TEXT:  
     
  The Cursed Halls 
  Of Barad-Mor 
  Lairs and Labyrinths 
  For Dungeons and Dragons 5th Edition 
  Written By: 
  John Adams 
  
   
   2 
  Using This Book 
  This book contains a rather sizable dungeon com-
  plete with monsters and treasure meant to chal-
  lenge a high level party of adventurers. It can be 
  inserted into an ongoing campaign or run as a 
  standalone dungeon crawl adventure. A brief histo-
  ry of the dwarf clans that once held the mountains 
  surrounding the ruined hold and of the powerful 
  lich that now resides within should provide plenty 
  of fuel for tying the location into your campaign 
  world and draw your players in with stories of an-
  cient treasures and powerful dwarven relics. 
   
  The encounters and treasures contained in 
  this dungeon are meant for 4 players with charac-
  ters of 15+ level. If your group differs from these 
  parameters, you may consider altering some of the 
  encounters to better fit your group of PCs. 
  Dungeon Overview 
  The halls of Barad-Mor rest within the high moun-
  tain peaks of the Darkspine Range, so named be-
  cause the mountains resemble a dark ridge of 
  spines on the back of some titan beast. The en-
  trance to the ancient dwarven hold is far removed 
  from any civilized settlement, but clans of frost gi-
  ants and stout nomadic barbarian tribes are known 
  to wander the region. The dwarven hold has long 
  been abandoned, left to crumble under the crush-
  ing weight of the mountain. Massive cave-ins cut 
  off passage into the majority of the ancient city, 
  but the grand market quarter at the entrance still 
  remains. 
   
  The hall has had many occupants over the 
  millennia long slide into decrepitude. Some left, 
  frightened by the rumbling of the mountain, but 
  most met their end within the halls. The latest oc-
  cupant is a duergar lich named Hruddak Gorebane. 
  He arrived through one of the subterranean pas-
  sages that had not yet collapsed seeking the metal-
  lurgical knowledge of the clans of Barad-Mor, hop-
  ing to further his own research. When he arrived, 
  Hruddak slew the hold’s current occupant an adult 
  white dragon named Skordrax. Hruddak has held 
  power here for more than half a century using an-
  cient dwarven knowledge to perfect his undead 
  form. He preys on the giants and tribes of the 
  mountains to fuel his existence, rarely venturing 
  near civilized lands. 
  Running the Dungeon 
  Unless noted in the description, every room and 
  hall within Barad-Mor is completely dark. Each 
  room is roofed with a high vaulted ceiling common 
  in dwarven architecture with most rooms reaching 
  a height of around 20 feet while the hallways are 
  typically around 15 feet in height. The construc-
  tion appears sturdy, but fissures, fallen pillars, and 
  crumbling walls are common throughout the hall-
  ways and chambers of the ancient hold. The occa-
  sional rumble and tremor could lend a more tense 
  atmosphere to the dungeon as a whole, and per-
  haps foreshadow the lich’s command of his moun-
  tain lair. 
   
  Several of Hruddak’s undead creations are 
  magically tethered to him much like a wizard’s fa-
  miliar. If one such creature is slain, the lich imme-
  diately becomes aware of his lost servant. As an 
  action, the Hruddak is able to possess these serv-
  ants, see and hear through their senses, directly 
  control their actions, and even speak if he so choos-
  es. While one of these servants is possessed in this 
  way they use Hruddak’s proficiency bonus instead 
  of their own for any actions they take. 
   
  The majority of creatures found within this 
  dungeon are undead or magical constructs. Adven-
  turing parties that have difficulty with these types 
  of encounters will likely have a more difficult time 
  within the halls of Barad-Mor. Encounters should 
  be adjusted accordingly. 
   
  
   
   3 
  History of  Barad-Mor 
  The dwarven clans of Barad-Mor disappeared 
  around a thousand years ago. None of the neigh-
  boring nations or dwarven holds know what hap-
  pened to cause this disintegration, but through his-
  torical records an individual could piece together a 
  timeline of the mountain holds founding, rise, and 
  sudden fall. It is certain that the historians of Bar-
  ad-Mor itself would have greater insight to the in-
  ner workings of the subterranean city, but no expe-
  ditions to the city have ever returned, and eventu-
  ally the clans of Barad-Mor were forgotten. The 
  following is a brief account of the history of this 
  dwarven hold that could be pieced together from 
  the accounts of nearby nations. 
   
  The very first mention of the dwarves of 
  Barad-Mor comes, unsurprisingly, from another 
  dwarven fortress city in the Darkspine Mountains 
  called Barad-Thul. Just over 1300 years ago, a sur-
  vey expedition encountered a massive caravan of 
  dwarves moving into the Darkspines from the 
  north. The group was composed of members from 
  the Greybeard, Drakestone, and Frosthammer 
  clans hailing from the arctic north. 
   
  This group was notable both because of the 
  numbers counted amongst the caravan and the 
  beasts they brought with them. Gargantuan, shag-
  gy, goat-like creatures as sure-footed on the steep 
  cliffs as they were on mountain passes. Exotic, 
  furred, bipedal, lizards as tall as a house. Most no-
  table, however, were the scores of white arctic 
  drakes that circled overhead bearing riders covered 
  in stark white furs. The dwarves of Barad-Thul 
  had experience with drakes, as the Darkspine is 
  densely populated with the fire-breathing dragon-
  kin, but they had never known anyone to be able 
  to ride one. 
   
  Multitudes of other accounts from the rec-
  ords of Barad-Thul make mention of trade and ter-
  ritorial claims over the following several decades. 
  By all of these accounts, the dwarves of Barad-Mor 
  were an upstanding, hardy, lot, willing to stand 
  with their fellow dwarves against the myriad 
  threats posed by the monstrous denizens of the 
  Darkspines. These records also go into great detail 
  about the dwarves of Barad-Mor and the exquisite 
  craftsmanship of their metalworkers and the great 
  works of elemental rune magic performed by their 
  arcanists. Most notable, however, is that the dwa-
  rves of Barad-Mor are able to harness the power of 
  the flame drakes of the Darkspine to fuel their 
  forges, allowing them to more easily forge the met-
  al adamantite, as well as defend their hold.  
   
   
  Around 1000 years ago, relations between 
  Barad-Mor and Barad-Thul soured. The exact rea-
  son is unclear, but the histories kept by Barad-
  Thul claim that their neighbors in Barad-Mor had 
  become covetous and irrational, refusing to trade 
  their goods or knowledge and isolating themselves 
  within their mountain. Diplomatic envoys were 
  sent to attempt to re-establish a working trade re-
  lationship, but all of them were rebuffed. Eventu-
  ally the dwarves of Barad-Thul gave up on their 
  kin and broke off relations entirely. 
   
  The accounts of the barbaric nomads of the 
  region are much less reliable than the dwarven his-
  torians of Barad-Thul, but they reveal a much 
  more dramatic account of the final days of the 
  mountain city. It is almost certain that much of 
  this is a grand embellishment of true events, but it 
  still provides a glimpse at the demise of this once 
  great citadel. 
   
  The nomads speak of the citadel of Barad-
  Mor as a cautionary tale. The dwarves of the 
  mountain grew arrogant and scoffed at the gifts of 
  the gods. They carved out the heart of their moun-
  tain without thought to anything other than their 
  own greed. When they declared themselves the 
  masters of the mountain, the spirits of the Dark-
  spines became angry. The sky cracked releasing a 
  terrible storm as the ground shook with fury at the 
  audacity of the dwarves’ claim of mastery. The 
  
   
   4 
  spirit of the mountain flowed into the beasts kept 
  by the dwarves and they became the instruments 
  of the mountain’s wrath. The mountain soon be-
  came engulfed by flames and frost as the drakes 
  kept within unleashed this terrible vengeance upon 
  their former masters. This cataclysm raged for an 
  entire phase of the moon before falling silent. Leav-
  ing the dwarves as masters of nothing. 
   
  The final accounts of the dwarves of Barad-
  Mor come from their enemies, the giant clans of the 
  Darkspine Mountains. These stories tend to focus 
  on the conflicts that arise between the dwarves and 
  their enemies, as is to be expected. Many battles 
  and skirmishes took place amongst the peaks and 
  valleys of the Darkspine. The most important of 
  them stem from the early days of Barad-Mor as the 
  hold was being carved out of the mountain and the 
  dwarves were relatively unprotected. The fire giant 
  chieftain Svurthein Fulcanos clashed with the dwa-
  rven general, Bolmund Drakestone on the slopes of 
  the great mountain that now shelters Barad-Mor. 
  The two armies clashed, the fire giants crashing 
  through the dwarven lines and wrestling with the 
  frost drakes as they fought to capture the invading 
  dwarves. The advance only stopped when 
  Bolmund and his frost drake, Rimeclaw, crashed 
  into Svurthein sending all three plummeting from 
  the steep precipice to the valley floor below. The 
  dwarves’ fury at the loss of their beloved general 
  spurred them into a frenzy that shattered the gi-
  ant’s resolve and sparked a long standing feud be-
  tween the fire giant clan and the newly arrived 
  dwarves. 
  Hruddak Gorebane 
  Hruddak is the sole surviving member of the 
  Gorebane clan of duergar. The tale is hardly tragic, 
  however, as Hruddak himself was the instrument 
  of his clan’s demise. He was a powerful wizard and 
  advisor to the Clanlord, Domus Gorebane. Domus 
  held a grand vision for his clan as a dominant force 
  in the underworld which led the clan into conflicts 
  with all manner of powerful civilizations. 
   
