GlitterHame Forge
GlitterHame Forge
1. Main Entrance. The path climbs up one last spans the 20 foot gap. Water gurgles and rushes
steep switchback toward a bare shoulder of rock. The somewhere far below. Two copper braziers burn
hillside climbs steeply on your right and drops away brightly on either side of the door, illuminating this half
precipitously on your left. Debris and rubbish lie of the room. You can just barely make out the opposite
scattered over the last hundred yards or so of the platform on the other side of the chasm.
path—discarded water skins, bits of charred bone,
In the shadows of the natural rock of the chamber’s far
and splintered casks or kegs discarded carelessly from
side, two porcine humanoids stand watch before
the path. Up ahead, the path opens up onto a wide
another stone door. They snarl a challenge, revealing
ledge and then doubles back sharply into the
yellowed tusks, and raise their bows to fire on you!
mountainside. Two bestial humanoids in scale armor
stand watch on the ledge. They appear to be 3. Rope Bridge: Crossing the bridge is difficult enough to
inattentive and bored with their duty. warrant a Balance check at DC 8 (don’t forget the check
modifier for heavy armor). Each success allows a charac
Entrance contains hidden arrow slits in the rocky walls
ter to traverse a distance equal to half her or his Speed
about 15 feet overhead. Spot check (DC 16)
as a full action, or one-quarter her or his Speed as a
Entrnace guarded by 2orcs ( Wark and Thark,) partial action. Climbers who fail their checks make no
progress. If they fail by 5 or more, they may fall from the
bridge. Allow characters a second Balance check (DC 18)
2. The Rift Hall Broad, shallow steps lead up a to catch themselves; otherwise, they plummet almost
steep fissure to the west and turn notrh into the 200 feet to the underground river below, striking the
mountainside. Here, a broad entrance has been carved rocky walls along the way. The damage of the fall is
out of the stone. Marble steps cracked with age and 20d6, and the river sweeps away anyone who somehow
veined with green moss lead up to a double-door of survives into a light-less, airless torrent of churning
carved stone, 8 feet wide and almost 14 feet tall. One water.
lays on the ground the other hanging open. This is Rift
4. The Archers’ Gallery: The dwarves carved out this
Hall and it once served as the first line of defense for
chamber to provide access for archers to shoot arrows
Glitterhame’s dwarves. Inside is a circular room, 30 feet
down on any attackers. Archer slots are impossible to
in diameter. The walls have narrow slits for archers. On
enter unless the character is 2 feet tall or smaller and
the north wall lies a set Iron gates that are bent and
can get up 15 feet to them. The characters must
jarred open. They block your way to a narrow ledge that
discover the secret doors in area 3 to reach these
leads into a second cavernous room that is 30’ x 70’. The
rooms.
room a dark crevasse that cuts the room in two, at the
bottom lies a fast moving stream of water. Spanning the Once the characters open the door: The secret door
gap is a dangerous looking rope bridge, frayed and thin, slides aside to reveal a narrow passage descending a
flight of stairs to open up into a small chamber below. 10. Dwarven Statue: At the end of this passageway
Light from outside slants into the room through a series stands the statue of a fierce-looking dwarf in heavy mail
of narrow embrasures, posts for archers watching the armor. The stone warrior holds a sword in one hand and
entrance to the dwarf-halls. a smith’s hammer in the other. The statue stands on a
large stone pedestal; the whole structure is about 7 feet
tall and must weigh many hundreds of pounds.
