The Forge of Fury
The Forge of Fury
The Forge of Fury
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, Scan Glenn
Art Director: Dawn Murin
Project Manager: Josh Fischer
Production Manager: Chas DeLong
Playtesters: Monte Cook, Brace 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,
Table of Contents
Richard Baker, and Peter Adkison.
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1
INTRODUCTION
ADVENTURE BACKGROUND
Two centuries past, the dwarven smith Durgeddin the rience point rewards.
Black carved a secret stronghold from the caverns rid-
dling a hill known as the Stone Tooth.
The Town of Laboring ceaselessly in their halls under the
Blasingdell mountain, Durgeddin's clan forged enchant- Two centuries ago, the great dwarven smith Durgeddin
While the Stone Tooth is a re- ed weapons for use in their vendetta against the Black was driven from his home by a horde of fierce
mote and lonely place, there is a the orcs that had driven them out of their old orcs and trolls. They plundered his ancestral halls and
human town not too far away. homes. Durgeddin and his followers are long slew all they could catch. Fleeing his enemies, Durgeddin
Blasingdell lies about 30 miles dead, but the dwarf-hold is not empty. Deadly led the destitute remnants of his clan in search of a new
south of the Stone Tooth, a jour- peril waits in the caverns beneath the Stone home. After years of wandering, the dwarves discovered
ney of three days on foot or two Tooth, as well as Durgeddin's hidden armory a great cavern system beneath the Stone Tooth, which is
days on horseback due to the of matchless weaponry. a rugged, forested hill crowned by a bare rocky crag.
surrounding rugged terrain and The Forge of Fury is a DUNGEONS & DRAGONS® There Durgeddin and his followers founded the secret
dense forests. While it isn't close adventure suitable for four 3rd-level player stronghold of Khundrukar—the Glitterhame.
enough for the player characters characters. Player characters who survive the About one hundred years ago, one of Durgeddin's clans-
to use it as a base camp for their entire adventure advance to 5th level with men was captured by orcs during a raid, and a powerful
exploration of the Glitterhame, good play. Lower level characters can handle orc tribe learned the secret of their enemy's stronghold.
it's still useful as a place to pur- the early portions of the adventure with luck The orcish chieftains raised a great army and marched on
chase equipment, stock up on and caution, while you can make the adven- Khundrukar. In a hard-fought siege lasting months, the
supplies, and rest in between ture suitable for higher level characters with orcs tunneled around the dwarven defenses and stormed
PREPARATION
excursions into the caverns. some minor modifications. the place, putting all within to the sword. The monsters
wBlasingdell (large town): abandoned the scene, carrying off wagonloads of booty.
Conventional; AL NC; 5,000 gp In the years since the great battle, various goblin or orc
limit; Assets 505,000 gp; Popula- bands have occupied the Glitterhame and used the
tion 2,021; Integrated (human You should have a copy of the Player's Handbook, dwarf-hold as a base for their raids. At other times, the
37, halfling20, elf 18, dwarf 10, the DUNGEON MASTER'S Guide, and the Monster caverns have lain empty except for the mindless and
gnome 7, half-elf 5, half-orc 3). Manual to play this adventure. Before you run bloodthirsty monsters that haunt such places. Today leg-
Authority Figure: Sir Miles this adventure for your players, you should ends of Durgeddin's Vengeance, the Smith's War, and
read through it once to get an idea of what's the extraordinary blades he forged in anger still surface
ADVENTURE SYNOPSIS
Berrick, male human Ari6.
Important Characters: Khelde- supposed to happen. If you plan to play as a from time to time in the lands near the Stone Tooth.
gan Tolm, male dwarf Exp7 player character in this adventure, you should-
(prprietor of Tolm's Superior n't read it now—play the adventure first with
Outfitting and Dry Goods); someone else as the Dungeon Master, and
Constable Dara Whitewood, when you're done with that game, you can get The Forge of Fury is a dungeon crawl, or site-based adven-
female human War6; Sister ready to run your own. ture, describing the ruined stronghold of Khundrukar.
Alonsa, female human Clr5; You should read or paraphrase text that The characters come to the Stone Tooth in search of a
Sergeant Grendar Kuln, male appears in shaded boxes to
half-orc (watch-captain) Ftr4; the players. This information
Sarel Bankdown, female half-elf summarizes the scene as the
Exp2 (proprietor of The Griffon's characters first encounter it,
Nest inn and tavern). providing the players with
Others: Town guards, War3 the information their charac-
(2); Militia, War1 (101); Clr2 ters gain simply from enter-
(2); Ftr2 (2); Exp3 (2); Exp1 ing the room. In many cases,
(56); Ari3 (2); Aril (10); Com1 the characters may discover
(1,838). hidden treasure or lurking
monsters by exploring the
area at greater length. Boxes
outside the running text contain spe-
cial information for you, the Dungeon
Master.
Areas with monster encounters
include a set of "spot" statistics, just
enough information for you to run a
combat with these creatures without
referring to another source. Extended
monster statistics are provided in the
appendix in alphabetical order.
2
INTRODUCTION
hidden cache of Durgeddin's superior blades. They find ing isolated farmsteads and camps in the hills north of
the old stronghold inhabited by a number of dangerous the town. One orc warrior, left for dead by his comrades,
monsters. The complex consists of five different levels: was placed under the influence of a charm spell by the
The Mountain Door: The entrance to the Glitterhame, town's mage. He then divulged the location of the mon-
the Mountain Door is the uppermost level of the cavern sters' lair, a lonely hill called the Stone Tooth. The char-
complex. It is inhabited by a tribe of fierce orcs, led by a acters are offered a bounty of 25 gold pieces per orc they
brutal ogre-king known as the Great Ulfe. slay or capture, plus the eternal gratitude of the towns-
The Glitterhame: The largest level of Khundrukar, the folk for 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
THE FORGE
Foundry or climb down into the Sinkhole.
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
duergar (gray dwarf ) warriors currently hold Durgeddin's lost stronghold. This text assumes that you've decided to
hall, working to uncover the secret of the smith's use The Map as your hook for getting the characters to
ancient forge. A great crevasse leads to the Black lake. the adventure; if that's not the case, you might need to
The Black Lake: The most dangerous denizen of the cav- change 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- known in this region. In each of the small, scattered
ing to a bog on the far side of the hill. The young dragon has towns you've passed through, you've heard stories of
claimed the ancient wealth of Khundrukar as the begin-
CHARACTER HOOKS
wondrous treasure hidden in long-lost dwarven
ning of her own hoard, and she defends her lair to the death. vaults and a pitiless war of vengeance between dwarf
and orc a hundred years past.
Durgeddin was a master smith who forged blades
of surpassing quality and power. Centuries ago,
You can place the Stone Tooth and its caverns anywhere Durgeddin's home was sacked by orcs. Durgeddin
you like in your campaign world. The Forge of Fury works led the remnants of his clan to a new stronghold in
particularly well if you pick a remote range of rugged the mountains north of the town of Blasingdell and
hills or highlands several days from the nearest town. established a small, secret stronghold somewhere in
Your next task is to figure out why your players will want the trackless wilderness.
their characters to brave this adventure. How did the party From his hidden redoubt, he waged a decades-long
learn about Khundrukar, and how did they discover its vendetta against all orc-kind, until one day his ene-
location? Pick one of the following options that best suits mies discovered his fortress and attacked it. Durged-
your game, or make up an explanation of your own. (If you din and his followers perished, and much wealth was
don't know which one to use, go with The Map—it's easy). carried away by the conquering hordes. But it's said
The Map: The party has acquired a map showing the that the deepest and best-hidden vaults and armories
location of a secret dwarven stronghold named Khun- escaped the looting, and that some of Durgeddin's
drukar. Perhaps the characters discovered the map dur- extraordinary blades still wait in the darkness for a
ing a previous adventure, or maybe a character with a hand bold enough to claim one.
studious bent such as a wizard or a priest discovered the You've come to Blasingdell, a small mining town
map in a forgotten corner of his or her favorite library on the northern frontier, to see if there's anything to
before this adventure starts. It doesn't really matter how these stories. Your map shows that the old dwarf-
the characters got their hands on it—they can use the hold lies about three days' march to the north of the
map to reach the Stone Tooth and begin their explorations. town. Dark, deeply forested hills rise beyond the
A Broken Blade: Baron Althon, a local nobleman, town's outskirts.
hires the party to search for the legendary cache of
weapons forged by Durgeddin the smith. He shows the
characters a broken blade bearing the smith's mark, and This is a good time to ask the players if their characters
tells them that it was discovered near a rocky hill called would like to make any special preparations before
the Stone Tooth. Baron Althon provides the party with beginning the adventure. Buying equipment and sup-
directions to the Stone Tooth and offers a reward of 500 plies for an expedition into the wilderness might be a
gold pieces above market value for each blade of good idea.
