The forge of fury pdf download






















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Be sure to respect the publishers and the authors office file copyright. Remember, elf characters who simply pass within 5 feet of these doors are entiled ta Search checks to detect them, even if they're not delib- rately searching the area.

The doors operate by simulta neously pushing in two concealed stone eee nthe Summary of Defenses. Each hit forces the balancing. The ores fa BC gets two-thirds ofthe way across in area 4 continue to fire at the bridge, one ore breaks cover to run up characiersin areas 10r2. The ore fiom aree 4 runs up to the rust ct two ropes, each with hit pounts. If the characters raid the zooms '" 2 shuts the coor. The eyondellthe Grew Uf or sf hic fol STs ormling in stent cone lowers, then rerrea, the tera, The ores in the eastern half of area 3 cut the rope bridge and prepare to defend the door leading to area.

Characters in dis auise may pasto area? It cakes the ore 2 rounds to reach the door, and a third round to shut it, If the heroes find the secret doots leading to the archets'galleties and attack, the ore archers use their hows on cheracters desceniling the stir, thea switch 10 heavy flails and move up to fight at the bottom of the staits Since che stairs are only 5 st wide, only one character at 4 time can engage the ores in melee ifthe ores cccupy the foot of the sairwy.

Remember to keep track of any orcs who are van. Red coals glow in the darkness ofthe far right hand paccagewsy, and crude wooden cage bare the closer right-hand passageway. Development: When the second ore parol returns Give days ser the character arrive atthe Stone Tooth they take up residence bere.

Add four orcs to this room after their return 6. A door locked with an iron padlock secures the room. Inside, you see two filthy prisoners dressed in tattered rgs, crowding close tothe door.

Were reseued! They hail from a small settlement a few miles from Blasingdell, and the orcs have held them captive for almost month now.

Af the characters attempt ro descend the chimney from above, they need to do someclimbing. Remember to add in armor check penalties. A careful climber can easily avoid the fire on the sway down, Note thatthe erash of a character into the fire brings any ores in area Sto investigate. Orc Commons Haphazard stacks of crates barrels, sacks, and bundles litter this long, narrow cavern.

She makes a grest show of employing her magle ar every opporcuntty, keeping. Yarrick docile and amenable to her suggestions on how things should be run, The secret door leading into area 9 is marked with vari- cous orc hexes and curses on its westfacing side A Seatch check DC 13 is required to find the hidden door. Dozens of yellowed skullsare suspended from the ceiling by fraying ropes stcung through hholes punched in the bone.

An orc in a ragged black. Even if the characters have some- how negotiated for passage through the orc-held ares, Burdug does not tolerate interruptions of any sort. Tacties: Burdug orders her two followers to engage the characters while che attempts to wesken the pacty with « sleep ot cause fear spell.

The iron gate blocks entry from area 81s lock is rusted shut; it can be picked with an Open Lock DC 23 , of forced open with a Strength check DC The orcs stuffed it with blankets and pallets ro make it stirge-proo!

Two large stone dloors exit ro the north and south. Several old skele- tons lie scatired near the northern door. In the center ofthe floor, a natural sft descends sharply. If the characters make any sounds, allow the stirges 0 make a Listen check.

The door is carved in the image of aglowering dwarven face, On tither side of the northern doo eight small spouts shout 10eet above the floor ate carefully worked ito the stene- work design.

They attack the player characters indiscriminately. Ifa stirge attaches to «victim via touch attack, it causes 1d4 points of Constitution damage per round until it has drained 4 points, and its AC decreases to AC 12, ated stinges Dap off to digest their meal down in area 17 of the Gliterhame.

PSeirges 4 : hp 6,5,5,3. Characters set on fire by the trap described below dont have to worry about the strges.

When the door is pulled open, « coun- terweight mechanism pumps burning alchemists fie from the spouts, dousing any character standing north of the dotted line marked on the map.

