UK3 the Gauntlet

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UK3 the Gauntlet UK3 The Gauntlet Conversion Guide Introduction: This module concludes the adventure, which began in module UK2 -THE SENTINEL. It is assumed that the characters taking part in this adventure have completed the first part and have obtained the magical glove known as the Sentinel since, without this, they will not be able to fulfil the quest. Berghof is a land of gently rolling hills, many covered with light, mixed woodland. By contrast, the Kamph Mountains are harsh and stark. Trees are rare, vegetation sparse and the creatures who live in the shadows of the snow-covered peaks have grown lean and vicious in the struggle to survive. A 20+ hour adventure for 3rd – 6th level characters Sample file by THOM BRYSON DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild. All other original material in this work is copyright 2016 by Stan Shinn and published under the Community Content Agreement for Dungeon Masters Guild. Not for resale. Permission granted to print or photocopy this document for personal use only. UK3 THE GAUNTLET CONVERSION GUIDE 1 UK3: The Gauntlet “Chris Hunter reviewed The Gauntlet together with UK2 in need to run the game is the original module, the Monster Imagine magazine, giving it a positive review. Calling UK3 Manual, Volo’s Guide to Monsters, the Reference Sheet, and "even better than its predecessor", Hunter noted that the module optionally any notes or visuals you've prepared. contains "extremely well detailed" information on the defenses of Adlerweg Keep.[4] His only concern was over an encounter featuring over "180 assorted creatures" that could create Adventure Summary difficulties for the DM as the party is split into two or even three Enclosed on all sides by lofty mountains, Berghof is a land of [4] groups simultaneously. However, he felt the guidelines and gently rolling hills, many covered with light, mixed battle plan for this encounter are excellent. Hunter also thought woodland. Several fast-flowing rivers rush down from the the final confrontation "can prove deadly", pointing out that in mountains and empty into the lake or the Hool. Except in [4] his test three out of seven characters died. Although he would their uppermost reaches, these rivers can only be crossed not recommend the module for novice DMs, Hunter concluded safely and easily at fords or bridges. Berghof was once a the review by saying: "UK2 is good, UK3 is very good and populous region, but there are now only four villages: together [...] they are excellent: " Hallbridges (600 inhabitants), Chiswell (150 inhabitants), —Chris Hunter, Hunter, Chris (November 1984). Gannaway (200 inhabitants) and KUSNIR where the "Game Reviews". Imagine (review). TSR Hobbies (UK), Ltd. adventure begins. (20): 42 The region’s inhabitants are farmers, woodsmen and fishermen, but commerce also plays a part in the economy Introduction of the region since the trade route from the western parts of To use this conversion guide you will need a copy of “UK3 the Sea Principality to the sea runs through Berghof and up The Gauntlet”, originally available in hard-copy and now for into the mountain pass of Adlerweg. Players happen upon sale in Digital format at www.dndclassics.com. this city after some mishap where they are lost in the desert This document gives GMs advice to convert the module after a sandstorm. to the latest 5th Edition rules and guidance on preparing the adventure. A list of random encounter. Most creatures refer to stat blocks in the D&D 5e Monster Manual or Volo’s Guide Converting to the Realms to Monsters. Unique NPCs, have full stat blocks in the If your campaign is located around the Dale lands or in Special Creatures section at the end of this conversion guide. Cormyr you may wish to consider placing this adventure Page listings may refer to abbreviations: MM (Monster just west of the Thunderpeak Mountains just south of Manual), CR (Challenge rating), VGtM (Volo’s Guide to Tilverton in northeastern Cormyr. Another great location is Monsters) and DMG (Dungeon Master Guide). All other page the western slopes of the Earthspur Mountains in The Vast. number refer to the locations in the original “The Sentinel”. If you’re running a game on the Sword coast, I suggest the Key text is in bold for easy scanning. Magic items areSample noted western file side of the Graypeak Mountains. in italics. Find more information about this and other early edition conversions at www.classicmodulestoday.com. GM Notes Special rules and tactics to brush up on prior to the game: Reference Sheet • The fight with the Giant two-headed troll is a very tough fight and it’s expected for the party to well rested prior For convenience, there is a Reference Sheet at the end of this to this encounter. document, which summarizes the key information you'll need during the game onto one concise sheet. You can print this onto a single, double-sided page (perhaps on colored cardstock) as a handy tool that you can use alongside a hard copy of the module. After reading this document, all you'll Not for resale. Permission granted to print or photocopy this document for personal use only. UK3 THE GAUNTLET CONVERSION GUIDE 2 UK3: The Gauntlet Magic Items & Treasure The Keep of Alderweg (mending)), black opal on gold chain (750gp), black pearl 5. The Gateway to Berghof: Weights (75gp), Pan-Balance (250gp) (100gp) Cell 3: necklace of jet (75gp) 7. Guardian’s Hall: Cell 4: Sentinel ring (permanent shield spell on wearer), Area 7b defective Gloves of Swimming and Gem #1 Treat as Ring of Regeneration Climbing (DMG pg 172). Gem #2 requires attunement; owner has 18 CHA Area 7c Azurite (80gp). when dealing with creatures of his own alignment 8. Painted Room: Tiny ivory chest (Leomund’s secret chest Gem #3 requires attunement, immunity to charm (50gp)) Gem #4 Cursed, doubles the likelihood of 11. Guardroom: Each gnoll has 2d6gp, Silver napkin ring encountering wandering monsters. (5gp) 13. Dormitory: Each gnoll has 2d6gp, Silver mirror (10gp), The Gauntlet small ivory ball (15gp), silver tweezers (5gp), 6gp, 12 p, and Permanent powers 15cp in lose coin. 1. Strength of the Gauntlet: Wearer’s hit point maximum 13. Defense Room: Leader 25gp, jasper seal (30gp), Each gnoll increases by 20 and has advantage on all attack rolls has 3d6 gp, Silver mirror (10gp), gold medallion (14gp), silver and saving throws table fork (4gp). 2. Endurance of the Gauntlet: Wearer regenerates 5 hit 15. Gate Watchroom: Each gnoll has 2d6 gp, bloodstone gem points per round (16gp), black armbands which cure insomnia (45gp). 3. Defense of the Gauntlet: Wearer is permanently 18. Kitchen: fine pipe made of ivory (50gp), gold brooch with protected from non-magical ranged attacks tiger eye stones (50gp). 4. Jolt of the Gauntlet: as a bonus action the wear can cast 21. Hall: Each female gnoll has 2d4 gp, Silver armband the Shocking Grasp spell as if cast at the 5th level (30gp), repaired tapestry (750gp). 5. Guile of the Gauntlet: Wear has the equivalent of 18 CHA 22. Gatehouse: 1 gnoll with 31gp, 7 gnolls have 2d6 gp, when dealing with creatures of evil alignment. perfumed hair oil (10gp). Limited use powers 24. Armoury: 44gp in belt pouch, gold set belt buckle set 1. 3 times per day the wear is treated as having a 24 with turquoise (100gp), Spellbook cover (400gp). strength for 5 rounds., but can only be used for 27. Castellan’s Room: giant beaver pelt (200gp), magic damaging structures. longsword +1, tunic (50gp), robe (75gp), potion of 2. Wearer may cast a Fear spell once per day. invulnerability (DMG pg 188), Scroll of protection from 3. Wearer can cast Detect evil or good 3 times per day fiends (DMG pg 199), small bag with 150pp, tapestry (350gp), carpet (50gp). Book detailing how to open the magicalSample prison. The file Sentinel Permanent powers The Siege of Alderweg(Fire Giant’s Army) 1. While you are wearing it, you may automatically open Fire Giant: Gilded sword (600gp), gilded platemail armour magically locked doors in the Keep of Adlerweg. (3000gp) 2. It has the effect of a permanent Magic Circle centered Hobgoblin infantry and sergents: 2d6 gp in mixed coins, upon the wearer, and moves with the wearer. small gems, and/or cheap jewelry, Brass trumpets (25gp). 3. The wearer has Immunity to all magically induced fear. Hobgoblin sub-chief: +1 longsword, 50gp in coins, platinum All allies of the wearer within 10 feet of him or her will choker (100gp). have advantage bonus on saving throws against magical fear. The Secret Chest Limited use powers Bag 1: 4 white gems If the wielder is an arcane spell caster, the Sentinel will Bag 2: 12 violet garnet button (200gp) confer additional powers as follows: Box: Necklace of Fireballs (missiles) (DMG pg 182) 3 beads 1. It has the effect of a permanent shield spell cast on you remaining. alone. 2. The wearer may cast a Wind Wall spell once per day. Opening the Prisons 3. The wearer may cast an Arcane Lock spell twice per day. Cell 1: fine tunic (300gp) Robe of useful items (DMG pg 195 4. The wearer may cast a Detect Thoughts spell twice per (Bag of 50gp, silver coffer (250gp), gems (50gp), scroll day.
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