  Soon enough the clan was facing annihila-
  tion at the hands of a ravening horde of subterra-
  nean orcs. Hruddak advised that the clan’s forces 
  withdraw to protect the hold, but Domus was en-
  raged by the audacity of the orcs to stand against 
  his might. Rather than die with the rest of his clan, 
  Hruddak beseeched the aid of a powerful glabrezu 
  named Amnothet. The demon agreed to offer 
  Hruddak the power to survive the fall of his clan, 
  the price was that Hruddak must be the instru-
  ment of his clan’s destruction rather than the orcs. 
   
  Hruddak made the choice easily, and 
  turned his potent magical abilities on his own kin, 
  slaying every man, woman, and child within the 
  clan hold before venturing out to the battlefront 
  and laying waste to all life on the battlefield in a 
  staggering display of arcane might. With each life 
  he took, he could feel his soul being torn from his 
  body, and as the battlefield grew still, he stood 
  amongst the corpses of the dead as nothing more 
  than a soulless corpse himself. It was then that 
  Amnothet appeared with a small adamantine 
  strongbox and gave Hruddak his phylactery ful-
  filling his bargain. 
   
  As a lich, Hruddak has spent the last few 
  centuries searching the underworld for any means 
  to secure his phylactery against destruction and 
  strengthen his own undead body. He has scoured 
  entire cities from existence just to pick their librar-
  ies clean of any information he could use to grant 
  himself the indestructability of the metal which his 
  clan held so dear, adamantite. During this search, 
  he came across the mention of a clan of dwarves 
  that used the heat and magic of dragon’s fire to 
  forge items of incredible potency from the black 
  metal. Hruddak’s search eventually led him to 
  Barad-Mor where he now peruses every scrap of 
  knowledge in the hope of perfecting his undead 
  form.  
   
   
  
   
   5 
  
   
   6 
  The Approach 
  The path leading up to the entrance to Barad-Mor 
  is steep and treacherous. The once well maintained 
  road is cracked and broken. Large sections have 
  fallen away over the centuries leaving a narrow 
  mangled path as the only means of access for any-
  one without a means of flight. 
   
  The entrance to Barad-Mor, though eroded 
  by time, is still an impressive sight. The narrow 
  road opens up onto a grand platform that could 
  easily accommodate more than a dozen mercantile 
  caravans. The platform’s surface is caked with 
  snow and ice, but glimpses of intricate stone mosa-
  ics are occasionally visible in areas where the ice is 
  thin. An exquisitely carved railing in the shape of 
  two entwined serpentine dragons rings the entire 
  platform strangely bereft the ice which covers the 
  rest of the platform. The actual entrance to the ru-
  ined hold is a gargantuan stone archway between a 
  pair of grand statues depicting armored drakes 
  standing on their hind legs, wings outstretched, 
  with their heads raised toward the sky in a silent 
  roar. These statues are chipped and pitted, one of 
  the wings has broken off of the drakes, and shat-
  tered on the platform below, but even after centu-
  ries their excellent craftsmanship is still clearly vis-
  ible. 
   
  Just beyond the archway are a set of im-
  pressive stone doors reaching 30 feet in height. The 
  stylized face of a stern dwarven warrior is carved 
  into the surface. Two large pull rings placed so that 
  they appear to be lip piercings hang from each of 
  the doors. Beyond these doors, a short passageway 
  leads directly into the former mercantile district of 
  Barad-Mor and the horrors lurking within. 
  A. The Shattered Market 
   
  This chamber was once the great marketplace 
  of Barad-Mor. Merchants brave, or foolish, 
  enough to venture through the Darkspine could 
  barter here for wares of the finest dwarven 
  craftsmanship. Very few humans or elves made 
  the perilous journey through the mountains, 
  and so trade was mostly conducted with dwa-
  rves from Barad-Thul or the occasional nomad-
  ic tribe of humans.  
   
   
  Stalls formed concentric rings radiating 
  from the center of the market with permanent 
  shops carved from the walls on the North, East, 
  and West sides of the hall. Much of the debris 
  that remains in this chamber is from later resi-
  dents that arrived after the fall of the city. Bits 
  of bone and rusted metal are all that remain of 
  the marketplace’s storied wealth. 
   
   
  Hruddak slew the white wyrm that was 
  lairing here and raised its corpse to act as a 
  guard dog against any intrusion. The dragon is 
  one of Hruddak’s first experiments in creating 
  more cunning undead. While it does not possess 
  true intellect of its own, it is tied to Hruddak in 
  similar fashion as a wizard’s familiar and the 
  lich will be alerted if it is destroyed. 
  Skordrax rests atop a hoard of bones and debris 
  at the center of the room. While the hoard ap-
  pears to contain useless junk, a thorough 
  search, using investigation DC 20, may reveal 
  an assortment of gemstones of varying color 
  and quality worth 700 gp. 
    
   
   
  Chunks of stone and rubble intermingle with debris 
  and detritus scattered across the floor of this mas-
  sive chamber. Marble, inset in the floor, portrays an 
  image that is difficult to discern due to the grand 
  scale and the incredible amount of wreckage 
  spread across its surface. The chill from outside 
  seems almost amplified in this chamber and the 
  rank scent of decay hangs heavy here. 
  
   
   7 
  B. The Rancid Pools 
    
  The western side of the marketplace was home 
  to the most prominent brewers and stills of the 
  clans of Barad-Mor. Now, the contents of these 
  establishments have congealed into pools of 
  thick sludge kept moist by a steady drip of wa-
  ter from a crack in the ceiling overhead. Mold 
  and fungi thrive near these pools serving as 
  food for a massive black pudding that conceals 
  itself  in one of the larger sludge pools just in 
  front of the hallway leading to the west. Any 
  creature that moves close to the pool will be 
  attacked. A few bleached bones can be found 
  scattered in some of the other pools. A simple 
  DC 13 heal check is enough to determine that 
  the bones have been bleached by a powerful 
  acid. Anyone with a background in brewing or 
  proficiency with alchemical tools is able to 
  identify several of the fungi as common ingredi-
  ents in dwarven brewing. All of the brewing 
  equipment and bottles of alcohol have long 
  since been destroyed. 
  Skordrax 
  Adult White Dragon Zombie 
  Huge Undead 
  AC: 19 HP: 200 (16d12+96) 
  Speed: 30 ft., Fly 60 ft. 
  Str: 22(+6) Dex: 8 (-1) Con: 22(+6) 
  Int: 6(-2) Wis: 12(+1) Cha: 4(-3) 
  Saving Throws: Str +12, Con +12, Cha +3 
  Skills: Perception +10 
  Damage Resistances: Necrotic 
  Damage Immunities: Cold, poison 
  Condition Immunities: charmed, poisoned 
  Senses: Blindsight 60 ft, darkvision 120 ft 
  Actions 
  Multiattack: The zombie can make three attacks, one 
  with its bite and two with claws. 
  Bite: Melee attack +12 to hit, reach 10 ft., one target 
  (2d10+6) piercing damage plus (1d8) necrotic damage. 
  Claw: Melee attack, +12 to hit, reach 5ft, one target 
  (2d6+6) slashing damage plus (1d8) necrotic damage. 
  Necrotic Breath (recharge 5-6): The zombie exhales a blast 
  of necrotic energy in a 60 ft. cone. Each creature in that 
  area must make a DC 20 Constitution saving throw, tak-
  ing (12d8) necrotic damage on a failed save, or half as 
  much on a successful one. 
  Pools of thick putrid sludge collect in every divot 
  and drainage line throughout this region of the 
  once grand marketplace. The shattered edifices 
  lining the walls are little more than broken rub-
  ble now, the rusted remains of distilleries and 
  brewing casks ooze with all manner of filth. 
  Engorged Black Pudding 
  Huge Ooze 
  AC: 7 HP: 128 (15d10+45) 
  Speed: 20 ft. climb 20 ft. 
  Str: 18(+4) Dex: 5(-3) Con: 18(+4) 
  Int: 1(-5) Wis: 6(-2) Cha: 1(-5) 
  Damage Immunities: acid, cold, lightning, slashing 
  Condition Immunities: blinded, charmed, deafened, 
  exhaustion, frightened, prone 
  Senses: blindsight 60 ft. (blind beyond this radius) 
  Amorphous: The pudding can move through a space 
  as narrow as 1 inch wide without squeezing. 
  Corrosive Form: A creature that touches the pudding 
  or hits it with a melee attack while within 5 feet of it 
  takes (2d8) acid damage. Ay nonmagical weapon 
  made of metal or wood that hits the pudding cor-
  rodes. After dealing damage, the weapon takes a 
  permanent and cumulative –1 penalty to damage 
  rolls. If it s penalty drops to –5, the weapon is de-
  stroyed. Nonmagical ammunition that hits the pud-
  ding is destroyed after dealing damage. The pudding 
  can eat through 2 inch thick, nonmagical wood or 
  metal in 1 round. 
  Spider Climb: The pudding can climb difficult sur-
  faces, including upside down on ceilings, without 
  making an ability check. 
  Actions 
  Pseudopod: Melee attack +9 to hit, reach 5 ft., one 
  target (1d6+4) bludgeoning damage plus (8d8) acid 
  damage. In addition nonmagical armor worn by the 
  
