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Table of Contents
                            Introduction
Chapter 1
Chapter 2
Chapter 3
Chapter 4
Chapter 5
Chapter 6
Appendix 1
Appendix 2
Evarell's Journal
Blingdenstone Map
Wormwrithings Map
House Center Map
                        
Document Text Contents
Page 1

Confidential
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 the
 Coast
 LLC.
 
Do
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D&D
 Next
 Playtest
  ©2012
 Wizards
  1
 

Reclaiming
 Blingdenstone
 
By
 Robert
 J.
 Schwalb
 and
 James
 Wyatt
 

 
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
 ruins.
 Although
 a
 brave
 band
 of
 svirfneblin
 
struggles
 to
 reclaim
 the
 city,
 the
 gnomes
 
cannot
 do
 so
 without
 help.
 The
 power
 to
 aid
 
them
 is
 in
 the
 hands
 of
 the
 adventurers.
 

  Reclaiming
 Blingdenstone
 is
 a
 series
 of
 six
 
short
 adventures,
 each
 designed
 to
 be
 playable
 
in
 one
 to
 two
 hours.
 These
 adventures
 have
 no
 
set
 sequence.
 They
 comprise
 six
 tasks
 that
 
must
 be
 completed
 to
 help
 the
 gnomes
 revive
 
their
 city.
 
 

Background
 
About
 a
 century
 ago,
 several
 thousand
 
svirfneblin
 called
 Blingdenstone
 home.
 Their
 
former
 settlement
 is
 a
 mere
 forty-­‐five
 miles
 
from
 Menzoberranzan,
 the
 drow
 city,
 but
 the
 
gnomes
 used
 illusion,
 geomancy,
 and
 traps
 to
 
avoid
 drow
 attention.
 This
 peaceful
 existence
 
was
 shattered,
 however,
 when
 drow
 came
 in
 
force
 to
 enslave
 the
 svirfneblin.
 Fewer
 than
 a
 
thousand
 gnomes
 escaped
 to
 the
 surface,
 
finding
 refuge
 in
 city
 of
 Silverymoon
 in
 the
 
Silver
 Marches,
 where
 most
 have
 lived
 in
 exile
 
ever
 since.
 

  In
 the
 last
 four
 decades,
 svirfneblin
 have
 
begun
 moving
 back
 into
 the
 ruins
 to
 recover
 
their
 homes,
 with
 aid
 from
 the
 folk
 of
 the
 Silver
 
Marches.
 But
 developments
 in
 the
 past
 few
 
years
 have
 drawn
 the
 attention
 of
 surface
 folk
 
away
 from
 Blingdenstone.
 Efforts
 to
 reclaim
 
the
 ruins
 have
 stalled.
 The
 gnomes’
 supplies
 
and
 numbers
 have
 begun
 to
 dwindle.
 They
 
need
 help
 to
 reclaim
 what
 is
 rightfully
 theirs.
 

Preparation
 
Read
 through
 the
 entire
 adventure
 so
 you’re
 
ready
 for
 whatever
 course
 the
 characters
 
pursue.
 As
 the
 adventurers
 interact
 with
 deep
 
gnomes
 in
 the
 safer
 portions
 of
 the
 ruins,
 the
 
characters
 learn
 about
 the
 tasks
 that
 need
 

doing.
 The
 adventurers
 choose
 which
 missions
 
to
 undertake,
 as
 well
 as
 the
 order
 in
 which
 to
 
accomplish
 them.
 

  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
 without
 worrying
 about
 details
 
such
 as
 room
 sizes
 and
 specific
 positioning.
 
However,
 you
 can
 use
 the
 generic
 tunnel
 maps
 
as
 you
 see
 fit.
 

  Monsters
 are
 referred
 to
 in
 the
 text.
 Full
 
statistics
 appear
 in
 the
 Bestiary
 of
 the
 D&D
 
Next
 playtest
 packet
 

Starting
 the
 Adventure
 
The
 adventurers
 have
 already
 trekked
 through
 
the
 Underdark
 to
 Blingdenstone.
 

 
! "#$%&
Whether
 lured
 by
 the
 promise
 of
 glory
 or
 driven
 
by
 a
 desire
 to
 help,
 you
 and
 your
 companions
 
have
 traveled
 far
 to
 lend
 aid
 to
 the
 svirfneblin
 of
 
Blingdenstone.
 After
 drow
 attacked
 the
 city
 to
 
enslave
 the
 deep
 gnomes,
 the
 survivors
 lived
 in
 
exile
 for
 over
 a
 century.
 But
 some
 have
 returned
 
to
 their
 home,
 and
 they’re
 embroiled
 in
 a
 battle
 
to
 rid
 their
 caverns
 of
 monstrous
 inhabitants.
 

