## Késhegy Szakadék
Carved into the crevice at the end of the gully is a stairway that leads down to the Temple of Howling Hatred (see chapter 4). Three hurricanes (see chapter 7) watch the entrance for intruders.
A kanyon falában egy keskeny hasadék vezet át egy halvány bozóttal és cserjével borított vízmosáson. Gyors szellő fúj át a hasadékon. A végén egy sötét, szaggatott hasadék vár rád.
In a depression on a ridge near the canyon floor, five aarakocra have set up a watch post hidden with brush. They have seen grim pilgrims proceeding into and out of Knifepoint Gully (area V3), and they witnessed the recent sacrifice from Feathergale Spire. Certain that the forces of Elemental Evil has taken hold in the canyon, they are now debating what action to take. They are willing to help characters who show an interest in confronting the evil in the canyon, and they might interfere with any attempt the Feathergale Knights make to sacrifice captured characters.
# V5
## Üvöltő fennsík
Ez a magas, sziklás fennsík a kanyon közepéből emelkedik ki. Egy folyó vágja át a kanyon alját, majd átfolyik rajta a másik oldalra. A szél a fennsíkon süvít és zúg, hangmagassága a szél erejével és irányával váltakozik.
A creature standing atop Howling Plateau can see the whole canyon, but not the surrounding lands.
## Az elveszett folyó
A kanyonon átfolyó folyó a kanyon keleti falához közel hömpölyög. Nyugaton a talajt sziklás tornyok és vad bozót borítja.
# V4
Battle map
# Knight's quest
# Manticore hunt
Knight
Ava
Galtharn
Lumi
Tilas
Rowan
Battle map
The Party's Fate.
Thurl decides what to do with the characters.
If they've been polite, Thurl tells the characters the location of the Sacred Stone Monastery. He suspects the reclusive monks could be harboring evil and wants them investigated.
If the characters have been rude or proven themselves to be enemies of all the elemental cults, the knights try to kill the characters later that night. Fighting all of the knights and cultists at once is a deadly encounter, but the villains aim to capture the characters first, and then hurl them from the top of the spire (area S11). The aarakocra in area V8 come to the characters' aid in that event.
Savra's Revelation. If a character makes a strong impression on Savra and the party is on good terms with the knights, Savra looks for an opportunity to pull that character aside. Delighted with the character's deeds, Savra confides that the Feathergale Knights have a secret mission to master elemental air to annihilate Waterdeep's enemies. Savra offers to meet with Thurl to request he recruit the character into the Feathergale Knights. In doing so, she unwittingly reveals part of the knights' secret.
Indoctrinated by the air cult, Savra's heart and mind belong to Yan-C-Bin. If the characters defeat the cult and destroy Windvane, Savra is freed from prince's influence and returns to her senses.
If the characters defeat their attackers, surviving knights flee on hippogriffs and giant vultures. They lead pursuers past the griffon roost at area V7. Surviving cultists retreat to the Temple of Howling Hatred via Knifepoint Gully (area V3).
Battle map
V2
V3
V7
V4
V5
Cliff
Wind blows
DC 15 Acrobatics with disadvanbtage
A creature standing atop Howling Plateau can see the whole canyon, but not the surrounding lands.
Ez a magas, sziklás fennsík a kanyon közepéből emelkedik ki. Egy folyó vágja át a kanyon alját, majd átfolyik rajta a másik oldalra. A szél a fennsíkon süvít és zúg, hangmagassága a szél erejével és irányával váltakozik.
Üvöltő fennsík
Az elveszett folyó
A kanyonon átfolyó folyó a kanyon keleti falához közel hömpölyög. Nyugaton a talajt sziklás tornyok és vad bozót borítja.
In a depression on a ridge near the canyon floor, five aarakocra have set up a watch post hidden with brush. They have seen grim pilgrims proceeding into and out of Knifepoint Gully (area V3), and they witnessed the recent sacrifice from Feathergale Spire. Certain that the forces of Elemental Evil has taken hold in the canyon, they are now debating what action to take. They are willing to help characters who show an interest in confronting the evil in the canyon, and they might interfere with any attempt the Feathergale Knights make to sacrifice captured characters.
A kanyon falában egy keskeny hasadék vezet át egy halvány bozóttal és cserjével borított vízmosáson. Gyors szellő fúj át a hasadékon. A végén egy sötét, szaggatott hasadék vár rád.
Késhegy Szakadék
Carved into the crevice at the end of the gully is a stairway that leads down to the Temple of Howling Hatred (see chapter 4). Three hurricanes (see chapter 7) watch the entrance for intruders.