Burning characters canbe extinguished by the actions of thet comrades. This requires shout 2 hours of tedious work end s successful Alchemy check DC 18 wo recover batches of alchemist fire If the character fails the Alchemy check, the reagents ignite luring the process and burn away. Development: If the characters allow the door to the trap room to shut, the trap resets.

Among the loot, four oversized straw pallets and other simple furnishings show that chis toom how serves 28 a bunkroom. They team up into ewe pairs one orc in the pair attempts to trip the character the pair is Fighting a melee touch attach , while the other ore holds its action until after the tip atack so that he can strike ats character whe may have been knocked prone See the Players Handbook for more details on trip attacks and prone details Note chat an ore can choose to drop his fail fthe defender would tip him instead these ors cam short swords as secondary weaponsin case they disurmed.

This chamber once belonged to the dwarf watch-captain, but Great Ulie rules here nove [A short flight of stats leads up toa large, ironbound door. A bloodstained human skull is fixed to the center ofthe door by an iron spike. He releases the vo wolves and uses aeadied action apart chacge against the frst enemy to enter the oom. The smell is indescrib- able. Great Ulfe neither asks ner gives quar- ter, but Vak and Thrag arent entirely stupid.

Great Ulfe thinks the rapier is just too stall for an ogre to. A prossure plate in the floor about 5 feet in front of the statue triggers a gas trep. The gas used to be much more debilitating, but ithas lost some potency with age. Old Yarrack hhangs back, trying to avoid the melee while hurling axet he has three of them at disengaged player characte. The Glisterhame is a living cave, and water steams down through the cav ems toward the underground river far below.

The Glitterhame is now home to band of troglodytes, dangerous reptilian savages that haunt underground places. The troglodytes and the humanoids of the Great Ulfes tribe maintain an unessy peace although short shir rmishes are common. About 60 feet down a rushing stceam spills down fom « narrow crack to your left and crosses the stairway, disappearing into a narrow, winding twanel to your ight The ail is only about 2 or feet wide If the characters decide to explore the steeam passage, they have w go singe file The steam drops sharply; the characters must use the Climb sill to descend DC 49 dle to dhe fast-moving water Machacacter sips and al, hh drops let, taking normal falling damage Creatures EL 3 : About halfway down the passage es the main scirge nest area 1S , in a small vertical eave overlooking the stream.

A leather pouch on the corpse contains 35 gp tnd a wand of light with 20 charges remaining, The High Cavern The high cavern isthe fist chamber of the Giterhame proper It is haunted by stngos from the nett at area A faremoving stoam bout 5 Feet wide runs across she floor ofthe chamber and disappears under a low stone overhang to the south, while larger passageways exit tothe southeast and the northeast Creatures EI 2 : Four stinges are clinging to the cham- ber walls high overhead.

This drops to DC 13 2 player telle you he or she ir specifically looking for danger somewhere overhead. If the stinges spot the characters without being spotted themselves, they have surprised the parry.

Those who search this area Search DC 13 discover numerous teptilian or bidlike tracks troglodyie footprines and slither marks around the banks of the steam on this side. Cleary, something crawls in and out of here regularly. In order to reach area 17, characters must crouch and wade or crawl chrough the steam, Player characters trying this path drown their torches and lanterns, as the lowest point of the ceiling is only about inches ahave the surface of the water Heroes coming from area 16 may have no light and might not see everything at first.

The ceiling must be 30 feet overhead, and the far end of the czve is lost in diriness. After that, the troglodytes close to attack with claws and teeth Tioglodyces in battle produce a fearsome stench. Smelling two troglodytes does not cause 26 points of Strength damage The Tngadyte Mor: The troglodytes blocked the southwest passage leading to area 18 with 2 doorplug made of mud vate Its heavy and crude, but stronger than it looks.