Durgeddin's the party recovers for him. When the players are ready, move on to The Stone
Captured Raider: In the town of Blasingdell, the Tooth. The trek to the peak passes without event.
characters learn that fierce orc raiders have been pillag-
3
THE CITADEL AND ENVIRONS
THE STONE TOOTH someone in the party must succeed in an Intuit Direction
check (DC 15). If the characters succeed, tell the players in
When you're ready to begin play, read or paraphrase the which direction the Chimney (the source of the smoke)
following information to the players. Again, this text lies from their present position. Otherwise, ask the players
assumes that the players are beginning with The Map as which direction they wish to travel in (north, northeast,
their hook for involvement and that they have already etc.) but don't tell them whether or not they are moving
directly toward the smoke. They may head in the right
As you travel, you pass through brooding pine forests general direction, but without a successful Intuit
and deep vales several days' travel north of the mining Direction check, they could find themselves wandering
town of Blasingdell. From where you stand now, you the mountain for quite some time.
catch sight of a tall, steep hill that rises to a prominent A. The Mountain Door: The front entrance to the
bare knob of rock—the Stone Tooth. A thin spire of Glitterhame is located here. The old dwarf-path leads up
smoke rises from some unseen point high on the hill's to a bare shoulder of rock and then turns into a deep cleft
slopes, and you can make out a steep, narrow road or in the hillside. Go on to area 1 of the Mountain Door.
track that runs back and forth across the face of the B. The Chimney: When the characters reach this
mountainside. square on the map, they can discover the source of the
smoke. A natural rock chimney leads down into the cav-
set forth on their journey. erns below, and a thin stream of smoke rises through it.
Refer to the map. The characters have three basic Actually locating the chimney takes a bit of work; a party
options open to them. They can follow the path, they of climbers could pass within 50 feet of the fissure and not
can try to locate the source of the smoke or scout the spot it through the dense thickets and boulders covering
surrounding area, or they can find a place to wait and the hillside. The smoke is diffused as it comes up through
The Path
observe to see if anything happens. the ground and isn't as easy to track down as it sounds.
If the characters deliberately search for the source of
The Wilderness and the smoke, one of them needs to make a Search check
Camping At the foot of the Stone Tooth, a carefully (DC 13) to find the rock chimney. If they pass through
The trek from Blasingdell to the constructed path winds up the hillside to this area by accident, allow each character a Spot check
Stone Tooth is an excellent some unseen height above. Durgeddin's clan (DC 20) to notice the fissure.
place to insert an encounter cut the path carefully to conceal its presence Should the player characters descend the chimney, go
with a monster common to cold as much as possible, but years of wind and on to the description of area 7 of the Mountain Door.
forests. See the appropriate sec- rain have eroded away its cover, leaving it C. The Orc Tunnel: On the other side of the Stone
tion in the DUNGEON MASTER'S exposed and visible from the valley floor Tooth, a few hundred yards from the Mountain Door, the
Guide for an encounter chart. below.
During the initial part of the The path climbs directly to The Mountain
adventure, the dangers that the Door section. This is also the route used by
characters face may cause the orcs in Great Ulfe's tribe to come and go
them to retreat back outside to from their lair.
recuperate. In this case, the If someone checks the trail for tracks, have
characters can find any number the player roll a Search check (DC 17). If suc-
of defensible campsites in the cessful, the character determines that a party
forest near the Stone Tooth. As of four humanoids came down the trail with-
long as the characters keep a in the last day and headed into the forest.
vigilant watch, they should have This trail seems to disappear after half a mile
4
THE CITADEL AND ENVIRONS
orc army burrowed into the hillside to circumvent the Read the following text aloud, adjusting as necessary for
dwarven defenses. The tunnel is still passable, although the circumstances in which the characters meet the orcs.
its entrance is choked with brush and debris. If the The orcs charge to attack if they spot a sentry. (The orcs
characters enter this square of the map, they discover the
orc tunnel with a successful Search check (DC 18). They Four hunched humanoids in dirty scale armor
discover 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 roll Spot checks against the sentry's Hide check result,
tunnel—numerous large birdlike prints (the troglodytes if the sentry chooses to conceal himself.) If the orcs
from the Glitterhame) and the paw prints of a very large bear. come across the camp and aren't spotted, they attempt
D. The Hilltop: An hour or two of hard hiking brings to sneak up to the sentry and ambush the character on
the party to the summit of the Stone Tooth. The last 100 watch, or creep into the camp to attack sleeping charac-
feet or so are a sheer point of rock, requiring a Climb ters. Refer to the Helpless Defender rule in the Player's
check (DC 15) to negotiate successfully. The Stone Handbook. As a full-round action, the attacker may
Tooth is about 1,450 feet in height, which towers over instead execute a Coup de Grace. This automatically
the neighboring hills by 500 feet or more. The view is scores a critical hit, and the defender must make a
spectacular, but the hilltop is otherwise unremarkable. Fortitude save (DC 10 + damage dealt) or die on the
E. The Dark Mere: The eastern slopes of the Stone spot.
Tooth descend into a damp valley where water is trapped mOrcs (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 underwa- patrol survivors when the characters begin their explo-
ter that connects to the Black Lake. The dragon ration of Khundrukar.
Nightscale uses the dark mere as its preferred entrance to Captured orcs can describe in some detail the general
its underground lair. Player characters exploring the area arrangement of the Mountain Door. They don't know
near the lake can't find this underwater outlet unless anything about the rest of the Glitterhame, or that it's
they conduct extensive dives to plumb the mere's depths possible to enter through the chimney. A captured orc
(Swim DC 10). Remember that every 5 pounds of gear tries to convince the player characters to ransom it back
that a PC carries causes him or her to suffer a -1 penalty to its tribe. However, the Great Ulfe doesn't actually pay
to the Swim check. Also, failure by 5 or more points caus- to ransom any of his followers, and he refuses to allow
es the PC to 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 char-
acters can't swim this deep or don't search the lake, the
5
THE CITADEL AND ENVIRONS
Dungeon Features the characters to enter the Mountain Door to When the characters move around the corner onto the
The following features are true negotiate. ledge, they may notice a row of cleverly hidden arrow slits
unless otherwise noted in a spe- Treasure: Each orc carries coinage totaling in the rocky walls about 15 feet overhead. Ask players for
cific area description. 4d6 sp and 1dl0 gp. a Spot check (DC 18) to notice the slits when their charac-
Doors: Unless noted other- Development: Regardless of how much ters move into a position from which they might see the
wise, average doors have the longer the characters wait, no more dungeon slots, and lower the check (DC 13) if the character deliber-
following qualities: denizens emerge during their vigil, and no ately examines the east wall of area 1.
uWooden Doors: 1 in. thick; more monsters appear after the second patrol Creatures (EL 1): Two orcs stand guard here, though
hardness 5; hp 10; AC 5; break returns (use the same statistics and guide- they aren't paying as much attention to their duties as
DC 18. lines for the encounter with the second they should. Wark and Thark, as they're called, are cur-
ENTERING
Player characters can attempt patrol). The next step is to find a way in. rently muttering to each other in the Orc language about
any number of activities before some being named Ulfe. Because of their laxness in duty,
KHUNDRUKAR
opening a door, including lis- they receive a -4 penalty to Spot and Listen checks. The
tening at it and checking for party (or their advance scout) is near the point marked
traps. If characters elect to lis- "X" on the map when they spot the orcs at the points
ten at a door, check the keyed marked "O". Unless the characters have previously
encounter of the room beyond Once the party is ready to enter Khundrukar, encountered orcs, be sure to describe them instead of
2. The Dwarf-Door
Light: Once within the con- strongpoint are now occupied by a band of
fines of Khundrukar, many orc raiders, led by a powerful ogre who calls
rooms are lightless, unless himself Great Ulfe. Ulfe's raiders use the From the ledge at area 1, the trail turns south and
specifically noted otherwise in a Mountain Door as stronghold from which to ascends steeply through a deep cleft or fissure in the
room's description. A light hunt and pillage the surrounding area, rock, turning into the mountainside in a grand
source is required for charac- although they're many miles from the near- entrance of stone.
ters to see without darkvision. est settlements and outposts. The fierce tribe
Ventilation: All keyed rooms has blocked access to the lower levels of Broad, shallow steps lead up a steep fissure to the
contain an adequate air supply, Khundrukar, and they have no dealings with south and turn east into the mountainside. Here, a
unless noted otherwise. The air the other denizens of the cave system. Ulfe's broad entrance has been carved out of the stone.
is renewed from small vents rule extends as far as his reach. Marble steps cracked with age and veined with green
6
THE CITADEL AND ENVIRONS
sary to force it. A knock spell or an Open Lock check neously pushing in two concealed stone Summary of Defenses
(DC 20) can lift the bar much more easily. plates about a foot above the floor. Getting in through the Moun-
Development: The characters may be repelled in Creatures (EL 2): Two orcs guard the tain Door may be difficult.
their attack. If they leave and return later, two orcs from eastern side of the room. They do every- Here's what happens if the
area 11 are now in this area, standing watch, while the thing in their power to prevent the charac- player characters storm in
orc shaman from area 9 moves to area 4 in order to add ters from reaching their side. shooting:
to the firepower of the orcs on watch there. It doesn't mOrcs (2): hp 8, 6; longbow (1d8/x3),
get any easier for the characters to rush the Mountain greataxe, 1dl0 gp, 4d6 sp. Round 0: The characters
Door on subsequent tries! Tactics: The orcs use the rock pillars in the meet the orcs in area 1.
