TEXT: Based on the original Dungeons and Dragons® rules created by E. Gary Gygax and Dave Arneson and the new Dungeons and Dragons game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of the 
  Coast. To learn more about the Open Gaming License and the d20 System license, please visit www.wizards.com/d20 
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction and run Dungeons and 
  Dragons game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS and DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player”s Handbook, Dungeon Master”s Guide, and 
  Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is protected under the copyright laws of the 
  United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written 
  permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely 
  coincidental. © 2005 Wizards of the Coast, Inc. 
  Visit the Living Greyhawk website at www.rpga.com. 
  For questions specific to this document and your region, visit the Verbobonc website at www.verbobonc.net and e-mail your triad point of contact 
  (POC). For LIVING GREYHAWK campaign questions email rpgahq@wizards.com 
  VER7-04 
   
   
   
   
   
  Hidden Within Halls of Iron 
   
  A One-Round D&D
  ® Living Greyhawk™  
  Verbobonc Regional Adventure 
  Version 1 
  by Marlene L. Bokholdt and J. Alexander Bokholdt 
  Circle Reviewer: Tim Sech 
  Triad Reviewers: Michael Maenza and Vernon L. Vincent 
   
  While rumors of haunted halls continue, rampant mischief goes unaddressed and the orderly way of life in the 
  Dwarven tunnels tatters away like a forgotten battle-standard.  Hoping to find solutions to the growing mysteries, a 
  private council of concerned residents in the town of Irondelve seeks to recruit trustworthy investigators to help rescue 
  the citizens from themselves.  What secrets will the intrepid adventurers find, and what could possibly lay …Hidden 
  within Halls of Iron?  A one-round Verbobonc regional adventure for characters level 2-12 (APLs 4-10). 
  Metaorganizational Focus: Clan Rockhall, Verbobonc Town Project [Irondelve] 
  
  VER7-04 Hidden Within Halls of Iron 
   
  Page 1 
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA event from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part 
  of 
  the 
  LIVING 
  GREYHAWK 
  campaign—a 
  worldwide, ongoing D&D
  ® campaign set in the 
  GREYHAWK setting—you must sanction it as part of an 
  RPGA event. This event could be as elaborate as a big 
  convention, or as simple as a group of friends meeting 
  at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ 
  gamemaster. 
  The 
  person 
  who 
  sanctions the event is called the senior gamemaster, 
  and is in charge of making sure the event is sanctioned 
  before play, runs smoothly on the date sanctioned, and 
  then reported back to the RPGA in a timely manner. 
  The person who runs the game is called the table 
  Dungeon Master (or usually just DM). Sometimes (and 
  almost all the time in the cases of home events) the 
  senior gamemaster is also the table DM. You don’t have 
  to be a HERALD-LEVEL GM to run this adventure if you 
  are not the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official 
  game, and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members 
  of the DUNGEONS AND DRAGONS REWARDS program. 
  Playing this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS AND DRAGONS REWARDS, 
  visit the RPGA website at www.rpga.com.  
  Players Read No Farther 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this 
  adventure as part of an RPGA-sanctioned event, 
  reading beyond this point makes you ineligible to do 
  so.  
  Preparing for Play 
  To get the most out of this adventure, you need copies 
  of the following D&D rule books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or 
  read aloud when appropriate. Sidebars contain 
  important information for you, including special 
  instruction on running the adventure. Information on 
  nonplayer characters (NPCs) and monsters appear in 
  abbreviated form in the adventure text. Full 
  information on NPCs and monsters are given in 
  Appendix 1. For your convenience, that appendix is 
  split by APL 
   
  Along with this adventure you’ll find a RPGA 
  Session Tracking sheet. If you’re playing this adventure 
  as part of an RPGA-sanctioned event, complete and 
  turn in this sheet to your senior GM directly after play. 
  You’ll also find a LIVING GREYHAWK Adventure Record 
  (AR).  
  LIVING GREYHAWK LEVELS 
  OF PLAY 
   Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level 
  of the PCs participating in the adventure. To determine 
  this modified Average Party Level (APL) follow the 
  steps below: 
  1. 
   Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
   If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other 
  than those brought by virtue of a class ability 
  (such as animal companions, familiars paladin’s 
  mounts) or the warhorse of a character with the 
  Mounted Combat feat, use the sidebar chart to 
  determine the number of levels you add to the 
  sum of step one. Add each character’s animals 
  separately. A single PC may only bring four or 
  fewer animals of this type, and animals with 
  different CRs are added separately.  
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 and 
  1/6 
  0 
  0 
  0 
  1 
  1/3 and 
  1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  CR of Animal 
  3 
  3 
  4 
  5 
  6 
  