A Strength check DC 6 is required to pull it open. This increases to DC 18 ifthe troglodytes secure the dcr fom the other side. The Foo: The stream winds through the center ofthe caver, growing somewiat wider deeper unt it reaches the southeast corner ofthe room.

The peo i about 20 feet accoss and about 10 fee deep in the middle. The ioglodytes like wo lt their meat age a bit before eating, and most of the carcasses here are appallingly decayed. Something scrapes and hisses in the darkness, and you hear the soft padding of scaly feet om rock.

UE the characters are carrying any bright lights torches, lanterns, and so on or making 2 lt of noise inthe fist cave, the troglodytes of areas 18a and creep up and rush them within 2 rounds, trying to overwhelm the party with « sudden assaule from the cave mouths. Stealthy hheroescan catch the roglodytes unawares , West Cave: The west eave is home to two warriors.

They are asleep when the cheraciers enter rea 18, but they wake quickly ifthe characters make noise or show lights in the outer cavern. Neither of these trogledytes, are armed, but their claws and teeth are dangerous enough.

The tHatcheryThe large cave marked 10b isthe hatchery. Iropledytes are oviparous, ad the females rise the hatchlings. Six females defend this chember with claw and sooth they possess the same statistics as war ors, but have only Hit Dice and 6 hit points each. Ruthless characters may destroy the nest, but they ecelve no XP for doing so. PTroglodyte Hatchlings 12 :hp 2 each; unarmed. Tactics: If the characters attack one group of warriors the other group responds to the sounds of Bartle, joining the fray foma the appropriate direcion ia the third round of combat.

Allizerd the sizeof a small horse rises and slithers toward you! Ifthe characters make alot of noise or tip off their pres- cence to Kaarghaz in some other way, the troglodyte begins this encounter invisible—cont read.

Coinage and other valucbies are mixed in with the mess. Creatures EL 5 : Kanrghaz attacks any intruders, altbough itis conceivable that a character fluent in Dre conic can open negotiations with the chieftain. Other troglodytes dont offer to negotiate because they know that Kearghez would kill them if he learned that they were speaking for the tribe or showing feat before out- siders Ruthless characters might ransom the females and hatchlings in exchange forthe chiefs teesure, but Kaarg haz will slmost certainly try to recover his wealth as soon ashe gets thechance to, rounding up 2 party of warsors to tal the characters and ambush them, PRearghaz: bp 3, PCiant Lizard: bp 25 Tactics: If the troglodyte chief heard the party coming, he casts invisibility on himself, followed by mage armor on his pet lizard increasing the lizards AC to Kaarghar uses his advantage of invisibility to attack 3 week-looking player characier by surprise.

Remember to apply the Helpless Defender rules! The cave beyond is perhaps 40 feet wide and 20 deep, with an uneyen ceiling shout 10 feet high. The agitated creature twists in frustration. CCrearure EL 3 : Unfortunatly, the only wey thatthe characters ean discover thatthe lizard has 3 10faotlong sucky tongue shy stepping within range ofthe arack. Refer tothe description ofthe subrerzanesn lizard in the appendix. To the north, a oot wide, square mouthed tunnel shows that someone or something has been at work in these caves.

A sirong gate of rough-hewn timber blocks s small passage to the northeast. Three other passageways wind off towards the south. A heavy, animal smell lingers in the eit. It doesnt like the troglodytes such, but it knows better than to turn on its handles. The bear charges 1 round after a troglodyte opens the door.

If the t1og lodyte on the east wall cant get to the cage door, its comrade ties to move over and release the bear Note that this encounter isa lot easier if the player characters don't let the troglor dytes open the cape.

A surprisingly bright sword gleams in the skele- fusion of fungus tons bony grasp. No initial touch attack is required, and a successful hold does not deal any additional damage. Improved grab works only against opponents who are at least one size smaller than the bear. This does net provoke attacks of opportunity. The bear is not considered grappled while it holds the opponent, so it still threatens adjacent squares and retains its Dexter- ity bonus.