If the characters defeat their attackers, surviving knights flee on hippogriffs and giant vultures. They lead pursuers past the griffon roost at area V7. Surviving cultists retreat to the Temple of Howling Hatred via Knifepoint Gully (area V3).
Savra’s Revelation. If a character makes a strong impression on Savra and the party is on good terms with the knights, Savra looks for an opportunity to pull that character aside. Delighted with the character’s deeds, Savra confides that the Feathergale Knights have a secret mission to master elemental air to annihilate Waterdeep’s enemies. Savra offers to meet with Thurl to request he recruit the character into the Feathergale Knights. In doing so, she unwittingly reveals part of the knights’ secret.
Indoctrinated by the air cult, Savra’s heart and mind belong to Yan-C-Bin. If the characters defeat the cult and destroy Windvane, Savra is freed from prince’s influence and returns to her senses.
The Party’s Fate.
Thurl decides what to do with the characters.
If they’ve been polite, Thurl tells the characters the location of the Sacred Stone Monastery. He suspects the reclusive monks could be harboring evil and wants them investigated.
If the characters have been rude or proven themselves to be enemies of all the elemental cults, the knights try to kill the characters later that night. Fighting all of the knights and cultists at once is a deadly encounter, but the villains aim to capture the characters first, and then hurl them from the top of the spire (area S11). The aarakocra in area V8 come to the characters’ aid in that event.
Rowan
Ava
Galtharn
Lumi
Tilas
Knight
Knight
Knight
Knight
Manticore
The knights ride giant vultures and stay together as a group. Characters can join the knights’ group, form their own group, or split up into multiple groups. A character or knight who moves more than 100 feet away from the rest of his or her group becomes a separate group.
Manticore spikes
24/24
If it runs out, it starts to flee. DC 13 Wisdom check per turn. If all fail, it gets away.
After 10 minutes, the Manticore returns to its lair.
The manticore makes three Tail Spike attacks each turn.
If there are no PCs near, one knight gets injured and the monster’s hp is reduced by 8.
If a knight is injured, it leaves. If there’s noone attacking it, it leaves.
Finding the Manticore. At the end of each minute spent searching for the manticore, have each group of hunters in the canyon roll a d20, adding 1 for each character or knight in the group. Any group that rolls a total of 18 or higher comes within 100 feet of the manticore. Any and all groups that find the manticore can engage it in battle.
If the knights find the manticore first, they blow their horns so that other groups can pinpoint the knights’ location and join the battle in 1d6 rounds.
Battling the Manticore. The giant vultures and hippogriffs are faster fliers than the manticore, and the manticore knows it. Once it is found, the manticore fights until it has no targets to attack, using its action every round to make three Tail Spike attacks. If there are no characters present, assume that one knight is injured and the manticore’s hit points are reduced by 8 at the end of each round of battle. A knight that is injured leaves the hunt. When no more knights remain, the knights are out of the hunt. If the manticore has nothing to attack, the battle ends and it flies off. Remaining groups can try to search for it again.
Négy Tollgale-i lovag gyűlik össze a csúcson, mindegyikük egy óriási keselyű hátán ül. A hold megvilágítja a Tollgale-torony alatti ködös kanyont. A távolban egyetlen sötétségszilánk mozog, ki-be villan a ködben. Aztán az árnyék a felhők alá süllyed, és ismét eltűnik a szem elől.
Vision is limited to 100 feet within the canyon because of the fog and night sky. The manticore, hippogriffs, and giant vultures know the canyon well enough to avoid running into the cliffs.
Merosska asks the characters to join four of his knights in the manticore hunt. He offers to lend them hippogriffs for the task. If the characters agree, go to the “Manticore Hunt” section. Those who decline the invitation can stay at Feathergale Spire and rest, or explore the tower.
Thurl’s ring is worth 250 gp. Thurl also carries 3d10 gp and 2d6 pp in a pouch.
The knights use the feast to learn about the characters and how much they know about the elemental cults. Applauding bravery and offering toasts, the knights listen to the characters’ stories and share anecdotes. When you decide it’s time, read the following:
A nagyterem ajtajai kitárulnak, és egy őrszem a csúcsról felkiált: „Manticore! Mozgásban van!”
Erre a bejelentésre a Tollgal-lovagok egyszerre emelkednek fel, a lakoma még véget nem ért előttük.
„Ki kellene használnunk ezt az alkalmat, hogy megöljük a szörnyeteget” – mondja Thurl. Ujjáról lehúz egy tollmintás, gránáttal kirakott aranygyűrűt, és a magasba tartja, mondván: „Jutalmat annak, aki elhozza nekem a szörnyeteg fejét!”