5. The Commons. From the Rope Bridge the chamber
A pressure plate in the floor about 5 feet in front of the
narrows into a long 80 foot corrider that is 12’ wide and
statue triggers a gas trap. If any player character
15 tall. It opens into a large cavernous room that 80 feet
approaches for a closer look (and fails to disarm the
wide and 150 long. This was once a staging room for
trap), trap will trigger. Poison Gas Trap: CR 2; poison gas
trading and supplies. The ceiling has collapse leaving
creates a 20-foot cone, initial Strength damage of 1d4
debris piles in the middle of the room. Strewn about are
points, secondary Strength damage of 1d4 points; Fort
plundered stores, barrels of old foodstuffs, ale, tatterred
save negates all (DC 13), second save negates secondary
blankets, tools, timber, pitch, nails, wool, and similar
damage.
goods. You will see materials from raids on small
settlements and merchant wagons on the road, carrying Suddenly, you feel a small click from the floor beneath
off anything they can get their hands on. your feet. The statue’s bearded face slides open, rather
like an oversized nutcracker, and greenish gas billows
6. The Chimney The irregular chamber known as the
forth!
Chimney holds the main cooking fire of the tribe, since a
crevice in its ceiling actually winds up through the rock 11. The Grand Stair The Grand Stair room formerly
to an exit on the hill top above served as the main entrance to the Glitterhame. A series
of stone slabs, 8 feet wide and made of glittering granite
A large, smoky fire crackles in the center of this room,
stone lead upward, 20 feet to two Iron gates that is 12
Battered pots and kettles are stacked all over; clearly,
and 5 wide. A the top is a ledge that leads to a stone
this serves as a crude kitchen. You notice a distinct draft
bridge that spans over a crevasse 60 feet deep. At
drawing the smoke up through a rough hole in the
bottom is a fast moving stream about 12 feet wide. The
ceiling of the chamber.
stream is disappears under a low stone overhang to the
7. KENNEL/STABLE. There is passage leading east north, whilea larger passageways exit to the northeast
completely blocked by tightly packed crates and sacks of to the min hall of Glitterhame.
flour. The passage has been blocked this off to prevent
The gate, now rusted and bent open allows access. The
the stirges in area 10 from getting out. The passage
stone bridge is now gone but for a few steps.
leads another 20 feet to the east, ending in an iron gate
stuffed with straw pallets. The skeletal remains of Large timbers have been used as a make shift draw
previous adventures lie within. Treasure: A small locked bridge. Bridged lowered from far side. Lowering
strongbox hidden behind a loose stone contains 180 gp strength check (DC 12),
and a flask of holy water
Gate area is haunted by stirges who nest in the upper
West side of common area is a corridor leads to: regions. Stealth check to make a Listen check. Read the
following aloud if the stirges hear the characters:
8. OLD BARRICKS: Barrels, crates, and sacks of
foodstuffs line the walls of this chamber. Among the Stirge Tiny beast, unaligned
loot, 11 oversized straw pallets and other simple Armor Class 14 (Natural Armor) +5 to Hit
furnishings show that this room now serves as a Hit Points 2 (1d4)
bunkroom. Four bestial humanoids with feral eyes are Speed 10 ft., fly 40 ft.
cleaning their weapons. There are two female Senses Darkvision 60 ft., Passive Perception 9
barabarian warriors chained in the corner. Old Yarrack Blood Drain. Melee Weapon Attack: +5 to hit,
keeps everyone in check here and four other orcs are at Hit: 5 piercing. At the start of each of the stirge's
turns, the target loses 5 (1d4 + 3) hit points due
home.
to blood loss.
9. Captain Bunkroom Once the principal bunkroom for TROGLODYTE
dwarf guards posted in this part of the dungeon, this Armor Class 12
chamber has been appropriated by Great Noggen a orge Hit Points 15
who is charge of the gaurds. Skills Stealth +2
Senses darkvision 60 ft., passive Perception 10
A short flight of stairs leads up to a large, ironbound Chameleon Skin. The troglodyte has advantage on
Dexterity (Stealth) checks made to hide.
door. A bloodstained human skull is fixed to the center
of the door by an iron spike.
Stench. Any creature other than a troglodyte that starts Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
its turn within 5 feet of the troglodyte must succeed on a target. Hit: 4 (1d4 + 2) piercing damage.
DC 12 Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Multiattack. The troglodyte makes three attacks: one target. Hit: 4 (1d4 + 2) slashing damage.
with its bite and two with its claws.
