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081712_Adventure - Reclaiming Blingdenstone
081712_Adventure - Reclaiming Blingdenstone
Do not distribute.
Reclaiming
All the adventures refer to the Blingdenstone map
or the map of the House Center. You might employ
location descriptions to set the stage for exploration
Blingdenstone without worrying about details such as room sizes
and specific positioning. However, you can use the
Written by Robert J. Schwalb and James Wyatt generic tunnel maps as you see fit.
Developed and edited by Chris Sims Monsters are referred to in the text. Full statistics
appear in appendix 1.
Blingdenstone, a city that was once the home of
thousands of svirfneblin (deep gnomes) and the
only safe refuge in the northern Underdark, is in Starting the Adventure
ruins. Although a brave band of svirfneblin The adventurers have already trekked through the
struggles to reclaim the city, the gnomes cannot do Underdark to Blingdenstone.
so without help. The power to aid them is in the
hands of the adventurers. Read:
Reclaiming Blingdenstone is a series of six short Whether lured by the promise of glory or driven by a
adventures, each designed to be playable in one to desire to help, you and your companions have traveled far
two hours. These adventures have no set sequence. to lend aid to the svirfneblin of Blingdenstone. After drow
They comprise six tasks that must be completed to attacked the city to enslave the deep gnomes, the survivors
help the gnomes revive their city. lived in exile for over a century. But some have returned to
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their home, and they’re embroiled in a battle to rid their
Background caverns of monstrous inhabitants.
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Your guide is a svirfneblin explorer named Briddick,
About a century ago, several thousand svirfneblin who is slender with slate-gray skin, a bald head, and wide,
called Blingdenstone home. Their former
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settlement is a mere forty-five miles from
gray eyes. He leads the way through secret tunnels and a
winding labyrinth. Finally, you reach the ruined city.
Menzoberranzan, the drow city, but the gnomes Work to repair damage the drow dealt continues. The
used illusion, geomancy, and traps to avoid drow gnomes wear tattered armor and bloody bandages. They
attention. This peaceful existence was shattered, carry notched and broken weapons, suggesting that the
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however, when drow came in force to enslave the fighting has been fierce and frequent.
svirfneblin. Fewer than a thousand gnomes escaped
to the surface, finding refuge in city of Silverymoon Once inside the city, the adventurers are free to
in the Silver Marches, where most have lived in explore and interact with the gnomes.
exile ever since.
In the last four decades, svirfneblin have begun Quick Play
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moving back into the ruins to recover their homes, If you are running this adventure in a setting where
with aid from the folk of the Silver Marches. But time is limited, you can gloss over interaction with
developments in the past few years have drawn the the gnomes and sketch out the six adventure options
attention of surface folk away from Blingdenstone. for the players:
Efforts to reclaim the ruins have stalled. The Chapter 1: Talk to the pechs in the old forges (area
gnomes’ supplies and numbers have begun to 7), and secure their aid to deal with the elementals in
dwindle. They need help to reclaim what is the Hall of Miners (area 6).
rightfully theirs. Chapter 2: Close off a passage that kobolds use to
enter the ruins (area 14), and collect singing crystals
Preparation in the Wormwrithings.
Chapter 3: Retrieve the crown of Blingdenstone
Read through the entire adventure so you’re ready
from the House Center (area 17).
for whatever course the characters pursue. As the
Chapter 4: Wake the Speaking Stones (area 18).
adventurers interact with deep gnomes in the safer
Chapter 5: Stop the raiding orcs (area 10).
portions of the ruins, the characters learn about the
Chapter 6: Negotiate trade in Mantol-Derith.
tasks that need doing. The adventurers choose
which missions to undertake, as well as the order in
which to accomplish them. Blingdenstone in Ruins
The svirfneblin have secured a ring of caverns and
tunnels surrounding what was once the temple of
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marketplace for those seeking uncut gems and
adventure, at your discretion. Talabrina appears at unworked metal. Now, earth elementals that once
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different times during a session based on which served the miners inhabit this cavern. A strange
chapter you are running. If you are running this elemental called Ogrémoch’s Bane commands
adventure at a convention, you can add Talabrina to them, and their behavior is unpredictable.
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a session if the players seem up for a challenge. You
can also let her appearance be determined by a die,
Deep gnomes warn anyone who asks about this
cavern not to attack the elementals. Each elemental
rolling a d20 and having her show up during a feels any injury sustained by another elemental in
session on a result of 1 – 5. the hall. Ogrémoch’s Bane can whip such roused
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elementals into a fury that could spell the end of the
1–5. Entrance Areas* gnome colony here in the ruins.
The main entrance to Blingdenstone is a wide In chapter 1, the characters have the opportunity
stairway (1) between two walls of stone. The stairs to remove this threat.
go up to a landing (3). Beyond the landing are two
immense metal-banded doors that open into the 7. Armorers and Weaponsmiths Guild
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city. In the wall of the stairway, a tunnel sized to This cluster of smithies was a market for svirfneblin
allow ore carts through (2) leads up to a small side armaments. The forges are now cold, and the tools
chamber (4). After such carts are hitched to a chain are bent and broken. Pechs, creatures that have a
at the bottom of the tunnel, a single svirfneblin can magical affinity for earth, dwell here and have
turn the crank at the top of the ramp, hauling carts coaxed the stone to grow over the area. They prefer
up to the landing. to hide from intruders by melding into nearby rock.
Blingdenstone is a series of chambers connected In chapter 1, the adventurers can secure the aid
by low tunnels. Past the entrance doors is the largest of the pechs in clearing the Hall of Miners.
cavern, home to the city guard and designed solely
for defense (5). A narrow corridor, where even 8. The Ruby in the Rough*
gnomes must march single file, leads into the rest of
A low building in the center of this large cavern
the city from the entrance cavern.
marks the entrance to the temple of Segojan
The adventurers’ guide led them up the stairway
Earthcaller, the gnome god of earth, nature, and
and through the defensive labyrinth in the entry
death. This temple was and is the center of life in
cavern. Neither the maze’s twisting tunnels nor the
Blingdenstone.
deadly traps found in them are accurately depicted
The temple is a series of linked caverns stretching
on the map. If the characters wish to leave, they
far below those on the map, holding the products of
must secure a gnome guide to lead them out or risk
centuries of beautiful craftwork. Many treasures
becoming hopelessly lost in the tunnel network.
once housed here were looted during the drow
assault and over the century that followed, but some A band of orcs camps here, using the pool for
caverns were sealed off and remain untouched. water, and the mushrooms and fish for food. The
Burrow Warden Kargien Dissengulp, the leader orcs pick through the ruins in the northern part of
of the gnome expedition, has set up a headquarters the city, bounded by the elementals in area 6 and
in a small building just outside the temple entrance. the pechs in area 7. They also avoid the House
Kargien led the svirfneblin here over forty years ago, Center (area 17), which they believe to be haunted.
and his face is lined with care. He despairs as the They are less afraid of the gnomes than they are of
fruits of his labors slip from his grasp. undead and elementals, so they frequently test the
He brightens when he first sees the adventurers. barricades in areas 11, 12, 13, and 16.
Kargien’s main goal is to secure the crown of the old In chapter 5, the adventurers can undertake a
svirfneblin kings from the House Center (area 17). mission to break these savages.
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its long-gone buildings, a spell component shop
A character who makes a DC 15 Wisdom check catering to illusionists. This cavern has a supply of
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gets the sense that Kargien would very much like to fresh water welling up in a pool.
wear the crown. The warden also wears a gold chain Raiders: Each time the adventurers visit this
that has a large emerald pendant, which sticks out cavern, roll 1d10. If the result is 10, 1d3 + 1 orcs
as a blatant display of wealth in the otherwise
meager conditions in Blingdenstone.
te attack the northern barricade at some point. The
orcs fight until half are killed, then they run back
If the adventurers accept Kargien’s challenge, toward caverns G and H. If you plan to run chapter
refer to chapter 3. 5, keep track of how many orcs are slain.
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Each orc carries 3d6 sp.
9. The Steadfast Stone Residents: Five sentries are divided among the
In a natural cavern on the northern edge of the city four barricades here. Two watch the northernmost
stands this temple of Callarduran Smoothhands, the barricade, where orc attacks are most common.
chief god of deep gnomes almost everywhere except The proprietor of Phantasmal Glamours, an aged
Blingdenstone. The central altar, a standing stone svirfneblin named Henkala Shadowsong, survived
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once inlaid with hundreds of tiny rubies, is crushed. the fall of the city more than a hundred years ago.