  Your
 guide
 is
 a
 svirfneblin
 explorer
 named
 
Briddick,
 who
 is
 slender
 with
 slate-­‐gray
 skin,
 a
 
bald
 head,
 and
 wide,
 gray
 eyes.
 He
 leads
 the
 way
 
through
 secret
 tunnels
 and
 a
 winding
 labyrinth.
 
Finally,
 you
 reach
 the
 ruined
 city.
 
 

  Work
 to
 repair
 damage
 the
 drow
 dealt
 
continues.
 The
 gnomes
 wear
 tattered
 armor
 and
 
bloody
 bandages.
 They
 carry
 notched
 and
 
broken
 weapons,
 suggesting
 that
 the
 fighting
 
has
 been
 fierce
 and
 frequent.
 

 
Once
 inside
 the
 city,
 the
 adventurers
 are
 free
 to
 
explore
 and
 interact
 with
 the
 gnomes.
 
 

 
Quick
 Play
 
If
 you
 are
 running
 this
 adventure
 in
 a
 setting
 
where
 time
 is
 limited,
 you
 can
 gloss
 over

Page 2

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 of
 the
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 LLC.
 
Do
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D&D
 Next
 Playtest
  ©2012
 Wizards
  2
 

interaction
 with
 the
 gnomes
 and
 sketch
 out
 the
 
six
 adventure
 options
 for
 the
 players:
 
! "#$%&'(!)*
 Talk
 to
 the
 pechs
 in
 the
 old
 forges
 
(area
 7),
 and
 secure
 their
 aid
 to
 deal
 with
 the
 
elementals
 in
 the
 Hall
 of
 Miners
 (area
 6).
 
! "#$%&'(!+*
 Close
 off
 a
 passage
 that
 kobolds
 use
 
to
 enter
 the
 ruins
 (area
 $14),
 and
 collect
 singing
 
crystals
 in
 the
 Wormwrithings.
 
! "#$%&'(!,*
 Retrieve
 the
 crown
 of
 
Blingdenstone
 from
 the
 House
 Center
 (area
 17).
 
! "#$%&'(!-*
 Wake
 the
 Speaking
 Stones
 (area
 
18).
 
! "#$%&'(!.*
 Stop
 the
 raiding
 orcs
 (area
 10).
 
! "#$%&'(!/*
 Negotiate
 trade
 in
 Mantol-­‐Derith.
 

Blingdenstone
 in
 Ruins
 
The
 svirfneblin
 have
 secured
 a
 ring
 of
 caverns
 
and
 tunnels
 surrounding
 what
 was
 once
 the
 
temple
 of
 Segojan
 Earthcaller.
 Barricades
 
assembled
 from
 rubble
 define
 the
 boundary
 
between
 the
 reclaimed
 portion
 of
 the
 city
 and
 
the
 wilderness
 beyond.
 Where
 the
 gnomes’
 
boulder-­‐like
 buildings
 still
 stand,
 they
 are
 
cracked
 and
 crumbling,
 testimony
 to
 the
 fury
 of
 
the
 drow
 attack
 that
 destroyed
 Blingdenstone.
 
Shallow
 caves
 in
 the
 ruins
 are
 deserted,
 but
 
some
 still
 show
 signs
 of
 those
 who
 once
 lived
 
within.
 Connecting
 tunnels
 are
 choked
 with
 
bones
 and
 debris,
 although
 the
 gnomes
 tidy
 the
 
remains
 when
 they
 are
 able.
 

  Refer
 to
 the
 Blingdenstone
 map.
 Each
 
numbered
 area
 is
 described
 in
 the
 following
 
sections.
 Any
 area
 the
 gnomes
 have
 already
 
reclaimed
 is
 marked
 with
 an
 asterisk
 (*).
 

1–5.
 Entrance
 Areas*
 
The
 main
 entrance
 to
 Blingdenstone
 is
 a
 wide
 
stairway
 (1)
 between
 two
 walls
 of
 stone.
 The
 
stairs
 go
 up
 to
 a
 landing
 (3).
 Beyond
 the
 
landing
 are
 two
 immense
 metal-­‐banded
 doors
 
that
 open
 into
 the
 city.
 In
 the
 wall
 of
 the
 
stairway,
 a
 tunnel
 sized
 to
 allow
 ore
 carts
 
through
 (2)
 leads
 up
 to
 a
 small
 side
 chamber
 
(4).
 After
 such
 carts
 are
 hitched
 to
 a
 chain
 at
 
the
 bottom
 of
 the
 tunnel,
 a
 single
 svirfneblin
 
can
 turn
 the
 crank
 at
 the
 top
 of
 the
 ramp,
 
hauling
 carts
 up
 to
 the
 landing.
 

