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  THUNDERHOLD: CASTLE OF THE DWARVEN KING 
  THUNDERHOLD 
  CASTLE OF THE DWARVEN KING 
  BACKGROUND 
  The Dwarves of Thunderhold originated at the 
  Majestic Fastness, deep in the Majestic 
  Mountains. They were forced from their an-
  cestral home by the great dragon, Analegorn, 
  and its three young some 400 years ago. The 
  Dwarves journeyed north to the region of the 
  Sunstone Caverns, rumored to possess a lode 
  of mithral. There the dwarves found an army 
  of gnolls who held the caverns and the adja-
  cent castle.  
  In those early days, the dwarves lived in caves 
  near the castle and warred often with the 
  gnolls. They befriended several bands of 
  Moonrakers (see “Common Orichalan” in the 
  Characters chapter of the Player’s Guide to 
  the Wilderlands), descendants of the ancient 
  Orichalan Dragon Lords who it is said built 
  the castle. The dwarves and Moonrakers 
  traded with each other and formed an alliance, 
  but that alliance waned in the face of outside 
  invaders and increased attacks from the gnolls 
  of the castle and caverns. Eventually, the 
  gnolls came to be led by an evil wizard named 
  Lychin and a minotaur-priest named Bragash, 
  who mobilized the gnolls to war. The dwarves 
  defeated the gnolls and the wizard, but Bra-
  gash fled deep into the Sunstone Caverns. His 
  forces continue to trouble the dwarves to this 
  day.  
  Zephrus Iron-Helm, then the leader of the 
  dwarves who were occupying the castle, led a 
  band to the City State in answer to the Over-
  lord’s call for help against a marauding 
  dragon and her brood. Afterwards, the Over-
  lord rewarded Zephrus with the resources of 
  the City State to help gather the remnants of 
  the dwarves and establish Thunderhold as 
  their new home. Zephrus Iron-Helm was 
  made king and his descendents have ruled 
  ever since. 
  In honor of their old alliance, the dwarves al-
  lowed the Moonrakers to live in the castle. 
  Thunderhold is one of the few places where 
  descendants of the Orichalans live in peace 
  and are not hunted. There are some 600 
  Moonrakers living in the castle and surround-
  ing lands. The dwarves of Thunderhold now 
  number over 2000. 
  At present, the Dwarves' attempts to clear 
  more of the Sunstone Caverns and the other 
  caves have proceeded slowly. In addition to 
  strengthening the castle's defenses, they have 
  started tunnels beneath the central keeps. 
  The Dwarven King maintains close ties and 
  trade with the City Sate. For example, he sup-
  plies armorers to the City State, workers for 
  the mines to the northeast, and crack dwarven 
  troops. Although not a Tributary Lord, the 
  King gets a vote in the Senate of eight and has 
  a mutual protection alliance with the Invinci-
  ble Overlord.  
  The Dwarves of Thunderhold generally wor-
  ship Goibhnie, Blacksmith of the Gods (N; 
  symbol: giant mallet over sword; favored 
  weapon: spear and hammer; domains: Earth, 
  Fire, Strength). His temple is the large temple 
  in the western portion of the caste. There is 
  
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  THUNDERHOLD: CASTLE OF THE DWARVEN KING 
  also a temple to Dunatis and Kazadarum (see the 
  Player’s Guide to the Wilderlands for information on 
  the latter two gods). 
  Barracks for the Border Warders are located outside the 
  castle proper (see area T, below). Barracks inside the 
  castle hold the common soldiers (Ftr1-3s) as well as bar-
  racks for the Axe Banner Legion, a group of 300 elite 
  dwarven axemen (N mountain dwarf Ftr3; dwarven 
  waraxe or masterwork longswords) who occasionally pa-
  trols with Onar and the Border Warders. They are led by 
  Valiant Bakalin (N mountain dwarf Ftr4; SL 7; +1 morn-
  ing star), the Hero of the Axe Banner Legion.  
