11,
ject to critical hits, subdual, ability damage, energy drain, or Open Lock +7, Pick Pocket +7, Search +5, Spot +6, Swim +2, Use
death from massive damage. Magic Device +3; Alertness, Iron Will, Point Blank Shot.
Possessions: Half-plate. Special Qualities: Dwarven Traits: +1 bonus to attack rolls
DWolf: CR 1; Medium animal; HD 2d8+4; hp 13 (average); against orcs and goblinoids, +2 bonus to Will saves against spells
Init +2 (Dex); Spd 50 ft.; AC 14; Atk +3 melee (1d6+1, bite); and spell-like abilities, +4 dodge bonus against giants; stonecun-
SA Trip; SQ Scent; AL N; SV Fort +5, Ref +5, Will +1; Str 13, ning: +2 bonus to Appraise, Craft, or Profession checks that are
Dex 15, Con 15, Int 2, Wis 12, Cha 6. related to stone or metal. Enlarge: 1/day as wizard at 6th level.
Skills and Feats: Hide +3, Listen +6, Move Silently +4, Spot +4, Invisibility: 1/day as wizard at 6th level.
Wilderness Lore +1. Possessions: Chain shirt, potion of cure light wounds.
Special Attacks: Trip: Bite attack may trip opponent as free DGreat Ulfe: Ogre War1; CR 3; Large giant; HD 5d8+15;
action without provoking an attack of opportunity for making a hp 44; Init –1 (Dex); Spd 30 ft.; AC 17; Atk + 8 melee (2d8+7/×3
touch attack (see Player’s Handbook for trip), failure to trip does- crit, greataxe); AL CE; SV Fort +8, Ref +0, Will +3; Str 21, Dex 8,
n’t allow foe to react. Con 16, Int 8, Wis 10, Cha 9.
Special Qualities: Scent: +4 bonus to Wilderness Lore checks Skills and Feats: Climb +6, Handle Animal +2, Intimidate +3,
when tracking by scent. Listen +4, Spot +4, Swim +6; Iron Will, Weapon Focus (great-
axe).
Possessions: Scale mail (Large), greataxe (Huge).
NAMED CREATURES DIdalla: Succubus; CR 9; Medium-size outsider; HD 6d8+6;
DArundil: Allip; CR 3; Medium-size undead (incorporeal); hp 33; Init +1 (Dex); Spd 30 ft., fly 50 ft. (average); AC 20; Atk +7
HD 4d12; hp 24; Init +5 (+1 Dex, +4 Improved Initiative); Spd melee (1d3+1, 2 claws); SA Spell-like abilities, energy drain,
fly 30 ft. (perfect); AC 15; Atk +3 melee (1d4 Wisdom drain, summon tanar’ri; SQ Damage reduction 20/+2, tanar’ri defenses,
touch); SA Babble, Wisdom drain; SQ Undead, incorporeal, +2 alternate form, tongues; SR 12; SV Fort +6, Ref +6, Will +7;
turn resistance, madness; AL NE; SV Fort +1, Ref +2, Will +4; Str 13, Dex 13, Con 13, Int 16, Wis 14, Cha 20.
Str —, Dex 12, Con —, Int 11, Wis 11, Cha 18. Skills and Feats: Bluff +11, Concentration +7, Disguise +11
Skills and Feats: Hide +8, Intimidate +11, Intuit Direction +4, (+21), Escape Artist +7, Hide +7, Knowledge (the planes) +9,
Listen +7, Search +7, Spot +7; Improved Initiative. Listen +16, Move Silently +7, Ride +7, Search +9, Spot +16;
Special Attacks: Babble: All sane creatures within 60 ft. make Will Dodge, Mobility.
save (DC 16) or fall under hypnotism effect for 2d4 rounds. Wis- Special Attacks: Spell-Like Abilities: At will—charm monster,
dom Drain: Victim becomes helpless if all Wisdom is drained. clairaudience/clairvoyance, darkness, desecrate, detect good, detect
Special Qualities: Undead: Immune to mind-influencing thoughts, doom, ethereal jaunt (self plus 50 pounds of objects 31
effects, poison, sleep, paralysis, stunning, and disease; not sub- only), suggestion, and teleport without error (self plus 50 pounds of
©2000 Wizards of the Coast. Wizards of the Coast grants permission to photocopy this page for personal use only.