   
   8 
  C. The Molded Bazaar 
   
  This portion of the market housed many of the 
  arcane craftsmen of the clans. Alchemists, wiz-
  ards, and sorcerers plied their skills in artifice 
  to create powerful relics of elemental might 
  forged in dragon’s fire. Sadly, many of these 
  have been stolen by looters and squatters or 
  destroyed by the ravages of time. A few rem-
  nants can be found searching through the de-
  bris however. A DC 14 investigation check re-
  veals an adamantine scroll case (worth 100 gp 
  on its own) containing 3 spell scrolls: Conjure 
  Elemental, Flesh to Stone, and Prismatic Spray. 
  A DC 18 investigation check reveals a small 
  dented adamantine strongbox. The strongbox 
  is locked requiring a DC 20 to open it. Inside is 
  a Gem of Brightness, a wand of lightning bolts, 
  and a folded scrap of paper (see handout). 
   
  Hruddak has kept several mindless skeletons 
  and one of his skeletal lieutenants scouring this 
  area since his arrival looking for any remaining 
  arcane artifacts that he might find useful in his 
  experiments. The patches of glowing fur-like 
  mold are a unique variety that feeds off of mag-
  ical energy. Any spell of 4th level or lower cast 
  within 10 feet of one of these patches of mold is 
  absorbed without producing an effect.  
   
  The ogre skeleton differs from the other undead 
  in this chamber by more than just size. A sub-
  tly latticework of adamantite is laced over his 
  bony frame. This gives his bones much darker 
  appearance with a metallic gleam that can be 
  seen in the faint light of the luminous mold. 
   
  Dearest Budra, 
  The Clanlords have gone mad!  Even now they round up priests 
  of the Forgelord, to demand a ‘cure’ for the Rust Plague. I 
  don’t know when they will come for me, but I don’t plan on wait-
  ing . Barad-Thul isn’t far and I have packed away a few items to 
  protect you for the journey. I will stand with my sept against the 
  ravings of these arrogant fools, but I do not want you caught up 
  in this. Take the contents of this strongbox and leave for our kin 
  in Barad-Thul. 
  Dolin 
  target is partly dissolved and takes a permanent –1 pen-
  alty to the AC it offers. The armor is destroyed if the 
  penalty reduces its AC to 10. 
  Reactions 
  Split: When a pudding that is Medium or larger is sub-
  jected to lightning or slashing damage, it splits into two 
  new puddings if it has at least 10 hit points. Each new 
  pudding has hit points equal to half the original pud-
  ding’s, rounded down. New puddings are one size smaller 
  than the original. 
  A strange glow emanates from patches of what 
  appears to be fur collected on the ground of this 
  section of the market. The scent of ozone mixed 
  with choking mold fills the air here. Faint cracks 
  like tiny peals of thunder echo throughout the 
  shattered structural facades. 
  Skeletons (5) 
  Medium Undead 
  AC: 14 (Ragged chainmail) HP: 20 (3d8+6) 
  Speed: 30 ft. 
  Str: 14(+2) Dex: 12(+1) Con: 15(+2) 
  Int: 6(-2) Wis: 8(-1) Cha: 5(-3) 
  Vulnerabilities: Bludgeoning 
  Damage Immunities: Poison 
  Condition Immunities: Exhaustion, Poisoned 
  Senses: darkvision 60 ft. 
  Actions 
  Warhammer: Melee attack +4 to hit, reach 5ft., one 
  target (1d8+2) bludgeoning damage 
  Light Crossbow: Ranged attack +3 to hit, range 
  80/320, one target (1d8+1) piercing damage. 
  
   
   9 
  D. Rust Warrens 
   
  The metalworkers once called this portion of 
  the marketplace theirs. All of their once great 
  works are now nothing more than piles of rust 
  upon the floor. A faint aura of transmutation 
  still emanates from the dust on the floor from 
  when the Forgelord laid the curse upon this 
  hold. Many of the most skilled craftsmen went 
  mad when their creations suddenly began to 
  decay before their eyes. All that remains of the 
  clan’s works are the two sentinel iron golems 
  that stand motionless on opposite sides of the 
  north passage. Hruddak was able to reinvigor-
  ate the enchantments on the golems and bind 
  them to his own will before they decayed com-
  pletely. The golems will attack anyone at-
  tempting to leave through the north passage 
  not accompanied by Hruddak or one of his lieu-
  tenants. 
   
   
  A rune is readily visible on the walls above 
  several of the ruined structures. The symbol 
  appears to be made of molten iron that never 
  cools. Anyone proficient in Religion can make a 
  DC 17 check to know that the symbol is used in 
  religious texts of the Forgelord to symbolize 
  craftsmen that have blasphemed the gifts of 
  their god. 
   
  Ogre skeleton lieutenant 
  Large Undead 
  AC: 14 (ragged half plate) HP: 75 (10d10+20) 
  Speed: 30 ft. 
  Str: 18(+4) Dex: 10(+0) Con: 15(+2) 
  Int: 8 (-1) Wis: 8(-1) Cha: 6(-2) 
  Damage Vulnerabilities: Bludgeoning 
  Damage Immunities: poison 
  Condition Immunities: Poisoned 
  Senses: darkvision 60 ft. 
  Actions: 
  Dragonforged Greataxe: Melee attack +7 to hit, reach 5ft., 
  one target (2d12 +4) slashing damage plus (1d8) fire 
  damage. 
  Crumpled remains of buildings lie cracked and 
  broken amidst a thick layer of dark red dust. A 
  faint breeze can be heard whistling from the 
  north. Two immense suits of armor caked with 
  rust stand on either side of the dark stone passage 
  leading northward. 
  Rusted Iron Golems (2) 
  Large Construct 
  AC: 19 (Rusted Armor) HP: 189 (18d10+90) 
  Speed: 30 ft. 
  Str: 24(+7) Dex: 8(-2) Con: 20(+5) 
  Int: 3(-4) Wis: 11(+0) Cha: 1(-5) 
  Damage Immunities: fire, poison, psychic; bludg-
  eoning, piercing, and slashing from nonmagical at-
  tacks not made with adamantine weapons 
  Condition Immunities: charmed, exhaustion, fright-
  ened, paralyzed, petrified, poisoned 
  Senses: Blindsight 60 ft., darkvision 120 ft. 
  Fire Absorption: Whenever the golem is subjected to 
  fire damage, it takes no damage and instead regains 
  a number of hit points equal to the fire damage 
  dealt. 
  Immutable Form: The golem is immune to any spell 
  or effect that would alter its form. 
  Magic Resistance: The golem has advantage on sav-
  ing throws against spells and other magical effects. 
  Magic Weapons: The golem’s attacks are magical. 
  Actions 
  Multiattack: The golem makes two melee attacks. 
  Slam: Melee attack, +13 to hit, reach 5ft., one tar-
  get (3d8+7) bludgeoning damage. 
  Sword: Melee attack, +13 to hit, reach 10ft., one 
  target (3d10+7) slashing damage. 
  Poison Breath (recharge 6): The golem exhales poi-
  sonous gas in a 15 foot cone. Each creature in the 
  area must make a DC 19 Constitution Saving throw, 
  taking (10d8) on a failed save, or half as much on a 
  successful one. 
  
   
   10 
  E. The Wailing Racks 
  The source of the rattling and moans is a half-
  dozen ravenous ghouls secured by long steel 
  chains to the walls. These chains allow the 
  ghouls to roam around most of the chamber 
  but they are unable to leave this room.  
   
   
  These ghouls are the result of more of 
  Hruddak’s experiments. The lich collected a 
  few dozen subjects from the nomadic tribes of 
  the mountains and chained them up in this 
  room forcing them to drink all manner of 
  strange arcane concoctions, but never feeding 
  them. Eventually the nomads turned to canni-
  balism in order to survive, but the flesh they 
  consumed only made them more ravenous. 
  When only six of the nomads remained, the 
  transformation into undeath had completed 
  and the nomads no longer craved each other’s 
  flesh but that of the living. 
   
   
  The potions that Hruddak fed his prisoners 
  fueled their transformation into undeath, but 
  were also meant to grant greater resilience to 
  the new form. The experiment was a partial 
  success, but the agony of the constant ravenous 
  hunger stripped the creatures of much of their 
  intellect. Hruddak now uses the creatures in a 
  manner similar to hunting dogs, releasing them 
  when he has need of tracking down more people 
  to use in his experiments or fuel his phylactery. 
   
