The Halls of the Dwarven Kings is an adventure published by Integrated Games in 1984 for any role-playing game system. Plot summary The Halls of the Dwarven Kings is an adventure set in the ruins of a vast dwarven city in which the player characters must find and retrieve the crown of an ancient dwarven king. It is designed to be used with any role-playing system; suggestions for converting statistics to systems similar to Advanced Dungeons & Dragons and RuneQuest are included. Publication history Integrated Games planned a five-part fantasy role-playing adventure series called The Complete Dungeon Master Series. Between 1984 and 1987, Simon Forrest and Basil Barrett wrote four adventures, the first in 1984 being The Halls of the Dwarven Kings, a boxed set containing a 24-page book, an 8-page pamphlet, a 12-page illustration booklet, a cardstock screen, 12 colour cardstock floor plans, and 4 pages of play aids. Artwork was by Judith Hickling, Jes Goodwin, Jon Baker, Paul Ward, Toby Hardwick, and Selina Goodman. The sequels that followed were The Lost Shrine of Kasar-Khan, The Watchers of the Sacred Flame, and The Feathered Priests. Integrated Games went out of business before a planned fifth adventure, Deep Water, Shallow Graves, was published. In 1992, Flame Publications, an imprint of Games Workshop, bought the rights to The Complete Dungeon Master Series, and Simon Forrest, Brad Freeman and Graeme Davis revised all four adventures to conform to the Warhammer Fantasy Roleplay rules, releasing them as the Doomstone Campaign Book Series. The first adventure in the series, The Halls of the Dwarven Kings, was retitled Fire in the Mountains. Reception In the April 1985 edition of Imagine (Issue 25), Paul Cockburn was impressed by the sheer amount of game material in the box, saying, "no purchaser is likely to be disappointed. This is a lavishly-equipped DM aid." However, Cockburn was disappointed with the adventure, believing that players were encouraged to fight first rather than role-play. He pointed out that "there is an excellent plot going on in the background, which the players can only truly understand through interaction with the NPCs — don't let the fighting start from the first room." He concluded, "This is a good package. If it is not a great scenario, it certainly isn't one of the worst that I've ever run, and with some creative alterations, can be very good." In the June 1985 edition of White