Uma parte na lateral da gaiola o lugar. Quatro superior da gaiola. Na parede ou abaixa em um deslocamento de 3 metros por turno. Os PJs para Grarr sobre o altar. Destruam os suportes! Eles automaticamente falham em todas as sal- do guincho localizada na base do balde, fazendo com que vaguardas. Chega a todos preciso. Cada uma vale 25 PO. Esse poder pode ser utilizado uma vez por dia e dura 1 hora. A chamaram de lar. Seu sonho de um dia se acomodar definitivamente foi adiado por um bom tem-.
Bom 2 Estabilidade. A habilidade de se virar sozinho o liberta da necessidade de depender de outros. Plataforma Fonte. Pular no carrossel. Anterior no carrossel. Enviado por Thiago.
Denunciar este documento. Fazer o download agora mesmo. Pesquisar no documento. RJ Putter. Eugene Quah. Aaoo Un. If reduced to 0 hit points, treat Okkar as a PC, it upon himself of late to seek out Steelhand Hall, a allowing him to make death saving throws to survive dwarven stronghold believed to have been lost to orc or and stabilize. Okkar hoped that clues to Steelhand Halls Speed: 30 ft. However, he realizes he needs help in retaking the Knuckle from Gear: travelers clothing, explorers kit, two cross- whatever accursed things dwell inside it.
If the party accepts his offer, he allows a few days if necessary to prepare, but wants to depart as quickly as possible. Should they refuse to aid the dwarf, the adven- tures is at an end. Okkar alone knows the location of the Knuckle and will not share it with the party. Once the PCs reach the moun- knob of rock in which the holdfast was con- tain and party climbs the slope, read the following: structed. The upper level serves as a defensible The tall trees fall away as you emerge from the high tree line.
The moun- tains face juts abruptly outward, forming a knobby, knuckle-like General Features protrusion of stone. A deep crack in the stone holds a pair of large, intricately carved doors. A 10 wide stairway of long, broad Conditions: The Knuckle hasnt been disturbed for stairs ascends to the doors.
Flanking the stairway and doors in the centuries, and most surfaces bear a thick carpet of dust. Occasional drafts blowing up from the mine do move the dust about some, so the layers of grime are uneven The steps on the stairs are low and broad, designed to within the Knuckle.
A successful DC 10 Wisdom Sur- accommodate the mule trains that brought supplies to vival check notices that tracks appear throughout the the Knuckle and carried ore away. The loopholes on upper level of the Knuckle, often disappearing into solid either side of the stairs are located 15 above the ground. These trails are made by both Greedyguts and the A PC can climb the stone wall to peer in with a DC 10 stoneghosts and lead no place in particular.
Strength Athletics check or by being boosted up by his comrades. The loopholes lead to areas and , Ceilings: Unless otherwise noted, rooms and passages which appear empty and dark the stoneghosts in are in the Knuckle have ceilings of flat, worked stone mea- melded into the stone when the PC first arrive and are suring 8 in height. Light: The Knuckles upper level is unlit. Torch sconces The doors bear skillful geometric carvings that are aes- line the walls every 30 on the upper level, holding thetically pleasing to the eye.
Both doors are closed, and burnt-out brands that exhausted their fuel long ago. The Okkar reveals he left them open when he fled the place mine is dark with the exception of the altar candles in after his initial foray into the Knuckle. He also tells the area There are no torch sconces on the lower level. Okkar can describe area but has no other faces. Cunningly designed counterweights are hidden knowledge of the layout or contents of the Knuckle.
Each is unlocked except Area Mule Train Loading where noted otherwise. Both floor and ceiling are flat Resting in the Knuckle: Stoneghosts are attracted by and level, worn smooth by dwarven skill and prolonged use. Two living creatures in the Knuckle if they remain in one closed doors, one large and one smaller, stand in the east and west place too long. As a result, any party attempting to com- walls. Scattered piles of aged bones, some quite large, are strewn plete a short rest inside the Knuckle finds itself attacked about the room in haphazard fashion and intermixed with rotted by 1d6 stoneghosts see area , disrupting the rest.
PCs can take a short rest outside of the Knuckle with- out incident. Four stoneghosts dwell in this area. Two are merged with the indicated pillars using their stonewalk ability, while the The Knuckle other two are lurking beneath the stone floor. They attack once at least half the party has entered the chamber. The The Knuckle is located in a cleft of a knobby stone out- two in the floor rise up from beneath to block the partys cropping atop a mountain less than a weeks journey from retreat, possibly surprising the PCs from behind, while the partys current location.
The exact distance and the the other stoneghosts emerge from the pillars and rush location of the Knuckle, as well as additional challenges the party. During the battle, the undead use their stonewalk the party and Okkar might face on their journey, are left ability to slip back into the surrounding stone and emerge. Damage Resistances: cold, fire, light- ning; bludgeoning, piercing, and slashing damage from non-magical weapons.