Raiders: Each time the adventurers enter this She stays in this cavern, feebly trying to reassemble
cavern, roll 1d6. If the result is 5 or 6, 1d3 + 1 orcs her shop. Lively in conversation, her face and eyes
are found here, looting. The orcs fight until half are are still bright despite the decrepitude of her body.
killed, then they run back toward caverns G and H. Henkala believes that the pechs can help deal
If you plan to run chapter 5, keep track of how with Ogrémoch’s Bane. The adventurers’ arrival
many orcs are slain. gives her the motivation and the opportunity to put
Treasure: A character who has an hour and the her theory to the test.
tools can extract 1d4 + 2 ruby fragments (20 gp
each) from the stones here. Orc raiders She explains:
encountered here carry 1d6 fragments. Each orc “Let me tell you something Burrow Warden Kargien
also has 3d6 sp. won’t listen to and I can do nothing about at my age.
There’s an evil elemental spirit, you see, that’s haunted
10. The Trillimac Stockade Blingdenstone since before it fell. Now the creature keeps
This place was once a house of worship dedicated to to the Miners’ Hall, but who’s to say it’s going to stay
Baervan Wildwanderer, the gnome god of travel there? Once it gets the idea in its gravel head to send
and nature. The temple is fashioned from a tightly elementals our way, there won’t be much we can do.
packed grove of edible trillimac mushrooms around “But pechs have moved into the old Armorers and
a clear pool full of blind cave fish. Weaponsmiths Guild. They know elementals, and if
anyone can help us deal with Ogrémoch’s Bane, it’s them. Speaking Stones, listening for the old voices that have
Talk to them. Do what you can. Kargien might not thank fallen silent.”
you for it, but I will. I assure you, the gratitude of an old
woman is something to be treasured.” Jalless can explain what the Speaking Stones are
She winks at you. (see area 18), but she urges the adventurers to speak
to Pingtu if they want to learn more.
If the adventurers agree to talk to the pechs, refer Jalless is also Burrow Warden Kargien’s most
to chapter 1. outspoken critic among the gnomes. At any mention
of leadership or Kargien, she voices her low opinion.
13. The Trader’s Grotto*
This cavern, which prominently features petrified If she does so, read:
mushrooms, once served as Blingdenstone’s central Jalless scowls, saying, “Kargien wants to wear the crown
market. Now, it’s an infirmary. and sit on the throne, but he is unworthy of that honor. A
Raiders: Each time the adventurers visit this rightful heir to the royal line should be found, but Kargien
cavern, roll 1d10. If the result is 10, 1d3 + 1 orcs seeks power for its own sake. Someone who does that
attack the southern barricade at some point. (If the would not be a wise or beneficent king, which is what we
House Center is clear, they might attack the need in these times.”
northern barricade instead.) The orcs fight until half
are killed, then they run back toward caverns G and However, of greater concern to Jalless are the
H. If you plan to run chapter 5, keep track of how frequent orc raids that keep her infirmary filled and
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many orcs are slain. her nerves jangled. As soon as she realizes that the
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Each orc carries 3d6 sp. adventurers might be useful against the threat, she
Residents: A pair of weary sentries stands guard urges them to help.
at each of two barricades that block off ways into
areas beyond the reclaimed caverns.
Cots hold wounded warriors, and two healers
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“I don’t know where they came from, but earlier this year,
tend to the injured. One healer is a female deep orcs set up camp in the northwestern caverns. They’re
gnome named Jalless. Whenever anyone comes to ferocious, and they just keep striking, wearing us down bit
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the cavern, she barks, “Make yourself useful!” before by bit. There’s no talking to them, the savages. They
demanding that the visitor brings her water from understand only violence and death. Maybe, for a change,
the nearby pool or holds a bandage in place while you could show them some.”
she cuts it to the proper length. If the characters
help, she is talkative and friendly. The other healer, If the characters decide to fight the orcs, see
a young male gnome named Krell, is sullen and chapter 5.
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15. The Singing Stones* Young gnomes feasted and courted in splendor
Wide columns of stone divide this large central there. A large pool at the western end of the cavern
cavern, which now serves as a barracks for weary provided fresh water to a number of establishments
gnome warriors. The Speaking Stones (area 18) are in the cavern, but the area is nearly lifeless now.
on the eastern side, and the Singing Stones are to Raiders: Each time the adventurers visit the area,
the west. roll 1d10. If the result is 10, 1d3 + 1 orcs attack the
The Singing Stones was once a tavern that northern barricades at some point. The orcs fight
attracted large crowds to hear minstrels perform by until half are killed, then they run back toward
altering the pitch of vibrations emitted by a specific caverns G and H. If you plan to run chapter 5, keep
type of crystal. Few members of other races could track of how many orcs are slain.
hear the vibrations, let alone appreciate the Each orc carries 3d6 sp.
intricate harmonies, but svirfneblin consider it the Residents: A grim sentry stands guard at each of
highest form of music. two barricades protecting the cavern from orc
Although the tavern is in ruins, Gurmadden raiders. Another guards a small, locked enclosure
Stonesinger, an eager young bard, is striving to for the gnomes’ supplies. Exhaustion and despair
recreate the effect of the stones. Gurmadden is are written on the sentinels’ faces.
cheerful and earnest, and he welcomes adventurers A middle-aged gnome named Fendrick Pestle
who show any interest in his work. However, he is manages the supplies and shares the sentries’ grim
unlikely to get results without help. demeanor. He is concerned about dwindling
provisions and the quality of the gnomes’ weapons.
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He explains: Fendrick believes that, unless they can find a
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“Many of the stones were damaged in the drow assault reliable source of trade, the gnomes won’t be able to
and over the years since. I know where replacements can hold out much longer against the dangers of the
be found, but the journey is too dangerous for me to ruins and the surrounding region.
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He says:
“Back in the old days, we communed with our gods
through the Speaking Stones. We have tried to call on
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them again, but they have been silent for all the years since
our return. Many of us think we cannot possibly hope to
reclaim the whole city while the stones are sleeping.
Waking them will restore our spiritual heart. It might
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even restore our hope. Then, perhaps, we can finish the
work we have started.”
Evarell’s Journal
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[FRONT]
t
[BACK]
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When the trials begin,
in soul-torn solitude despairing,
the hunter waits alone.
The companions emerge
from sun-drenched forest eaves,
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embracing the swordsman at their side.
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Evarell’s Journal—Second Page
(found in the Wormwrithings)
[FRONT]
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[BACK]
[FRONT]
Larger—definitely elementals—furious
Sentient dust cloud
Forget normal weapons, spells not ideal . . .
Magic missile works!
[BACK]
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When the harvest time comes,
in hate-fueled mission grim unbending,
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the shadowed reapers search.
The adversary strives
with fiend-wrought enemies,
opposing the twisting devils’ schemes.
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Evarell’s Journal—Fourth Page
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(found among the gnome supplies)
[FRONT]
rapier
crossbow dagger
gap rapier
rapier
[BACK]
[FRONT]
Definitely undead
Found two pits
Latch is not near door
[BACK]
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Evarell’s Journal—Sixth Page
(with the Hooded One in Mantol-Derith)
[FRONT]
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Biggest orc ever—far in the back
Lured orcs into bloodsuckers
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Oafs—don’t see or hear around corners
[BACK]
!
!
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elementals and even expel Ogrémoch’s Bane, but
svirfneblin. The pechs have not responded to
they must first be persuaded to help.
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the gnomes’ presence, because the pechs
The adventurers must convince the pechs to help
dislike the way the gnomes alter the caverns
tame the wild elementals in the Hall of Miners.
and treat the earth elementals. These pechs
Ogrémoch’s Bane.
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With the pechs’ aid, the group must then disperse
have spent a great deal of effort reworking the
stone since the gnomes left.
✦ The pechs consider the wildness of the
Meeting the Pechs elementals in the Hall of Miners, which the
Past the barricades, the tunnels of the ruined city are
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pechs call “the Wounded Cavern,” to be a result
eerily quiet. The guild cavern comes into view. Stalactites of the deep gnomes’ practice of binding
hang low from its ceiling, sometimes touching the elementals. Pechs avoid the elementals, since
stalagmites jutting up from the floor, and the walls are the influence of Ogrémoch’s Bane, which pechs
blackened with ancient soot. At the very edge of your light, call “the Raging Spirit,” makes the elementals
a small form—too lithe to be a deep gnome—flits behind a dangerous.
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stalagmite and out of sight. ✦ Ogrémoch’s Bane is an earth elemental that takes
the form of a dust cloud. In the city’s heyday, it
The pech actually moved into the stone, so the drifted about, freeing elementals and driving
creature cannot be found. them into destructive rages. Given the Bane’s
Forges at the far eastern end of the cavern are still form, the pechs suppose it is unlikely to take
and dark, partially covered with stone that looks as damage from nonmagical sources.
if it has flowed over them. This stone, like the ✦ The deep gnomes once summoned Entemoch in
stalagmites and stalactites throughout the cavern, is a cavern about a day’s journey northwest of the
the work of the pechs. They tend the stone and city. Entemoch is Ogrémoch’s twin brother and
guide it back to its natural state. the consort of Sunnis, Princess of Good Earth
Pechs are thin beings, a little shorter than dwarves Creatures. He granted a blessing in the cavern,
and taller than gnomes, but far more willowy than now called Entemoch’s Boon, so that spells that
either. They have long arms and legs, broad feet and draw on elemental earth are enhanced. The
hands, and yellowish skin. Their large, dark eyes pechs believe that the Boon is why the Bane
have no pupils, and their hair is red or reddish- remains, and the Bane exists only to see the
brown in hue. Boon destroyed. However, the pechs surmise
The pechs flee if any character attacks one of that the Bane can’t end the Boon with only the
them. They disappear into the stone to escape. Such help of elementals. Further, the deep gnomes
an attack guarantees the failure of this mission. highly esteem the Boon, and they are likely to
be unwilling to destroy it to counteract the lying to him, he becomes angry and must be calmed
Bane. before negotiations can continue.