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
   
  7 
  7 
  9 
  10 
  11 
  3. 
   Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round up to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to 
  that average. 
  Throughout this adventure, APLs categorize the level 
  of challenge the PCs face. APLS are given in even-
  numbered increments. If the APL of your group falls 
  on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or 
  easier adventure. Based on their choice, use either the 
  higher or the lower adjacent APL. 
   
  APL also affects the amount of experience and 
  gold a PC can gain at the end of the adventure. If a 
  player character is three character levels or more either 
  higher or lower than the APL at which this adventure 
  is being played, that character receives only one-half of 
  the experience points and gold for the adventure. This 
  simulates the fact that either the PC was not 
  challenged as much as normal or relied on help by 
  higher-level characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels 
  higher than the highest APL supported by the 
  adventure may not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Four or five 1st-level characters may 
  find the challenge of an APL 2 adventure difficult. 
  Suggest the following to these groups to help increase 
  their chances of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them and fight for them. 
  TIME UNITS AND UPKEEP 
  This is a standard one-round adventure, set in 
  Verbobonc. All characters native to Verbobonc pay one 
  Time Unit per round.  All other characters pay 2 Time 
  Units. 
   
  Adventurer’s Standard Upkeep costs 12 gp per 
  Time Unit. Rich Upkeep costs 50 gp per Time Unit. 
  Luxury Upkeep costs 100 gp per Time Unit. Characters 
  that fail to pay at least Standard Upkeep will retain 
  temporary ability damage until the next adventure, 
  must buy new spell component pouches and healer’s 
  kits, and may suffer other in-game penalties (or 
  possibly gain in-game benefits) as may be detailed in 
  this adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties 
  by living off the wild. If the character possesses four or 
  more ranks in the Survival skill and succeeds at a DC 
  20 Survival check, the character will heal temporary 
  ability damage as if he or she paid for Standard 
  Upkeep, may refill spell component pouches and 
  healer’s kits, and may restock up to 20 arrows or bolts if 
  the character has at least four ranks in Craft 
  (bowmaking). The player is allowed to Take 10 on this 
  roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the Living Greyhawk Campaign 
  Sourcebook. 
  VERBOBONC TOWN 
  PROJECT 
  Portions of this adventure take place in the town of 
  Irondelve, which is a part of the Verbobonc Town 
  Project. Characters with citizen certificates for this 
  town receive the benefits listed on that certificate.  
   
  For more background and information on 
  Irondelve, the Dungeon Master (DM) is encouraged to 
  visit the Irondelve Yahoo discussion group. 
   
  This discussion group has additional resources 
  that may prove helpful in detailing the portions of the 
  town not covered by this adventure. Additionally, the 
  DM is encouraged to review the entry for Irondelve in 
  the Walker’s Guide to Verbobonc. 
  ADVENTURE BACKGROUND 
  The town of Irondelve is composed primarily of 
  Dwarves and Deep Halflings, though it traditionally 
  has boasted friendly ties to Gnomish and Human lands 
  (when necessary), of most note with Cienega Valley, 
  Rhynehurst and Verbobonc City with which they have 
  significant trade agreements.  Founded by the late 
  Agnes McDoos, some miles from the site of the 
  original Irondelve settled by one Grimbold Ironshanks 
  many centuries earlier, the mountain peak surface 
  dwellings only hint at the rich community beneath. 
  The bulk of the Dwarven community lives in the 
  Upper Halls, an area built high enough for visitors to 
  exist without stooping, and is lit alchemically and 
  otherwise 
  for 
  those 
  without 
  the 
  benefit 
  of 
  VER7-04 Hidden Within Halls of Iron 
   