Damage Immunities: necrotic, poison Condition Immunities: paralyzed, poi- soned, unconscious Senses: darkvision 60, passive Percep- tion 11 Languages: Common, Dwarvish Challenge 2 XP Stonewalk: A stoneghost can move through solid rock and earth with no penalty to speed and leaving no sign of its passage.
A stoneghost cannot carry other creatures or objects through the stone while stonewalking. Trapped: Stoneghosts cannot leave the confines of the Knuckles upper level due to the glitterdoom curse. Even a casual inspection of the bones becomes calcified and desiccated. Exhaustion levels are reveals that dwarven skeletons appear to have died by healed normally. The leather scraps are the decaying remains of pack saddles, saddle bags, work Stoneghosts appear as calcified mountain dwarves still dressed in the clothes, and other mundane equipment.
Veins of iron pyrite run through their flesh and speckle their dead, gray eyes. Stoneghosts are the cursed The western door is slightly ajar and pushes open eas- forms of those dwarves who slew their comrades, transformed into ily. The eastern door is locked and requires either the undead creatures by the effects of the glitterdoom curse. It can be bashed open with a DC 20 Strength check. A row of privacy screens fashioned from metal panels To the south, a mound of fallen stone slabs partially blocks the divides the room in two.
Ancient skeletons, all showing the signs passageway. A large cavity is present in the ceiling directly above of violent death, lie in random order about the room. Beyond the fallen mass, the corridor ends in another closed There are a total of 40 bunks in this room which served door. A raised portcullis protrudes from a narrow gap in the ceil- as a shared barracks for miners of both sexes.
The rust- ing a short distance in front of the southern door. When the curse struck, this room was ransacked nally intended to combat invaders if the mine was over- by the afflicted, each believing their comrade has secret run. When the gold madness swept the Knuckle, some stashes of gold stowed away. Violence erupted and of the miners used it against their comrades, dropping blood was spilled. The 12 skeletons and bloodstains are the rigged stone blocks from the overhead cavity onto all that remain of that horrific violence.
Inspecting the rubble and succeeding at a The closed doors lead to empty lavatories dusty, dis- DC 10 Wisdom Perception check discovers a skeletal used, and still faintly malodorous. A DC 10 Wisdom A search of the footlockers and clothing produces five Medicine check identifies it as a dwarven hand. The battered but functional lanterns no oil in their reser- rest of the smashed corpse is buried in the rubble with voirs , a pair of shovels, seven miners picks, multiple six other equally decayed dwarven bodies.
They have pairs of boots dwarven size , and a flask of potent, nothing of value. A successful DC 15 The southern door has two loopholes inserted in its Wisdom Perception check also uncovers a small ruby face, placed side by side. They are currently closed, a pair overlooked in the looting. It is worth 50 gp. The portcullis can be dropped from area by pulling the lever located Area Mess Hall: A PC with a passive there.
Dry-rotted furnishingsa simple table surrounded The long trestle tables and benches where the dwarves once dined by chairs, a bench, and barrelsare spaced about the room, dusty are spread helter-skelter about the space and many lie overturned. Empty racks on the west wall once held weapons Broken crockery and flattened eating utensils are scatted about the or other devices, and a pair of iron levers, one raised, the other floor.
The walls here gleam in the darkness, as each bears numer- lowered, protrudes from the wall beside the rooms door. A pair of ous thin, twisting veins of shining gold. Your eyes are drawn away metal-shuttered loopholes pierces the doors face allowing defenders from the blazing gold, however, by a tremendous and sickeningly to fire into the hall beyond.
Any creature firing from the loopholes at either the stair- The creature is a giant greed grub grown large in the way leading to the mines entrance or into the corridor mine by feeding on its brethren. It has slithered up the outside has three-quarters cover.
The PCs will The levers operate the trap and portcullis in area In addition to its normal attacks, the giant The thrown lever dropped the falling slab trap and has greed grub can lash out with its tail to slap furniture at a no effect if lifted back into the place.
The other lever single PC as a ranged attack. The giant greed grub has eight gold nuggets 25 gp Area Miners Barracks: Numer- value each lodged in its crop and recoverable if the ous wooden double bunks are arranged in rows along the walls creature is cut open.
Overturned footlockers and shredded, rot- The gold veins in the walls are actually iron pyrite ting clothes are strewn about the room as if hastily and angrily placed there as decoration by the dwarven miners and searched through.
A curtained-off area to the south contains a kitchen area with an oven, cabi- nets containing crockery and mold, and a 2 ft. Any creature descending the well discovers a network of mine tunnels not detailed on the adven- ture map that extend for miles. PCs exploring these lower tunnels encounter 2d6 greed grubs see area every 10 minutes until they flee or are slain.