APPENDIX: STATISTICS
objects only); 1/day—unholy blight; all abilities work as the oid; hp 22; Init +2 (Dex); Spd 30 ft.; AC 18; Atk +5 melee
spells cast by a 12th-level sorcerer (save DCs are 15 + spell level). (1d6+1/×3, masterwork handaxe), +2 ranged (1d6+1, throwing
Energy Drain: Succubus’s kiss or embrace inflicts one negative axe); SQ 60-ft. darkvision, light sensitivity; AL CE; SV Fort +4,
level, victim must succeed at Wisdom check (DC 15) to notice, Ref +3, Will +4; Str 12, Dex 14, Con 12, Int 13, Wis 12, Cha 14.
Fort save to remove the negative level has a DC of 18. Summon Skills and Feats: Climb +3, Hide +6, Intimidate +3, Listen +4,
Tanar’ri: 1/day can attempt to summon one balor with a 10% Move Silently +6, Sense Motive +3, Spot +3; Alertness, Iron
chance of success. Will.
Special Qualities: Tanar’ri Defenses: Immune to poison and Possessions: Scale mail, large steel shield, masterwork hand axe,
electricity, cold, fire, and acid resistance 20. Alternate Form: Can 3 throwing axes.
assume any humanoid form of Small to Large size as a standard DSnurrevin: Male duergar Wiz4 (illusionist); CR 5;
action, similar to the polymorph self spell but allows only human- Medium-size humanoid (duergar); hp 18; Init +1 (Dex); Spd 20
oid forms. Tongues: A succubus has a permanent tongues ability ft.; AC 13; Atk +3 ranged (1d8/19–20/×2 crit, light crossbow), +1
as the spell cast by a 12th-level sorcerer. Can communicate tele- melee (1d4–1/19–20/×2 crit, dagger); SQ Dwarven traits,
pathically with any creature within 100 ft. that has a language. enlarge, invisibility, immune to phantasms, paralysis, and magi-
DKaarghaz: Male troglodyte Sor4; CR 5; Medium-size cal/alchemical poison, 120-ft. darkvision, light sensitivity;
humanoid (reptilian); HD 2d8+4d4+18; hp 39; Init +4 AL LE; SV Fort +3, Ref +2, Will +5; Str 9, Dex 13, Con 15, Int 16,
(Improved Initiative); Spd 30 ft.; AC 21; Atk +5 melee (1d8+2/ Wis 12, Cha 11.
×3, longspear) or +5/+5/+2 melee (1d4+2, 2 claws; 1d4, bite), +4 Skills and Feats: Alchemy +7, Concentration +9, Listen +5,
ranged (1d6+2, javelin); SA Stench; SQ 90-ft. darkvision; AL CE; Move Silently +7, Scry +7, Search +4, Spellcraft +9, Spot +5;
SV Fort +9, Ref +1, Will +5; Str 15, Dex 11, Con 16, Int 10, Alertness (from familiar), Combat Casting.
Wis 13, Cha 14. Special Qualities: Dwarven Traits: +1 bonus to attack rolls
Skills and Feats: Concentration +9, Hide +7 (+15 underground), against orcs and goblinoids, +2 bonus to Will saves against spells
Intimidate +4, Listen +5, Spot +5; Combat Casting, Improved and spell-like abilities, +4 dodge bonus against giants; stonecun-
Initiative, Multiattack, Weapon Focus (javelin). ning: +2 bonus to Appraise, Craft, or Profession checks that are
Spells Known (6/7/3): 0—daze, detect magic, ghost sound, light, ray related to stone or metal. Enlarge: 1/day as wizard at 8th level.
of frost, read magic; 1st—mage armor, sleep, spider climb; 2nd—invis- Invisibility: 1/day as wizard at 8th level.
ibility. Spells Prepared (4/5/4): 0—daze, detect magic, disrupt undead,
Possessions: Breastplate. mage hand; 1st—color spray (2), shield, shocking grasp, silent image;
DNightscale: Young black dragon; CR 4; Medium-size drag- 2nd—flaming sphere, invisibility, minor image, mirror image.
on; HD 10d12+20; hp 85; Init +4 (Improved Initiative); Spd Possessions: Leather armor, scroll of protection from arrows and
60 ft., fly 150 ft. (poor), swim 60 ft.; AC 19; Atk +12/+7/+7/+7 chill touch.