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✦ The deep gnomes wound the earth, and these the pechs, the pechs leave. The characters must
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caverns are better off without them. However, secure the creatures’ aid again.
Gallus admits that the gnomes need a home, The adventurers must traverse the northern
and it is better that they salvage their old city, caverns to reach the Hall of Miners, which means
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where damage has already been done. But if
the svirfneblin reclaim their city, the pechs will
passing through orc-held territory.
be driven out, and all the work they have done As the characters travel, read:
over the past decades will be undone. If the The narrow tunnels winding through the caverns north of
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deep gnomes can be convinced to preserve the the city are spooky. Strange sounds, such as cackling and
cavern as pechs have reworked it, and to allow growls, echo through the halls.
the pechs to stay here, Gallus is more inclined
to help. But the gnomes will want their forges, The pechs know caverns G and H are thick with
which must be removed from the stone and orcs. Unless the House Center is cleared, the pechs
relocated if the pechs are to remain here. The are nervous about entering area 17, but they prefer
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pechs can and will help with such relocation if that path to entering the heart of orc territory. They
it benefits them. recommend steering around the House Center
✦ Although the orcs in the northern part of the building and sticking close to the southern wall.
ruins avoid the pechs, Gallus is afraid that the Each time the group enters a cavern marked with
orcs might overcome their fear and attack. If the a letter (A through Q), roll 1d10. On a result of 1 to
adventurers promise to deal with the orcs, 4, consult the “Blingdenstone Encounters” table in
Gallus is more willing to give aid to the gnomes. appendix 2. Keep track of the number of orcs the
✦ The kobolds in the southeastern caverns often party kills if you plan to run chapter 5. If, despite
wander into this cavern in search of treasure or the pechs’ warning, the group enters cavern G or H,
food. The pechs use their ability to shape stone see chapter 5.
to divert the kobolds and steer them away, but Pechs disappear into the stone when monsters
the pechs resent the intrusion. If the characters attack. The pechs might help the adventurers by
agree to deal with the kobolds, Gallus is more using rock to slow down an enemy or block a critical
likely to lend a hand against Ogrémoch’s Bane. hit enough to turn it into a normal hit. Otherwise,
they avoid conflict.
If the adventurers make promises to Gallus that After the trip, the party finally arrives at area 6.
they have no intention of keeping, the speaking
character must make a DC 15 Charisma check to
fool the pech. If Gallus believes the adventurers are
The Hall of Miners It takes a few moments for the group to arrive at the center
From the Hall of Miners comes a dull rumbling, like large of the cavern. As you near the midpoint, pebbles and dust
stones rolling across the cavern floors. The low, narrow leap into the air, coalescing into a spinning cloud of
passage opens, revealing the entrance to the vast hall. A debris. The cloud gathers speed and shape, forming into a
vaguely humanoid form made entirely of rock lurches bloated, humanoid mass with a snarling, bestial visage.
toward you, arms raised to strike. Glittering black stones serve as its eyes, which swivel in
Gallus quickly warns, “Do not attack it unless you wish airy sockets to fix on you.
to drive all the elementals in the hall into a killing frenzy!” The monster’s maw tears open, and it roars, “Who
Pechs gather in front of you and extend their hands dares enter my domain? Kneel! Kneel before me, you
toward the onrushing elemental. The earth ripples forward insignificant mortals, or face my wrath!”
until it reaches the elemental’s feet. It charges on a few
more steps, slows, then stops, its arms falling to its side. It The pechs lift their hands to create a ward against
lowers its head, bowing or admitting defeat, then turns the Bane. If the characters drop to their knees, the
and hurries back into the darkness. elemental’s curiosity is piqued, and you should use
The pechs then form a ring around you. the “Talking to the Bane” section. If the characters
Gallus says, “We can keep the elementals at bay, and fail to kneel, Ogrémoch’s Bane becomes enraged. In
we will try to prevent the Raging Spirit from harming you. this case, go to the “Fighting the Bane” section.
But when we reach the spirit, holding it back will take all
our efforts. You must talk to it, if you can, or rely on your Talking to the Bane
The spirit looms over you, and a deep laugh sounds in the
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own powers to drive it away from here. Normal weapons
will not avail you, but magic might. We promise to aid cloud. It then says, “What have we here? Puny mortals,
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you any way we can.” seeking plunder?”
The pechs wait while the adventurers discuss a The elemental entertains questions. If necessary,
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strategy. Gallus can offer a few more details about you can call for Charisma checks (DC 11 or 13).
Some possible questions and answers follow.
Ogrémoch’s Bane.
Why are you here? “The gnomes brought me forth
✦ Ogrémoch’s Bane manifests as a cloud of dust, when they sought succor and comfort from my master’s
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but when angered it is a raging whirlwind of hated brother, Entemoch.”
gravel. Entering the whirlwind is likely to be What do you want? “An end to the calling and
fatal. The pechs can keep it at bay, as long as the binding of elementals. The gnomes call up elementals
adventurers stay within their protective circle. from my master’s service and enslave them. By what right
✦ The pechs know of no way to coax Ogrémoch’s do they do this?”
Bane to leave the area, but that doesn’t mean no What will it take for you to move on? “As long
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such way exists. as the miserable gnomes profit from Entemoch’s Boon, I
✦ As Gallus said before, the pechs believe that the will remain. I will undo their works and loose elementals
Raging Spirit’s existence is linked to they bind.”
Entemoch’s Boon. The pechs are not willing to What is Entemoch’s Boon? “Long ago, when the
help destroy the Boon. gods were silenced at the beginning of this age of
✦ If the adventurers suggest taking Ogrémoch’s upheaval, the gnomes of Blingdenstone sought wisdom
Bane to Entemoch’s Boon, Gallus realizes that from the spirits of the earth. They received a blessing from
the doing so might render the Bane more Entemoch, consort to the princess of good earth
vulnerable to attack. He tells the characters this elementals. This blessing allows the puny gnomes to call
fact. If the characters can lure the Bane to the forth the elementals and enslave them. The blessing is
Boon (see “Talking to the Bane”), the Bane’s within a cavern some distance northwest of here. I would
presence makes the journey safe. The destroy it, but I cannot do so without the aid of mortals.”
characters then have to fight the Bane in the How can we end the Boon? “Topple the stones of
Boon’s cavern (see “Fighting the Bane”). Entemoch’s Boon. Shatter them, and the blessing will end.
Only then will I move on. I cannot attack the stones, but I
Once the adventurers are ready to proceed, the can give you the strength to do so.”
pechs advance with them into the cavern.
The characters are free to try another approach to
When the characters move on, read: persuade Ogrémoch’s Bane to leave Blingdenstone.
Use the information presented here to weigh their character inside the circle. The stone can be thrown
likelihood of success. Reward creative thinking. as a simple weapon, dealing 1d12 + the character’s
If informed, the svirfneblin endorse no plan to Strength or Dexterity modifier force damage to the
harm or destroy Entemoch’s Boon. Any svirfneblin Bane on a hit. A given pech can create such a stone
who learn about the plan try to stop the characters once per round, at the cost of weakening the ward
from enacting it. each time.
Reward the players for creative thinking in this
If the characters go to the Boon, read: process. Give them 1d6 bonus damage for clever
Three twisting columns reach up from the floor of this efforts. Increase the bonus damage if the plan
large, boulder-strewn cavern. Bright runes wind round requires weakening or leaving the pechs’ ward.
each pillar, and the earth thrums with energy here.
Conclusion
Each pillar has 100 hit points and can also be If Ogrémoch’s Bane is destroyed or disappears, the
broken with a DC 17 Strength check made with other elementals wander off or find a path back to
disadvantage. Destroying any pillar ends the Boon their home plane. Adventurers who search the
and banishes the Bane. If Ogrémoch’s Bane is in the cavern find a scattering of small gemstones (75 gp
cavern of Entemoch’s Boon, it cannot attack the total) and the tattered first page of Evarell’s Journal.
stones, but it can grant a +5 bonus to damage rolls If the characters return to Henkala Shadowsong
against the stones and eliminate the disadvantage to report their success, she is overjoyed unless she
on Strength checks made to break them.