  It is rumored that a god called “Emig XXV” died near 
  Thuderhold two years ago and gave birth to a mortal 
  named “Defect.” The mortal and a portion of the dead 
  god Emig was supposedly sold to the Overlord for a con-
  siderable sum. This rumor was probably started to ex-
  plain the fire which began leaping from the Cryptic Cita-
  del in the City State to kill any flying creature venturing 
  over it, since the mortal was also supposed to have inher-
  ited a magic limb of Emig, named “Autocannon.” The 
  dwarves of Thunderhold have always produced superior 
  weapons, but the Legion Blades of the Axe Banner Le-
  gion of recent make are attributed to the corpse of Emig. 
  The Dwarves have lately regained some territory from 
  the Giants living west of them, and it is also rumored that 
  they are preparing a strike against Analegorn the great 
  dragon that drove them from their home in the Majestic 
  Fastness. 
        THUNDERHOLD (City): Conventional; AL LG; Tech 
  Level: 9; 3,000 gp limit; Assets 750,000 gp; Population 
  8,000 (Able bodied men: 2,600); Integrated (human 37% 
  [mostly Common Orichalan, Tharbrian and Alryan], 
  dwarf 20%, halfling 18%, elf 10%, gnome 7%, others 
  8%); Resources: Gems.  
  NOTABLE NPCS 
  Unless otherwise noted, the following NPCs are all 
  Mountain Dwarves (see the Player’s Guide to the 
  Wilderlands) and are male. SL stands for “Social Level” 
  and is measured on a scale equivalent to that presented in 
  the City State of the Invincible Overlord. 
  Nodre Iron-Helm (N Ftr6/Ari2; SL 15; +2 war hammer, 
  +2 mithral full plate), the current king of the dwarves is 
  stormy and quick to anger. He dreams of retaking his an-
  cestral home in the Majestic Fastness from the dragon 
  Analegorn. He keeps good relations with the City State 
  and maintains racial peace between the dwarves and men 
  in the castle. 
  Squire Zotik (N Ftr2/Ari1; SL 10; shortsword) is the 
  mannerly Mayor of Thunderhold who runs the day to day 
  business of the city and castle. 
  Wenegbon (N Ftr4; SL 6; morning star, masterwork full 
  plate) is the Gate Sentinel for the castle. He trumpets the 
  arrival of important visitors or events. 
  Sable Wik (LG female Clr5; SL 7; staff) is the dwarf-
  mother and generous priestess of the Temple of Rosmerta 
  in the Inner Castle. 
  Bonanza Bifex (N Clr4; SL 6; mace) is the leader of the 
  Dwarven War Party and a priest of Goibhnie. He is anti-
  human and often causes problems by stirring up racial 
  hatred. 
  Cur Raplin (CE Ftr3; SL 5; longsword) has a small but 
  powerful group of dwarf followers. He, too, has a strong 
  dislike for humans. 
  Meglin the Brute (CE Ftr4; SL 4; dwarven waraxe) is a 
  friend of Cur Raplin and is a dullard. 
  Doggin Chopper (N Ftr5; SL 8; +1 battleaxe) is the 
  High Sheriff and is known as the “Protector of the Axe. 
  He is known for his Strength. 
  Romp Wikin (N Bar2; SL 6; +1 dagger) is a widely-
  traveled bard who has visited the regions of Tarantis, the 
  Valley of the Ancients, Valon, the Elphand Lands and 
  Viridistan. He hates elves. 
  Fenmar the Knave (N Rog5; SL 4; dagger, boots of 
  speed) is nicknamed “Flash” for his skill as a cutpurse 
  and famed quick escapes thanks to his magical boots.  
  Bankil the Culprit (CE Rog5; SL 4; shortsword) is a 
  cutpurse living at the Souring Mug Inn. 
  Purloin Purfin (N Rog9; +1 dagger) is a noted thief liv-
  ing at the Summit Saloon. 
  Carlan the Puffer (N Ftr2; SL 5; dagger) is a notoriously 
  affable and fat braggart. He is a good source of informa-
  tion, though as often as not the information is false. 
