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& Dragons
Deception at Undervine
He
nods,
cracking
a
half-toothed
grin.
Yes,
though
the
rest
have
fallen
victim
to
an
even
worse
fate.
These
be
ghosts,
white
apparitions
that
appear
in
the
streets
at
night.
The
spirits
are
said
to
be
the
Lynch
Brothers
a
band
of
rogues
who
were
hung
in
the
very
town
square
of
Undervine.
Perhaps
they
have
returned
from
the
grave,
to
claim
revenge?
The
old
man
cackles.
I
have
heardthat
death
has
come
to
Undervine.
It
will
not
rest
until
the
entire
town
has
perished.
Hold,
thoughfor
those
there
may
be
trapped
and
shackled
to
their
fate.
But,
like
the
hunters
trap,
those
who
are
outside
the
snare
can
get
in
easily
enough.
Then,
it
becomes
but
a
choice
of
dying,
or
chewing
ones
leg
off
to
escape
a
cold
dark
fate.
At
this
he
cackles
again,
then
turns
to
wet
his
lips
with
a
mug
of
frothy
ale.
Many
of
the
patrons
breathe
a
sigh
of
dismissal,
and
return
to
their
respective
tables.
The PCs, whether by chance or as a group already,
happened upon a small watering hole in the
outskirts of Red Larch. The inn, a glorified farm
house, was too far from Red Larch to be considered
a part of town, but too small to be its own village.
Here, the DM can have the characters meet, get
together, embark to Undervine as a side quest, etc.
Inside
the
tavern,
a
cozy
fire
burns
in
the
fireplace.
The
light
smell
of
burning
wood
wafts
across
the
nose,
a
pleasant
scent
that
is
quickly
overpowered
by
the
stench
of
the
local
patrons.
From
farmers
caked
with
manure,
to
merchants
soaked
in
mead,
this
watering
hole
is
nothing
short
of
destitute.
However,
there
is
one
small
gem
in
the
rough,
as
they
say.
He
is
an
elder
man,
with
scraggly
white
hair
and
a
short
trimmed
beard.
Although
he
seems
fragile,
dressed
in
thin
worn
clothing,
his
voice
is
strong
and
firm.
He
proceeds
to
spin
a
tale
of
a
nearby
town,
at
the
base
of
the
Sword
Coast
Mountainsthe
village
called
Undervine.
The
storyteller
begins
by
saying
the
small,
quiet
town
of
Undervine
is
said
to
be
haunted.
Amidst
murmurs
of
disbelief,
the
old
man
continues.
Yes,
citizens
are
terrified
of
the
dreadful
spirits
that
roam
their
hallowed
streets
at
night.
Once
a
town
of
over
50
humble
farmers
and
crafty
artisans,
that
number
has
been
whittled
to
less
than
forty
in
no
more
than
a
few
weeks.
The
wild-eyed
tale-spinner
looks
about
excitedly,
and
then
continues
his
yarn.
It
seemed
to
start
with
Lord
Undervine
himself,
a
3rd
generation
nobleman
whose
family
built
the
town
over
a
hundred
years
ago.
Lon
the
3rd,
as
his
few
friends
and
closest
vassals
call
him,
fell
ill
during
the
mid
of
fall.
Now,
in
the
dead
of
winter,
snow
storms
have
pounded
the
mountainside
town,
and
everyone
is
trapped
until
the
spring
thaw.
The
Lords
condition
only
worsens.
Again,
the
old
codger
gazes
about
the
room,
pleased
at
the
size
of
his
crowd.
A
pack
of
wolves
descended
on
the
town,
already
claiming
several
villagers.
Their
bodies
were
found
torn
apart
and
half
eaten,
some
too
spoiled
to
recognize.
Oscar Chacon (Order #10593540)
JOURNEY TO UNDERVINE
Travel to Undervine takes the PCs through some
hills and valleys, with little consequence. However,
as they near the region of Undervine, at the base of
the mountains, travel becomes more restricted
through the snow, and the cold becomes more of a
hindrance. The DM can decide whether to challenge
the PCs with an encounter, pass, or roll on the
encounter table below. Movement here should be
halved if an encounter does occur, and PCs may
need to find shelter, or use spells/ingenuity to stay
comfortable and unrestricted.
