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The Forge of Fury
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THE F ORGE OF F URY
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 D UNGEONS & D RAGONS ® rules created by E. Gary Gygax and Dave Arneson,
and the new D UNGEONS & D RAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams,
Richard Baker, and Peter Adkison.
Table of Contents
lntroduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Preparation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Adventure Background . . . . . . . . . . . . . . . . . . . . . . 2
Adventure Synopsis . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Sidebar: The Town of Blasingdell . . . . . . . . . . . . . 2
Character Hooks . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
The Forge of Fury . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
The Stone Tooth . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Sidebar: The Wilderness and Camping . . . . . . . . 4
Entering Khundrukar . . . . . . . . . . . . . . . . . . . . . . . . . 6
Sidebar: Dungeon Features . . . . . . . . . . . . . . . . . . 6
Sidebar: Summary of Defenses . . . . . . . . . . . . . . . 7
Sidebar: Prisoners and
Player Characters . . . . . . . . . . . . . . . . . . 9
Sidebar: Vision in the
Glitterhame . . . . . . . . . . . . . . . . . . . . . . .11
Sidebar: Troglodyte Attacks . . . . . . . . . . . . . . . . . .13
Sidebar: Watch Those Claws! . . . . . . . . . . . . . . . .15
Sidebar: Mold and You . . . . . . . . . . . . . . . . . . . . .16
Sidebar: Ropers and Low-Level
Player Characters . . . . . . . . . . . . . . . . . . .19
Sidebar: Negotiating Passage? . . . . . . . . . . . . . . .21
Sidebar: Illusions . . . . . . . . . . . . . . . . . . . . . . . . . .22
Sidebar: Idalla’s Story . . . . . . . . . . . . . . . . . . . . . .26
Conclusions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .29
Ending the Character Hooks . . . . . . . . . . . . . . . . . .29
Where to Next? . . . . . . . . . . . . . . . . . . . . . . . . . . . . .29
Appendix: Statistics . . . . . . . . . . . . . . . . . . . . . . . . . . .30
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INTRODUCTION
I NTRODUCTION
Each encounter is rated with an encounter level to
help you figure out how powerful the encounter should
be for your party of adventurers, and to determine expe-
rience point rewards.
Two centuries past, the dwarven smith Durgeddin the
Black carved a secret stronghold from the caverns rid-
dling a hill known as the Stone Tooth. Laboring cease-
lessly in their halls under the mountain,
Durgeddin’s clan forged enchanted weapons
for use in their vendetta against the orcs that
had driven them out of their old homes.
Durgeddin and his followers are long dead,
but the dwarf-hold is not empty. Deadly
peril waits in the caverns beneath the Stone
Tooth, as well as Durgeddin’s hidden armory
of matchless weaponry.
The Forge of Fury is a D UNGEONS & D RAGONS ®
adventure suitable for four 3rd-level player
characters. Player characters who survive the
entire adventure advance to 5th level with
good play. Lower level characters can handle
the early portions of the adventure with luck
and caution, while you can make the adven-
ture suitable for higher level characters with
some minor modifications.
The Town of
Blasingdell
While the Stone Tooth is a
remote and lonely place, there
is a human town not too far
away. Blasingdell lies about 30
miles south of the Stone Tooth,
a journey of three days on foot
or two days on horseback due
to the surrounding rugged ter-
rain and dense forests. While
it isn’t close enough for the
player characters to use it as
a base camp for their explora-
tion of the Glitterhame, it’s
still useful as a place to pur-
chase equipment, stock up on
supplies, and rest in between
excursions into the caverns.
Blasingdell (large town):
Conventional; AL NC; 5,000
gp limit; Assets 505,000 gp;
Popula tion 2,021; Integrated
(human 37, halfling 20, elf 18,
dwarf 10, gnome 7, half-elf 5,
half-orc 3).
Authority Figure: Sir Miles
Berrick, male human Ari6.
Important Characters: Khelde-
gan Tolm, male dwarf Exp7
(proprietor of Tolm’s Superior
Outfitting and Dry Goods);
Constable Dara Whitewood,
female human War6; Sister
Alonsa, female human Clr5;
Sergeant Grendar Kuln, male
half-orc (watch-captain) Ftr4;
Sarel Bankdown, female half-
elf Exp2 (proprietor of The Grif-
fon’s Nest inn and tavern).
Others: Town guards, War3
(2); Militia, War1 (101); Clr2
(2); Ftr2 (2); Exp3 (2); Exp1
(56); Ari3 (2); Aril (10); Com1
(1,838).
ADVENTURE BACKGROUND
Two centuries ago, the great dwarven smith Durgeddin
the Black was driven from his home by a horde of fierce
orcs and trolls. They plundered his ancestral halls and
slew all they could catch. Fleeing his enemies, Durgeddin
led the destitute remnants of his clan in search of a new
home. After years of wandering, the dwarves discovered
a great cavern system beneath the Stone Tooth, which
is a rugged, forested hill crowned by a bare rocky crag.
There Durgeddin and his followers founded the secret
stronghold of Khundrukar—the Glitterhame.
About one hundred years ago, one of Durgeddin’s clans-
men was captured by orcs during a raid, and a powerful
orc tribe learned the secret of their enemy’s stronghold.
The orcish chieftains raised a great army and marched on
Khundrukar. In a hard-fought siege lasting months, the
orcs tunneled around the dwarven defenses and stormed
the place, putting all within to the sword. The monsters
abandoned the scene, carrying off wagonloads of booty.
In the years since the great battle, various goblin or
orc bands have occupied the Glitterhame and used the
dwarf-hold as a base for their raids. At other times, the
caverns have lain empty except for the mindless and
bloodthirsty monsters that haunt such places. Today
legends of Durgeddin’s Vengeance, the Smith’s War,
and the extraordinary blades he forged in anger still
surface from time to time in the lands near the Stone
Tooth.