2-3. Guard Posts: Empty rooms with arrow slits upon which is inscribed symbols of stars, planets and
overlooking the approach. 4. The big central room once geometric runes.
had golem guards, but they were cleared out when the
dwarves left. The pillar in the center is inscribed with the
names of every priest that was ordained in this temple,
or dedicated to its service. 9. Cleric Quarters: The room is 30 feet wide and 20 feet
wide. The room is cluttered with crude furnishings, and
5. Barracks for the dwarven fighters that did their the air is hazy with the smoke of a small cooking fire.
templar service guarding this temple. Dozens of yellowed skulls are suspended from the
ceiling by fraying ropes strung through holes punched in
6. Servant Quarters. Ceiling of this room has collapsed the bone. An orc in a ragged black robe looks up from
and the room choked by rubble. her work with her face twisted in an expression of sheer
8. Main Shrine Room: On the other side gate is another rage! She makes a great show of employing her magic at
massive chamber that is the main temple area. The every opportunity, keeping Yarrack docile and amenable
walls are carved in with the dour images of dwarven to her suggestions on how things should be run. Orc
gods. Stone pews that once were arranged in neat rows Shaman Medivia has commandeered this chamber as
are now smashed and thrown askew. The icons of the her private domain, living apart from the rest of Old
gods have been defaced and remnants of statues lie Yarrack’s band with three followers.
about. A a low stone altar stands in eastern end of the
hall. The back wall contains a massive mural of cosmic Medivia Orc Shaman of Yurtrus
balance; one side one depicts night and loss, the other
Armor Class 14 (hide armor)
noon and victory. Atop the altar lies coagulated blood Hit Points 35 (4d8+12)
and bits of gangrenous flesh. Bones lie scattered around Skills Arcana +2, Intimidation +1, Medicine +4,
the altar’s dais which is made of a black obsidian stone Religion +2
Spellcasting. The orc is a 4th-level spellcaster.
Its spellcasting ability is Wisdom (spell save DC LEVEL TWO: THRONE HALL
12, +4 to hit with spell attacks).
Cantrips (at-will): guidance, mending, resistance,
thaumaturgy THRONE HALL: dwarven hall, fully 100 feet in diameter
1st level (4 slots): bane, inflict wounds, with 30 feet high celings. The walls are lined with ten
2nd level (3 slots): blindness/deafness, silence
_____________________ Actions great pillars carved into fantastic images—giants and
_____________________ dragons straining to support the massive vaulted ceiling,
Touch of the White Hand. Melee Weapon thirty feet above. Torches set in sconces 10 feet above
Attack: +3 to hit, reach 5 ft., one target. Hit: 9
the floor illuminate the room. The walls were once
(2d8) necrotic damage.
covered with tile frescoes, but these are long gone,
Medusa Spider: head-sized spider with a sweet-smelling smashed into tiny fragments and replaced by Orcish
rotted abdomen webbed the whole place in, and its graffiti. On the northern wall stands an mighty throne
brood survived on what came in through the arrow slit. and dais that has been craved from stone. The southern
DC 14 paryalsis wall of this cavern has collapse exposing it to open air.
On the western wall are three archways. A small fire
12. A kitchen Fire Pit: This room is open to the outside. smolders on the floor in front of the dais, and a half-
There is a large sand pit that holds the great cookfire. dozen sleeping pallets lay empty there, surrounded by
Greasy black smoke pours and there is an effluent pool packs and supplies. Hammers ring on iron somewhere
of grease that has flowed off into a basin of packed beyond the doors to the south. Suddenly a harsh voice
earth. The effluent gives off an intense smell detectable calls from the shadows of the pillars: “Go back the way
from many miles downwind. (Any who fall in risk a you came! This is the only warning you’ll get!”
drowning beyond description, and even those rescued
will certainly fall ill.)