  Blingdenstone
 is
 a
 series
 of
 chambers
 
connected
 by
 low
 tunnels.
 Past
 the
 entrance
 

doors
 is
 the
 largest
 cavern,
 home
 to
 the
 city
 
guard
 and
 designed
 solely
 for
 defense
 (5).
 A
 
narrow
 corridor,
 where
 even
 gnomes
 must
 
march
 single
 file,
 leads
 into
 the
 rest
 of
 the
 city
 
from
 the
 entrance
 cavern.
 

  The
 adventurers’
 guide
 led
 them
 up
 the
 
stairway
 and
 through
 the
 defensive
 labyrinth
 
in
 the
 entry
 cavern.
 Neither
 the
 maze’s
 twisting
 
tunnels
 nor
 the
 deadly
 traps
 found
 in
 them
 are
 
accurately
 depicted
 on
 the
 map.
 If
 the
 
characters
 wish
 to
 leave,
 they
 must
 secure
 a
 
gnome
 guide
 to
 lead
 them
 out
 or
 risk
 becoming
 
hopelessly
 lost
 in
 the
 tunnel
 network.
 

 
Wild
 Ruins
 
In
 caverns
 not
 otherwise
 inhabited,
 monsters
 
roam
 freely.
 Orc
 bands
 are
 the
 most
 common,
 
but
 other
 scavengers
 can
 be
 encountered.
 When
 
characters
 move
 through
 these
 tunnels,
 they
 
catch
 glimpses
 of
 creatures
 that
 move
 away
 from
 
their
 light.
 
 

  For
 each
 of
 the
 major
 caverns
 marked
 with
 an
 
uppercase
 letter
 (A
 through
 Q)
 the
 party
 passes
 
through,
 roll
 1d10.
 If
 the
 adventurers
 have
 
already
 dispatched
 the
 wight
 in
 area
 17,
 roll
 for
 
random
 encounters
 there,
 too.
 On
 a
 result
 of
 1
 to
 
4,
 the
 characters
 encounter
 a
 significant
 danger.
 
Consult
 the
 “Blingdenstone
 Encounters”
 table
 in
 
appendix
 1.
 

  Orc
 attacks
 cease
 for
 a
 while
 if
 fifteen
 or
 more
 
orcs
 are
 slain.
 See
 chapter
 5
 for
 details.
 

6.
 Hall
 of
 Miners
 
This
 large
 cavern
 was
 for
 smelting
 ore
 and
 
repairing
 damaged
 equipment.
 It
 also
 served
 as
 
an
 informal
 marketplace
 for
 those
 seeking
 
uncut
 gems
 and
 unworked
 metal.
 Now,
 earth
 
elementals
 that
 once
 served
 the
 miners
 inhabit
 
this
 cavern.
 A
 strange
 elemental
 called
 
Ogrémoch’s
 Bane
 commands
 them,
 and
 their
 
behavior
 is
 unpredictable.
 

  Deep
 gnomes
 warn
 anyone
 who
 asks
 about
 
this
 cavern
 not
 to
 attack
 the
 elementals.
 Each
 
elemental
 feels
 any
 injury
 sustained
 by
 another
 
elemental
 in
 the
 hall.
 Ogrémoch’s
 Bane
 can
 
whip
 such
 roused
 elementals
 into
 a
 fury
 that
 
could
 spell
 the
 end
 of
 the
 gnome
 colony
 here
 in
 
the
 ruins.

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 of
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Do
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D&D
 Next
 Playtest
  ©2012
 Wizards
  19
 

thereafter,
 1d4
 more
 stirges
 join
 the
 fray
 until
 
all
 have
 come
 down.
 

  10"#*20"%
 Under
 the
 table
 is
 the
 skeleton
 of
 
a
 svirfneblin.
 Beneath
 the
 skeleton
 is
 a
 
crumbling
 leather
 pouch
 holding
 27
 sp.
 

11.
 Audience
 Hall
 
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
 gaunt
 dark
 elf,
 but
 his
 
hollow
 eye
 sockets
 and
 desiccated
 flesh
 betray
 
his
 undead
 nature.
 The
 corpse
 of
 a
 svirfneblin,
 
a
 bent
 silver
 crown
 still
 resting
 on
 its
 skull,
 
serves
 as
 a
 footstool
 for
 the
 drow
 abomination.
 
Two
 squat
 skeletons
 flank
 the
 throne,
 and
 two
 
more
 drow
 carcasses,
 draped
 in
 rotting
 flesh,
 
slouch
 beside
 the
 dais.
 At
 least
 a
 dozen
 other
 
bodies
 litter
 the
 floor
 around
 the
 dais.
 

  “And
 who
 might
 you
 be?”
 the
 creature
 on
 the
 
throne
 asks
 in
 a
 wheezing
 voice.
 “Have
 you
 
come
 to
 pay
 homage
 to
 Pharran
 Nicostas,
 the
 
conqueror
 and
 rightful
 king
 of
 Blingdenstone?”
 