The
road
before
you
starts
out
in
the
sunny
vale
West
of
Red
Larch.
You
travel
across
sprawling
hills
and
valleys,
maintaining
a
steady
pace
in
the
direction
the
old
man
described.
A
crisp
winter
wind
howls
through
the
trees,
its
edge
dulled
by
the
suns
warmth.
However,
at
the
base
of
the
mountains,
the
air
turns
more
frigid
and
snow
blankets
the
ground.
The
eerie
howls
of
a
distant
wolf
echo
across
the
snow-speckled
sky,
and
the
warmth
of
the
sun
fades
with
the
light
of
day.
The
town
of
Undervine
lies
ahead
of
you,
the
walls
of
the
main
fort
unmistakable.
The
old
storyteller
spoke
the
truth
after
all,
but
how
much
of
it
If the PCs come here during the day, they will find
no one here. If the PCs come at night, they may
meet one of the Wights (depending upon the roll of
their location from the table above). If a Wight is
encountered, it will attack on sight. Any battle with
the Wights should be considered a key battle in the
scenario, but hardly the climax. However, if the
Wights defeat the PCs, they will leave their corpses
at the town square and disappear into the night. The
dead PC(s) will not turn into Zombies if killed by
the Wights Life Drain ability, as these creatures are
controlled by Lyndo and do not take Zombie
servants. The Wights carry nothing of value.
2. Food Market of Undervine
This
small
shop
services
the
townsfolk
of
Undervine,
especially
during
the
long
winter
when
food
is
sparse
and
the
crops
dormant.
Most
of
the
food
is
dried
vegetables
and
fruits,
and
salted
cured
meat.
There
are
some
drinks
as
well,
including
mead
and
tea
that
were
brewed
in
the
summer
and
fall.
Oscar Chacon (Order #10593540)
5. Militia Barracks
Inside
this
moderate
sized
building,
the
town
guard
of
Undervine
serve
the
village.
There
are
only
three
soldiers,
and
one
of
them
looks
to
be
a
grizzled
veteran.
The
room
is
fairly
plain
but
for
a
table
and
some
chairs,
and
two
small
cells
in
the
far
corner.
Both
are
empty.
The
two
guards
will
greet
you,
but
the
veteran
seems
wary
of
your
presence.
He
must
be
someone
of
stature
in
town
because
he
bears
a
sigil,
something
only
people
of
importance
or
officials
are
bestowed
with.
Oscar Chacon (Order #10593540)
6. Blacksmith Jeds
Like most of the places in Undervine, shops will be
open during daylight and closed after dusk.
Inside
the
Blacksmiths
shop,
it
is
cold
and
dimly
lit.
You
are
met
by
a
burly
man
wearing
thick
gloves
and
a
makeshift
leather
bib.
A
single
candle
lights
the
place,
doing
nothing
to
take
the
edge
off
the
cold
outside.
The
place
has
some
various
tools,
weapons
and
light
armor,
but
the
selection
is
sparse.
The
man
introduces
himself
as
Jed,
and
welcomes
you
to
his
shop.
PCs can move the bucket to the side or even use the
winch rope to lower into the well. Once down to the
water, they will see it opens into a cavern and is
only 10 deep. Swimming down, one could travel
through an underground chamber into a long
corridor. The corridor rises higher than the water
table, so PCs could halt to take a breath. Swimming
along the waters path, one would reach a large
cavern in about 500. They would emerge into the
Undervine Caverns (see description for room #5).
FORT UNDERVINE
4. The Kitchen
1. Entrance Hall
This
is
the
main
entrance
for
the
manor.
It
is
finely
decorated
with
some
abstract
paintings
and
custom
hand
built
furniture.
The
design
cues
are
natural
and
seem
to
focus
on
hunting
and
animals.
A
few
guards
will
be
present,
watching
this
chamber
and
greeting
visitors.
Guests
will
pass
through
this
room
and
into
the
Guest
Hall
beyond,
where
the
atmosphere
is
like
an
upscale
tavern.
There
is
nothing
else
of
interest
here.
2. Worker Entrance
This
is
the
entrance
for
the
servants.
It
is
used
for
bringing
in
supplies,
new
or
washed
linens,
animals
to
be
skinned
and
prepared
for
food,
and
more.