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knows they destroyed Entemoch’s Boon. Then she is
If the Boon is destroyed, the Bane disappears. ambivalent, leaning toward unhappy. The response
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of Blingdenstone citizens is the same as Henkala’s.
Fighting the Bane Unless the adventurers make it clear that the pechs
The pechs raise a low wall of stone from the cavern floor, were unwilling to help destroy the Boon, any
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and the whirlwind parts around it, unable to pass their
barrier. In a moment, the cloud of dust and gravel
negative aspects of the gnomes’ reaction spill over
into how they later treat the pechs.
envelops their entire protective circle.
If Henkala is overjoyed, read:
ay
Ogrémoch’s Bane has AC 15 and100 hit points. Henkala embraces each of you warmly. “I promised you
It is immune to nonmagical weapon damage, and it the thanks of an old woman for completing this task,” she
takes half damage from (has resistance to) any says, “and you shall have it.” Rummaging in the ruins of
damage not of the force or holy type. In the cavern her old shop, she produces a small bundle, which she gives
of Entemoch’s Boon, the Bane loses its weapon to you.
damage immunity, but retains its resistance. The
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Bane cannot be charmed, frightened, put to sleep, The bundle contains three potions of healing and
or held. Unable to reach through and harm anyone an amethyst (100 gp). It also contains a +1 handaxe
inside the pechs’ protective ring, the Bane takes no if the characters haven’t already received that item.
actions other than to whirl around the stone circle.
Flying rocks batter any creature that leaves the If Henkala is ambivalent, read:
pechs’ protection, dealing 1d8 bludgeoning damage Henkala frowns, saying, “I suppose the sacrifice was
each round. Pushing through the ten-foot area of warranted, since our reclaiming of the Boon was a long
the whirlwind requires a DC 15 Strength check way off, especially with Ogrémoch’s Bane on the loose. But
made as an action. Once per round, the Bane can it’s a bitter thing, and one you’d better keep to yourself
slam a creature no more than fifteen feet outside around here. I promised you the thanks of an old woman
the protective circle. The elemental has +4 to hit for completing this task, and you have it.”
and deals 1d8 + 4 bludgeoning damage.
If the characters grow frustrated in fighting the The characters might be able to wheedle the
Bane, one of the pechs, grunting with the effort of reward out of Henkala with some roleplaying and a
maintaining the ward, lifts a round stone out of the few successful DC 13 Charisma checks. Otherwise,
earth. An instant later, the stone begins to glow, and she gives the party nothing.
the pech hands it to the adventurer. This effort
causes the ward to falter momentarily, allowing the
Bane to deal 1d4 – 1 bludgeoning damage to each
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and bring back several specimens of a specific If a net falls, characters in the twenty-foot-
diameter area of the net must make a DC 13
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crystal that svirfneblin musicians play by
manipulating the crystals’ vibrations. He hopes to Dexterity saving throw to avoid being restrained
recreate a crystal orchestra in the Singing Stones beneath the net. A restrained character can take an
action to cut the net with a slashing weapon or to
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(area 15). To that end, he offers 10 gp for each
crystal retrieved, and he needs at least six crystals. escape with a DC 13 Strength or Dexterity check.
The adventurers must close any passage linking Kobold Responders: As soon a net falls, eight
Blingdenstone to the Wormwrithings. Also, the kobolds rush out from a nearby passage, attacking
group can seek singing crystals, returning to close any characters trapped in the net first. The kobolds
ay
the passage after retrieving six. To aid the group in flee when any of them dies after they no longer
accomplishing the goals, the gnomes give a mining outnumber their foes.
pick to anyone who wants one. Treasure: Each kobold has 1d4 cp.
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find the page during their return to Blingdenstone.
Wandering the Wormwrithings Each time you roll this result thereafter, liven up
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After entering the Wormwrithings, the characters the experience by describing grinding noises, rocks
can wander the area as long as they want. Passages falling, echoing laughter, water dripping, and so on.
here are twenty feet in diameter, with smaller No encounter occurs, however.
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natural passages breaking through the smooth walls
at various points. The worm paths often cross each
Gemstone Deposit: Roll another d10. On a
result of 1 through 8, a deposit in the center of the
other from unusual directions, including vertically. tunnel floor gleams with semiprecious stones. With
Passages extend for anywhere between forty and a mining pick and about ten minutes of effort, the
ay
several hundred feet before changing direction. characters can extract 1d4 uncut pieces of citrine
Creatures can walk normally across the center ten (15 gp each). The noise has a 1 in 10 chance of
feet of a worm tunnel, but the sloping five-foot attracting a “Kobold Ambush” (see that section) to
edges to either side are difficult terrain. the group.
Once the characters have the six singing crystals If you roll a 9 or 10, the deposit contains a single
they need, Miglin assumes they want to return to sapphire (100 gp) instead of citrine.
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the city. He refuses to risk his neck for the sake of Precious Metal Deposit: An ore deposit in the
greed, since the only reason to stay is to acquire center of the tunnel floor shines with a metallic
more treasure. Miglin leaves the characters on their gleam. Roll a d10 to determine the metal and its
own if they don’t agree to leave. base value: 1 to 5 iron or copper (1 gp), 6 to 9 silver
(5 gp), 10 gold (50 gp). With a mining pick and an
Lost in the Wormwrithings hour of effort, the characters can extract raw ore
Without Miglin, the characters face a serious risk of worth 1d6 times the base value of the metal.
staying lost in the tunnels. After Miglin is gone, to However, the noise of digging has a 3 in 10 chance
return to Blingdenstone, each character must make of attracting a “Kobold Ambush” to the group.
a DC 13 Intelligence or Wisdom check. If half or Singing Crystals: The characters find 1d3
more of the characters succeed, the party moves singing crystals in the tunnel. These crystals are
closer to the city. A group of kobolds ambushes the easily extracted, but there is a 2 in 10 chance that
party (see “Kobold Ambush” under the “Encounters kobolds have set up a “Kobold Trap” (see that
in the Wormwrithings” section) if more than half section) at this location.
the characters fail. The adventurers must succeed Kobold Trap: Kobolds dug a pit where a small
on three such group checks to navigate out of the natural passage crosses a worm tunnel. The kobolds
Wormwrithings. covered the pit with a net strewn with rubble to
make it blend in with the stone floor. A character
who is searching for hazards discovers the trap with
a successful DC 13 Intelligence check. If no one character who saves manages to leap out of the way
spots the trap, those in the front rank of the party as the worm passes.
must make a DC 15 Dexterity saving throw to avoid
the drop. A character who plunges in falls ten feet Conclusion
and takes 1d8 bludgeoning damage from falling Once the passage to the Wormwrithings is sealed,
with or on the rubble. the gnomes have little trouble dealing with the
The kobolds also placed four giant centipedes in kobolds that remain in the ruins. When the
niches in the pit wall. These creatures attack anyone adventurers return to Blingdenstone, they can
in the pit. If need be, the centipedes climb out of deliver any singing crystals to Gurmadden.
the pit to seek prey.
As characters deal with the trap, 1d6 + 4 kobolds If they do, read:
leap out from hiding places in the side passages and Gurmadden whoops with joy. “You must stay and hear
attack. The kobolds flee when any of them dies after these played, after I pay you, of course,” he says.
they no longer outnumber their foes.
Each kobold has 1d8 cp. He pays 10 gp for each crystal. If the characters
Kobold Ambush: On this result, 1d4 + 4 give him six crystals, he throws in a fine gold
kobolds and two dragonshield kobolds strike from medallion engraved with a stylized diamond
hidden positions. The kobolds flee when any of shedding beams of light (the symbol of Segojan
them dies after they no longer outnumber their foes. Earthcaller). The medallion is worth 50 gp.
Each kobold has 1d10 cp.
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If he has all the crystals he needs, Gurmadden
Big Danger: When you roll this result, roll treats willing adventurers to a concert.
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another d10. If the result is 10, use the “Purple
Worm” entry. Otherwise, use the “Blind Ogre” If he does, read:
entry. Once you have used the blind ogre, treat any After taking a few minutes to arrange the new crystals
Nothing” result.
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other ogre result as if it is a “Journal Page or among the old, Gurmadden sits down and begins tapping
the crystals. You hear nothing.
Blind Ogre: The kobolds came upon an ogre while Then, other svirfneblin gather to enjoy the music, and a
it slept, and they blinded it with hot knives. They few join Gurmadden. The sound grows richer and more
ay
keep the ogre as a special weapon for use against audible, comparable to that of a glass harp. Obvious
the most dangerous predators. A group of six delight emerges on the faces of the gathered gnomes.
kobolds drives the blind ogre into the passage near
the characters. Once the kobolds prod the ogre into
the path, they move away from it to attack the
adventurers and to avoid its flailing. The kobolds
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1. Entry
This entry chamber is strewn with debris, including
Chapter 3: Clearing the a scattering of small bones. The heavy wooden door
leading out of this room sags on its hinges but still
House Center opens properly.