  Hoary Hang (N Ftr4; SL 5; talisman sword) is a dwar-
  ven hero who wields the famed Talisman Sword. 
  Goose Asquil (N Ftr2; longsword and crossbow) is un-
  characteristically cheerful for a dwarf. He is skilled with 
  his crossbow. 
  The Lady of Green Knowledge (LG female human 
  [Tharbrian] Witch9/Drd3, +2 dagger, bracers of natural 
  armor +3) is a charitable good witch. She resides at the 
  Shadow Mirth Lodge. 
  Wehrmoth the Warlock (N male human Wiz8; +1 dag-
  ger) is a gloomy local human wizard who occasionally 
  works for the Dwarven King. 
  
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  THUNDERHOLD: CASTLE OF THE DWARVEN KING 
  Lady Kostbera the Sorceress and Spy (CE female hu-
  man [Altanian] Wiz9; SL 8; +2 dagger, +3 ring of natu-
  ral armor, bracers of armor +4, wand of major image, 
  scroll of magic circle of protection from evil) is a former 
  beggar girl who ruthlessly carved her niche in society 
  and, at the peak of her notoriety, disappeared from the 
  upper-world. She joined the Black Lotus and is the per-
  sonal agent of the Overlord. Her ring of natural armor 
  +3 bears the secret symbol of that spy network. Kostbera 
  is extremely greedy and occasionally pursues her own 
  best interests by looting other denizens of the deep. She 
  wears beads and bangles of a slave girl (actually worth 
  11,600 gp) and is an excellent actress. Seeking to avoid 
  capture and personal combat, she relies heavily on her 
  secret passages, traps, and hirelings. In any bad situation, 
  she will flee and trap pursuers. Kostbera makes use of 
  four skeletons (medium-sized, see the MM; shorspears) 
  stored in a pit-trap. She never forgets an affront and will 
  seek revenge carefully without danger to herself. Lady 
  Kostbera is cunningly reluctant to reveal her magic abil-
  ity and often poses as a captive of the skeletons to dupe a 
  party. She might sell captives into slavery, but, if at-
  tracted to an individual (probability equal to character’s 
  Cha stated as percentage) she will charm a captive and 
  later set him free (nude and shaven bald) in the Square of 
  the Gods in the City State. Hidden in a chest of garments 
  in her room are a potion of flying, 440 cp, 110 sp, 90 gp, 
  and four pieces of jewelry worth 100 gp each. In a jar by 
  the corner is an orc head. Below the table in her room are 
  four wine flasks. On the table is a dagger, 3 sp, and a 
  flask of oil. On a shelf are two weeks’ rations for one 
  person, four torches, and 5O feet of silk rope; leaning 
  against the wall is a heavy crossbow, rigged to fire at 
  anyone opening the door without first releasing a catch 
  (Search DC 20, Disable Device DC 20, Attk +8 ranged 
  (1d10 heavy crossbow bolt). 
  Her hirelings include Thrandil IV (CE male human 
  [Alryan] Ftr3; SL 2; longsword), Longarm Hem (N 
  male human [Tharbrian] Rog6; SL 3; +1 shortsword), 
  Bindel the Dwarf (N male mountain dwarf Ftr2; SL 4; 
  warhammer), Gundar the Beardbottom (CE male hu-
  man [Tharbrian] Ftr2; SL 3; greatsword) and Toothy 
  Kalisk (LE male human [Karakhan] Clr4 [Set, death, 
  law]; SL 4; mace).  
  LEGENDS AND RUMORS 
  The Dungeon Vault: Tales tell of a huge cave complex 
  below the Majestic Fastness near the ancient ancesral 
  home of the dwarves who now live in Thunderhold. It is 
  believed that the Vault is occupied by Analegorn’s 
  young. 
  The Master Stone: A 100,000 gp gem is reportedly in a 
  balor horde. 
  The Charm-mantle: A famed garment which is in fact a 
  robe of scintillating colors. 
  The Eldar Relic: +3 longspear in a troll horde. 