Thurl Merosska offers the hospitality of the tower, inviting the characters to a feast in honor of the society’s tenth year. Merosska especially shows favor to nobles, knights, members of the Lords’ Alliance, and members of the Order of the Gauntlet.
If the characters wish to interview Merosska now, they can do so. He might answer questions on the following topics:
The Feathergale Society, an “elite” group of aerial-mount enthusiasts from Waterdeep
The origins of Feathergale Spire (see chapter 2)
Doing one’s duty for the realm
Hunting and hawking
Hippogriffs, giant vultures, and other aerial mounts
If the characters mention elemental cults, read the following text:
Thurl arca elsötétül. „Nagy gonosz leselkedik ezek között a dombok között” – mondja. „Züllött kultisták, akiket nyomorult szörnyetegek vezetnek. De beszéljünk ezekről a dolgokról, miután a lakoma felmelegítette a vérünket.”
Thurl allows the characters to rest in the tower until it is time to begin the feast. If the characters join the feast, read the following text:
A legfinomabb bársonybrokát ruhákba öltözve a lovagok egy ívelt asztalnál lakomáznak a nagyteremben, ahol kettős kandallók lobognak. Thurl Merosska az asztalfőn ül.
„Tisztelt vendégek” – mondja. „Meséljenek nekünk kalandjaikról a Sumber-hegységben. Hadd segítsünk, amiben csak tudunk.”
Savra Belabranta escorts the characters through the spire and up to the pinnacle where Thurl Merosska surveys the territory. Briefly describe any other rooms or inhabitants of the tower the characters observe on their ascent. When the characters reach the pinnacle, read the following text:
A Tollgal Lovagok parancsnoka egy izmos, ötvenes évei elején járó férfi. Dombornyomott tollminták díszítik páncéljának lemezeit, királyi köpenyét pedig tollas palást díszíti. Fehérszőke haját a helyére igazítja, majd mélyen meghajol előtted, mintha csak egy egyszerű udvaronc lenne.
„Üdvözlöm Önöket Feathergale Spire-ben, a Feathergale Társaság menedékhelyén. Thurl Merosska vagyok, a parancsnok.”
Shrine to Elemental Evil. Here in the high open air, the cultists gather to worship Yan-C-Bin. They sacrifice their enemies, first marking them with the sign of Yan-C-Bin and then throwing them off the pinnacle. In the Sighing Valley, area C2, scavengers swiftly remove evidence of the knights’ dark deeds.
Spyglass. Those who gaze through the spyglass without moving it first see a hooded figure enter the concealed door in Knifepoint Gully (area V3).
Friendly Entry. If Savra has allowed the characters in, she tells the characters that they have excellent timing. She invites them to join the knights’ feast this evening, commemorating the tenth year of the Feathergale Society. Savra leads the party through the tower to meet her captain, Thurl Merosska, in area S11.
The Eagle. The eagle is a battering ram. If released using a lever near the doors to area S4, the ram attacks an area that starts at the doors to area S4, extending 30 feet along a 5-foot-wide path in the center of the hall.
Each creature in this area must succeed on a DC 10 Dexterity saving throw or take 3d6 bludgeoning damage. Those who fail the save by 5 or more are swept along with the ram, pushed out of the hall onto the drawbridge, and knocked prone. The eagle resets when it swings back, locking back into place and resetting its activation lever.
Two Feathergale knights and their giant vultures are stationed here. Every hour, one of them patrols the air around the spire. The other patrols the tower. They watch for danger and fellow knights sent on errands. When the characters first arrive at the spire, Thurl Merosska is here as well, gazing west toward Red Larch.
Merosska,
Örömmel halljuk a Fekete Föld kultusszal folytatott összetűzésed kimenetelét, és dicsérjük, hogy elfogtál egyet foglyaik közül. Ennek a Vízmélyről származó nemes hölgynek érdekes története van, és örömmel fogjuk folytatni a kihallgatását. Figyeljétek szorosan a Szent Kő Kolostort. Tudni akarom, mit tervez ellenségünk legközelebb.
Szeretett királynőd,
Aerisi Kalinoth
On the desk, in a cylindrical leather case, is a letter to Thurl Merosska from Aerisi Kalinoth, written by her minstrel Windharrow. It reads as follows:
One Feathergale knight (Savra when the characters first arrive) and two Howling Hatred initiates keep watch in the entry hall.