The stairs open up into an octagonal chamber
13. Galley: Once the eating place for the dwarves.
Several large stone table once held seating for up to 60 about 30 feet across. The floor is inlaid with
individuals. cracked, dusty blue tiles, and the walls are dressed
with polished marble. Large doors of ironbound
14. Quarters for the staff and acolytes of the temple..
oak exit to northwest and northeast. Three cast
The wall at the back is covered with intricate carvings of
cosmology and of earthly things, covered with script bronze statues almost 10 feet in height stand on
that has bits from their scripture at a Masonic level of the west, north, and east walls. Each represents a
oblique reference and symbolic code. Crystal bits serve dwarven warrior armed for battle; the east and
as lite-brite pegs for constellations, and there are west carry axe and shield, and the center statue is
hundreds of moving parts worked into it; little pop-up
armed with two axes. The ceiling rises in a dome
bits, adjustable constellations, shifts in toy-like figures;
this mural radiates a weird magic that results when almost 30 feet above the floor.
dwarves get religion and use their runic powers in
One door leads to once appeared to be a library or
strange ways. This could be adjusted to create
numerous effects, possibly including opening a gate to study of a scholar. Empty Bookshelves stand
somewhere else. against the walls. Several piles of books rest on
reading table in the middle of the room, and the
15. Iron door, most secure in the whole facility. Inside,
room reeks of moldy paper. A slender woman of
ranked stone boxes on the east and west walls, six medium height and long, black hair sits in a chair at
sarcophagi for fallen dwarf priests. The back wall has 6 the table, looking extremely sad. Her cloth ing
sturdy chests well locked, and an arsenal of 5 short looks well worn, though it does little to detract
swords, 5 long swords, 5 hammers, and a single two from the beauty of her appearance.
handed sword no dwarf could use, with a ruby in the
pommel. The chests weigh different amounts, and their
contents are a mystery.
.
The last member of the previous expedition, a any damage or has successfully drained one target,
cunning and malicious wizard, died near this spot. she leaves the area with her teleport without error
Before he died, though, he sum moned and bound ability. She uses the same tactics if the char acters
a succubus to the room with the condition that she attack her after they have freed her from her bind
is stuck here until someone of good intentions ing. Groups with no good-aligned characters who
(meaning any good alignment) attacks her or is attack her inside the room may find themselves in
foolish enough to give her verbal permission to a lot of trouble. Idalla continually tries to use her
leave. The succubus, who will call herself Idalla, charm person ability to turn party members
doesn’t know why the wizard sum moned her or against each other, and she can inflict quite a few
that he has since died. She does know, though, negative levels. 49a. Bedchamber. Area 49a is the
that she’s very bored and will do anything to get old bedchamber of the dwarven scholar who lived
out of that room. Allow her to make a Listen check here. This room is moldy and very stuffy. Idalla tells
as the characters approach the room. She can the characters that she hasn’t gone in there
prepare herself better if she knows the group is because it just reeks of mold, which is partially
coming. Otherwise, adjust the following: If the true. (She is bound to the library room, though the
characters look around the library while interacting stench in the bedchamber is enough to make any
with Idalla (Search DC 20), they may find some curious person’s eyes water and nose object.)
interesting scrolls (see Treasure). Creature (EL 9): If Those who enter and look around can make Search
Idalla heard the characters approach, she has checks (DC 20) to find the secret compartment.
already used her detect good ability to see if any of Treasure: The former dwarf scholar amassed a
the characters are good. She also immediately small amount of treasure, which he kept behind a
jumps up from her position once the door is open hidden com partment in the wall of the
and begs to be released from her imprisonment. If bedchamber. Inside are 110 gp and a cat’s eye gem
she isn’t quite as prepared, the opening of the door worth 70 gp. In the library, the charac ters can find
gives her a few seconds to change form where she a scroll with the spells alarm, change self, reduce,
sits. She tries to distract the party with her story and shield.