7
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 The arrow slits provide the orcs behind them with
to keep it clean, so poorly cured hide blankets and well- 90% cover against missile fire and make it impossible to
gnawed bones from orc meals are scattered all over. reach them with melee weapons (the slits are at least 15
A secret door at the northern end of the gallery leads feet off the ground and only about 6 inches wide on the
to area 14 (DC 23 Search checks). The orcs are unaware outside). When the characters turn the corner into area
of this passage and so do not use it. 2, the orc in area 4a may begin to fire on them, too,
Creatures (EL 3): Three orcs guard area 4, the north- while one of the orcs from area 4 circles around
ern archer's gallery; one orc guards area 4a, the south- through the secret door to shut the door from area 2 to
ern archer's gallery. These are the same orcs mentioned area 3. It takes the orc 2 rounds to reach the door, and a
in area 1 and 2, so if the characters defeat some or all of third round to shut it.
the hidden archers in those encounters, there may be If the heroes find the secret doors leading to the
fewer orcs left here to fight them. archers' galleries and attack, the orc archers use their
mOrcs (4): hp 8, 7, 6, 3; longbow (1d8/X3), heavy flail bows on characters descending the stairs, then switch
(1d10+2, crit 19-20), 1d10 gp, 4d6 sp. to heavy flails and move up to fight at the bottom of the
Tactics: The archer gallery here overlooks the stairs stairs. Since the stairs are only 5 feet wide, only one
leading up to area 2, and the orcs here can fire missiles character at a time can engage the orcs in melee if the
at party members anywhere in the shaded area. They orcs occupy the foot of the stairway.
join the fray 1 round after the orcs in area 1 call for help, Remember to keep track of any orcs who are van-
but they're not particularly vigilant. quished throughout areas 2, 3, and 4.
If the party takes care of Wark and Thark quietly, the Development: If the characters defeat these orcs and
orcs in area 4 may not notice them at all. Characters in then withdraw from the dungeon, the orcs are replaced
disguise may pass to area 2 without danger, provided by orcs from area 14 and reinforced by the shaman from
the orcs did not raise the alarm. Characters who area 9.
5. Orc Cave
attempt to sneak past the row of arrow slits must
attempt Move Silently checks with a +4 bonus (the orcs
aren't paying attention). To detect the sneaking charac- The second patrol, currently out of the dungeon, lairs here.
ters, the orcs in area 4 must equal or beat the worst
Move Silently result achieved by the player characters. This chamber is a natural cave with carefully
smoothed walls and floor. Wet stone gleams, and you
can discern at least four exits leading off into darkness.
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 captives to death or ransom them.
8
THE CITADEL AND ENVIRONS
9. Orc Shaman
chance to prepare for the characters' next visit.
Development: Any characters captured by the orcs
eventually wind up in the cage in area 6, unless they Burdug the shaman commandeered this chamber as
demonstrate that they're too much trouble to be left her private domain, living apart from the rest of Old
alive. Yarrack's band with three followers. She makes a great
7. The Chimney
show of employing her magic at every opportunity,
keeping Yarrack docile and amenable to her sugges-
The irregular chamber known as the Chimney holds tions on how things should be run.
the main cooking fire of the tribe, since a crevice in its The secret door leading into area 9 is marked with various
ceiling actually winds up through the rock to an exit on orc hexes and curses on its west-facing side. A Search check
the hilltop above. (DC 13) is required to find the hidden door.
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 suspend-
ed 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 robe looks up from her work with her face twisted in
about 80 feet high; it is irregular and rough but slippery an expression of sheer rage!
(Climb DC 10). It's possible to anchor a rope at the top
of the shaft and climb down the rope (DC 5). The door to area 10 is locked, but the key is actually sit-
Remember to add in armor check penalties. If a charac- ting in the keyhole on this side of the door. Burdug does-
ter fails his Climb check by 5 or more, he may make one n't open it because she knows the stirges are just on the
Climb check to catch himself (DC 20) or fall the rest of other side (she calls them her "little stingies" and occa-
the way down the chimney, incurring standard falling sionally captures one to use in her potions and brews).
damage, plus ld6 due to the hot coals. A careful climber Creatures (EL 4): Burdug and two orc females attempt
can easily avoid the fire on the way down. Note that the to repel any intruders. Even if the characters have some-
crash of a character into the fire brings any orcs in area how negotiated for passage through the orc-held areas,
5 to investigate. Burdug does not tolerate interruptions of any sort.
9
THE CITADEL AND ENVIRONS
mBurdug: hp 20; 3 flasks of alchemist's fire. Creatures (EL 2): The stirges are hungry for blood.
mOrcs (2): hp 5, 3; light mace (ldfi+2). They attack the player characters indiscriminately. If a
Tactics: Burdug orders her two followers to engage stirge attaches to a victim via touch attack, it causes ld4
the characters while she attempts to weaken the party points of Constitution damage per round until it has
with a deep or cause fear spell. After she uses her magic, drained 4 points, and its AC decreases to AC 12. Sated
she'll throw alchemist's fire at the party; she has three stirges flap off to digest their meal down in area 17 of
flasks. the Glitterhame.
If the fight goes poorly, Burdug flees into area 10, seiz- mStirges (4): hp 8, 5, 5, 3.
ing a smoking brand beforehand to ward off the stirges. Large quantities of smoke or fire discourage the
She'll return to area 14 and seek help from Yarrack. stirges and keep them from approaching within 5 feet
Treasure: Two leather sacks among the clutter of the source of the smoke (a single torch or lantern is
(Search DC 10) contain 160 sp each. not enough). Characters set on fire by the trap
10
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 Creatures (EL 4): The ogre and his pet wolves aren't
goods and staples raided from the settlements to the interested in negotiating and attack immediately.
south over the last few months. mGreat Ulfe: hp 44
The two orcs stationed in area 3 live here when they're mWolves (2): hp 15,12.
off-duty. Tactics: The ogre and his wolves pursue the charac-
Creatures (EL 2): Unless these monsters were sum- ters as closely as possible, fighting furi-
moned by orcs fighting in area 8, they're engaged in a ously. Clever players might consider Vision in the
variety of mundane tasks when the characters appear. retreating back down the stairs to force Glitterhame
mOrcs (4): hp 7, 5, 5,4; heavy flail (1d10+2, crit 19-20), the ogre and the wolves to descend to the Range of vision is important in
short sword (1d6+2, crit 19-20), javelin, 1d10 gp, 4d6 sp. passageway outside, where they can be the PCs' exploration of this
Tactics: These orcs fight dirty. They team up into two flanked or outmaneuvered. level. Human characters rarely
pairs; one orc in the pair attempts to trip the character Great Ulfe neither asks nor gives quar- carry light sources permitting
the pair is fighting (a melee touch attack), while the ter, but Vak and Thrag aren't entirely stu- more than 30 or 60 feet of illu-
other orc holds its action until after the trip attack so pid. If the ogre falls, the wolves run off, mination, and many of the
that he can strike at a character who may have been moving through or over player charac- chambers and passages in the
knocked prone. (See the Player's Handbook for more ters if necessary. (This may provoke Glitterhame are much larger.
details on trip attacks and prone details.) Note that an attacks of opportunity.) Don't tell the players about
orc can choose to drop his flail if the defender would Development: If the characters defeat perils their characters can't see
trip him instead; these orcs carry short swords as sec- the Great Ulfe but fail to defeat all of the from their current location.
ondary weapons in case they're disarmed. orcs, one of the surviving orcs claims
Development: If the characters raid the complex and leadership of the tribe. If the characters
depart, two of these orcs will be posted to area 2 to kill at least thirteen orcs in addition to Ulfe, the sur-
guard the entrance of the dungeon against future vivors abandon the Mountain Door and head for the
attacks. hills as soon as the characters leave this portion of the
Treasure: The orcs have 210 gp stashed in an old iron dungeon.
cauldron hidden under one vermin-infested bed. A Treasure: Great Ulfe keeps his treasure in two large
small pouch concealed in another orc's bedding con- wooden chests against the south wall. His hoard con-
tains a topaz worth 200 gp and two onyx stones worth sists of 440 gp, 1,600 sp, a potion of spider climb, and a
200 gp each. +1 rapier. (Great Ulfe thinks the rapier is just too small
Great Ulfe is a fierce ogre who leads the orcs and the 13. Dwarven Statue
orcs of the Mountain Door. This chamber once The dwarven statue area is another trap to discomfit
belonged to the dwarf watch-captain, but Great Ulfe invaders of the citadel. A pressure plate in the floor
rules here now. about 5 feet in front of the statue triggers a gas trap.
A short flight of stairs leads up to a large, ironbound
door. A bloodstained human skull is fixed to the cen- At the end of this passageway stands the statue of a
ter of the door by an iron spike. fierce-looking dwarf in heavy mail armor. The stone
warrior holds a sword in one hand and a smith's ham-
The door is not locked, but it is heavy and hard to move mer in the other. The statue stands on a large stone
(unless you're an ogre). pedestal; the whole structure is about 7 feet tall and
uIronbound Door: 1 in. thick; hardness 6; hp 25; AC must weigh many hundreds of pounds.