   
  The adamantine lockers at the back of the 
  room are locked requiring a DC 20 Dexterity 
  (Open Locks) check to open them. The interior 
  of the lockers are enchanted with preservation 
  magics to keep their contents from experiencing 
  the ravages of time. Though most of the lockers 
  are empty, looted long ago, one contains 10 
  bars of Mithril stamped with the clan seal of 
  Barad-Thul and a suit of Mithril dwarven plate 
  armor. 
  F. Quicksilver Boneyard 
  Low anguished moans and the rattling clank of 
  chains echo from the open doorway to this cham-
  ber. Inside, the walls are lined with cracked and 
  broken stone shelves up to the forty foot high ceil-
  ing giving this room the appearance of some sort of 
  warehouse. A thick layer of bone white dust coats 
  the floor. Sitting flush against the far wall is a row 
  of adamantine storage lockers that appear com-
  pletely undamaged. 
  Ravenous Ghouls (6) 
  Medium Undead 
  AC: 14 (natural armor) HP: 44 (10d8) 
  Speed: 40 ft. 
  Str: 13 (+1) Dex: 17(+3) Con: 10(+0) 
  Int: 4(-3) Wis: 10(+0) Cha: 4(-3) 
  Damage Resistances: radiant; bludgeoning, piercing, 
  slashing from attacks not made with silver weapons 
  Damage Immunities: poison 
  Condition Immunities: charmed, exhausted, poi-
  soned 
  Senses: darkvision 60 ft. 
  Keen Smell: The ghoul has advantage on all percep-
  tion checks made using smell. 
  Actions 
  Multiattack: The ghoul can make two attacks, one 
  with the bite and one with claws. 
  Bite: Melee attack +6 to hit, reach 5ft, one target 
  (3d6+3) piercing damage 
  Claws: Melee attack +6 to hit, reach 5ft., one target 
  (2d6+2) slashing damage. If the target is a creature 
  other than an elf or undead, it must succeed on a 
  DC 13 Constitution saving throw or be paralyzed 
  for 1 minute. The target can repeat the saving 
  throw at the end of each of their turns, ending the 
  effect on itself on a success.   
  This room is remarkably well kept. The rem-
  nants of stone shelving line the southern wall, 
  but no rubble covers the floor. A pair of iron  
  
   
   11 
   
  This chamber was once an arcane and alchemi-
  cal workshop, Hruddak spent the first several 
  months of his time in Barad-Mor making the 
  space usable again. The equipment in this room 
  is able to be used to create alchemical items and 
  anyone that makes the attempt does so with 
  advantage.  
   
   
  The crucible against the eastern wall is 
  heated by magma that flows in though the 
  pipes emerging from the wall. Anyone that in-
  spects the pipes can see arcane sigils ringing the 
  pipe sections. An arcana check DC 15 is enough 
  to determine that the pipes are warded against 
  extreme heat. 
   
   
  The well at the center of the room is filled 
  with quicksilver, a substance used in a great 
  many alchemical formulae. Hruddak thought 
  to use the substance for its arcane properties to 
  enhance his own undead form. He experiment-
  ed first on several skeletons that now rest with-
  in the well of quicksilver. They emerge when 
  they detect someone entering the room, their 
  bones seeming to form from the material in the 
  pool. 
  pipes emerge from the eastern wall to converge in a 
  cylindrical barrel-like container that rests just be-
  low a gigantic black iron crucible with a stone lever 
  situated on either side. A large stone worktable fills 
  much of the northern alcove and is covered with all 
  manner of alchemical equipment. At the center of 
  the room is a well that contains a pool of what ap-
  pears to be liquified silver that churns and bubbles. 
  Quicksilver Skeletons (5) 
  Medium Undead 
  AC: 15 (Quicksilver Bones) HP: 51 (8d8+16) 
  Speed: 40 ft. 
  Str: 10(+0) Dex: 16(+3) Con: 15(+2) 
  Int: 6(-2) Wis: 8(-1) Cha: 5(-3) 
  Damage Immunities: poison 
  Condition Immunities: exhausted, poisoned, re-
  strained 
  Senses: darkvision 60 ft. 
  Actions 
  Shortsword: Melee attack +6 to hit, reach 5ft., one 
  target (1d6+3) piercing damage plus (3d6) poison 
  damage. 
  Reactions 
  Liquefy: When struck by an attack, the creature 
  can change the structure of it’s quicksilver bones 
  to a liquid state softening  the power of the blow. 
  The attack that triggered the reaction deals half 
  damage. 
  Quicksilver Skeletal Lieutenant (1) 
  Medium Undead 
  AC: 16 (Breastplate) HP: 77 (12d8+24) 
  Speed: 40 ft. 
  Str: 12(+1) Dex: 16(+3) Con: 15(+2) 
  Int: 8(-1) Wis: 8(-1) Cha: 7(-2) 
  Damage Immunities: poison 
  Condition Immunities: exhaustion, poison, re-
  strained 
  Senses: darkvision 60ft. 
  Actions 
  Quicksilver Longbow: Ranged attack +7 to hit, 
  range 150/600, one target (1d8+3) plus (5d6) poison 
  damage. The ammunition for the long bow are 
  spontaneously created arrows of quicksilver that 
  liquefy after impact. 
  Shortsword: Melee attack +7 to hit, reach 5ft., one 
  target (1d6+3) plus (5d6) poison damage. 
  Reactions 
  Liquefy: When struck by an attack, the creature 
  can change the structure of its quicksilver bones to 
  a liquid state softening the power of the blow. The 
  attack that triggered the reaction deals half dam-
  age. 
  Bonus actions 
  Quickstrike: As a bonus action the creature can 
  make an additional attack with either it’s longbow 
  or shortsword. 
  Dash: As a bonus action the creature can move an 
  additional 15 feet. 
  
   
   12 
  G. The Feeding Room 
   
  This room has been turned into a feeding area 
  for Hruddak’s ravenous creations. It is present-
  ly occupied by a trio of frost troll ghouls that 
  are noisily cracking open the bones of their lat-
  est meal to devour the last bits of marrow. Like 
  many of Hruddak’s experiments, these crea-
  tures constantly hunger for living flesh. Any 
  intruders are simply viewed as their next meal. 
  Piles of bones litter the stone brick floor and pol-
  ished granite countertop of this long chamber. 
  The walls are smeared with blood and waste in 
  strange shapes like a primitive cave painting. 
  The incessant buzz of countless flies pervades the 
  chamber. An open doorway leads out of the 
  room to the north. 
  Frost Troll Ghouls (2) 
  Large Undead 
  AC: 17 (natural armor) HP: 126 (12d10+60) 
  Speed: 30ft. 
  Str: 18(+4) Dex: 13(+1) Con: 20(+5) 
  Int: 6(-2) Wis: 9(-1) Cha: 7(-2) 
  Skills: Perception +3, Athletics +8 
  Damage Vulnerabilities: fire 
  Damage Resistances: cold 
  Damage Immunities: poison 
  Condition Immunities: exhaustion, poisoned 
  Senses: darkvision 60 ft. 
  Keen Smell: The creature has advantage on perception 
  checks that rely on smell. 
  Regeneration: The troll ghoul regains 5 hit points at the 
  start of its turn. If the troll takes acid or fire damage, 
  this trait doesn’t function at the start of the ghoul’s 
  next turn. The creature dies only if it starts its turn with 
  0 hit points and doesn’t regenerate. 
  Actions 
  Multiattack: The troll ghoul makes 3 attacks. One with 
  its bite and two with its claws. 
  Bite: Melee attack +8 to hit, reach 5ft., one target 
  (1d6+4) piercing damage plus (2d6) cold damage. 
  Claws: Melee attack +8 to hit, reach 5ft., one target 
  (2d6+4) slashing damage plus (2d6) cold damage. In 
  addition any creature that is not an elf or undead 
  must make a DC 14 Constitution saving throw or be 
  paralyzed for 1 minute. At the end of their turn each 
  round, the creature can make another saving throw, 
  success ends the effect. 
  Frost Troll Ghoul Lieutenant 
  Large Undead 
  AC: 17 (Natural Armor) HP: 158 (15d10+75) 
  Speed: 30 ft. 
  Str: 20(+5) Dex: 13(+1) Con: 20(+5) 
  Int: 9(-1) Wis: 9(-1) Cha: 8(-1) 
  Saving throws: Str +9 Con +9 
  Skills: Perception +3 Athletics +9 
  Damage Vulnerabilities: fire 
  Damage Resistances: cold 
  Damage Immunities: poison 
  Condition Immunities: exhaustion, poisoned 
  Senses: darkvision 60 ft. 
  Keen Smell: The creature has advantage on all per-
  ception checks that rely on smell. 
  Regeneration: The troll ghoul regains 10 hit points at 
  the start of its turn. If the troll takes acid or fire 
  damage, this trait doesn't function at the start of the 
  ghoul’s next turn. The creature only dies if it starts 
  its turn with 0 hit points and doesn’t regenerate. 
  Actions 
  Multiattack: The troll makes 3 attacks, 2 with it’s 
  dragonforged greataxe or claws and one with its bite. 
  Bite: Melee attack +9 to hit, reach 5ft.,  one target 
  (1d6+4) piercing damage plus (2d6) cold damage. 
  Claws: Melee attack +9 to hit, reach 5ft., one target 
  (2d6+5) slashing damage plus (2d6) cold damage. In 
  addition any creature that is not an elf or undead 
  must make a DC 15 Constitution saving throw or 
  become paralyzed for 1 minute. They can repeat the 
  saving throw at the end of each of their turns, suc-
  cess ends the effect. 
  Dragon Forged Greataxe: Melee attack +10 to hit, 
  reach 5ft., one target (2d12+6) slashing damage plus 
  (2d6) cold damage. 
  