  The Omen Beacon: A mysterious light that shines above 
  Nimbus Tor. 
  The Raven-guide: A legend of a raven that led a dwar-
  ven hero out of danger. 
  The Night Watchers: A group of specters riding manti-
  cores that plague the nearby mountains. 
  The Sundered Shield: +5 shield lost to a dragon, be-
  lieved to be one of Analegorn’s young. 
  The Sun-driven Dwarf: Legend of a flying dwarf adven-
  turer who arrived and quickly departed from Thunder-
  hold 140 years ago. 
  SHOPS AND LOCATIONS 
  Unless otherwise noted, all shop owners are male moun-
  tain dwarves.  
  A. Marblehead Tavern. Run by Nyi (LG Ftr2; SL 3; 
  dagger) and located on the Street of Armorers, the 
  Marblehead is frequented by the stonemasons of the cas-
  tle.  
  B. Engineer. Nithri (N Exp3/Ftr2; SL 8; longsword) the 
  engineer offers his expert services from a small shop just 
  off the main gate into the castle behind the Lofty Inn. 
  C. Lofty Inn. Run by Austri (N Ftr3; SL 4; dagger), the 
  Lofty Inn caters to visitors and is one of the most human-
  friendly of the dwarf-run inns due to its proximity to the 
  main gate. 
  D. Summit Saloon. Run by Vestri (N Ftr4; SL 5; shorts-
  word), famed for its location facing the temple. Purfin the 
  thief (see above) resides here and is not above picking 
  the pocket of temple attendees. 
  E. Bounty and Bludgeon Inn. Run by Nain (CG Ftr3; 
  SL 4; handaxe), this inn is located near the barracks on 
  Deep Delver Street and is frequented by soldiers and 
  mercenaries.. 
  F. Master Smith. In a prominent location on the Street 
  of Armorers, Northri (N Ftr2/Exp5; SL 9; shortspear), the 
  master smith, forges all manner of iron items, from weap-
  ons to horseshoes. 
  G. Jeweler. In his prestigious shop located within the 
  main keep itself, Vindalf (CE Ftr2/Exp4; SL 5; +1 war 
  hammer) can appraise, cut, set or convert any manner of 
  gem or jewel.  
  
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  THUNDERHOLD: CASTLE OF THE DWARVEN KING 
  H. Wheelwright. In his busy shot inside the keep proper, 
  Rathsvith (N Ftr1/Exp2; SL 5; war hammer) repairs the 
  wheels of wagons that travel over the rough terrain of the 
  surrounding mountains as well as the wheels of the vari-
  ous battle chariots. 
  I. Master Armorer. Located perhaps in the most promi-
  nent location on the Street of Armorers, this shop is the 
  workplace of several excellent armorers. Regin (N Ftr2/
  Exp6; SL 6; +1 heavy mace) can make +1 armor and 
  weapons if given the correct materials. Rufalin (N Ftr1/
  Exp3; SL 5; flail) is greedy but skillful. Thranark (N 
  Ftr1/Exp5; SL 7; battle axe) can repair magic weapons 
  and armor (probability of failure 10% per +1 of the item, 
  if failure then item is destroyed). 
  J. Souring Mug Saloon. Located inside the main keep 
  and run by Nar (N Ftr5; SL 5; dagger), the Souring Mug 
  is home to Bankil (see above). He rarely marks other 
  customers at the saloon, however, preferring not to work 
  inside the keep itself. 
  K. Toymaker. In a spacious low building off Temple 
  Street, the toymaker, An (CE Ftr1/Rog1/Exp2; SL 3; 
  handaxe), makes strange toys. Despite his evil nature, 
  most of his toys are appropriate for children. He has been 
  known to make trapped toys. 
  L. Towering Tavern. Run by Suthri (N Ftr3; SL 4; 
  longsword), this tall building has three stories of rooms. 
  M. Emerald Tankard Inn. Run by Draupnir (N Ftr3; 
  SL 5; handaxe), this inn is a favored watering hole for 
  the citizens both before and after worship at the Temple 
  of Goibhnie just to the south. 