It can even move possibly carrying away the opponent , provided it can at least drag the opponent's weight. Ironically only a hand of the divarves were ever interred here, since most died fighting when the orcs stormed Khundrukar.

IF the player choracters investigate the tombs a greater Ienath, continue with the text below read the material in italics only ifa character can read Dwarven writing. Twenty-three sepulchres stand in this upper ledge of the great cave. Each consists ofa stone vault of marble 6 feet long, 4 feet high, and 3 feet wide. Empty space below the name is reerved to record the wats deeds and manner of death left blank on most of the tombs.

Borgol died of old age; Gharin died in battle; and Numik was killed by molten iron in a foundry accident. Bright crystals glimmer sofily in the cere light. Weird, beautiful lows snd structures of dei- cate stone grace the chamber, The western portion of the greatcave, where you stand now. The ceiling glimmers with a faint phosphorescence almost 50 feet overhead, and your torchlight strikes Aszaling glints from bright flecks and gleaming stone scructures in the distance.

While the fungal growth may be litle alarming, irs pecfecely harmless. The danger in this room lies in the sick nest overlooking the path at the point macked on the map Creatures EL 5 : Two gricks wait in the shadows of the steep rockfall spilling down from area 26 to make 2 seal out of anything passing below.

They attack with sur pri unless detected by 2 Spot check DC 21 The gricks stack any cheracterartempring to climb the slope or pass ing by underneath. The gricks abandon their hiding places and climb up the slope to attack char- aciersin area 26 tf they all desert area 24 BCricks 2 hp 16, Ifthe characters dont have any magical weapons at their disposal, they can still beat the gricks— spells and magical tems fanesion against the monsters and nonmagical energy attacks such as fire or acid damage sricks normally.

Long Cavern This chamber runs from the troglodyte warrens to a natu- tal rockshafs leading down to the Sinkbole. The stream disappears into a dark shaft at te cavern eastern end. A rough, winding path fol lows the stream toward the east. Slippery Slope: The shaded area on the map is actually guite dangerous. Druids can use Nature Sense to see the potential danger If the check is successful, advise the player that the floor looks very slippery, and the rock floor slopes toward the Characters who miss or ignore the danger must make ulance checks DC 18 each round they attempt to move in the shaded ares or slip and fall.

When characters fail this skill check, they slide quickly dawn tothe stream and ate carried toward the waterfall a a rate of 30 feet per round. Each subsequent ound, characters must attempt a new checke at 1 DC of 13 61 per round of holding or be washed away the rocks in the stream are covered with slippery moss, to.

The mouth ofa side cavern leads into darkness beyond. Anyone rooting through the grisly remains discovers a suit of scale sail for Medium size humanoids and a scattered collec tion of coinage totaling cp, sp, and 60 gp. No hinges are exposed for easy disassembly. Charac ters can pick the lock with a successful Open Lock check DC The key to this door isin area 34 of the Sinkhole.

Any character knocked uncon- scious or killed by a fall into the pool from the upper levels drifts down the stream to the river in ares 29 in 1d44 rounds, Once in the river, a single round is enough to sweep the hapless character into the airless under- aground channel, never to be seen sgui. A bridge of stone spans the river, leading to a larger ledge on the south side. Other wise, characters who fail are automatically swept avy. Characters in the water must atrempt a Swim check DC 15 each round or sustain points of subdual damage.

Characters swept past th point are in dire peril—they'e trapped in an airless tor- rent of water with no chance of escape. Even characters with the ability to breathe water are eventually battered to death The stream runs for about 5 miles before emerging in a large spring on a hillside to the west of the Stone Tooth, Dargeddint folefor- retly used this large chamber asa storezoom, stockpiling food and supplies here.

Gswollen Door: 2 in. Creatures EL 4 : This monster is currently located sn the middle vault of the old storeroom.