   
   13 
  H. Holding Pens 
   
  This is where Hruddak keeps any prisoners that 
  he takes to feed his abominations. The door in-
  to the large cell is currently locked, but can be 
  opened with a DC 16. Feel free to add prisoners 
  to this chamber if you wish to add a more hero-
  ic feel to this dungeon. Prisoners could also of-
  fer useful information about the other denizens 
  of the dungeon or even Hruddak himself if your 
  players are struggling. 
   
   
  The desk has been rummaged through by 
  Hruddak when he first arrived as he was look-
  ing for the city’s fabled Dragonforge. Finding 
  nothing he quickly moved on to search else-
  where. The desk does provide a clue to the po-
  tential cause of Barad-Mor’s destruction in the 
  form of an annotated logbook that reveals a 
  large number of clergy were arrested during the 
  city’s final days. Deciphering the ancient dwa-
  rven script requires a DC 16 Investigation 
  check. Success reveals that the arrests were 
  made on the order of Clan Lord Mordrin Grey-
  beard.  
  I. Shrouded Warehouse 
  This chamber is a breeding ground for some of 
  Hruddak’s most deadly experiments, the hoar-
  frost shadows. The entire room  is cloaked in 
  magical darkness making darkvision useless. 
  The remains of dozens of corpses  litter the floor 
  making movement extremely treacherous. An-
  yone that moves more then 5 feet must make a 
  Dexterity saving throw DC 13 or fall to the 
  floor tripping over one of the corpses. 
   
  Hruddak made many attempts to improve up-
  on the undead form of the shadow. Most of 
  these simply ended with the subject’s death ra-
  ther than transformation into an altered un-
  dead form. The four most recent experiments, 
  however, were a success. The form of the shad-
  ow rose from the corpse of its once living vessel 
  infused with raw elemental frost and a cunning 
  intellect. 
   
  Among the more recent corpses added by 
  Hruddak for his experiments, is a single well-
  preserved dwarf clutching a magnificent War-
  hammer in it’s desiccated hand. A small ivory 
  scroll case, still sealed with wax, has fallen out 
  of the corpse’s rusty plate armor. 
   
  The warhammer is an adamantine dwarven 
  thrower. The clan heraldry marks the hammer 
  as belonging to the Kraghammer clan, a clan 
  that can trace their lineage back to Barad-
  Thul. The scroll case contains a surveyor’s writ, 
  identifying the dwarf as a member of a survey 
  expedition to the Darkspine mountains, and a 
  detailed map of the mountain range.     
  This granite walled chamber is split in half by a 
  wall of thick iron bars. Three piles of rotten hides 
  lie against the northern wall and tiny bones are 
  strewn about the floor. Several pairs of curved 
  stone hooks have been carved out of the western 
  wall creating what looks like a storage rack. A 
  small stone desk sits against the eastern wall, it’s 
  accompanying chair crumbled to rubble in front 
  of it. 
  A roiling cloud of tangible shadow billows out 
  from the doorway to this room. Inside, the tem-
  perature drops considerably and you can hear 
  cracking of ice echoing off of the walls. 
  Hoarfrost Shadows (4) 
  Large Undead 
  AC: 15 HP: 111 (15d8+45) 
  Speed: 50 ft. 
  Str: 10 (+0) Dex: 20(+5) Con: 16(+3) 
  Int: 8(-1) Wis: 12(+1) Cha: 8(-1) 
  
   
   14 
  J. Arcane Garden 
   
  The plants in this room have been cultivated 
  by Hruddak for use in his transformative con-
  coctions. Anyone proficient in Nature can make 
  a DC 18 check to identify the individual species 
  as well as their potential uses.  
   
  Bloatblossom grows in marshes, commonly 
  flowering out of rotted corpses. It is poisonous 
  to ingest, but can be mixed into a poultice that 
  helps keep wounds clean. The flowers close as-
  sociation with the dead also makes it a potent 
  herb in various necromantic rituals. 
   
  Madcaps are mushrooms that typically grow 
  deep in subterranean cave networks near con-
  centrated arcane phenomena (portal nexus’, 
  primal magic, ley lines, etc.). Their spores are 
  known to induce powerful hallucinations and 
  have been used to create potent illusory and 
  divination effects. 
   
  Shadethorns are a vine that blossom with tiny 
  black flowers. They are native to the plane of 
  shadow and toxic to all life on the material 
  plane. Anyone that is cut by the thorns of this 
  plant must make a DC 16 Constitution save or 
  suffer 10d6 necrotic damage from the virulent 
  arcane venom. Portions of this plant have been 
  used in the creation of all manner of undead 
  abominations and demonic or necromantic ritu-
  als. 
   
  All of these plants are exceedingly rare and 
  could fetch a high price from an arcane guild or 
  alchemist. The entire collection of plants is 
  worth approximately 500 gp to the right buyer. 
  K. Blasphemous Enclave 
  Saving throws: Dex +9 Cha +3 
  Skills: Stealth +9 (+11 in dim light or darkness) 
  Damage Vulnerabilities: radiant 
  Damage Resistances: acid, fire, lightning , thunder; 
  bludgeoning, piercing and slashing from nonmagical 
  attacks not made with a silver weapon. 
  Damage Immunities: cold, necrotic, poison 
  Condition Immunities: exhaustion, frightened, grap-
  pled, paralyzed, petrified, poisoned, prone, restrained 
  Senses: blindsight 60 ft., darkvision 120 ft. 
  Amorphous: The hoarfrost shadow can move through a 
  space as narrow as 1 inch wide without squeezing. 
  Hoarfrost Aura: The shadow exudes an aura of intense 
  cold and necrotic energy. Any creature starting its turn 
  next to the hoarfrost shadow takes (3d6) cold damage 
  and must make a DC 16 Constitution saving throw or 
  take one level of exhaustion. 
  Sunlight Weakness: While in sunlight the hoarfrost 
  shadow has disadvantage on all attack rolls, ability 
  checks, and saving throws. 
  Actions 
  Strength Drain: Melee attack +9 to hit, reach 5ft., one 
  target (3d6+5) necrotic damage plus (5d6) cold damage 
  and the target’s strength score is reduced by 1d4. The 
  target dies if this reduces their strength to 0. Otherwise 
  the reduction lasts until the target finishes a short or 
  long rest. 
  If a non-evil humanoid dies from this attack, a new 
  shadow rises from its corpse 1d4 hours later. 
  Rows of tables line the walls of this dimly lit 
  room. The tables hold a variety of exotic, some-
  times otherworldly, plant life. The air in the room 
  is a fragrant bouquet of  both pleasant and nox-
  ious odors. 
  This once hallowed chamber has become a mockery 
  of it’s former glory. The bones of dozens of humanoid 
  creatures are arrayed in supplicating poses on the 
  cracked stone pews facing the northwest wall. The 
  white marble altar placed in front of this wall is 
  caked with dried blood and entrails, the empty eye 
  sockets of a severed human head, mouth agape, rests 
  atop it all facing the bones in the pews. An air of pal-
  pable malice permeates every inch of this place. 
  
   
   15 
  Once a temple to the dwarven mercantile god-
  dess Baelia, this shrine has been desecrated by 
  Hruddak and his undead minions. A pack of 
  powerful ogre wights lead by a sadistic wraith 
  formed from the soul of a cruel fire giant now 
  reside here until called upon by Hruddak to 
  wreak havoc outside of the mountain hall or 
  capture more powerful subjects for the lich’s 
  experiments. 
   
  The wights frequently return with trophies and 
  plunder from their excursions which they 
  proudly display throughout the room or on 
  their person. Their collection has grown quite 
  large over the last decade and they count a few 
  powerful magical trinkets among their number.   
   