Burrow Warden Kargien claims to need to clear the Monsters: Four fire beetles nest here among the
House Center for the symbolic victory it will give his rubble.
people. But he also wants the crown of King
Schnicktick, who died defending the area. 2. Trapped Hall
Efforts to reach the king’s remains have failed This hall contains a covered pit trap. Anyone
thanks to an evil presence haunting the House searching for traps can find it with a DC 13
Center. The gnomes are uncertain what the evil is. Intelligence check, and it can be jammed closed
Some say it’s the angry spirit of the dead king, while with two DC 15 Dexterity checks. Otherwise, the
others say it’s a drow, driven mad, who lingered trap triggers when a character reaches the center of
here after the fall of the city. Svirfneblin who have the hallway, dropping everyone in the hall into the
drawn near the ruins have seen shapes, gnome- pit. Those who are near the outer edge can attempt
sized and larger, moving in the shadowed hall. a DC 15 Dexterity saving throw to leap to safety.
Gnomes who have gone closer have not returned to Characters who drop into the pit fall ten feet and
the encampment. Kargien hopes the adventurers take 1d10 piercing damage from the spiked floor.
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can identify the threat, and drive it off or destroy it.
The adventurers must recover the crown. If they 3. Guard Post
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manage to destroy the evil in the House Center, so Iron portcullises are shattered and rusted on the
much the better. ground in the doorways of this former guard post.
Clutched in the body’s hand is the third page of after the tunnel levels out, a small alcove on the left
Evarell’s Journal. side holds eight polished turquoise gems (10 gp
The portcullises marked on the map between each). The tunnel continues for forty feet, then
areas 5 and 6 are intact. Bending the bars or lifting a surfaces inside a ruined building elsewhere in the
portcullis requires a DC 17 Strength check. cavern.
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the statue are too small to give any clue as to whom
the statue was intended to represent. svirfneblin. Beneath the skeleton is a crumbling
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A detect magic spell reveals a very faint magic aura leather pouch holding 27 sp.
around the statue. The first time someone places
the crown of the gnome kings on the statue’s head, 11. Audience Hall
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the crown and statue glow with a soft, silvery light
for a moment, and sparks fly to the forehead of each
A large dais takes up the southern side of this enormous
room, and on it is a large throne. Upon the high seat sits a
creature in the room. Each such creature is restored gaunt dark elf, but his hollow eye sockets and desiccated
to perfect health, regaining all lost hit points and flesh betray his undead nature. The corpse of a svirfneblin,
ay
losing any lingering afflictions. a bent silver crown still resting on its skull, serves as a
The magic auras on the statue and crown fade if footstool for the drow abomination. Two squat skeletons
the effect is triggered or once the crown leaves the flank the throne, and two more drow carcasses, draped in
House Center. The effect cannot be repeated. rotting flesh, slouch beside the dais. At least a dozen other
bodies litter the floor around the dais.
8. Secret Door “And who might you be?” the creature on the throne
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A successful DC 15 Intelligence is required to find asks in a wheezing voice. “Have you come to pay homage
this secret door. A successful DC 13 Intelligence to Pharran Nicostas, the conqueror and rightful king of
check made while searching the wall at the end of Blingdenstone?” As he asks this last question, he gestures
the long alcove to the north reveals a pressure plate. to himself.
Pressing the plate causes the door to slide open.
Otherwise, the door can be forced open with a DC Monsters: The creature on the throne is a wight,
17 Strength check, which breaks its mechanism. which was once a drow soldier whose desire in life
was to be known as the conqueror of Blingdenstone.
9. Storage Chamber His ambition sustains him after his death, and he
Two rotting barrels remain in this former storage spends his days on the throne, with the dead
chamber. A wall of iron bars divides the room in monarch under his feet to symbolize his successful
half, creating a cage on the northern side. Both solid conquest. Two gnome skeletons protect the wight,
metal doors leading into the cage are locked, and a as do two zombies formed from other drow corpses.
DC 13 Dexterity check is required to pick either Development: Pharran demands that his new
lock. The key is on the corpse in area 5. “subjects” kneel before addressing him, and he
Near the northwestern corner of the cage, a three- warns them that “the crown” must be given its due
foot-wide hole has been dug into the stone floor. A before acting on anyone’s behalf. If the adventurers
tunnel as wide as the entry hole leads down into the make any request before offering some form of
rock, leveling out after about twenty feet. Shortly tribute, or if Pharran feels insulted, the wight turns
to a skeleton and shouts, “Take them away!” support the move. Kargien threatens to banish the
Pharran rescinds this edict only if the adventurers group, but he soon realizes that doing so would be
are immediately and sufficiently apologetic. unpopular among his followers. He backs down.
Little is to be gained from talking with Pharran, Playing out the consequences of this political
except the story of his boundless ambition and his situation is left to your discretion.
“victory.” Only an extraordinary feat of swindling or Debate about who should wear the crown could
diplomacy could persuade him to part with the grow to consume the gnome community. Jalless,
king’s crown without a fight. Gurmadden, and Henkala believe an effort must be
Treasure: Aside from the gnome king’s crown, made to trace the royal bloodline and find a proper
which has a faint magic aura if examined with a king. Secretly, Gurmadden believes he is part of the
detect magic spell, the valuables scattered around the bloodline. Pingtu and Fendrick support Kargien’s
chamber are 26 gp, 108 sp, and 94 cp. The wight bid for the throne, particularly if the adventurers are
has an ornate longsword with a fire opal set in the successful in all their missions.
pommel (100 gp). The magic aura on the crown
fades if the crown leaves the House Center or it is
used to trigger the effect in area 7.
A polished stone engraved with the word “Sunnis”
hangs on a chain around the gnome king’s neck. If a
character takes an action to present this medallion
to Ogrémoch’s Bane, the Bane takes 1d12 + the
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character’s Wisdom modifier holy damage. The
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damage increases by 1d8 if the character using the
medallion is outside the pechs’ protective circle, or
by 2d8 if the character stands in the Bane’s
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whirlwind to use the medallion. This action can be
taken only once per round.
Orc Attack
ay
Orcs who range the northern caves keep a wary eye
on this cavern. If the adventurers leave the ruins, the
orcs assume that the area is safe to enter and the
adventurers are laden with treasure. Howling with
triumph, four orcs charge from the north to attack
the party. If you plan to run chapter 5, keep track of
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Conclusion
If the adventurers take the king’s crown to Burrow
Warden Kargien, he accepts it.
Read:
With a gleam in his eye, Kargien holds the crown gingerly
in both hands. “Well,” he finally says, “we shall have to see
what the elders say about this. With no rightful heir to the
throne, who should wear it? We shall have to see, indeed.”
Bendekik’s Curse
Regretful of his past cowardice, Pingtu decides to
Chapter 4: Wake the Stones try another ritual divination. Before he does so, he
For centuries, Blingdenstone’s priests gathered in asks only for protection from any bitter apparition
the Speaking Stones menhir circle to commune that might appear. He then performs the ritual.
with the Lords of the Golden Hills. Since the
gnomes’ return, however, the stones have been Read:
silent. Blingdenstone’s residents believe a curse has As Pingtu’s invocation ends, the room’s silence gains a sort
been leveled against this place. of heaviness. A voice breaks the silence, echoing as it says:
The area is cursed. When the drow invaded, the
last gnome high priest, Bendekik, performed a ritual Seven stones stand and silently mourn.
to conceal the area’s power and prevent the drow Seven gods weep in the Golden Hills.
from using that power to find the fleeing gnomes. Here, many drow did break my form,
He intended to lift the wards once his people But seven my wrath left still.
returned. Before he could escape, however, the Seventy times seven years silent the stones stand,
drow found, captured, tortured, and mortally Unless seven bright stones from Earthcaller’s hand,
wounded him. While dying, he spoke a final curse, Seven sweet prayers of the Golden Land,
and until it is lifted, the stones cannot speak. And seven shattered arms of the drow band
The adventurers must help the priest Pingtu lift Are offered here, by my command.
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the curse and revive the Speaking Stones.
These verses are instructions for lifting the curse.
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Pingtu and the Speaking Stones Waiting 490 years isn’t an option, so Pingtu asks the
adventurers for help.
Pingtu was an acolyte studying under Bendekik, but
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Pingtu hasn’t been here long. Further, his expertise
is limited, and the Speaking Stones’ silence has him
Read:
Pingtu says, “The Earthcaller, Segojan, is the patron deity
stumped. He knows the following information.
of Blingdenstone and the god of nature and the dead. He
provides treasures under the earth for us to find. The
✦ Legend holds that the stones are ancient galeb
ay
‘bright stones,’ then, must refer to such treasures—gems.
duhrs, humanoids hailing from the Elemental
“We use gems to teach children the colors of light
Plane of Earth. They are so ancient that they are
fractured by a cut diamond: red ruby, orange fire opal,
indistinguishable from stone, and they have
yellow citrine, green emerald, blue aquamarine, indigo
never moved in svirfneblin memory.
sapphire, and violet amethyst. I think we shall need one of
✦ In the old days, the area emitted faint, persistent
each of these stones.