5; break DC 25.
If the characters try the door and fail to open it on the If any player character approaches for a closer look (and
first go, Great Ulfe realizes he's about to be attacked. He fails to disarm the trap), continue with the text below:
releases the two wolves and uses a readied action (a par-
tial charge against the first enemy to enter the room). Suddenly, you feel a small click from the floor beneath
your feet. The statue's bearded face slides open, rather
Beyond the door lies a small chamber covered in
like an oversized nutcracker, and greenish gas billows
poorly cured animal hides and illuminated by smok-
forth!
ing torches in bronze sconces. The smell is indescrib-
able. A monstrous creature of about 10 feet in height
with warty, brown skin and greasy dark hair steps for- tTrap (EL2): All of the denizens of the Mountain
ward, a massive axe in one hand. Two huge wolves Door know about the trap and avoid stepping on the
strain at chains held closely in the other hand. "You pressure plate. The gas used to be much more debilitat-
think to challenge the Great Ulfe?" the creature ing, but it has lost some potency with age.
11
THE CITADEL AND ENVIRONS
tPoison 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 ld4 points, secondary mOld Yarrack: hp 22.
Strength damage of 1d4 points; Fort save negates all mOrcs (4): hp 6, 6, 4, 3.
(DC 13), second save negates secondary damage (DC Development: In two days, the first patrol of four
13); Search (DC 23); Disable Device (DC 13). orcs returns and reinforces this room. Any orcs slain in
14. Bunkroom
area 4 are replaced by orcs from this room. The charac-
ters might encounter as many as nine orcs in this room
Once the principal bunkroom for dwarf guards posted if they wait too long before entering the dungeon.
in this part of the dungeon, this chamber has been Treasure: The orcs on patrol chose to take most of
appropriated by Great Ulfe's orcs. A total of eleven of their wealth with them, but a loose stone on the south
the creatures live here, but at the moment a band of wall conceals a sack of 250 sp, 40 gp, and a potion of cure
them are out raiding the countryside nearby, while light wounds. Yarrack conceals a sack of gold in area 8,
three are on duty in area 4; only Old Yarrack and four since he feels certain he would be murdered by his fol-
The Glitterhame
other orcs are at home. lowers if they ever learned where he kept his treasure.
12
THE CITADEL AND ENVIRONS
Each round 1d4 stirges wake and attack, until all the stakes along the cavern walls, and you spot a pair of orc
stirges have awoken. corpses treated in the same fashion.
Treasure: On the floor of the stirge cave lies the desic-
cated corpse of a dwarven explorer who died here many Allow any PC in the room to attempt a Spot check (DC
years ago. A leather pouch on the corpse contains 35 gp 19) to detect the troglodytes before they attack.
and a wand of light with 20 charges remaining. Otherwise, the PCs will be surprised:
The descending fissure opens up abruptly into a very The creatures are troglodytes. The characters can't avoid
high cavern, with a ceiling easily 40 feet or more over- a fight once they enter this room; the troglodytes are
head. The stairway continues to wind down, descend- very aggressive in defending their territory. They attack
ing a ledge along the north wall of the chamber. A once two characters have entered the room.
fast-moving stream about 5 feet wide runs across the Creatures (EL 2): The troglodytes are hiding at the
floor of the chamber and disappears under a low points marked "T" on the map.
stone overhang to the south, while larger passage- mTroglodytes (2): hp 13,12.
ways exit to the southeast and the northeast. Tactics: Both of these troglodytes are Troglodyte Attacks
armed with two javelins. In the first round, Troglodytes can attack with two
Creatures (EL 2): Four stirges are clinging to the they hurl one javelin each at the characters. claws and a bite, one spear and
chamber walls high overhead. The small monsters spot In the following round, they throw their a bite, or a thrown javelin.
the party the moment someone brings a light source second volley. After that, the troglodytes
into this chamber, but they are very hard to spot in turn: close to attack with claws and teeth.
Allow the players a Spot check (DC 23) to notice the Troglodytes in battle produce a fearsome stench. Any
small, dark objects clinging to the wall above. This character within 30 feet of a troglodyte in combat must
drops to DC 13 if a player tells you he or she is specifi- make a Fortitude save (DC 13) or be weakened by nau-
cally looking for danger somewhere overhead. If the sea, taking ld6 points of Strength damage for the next
stirges spot the characters without being spotted them- 10 rounds. (Smelling two troglodytes does not cause
selves, they have surprised the party. 2d6 points of Strength damage.)
mStirges (4): hp 7, 6, 5, 3.
The Trog Crawl: At the southern end of this cavern lies The Troglodyte Door. The troglodytes blocked the south-
the entrance to the troglodytes' lair. The stream exits west passage leading to area 18 with a door-plug made
the High Cavern through a passage only 3 feet tall, half of mud wattle. It's heavy and crude, but stronger than it
filled by the stream. Those who search this area (Search looks. A Strength check (DC 8) is required to pull it
DC 13) discover numerous reptilian or birdlike tracks open. This increases to DC 18 if the troglodytes secure
(troglodyte footprints) and slither marks around the the door from the other side.
banks of the stream on this side. Clearly, something The Pool: The stream winds through the center of the
crawls in and out of here regularly. In order to reach cavern, growing somewhat wider and deeper until it
area 17, characters must crouch and wade or crawl reaches the southeast corner of the room. The pool is
through the stream. about 20 feet across and about 10 feet deep in the mid-
Player characters trying this path drown their torches dle. At the eastern end of the pool, a passage leading to
and lanterns, as the lowest point of the ceiling is only area 23 has been blocked up with loose rubble and mud
about 6 inches above the surface of the water. wattle, creating a rough stone wall.
13
THE CITADEL AND ENVIRONS
overhead. The air is thick with troglodyte stench, and tolerates no rivals. The door to this chamber is another
the floor of this cavern is littered with refuse from the mud-and-wattle barrier wedged in place; a Strength
monsters' meals and gnawed bones of dubious origin. check (DC 13) is required to pull it aside.
Something scrapes and hisses in the darkness, and
you hear the soft padding of scaly feet on rock. Glowing coals in a crude hearth illuminate this large
cave. The ceiling here rises about 15 feet above the
If the characters are carrying any bright lights (torches, floor, and a collection of rubbish and skins marks this
lanterns, and so on) or making a lot of noise in the first place as the abode of a particularly important crea-
cave, the troglodytes of areas 18a and 18c creep up and ture. A lizard the size of a small horse rises and slith-
rush them within 2 rounds, trying to overwhelm the ers toward you!
party with a sudden assault from the cave mouths.
Stealthy heroes can catch the troglodytes unawares. If the characters make a lot of noise or tip off their pres-
18a. West Cave: The west cave is home to two warriors. ence to Kaarghaz in some other way, the troglodyte
They are asleep when the characters enter area 18, but begins this encounter invisible—don't read the follow-
they wake quickly if the characters make noise or show ing text. Otherwise, proceed:
lights in the outer cavern. Neither of these troglodytes are Behind the lizard, a hulking, scaly-skinned creature
armed, but their claws and teeth are dangerous enough. easily a foot taller than any of the others you've seen
18b. The Hatchery: The large cave marked 18b is the roars in rage and snatches up a spear and shield, clash-
hatchery. Troglodytes are oviparous, and the females raise ing them together in challenge.
the hatchlings. Six females defend this chamber with
claw and tooth (they possess the same statistics as war- This chamber is strewn with the ostentatious trappings
riors, but have only 1+1 Hit Dice and 6 hit points each). of power—skulls, bones, and weapons taken from
Two dozen hatchlings in this chamber attempt to avoid defeated foes, the hides of rivals, and other such things.
combat, scurrying away from intruders and fleeing at the Coinage and other valuables are mixed in with the
first opportunity. They cannot attack effectively and have mess.
only 2 hit points each. Ruthless characters may destroy Creatures (EL 5): Kaarghaz attacks any intruders,
the nest, but they receive no XP for doing so. although it is conceivable that a character fluent in Dra-
18c. South Cave: Area 18c is home to three warriors conic can open negotiations with the chieftain. (Other
armed with javelins and longspears. These creatures are troglodytes don't offer to negotiate because they know
devouring what's left of a small deer killed out on the that Kaarghaz would kill them if he learned that they
mountain slope. were speaking for the tribe or showing fear before out-
Creatures (EL 5): Two troglodyte warriors live in area siders.) Ruthless characters might ransom the females
18a; three live in 18c; and six troglodyte females and and hatchlings in exchange for the chief 's treasure, but
about two dozen hatchlings live in area 18b. The war- Kaarghaz will almost certainly try to recover his wealth
riors attack fiercely and respond to any obvious incur- as soon as he gets the chance to, rounding up a party of
sions. The females avoid combat unless the characters warriors to trail the characters and ambush them.
enter area 18b; then they defend the hatchery to the mKaarghaz: hp 38.
best of their ability. mGiant Lizard: hp 25.
mTroglodyte Warriors (3): hp 13 each; long spears Tactics: If the troglodyte chief heard the party com-
and javelins. ing, he casts invisibility on himself, followed by mage
mTroglodyte Warriors (2): hp 13 each; unarmed. armor on his pet lizard (increasing the lizard's AC to
mTroglodytes (6): hp 6 each; unarmed. 19). Kaarghaz uses his advantage of invisibility to attack
mTroglodyte Hatchlings (12): hp 2 each; unarmed. a weak-looking player character by surprise. In the
Tactics: If the characters attack one group of warriors, following rounds, he alternates between melee attacks,
the other group responds to the sounds of battle, join- turning invisible, and casting sleep to even the odds.
ing the fray from the appropriate direction in the third Kaarghaz's breastplate gives the troglodyte a 25%
round of combat. If the characters attack the females chance of spell failure.
and hatch-lings, both groups of warriors join the fray in Meanwhile, the lizard attacks anyone it can reach, but
the third round of combat. especially characters who are put to sleep by the chief-
As long as the characters aren't physically blocking tain's magic. (Remember to apply the Helpless
access to area 19, the troglodytes attempt to send a war- Defender rules!)
rior away from the fight to summon the chieftain. The If the heroes reduce Kaarghaz to half his hit points or
messenger and the chief return 5 rounds after the mes- less, the troglodyte attempts escape invisibly. He'll
senger disengages from the fight. round up help from any surviving troglodytes and lead
Due to the low ceiling, any character over 5 feet tall a war party of the survivors to track down and exact
must stoop to fight. This adds a -2 penalty to attack rolls. revenge from the player characters.