A torony csúcsán a lépcső egy kerek kőpavilonban végződik, amely tűszerű minaretben folytatódik felfelé. Ezen a kerítésen túl egy kis gyep nő a torony tetején. Négy fehér kövekkel kirakott ösvény mutatja az iránytű irányát, mindegyik ösvény egy hegyes kőből készült lőrésben végződik. A csúcs szélén egy háromlábú lábszáron álló látcső található, amely lefelé mutat.
Erről a kilátópontról a Feathergale lovagok lenyűgöző kilátást élvezhetnek mindarra, ami a közeli kanyonban és a mögötte elterülő Sumber-dombságban történik.
Three Howling Hatred initiates and one hurricane tend to the plants, contemplate philosophy, or train in this room. .
Several barrels of fresh water are located around the perimeter of the room.
Merosska’s Apartment
This chamber contains a bed, a fireplace, a closet, a writing desk, a chest, and a small tapestry on the wall.
Ez a nagyterem a torony átmérőjének felét foglalja el. A hatalmas ablakok között a faliszőnyegek repülő hippogriffeken ülő hős lovagokat, sárkányokkal harcoló és a felhők között egymással vívott lovagi tornákat ábrázolnak. A falakon griffek, wyvernek, bagolymedvék és mantikórok lovas fejei láthatók. A terem két kandallója között egy hosszú, ívelt asztal húzódik, lakomához megterítve.
When the characters first arrive, two Feathergale knights who aren’t occupied with other duties or rest are found here. At night, the tower’s servants sleep here after the knights have retired for the evening.
A bejárat egy tíz méter hosszú, fehér kőből készült csarnok. A csarnok másik végén két, tizenkét méter magas ajtó található, hasonlóan a bejárati kapuhoz.
Egy masszív fából faragott sas lóg a mennyezet túlsó oldaláról, erős láncokon. Karcsú acélszárnyai szorosan az oldalához simulnak. A feje is acélból készült.
In addition to clothing and personal effects, the chest contains 320 gp in a sack, a potion of heroism, a scroll of beast bond, and a scroll of skywrite.
Egy kör alakú pihenő veszi körül a csigalépcső központi tengelyét. A pihenőt ellátmány és szalmabálák borítják. A pihenőből tizenkét szalmával borított padlójú állás nyílik. Minden állásban lószerszám, lovaglópálca és nyereg lóg. Az állások mindkét végét lengőajtók zárják le, az egyik a toronyból az állásba, a másik pedig az állásból a szabadba vezet.
When the characters arrive, four hippogriffs and two giant vultures occupy the stables, each in its own stall, and one Feathergale knight stands watch and tends the creatures. The hippogriffs and vultures are aggressive toward strangers that enter their stalls unless a knight introduces the newcomers. Knight disguises can fool the creatures, but only at a distance.
The latches on the stall doors are fastened at multiple points on each door, so it takes two actions to open each door.
A single spiral stair runs through the tower’s center, with landings at each floor. The stairs have a handrail along the outer edge.
Egy világos szoba foglalja el az emelet keleti negyedét. Sokféle virág és cserje nő a virágládák labirintusában. Pókszerű vörös és lila növények lebegnek kosarakban a levegőben. Köntösbe öltözött emberek öntözik a növényeket.
Howling Hatred initiates, priests, hurricanes, and skyweavers sleep in this room on four double bunks. Most cultists spend their days in other parts of the spire.
Each knight’s chest contains valuables worth d100 gp, and a feathered cloak.
Knights’ Cells
This chamber contains two beds, a fireplace, a closet, two chests, and a small tapestry on the wall.
The Feathergale knights stow weapons and armor here under lock and key. The weapon racks currently hold four longswords, four suits of scale mail, four shields, four helmets, four longbows, and four quivers of twenty arrows each.
Storeroom. It is filled with supplies
Any gear from the Player’s Handbook you want the characters to have can be found here. The knights are willing to sell items at a ten percent markup.
Ebben a konyhában zsákok hevernek a falak mentén, és egy kis halom zöldség hever az asztalon. Egy hatalmas, gőzölgő üst áll a közepén. Két falapát és két kés lóg egy állványon egy téglakemence mellett. Négy fali polcon egy tucat kenyér sorakozik.
Four Howling Hatred initiates stand around the cauldron inhaling the steam wafting from it. The initiates are trying to “inhale—and become—the steam.” These cultists also serve as kitchen staff.
A torony alapját a sziklával való találkozásnál nyitott bódék köre veszi körül. Minden bódé felett egy repülő hippogriff szobra ugrik le a torony talapzatáról.