As
 he
 asks
 this
 last
 question,
 he
 gestures
 to
 
himself.
 

 

  I:,*3"0*%
 The
 creature
 on
 the
 throne
 is
 a
 
wight,
 which
 was
 once
 a
 drow
 soldier
 whose
 
desire
 in
 life
 was
 to
 be
 known
 as
 the
 conqueror
 
of
 Blingdenstone.
 His
 ambition
 sustains
 him
 
after
 his
 death,
 and
 he
 spends
 his
 days
 on
 the
 
throne,
 with
 the
 dead
 monarch
 under
 his
 feet
 
to
 symbolize
 his
 successful
 conquest.
 Two
 
gnome
 skeletons
 protect
 the
 wight,
 as
 do
 two
 
zombies
 formed
 from
 other
 drow
 corpses.
 

  Q">"7:6<",3%
 Pharran
 demands
 that
 his
 
new
 “subjects”
 kneel
 before
 addressing
 him,
 
and
 he
 warns
 them
 that
 “the
 crown”
 must
 be
 
given
 its
 due
 before
 acting
 on
 anyone’s
 behalf.
 
If
 the
 adventurers
 make
 any
 request
 before
 
offering
 some
 form
 of
 tribute,
 or
 if
 Pharran
 
feels
 insulted,
 the
 wight
 turns
 to
 a
 skeleton
 and
 
shouts,
 “Take
 them
 away!”
 Pharran
 rescinds
 
this
 edict
 only
 if
 the
 adventurers
 are
 
immediately
 and
 sufficiently
 apologetic.
 

  Little
 is
 to
 be
 gained
 from
 talking
 with
 
Pharran,
 except
 the
 story
 of
 his
 boundless
 
ambition
 and
 his
 “victory.”
 Only
 an
 
extraordinary
 feat
 of
 swindling
 or
 diplomacy
 
could
 persuade
 him
 to
 part
 with
 the
 king’s
 
crown
 without
 a
 fight.
 


  10"#*20"%
 Aside
 from
 the
 gnome
 king’s
 
crown,
 which
 has
 a
 faint
 magic
 aura
 if
 
examined
 with
 a
 detect
 magic
 spell,
 the
 
valuables
 scattered
 around
 the
 chamber
 are
 26
 
gp,
 108
 sp,
 and
 94
 cp.
 The
 wight
 has
 an
 ornate
 
longsword
 with
 a
 fire
 opal
 set
 in
 the
 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
 character’s
 Wisdom
 
modifier
 holy
 damage.
 The
 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
 whirlwind
 to
 
use
 the
 medallion.
 This
 action
 can
 be
 taken
 
only
 once
 per
 round.
 

Orc
 Attack
 
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
 how
 
many
 orcs
 the
 adventurers
 kill.
 

Conclusion
 
If
 the
 adventurers
 take
 the
 king’s
 crown
 to
 
Burrow
 Warden
 Kargien,
 he
 accepts
 it.
 

 
!"#$%&
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.”
 

 

  A
 DC
 13
 Wisdom
 check
 reveals
 that
 Kargien
 
is
 struggling
 to
 resist
 the
 temptation
 of
 placing
 
the
 crown
 on
 his
 head.
 The
 gleam
 in
 his
 eye
 is
 
one
 of
 ambition.
 

  If
 the
 adventurers
 return
 and
 place
 the
 
crown
 in
 safekeeping
 away
 from
 Kargien
 until

Page 21

Confidential
 information
 of
 Wizards
 of
 the
 Coast
 LLC.
 
Do
 not
 distribute.
 


 

D&D
 Next
 Playtest
  ©2012
 Wizards
  20
 

a
 rightful
 king
 is
 identified,
 Gurmadden,
 Jalless,
 
and
 Henkala
 support
 the
 move.
 Kargien
 
threatens
 to
 banish
 the
 group,
 but
 he
 soon
 
realizes
 that
 doing
 so
 would
 be
 unpopular
 
among
 his
 followers.
 He
 backs
 down.
 Playing
 
out
 the
 consequences
 of
 this
 political
 situation
 
is
 left
 to
 your
 discretion.#

  Debate
 about
 who
 should
 wear
 the
 crown
 
could
 grow
 to
 consume
 the
 gnome
 community.
 
Jalless,
 Gurmadden,
 and
 Henkala
 believe
 an
 
effort
 must
 be
 made
 to
 trace
 the
 royal
 
bloodline
 and
 find
 a
 proper
 king.
 Secretly,
 
Gurmadden
 believes
 he
 is
 part
 of
 the
 bloodline.
 
Pingtu
 and
 Fendrick
 support
 Kargien’s
 bid
 for
 
the
 throne,
 particularly
 if
 the
 adventurers
 are
 
successful
 in
 all
 their
 missions.

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