the openingabove.A character attempting to ascend or
descend the chimney shaftmust makea DC10 Strength
(Athletics) check. If the checksucceeds, the character
movesat halfspeed up or downthe shaft,as desired. On a
checkresult of 6-9, the characterneither gains nor loses
ground; on a result of 5 or less,the characterfallsand
takes Id6bludgeoning damage per10 feetfallen,landing
proneat the base of the shaft.
DEVELOPMENTS
If the wolvesare goadedby enemiesbeyondtheirreach,
theyare drivenintoa frenzythatallowsthem to yankthe
ironrod securing theirchains out of the floor.Eachround
thatanycharacter remains in sight,the wolvesattempt
a singleDC15 Strength check. On the firstsuccess,
theyloosenthe rod andthe DC dropsto 10. On a second
success, theyyankthe rodloose,bending it so thattheir
chains are freed.
A goblinor bugbear canuseits actionto release one
wolffromits chain.
- STEEP PASSAGE
Fromthispointon, characterswithout darkvision will
needlightto see theirsurroundings.
The main passage fromthe cave mouth climbs steeply
upward, the stream plunging and splashing down its west
side. In the shadows, a side passage leads west across the
other side of the stream.
CRAGMAW
HIDEOUT
ADVENTURE MAPS
Mapsthat appear in thisadventure are for the DM's eyesonly.
A map not onlyshows an adventure location in its entirety but
alsoshows secret doors, hidden traps, and other elements the
players aren't meant to see-hence the need for secrecy.
Maps are best used to show multiroom lairsandother
locations that have manyplaces to explore. Therefore, not every
location needs a map.
When the players arriveat a location marked on a map, you
caneither relyon a verbaldescription to givethem a clear
mental picture of the location,or youcandrawwhattheysee
on a separate piece of graph paper, copying what's on yourmap
whileomitting details as appropriate.
Scaleand Grid.A scale allows youto measure distances
anddimensions accurately, which is important for combat
encounters, magical effects, and lightsources, among other
things. Indoor maps use gridsquares that are either 5 feeton a
sideor 10 feeton a side.
CompassRose.A compass rosecomes in handy when you're
describing locations. For instance, youmight need to tell
players about "barrels alongthe north wall"or "the staircase
descending to the west."
Characters usinglightor darkvision to lookfarther up the
passage spotthe bridgeat area5. Add:
In theshadows of the ceiling to thenorth, youcanjust make
out the dimshape of a rickety bridge of wood and rope
crossing overthe passage ahead of you.Another passage
intersects this one,twenty feet above the floor.
9
PART1: GOBLIN ARROWS