  This small hoard of treasures includes, 500 gp 
  worth of assorted coins and gems, an ivory goat 
  figurine of wondrous power, a greatsword frost-
  brand, a carved marble eagle totem worth 50 
  gp, A suit of stone lamellar armor (equivalent 
  to breastplate) worth 150 gp. 
  Ogre Wights (4) 
  Large Undead 
  AC: 15 (Half Plate) HP: 85(10d10+30) 
  Speed: 30 ft. 
  Str: 19(+4) Dex: 10(+0) Con: 17(+3) 
  Int: 5(-3) Wis: 7(-2) Cha: 8(-1) 
  Saving Throws: Str +7 
  Skills: Perception +1 
  Damage Resistances: necrotic; bludgeoning, piercing, 
  slashing from nonmagical attacks not made with silver 
  weapons 
  Damage Immunities: poison 
  Condition Immunities: exhaustion, poisoned 
  Senses: darkvision 60 ft. 
  Sunlight Sensitivity: While in sunlight, the wight has dis-
  advantage on attack rolls and perception checks that rely 
  on sight. 
  Actions 
  Multiattack: The ogre wight makes two greatclub at-
  tacks. It can use its life drain in place of one greatclub 
  attack. 
  Greatclub: Melee attack +7 to hit, reach ft., one tar-
  get (2d8+4) bludgeoning damage. 
  Life Drain: Melee attack +7 to hit, reach 5ft., one 
  target (2d6) necrotic damage. He target must suc-
  ceed on a DC 14 Constitution saving throw or its hit 
  point maximum is reduced by an amount equal to 
  the damage taken. This reduction lasts until the tar-
  get finishes a long rest. The target dies if this effect 
  reduces its maximum hit points to 0. 
  A humanoid slain by this attack rises 24 hours later 
  as a zombie under the ogre wight’s control, unless 
  the humanoid is restored to life or the body is de-
  stroyed. 
  Flame Wraith 
  Large Undead 
  AC: 15 HP: 144 (15d12+45) 
  Speed: 60 ft. (hover) 
  Str: 8(-1) Dex: 20(+5) Con: 17(+3) 
  Int: 10 (+0) Wis: 14(+2) Cha: 13(+1) 
  Saving Throws: Dex +9, Con +7 
  Skills: Perception +6, Stealth +9 
  Damage Resistances: acid, lightning, thunder; bludg-
  eoning, piercing, and slashing from nonmagical at-
  tacks not made with silver weapons 
  Damage Immunities: fire, necrotic, poison 
  Condition Immunities: charmed, exhaustion, grap-
  pled, paralyzed, petrified, poisoned, prone, restrained 
  Senses: darkvision 60 ft. 
  Incorporeal Movement: The flame wraith can move 
  through other creatures and objects as if they were 
  difficult terrain. It takes (1d10) force damage if it 
  ends its turn inside an object. 
  Sunlight Sensitivity: While in sunlight, the flame 
  wraith has disadvantage on all attack rolls and per-
  ception checks that rely on sight. 
  Actions 
  Life Drain: Melee attack +9 to hit, reach 5ft., one 
  target (5d8+5) necrotic damage plus (5d6) fire dam-
  age. The target must succeed on a DC 16 Constitu-
  tion saving throw or its hit point maximum is re-
  duced by an amount equal to the necrotic damage 
  inflicted. This reduction lasts until the target com-
  pletes a long rest. The target dies if this effect reduces 
  its maximum hit points to 0. 
  
   
   16 
  L. Excavation Site 
  Skeletons and zombies work tirelessly in this 
  corridor to excavate one of the passages leading 
  out of the market district into the rest of Barad
  -Mor. The undead are assisted by the animated 
  wheelbarrows that cart the excavated stone 
  down an adjoining passage that leads into the 
  grand market.  
   
  The operation is directed by a skeletal ogre en-
  hanced by Hruddak’s experiments. If the PCs 
  are spotted, the lieutenant directs the excava-
  tors to attack, but otherwise the group contin-
  ues their arduous task.  
   
  Pieces of ruined murals are visible on some of 
  the chunks of stone. If the PCs examine them it 
  could be possible to determine, with a DC 16 
  investigation check, that the passage being ex-
  cavated leads to the craftsman’s quarter of the 
  city. Finishing the excavation would likely take 
  weeks or months however as the collapse 
  stretches nearly 200 feet. 
   
   
  Flame Wraith continued 
  Fire Storm: All creatures in a 60 foot cone take (8d10) fire 
  damage. A successful DC 17 Dexterity saving throw 
  halves this damage. 
  The clamor and ring of metal against stone ech-
  oes from this hallway creating a deafening ca-
  cophony. Piles of wooden beams rest against the 
  walls while crude wheelbarrows filled with 
  chunks of stone move their cargo toward orga-
  nized piles without any visible hand to guide 
  them. Dim light radiates from several small glow-
  ing globes hovering throughout the corridor. 
  Skeletal miners (8) 
  Medium Undead 
  AC: 13 (armor scraps) HP: 13 (2d8+4) 
  Speed: 30 ft. 
  Str: 14(+2) Dex: 12(+1) Con: 15(+2) 
  Int: 6(-2) Wis: 8(-1) Cha: 5(-3) 
  Damage Vulnerabilities: Bludgeoning 
  Damage Immunities: poison 
  Condition Immunities: exhaustion, poisoned 
  Senses: darkvision 60 ft. 
  Actions 
  Mining Pick: Melee attack +4 to hit, reach 5 ft., 
  one target (1d8+2) piercing damage. 
  Zombie miners (8) 
  Medium undead 
  AC: 8 HP: 22(3d8+9) 
  Speed: 20 ft. 
  Str: 15(+2) Dex: 6(-2) Con: 16(+3) 
  Int: 3(-4) Wis: 6(-2) Cha: 5(-3) 
  Saving Throws: Wis +0 
  Damage Immunities: poison 
  Condition Immunities: exhaustion, poisoned 
  Senses: darkvision 60 ft. 
  Undead Fortitude: If damage reduces the zombie to 
  0 hit points, it must make a Constitution saving 
  throw with a DC of 5 + the damage taken, unless 
  the damage is radiant or from a critical hit. On a 
  success the zombie drops to 1 hit point instead. 
  Actions 
  Mining Pick: Melee attack +4 to hit, reach 5ft., one 
  target (1d8+2) piercing damage. 
  Skeletal ogre Lieutenant 
  Large Undead 
  AC: 13 (natural armor) HP: 67(9d10+18) 
  Speed: 30 ft. 
  Str: 19(+4) Dex: 10(+0) Con: 14(+2) 
  Int: 7(-2) Wis: 8(-1) Cha: 5(-3) 
  Damage Vulnerabilities: bludgeoning 
  Damage Immunities: poison 
  Condition Immunities: exhaustion, poisoned 
  Senses: darkvision 60 ft. 
  
   
   17 
  M. Practice Room 
   
  Entry into this chamber is protected by a glyph 
  of warding empowered with a bestow curse 
  spell set by Hruddak himself to trigger when 
  any living creature steps into the glyph’s area. 
  Anyone in the 10 foot square area at the en-
  trance to this chamber must succeed at a Wis-
  dom saving throw DC: 22 or fall victim to the 
  curse. The curse targets a victim’s Constitution 
  ability score so all ability checks and saving 
  throws made using Constitution are made at 
  disadvantage. 
   
  This room is being used by Hruddak to practice  
  any new spells he has researched. As with all of 
  his experiments, the lich is fond of practicing 
  on living subjects and will frequently send some 
  of his creations out to capture more subjects 
  when he is reaching the completion of whatever 
  research he is working on at the moment. 
   
  Anyone that wishes to investigate the arcane 
  sigils marking the tabletop must make an Arca-
  na check DC 16 to discover that the tablets are 
  Hruddak’s notes on various spells he has 
  learned while occupying Barad-Mor. Any wiz-
  ard could use these notes to research the follow-
  ing spells: Project Image, Finger of Death, 
  Maze Dominate Monster, and Time Stop. The 
  cost of researching these spells is halved. 
   
  Hruddak always leaves a pair of wraiths to 
  guard this room when he is not using it. These 
  wraiths wait for someone to trigger the glyph 
  at the entrance knowing that this glyph makes 
  victims more susceptible to their life draining 
  attack. 
  Actions 
  Dragonforged Greataxe: Melee attack +6 to hit, reach 5 
  ft., one target (2d12+4) slashing damage plus (2d6) fire 
  damage. 
  This rectangular chamber is littered with scraps of 
  shattered armor, blackened bones, and heavy 
  white ash. A row of storage compartments carved 
  into the southern wall are open, but empty. A sin-
  gle polished granite table sits in the northeast cor-
  ner, it’s surface covered in stone tablets with 
  strange arcane sigils. 
  Wraiths (2) 
  Medium Undead 
  AC: 13 HP: 67(9d8+27) 
  Speed: fly 60 ft. (hover) 
  Str: 6(-2) Dex: 16(+3) Con: 16(+3) 
  Int: 12(+1) Wis: 14(+2) Cha: 15(+2) 
  Damage Resistances: acid, cold, fire, lightning, thunder; 
  bludgeoning, piercing, and slashing from nonmagical at-
  tacks not made with silver weapons. 
  Damage Immunities: necrotic, poison 
  Condition Immunities: charmed, exhaustion, grappled, 
  paralyzed, petrified, poisoned, prone, restrained 
  Senses: darkvision 60 ft. 
  Incorporeal Movement: The wraith can move through oth-
  er creatures and objects as if they were difficult terrain. It 
  takes (1d10) force damage if it ends its turn inside an ob-
  ject. 
  Sunlight Sensitivity: While in sunlight, the wraith has dis-
  advantage on attack rolls and perception checks that rely 
  on sight. 
  Actions 
  Life Drain: Melee attack +6 to hit, reach 5ft., one target 
  (4d8+3) necrotic damage. The target must succeed on a 
  DC 14 Constitution saving throw or its hit point maxi-
  mum is reduced by an amount equal to the damage taken. 
  This reduction lasts until the target completes a long rest. 
  The target dies if this effect reduces its hit point maxi-
  mum to 0. 
  Create Specter: The wraith targets a humanoid within 10 
  feet of it that has been dead for no longer than 1 minute 
  and died violently. The target’s spirit rises as a specter in 
  the space. The specter is under the wraith’s control. The 
  wraith can have no more than seven specters under its 
  control at one time. 
  