melee (1d8+2/19–20/×2 crit, bite; 1d8+1, 2 claws; 1d4+1, wings);
SA Breath weapon; SQ Acid immunity, water breathing, dragon
immunities, 90-ft. blindsight, keen senses, 300-ft. darkvision; SUBTERRANEAN LIZARD
SV Fort +9, Ref +7, Will +7; Str 15, Dex 10, Con 15, Int 10, The subterranean lizard is a large, fast carnivore combining the
Wis 11, Cha 10. worst features of a monitor and a chameleon. It makes its home
Skills and Feats: Bluff +4, Climb +5, Hide +7, Listen +12, Move underground, and it usually lives alone. A subterranean lizard
Silently +7, Search +10, Sense Motive +4, Spot +12; Improved has white scales and large, strong limbs. It uses its tail for bal-
Initiative, Power Attack, Improved Critical (bite). ancing purposes, though it can detach itself should the lizard
Special Attacks: Breath Weapon: Causes 6d4 acid damage find itself in a bad situation. The lizard eventually grows the tail
(Reflex half DC 17). back over the span of a year.
Special Qualities: Water Breathing: Can breathe underwater The subterranean lizard has a sticky tongue 10 feet in length,
and use breath weapon, spells, and other abilities while under- and usually begins a fight by attempting to grab its prey with a
water. Dragon Immunities: Immune to sleep and paralysis effects. tongue attack. This does not provoke an attack of opportunity
Keen Senses: Sees four times as well a human in low-light con- against the lizard. Attempting to begin a grapple is a melee
ditions and twice as well in normal light. touch attack. If this attack hits, the subterranean lizard and the
DNimira: Female duergar Ftr5; CR 6; Medium-size human- victim each make a grapple check (see Chapter 8 of the Player’s
oid (duergar); hp 41; Init +2 (Dex); Spd 15 ft.; AC 17; Atk +7/+5 Handbook). If the lizard wins, it successfully establishes a grap-
melee (1d8+1/19–20/×2 crit, two-bladed sword); SQ Dwarven ple, and the target sustains 1d4 points of subdual damage.
traits, enlarge, invisibility, immune to phantasms, paralysis, and After successfully grappling, the lizard then attempts to drag
magical/alchemical poison, 120-ft. darkvision, light sensitivity; its victim to its maw in subsequent actions. The lizard and the
AL LE; SV Fort +6, Ref +3, Will +1; Str 13, Dex 14, Con 15, target make an opposed Strength check (+/–4 per size category
Int 10, Wis 11, Cha 12. difference), and the target is dragged 1 foot closer for every
Skills and Feats: Bluff +2, Craft +6 (weaponsmith), Heal +1, point by which the lizard’s Strength check exceeds its own. If
Listen +3, Move Silently +6, Spot +4, Swim +4; Alertness, Iron the range is reduced to zero, the lizard immediately makes a bite
Will, Exotic Weapon (two-bladed sword), Ambidexterity, Two- attack against its grappled prey, negating any Dexterity adjust-
Weapon Fighting, Weapon Focus (two-bladed sword). ment to Armor Class.
Special Qualities: Dwarven Traits: +1 bonus to attack rolls The lizard can bite normally in melee instead of using its
against orcs and goblinoids, +2 bonus to Will saves against spells tongue attack.
and spell-like abilities, +4 dodge bonus against giants, stonecun- DSubterranean Lizard: CR 3; Large animal (reptilian); HD
ning: +2 bonus to Appraise, Craft, or Profession checks that are 6d8+18; hp 45 (average); Init +3 (Dex); Spd 40 ft., climb 40 ft.;
related to stone or metal. Enlarge: 1/day as wizard at 10th level. AC 16 (–1 size, +3 Dex, +4 natural); Atk +7 melee (2d6+6, bite),
Invisibility: 1/day as wizard at 10th level. +6 ranged (1d4 subdual, tongue); SA Improved grab (tongue);
Possessions: Chainmail, potion of cure light wounds, 60 gp, a scroll AL N; SV Fort +8, Ref +8, Will +3; Str 18, Dex 16, Con 17, Int 2,
of protection from evil and lesser restoration (none of the duergar Wis 14, Cha 2.
32 can use the divine scroll). Skills and Feats: Climb +10, Hide +4, Listen +5, Spot +5.
DOld Yarrack: Male orc War3; CR 3; Medium-size human- Notes: Advancement 7–9 HD.
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