  N. Crossbowmaker. Draupnir (N Ftr2/Exp2; SL 5; 
  handaxe, crossbow) runs this shop off Temple Street. He 
  can manufacture masterwork crossbows and repeating 
  crossbows. 
  O. Sage. Ni-Weser-Re (LG male astari Wiz10/Clr10/
  Sage10; SL 7) is 869 years old. He is an astari (for more 
  on the astari see the ENWorld Player’s Journal, Volume 
  4, “Lesser Races of the Wilderlands”) sage who special-
  izes in History of all periods and Astronomy. He is a 
  cleric of Thoth. He will not fight except in self-defense. 
  He charges one magic items plus 1000 gp to answer a 
  question as a sage (see the “Characters” chapter of the 
  Player’s Guide to the Wilderlands for more information 
  on the Sage class). He is preoccupied with charting the 
  various stargates that reside on and above the planet. He 
  is knows as a dwarf-friend and is a Hero against the Race 
  of Wyrms. He rides a gold dragon and is frequently gone 
  from his home for weeks at a time. His residence is un-
  locked and a silver whistle which lies on a small table in 
  the center of the main room can be used to summon him 
  back from his current location. His residence has no ob-
  vious valuables and seems larger even than its large exte-
  rior would allow.  
  P. The Scarlet Archer Alehouse. This cramped alehouse 
  outside the walls of the castle is run by Hroptr (CG male 
  human [Common Orichalan] Ftr4/Sor1; SL 3; dagger). It 
  caters to visiting humans. 
  Q. Shadow Mirth Lodge. The proprietor Lysir (LG male 
  human [Tharbrian] Rgr2; SL 4; longsword and light 
  mace) runs this lodge. The Lady of Green Knowledge 
  (see above) lives here, having rendered aid to Lysir years 
  ago. Lysir refuses to discuss just what aid was rendered. 
  She occupies the second level above the eastern portion 
  of the Lodge. Four more rooms can be had upstairs for 
  rent. 
  R. Animal Trainer. Brune (N male human [Tharbrian] 
  Ftr2/Exp6; SL 3; longspear and dagger) trains animals, 
  specializing in horses and bears from this strange house 
  and barn, which has been added onto several times. 
  S. Stage Coach. Rimegerd (LE male human [Alryan] 
  Ftr2; SL 4; longsword) runs a stage coach service 
  throughout the town and the surrounding areas. Some say 
  he has a deal with local thieves, bringing his passengers 
  to certain locations at certain times for heists or a throat 
  slitting in exchange for a cut of the take. 
  T. Border Warders’ Barracks. The Border Warders are 
  an all-dwarf force that constantly patrols the Rorystone 
  Road and Vagabond Trail in groups of 6+1d6. The Bor-
  der Warders (typically a mountain dwarf Ftr2/Rgr1; long-
  spear, dwarven waraxe) number 100 strong and are 
  skilled in fighting in all terrain types and are the enemy 
  of Giant type monsters. The Border Warders are led by 
  Sergeant Onar (N male mountain dwarf Ftr5/Rgr2; SL 8; 
  +2 longsword, +1 dwarven full plate, +1 large steel 
  shield). Their barracks sit up and away from the other 
  buildings outside of the castle, near the Rocky Rapids. 
  U. Jewel Thief Pub. Run by Rigsmal (CE male human 
  [Alryan] Ftr6; SL 4; dagger and heavy mace), this pub 
  lives up to its name. Stolen goods, including gems, are 
  often fenced in the open. 
  V. Mountaineer. This building offers the services of 
  Hildeger (N male human [Skandik] Ftr2/Rgr3; SL 4; 
  longspear) and his two gnome assistants, Godwin (N 
  male Lightelf gnome Ftr1/Exp3; SL 4; shortspear) and 
  Sigtun (N male Lightelf gnome Rog1/Ftr2; SL 4; shorts-
  word).  
  W. Scribe. Thelemark (N male human [Alryan] Wiz2/
  Sage 1; SL 5; dagger) scribes documents and provides 
  minor sage advice.  