14
THE CITADEL AND ENVIRONS
20. Lizard Lair doesn't like the troglodytes much, but it Watch Those Claws!
The lizard lair is the home of the troglodytes' secret knows better than to turn on its handlers. If the bear hits with its claw
weapon—a freshly captured subterranean lizard. The animal is hostile toward strangers, attack, it deals normal dam-
but someone with the Animal Empathy age with the attack. Then it
The swift stream passes over a steep slab of bedrock skill might change the bear's attitude. If attempts to start a grapple
before this cave entrance. The cave beyond is perhaps the bear's attitude is improved to unfriend- as a free action without pro-
40 feet wide and 20 deep, with an uneven ceiling ly and no troglodytes are left in the cham- voking an attack of opportu-
about 10 feet high. In the southern end of the room, a ber, the characters can release it safely (pro- nity (see Grapple in Chapter
large white-scaled lizard hisses and snaps, but you can vided no character stands in between the 8: Combat in the Player's
see that a sturdy chain on its hind leg tethers it in bear and the tunnel exit). Handbook). No initial touch
place. The agitated creature twists in frustration. Creatures (EL 5): Two troglodytes are attack is required, and a suc-
On the south wall, about 10 feet from the lizard's hiding in this chamber at the points cessful hold does not deal
reach, lie a couple of iron chests. marked on the map. With their camouflage any additional damage.
abilities, a Spot check (DC 19) is required Improved grab works only
The chests are marked on the map by the appropriate to detect them. against opponents who are
symbols. The heavily shaded area marks the Lizard's mTroglodytes (2): hp 14, 13; 2 javelins at least one size smaller than
range of motion. The monster can attack any character each. the bear. Each successful
who sets foot in this area. The lightly shaded area marks mBrown Bear: hp 43. grapple check the bear
a region just as dangerous—the range of the lizard's One of the troglodytes waits for an oppor- makes during successive
sticky tongue. tune moment to attack any intruders. The rounds automatically deals
Creature (EL 3): Unfortunately, the only way that the one at the entrance to area 21a waits for its the claw damage listed.
characters can discover that the lizard has a 10-foot-long comrade to begin an attack, and then When a bear gets a hold
sticky tongue is by stepping within range of the attack. moves over to the gate and opens it. This after an improved grab
At that moment, the subterranean lizard does its best to releases a young brown bear that the attack, it pulls the opponent
capture a player character and drag him or her within troglodytes have trained to attack intrud- into its space. This does not
reach of its deadly jaws. ers. The bear charges 1 round after a provoke attacks of opportu-
mSubterranean Lizard: hp 45. troglodyte opens the door. If the trog- nity. The bear is not consid-
Refer to the description of the subterranean lizard in lodyte on the east wall can't get to the cage ered grappled while it holds
the appendix. Note that the player characters are caught door, its comrade tries to move over and the opponent, so it still
flat-footed if the lizard's unexpected attack begins the release the bear. threatens adjacent squares
combat. and retains its Dexterity
If the lizard is freed by undoing the chain around the Note that this encounter is a lot easier if bonus. It can even move
stake (a difficult feat while the creature is awake), it the player characters don't let the troglo- (possibly carrying away the
immediately runs off toward the sinkhole (area 25), dytes open the cage. opponent), provided it can
15
THE CITADEL AND ENVIRONS
16
THE CITADEL AND ENVIRONS
lead off to the north and the south, and a flight of cavern floor in this area, which slopes down toward the
carved stone stairs descends from the western ledge stream. When a character moves into this area, allow
to a path that meanders through the center of the the player a Spot check (DC 23) or Wilderness Lore
chamber toward a small, iron door in the eastern wall. check (DC 18) to notice the dangerous combination.
The entire chamber sighs with a soft, cool breeze ris- (Druids can use Nature Sense to see the potential dan-
ing toward the surface far above. ger.) If the check is successful, advise the player that the
floor looks very slippery, and the rock floor slopes
While the fungal growth may be a little alarming, it's toward the stream.
perfectly harmless. In fact, the stalks are edible, and the Characters who miss or ignore the danger must make
puffballs can be distilled into an odd greenish liquor Balance checks (DC 18) each round they attempt to
that packs quite a wallop. The danger in this room lies move in the shaded area or slip and fall. When charac-
in the grick nest overlooking the path at the point ters fail this skill check, they slide quickly down to the
marked on the map. stream and are carried toward the waterfall at a rate of
Creatures (EL 5): Two gricks wait in the shadows of 30 feet per round. If characters in the stream try to grab
the steep rockfall spilling down from area 26 to make a a rock or brace themselves to keep from going over the
meal out of anything passing below. They attack with edge, allow Strength checks (DC 13) to hold their posi-
surprise unless detected by a Spot check (DC 21). The tion for 1 round. Each subsequent round, characters
gricks attack any character attempting to climb the must attempt a new check at a DC of 13 +1 per round of
slope or passing by underneath. It's possible for charac- holding or be washed away (the rocks in the stream are
ters to reach the ledge of area 26 without climbing the covered with slippery moss, too).
slope by means of magic, in which case the gricks Anyone going over the waterfall lands in the pool in
might not be able to interfere with the characters' area 28 of the Sinkhole after a fall of about 60 feet, sus-
movement (The gricks abandon their hiding places and taining 266 points of damage and 2d3 points of subdual
climb up the slope to attack characters in area 26 if they damage.
17
THE CITADEL AND ENVIRONS
The Sinkhole (DC 15) each round or sustain ld3 points of subdual
The stream flowing through the Glitterhame descends damage. If characters achieve a success of 18 or better
through the chasm in area 25 to an even lower level of and there is a ledge within 5 feet, they can pull them-
caverns—the Sinkhole. Here a large, fast-moving selves out. Otherwise, they are swept 60 feet down-
underground river races through dark, dank caverns stream.
and forgotten dwarven storerooms. At the west end of the cavern, the ceiling descends to
None of the monsters living elsewhere in the dun- meet the surface of the river. Characters swept past this
geon regularly visit this place, although the dragon point are in dire peril—they're trapped in an airless tor-
Nightscale sometimes swims through the submerged rent of water with no chance of escape. The damage
portions of the river passage, using this as a back door to increases to ld6 points of real damage each round, and
its lair. the victim begins to drown (Swim DC 20). Even char-
Characters can also enter this area via the ore tunnel acters with the ability to breathe water are eventually
(see Search the Hill at the beginning of the adventure). battered to death.
This long, narrow cavern is half-filled with a powerful The spot on the floor that looked wet suddenly gains
underground river, racing along at a breakneck pace. liquid mass and whips out to slam you!
The chamber is about 20 to 30 feet in width; you stand
on a narrow ledge overlooking one side of the river. A Creatures (EL 4): This monster is currently located in
bridge of stone spans the river, leading to a larger the middle vault of the old storeroom. It looks very
ledge on the south side. It looks as if the southern much like a patch of wet stone, and it effectively hides
ledge might follow the course of the river some dis- (Spot DC 18). It strikes at the first character to enter the
tance to the east. middle room, surprising its victim(s) if the heroes fail
their Spot checks.
The bridge is sturdy and sound; there's no danger in mGray Ooze: hp 22.
crossing 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, automatical-
Characters who fall or wade into the stream must attempt ly scoring both slam and acid damage each round. Note
Strength checks (DC 13) or be washed away, provided that the gray ooze may destroy the armor of any charac-
they are within 5 feet of one of the ledge-banks. Other- ter it hits in melee, and any weapons striking it may be
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.