while using her detect good ability. Idalla tells the
characters that she is a captive of a wizard who Orc War Chief
resides below this level. She uses all of her abilities Armor Class 16 (chain mail)
to persuade the characters to give her permission Hit Points 93 (11d8+44)
to leave the room. (She knows of the conditions of str 18 +4
her binding because the wizard who bound her Saving Throws Str +6, Con +6, Wis +2
Skills Intimidation +5
was a little too free with his thought before he left
the area completely.) She is quite willing to play
the part of a captive, even enjoying it. If the
characters allow her to or want her to, she stays Aggressive. As a bonus action, the orc can
with them for a few minutes, then teleports away move up to its speed toward a hostile
to search for the wizard who bound her. She might creature that it can see.
even try to steal a kiss (and use her energy drain
Gruumsh's Fury. The orc deals an extra 4
attack) just before she leaves. Remember that if (1d8) damage when it hits with a weapon
she drains a char acter, the victim must succeed at attack (included in the attacks).
a Wisdom check (DC 15) to even notice the drain. ____________ Actions _____________________
Just before she leaves, she smirks at the characters
and tells them that not everyone is as they appear Multiattack. The orc makes two attacks
with its greataxe or its spear.
to be. Her eyes glow briefly as she does so, though
it requires a Spot check (DC 10) for anyone to
Greataxe. Melee Weapon Attack: +6 to hit,
notice this. Idalla: hp 33. Tactics: If the characters reach 5 ft., one target. Hit: 15 (1d12 + 4 plus
attack Idalla in the room, and one of the attackers 1d8) slashing damage.
is of good alignment, Idalla plays with them a bit,
perhaps starting with a charm person spell, then Spear. Melee or Ranged Weapon Attack: +6
kissing the charmed target. The moment she takes to hit, reach 5 ft. or range 20/60 ft., one
target. Hit: 12 (1d6 + 4 plus 1d8) piercing
damage, or 13 (2d8 + 4) piercing damage if Battle Cry gain advantage on attack rolls
used with two hands to make a melee attack. until the start of the war chief's next turn.
The war chief can then make one attack as a
Battle Cry (1/Day). Each creature of the bonus action.
war chief's choice that is within 30 feet of it,
can hear it, and not already affected by
PHB
Casting Time: 1 action
Range:
Components: V, S
Duration: Instantaneous
POISON SPRAY Conjuration cantrip 10 feet You extend your hand toward a creature you can
see within range and project a puff of noxious gas from your palm. The creature must succeed on a
Constitution saving throw or take 1d12 poison damage. 5th level (2d12)
A ghostly, skeletal hand appears. Make a ranged spell attack. Ttarget takes 1d8 (5th level (2d8)
necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand
clings to the target.
If the spell attack hits, deals 1d8 necrotic damage (damage/lvl) and the target can't regain hp immediately.
Arms of Hadar conjuration lvl3 Creatures in a 10-ft radius must succeed on a Str. save or take 4d6
necrotic damage (damage/lvl)
VAMPIRIC TOUCH
PHB
3rd-level necromancy
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
The touch of your shadow-wreathed hand can siphon life force from
others to heal your wounds. Make a melee spell attack against a
creature within your reach. On a hit, the target takes 3d6 necrotic
damage, and you regain hit points equal to half the amount of
necrotic damage dealt. Until the spell ends, you can make the attack
again on each of your turns as an action.
At Higher Levels.
When you cast this spell using a spell slot of 4th level or higher,
the damage increases by 1d6 for each slot level above 3rd.
Classes: Warlock, Wizard
Subclasses: Arcane Trickster Rogue, Darkness
(Twitter) Cleric, Death Cleric, Eldritch
Knight Fighter, Grave Cleric, Lolth (Twitter) Warlock, Ambition
(PSA) Cleric
Subclasses (legacy): Grave (UA) Cleric
Variant Classes: Sorcerer
Shield
PHB
1st-level abjuration
Casting Time: 1 reaction, which you take when you are hit by an
attack or targeted by the magic missile spell
Range: Self
Components: V, S
Duration: 1 round
An invisible barrier of magical force appears and protects you. Until
the start of your next turn, you have a +5 bonus to AC, including
against the triggering attack, and you take no damage from magic
missile.