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the highest Intelligence or Wisdom score recollects. find the cyst, the characters must venture into the
If possible, choose a few different characters to old tunnels underneath area 8.
remember various gems. A swarm of four cave rats and two dire rats
Amethyst: Henkala Shadowsong in area 12 attacks the party inside the warrens.
might have already given the adventurers an Once the rats are defeated, the adventurers soon
amethyst. Otherwise, the characters have to ask find a room and a stone cyst where Pingtu said it
around the encampment to find a gnome with an should be. The elixir cracks the cyst, revealing an
amethyst. Inquiries quickly lead to Henkala. She exquisite silver necklace set with a large sapphire
gives the adventurers the stone readily, asking them jewel.
to come talk to her later about a task she has in
mind for them if Ogrémoch’s Bane still exists. Seven Shattered Arms
Citrine: Those who brave the Wormwrithings Breaking the curse requires the weapons of the
often find citrine stones. Gnomes who recover the drow Bendekik defeated while defending the
gems bring them to Jalless in the infirmary (area 13) Speaking Stones. These items are stored with the
for appraisal. Jalless gives her largest citrine to the gnomes’ other supplies in area 16.
cause without a thought. Once he learns that the weapons might help
Emerald: Burrow Warden Kargien wears a gold awaken the Speaking Stones, Fendrick Pestle goes
chain with an emerald pendant. He gladly lends the to the locked supply area to help the adventurers
emerald if the adventurers have already given him search. He is surprised to find the guard missing,
the crown from the House Center. If the characters the door unlocked, and a dragonshield kobold and
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recovered the crown but didn’t give it to Kargien, he six kobolds inside, packing supplies into sacks to
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demands the item in exchange. Those who have not carry them away.
tried to recover the crown must promise to do so Fendrick runs to call the other sentries from the
and to bring the item to Kargien upon completing barricades, leaving the party to deal with the
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the endeavor. In this case, Kargien also requires
Pingtu to support Kargien’s claim to Blingdenstone’s
kobolds for three rounds. Trapped behind enemy
lines, the kobolds fight desperately. Once four
throne. Pingtu agrees. In any case, Kargien wants kobolds fall, the others try to flee.
his emerald back after the Speaking Stones awaken. With the kobolds dispatched, Fendrick helps the
ay
Fire Opal: The wight in the House Center has a characters look for the weapons. Working together,
fire opal (see chapter 3). Gurmadden, in area 15, the group finds the right crate after a few minutes of
wears a silver ring set with a fire opal. Despite the moving boxes and barrels. Inside the crate are three
ring’s sentimental value, Gurmadden hands it over rapiers, two daggers, a hand crossbow, and a short
gladly if he knows what it’s for, and the characters sword. Also in the crate is the fourth page of
have brought or agree to bring him singing crystals Evarell’s Journal. The page indicates the position of
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from the Wormwrithings. Otherwise, he is reluctant the weapons around the ring as Evarell found them,
to part with his heirloom, requiring the characters before the gnomes returned to Blingdenstone.
to sway him (DC 13 Charisma checks; DC 11 if Fendrick also gives the characters a hammer if
Pingtu vouches for the characters). Sincere oaths to they need one for the shattering of the weapons.
return the ring garner the characters a +2 bonus on
checks to persuade the bard. Conclusion
Ruby: The temple to Callarduran Smoothhands Once the characters have gathered the required
(area 9) contained an altar studded with rubies. A components, Pingtu assembles them for the ritual
ruby fragment from the shattered altar satisfies the that should awaken the stones.
curse. If the characters go to the temple during this
adventure, the orc raiders are present. Defeated He says:
raiders carry ruby pieces the characters can take “Performing this ritual is an honor I bestow upon you for
without further damaging the old shrine. all your hard work. You must place the gems, in order—red
Sapphire: Sapphires can sometimes be found in ruby, orange fire opal, yellow citrine, green emerald, blue
the Wormwrithings. Pingtu knows that a necklace aquamarine, indigo sapphire, and violet amethyst—at the
with a large sapphire was once on display beneath foot of each stone, walking widdershins from the
the Ruby in the Rough (area 8). If it survived the southernmost stone. Then, place the weapons as the
raid, it is sealed inside a stone cyst shaped by magic. vellum you have indicates and break them in whatever
Pingtu can provide an elixir to crack the cyst, but to
way you can. While you do all this, I’ll offer the prayers He finishes chanting and closes his eyes, listening to the
my old teacher wants to hear. stones as they slowly quiet. His face grows serious, and he
levels his gaze on you.
A crowd of svirfneblin starts to gather, including “The Speaking Stones have spoken,” he says. “They tell
gnomes the adventurers know. of the fate of Blingdenstone, the fate of our people. They
Intoning the Prayers: As the adventurers say our fate is intertwined with yours. They whisper of a
perform the physical tasks, Pingtu offers prayers to time of great travail, during which the world’s fate might
each of seven gnome deities: Segojan Earthcaller, rest in the hands of people such as you. Be brave. The
Callarduran Smoothhands, Garl Glittergold, world needs you.”
Baervan Wildwanderer, Flandal Steelskin, Gaerdal The gathered gnomes all turn their eyes to you, hope
Ironhand, and Baravar Cloakshadow. and expectation bright in their eyes.
Placing the Gems: The adventurers must place
one gem in front of each large menhir, moving The characters are allowed to keep some gems
widdershins. Pingtu can explain that “widdershins” used in the ritual, excluding Kargien’s emerald and
means moving around the circle from south, to east, Gurmadden’s ring. This means they retain any gems
to north, and to west, before finally returning to the they recovered themselves, as well as any of the
south. If the stones are placed correctly, a shudder following they got from the gnomes: citrine (50 gp),
ripples through the cavern floor, prompting an aquamarine (50 gp), sapphire necklace (150 gp),
exclamation of delight from Pingtu in the middle of and amethyst (100 gp).
his prayers.
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Shattering the Arms: The adventurers must
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break the drow weapons. Each weapon must be
placed back in its original position in front of one of
the seven large menhirs, then the weapon must be
smashed. A single strong blow with a hammer (DC
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13 Strength check) can shatter a weapon if it’s in
the correct location. Once all seven weapons are
broken, another shudder shakes the earth, and the
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air vibrates for a moment. Pingtu squeaks with
delight again.
Read:
Pingtu says, “Now, let us ask the stones about our future,
eh?” He chants a ritual prayer, and the stones issue a low
hum that grows louder as he continues. Higher overtones
become audible, shifting subtly in a melodic way.
The svirfneblin priest is ecstatic. He lifts his hands and
his head. A peaceful smile on his face, he basks in the
vibrations around his body.
High Alert
Chapter 5: Stop the Raiders The orcs go on high alert when they have taken such
losses that their leader feels he must organize a
Forty years ago, when the svirfneblin first returned
defense. The orcs pull back to caverns F, G, H, and I,
to Blingdenstone, the gnomes found only a few
and they no longer send raiding parties out. While
enemies lurking in the ruins. However, the gnomes
the orcs are on high alert, none appear as a random
were too few to hold the city against the threats of
encounter, and none test the gnome barricades. The
the larger Underdark. Other creatures invaded their
orcs stick to their camps, and no orcs gather in the
holdings until the gnomes found themselves
middle of cavern G.
constrained to the area they now hold. Aside from
Ashkabbar assigns orcs to sentry duty at the four
Ogrémoch’s Bane in area 6, which was present
locations marked on the map with an S. Each such
before the fall of the city, the greatest threat the
location has up to 1d6 + 1 orcs on watch, up to a
gnomes now face is orcs that took up residence in
maximum total of the number of orcs remaining. The
the northern caverns within the past year.
orcs at the two southern passages—one leading to
The orcs’ domain is shaded on the city map. Main
caverns D and E, the other leading into area 17—
caverns are marked with an uppercase letter from A
remain mostly still. Orcs at the other two points have
to Q. The primary lair is in cavern G, which is also
larger areas to cover, so they wander back and forth.
marked as area 10.
Within the lair, if any orcs are available after sentry
The characters must venture into the orc lair, and
duty is assigned, Ashkabbar has two extra orcs with
slay or drive off all the orcs. These orcs respond only
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him. Blugdub adds one orc to his retinue. If the
to violence. They leave the ruins if their leader and
adventurers are in the caverns north of the city when
the orog are slain, or if their band is reduced to ten
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Ashkabbar declares high alert, he sends Blugdub and
or fewer members.
his lackeys to hunt the invaders. Otherwise, the lair is
as described in the “Raiding the Lair” section.