Some
of
the
guards
and
hunters
use
this
to
pass
to
and
from
the
manor,
but
its
mostly
used
by
the
personal
servants
of
Lord
Undervine.
As
such,
it
sees
high
traffic
and
is
usually
bustling
with
activity.
3. Storage Room
This
small
chamber
is
full
of
furs,
coats,
and
a
plethora
of
tools.
Most
of
the
equipment
is
for
cleaning,
clearing
snow,
doing
various
odd
jobs
and
such.
It
is
a
place
the
servants
store
their
wares,
from
soaps
and
cleaners
to
brooms,
shovels,
and
thicker
clothing
for
venturing
out
into
the
frigid
weather.
6. Guest Hall
Read this the first time the PCs enter this room.
Later on, they will engage the Werewolf here, and
the DM should read the second description block.
7
7. Hunting Room
This
chamber
is
quite
impressive,
filled
with
trophy
animal
heads
and
even
a
fully
stuffed
White
Wolf
in
one
corner.
Some
of
the
Undervine
patrons
are
milling
about
here,
sharing
stories
of
hunting
and
such.
There
is
a
rack
in
the
corner
with
weapons
and
armor,
mostly
designed
for
hunting
deer,
boar
and
for
defense.
Oscar Chacon (Order #10593540)
B. Cavern Passage
The
cavern
splits
into
two
directions
here.
The
stalactites
and
stalagmites
encroach
on
the
common
path,
making
movement
difficult.
2. The Parchment
The
passage
runs
into
a
slightly
larger
cavern
section.
This
area
looks
to
be
unfinished,
as
if
the
miners
who
carved
these
caverns
halted
their
work
here.
The
air
is
dry
and
the
room
lacks
the
same
natural
formations
found
in
the
main
cave.
At
first
glance,
it
seems
to
be
empty.
However,
closer
inspection
reveals
a
pile
of
clothing
in
the
very
back
of
the
passage.
11
4. Duergar Hall
This
larger
cavern
is
lit
with
a
single
brazier,
casting
ominous
shadows
across
the
ceiling.
There
is
a
makeshift
chair
carved
from
rock
in
the
center
of
the
room,
as
a
sort
of
throne.
On
it,
sits
a
Duergar
chief.
There
are
also
pillars
around
the
room,
carved
from
the
stalagmites
and
rock
formations.
The
chamber
has
ample
furnishings,
and
(3)
other
Duergar
soldiers.
Oscar Chacon (Order #10593540)
6. Empty Graves
This
smaller
cavern
is
hewn
from
rock
like
the
rest
of
the
caverns,
but
has
a
soil
floor.
The
air
here
is
musty
and
humid,
and
there
are
three
deep
holes
dug
in
the
far
corner.
The
dirt
piles
aside
the
graves
look
fresh,
perhaps
a
few
weeks
old.
There
is
a
strange
marking
on
the
wall
behind
the
graves,
and
it
also
seems
freshly
painted.
The
mark
is
a
sort
of
sigil,
like
a
coat
of
arms
that
of
an
Eagle
facing
a
Snake
with
a
line
between
them
that
seems
to
be
a
spear.
It
is
painted
in
red.
The
graves
are
empty,
save
for
some
scraps
of
rotted
clothing
and
rusted
trinkets.
THE PARCHMENT
The
apparitions
which
haunt
our
beloved
town
are
coming
from
the
Muckfoot
Bog.
The
creatures
go
there
and
sleep
by
day,
lurking
forth
at
night
to
kill.
Once
I
discovered
this,
I
was
set
to
go
to
the
bog
by
day,
where
the
creatures
are
weaker.
Alas,
the
great
lizard
wounded
me
near
death,
and
I
write
this
as
I
fade.
13
CONCLUSION
Ultimately, the PCs have the choice of destroying
Lyndo and his Wights, or leaving the townsfolk of
Undervine to their horrid fate. It is possible that the
Werewolf escapes to fight another day, as self
preservation is Lyndos top priority. Lyndo will
place his wolf pack and apparitions in harms way
to make a hasty exit. However, he is vain and
egotistical, always succeeding in his previous
skullduggery, so he may be overconfident in
battling the PCs.
Oscar Chacon (Order #10593540)
14
Oscar Chacon (Order #10593540)
15
Oscar Chacon (Order #10593540)
16
Oscar Chacon (Order #10593540)
17