There are six rusty knives in the kitchen which can be used as improvised daggers should the PCs lose their weapons to the giant greed grubs spittle. Improvised clubs can also be fashioned from table legs in the mess hall. Damage Resistances: cold; bludgeoning from non- magical weapons.
Senses: blindsight 60 ft. Greed grubs are the glitterdoom cursed forms of those dwarves who maniacally mined the rich Multiattack: The giant greed grub makes one bite or gold seam to acquire as much as they could. Resembling 10 long, acidic spittle attack, and a tail slap attack.
Forced to flee your home, youve spent a good portion of your life on the road looking for a new community that would accept you. As a result, youve learned to endure the hardships of a nomadic. Your dream of one day settling down for good has been long deferred, but you persevere, hoping to find acceptance somewhereeven if it means using force to stake your claim on a new home.
Skill Proficiencies: Athletics, Survival Tool Proficiencies: One type of artisans tools, vehicles land Equipment: A set of artisans tools one of your choice , a small wood axe, a two-person tent, a belt pouch containing 10 gp, a set of common clothes, and a token reminder of your former home a pressed flower, a stone from your house, a tiny painting, etc.
You are only as strong as the weakest amongst you and must stand ready to assist others when they falter. There is no greater aspiration in life than to possess a home or other place where one is safe and secure. The ability to provide for oneself liberates you from the need to rely on others. One must constantly be on the lookout for danger or difficulty, and swift to intercede before it comes to fruition.
If someone is not strong enough to hold what is theirs, you have every right to take it for your own. The disaster that drove you from your home also affected your family, friends, and other members of your homeland, village, or clan. These fellow refugees dispersed across the landscape, taking up residence in numerous settlements both near and far, and they are always willing to extend a helping hand to another refugee in need of assistance.
In communities that are now home to your kith and kin, you can count on housing, food, free advice, and other assistance so long as it doesnt threaten the lives and well-being of those lending you aid. Your GM will decide whether or not a particular community has fellow refugees amongst its population. Trust in the gods to guide you through hardships and they shall eventually put you where they intend for you to be. I harbor an intense hatred for those people or forces responsible for the destruction of my home.
Although separated by disaster and distance, my people remain dear to me and I will do anything to aid them.
A kindly soul helped me when I most needed assistance and Ive vowed to return the favor whenever possible. I had a roleeither willingly or unwittingly--in the catastrophe that displaced my loved ones and I must hide my shameful secret.
I hoard every resource I can, be it money, magic, or food, for fear I might find myself lacking when I most need these things. I have no respect for those who lead a life of luxury and leisure, untested by the hardships of life.
A refugee has led a hard existence. Between the loss of his home and the constant travails of uncertain life on the road, the refugee seldom knows stability and kindness. This means that most refugees either cling close to the few people they can trust or they eschew all others, preferring to rely on the only one they feel will never let them down in a tight spot: themselves.
Despite the troubles Ive experienced, I have a deep love for traveling the open road and the new experiences such a journey entails. Ive collected a number of choice words from different dialects during my journeys and constantly pepper my speech with them.
I hate not knowing where I am and collect maps and other scraps of travel lore whenever possible. I strive to learn new things whenever I can, for you never know when a bit of knowledge or skill might mean the difference between life and death.
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During the course of this scenario, the party accompanies a dwarven explorer dedicated to reclaiming an old dwarven mine from the foul creatures dwelling within. Background he Steelhand Clan worked the high mountains for many centuries, excavating rich deposits of gold and iron to fashion magnificent smithy work and jewelry. The exact distance and the location of the Knuckle, as well as additional challenges the party and Okkar might face on their journey, are left order to the GM to determine.
Area Western Corridor: A closed door stands at the north end of the north-south corridor. Area Western Guard Post: The longest wall of this roughly trapezoidal room is pierced by a trio of loopholes. Area Miners Barracks: Numer- ous wooden double bunks are arranged in rows along the walls of this large room.
A table, its surface stained with old blood, rests order near the entrance and a pair of closed doors stands at the back of the room. Area Mine-Masters Quarters: This small room contains a bed, a clothing trunk, and an open wardrobe, all of which bear signs of skillful construction by dwarven hands.
The rest of the clothing and bedding is in tatters and of no value. Area Eastern Guard Post: Un- less the PCs defeated the stoneghost in area before it fled to this area, the door to this chamber is locked DC 15 Dexterity check to open , its loopholes open and manned by crossbow-wielding undead. There are four light crossbows, eight crossbow bolt order cases holding 20 bolts each, and six spears in this room.
If the party manages to get the door open, read the following: Stonewalk: A stoneghost can move through solid rock and earth with no penalty to speed and leaving no sign of its passage. Area Storeroom: The smell of rot and mildew assails your nose as you open the door to this cramped chamber.