SHADOW OF MOIL
XGE
4th-level necromancy
Casting Time: 1 action
Range: Self
Components: V, S, M (an undead eyeball encased in a gem worth at
least 150 gp)
Duration: Concentration, up to 1 minute
Flame-like shadows wreathe your body until the spell ends, causing
you to become heavily obscured to others. The shadows turn dim
light within 10 feet of you into darkness, and bright light in the same
area to dim light.
Until the spell ends, you have resistance to radiant damage. In
addition, whenever a creature within 10 feet of you hits you with an
attack, the shadows lash out at that creature, dealing it 2d8 necrotic
damage.
CLOUD OF DAGGERS
PHB
2nd-level conjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a sliver of glass)
Duration: Concentration, up to 1 minute
You fill the air with spinning daggers in a cube 5 feet on each side,
centered on a point you choose within range. A creature
takes 4d4 slashing damage when it enters the spell's area for the first
time on a turn or starts its turn there.
At Higher Levels.
When you cast this spell using a spell slot of 3rd level or higher, the
damage increases by 2d4 for each slot level above 2nd.
Classes: Bard, Sorcerer, Warlock, Wizard
Subclasses: Arcane Trickster Rogue, Eldritch Knight Fighter
SUCCUBUS
(INCUBUS)
Medium fiend (shapechanger), neutral charmed. The two don't even need to be on
evil the same plane of existence.
Shapechanger. The fiend can use its
Armor Class 15 (Natural Armor)
action to polymorph into a Small or Medium
Hit Points 66 (12d8+12) humanoid, or back into its true form.
Speed 30 ft., fly 60 ft. Without wings, the fiend loses its flying
speed. Other than its size and speed, its
STR
8 (-1) statistics are the same in each form. Any
equipment it is wearing or carrying isn't
transformed. It reverts to its true form if it
DEX dies.
17 (+3)
ACTIONS
CON
13 (+1) Claw (Fiend Form Only). Melee Weapon
Attack: +5 to hit, reach 5 ft., one
target. Hit: (1d6 + 3) slashing damage.
INT
Charm. One humanoid the fiend can see
15 (+2) within 30 feet of it must succeed on a DC
15 Wisdom saving throw or be magically
charmed for 1 day. The charmed target
WIS
obeys the fiend's verbal or telepathic
12 (+1) commands. If the target suffers any harm
or receives a suicidal command, it can
repeat the saving throw, ending the effect
CHA
on a success. If the target successfully
20 (+5) saves against the effect, or if the effect on it
ends, the target is immune to this fiend's
Skills Deception +9, Insight +5,
Charm for the next 24 hours.
Perception +5, Persuasion +9, Stealth +7
The fiend can have only one target charmed
Damage Resistance Cold, Fire, Lightning, at a time. If it charms another, the effect on
Poison; Bludgeoning, Piercing, And the previous target ends.
Slashing From Nonmagical Weapons Draining Kiss. The fiend kisses a creature
Senses Darkvision 60 Ft., passive charmed by it or a willing creature. The
Perception 15 target must make a DC 15 Constitution
saving throw against this magic, taking 32
Languages Abyssal, Common, Infernal,
(5d10 + 5) psychic damage on a failed save,
Telepathy 60 Ft.
or half as much damage on a successful
Challenge 4 (1,100 XP) one. The target's hit point maximum is
reduced by an amount equal to the damage
Telepathic Bond. The fiend ignores the taken. This reduction lasts until the target
range restriction on its telepathy when finishes a long rest. The target dies if this
communicating with a creature it has effect reduces its hit point maximum to 0.
Etherealness. The fiend magically enters
the Ethereal Plane from the Material Plane,
or vice versa.