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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, Sean Glenn
Art Director: Dawn Murin
Project Manager: Josh Fischer
Production Manager: Chas DeLong
Playtesters: Monte Cook, Bruce R. Cordell, Miranda Horner, Gwendolyn Kestrel, Scott Magner,
Dave Mendez, Eric Mona, Jon Pickens, John D. Rateliff, Ed Stark, Jonathan Tweet, Anthony Valterra,
Jennifer Clarke Wilkes, and James Wyatt
Based on the original 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
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INTRODUCTION
I ntrOductiOn
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.
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 experience
point rewards.
The Town of
Blasingdell
While the Stone Tooth is a re-
mote and lonely place, there is
a human town not too far away.
Blasingdell lies about 30 miles
south of the Stone Tooth, a jour-
ney of three days on foot or two
days on horseback due to the
surrounding rugged terrain and
dense forests. While it isn’t close
enough for the player characters
to use it as a base camp for their
exploration 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.
c Blasingdell (large town):
Conventional; AL NG; 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); Ari1 (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 strong-
hold 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 extraor-
dinary 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 should-
n’t read it now—play the adventure 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 con-
tain special information for you, the Dun-
geon 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
Chimney
Khundrukar
Cross-Section
Orc Tunnel
Glitterhame
The Foundry
The
Mountain
Door
The Black Lake
The Sinkhole
The Dark Mere
2
0
200 feet
Khundrukar
Cross-Section
Chimney
Orc Tunnel
The Foundry
Glitterhame
The
Mountain
Door
The Black Lake
The Sinkhole
The Dark Mere
0
200 feet
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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 com-
plex. 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 cav-
erns 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 pas-
sage 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.
lated farmsteads and camps in the hills north of the town.
One orc warrior, left for dead by his comrades, 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 cap-
ture, 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, Durged-
din’s home was sacked by orcs. Durgeddin led the
remnants of his clan to a new stronghold in the moun-
tains 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 out-
skirts.
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 during
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 weap-
ons forged by Durgeddin the smith. He shows the charac-
ters a broken blade bearing the smith’s mark, and tells
them that it was discovered near a rocky hill called the
Stone Tooth. Baron Althon provides the party with direc-
tions 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 char-
acters learn that fierce orc raiders have been pillaging iso-
This is a good time to ask the players if their characters
would like to make any special preparations before begin-
ning the adventure. Buying equipment and supplies 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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