  
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  THUNDERHOLD: CASTLE OF THE DWARVEN KING 
  X. Woodcutter. Hespnir (CG male mountain dwarf 
  Rgr2; SL 4; handaxes) leads cutting expeditions into the 
  nearby woods from his small, secluded home. 
  Y. Mercenary. Fialer (N male human [Karakhan] Ftr4; 
  SL 5; longspear) leads a band of 50 to 100 mercenaries 
  (as needed, normally War1-3s and Ftr1-2s), hired by the 
  King to fight raiding gnolls and others suspected of ban-
  ditry in the area. His home is one of the few stone build-
  ings outside of the castle and it has several stories and a 
  crenellated roof. His men sleep on the main floor or in 
  camps outside the building.  
   
  CREDITS 
  Original Content By: Bob Bledsaw and Bill Owen. 
  v3.5 Updates By: Clark Peterson 
  This Thunderhold download contains the description of 
  Thunderhold as found in the original City State of the In-
  vincible Overlord product by Judges Guild. Very little 
  expansion has been done, other than detailing the NPCs 
  in v3.5 terms and adding Wilderlands-specific race notes. 
  For a truly updated and expanded version of Thunder-
  hold, see Thunderhold Revised, below. 
   
  THUNDERHOLD REVISED 
  Coming soon from Necromancer Games and Judges 
  Guild is Thunderhold Revised, a full expansion and revi-
  sion of Thunderhold, complete with expanded area de-
  scriptions and full stat blocks and backgrounds for all the 
  NPCs. Also includes expanded story and adventure ideas, 
  full details on the types of dwarven arms and armor avail-
  able for sale, as well as expanded history and background 
  notes. Thunderhold Revised will be available soon as a 
  for sale PDF available for download.  
   
  
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  Page 6 
  THUNDERHOLD: CASTLE OF THE DWARVEN KING 
  LEGAL APPENDIX 
  This Thunderhold download is done under version 1.0a of the of the Open Game License, below, and version 3.0 of the d20 System Trademark License and the d20 
  System Trademark Logo Guide. 
  Notice of Open Game Content: This product contains Open Game Content, as defined in the Open Game License, below. Open Game Content may only be Used 
  under and in terms of the Open Game License. 
  Designation of Open Game Content: Any content herein that appears in or is derived from the System Reference Document (v3.5) is hereby designated as Open 
  Game Content. Any questions regarding the Open Game Content within this module should be directed to Clark Peterson at clark@necromancergames.com. 
  Use of Content from Judges Guild: This product contains content from Judges Guild that is used by permission and pursuant to license, including but not limited to 
  any names or content that appear in this product that has previously appeared in a Judges Guild product. Any such content is not Open Game Content. Any failure in 
  this designation does not cause such content to become Open Game Content. 
  Designation of Product Identity: The following items are hereby designated as Product Identity as provided in section 1(e) of the Open Game License:  
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  “Third Edition Rules, First Edition Feel” as well as the trade dress of Necromancer Games products; 2. The name “Judges Guild,” as well as all logos and identifying 
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  otherwise Open Game Content by virtue of appearing in the System Reference Document or being provided as Open Game Content in a work listed in Section 15, be-
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  15. COPYRIGHT NOTICE  
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.  
  System Reference Document Copyright 2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, 
  based on original material by E. Gary Gygax and Dave Arneson.  
  Wilderlands of High Fantasy Player’s Guide Copyright 2003, Necromancer Games, Inc. and Judges Guild; Authors Bob Bledsaw 
  and Clark Peterson based on original material by Bob Bledsaw, Bill Owen and Bryan Hinnen. 
  Thunderhold Copyright 2003, Necromancer Games, Inc. and Judges Guild; Authors Bob Bledsaw, Clark Peterson, Rob Conley and 
  the Necromancer Games/Judges Guild Design Team; based on original material by Bob Bledsaw, Bill Owen, Bryan Hinnen and oth-
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/D&D 3.5/Judges Guild/thunderhold.pdf