   
   18 
  N. Research Library 
  This vault now serves as Hruddak’s research 
  laboratory. Hundreds of tomes line the tables 
  and shelves of the vaulted room beyond the 
  stone counter. Many of these tomes hail from 
  Hruddak’s fallen clan hold and offer strange 
  insights to the application of traditional schools 
  of magic in a harsh, brutal, and besieged civili-
  zation. Still more of these texts have been 
  plucked from adventurers, merchants, and ex-
  plorers unlucky enough to have crossed paths 
  with Hruddak. Several tomes collected from 
  this very ruin are treatises on the use of various 
  elements of dragon’s breath to craft weapons, 
  armor, and various arcane implements of in-
  credible power imbued with the inherent arcane 
  energy of dragon’s breath itself. The entire li-
  brary could be sold off to a university for 
  10,000 gp at least if the hundreds of tomes 
  could be carted out of Barad-Mor. Feel free to 
  use this library to allow any PC wizards to re-
  search rare or unique spells or give clues to the 
  locations of powerful magical items or mysteri-
  ous locales. 
   
  This vault also contains several formal docu-
  ments remaining from the time of the collapse 
  of Barad-Mor. These documents detail a time of 
  religious strife amongst the clans of the hold 
  that culminated in a declaration by the clan 
  lords to imprison clergy of the Forgelord for 
  refusing to obey the lord’s demands regarding 
  some sort of affliction in the ore of the moun-
  tain. Some of these documents note a correla-
  tion between the time of this imprisonment and 
  the appearance of an incident called the Rust 
  Plague, though few details of the nature of the 
  plague remain. 
   
  Guarding this repository of knowledge is a trio 
  of mummified trolls. 
  A low stone counter and rusted iron bars that 
  reach to the ceiling divide this room. Only a soli-
  tary iron door allows passage from one side to the 
  other. Ruined facades of regal dwarves are carved 
  into the many support pillars that line the walls. 
  Beyond the counter and iron bars, a massive circu-
  lar vault door made of adamantine lies open re-
  vealing an L-shaped vault beyond. The musty 
  scent of oiled leather trails out of the vault. 
  Troll Mummies (3) 
  Large Undead 
  AC: 13 (Natural Armor) HP: 95(9d10+45) 
  Speed: 20 ft. 
  Str: 18(+4) Dex: 8(-1) Con: 20(+5) 
  Int: 6(-2) Wis: 8(-1) Cha: 8(-1) 
  Saving throws: Wis +2 
  Damage Vulnerabilities: fire 
  Damage Resistances: bludgeoning, piercing, and slashing from 
  nonmagical attacks 
  Damage Immunities: necrotic, poison 
  Condition Immunities: charmed, exhaustion, frightened, para-
  lyzed, poisoned 
  Senses: darkvision 60ft. 
  Regeneration: These mummies regain 10 hit points at the start 
  of its turn. If the mummy takes fire damage this trait doesn’t 
  function at the start of the mummy’s next turn. The mummy 
  only dies if it starts its turn with 0 hit points and doesn’t regen-
  erate. 
  Actions 
  Multiattack: The mummy can use its Dreadful Glare and makes 
  two Claw attacks 
  Claw: Melee attack +7 to hit, reach 5ft., one target (2d6+4) 
  slashing damage plus (3d6) necrotic damage. If the target is a 
  creature, it must make a DC: 13 Constitution saving throw or 
  be cursed with mummy rot. The cursed target can’t regain hit 
  points and its hit point maximum decreases by (3d6) for every 
  24 hours that elapse. If the curse reduces the target’s maximum 
  hit points to 0, the target dies, and its body turns to dust. The 
  curse lasts until removed by the remove curse spell or other 
  magic. 
  Dreadful Glare: The mummy targets one creature it can see 
  within 60 feet of it. If the target can see the mummy, it must 
  succeed on a DC 12 Wisdom saving throw against this magic or 
  become frightened until the end of the mummy’s next turn. If 
  the target fails the saving throw by 5 or more, it is also para-
  lyzed for the same duration. A target that succeeds on the sav-
  ing throw is immune to the Dreadful Glare of all mummies (but 
  not mummy lords) for the next 24 hours. 
  
   
   19 
  O. Metal Storeroom 
  When Hruddak arrived at Barad-Mor he found 
  this chamber filled with these same massive 
  bricks. He recognized them immediately as un-
  processed adamantine ore. The lich immediate-
  ly began experiments with various undead to 
  see if the ore could somehow be fused with the 
  creatures to create even deadlier servants and 
  enhance his own form. Hruddak has used sever-
  al bricks for his research, but another 24 bricks 
  still remain. The bricks are raw ore, not refined 
  adamantine, but could still be worth 200 gp 
  each if they could be removed from the ancient 
  ruin. Each brick weighs approximately 10 tons. 
   
  The four statues at the center of this chamber 
  are actually stone golems created by Hruddak 
  to move the adamantine bricks in to the smel-
  ter as well as guard the entrance to the forge. 
  Any living creature attempting to pass through 
  the chamber is immediately beset by the quar-
  tet of man sized constructs. 
   
  P. The Fleshforge 
   
  This is the chamber where Hruddak performs 
  many of his experiments melding metal with 
  undead flesh and bone. The danger posed to the 
  lich’s research notes from the heat of this room 
  means that these materials are actually kept in 
  his research library in Area N.  
   
  This oddly shaped chamber is filled with stacks 
  of large dark stone bricks the size of a full grown 
  man. The rusted remains of several lengthy flat 
  carts are piled near the collapsed northern pas-
  sageway. Four stone statues of dwarven warri-
  ors stand together in the center of the room. 
  Waves of heat radiate into the chamber from a 
  passage to the east. 
  Undersized Stone Golems (4) 
  Medium Construct 
  AC: 15 (natural armor) HP: 114(12d10+48) 
  Speed: 20 ft. 
  Str: 22(+6) Dex: 10(+0) Con: 18(+4) 
  Int: 3(-4) Wis: 11(+0) Cha: 1(-5) 
  Damage Immunities: poison, psychic; bludgeoning, 
  piercing, and slashing from nonmagical attacks not 
  made with adamantine weapons. 
  Condition Immunities: charmed, exhaustion, fright-
  ened, paralyzed, petrified, poisoned 
  Senses: blindsight 60 ft., darkvision 120 ft. 
  Immutable form: The golem is immune to any spell or 
  effect that would alter its form. 
  Magic Resistance: The golem has advantage on sav-
  ing throws against spells and other magic effects. 
  Magic Weapons: The golem’s attacks are magical. 
  Actions 
  Multiattack:  The golem makes two slam attacks. 
  Slam: Melee attack +9 to hit, reach 5ft., one target 
  (2d8+6) bludgeoning damage. 
  The heat of this chamber is stifling and the ca-
  cophony of roaring flames assaults your ears. 
  The acrid smell of burning meat mixes with the 
  earthy aroma of oil and tang of metal. A convey-
  or runs from the western wall just north of the 
  entrance to terminate at a massive adamantine 
  cylinder etched with glowing sigils. A row of 6 
  foot tall heavy crucibles hang from thick cables 
  suspended above the floor leading out from the 
  cylinder over a row of stone furnaces that line 
  the eastern wall. Each with a black iron anvil 
  and stained black stone trough nearby. The two 
  most northerly furnaces also have a metal table 
  situated nearby with 2 sets of iron restraints. 
  Along the southern wall is a row of four iron lev-
  ers and in the southeast corner a massive ruby 
  inset to the wall glows with an unearthly light. 
  
   
   20 
  Hruddak spends much of his time in this room 
  experimenting on either his various minions or 
  himself. He keeps several powerful servants 
  with him at all times and a skeletal fire drake is 
  kept here to maintain the forge fires. 
   