Savra Belabranta
At the bell’s ring, Savra opens a small window near the gate, welcomes the characters, and courteously asks what brings them here.
Savra lowers the drawbridge to allow friendly visitors entry. If the characters accompany her, go to the “Knights’ Quest” section.
Egy húsz lábnyi rés választja el a sziklaszirttől, ahol az ösvény véget ér, a Feathergale-torony zárt felvonóhídjától. A szikla széle és a kapuház közötti rész több száz lábbal lejjebb süllyed a kanyon aljára. A párkány közelében egy rézcsengő lóg egy faoszlopról.
Napközben azúrkék ég borítja a tornyot, és minden oldalról erős széllökések csapkodják. A szél átsuhan a kanyon sziklaalakzatain. Éjszaka a szél szellővé csillapodik, és könnyű köd telepszik a kanyonra. A torony ekkor mintha a csillagok között lebegne a felhők tengerén. A dombok csúcsai úgy emelkednek a köd fölé, mint szigetek a tengerben.
Ceilings. Ceilings are 18 feet high.
Defenders. The spire is described as it is when the characters arrive. At that time, four Feathergale Knights and their giant vulture mounts are away until that evening’s feast (see the “Knight’s Quest” section).
Doors. Interior doors are made of wood banded with iron. Most have no locks but can be barred. It takes a successful DC 20 Strength check to break open a barred door.
Floors. All floors are made of white stone.
Light. Due to its many windows, Feathergale Spire is brightly lit during the day and dimly lit at night. With the reinforced shutters closed, the light becomes dim during the day and dark at night.
Locks. Any locks require thieves’ tools and a successful DC 15 Dexterity check to open.
Treasure. Feathergale Knights keep their wealth locked in chests in their cells. Each knight also has 2d10 gp in mixed coinage and minor valuables.
Windows. Oversized windows on the ground level allow light and air to pass easily into the tower. They stand 3 feet from the ground and are 6 feet tall and 8 feet wide. Smaller windows, about half the size of the larger ones, are on levels 2 and 3. Shutters reinforced with iron bands permit the windows to be shut and barred. A barred window is like a barred door.
A Feathergale-torony egy sziklaoszlopból magasodik a levegőbe, mérföldekre a legmagasabb pont. A fehér mészkőből épült és márványborítású torony egy csillogó kardra hasonlít, amely átszúrja az eget.
50 ft.
Fall damage: 1d6 per 10 feet fallen
150 ft.
100 ft.
Perception check reveals a human-sized hole that has a steep inside and leads to sunlight at the bottom. Players who enter here will be spit out 30 feet above the ground.
Player →
DC 15 Athletics
Falling rock
DC 15 DEX save
else 6d6 damage
The nest holds two griffon eggs, worth up to 2,000 gp each. For each day without sixteen hours of incubation, each egg has a ten percent chance of spoiling.
Rest
DC 15 Athletics
A mated pair of griffons occupies a cliff cave about 150 feet from the canyon floor. The griffons attack any horse or hippogriff that nears the lair. They slay the mount and escape with the carcass.
Ez a barlang állati pézsma és nedves szalma szagát árasztja. A barlangfalak ívét szalma- és gallyfészek követi.
Griffon Cave
Griffon Roost
Among the dry, days-old gore lie shattered bones. A successful DC 15 Intelligence (Investigation) check reveals the bones belong to a humanoid creature. If the check succeeds by 5 or more, the character discovers rusty stains among the rocks and bone fragments indicating that many more humanoids have died here.
A giant vulture picks at the gruesome remains on the rocks. The giant vulture attacks the characters only if provoked. Six blood hawks circle overhead, attacking any other creature that comes near the kill. After half an hour, the vulture flies away and the blood hawks swoop in.
Holt Kövek
Fauna. Wild goats are common in the canyon.
Fog. At night, fog fills the canyon, limiting visibility to 100 feet. Beyond that range, creatures and objects are heavily obscured.
Light. The canyon is brightly lit during the day, and light varies at night from dim to dark.
Walls. The canyon walls are 200 to 400 feet high.
Treasure
The gnoll pack lord carries a severed human finger with a gold ring (worth 25 gp) worn on it.
A gnoll pack lord and three gnolls forage among large rocks west of the river. During the day, when the sky is clear, they use their longbows to take shots at characters. At night, they huddle behind the rocks, gnawing on fish from the river.
Egy folyó folyik át a kanyonon, magas tornyok körül kanyarogva és egy fennsík tövében. Partjain durva zöld bokrok sűrűn sorakoznak.