18
THE CITADEL AND ENVIRONS
31. Empty Storeroom If the characters approach without being Ropers and Low-Level
This chamber resembles area 30, but it is empty. The detected by the roper, continue with the fol- Player Characters
orcs broke in and carried off most of its contents during lowing text: A roper is far more than a party
the fall of Khundrukar, leaving nothing behind. Like of 3rd- and 4th-levei characters
area 30, the door is swollen shut and requires a Strength Currently, an unusual strand coming from can handle without hard loss-
check (DC IS) to open! the stalagmite has a thrashing fish in its es. This encounter is placed
uSwollen Door: 2 in. thick; hardness 5; hp 30; AC 5; hold. As you watch, the strand pulls the here so that you can give the
break DC 18. fish toward the stalagmite. Then a gaping players an important lesson:
19
THE CITADEL AND ENVIRONS
mRoper: hp 85. The door in the north wall is a sturdy dwarven door of
Tactics: Once the roper starts dragging one character iron plate, but it stands open. Inside you see a short
to its ledge through the stream, it either settles for passageway with three small, iron doors on the west
devouring that unfortunate soul while allowing the wall. The first two also stand open, but the door at the
other characters to flee or listens to any pleas to save the end of the hall is closed.
character. It isn't hungry enough to eat a whole
humanoid, though it would like a snack that doesn't uIron Door: 2 1/2 in. thick; hardness 13; hp 75; AC
consist of cavefish. Of course, it defends itself against 5; break DC 28.
any additional attacks the characters make and contin- The first two cells are empty. The door to the northern
ues to fight as long as they do. cell is locked (Open Lock DC 23), but a casual search
The roper is perfectly capable of conversation and around this area (Search DC 10) reveals an old jailer's
heeds a call for parley after it has secured its first possi- key lying in the grime of the floor nearby.
ble victim. Ruthless players might realize that it is pos- Inside the northern cell are the skeletal remains of a
sible to bypass the roper by providing it with a dwarf in rusted old half-plate armor. This was one of
humanoid meal and arranging a short truce. As long as Durgeddin's chief lieutenants; the orcs captured her
the meal is alive, the roper isn't picky, so an orc prison- during the final battle and threw her in this cell for later
er or promise of a different creature would do (even interrogation, and the unfortunate warrior was simply
something the characters hunt and bring back from left to starve. The armor is too corroded to be of any
outside the cave). You can allow the player characters to value, but a small silk purse under the breastplate con-
leave if they promise food, but if they return without tains 8 pp and a key, which opens the Iron Door (area
The Foundry
the food, the roper definitely attacks to secure a meal 27).
from the ranks of the party members.
Treasure: In its stony gizzard the roper holds a ring of
wizardry (1st-level spells) and six gemstones: a ruby Durgeddin's followers lived and worked in a large series
worth 1,000 gp; two emeralds worth 400 gp each; and of halls and chambers beyond the Glitterhame, carved
three serpentines worth 60 gp apiece. out of the living rock of the Stone Tooth. Most of this
20
THE CITADEL AND ENVIRONS
not abandoned, though. Undead monsters wait in its nately, it isn't trapped or sealed and can be Negotiating Passage?
darkest recesses, and dwarven traps still work perfectly opened easily. This was formerly Durged- The duergar begin this en-
well despite their age. Finally, a small number of duer- din's throne room, banquet hall, and center counter with a hostile attitude.
gar—evil gray dwarves—have come here to breathe of authority. but they're waiting to see if the
life into Durgeddin's old forges and decipher the characters attack or back down.
secrets of the master smith's work. You find a mighty dwarven hall, fully 100 Ghared speaks for the group;
If the characters come to this area from the Dark Mere feet in length and 50 feet wide, lined with she's suspicious, greedy, and
(see the beginning of the adventure), go to area 38. ten great pillars carved into fantastic arrogant, but she's not stupid. A
21
THE CITADEL AND ENVIRONS
22
THE CITADEL AND ENVIRONS
rope to climb down instead, the climb is easier (DC 5). This room appears to be a bedchamber. In the far
Chain Ladder. On the northern ledge sits an old chain right corner stands the remains of a large wooden
ladder. It's not immediately obvious from the southern sleeping compartment, badly gouged by axe blows
ledge; if a character in the southern part looks closely at and partially burned. A table, bench, and writing desk
the northern ledge, allow a Search check (DC 8) to have been similarly treated. In the middle of the far
make out the ladder. The ladder leads down to area 51 of wall, a space has been cleared for a simple sleeping
the Black Lake. pallet and a pair of large satchels. Two doors exit the
Once the council room of Khundrukar, this room now here, resting on the pallet. Otherwise, the room is empty.
serves as a guard post for the duergar. The door in the northwest corner leads to a bathroom,
fitted with two small clay tanks for wash-water. The
The door behind the throne leads into a small audi- northeast door leads to a closet containing nothing but
ence chamber or council room. A large table consist- the mildewed remnants of several cloaks.
ing of a single stone slab dominates the center of the The satchels contain nothing but mundane sup-
room, and the remains of old tapestries still cling to plies— extra clothes, food, lamp oil, and similar stuff.
the walls. A single door in the far wall is carved into Nimira carries most of her valuables.
the image of the fierce dwarf that you've seen else- Secret Door: The east wall of the closet conceals a secret
where in this complex. door. The door is not very well hidden (Search DC 13).
23
THE CITADEL AND ENVIRONS
Treasure: The party can collect dozens of old, rusty ment behind the altar rests a sack with 280 gp and a
iron pots, pans, knives, forks, and other cooking uten- scroll with web and spider climb.
42. Desecrated Shrine The dwarves of Khundrukar lived in the private rooms to
Durgeddin made his last stand in this very chamber, the north of the Great Hall. The orc horde pillaged most
laying about with his sword until his orc enemies final- of these rooms, cutting down all the dwarves they found
ly overwhelmed him. The orc war-priests wanted to and carrying off the treasure. This area, area 46, and all
make sure that their terrible enemy would never the rooms marked 44 are now the demesne of another
return; they pronounced dire curses over the remains of undead dwarf—the cleric Arundil, who now exists as a
their hated foe. Then they chose a fierce orc warrior to wretched allip, a spectre of madness and despair.
remain here forever in undeath to slay any who found
this place. The door opens into a chamber about 30 feet to a side.
The door leading to this room from area 36 is A dark pool sits in the center of the room, and hall-
inscribed in Orcish: "Beyond this door the Maker of ways lead off to the east and the west. There is a
Death is chained. May he gnaw on his own hate until strange sound in here—a weird moaning slowly
the sun dies and all things end." takes on the form of words in Dwarven. The moaning
grows louder, taking on a crazed intensity of gibbered
This room was once a shrine to the dwarven gods. The phrases and shouting, as a strange, ghostly creature
walls are carved in their dour images, and a low stone drifts into the room from the hall to the east!
altar stands at the western end of the room. Stone
benches once stood in even rows on the floor, but the Creature (EL 3): Any character who retreats at this
pews have been smashed and thrown askew, and the point may do so safely; anyone remaining in the room
icons of the gods have been defaced. must make a Will saving throw (DC 16) or fall under
Atop the altar, arms folded over his chest, lies the the influence of the allip's babble attack, which equals a
corpse of an old dwarven warrior in half-plate armor. hypnotism spell in effect. Each affected character
Bones lie scattered around the altar's base, and the stands and stares at the allip, taking no actions for 2d4
leathery remains of an orc in half-plate armor crouch- rounds or until the allip attacks that character or the
es at the foot of the altar. character is shaken out of it by anally.
mArundil: hp 24.
The wight and skeletons lurking in this room animate Characters hypnotized are fiat-footed for the allip's first
and attack 1 around after a character sets foot in the attack, after which the monster's hostile action snaps
room. Continue with the following text: them out of it. If turned or damaged, the allip flees and
hides in one of the empty rooms (any area 44 room) for
You sense an evil presence in this room — a cold ld4 hours before emerging again to stalk the party.
whisper of death and dark magic. Then the bones at It is possible that the player characters ventured here
the altar's foot stir and form into towering skeletons, from the secret doors leading to area 46. If this is the
rising up with bronze maces in their bony grasp. The case, then see area 46 for more information.
24
THE CITADEL AND ENVIRONS
25
THE CITADEL AND ENVIRONS
Idalla's Story normal against this construct. (and use her energy drain attack) just before she leaves.
26
THE CITADEL AND ENVIRONS
27
THE CITADEL AND ENVIRONS
52. Nightscale breaking off to leap back into the lake if dangerous
Nightscale is dozing on the island (area 53) when the fighters get anywhere near. Nightscale attacks with one
characters arrive, but if they are carrying light sources bite, two claws, and two wings in one attack action. As
or trigger the fall of the bridge, the dragon wakes and her breath weapon recharges, Nightscale blasts the
slips into the water, swimming over to investigate. fighter-types with acid from the cover of the lake.
Player characters who avoid advertising their presence Nightscale doesn't have to make an attack every
don't encounter the dragon until they reach the ledge round. It's a perfectly valid tactic for the dragon to
south of area 53. break off melee using a double move on her action. She
If Nightscale moves in, she swims to a point near the avoids the attack of opportunity of any character threat-
stepping-stone rocks, exposing just the top of her head ening her, and dives back into the lake where she can
above the water. A PC watching the lake may make a reposition herself for a renewed attack in the following
Spot check (DC 18) to catch a glimpse of a serpentine round.
form moving in the darkness. Other characters are This is a very tough encounter, especially since the
allowed Listen checks against Nightscale's Move dragon is perfectly at home in the water and can pick
Silently check (she gains a +4 bonus for moving in off characters with acid attacks from cover (add +4 to
water) to detect her approach and avoid surprise. Nightscale's AC to reflect the effects of being mostly
submerged when she attacks in this fashion).