  Page 2 
  
  underground vision, and the Lower Halls more snugly 
  sized for the stocky Dwarves.  The Great Hall is a 
  natural cavern girded by mighty stalagmites standing 
  like timeless stone sentinels, formidable stalactites 
  descending from the darkness above and awesome 
  columns of stone connecting ceiling to cavern floor.  
  Beneath this level one finds the shorter and more 
  tortuous corridors of the Lower Tunnels where 
  normally only the stout dwarves dwell and work in the 
  mines, forges and smelteries that give Irondelve its 
  name.  
  Some months ago problems started in the Delve, 
  beginning with the disappearance of items of little 
  worth, and seldom reported sightings of strange 
  figures in the Lower Tunnels.  As political tensions 
  increased, and the watch on the world above 
  intensified, difficulties underground increased subtly 
  as well.  To date, the authorities in Irondelve have 
  maintained that they have more important duties than 
  to investigate claims of “petty theft” and “superstitious 
  mutterings of a few old graybeards.”  With an influx of 
  Deep 
  Halfling 
  settlers 
  (refugees 
  from 
  other 
  subterranean 
  parts 
  of 
  the 
  Flanaess) 
  and 
  the 
  establishment of the presence of the influential Clan 
  Rockhall, the voices of the concerned were buried 
  under the morass of political and societal change. 
  Though lawful authority in Irondelve seems to scoff at 
  the worries of the more observant citizens, and the 
  clerisy of the Dwarven Pantheon attempts spiritual 
  bolstering during these times of difficulties, no one has 
  as of yet mounted any organized probe into the series 
  of thefts, disappearances and strange behaviors of the 
  Irondelve folk.  Thus, no claims have been legitimized 
  to the general populace, which means that the 
  campaign of deceit may go unchecked.   
  In truth, crimes have been increasing, partly due to 
  simple issues of the growing population density, but 
  largely because of a coterie of otherworldly saboteurs 
  which has made its way into Irondelve through the 
  deepest levels of the Tunnels and Mines, nightmares of 
  desperate simple folk and the greed of a few well-
  placed citizens of influence in the delve.  This coterie is 
  led by the extremely devious Deep Halfling Dark 
  Priestess, Zechdobba Shroom’iane [Zek-DOUGH-bah 
  SHROOM-ee-ayne] 
  (Death, 
  Trickery), 
  and 
  her 
  similarly clever Deep Halfling Sorcerer Egiflodias 
  Scieszka 
  [Edge-ih-FLOW-dee-ahss 
  See-ESS-kah].  
   
  In the greater scheme of things, Irondelve plays 
  an important part in the strangers’ plan, both because 
  its success means a powerful potential enemy will be 
  brought to heel, and because the undermountain 
  complexes may serve as easy access to surface matters 
  while allowing a defensive position in the event of 
  discovery.  Currently, the Dark Priestess and her 
  Otherworldly Sorcerer consort aim to sow seeds of 
  dissent while learning as much as possible about 
  Irondelve.   
  In order to accomplish this, they have managed to 
  manipulate 
  two 
  influential 
  Dwarven 
  figures, 
  Shaftmaster Gar Haftsplitter and Forgemaster Yorri 
  Deepchasm to unwittingly assist in their acts of 
  treachery.  Because of their involvement they have 
  continued to slide down a slippery slope, and, 
  embittered or frightened by their choices and guilt, 
  have been talking themselves into championing what 
  they believe to be the cause of their mysterious 
  Svirfneblin benefactor “Ilbersaugen [Ill-burr-SOW-
  gen] (Egiflodias, via Alter Self).”  This association, 
  although it started innocently enough on the part of 
  these two Dwarves, they work hard at deceiving 
  themselves that what they have become has nothing to 
  do with their own greed and pride. 
  They are also responsible for many, though not all the 
  petty crimes, which are performed to cover 
  reconnaissance activities, as well as to obtain actual 
  goods and items of import.  Zechdobba has created a 
  few undead from missing workers from the deepest 
  parts of the mines as of very late. She plans, when she 
  is able and the time is opportune, to create more 
  powerful minions as well.  Aside from handling more 
  mundane tasks and leadership duties, Egiflodias has 
  used well-timed compulsions and illusions to further 
  confuse, disrupt and incite various Irondelve folk 
  working or living in the Tunnels and the Lower Halls.  
  He and Zechdobba worked together to raise the 
  Obfuscated Shrine and to cover its whereabouts.   
  ADVENTURE SUMMARY 
  Introduction 
  The party is contacted by a Master Vardeep 
  Shieldinghammer who has heard of many of their 
  goodly deeds within the Viscounty, and abroad, and 
  asked to travel to the town of Irondelve. 
  Encounter One: A Favor Asked  
  The party is asked to travel in cognito to the Dwarven 
  Town of Irondelve high in the Lortmil Mountains, 
  where they are to investigate the nature of strange and 
  disturbing occurrences. They are told that assisting in 
  this matter will mean a great deal too some concerned 
  citizens of the beleaguered town. Assuming the PCs 
  accepts the task, a cover-story is recommended to 
  them, and they are informed that arrangements have 
  been made for their time within the under-mountain 
  town. 
  VER7-04 Hidden Within Halls of Iron 
   
