Khundrukar
Khundrukar is an old ruined dwarven fortress, built by the legendary Durgeddin the Black, a famed smith and thane. It is located somewhere in the Dawnforge Mountains 30 miles or so southeast of Hammerfast. Khundrukar was reportedly sacked by orcs sometime around the fall of old Nerath.
People of Khundrukar
Originally inhabited by the dwarves of Durgeddin’s clan, Clan Craghammer, it was long unknown whether the fortress lay empty or if any new inhabitants had moved in.
The adventurers found only a clan of orcs staying there, along with some goblins and a few ogres. There were other nasty things too. No dragons, luckily.
The party exited Khundrukar with a fair haul. They left the Dawnforge Mountains behind, hoping to make it to the "big" city of Fallcrest before too long.
The looted items include:
~Longbow (Elven make), Bane: Fiend. Extends crit range by 1. When targeting bane creature, extends crit range by an additional bonus equal to half attuned user's proficiency bonus rounded up.
~Mithril Shield (Dwarven). +2 AC bonus, and user is resistant to piercing and slashing damage.
~Grievous Dagger (Orcish). +1d4 bonus to all damage rolls with this weapon. Critical hit also doubles the d4.
~Cloak of Billowing (Tiefling). While wearing this cloak, use a bonus action to make it billow dramatically.
~Hat of Wizardry (Human). This antiquated, cone-shaped hat is adorned with gold crescent moons and stars. While you are wearing it, you gain the following benefits:
1)You can use the hat as a spellcasting focus for your wizard spells.
2)You can try to cast a cantrip that you don't know. The cantrip must be on the wizard spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case you can't use this property again until you finish a long rest.
~Moon-Touched Longsword (Human). In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.
~Goggles of Night (Halfling). While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet.
~Potion of Clairvoyance.
~Potion of Greater Healing (4d4+4 HP regained)
~250 gold, 500 silver