28
THE CITADEL AND ENVIRONS
CONCLUSION
The legendary hoard of magical weapons doesn't really
may lead into a mini-adventure, or ask open questions
about what the characters have done recently. This can
help establish their fame and provide the players with a
exist, but diligent player characters may recover a cou- sense of a job well done.
ple of magical weapons now in the hands of the Once the characters go to the party, they are greeted
Glitterhame's dangerous inhabitants. After they've con- by Sir Miles himself, who invites them to mingle for a
quered Nightscale and looted the dragon's lair, what while. Local bards and musicians are playing music for
HOOKS
after the characters arrive at the party, the guests are
called into dinner. During the dinner, Sir Miles raises a
glass of wine to toast the characters (adjust text as nec-
essary):
Depending on what got them here and how they leave,
the characters may find many endings to this specific Sir Miles stands up, raising his glass of wine and smil-
The Map
adventure. ing broadly. "Beside me sit some fine adventurers!
Their courage in the face of the orc threat allows us to
continue enjoying a life free of the shadow of tyranny
If the characters went to Khundrukar because of a map and fear! Let their bravery be an example to us all!"
they found, chances are that they still passed through
Blasingdell. If they return by that route, allow them to The other guests raise their own glasses to the charac-
interact with the local folk a bit so that their fame as ters, calling or a speech. You can allow them to contin-
adventurers can spread. See End of the Raider Threat ue role-playing the rest of the party out, or they can
WHERE TO NEXT?
for some boxed text you can adapt. move along to the next section.
You can also have the characters find another map
leading them on to the next adventure. Depending on
what you and your players want to do, the map can lead
to another dungeon, provide the barest hints of a treas- If the players want to stick around Blasingdell for a bit
ure in an unknown location, or detail a city in some longer, you can create even deeper caverns beneath the
If the party decided to go for the orc bounty that Blas- You don't need to create a detailed history about the
ingdell set up, they can return throughout the adven- duergar and their city, but you should certainly have a
ture with their orcs. Once the characters have finished minimal background for it.
with the adventure completely and have decided to You can also end this adventure and use it to sow the
move on, Sir Miles Berrick sends a representative to seeds of the next one. Perhaps the characters encounter
them with a message inviting them to his house for an the legend of a dwarf blade—possibly one of Durged-
elaborate dinner party. din's—buried in the barrow of an evil knight. Maybe
If the player characters accept the invitation, allow they find that Great Ulfe's ogre clan is terrorizing a
them some time in the town to prepare for it. They may small town somewhere nearby. They might even hear
need baths, new clothing, and other things to make stories of an orc war-chieftain who carries a dwarven
themselves more presentable at the party. During their urgrosh, a trophy of Khundrukar's sack handed down
time in the town, be sure to have the local folk whisper through orc generations.
and point, approach them with minor problems that It's all up to you.
29
APPENDIX: STATISTICS
MONSTERS
alphabetical order by name). A new creature called the subter- Blindsight, cold and fire immunity, ooze defenses; AL N;
ranean lizard is also described at the end of this appendix. SV Fort +1, Ref -4, Will -4; Str 12, Dex 1, Con 11, Int —, Wis 1,
Cha 1.
Special Attacks: Improved Grab: Must hit with slam attack.
mAnimated Arming Dummy: CR 2; Medium-size con- Acid: Any melee hit deals damage. Corrosion: 40 points of dam-
struct; HD 2d10; hp 11 (average); Init +0; Spd 40 ft.; AC 14; age (Reflex negates DC 19). Constrict: Grapple check causes
Atk +2 melee (1d6+1, slam); SQ Hardness 5, construct defenses; automatic slam and acid damage, victim's clothing and armor
AL N; SV Fort +0, Ref +0, Will -5; Str 12, Dex 10, Con —, suffer —4 penalty to Reflex saves against acid.
Int —, Wis 1, Cha 1. Special Qualities: Blindsight: Can detect prey within 60 feet.
Special Qualities: Construct Defenses: Immune to mind-influ- mGrick: CR 3; Medium-size aberration; HD 2d8; hp 9 (aver-
encing effects, poison, disease, and similar effects; not subject to age); Init +2 (Dex); Spd 30 ft., climb 20 ft.; AC 16; Atk +3 melee
critical hits, subdual damage, ability damage, energy drain, or (ld4+2, 4 tentacles), -2 melee (bite ld3+l); SQ Scent, damage
death from massive damage. reduction 15/+1; AL N; SV Fort +0, Ref +2, Will +5; Str 14,
mAnimated Rug: CR 5; Huge construct; HD 8d10; hp 44; Dex 14, Con 11, Int 3, Wis 14, Cha 5.
Init -1 (Dex); Spd 20 ft.; AC 13; Atk +9 melee (2d6+7, slam); Skills and Feats: Climb +10, Hide +4 (+12 camouflage),
Face/Reach 10 ft. by 20 ft./10 ft.; SA Constrict; SQ Construct Listen +7, Spot +7; Alertness.
defenses; AL N; SV Fort +2, Ref+1, Will -3; Str 20, Dex 8, mLarge Skeleton: CR 1; Large undead; HD 2dl2; hp 13
Con —, Int —, Wis 1, Cha 1. (average); Init +5 (+1 Dex, + 4 Improved Initiative); Spd 40 ft;
Special Attack: Constrict: Deals automatic slam damage with AC 13; Atk +2 melee (1d8, heavy mace); Face/Reach 5 ft. by
successful grapple check against creatures up to one size larger 5 ft/10 ft; SQ Undead, immunities; AL N; SV Fort +0, Ref +1,
than itself, can make attacks against multiple creatures. Will +3; Str 14, Dex 12, Con —, Int —, Wis 10, Cha 11.
Special Qualities: Construct Defenses: Immune to mind-influ- Skills and Feats: Improved Initiative.
encing effects, poison, disease, and similar effects; not subject to Special Qualities: Undead: Immune to mind-influencing
critical hits, subdual damage, ability damage, energy drain, or effects, poison, sleep, paralysis, stunning, and disease; not sub-
death from massive damage. ject to critical hits, subdual, ability damage, energy drain, or
mAnimated Table: CR 3; Large construct; HD 4dlO; hp 22; death from massive damage. Immunities: Cold, not damaged by
Init +0; Spd 40 ft.; AC 14; Atk +5 melee (ld8+4, slam); Face/ piercing weapons, half damage from slashing weapons.
Reach 5 ft. by 10 ft/5 ft.; SQHardness 5, construct defenses; mMedium Skeleton: CR 1/3; Medium-size undead;
AL N; SV Fort +1, Ref +1, Will -4; Str 16, Dex 10, Con —, HD 1d12; hp 6 (average); Init +5 (+1 Dex, +4 Improved Initia-
Int —, Wis 1, Cha 1. tive); Spd 30 ft; AC \ 3; Atk +0 melee (ld8/19-20/x2 crit, long-
Special Qualities: Construct Defenses: Immune to mind-influ- sword); SQ Undead, immunities; AL N; SV Fort +0, Ref +1,
encing effects, poison, disease, and similar effects; not subject to Will +2; Str 10, Dex 12, Con —, Int —, Wis 10, Cha 11.
critical hits, subdual damage, ability damage, energy drain, or Skill and Feats: Improved Initiative.
death from massive damage. Special Qualities: Undead: Immune to mind-influencing
mBrown Bear: CR4; Large animal; HD 6d8+24; hp 51; Init +1 effects, poison, sleep, paralysis, stunning, and disease; not sub-
(Dex); Spd 40 ft.; AC 15; Atk +11 melee (ld8+8, 2 claws), +6 melee ject to critical hits, subdual, ability damage, energy drain, or
(2d8+4, bite); SA Improved grab; SQ Scent; AL N; SV Fort +9, Ref death from massive damage. Immunities: Cold, not damaged by
+6, Will +3; Str 27, Dex 13, Con 19, Int 2, Wis 12, Cha 6. piercing weapons, half damage from slashing weapons.
Skills and Feats: Listen +4, Spot +7, Swim +14. mOrc: CR 1/2; Medium-size humanoid (ore); HD ld8; hp 4
Special Attacks: Improved Grab: Must hit with claw attack. (average); Init +0; Spd 20 ft.; AC 14; Atk +3 melee (ldl2+3/x3,
mDuergar Warrior: Male or female duergar dwarf War2; greataxe), +1 ranged (ld6+2, javelin); SQ 60-ft darkvision, light
CR 2; Medium-size humanoid (duergar); HD 2d8+2; hp 11 sensitivity; AL CE; SV Fort +2, Ref +0, Will -1; Str 15, Dex 10,
(average); Init +0; Spd 15 ft.; AC 17; Atk +2 melee (ld8/X3, Con 11, Int 9, Wis 8, Cha 8.
battleaxe), +2 ranged (ld8/19-20/x2 crit, light crossbow); SQ Skills and Feats: Listen +2, Spot +2; Alertness.