PREPARATION
You should have a copy of the Player’s Handbook ,
the D UNGEON M ASTER S Guide , and the Monster
Manual to play this adventure. Before you
run this adventure for your players, you
should read through it once to get an idea
of what’s supposed to happen. If you plan to
play as a player character in this adventure,
you shouldn’t read it now—play the adven-
ture first with someone else as the Dungeon
Master, and when you’re done with that
game, you can get ready to run your own.
You should read or paraphrase text that
appears in shaded boxes to
the players. This information
summarizes the scene as the
characters first encounter it,
providing the players with
the information their charac-
ters gain simply from enter-
ing the room. In many cases,
the characters may discover
hidden treasure or lurking
monsters by exploring the
area at greater length. Boxes
outside the running text
contain special 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.
ADVENTURE SYNOPSIS
The Forge of Fury is a dungeon crawl, or site-based adven-
ture, describing the ruined stronghold of Khundrukar.
The characters come to the Stone Tooth in search of a
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INTRODUCTION
hidden cache of Durgeddin’s superior blades. They find
the old stronghold inhabited by a number of dangerous
monsters. The complex consists of five different levels:
The Mountain Door: The entrance to the Glitterhame,
the Mountain Door is the uppermost level of the cavern
complex. It is inhabited by a tribe of fierce orcs, led by a
brutal ogre-king known as the Great Ulfe.
The Glitterhame: The largest level of Khundrukar, the
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 Sinkhole: Streams in the Glitterhame descend to
an underground river, which includes a corner of the
caverns forgotten by the denizens above.
The Foundry: Beyond the Glitterhame lie the dwarven
halls of Khundrukar itself, a complex of chambers and
passageways carved by Durgeddin’s folk. A small band of
duergar (gray dwarf) warriors currently hold Durgeddin’s
hall, working to uncover the secret of the smith’s
ancient forge. A great crevasse leads to the Black lake.
The Black Lake: The most dangerous denizen of the cav-
erns under the Stone Tooth lairs in the cold, still waters
of the Black Lake. Nightscale, a black dragon, discovered
a passage into the lake through an underwater siphon
connect ing to a bog on the far side of the hill. The young
dragon has claimed the ancient wealth of Khundrukar as
the beginning of her own hoard, and she defends her lair to
the death.
characters learn that fierce orc raiders have been pil-
laging isolated farmsteads and camps in the hills north
of the town. One orc warrior, left for dead by his com-
rades, was placed under the influence of a charm spell
by the town’s mage. He then divulged the location of
the monsters’ lair, a lonely hill called the Stone Tooth.
The characters are offered a bounty of 25 gold pieces per
orc they slay or capture, plus the eternal gratitude of the
townsfolk for quelling the threat.
T HE FORGE
The legend of the smith Durgeddin the Black is well
known in this region. In each of the small, scattered
towns you’ve passed through, you’ve heard stories
of wondrous treasure hidden in long-lost dwarven
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,
Durgeddin’s home was sacked by orcs. Durgeddin
led the remnants of his clan to a new stronghold in
the mountains north of the town of Blasingdell and
established a small, secret stronghold somewhere in
the trackless wilderness.
From his hidden redoubt, he waged a decades-long
vendetta against all orc-kind, until one day his ene-
mies discovered his fortress and attacked it. Durged-
din and his followers perished, and much wealth was
carried away by the conquering hordes. But it’s said
that the deepest and best-hidden vaults and armories
escaped the looting, and that some of Durgeddin’s
extraordinary blades still wait in the darkness for a
hand bold enough to claim one.
You’ve come to Blasingdell, a small mining town
on the northern frontier, to see if there’s anything
to these stories. Your map shows that the old dwarf-
hold lies about three days’ march to the north of the
town. Dark, deeply forested hills rise beyond the
town’s outskirts.
CHARACTER HOOKS
You can place the Stone Tooth and its caverns anywhere
you like in your campaign world. The Forge of Fury works
particularly well if you pick a remote range of rugged
hills or highlands several days from the nearest town.
Your next task is to figure out why your players will
want their characters to brave this adventure. How did
the party learn about Khundrukar, and how did they
discover its location? Pick one of the following options
that best suits your game, or make up an explanation of
your own. (If you don’t know which one to use, go with
The Map—it’s easy).
The Map: The party has acquired a map showing the
location of a secret dwarven stronghold named Khun-
drukar. Perhaps the characters discovered the map dur-
ing a previous adventure, or maybe a character with a stu-
dious bent such as a wizard or a priest discovered the map
in a forgotten corner of his or her favorite library before
this adventure starts. It doesn’t really matter how the
characters got their hands on it—they can use the map
to reach the Stone Tooth and begin their explorations.
A Broken Blade: Baron Althon, a local nobleman,
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 tells them that it was discovered near a rocky hill
called the Stone Tooth. Baron Althon provides the party
with directions to the Stone Tooth and offers a reward
of 500 gold pieces above market value for each blade of
Durgeddin’s the party recovers for him.
Captured Raider: In the town of Blasingdell, the
This is a good time to ask the players if their characters
would like to make any special preparations before
beginning the adventure. Buying equipment and sup-
plies for an expedition into the wilderness might be a
good idea.
When the players are ready, move on to The Stone
Tooth. The trek to the peak passes without event.
3
OF FURY
When you’re ready to begin play, read or paraphrase the
following information to the players. This is what their
characters have heard about Durgeddin and his lost
stronghold before setting out in search of the dwarf’s
lost stronghold. This text assumes that you’ve decided
to use The Map as your hook for getting the characters
to the adventure; if that’s not the case, you might need
to change the text to fit.
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