It looks very much like a patch of wer stone, and i effectively hides Spot DC 18 Trstrikesat the firs character to enter the middle root, surprising its victims ifthe heroes fil their Spot checks, BCray Ooze: hp IF succeeds in grappling a victim, it constricts its prey.

Dark, stagnant water stands inthe small landing atthe base af the steps and in the doorway, presumably filing the zoom beyond as well The room smells of rot. While the characters may dread the notion of aquatic monsters lurking benexth the surface, nothing here wil attack them.

However, wading or swimming inthe water is decidedly unhealthy. Every exposed cherscter mast make a Fortitude save DC 10 or suffer 1d8 points of temporary Dexterity damage one day later Each day thereafter, they mi attempt another Fortitude save or suffer another 1d8 points of temporary Devterity damage.

You find a cavern very much like the one you just lefe, bat smaller. This encounter is placed here so that you can give the players an important lesson: Sometimes you need to avoid encounters you can't talk your way through.

Natuzally, i xepies in kind ifthe characters commence an attack of their own. The ropet might attack with surprise ifthe characters dont notice ot ignore it. Then it shoots out long sinewy strendsar you! If the characters atiempt to negotiate with the roper, allow player characters to meake Diplomacy checks.

As long as the mel is alive the oper int picky, 0 an ore prisoner or promise ofadif. Inside you see a short passageway with three small, iron doors on the west wall The firstrwo also stand open, but the doot at the end of the hall is closed.

Inside the northem cell are the skeletal remains of « dwarf in rusted old half-plate armor. The armor is too corroded 10 be of any valve. Moet ofthis level was thoroughly ransacked in the fall ofthe dwarven citadel c the Mountain Door othe Glitteshatne, which y exits to the surface world, the Foundry is buried so deeply that no monsters dependent on surface raiding would willingly dwell here.

Undead monsters waitin its darkest recesses, and dwarven traps still work perfectly well, despite their age. Finlly,a small numberof duergxr—evil ay dwarves—have come here co breathe life into Durgeddine old forges and decipher the secrets of the masier smiths work.

Chamber of Statues From the Iron Door ares 27 a light of steep stone stairs climbs 30 feet to this room. The floor is inlsid with cracked, dusty blue tiles, and the walls are dressed with polished surble. Somewhere in the distance, you can hear the faint singing of hammeron anvil. The sound of the anvil can be localized with a successful Listen check DC 18 : it comes from somewhere beyond the east wall. Any PC elesely eximining the floor netices that the dust is somewhat disturbed.

Characters may attempt a Wilderness Lore check DC 18 to discem an infrequently used tral leacing from the stairs to the stone wall behind the east starue—a dead giveaway thar there right bea secret door present. They're also the triggers ofa deadly trap. Inirud- es appreach! This was formerly Durged- Negotiating Passage? Gat- tering orange torches set in sconces 10 feet above the floor illuminate the room, and a mighty throne sits on 4 dais ar the opposite end.

Ham- mets ring on iron somewhere beyond the doors to the south. Suddenly a harsh voic the shadows of the pill the way you came! Two duergar warriors and the duergar rogue Ghared stand watch here.

PChared: hp Tactics: The ducrgar wait 1 ound to see ifthe party retreats, and then they open up with their crossbows, using the pillars for cover. The door to the southeast leads into te old kitchens, guarded by more cursed The subterranean river flows from the lake through otter parts of the complex below the Glitterhame.

It's fed from a lake on the surface. The duergar might be persuaded ta escort duergar are emaciated, gray-cleinned the PCs through area 37 t0 the is Oe chaem in ares 38 in order to ta chase off the party without 2 the PCs to pass through the j fight.

They give the party 1 round co F to 37 without an escort, retreat down the stairs, and then they 1: will they allow them to 20 attack ualess the character back down or to area 39 without a ight. She may use the letter in battle. Jf two duergar fallin battle, the survivor retreats to area 37 oF 3,



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