  The levers on the southern wall control the con-
  veyors and crucibles allowing the forge to be 
  operated by only two people. The gem set in 
  the wall is actually the door to the secret cham-
  ber containing Hruddak’s phylactery. Casting 
  the cantrips Chill touch, Mending, and Mage 
  Hand on the gem, in that specific order re-
  moves the wall leading to the chamber. 
  Hruddak does not keep this information writ-
  ten anywhere to ensure the safety of his phylac-
  tery. If you wish, you may provide clues to the 
  gem’s operation in Hruddak’s research notes in 
  the library of area N, an arcana check might be 
  necessary to determine the specific order that 
  the spells need to be cast 
   
  Quicksilver Skeletons (4) 
  (see previous entry) 
  Skeletal Drake 
  Large Undead 
  AC: 15(ragged hide) HP: 124(13d10+52) 
  Speed: 30ft., fly 70 ft. 
  Str: 18(+4) Dex: 16(+3) Con: 18(+4) 
  Int: 5(-3) Wis: 9(-1) Cha: 10(+0) 
  Damage Vulnerabilities: bludgeoning 
  Damage Immunities: fire, poison 
  Condition Immunities: exhaustion, poisoned 
  Senses: blindsight 60 ft., darkvision 60 ft. 
  Actions 
  Bite: Melee attack +8 to hit, reach 10 ft., one target 
  (2d8+4) piercing damage. 
  Flame Breath (recharge 6): The drake exhales a 30 foot 
  cone of fire. Any creature in the area suffers (8d6) fire 
  damage. A DC 14 Dexterity saving throw halves this 
  damage. 
  Hruddak (duergar lich) 
  Medium Undead 
  AC: 17 (natural armor) HP: 168(20d8+80) 
  Speed: 25 ft. 
  Str: 11(+0) Dex: 14(+2) Con: 18(+4) 
  Int: 20(+5) Wis: 15(+2) Cha: 16(+3) 
  Saving Throws: Con +11, Int +12, Wis +9 
  Skills: Arcana +18, History +12, Insight +9, Percep-
  tion +9 
  Damage Resistances: cold, lightning, necrotic 
  Damage Immunities: poison; bludgeoning, piercing, 
  and slashing from nonmagical attacks not made with 
  adamantine weapons 
  Condition Immunities: charmed, exhaustion fright-
  ened, paralyzed, poisoned 
  Senses: truesight 120 ft. 
  Legendary Resistance (3/day): If Hruddak fails a sav-
  ing throw, he can choose to succeed instead. 
  Rejuvenation: If Hruddak’s phylactery remains in-
  tact, he gains a new body in 1d10 days, regaining all 
  of his hit points and becoming active again. The new 
  body appears within 5 feet of the phylactery. 
  Spellcasting: Hruddak is a 20th level spellcaster. His 
  spellcasting ability is intelligence (spell save DC 20, 
  +12 spell attack). Hruddak has the following wizard 
  spells prepared: 
  Cantrips (at will): Blade Ward, Chill Touch, Friends, 
  Mage Hand, Ray of Frost 
  1st Level (4 slots): Detect Magic, False Life, Protec-
  tion From Good, Shield,  
  2nd Level (3 slots): Blindness/Deafness, Mirror Im-
  age, Ray of enfeeblement 
  3rd Level (3 slots): Lightning Bolt, Slow, Vampiric 
  Touch 
  4th Level (3 slots): Blight, Fabricate, Stone Shape, 
  Wall of Fire 
  5th Level (3 slots): Creation, Dominate Person, Wall 
  of Force 
  6th Level (2 slots): Circle of Death, Flesh to Stone 
  7th Level (2 slots): Prismatic Spray, Teleport 
  8th Level (1 slot): Incendiary Cloud, Maze 
  9th Level (1 slot): Power Word Kill, Imprisonment 
  Turn resistance: The lich has advantage on saving 
  throws against any effect that turns undead. 
  
   
   21 
  Q. Hidden Chamber 
  This room is protected by a terrifying arcane 
  trap. Any living creature that approaches with-
  in 5 feet of the pedestal must immediately 
  make a Constitution saving throw or suffer 
  12d8 points of necrotic damage with a success-
  ful save only taking half damage. This effect 
  takes place every round until all creatures with-
  in the area are dead or have retreated. As a fur-
  ther safeguard against his destruction, if any-
  one touches the strongbox without first speak-
  ing the name of Hruddak’s first victim during 
  his transformation into a lich (Domus), the 
  strongbox teleports back to Hruddak’s sealed 
  chamber in the Gorebane clan hold deep under-
  ground 
  Dragonforged Items 
  Undoubtedly, you have seen various dragon-
  forged weapons being wielded by Hruddak’s min-
  ions. Many of these weapons are newly forged by 
  Hruddak as he experimented with the process be-
  fore attempting to harden his own bones with 
  metal. Using dragon’s breath, drake’s breath in 
  this case, to forge items is a difficult process as 
  the drake cannot continually sustain their breath 
  weapon when needed, the smith must often begin 
  working the metal while it is still engulfed in 
  flame. 
   
  The majority of Dragonforged items are 
  made of adamantite (certainly all of those that 
  remain) as the metal can more easily handle the 
  stresses inflicted on it by dragon’s breath. The 
  ancient dwarves of Barad-Mor could use the pro-
  cess with iron, steel, and Mithril; but it requires 
  incredible skill in order to not destroy the materi-
  al.  
   
  The act of forging an item in dragon’s 
  breath instills some of the primal elemental pow-
  er of the dragon within it. While the most com-
  mon method of dragonforging comes from drakes 
  and dragons that breath fire, it is also possible to 
  use other forms of dragon’s breath at different 
  stages of the forging process such as quenching the 
  blade in acid breath or frost. The end result is simi-
  lar no matter what breath weapon is used. 
  Hruddak Continued 
  Actions 
  Paralyzing Touch: Melee spell attack +12 to hit, reach 
  5ft., one target (3d6) cold damage,. The target must suc-
  ceed on a DC 18 Constitution saving throw or be para-
  lyzed for 1 minute. The target can repeat the saving 
  throw at the end of each of its turns, ending the effect on 
  itself on a success. 
  Legendary Actions 
  Hruddak has 3 legendary actions, choosing from the op-
  tions below. Only one legendary action can be used at a 
  time and only at the end of another creature’s turn. 
  Hruddak regains spent legendary actions at the start of 
  its turn. 
  Cantrip: Hruddak casts a cantrip. 
  Paralyzing Touch (costs 2 actions): Hruddak uses his Par-
  alyzing Touch. 
  Rusting grasp (casts 2 actions): Hruddak makes a melee 
  spell attack. On a successful hit, if the target is wearing 
  metal armor or wields a metal weapon, the target’s AC is 
  permanently reduced by 1 and the weapon gains a per-
  manent penalty of –1 to hit. Additional strikes against 
  the same target have a cumulative effect. If the target’s 
  armor is reduced to AC 10 or their weapon gains a –5 
  penalty, the items are destroyed. This ability can affect 
  both magical and nonmagical items. 
  Disrupt Life (cost 3 actions): Each living creature within 
  20 feet of Hruddak must make a DC 19 Constitution sav-
  ing throw against this magic, taking (6d6) necrotic dam-
  age on a failed save, or half as much on a successful one. 
  This small octagonal chamber contains only a soli-
  tary stone pedestal located in the center of the room. 
  Resting atop the pedestal is an adamantine strong-
  box measuring only 5 inches long that radiates a 
  menacing purplish aura. 
  
   
   22 
   
  Weapons forged in a dragon’s breath weap-
  on are able to release some of that trapped ele-
  mental energy in their strikes dealing an extra 2d6 
  damage of whatever element was used to forge the 
  weapon. Armor and shields are able to more easily 
  resist the elements in which they were created and 
  bestow resistance to that element to their wearer. 
  Other more wondrous items such as bracers that 
  allow the wearer to partially deflect elemental ef-
  fects giving them advantage on saving throws or 
  amulets that bestow the ability to breath fire or 
  frost upon foes are also possible.  
   
  While only the basic weapons and armor 
  are found within this dungeon. What remains of 
  the rest of the city could contain items of incredible 
  power. The Lords of Barad-Mor were said to wield 
  dragonforged items of great power that could sun-
  der armies with terrible explosions of elemental 
  might or make them nigh unassailable from mun-
  dane attacks. Further expeditions deeper into the 
  collapsed ruins of the city could yield wondrous 
  treasures if players are bold enough to attempt to 
  delve deeper.  
   
  
   
   23 
   
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   25 
  Thank you so much for your support! 
  If you have any comments or sugges-
  tions drop by my Facebook or Twitter 
  at www.facebook.com/
  CreativeGeeking or @The_Smiling_1 
  I hope you enjoyed this book, and I look 
  forward to creating or inspiring many 
  more adventures in the future. 
   
   
   
  Written By: John Adams 
  Edited By: John Adams 
  Layout By: John Adams 
  Map By: John Adams with the help of pyro-
  mancers.com Dungeon Painter Studio (so sim-
  ple to use). 
  Cover Art By: Ekaterina Vladinakova 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Smiling Bandit/The Cursed Halls of Barad-Mor.pdf