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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