Page 54 - Tales from the Yawning Portal
P. 54

The door to the southwest leads into the old kitchens.   Snurrevin has a familiar, a rat named Browngnaw,
           guarded by more cursed magic.                    that hides in the shadows near the unlit forge to the
           A dragon lives in a large lake cavern deep below.   east. The duergar are preoccupied with their task and
           The subterranean river flows from the lake through   don't notice the party's entrance unless the characters
           other parts of the complex below the Glitterhame. It"s   make themselves known. They object violently to intrud-
            fed from a lake on the surface.                 ers who aren't escorted by duergar.
                                                             If a threat becomes apparent, the two smiths grab
          .  • negotiations are successful, the duergar are willing to
          et the party enter the rooms to the north. With a suffi-  their weapons, use Enlarge, and move to guard the two
                                                            bridges. If the fight goes against them, they turn invis-
          -1ently high Charisma (Persuasion) check and an indif-
                                                            ible and try to slip out to area 36, then join the other
          :erent attitude from Ghared, the characters can get the
                                                            duergar in area 39.
           uergar to escort them to the entrance to the dragon's
                                                             In combat, Snurrevin might cast shocking grasp
          ·erritory (the chasm in area 38). The duergar will not
                                                            through his hidden familiar, and he might use silent im-
          allow the party into the bladeworks (area 37) without an
                                                            age to confound enemies with realistic-seeming threats.
          e  cort, and they prohibit entry into area 39.
                                                             Treasure. In the cold forge in the northwest corner
            If the characters don't negotiate, or if talks go badly,
                                                            of the room, Snurrevin has stashed 320 gp, 1,100 sp, a
          combat ensues.
            Tactics. If combat occurs, the duerger guards first   gold necklace set with ruby stones worth 900 gp, and a
                                                            potion of hill giant strength.
          attack with their javelins. They use their Enlarge ability
          m the next round, taking cover behind two of the pillars   38. THE CHASM
          before wading into melee.
            Meanwhile, Ghared remains invisible and maneuvers
          ·o make a sneak attack, then enlarges herself after she   The stream running through the old  dwarven  bladeworks
          becomes visible. She has a potion of healing, which she   meanders through a natural cavern  before tumbling into
            es if her current hit points drop to half her hit point   a great chasm. You can see nothing but darkness below,
          !llaximum or lower.
            If two duergar fall in battle, the survivor tries to re-  although the splashing of waters deep below is  barely
          ·reat to area 37 or 39.                            audible over the roar of the waterfall.
                                                               To the north of the chasm, a small ledge is  partially
          37.  THE BLADEWORKS                                hidden by a spur of rock.
          :n what was Durgeddin's smithy and workplace, the du-
          ergar are currently engaged in a secret project, hoping
          ·o capture a spark of the master smith's vengeful magic.   The chasm is 120 feet deep. Anyone who falls in takes
                                                            42 (12d6) bludgeoning damage and ends up in area 50
                                                            of the Black Lake level. Climbing down the slippery
            Double stone doors lead  into a barrel-vaulted area con-
                                                            stone next to the waterfall requires several successful
            taining several furnaces. The eastern end of the chamber   DC 15 Strength (Athletics) checks, or DC 5 checks for a
            continues into a large, dark cave, from which a cold   character who uses a rope.
            wind  moans. A stream of water rushes from west to east
                                                            38A.  CHAIN LADDER
            through the center of the room, crossed by two stone
                                                            The rock spur on the northern ledge partially conceals
            bridges. On the other side of the stream, three bald,   an old chain ladder that leads down to area 51  of the
            gray dwarves work at a roaring forge,  beating a white-hot   Black Lake. The ladder isn't immediately obvious from
            blade into shape on  an  old anvil.             the southern ledge, but a character who makes a suc-
                                                            cessful DC 10 Wisdom (Perception) check can spot it.
            Creatures. Two duergar smiths are forging a blade   39.  COUNCIL CHAMBER
          at the forge in the center of the south wall. The work   The duergar have set up a guard post in what was once
          is overseen by Snurrevin, a duergar with the follow-  the council room of Khundrukar.
          ing changes, which increase his challenge rating to
          2 (450 XP):
                                                             The door behind the throne leads into a small audience
            He has 45 (7d8 + 14) hit points.
                                                             chamber. A large table made of a single stone slab
          •  His Intelligence is 14 (+2).
                                                             dominates the room's center, and old tapestries cling to
          •  He has an additional trait:
                                                             the walls. A stone door in the far wall  is carved with the
          Spellcasting. Snurrevin is a 3rd-level spellcaster. His spellcast-
                                                             dwarf's visage that you've seen elsewhere.
           ng ability is  Intelligence (spell save DC  12, +4 to hit with  spell
          attacks).  He has the following wizard spells prepared:   One gray-skinned dwarf in  scale mail and  shield stands
                                                             watch  by the far door.  He shouts and raises a javelin.
          Cantrips (at will):.fire bolt, mage hand,  minor illusion,
            shocking grasp
          1st level  (4 slots): color spray, shield, silent image
          2nd level  (2 slots): hold person, shatter         Creatures. Unless the party is under Ghared's protec-
                                                            tion (see area 36), the lone duergar on duty fights to the
                                                            death to protect his leader, who is in area 40.
                                                                               CHAPTER  2  I THE FORGE  OF  FURY
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