Fighting the Orcs
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Whatever ideas the players come up with to face the
After the orcs have been on alert for twelve hours
with no further incidents, they cautiously return to
orcs, use the information presented in this their normal activities. They go back on alert if they
adventure to improvise the orcs’ reactions. This lose half their numbers again, but they are likely to
environment is dynamic, changing in response to
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flee instead of going on alert a third time.
the adventurers’ actions. Inevitably, something will
happen that the text doesn’t account for. Use your Raiding the Lair
best judgment, trying to think like an orc: selfish,
The orcs in caverns G and H group themselves into
rash, and cruel, but interested in survival.
family units at different camps around the caves,
In all, forty-one normal orcs live in the ruins. At
marked with the lowercase letters a through e.
Pl
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trade for new weapons at the trade center. in the still air.
The adventurers must take a load of salt and
s
All manner of people— gray-skinned dwarves, dark
gemstones to Mantol-Derith, and then negotiate a elves, humans, goblinoids, and more—move among the
trade for duergar weapons. Besides weapons, the camps. An enormous floating sphere crowned with
gnomes desire provisions, minor magic items, and
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cotton. Also, if any deep gnomes are available on the
eyestalks also roams the walkways. Everyone is haggling,
arguing, or just looking fearsome.
slave market, the adventurers should purchase the
gnomes and escort them back to Blingdenstone.
Acclimating to Mantol-Derith
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Numerous traders and travelers gather in Mantol-
Traveling to Mantol-Derith Derith. Most are minor dealers in exotics—poisons,
Fendrick Pestle gives the adventurers a heavy cart drugs, and dangerous spells. They deal with each
and two deep rothé—shaggy bovines native to the other or the four cartels that have large camps set up
Underdark—to pull it. Into the cart, the gnomes load in different corners of the cavern. Each trading
a dozen ten-pound sacks of salt (50 gp each), and camp has several tents for privacy, pack beasts to
Pl
three small chests, each holding ten gems (25 gp haul goods, and samples of their wares on display.
each). For these items, the gnomes expect to receive Guarded caves connected to the main chamber
goods worth 1,200 gp back in trade. serve as warehouses.
Before the adventurers depart, Fendrick briefs In addition to the three covenants, the merchants
them about the trading mission. here frown on violence. A scuffle is fine, but those
who start a deadly fight or who get caught breaking
Read: a covenant are tied up and dragged to the Darklake.
Fendrick says, “Look, don’t tell anyone you come on They’re thrown in the water, still tied.
Blingdenstone’s behalf. The drow will cut you off if they Characters exploring the outpost can gather the
find out. following information. Play out the characters’
“Also, three covenants govern Mantol-Derith: Don’t interactions with residents of Mantol-Derith. When
steal, don’t disguise goods, and don’t use magic in needed, call for Charisma checks to determine
negotiations. No one there tolerates violations of those characters’ success at learning the lay of the land.
covenants. They execute folks for breaking them. DC 11: If you’re looking to buy weapons, the
“The trading post sits about halfway between here and duergar can provide them. Grimmdar Szort leads
Menzoberranzan, just four miles north of the Darklake. It the duergar trade group. He’s the one to talk to.
takes about two days of travel to get there. At the gate, use Besides Grimmdar Szort’s faction, three other
the password “Malastros” to gain entrance. cartels channel most of the significant trade of
“Just so you know, we paid a lot to get that word. Don’t Mantol-Derith. A cunning drow female named
mess this up . . . please.”
Erelda H’tithet represents the dark elves. A half-orc When the characters interact with a merchant,
female named Tawar Kroul represents the surface you can call for Charisma checks (influence),
world. And then there’s the Hooded One—a mind Intelligence checks (valuation), and Wisdom checks
flayer who doesn’t seem to represent anyone but (intuition and sensing motives) to determine how
himself. He’s said to be fantastically wealthy, and successful the interaction is. Rely on roleplaying as
his tastes are eccentric. Cross any of these leaders or much or as little as you wish.
their cartels, and even if you keep your skin, you’ll Revealing Ties: If any character mentions that
never trade in this outpost again. the adventurers come on behalf of the gnomes of
If you don’t want to trade with one of the cartels, Blingdenstone, the merchant they are trading with
plenty of merchants have minor goods to offer. But refuses to deal with them further. After 1d4 hours,
none of them can provide a significant quantity of no one in Mantol-Derith will trade with the party.
merchandise. If you want one fine sword, you can The mission fails.
buy it easily. But if you’re looking for dozens of
weapons, you have to deal with the duergar. Duergar Cartel
DC 13: The goods most commonly traded in Grimmdar Szort is the principal member of the
Mantol-Derith are slaves, weapons, food, alcohol, duergar cartel. A heavy-set, aging duergar, Szort has
poisons, art objects and fine jewelry, potions and long gray hair and a bristly beard. His dark eyes
scrolls, gemstones and precious metals, salt, and imply intelligence, but he talks as if he has marbles
exotic surface goods such as perfumes, spices, and in his mouth. Grimmdar is also very rude.
cotton. Most of the trade is done in barter, and Besides Grimmdar, the duergar camp includes
t
several supposedly objective facilitators sell their over thirty duergar soldiers, carters, and traders. The
s
services to appraise goods and guarantee fair trades. duergar strap their goods to the backs of giant
DC 15: Erelda made it clear long ago that deep tarantulas they call steeders.
gnomes aren’t welcome here. At her decree, no one Sale Units: Ten weapons, twenty-five pick heads,
is willing to supply the svirfneblin.
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Erelda sometimes receives a prestigious visitor, a
two thousand pieces of ammunition.
Demand Units: Alcohol (two tuns of ale or beer,
dark elf noble who reminds the merchants that the a hogshead of cheap wine, or two gallons of fine
gnomes of Blingdenstone and their goods are not to wine), one two-pound bar of smelted gold, four five-
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be received here. pound bars of smelted silver, five slaves.
DC 17: The noble is named Talabrina Duskryn,
and she always travels with bugbears. She’s not to be Drow Cartel
trifled with. The cunning Erelda, scion of the merchant house
H’tithet, runs the drow cartel. Despite her finery,
Trading in Mantol-Derith she is waifishly thin and has off-putting red eyes.
Pl
Cartels deal in trade units valued at 100 gp each. A She conceals her scorn for others well, affecting a
cartel has sale units (the cartel sells these items) and polite demeanor.
demand units (the cartel buys these items). Erelda lives in fear of Talabrina Duskryn. If it
A cartel’s leader won’t come out and say what he weren’t for Duskryn, Erelda would welcome trade
or she wants to buy. Doing so puts the cartel in a with the deep gnomes again. Blingdenstone is the
weak bargaining position. When presented with best source of salt and gems.
desired goods, a leader feigns disinterest to lower In addition to Erelda, the drow camp includes ten
the asking price without driving the seller away. drow, serving as guards, and twenty slaves (mostly
Newcomers must interact with merchants to learn goblinoids), for hauling goods and protecting the
where and what to trade for what they need. drow. Giant lizards pull drow wagons through the
Making Deals: To acquire what they need, the Underdark.
characters have to deal with Erelda H’tithet. The Sale Units: One piece of fine art or jewelry, two
duergar cartel has weapons, but Grimmdar wants potions of healing or 1st-level spell scrolls, five doses
alcohol, gold, silver, and slaves. The surface cartel of poison, four obsidian daggers, five slaves (no
has alcohol, but Tawar is interested only in art svirfneblin).
objects, poisons, and obsidian daggers, which the Demand Units: Gems worth 100 gp, twenty
drow have. The Hooded One has gold, silver, and pounds of salt.
slaves, but he wants art or magic items, which the
drow have.
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smelted silver.
Demand Units: Two potions of healing or 1st-level acquires, but she is uncooperative.
s
spell scrolls, one piece of fine art. Clanker: An aged duergar, Clanker drapes
himself in chains fastened to manacles around his
Surface Cartel ankles and wrists. He says he likes the sound. If
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Tawar Kroul runs the cartel associated with goods
nothing else, his distinctive style draws attention to
his trade in metal tools, chains, and the like.
from the surface world. She shows few signs of her
Effran Redspur: A young duergar from
orc ancestry, since her grandfather was a half-orc
Gracklstugh, Effran sells cured meats in hopes that
who sired his children with a human. Slim and
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a trader’s life will allow her to see the wider
attractive, with long black hair and dark eyes, she
Underdark. Despite her ambition, she has barely
has an olive complexion and a no-nonsense
traveled off the path between her city and the
manner. Tawar deals very aggressively.
trading post.