Use of the proper key tem- 10 order Unprocessed ore from the mine below was stored here while waiting to be shipped back to Steelhand Hall for refining. However, he does hint that Steelhand Hall does contain the necessary smelting tools and if the party was to assist him in investigating the lost citadel Area Defiled Chapel: A dais topped with a shattered idol occupies the far end of this room.
Area APriests Quarters: This plain room contains a bed, a wardrobe, and a writing table, all of which are covered by an undisturbed blanket of dust.
Area Mine Entrance: A tremen- dous derrick and winch dominate this large, 20 high-ceilinged chamber. Area The Knuckle Mine: A great space has been hewn from the mountain rock, forming a cathedral of stone under the ground. Greedyguts has the following spells prepared from the clerics spell list: Medium monstrosity, neutral evil Semi-amorphous: The grub can move through a space sized for Tiny creatures or larger without squeezing. What awaits the daring heroes in the ancient hall is left to the GM to detail, but smelting equipment to refine the gold from the ore vault is most certainly there along with monstrous inhabitants to defend it!
Appendix A: New Sub-race Sojourner Dwarf ver the millennia, uncounted dwarven halls have fallen to invaders, their occupants driven from their clan holdings and into an enduring diaspora.
Sojourner dwarves seldom settle in one place for long, wandering the wilds both atop and below the soaring mountain peaks their ancestors once called home. Appendix B: New Background ojourner dwarves like Okkar Ironeyes are likely to be born on the road, refugees of either a recent or ancient event that resulted in the loss of their homeland.
I have little time for laughter or frivolity. Survival is a serious matter. D6 Ideal Cooperation. Good Stability. Lawful Self-Reliance. Chaotic Vigilance.
Neutral Feature: Far-flung Friends Might. Evil The disaster that drove you from your home also affected your family, friends, and other members of your homeland, village, or clan. Suggested Characteristics I am devoted to preserving the history, culture, and customs of my lost homeland. I strive to one day return to my former home and see it rise from the ashes. D6 Flaw Having been bitterly disappointed in the past, Im reluctant to trust others. I am prone to looking out for myself first and foremost.
I am an easily swayed by someone with a hard luck story. D8 Personality Trait I readily share what little I have with others in need. I refuse to quit, no matter how difficult things may seem. Martin Mitev. Chad Wolferd. Samuel Gomes. James Boyle. Brian Messos. DM of Call of Secrets.
Janary Damacena. Andi Miftahuddin. Ash Maedaeva. Paul Leicht. Ortensio Luongo. Valerio Crini. More From Chad Wolferd. Matie Coroa. Sam Maurer. Popular in Copyright. Muhammad Saif. Daniele Dimattia. Hmc Host. Ivan SABO. Tommaso Galmacci. JT Gal. Havisha Ramu. Ailynne Joy Rojas Lim. Megan Miles. Boh Cucu Karaeng. Pepe Garcia Estebez. Lucas Hertel. Michael French.
Amit Pradhan. Kolins Chakma. Yours Mine and Ours Music et al. Sony Music Entertainment Corp. Pitchfork News. Second, I like how the encounters include descriptions of how the creatures will approach the combat. See more The DM is obviously free to change this, but it is nice to have this included. Third, even though this is a mini adventure, it feels that the author s put quite a bit of thought into it. I am most likely going to modify this a bit and include it as a side adventure in Out of the Abyss.
I don't think it'll take much to adapt it. I keep getting a expired code from the module inside page, anyone else have this issue? I've had this problem with several of the modules in this series. I always emailed goodman games and they've sent me a code that works. I had the same problem. I bought the module at a local game store and the code was expired. I e-mailed goodman games with the expired code and they sent a new code to me.
As a reviewer above said, it is a good, but short module. I bought this and will probably work it into our Out of the Abyss adventure. Robert N. Cool, well-conceived adventure for 5E that introduces some new monsters and makes for a substantial side adventure to a campaign. The underlying plot of the Glitterdoom could be expanded into a greater storyline in a campaign if desired. Sarah B. I loved running this as a one-shot. Superbly written. After one read through I felt like I could sit down and run it - everything I needed was included, including all stat blocks.
The combats and environment features were dynamic and fun. The story was [ Michael W. I have all of the 5e fantasy modules and this is the third I've run. Like the others it takes just a bit longer than one session if you're playing only three or four hours. I fit this story into Faerun put it in the Giant's Run mountains, changed th [ Dan D. I had posted this review in the discussion section, because I wasn't able to review it until I had purchased the PDF I had purchased the physical copy at a local game store.
The module includes a code to download a PDF, but the code was expired. Bill H. With Wizards of the Coast only selling us campaigns at this time, we are left with companies like Goodman Games for modules and that is just fine because they have done an excellent job. Glitterdoom has it all, an engaging backstory, a useful h [ See All Ratings and Reviews. Browse Categories.
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