Dwarven traits, enlarge, invisibility, immune to phantasms, paral- mRoper: CR 10; Large magical beast; HD 10d10+30; hp 85;
ysis, and magical/alchemical poison, 120-ft. darkvision, light Init +5 (+1 Dex, +4 Improved Initiative); Spd 10 ft.; AC 24;
sensitivity; AL LE; SV Fort +3, Ref+0, Will +0; Str 11, Dex 10, Atk +11 ranged (special, 6 strands), +8 melee (2d6+2, bite); SA
Con 13, Int 10, Wis 10, Cha 6. Strands, attach, weakness; SQ Electricity immunity, cold resist-
Skills and Feats: Listen +2, Move Silently +7, Spot +4, Swim +1; ance 30, fire vulnerability; SR 28; AL CE; SV Fort +10, Ref +8,
Alertness, Iron Will. Will +8; Str 19, Dex 13, Con 17, Int 12, Wis 16, Cha 12.
Special Qualities: Dwarven Traits: +1 bonus to attack rolls Skills and Feats: Climb +7, Hide +10 (+18), Listen +13,
against orcs and goblinoids, +2 bonus to Will saves against spells Spot +13; Alertness, Improved Initiative, Iron Will, Weapon
and spell-like abilities, +4 dodge bonus against giants; stonecun- Focus (strand).
ning: +2 bonus to Appraise, Craft, or Profession checks that are Special Attacks: Strands: Six strands fire up to 50 feet away (10
related to stone or metal; Enlarge: I/day as wizard at 4th level; points of damage from slashing weapon blow against AC 20 sev-
Invisibility. I/day as wizard at 4th level. ers). Attach: Successful strand attack draws victim 10 ft. closer
Possessions: Chainmail, large shield. each round; at 10 ft, roper has +4 bonus to bite attack, victim
requires Escape Artist check (DC 23) or Strength check (DC 19)
30
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
mStirge: 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 ld4 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, mBrowngnaw: 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 (ld3-4, 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-
mTroglodyte: 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 (ld8/X3, longspear), +1 melee (ld4, 2 claws), ?Burdug: Female ore Adp3; CR 3; Medium-size humanoid
-1 melee (ld4, bite), +1 ranged (javelin, ld6); SA Stench; (ore); hp 20; Init +1 (Dex); Spd 30 ft.; AC 14; Atk +2 melee (1d4/
SQ90-ft darkvision; AL CE; SV Fort +5, Ref-1, Will +0; Str 10, 19-20/x2 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.
mWight: CR 3; Medium-size undead; HD 4dl2; hp 30; mGhared: 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 (ld6/19-20/x2 crit, short sword), +6 ranged
Ref +2, Will +5; Str 12, Dex 12, Con -, Int 11, Wis 13, Cha 15. (1d8+1/19-20/X2 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
mWolf: 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. I/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 mGreat 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/X3
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,
NAMED CREATURES
when tracking by scent. Listen +4, Spot +4, Swim +6; Iron Will, Weapon Focus (great-
axe).
Possessions: Scale mail (Large), greataxe (Huge).
mIdalla: Succubus; CR 9; Medium-size outsider; HD 6d8+6;
mArundil: Allip; CR 3; Medium-size undead (incorporeal); hp 33; Init +1 (Dex); Spd 30 ft., fly 50 ft. (average); AC 20; Atk +7
HD 4dl2; hp 24; Init +5 (+1 Dex, +4 Improved Initiative); Spd melee (ld3+l, 2 claws); SA Spell-like abilities, energy drain,
fly 30 ft. (perfect); AC 15; Atk +3 melee (ld4 Wisdom drain, summon tanar'ri; SQ Damage reduction 20/+2, tanar'ri defenses,
touch); SA Babble, Wisdom drain; SQUndead, 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
effects, poison, sleep, paralysis, stunning, and disease; not sub- only), suggestion, and teleport without error (self plus 50 pounds of
31
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+l/x3, masterwork handaxe), +2 ranged (ld6+l, 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 mSnurrevin: 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 (ld8/19-20/x2 crit, light crossbow), +1
as the spell cast by a 12th-level sorcerer. Can communicate tele- melee (1d4-1/19-20/x2 crit, dagger); SQDwarven traits,
pathically with any creature within 100 ft. that has a language. enlarge, invisibility, immune to phantasms, paralysis, and magi-
mKaarghaz: Male troglodyte Sort; 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.
x3, longspear) or +S/+5/+2 melee (ld4+2, 2 claws; ld4, 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 ores 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: I/day as wizard at 8th level.
of frost, read magic; 1st—mage armor, sleep, spider climb; 2nd—invis- Invisibility: I/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;
mNightscale: Young black dragon; CR 4; Medium-size drag- 2nd—flaming sphere, invisibility, minor image, minor image.
SUBTERRANEAN LIZARD
on; HD 10dl2+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 (ld8+2/19-20/X2 crit, bite; 1d8+1, 2 claws; ld4+l, wings);
SA Breath weapon; SQ Acid immunity, water breathing, dragon
immunities, 90-ft. blindsight, keen senses, 300-ft. darkvision; The subterranean lizard is a large, fast carnivore combining the
SV Fort +9, Ref+7, Will +7; Str 15, Dex 10, Con 15, Int 10, worst features of a monitor and a chameleon. It makes its home
Wis 11, Cha 10. underground, and it usually lives alone. A subterranean lizard
Skills and Rats: Bluff +4, Climb +5, Hide +7, Listen +12, Move has white scales and large, strong limbs. It uses its tail for bal-
Silently +7, Search +10, Sense Motive +4, Spot +12; Improved ancing purposes, though it can detach itself should the lizard
Initiative, Power Attack, Improved Critical (bite). find itself in a bad situation. The lizard eventually grows the tail
Special Attacks: Breath Weapon: Causes 6d4 acid damage back over the span of a year.
(Reflex half DC 17). The subterranean lizard has a sticky tongue 10 feet in length,
Special Qualities: Water Breathing: Can breathe underwater and usually begins a fight by attempting to grab its prey with a
and use breath weapon, spells, and other abilities while under- tongue attack. This does not provoke an attack of opportunity
water. Dragon Immunities: Immune to sleep and paralysis effects. against the lizard. Attempting to begin a grapple is a melee
Keen Senses: Sees four times as well a human in low-light con- touch attack. If this attack hits, the subterranean lizard and the
ditions and twice as well in normal light. victim each make a grapple check (see Chapter 8 of the Player's
mNimira: Female duergar Ftr5; CR 6; Medium-size human- Handbook). If the lizard wins, it successfully establishes a grap-
oid (duergar); hp 41; Init +2 (Dex); Spd 15 ft.; AC 17; Atk +7/+5 ple, and the target sustains ld4 points of subdual damage.
melee (1d8+1/19-20/x2 crit, two-bladed sword); SQ Dwarven After successfully grappling, the lizard then attempts to drag
traits, enlarge, invisibility, immune to phantasms, paralysis, and its victim to its maw in subsequent actions. The lizard and the
magical/alchemical poison, 120-ft. darkvision, light sensitivity; target make an opposed Strength check (+/-4 per size category
AL LE; SV Fort +6, Ref +3, Will +1; Str 13, Dex 14, Con 15, difference), and the target is dragged 1 foot closer for every
Int 10, Wis 11, Cha 12. point by which the lizard's Strength check exceeds its own. if
Skills and Feats: Bluff+2, Craft +6 (weaponsmith), Heal +1, the range is reduced to zero, the lizard immediately makes a bite
Listen +3, Move Silently +6, Spot +4, Swim +4; Alertness, Iron attack against its grappled prey, negating any Dexterity adjust-
Will, Exotic Weapon (two-bladed sword), Ambidexterity, Two- ment to Armor Class.
Weapon Fighting, Weapon Focus (two-bladed sword). The lizard can bite normally in melee instead of using its
Special Qualities: Dwarven Traits: +1 bonus to attack rolls tongue attack.
against orcs and goblinoids, +2 bonus to Will saves against spells mSubterranean Lizard: CR 3; Large animal (reptilian); HD
and spell-like abilities, +4 dodge bonus against giants, stonecun- 6d8+18; hp 45 (average); Init +3 (Dex); Spd 40 ft., climb 40 ft.;
ning: +2 bonus to Appraise, Craft, or Profession checks that are AC 16 (-1 size, +3 Dex, +4 natural); Atk +7 melee (2d6+6, bite),
related to stone or metal. Enlarge: I/day as wizard at 10th level. +6 ranged (1d4 subdual, tongue); SA Improved grab (tongue);
Invisibility: I/day as wizard at 10th level. AL N; SV Fort +8, Ref +8, Will +3; Str 18, Dex 16, Con 17, Int 2,
Possessions: Chainmail, potion of cure light wounds, 60 gp, a scroll Wis 14, Cha 2.
of protection from evil and lesser restoration (none of the duergar Skills and Feats: Climb +10, Hide +4, Listen +5, Spot +5.
can use the divine scroll). Notes: Advancement 7-9 HD.
mOld Yarrack: Male orc War3; CR 3; Medium-size human-
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