Tawar’s camp includes four human assistants, as
Gak Fixen: A gnarled surface gnome and a
well as thirty orc bodyguards, porters, and servants.
devotee of the bloodthirsty burrowing god Urdlen,
Sale Units: Alcohol (two tuns of ale or beer, a
Pl
master artisans, trained professionals, and even If the adventurers bring Jengal Tumthub back to
adventurers. These slaves cost 100 gp each, five the city, he is thrilled to be home and anxious to see
times the normal rate in Mantol-Derith. Jalless. She gave Jengal up for dead years ago, so she
The Worthful has one dejected svirfneblin slave, a is simultaneously happy and very confused to see
gemcutter named Jengal Tumthub. Jengal was him. Their reunion is rough, but both gnomes are
taken in an orc raid twenty-five years ago, and he is grateful to the adventurers.
ecstatic once he learns that the adventurers intend
to bring him back to Blingdenstone. He hopes to see
his beloved Jalless again.
Url: A dejected dwarf smith, Url hates that his life
has come to selling weapons in Mantol-Derith. He
despises duergar and drow, but he is beholden to an
evil Red Wizard who keeps Url’s beloved hostage.
Url gives a portion of his profits and any knowledge
he gathers to this wizard in exchange for his lover’s
continued survival.
Zarell Tahaladar: This elegant drow sells scrolls
and books, including blank spellbooks and tomes
that hold a tremendous variety of lore. She gets her
paper from Tawar Kroul, but treats and binds it
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beautifully. She also has a large network of contacts
s
that provide her with rare books. She reads and
keeps more volumes than she sells.
Back to Blingdenstone
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If the adventurers leave Mantol-Derith with a load
of duergar weapons, Erelda H’tithet suspects the
group is working for the svirfneblin. She sends eight
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hobgoblin mercenaries after the characters. The
mercenaries strike an hour after the adventurers
first make camp.
If the adventurers capture any hobgoblins, they
reveal who hired them and why. Each hobgoblin
carries 5 gp, the payment for their services.
Pl
Conclusion
If the adventurers successfully bring a load of
weapons back to Fendrick Pestle, he is very happy.
Read:
Fendrick whoops with glee. “These weapons,” he says,
“might make the difference between life and death for us.
Reclaiming the ruins will be easier, as will holding the city
against future attack.”
!
Appendix 1: Monsters !
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./)%0,/1)(!..!,7-*0!3!86/! !2''3!+0!1$2!
!2''3!+0!1$2&!I%(RD!80!1$2! !'1('(!-;)XH(E(G:!.0!1$2!
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!)+!*6!,35/! 4'5!*+!,3*/! -,1!*6!,35/! 61)!*0!,30/! 7/(!7!,48/! -8#!*P!,38/!
61)!7!,48/! 7/(!6!,4*/! -8#!Y!,4*/! *$/91"'1)!:#9$);%!#H(%!
*$/91"'1)!IC;G$(I!#H(%! :#19;#9'(!MGRRG:!
:#19;#9'(!W(;:$! !
! @M>ANOB!
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SOMNTO>S?!"TAUVAOW!
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SOMNTO>S?!"TAUVAOW!
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!
! Appendix 2: Encounters
dGRD(#! As the adventurers travel through the environs of
?'3/;"%W13'#3% Blingdenstone or the nearby Underdark, use these
*+",+%-$#((!6! tables to determine what hazards they encounter.
./)%0,/1)(!Y!,8-6/!
!2''3!80!1$2!
!'1('(!-;)XH(E(G:!.0!1$2! Blingdenstone Encounters
!)+!*P!,38/! 4'5!.!,48/! -,1!*0!,30/! Use this table when the characters are moving
61)!*0!,30/! 7/(!7!,48/! -8#!*P!,38/! through uninhabited caverns of the Blingdenstone
*$/91"'1)!:#9$);%!#H(%! ruins (marked with a letter, A through Q). Roll 1d10
:#19;#9'(!9:-#)E$;:-E!MGRRG:!
each time the adventurers enter one of these
!
>?@A>B!
caverns. On a result of 1 to 4, a significant danger is
0,13'+,;(>%>C#!ZGRD(#!)G%%E!;!-.&!(:E$#;-!G1!;!-80&!FC#:!
encountered. Roll another d10, then consult the
)G%%(:<!(:($(;$(H#2! “Blingdenstone Encounters” table.
!
Q'#+$'((>!>C#!ZGRD(#!I;::G$!D#!1)(<C$#:#-2! BLINGDENSTONE ENCOUNTERS
! Roll Encounter
?/13$'((>%>C#!ZGRD(#!I;::G$!D#!IC;)R#-2! 1–6 1d4 + 1 orcs (If you plan to run chapter 5, keep
! track of how many orcs the adventurers kill.)
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@M>ANOB! 7 2d4 stirges
?'$''%*))#@AB!$#">!38!$G!C($!,)#;IC!P!1$2Q!G:#!I)#;$9)#/2! 8 2d6 giant centipedes
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!"#$!*-5!3!8!D%9-<#G:(:<!-;R;<#2! 9 2d4 fire beetles
! 10 1 gelatinous cube
SOMNTO>S?!"TAUVAOW!
:'C'$%8! D0%800!
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Use the “Underdark Encounters” table while the
characters are traveling in the Underdark beyond
Blingdenstone but are not in the Wormwrithings.
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UNDERDARK ENCOUNTERS
d10 Encounter
1 1 ogre
2 1 troll
3–4 2d6 + 3 giant centipedes
5–7 1d6 + 1 orcs
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Chapter 1
Appendix 3: Hidden Enemy When the adventurers interact with Gallus, he
The most dangerous foe the characters might face is begins with a much more hostile attitude. Talabrina
the drow Talabrina Duskryn, who skulks around has already tortured and killed one pech. She told
Blingdenstone. Adventurers can run across her the rest that the same fate awaits them if they help
during any of their missions, as you choose. the svirfneblin. The adventurers must convince
In convention play, if you have been handed this Gallus that they can protect the pechs.
appendix, the dark elf appears in your adventure. When Ogrémoch’s Bane manifests, Talabrina
lurks behind a natural column nearby. If the pechs
raise their protective circle, she attacks them. She
Talabrina Duskryn kills one pech every two rounds. Each time she slays
A treacherous and greedy dark elf (use the drow
a pech, the circle is breached for the next round, as
statistics), Talabrina Duskryn wears a suit of drow
described in chapter 1 when a pech produces a
chainmail woven in a spiderweb pattern. Around
magic stone. If all the pechs perish, the protective
her neck hangs her house’s insignia, a fiery sigil
circle disappears, leaving the characters unshielded.
wrought in adamantine.
A character who fights through Ogrémoch’s Bane
Talabrina needs no reason to hate, but her
to reach Talabrina takes damage as described in
loathing for the deep gnomes consumes her, driving
chapter 1, but he or she can then confront the drow
her to commit unspeakable atrocities. More than
and her bugbears. Characters can also launch
anything, Talabrina lusts for treasure, and she
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magical attacks through the Bane, but the Bane
spends much of her time scouring the ruins for
deflects missile weapons.
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baubles and trinkets. In her zealous mind, she
Once Ogrémoch’s Bane is dispersed, Talabrina is
believes her efforts against the svirfneblin please the
likely to withdraw.
Spider Queen, helping to elevate Talabrina’s status
and that of her house.
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Two bugbear slaves serve Talabrina. The brutes
Chapter 2
The excursion into the Wormwrithings offers
obey her every command, no matter how cruel or
Talabrina an opportunity to attack the adventurers
sordid. Both are unusual—one is an albino, and the
far away from the protection of Blingdenstone. She
other is black as night.
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stalks the group. Each time you roll a duplicate
The gnomes suspect they have a wicked enemy in
result on the “Wormwrithings Encounters” table,
their midst. A number of scouts have gone missing,
Talabrina and her bugbears attack during the
their mutilated corpses turning up days later.
encounter. She fights for two rounds, and then
Kargien explains these deaths away as the work of
withdraws. However, she tries to kill Miglin before
kobolds or orcs, but he secretly and rightly fears a
the party can leave the Wormwrithings.
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Chapter 4
Talabrina cannot allow the characters to reawaken
the Speaking Stones. She attacks Pingtu during the
ritual to revive the stones, withdrawing only if he
dies or she and her bugbears are wounded. The
characters have to keep Pingtu alive while they
drive off Talabrina or complete the ritual. If they
fail, they have to find someone else who can
complete the ritual in Pingtu’s place.
Chapter 5
Talabrina follows the adventurers through the
caverns, skulking in the shadows. During any fight
against orcs, Talabrina has a 25 percent chance to
aid the orcs with her ranged attacks or magical
powers. If confronted, she blows a whistle to call her
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servants, who arrive during the next round. She
withdraws soon after.
Chapter 6
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Talabrina knows that if the svirfneblin gain the
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weapons they seek, her mission will fail. She
temporarily replaces Erelda H’tithet and refuses to
trade with the adventurers, forcing them to turn to
another merchant to make the trade on their behalf.
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If the characters obtain the weapons, Talabrina and
her slaves join the hobgoblins in following and
attacking the party. She withdraws as soon as she
and her slaves are wounded, or the hobgoblins are
all slain.
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