  Page 3 
  
  Encounter Two: The Sound ...of Silence? 
  Making their way from their meeting in Green Valley 
  through the picturesque Kron Hills, the adventure 
  begins on a deceptively peaceful note. As they follow 
  the indirect, but unwatched route described to them by 
  the Dwarf who enlisted their aid, the trek becomes 
  rougher, the weather forbidding. As the adventurers 
  reach a critical juncture shortly before dusk, they 
  encounter danger swooping down at them from the 
  sky above. 
  Encounter Three: Enterin’ th’ Delve 
  Having survived some dangers of the high mountain 
  passes, the party arrives at the stockade surrounding 
  the entry gate to the Dwarven Town of Irondelve 
  Itself. Here they are confronted by resolute guardsmen 
  who forbid entry until daybreak. In the morning, the 
  guards allow entry; at this point the party may begin 
  their investigation in the Skyside Quarter, or they may 
  petition the Watch Captain and descend into 
  Irondelve proper to meet a special contact who will 
  lend them limited aid.  
  Encounter Four: The Lay o’ th’ Land 
  Meeting their contact within the clerisy of the Soul 
  Forger (Sister Eldessa), beginning their investigation 
  and maintaining a plausible cover story should be the 
  PCs main concerns as they explore the lay of the land. 
  This encounter is non-linear and role-play intensive. 
  Characters will find racial, organizational and personal 
  attributes to have a significant affect on their 
  experience and success.  
  Encounter Five: The Dead Giant Riot 
  Having been invited to sup and wind down at the Dead 
  Giant Tavern before retiring for the night, they find 
  themselves faced with a slew of brawny Dwarven 
  brawlers. How they react (or fail to react), will likely 
  have some lasting effects. (Trust us on this one... heh 
  heh heh) 
  Encounter Six: Things That Go Burn in the 
  Night 
  The PCs finally get to rest their weary heads, only to 
  have their slumber interrupted by countermeasures 
  taken by the antagonists, in the form of some very 
  conflagratory insinuations.  
  Encounter Seven: Worried Wives and Missing 
  Miners 
  The name of an important figure to the Irondelve 
  mining industry comes up when rumors of his 
  disappearance surface. Encounter Seven occurs when 
  the PCs visit the aristocratic wife of the missing miner. 
  Encounter Eight: Rocks, Stones, and Boulders 
  Rushing after a desperate and dirty Dwarf to aid 
  endangered community members, the party makes a 
  grisly discovery. Soon after doing so, the PCs uncover 
  something unexpected in the Coldhammer Smeltery 
  which just might lead them deeper into the heart of 
  the mysterious happenings. 
  Encounter Nine: The Obfuscated Shrine 
  It is here that the party catches a glimpse of the Truth 
  behind all the trouble in Irondelve—just before being 
  engaged in a battle that may leave them changed 
  forever more. 
  PREPARATION FOR PLAY 
  Mood and Tone 
  The role of the Dungeon Master throughout the 
  adventure is to create a mood similar to the realm of 
  gothic-horror, the hidden intensity of supernatural 
  thrillers, and a sense of film noir, then transplant them 
  to the fantasy setting of Greyhawk, and you should 
  have a fair idea of the mood sought for this adventure. 
  Confronting the Saboteurs: Though extremely 
  unlikely (other than during the unsettling and 
  climactic final scene), it is at least conceivable that PCs 
  may come into direct confrontation with Zechdobba 
  Shroom’iane, Egiflodias Scieszka, or both saboteurs at 
  once—all good Gods forbid! In this adventure, such 
  combat will not occur. Zechdobba and Egiflodias are 
  high-level adversaries with greater power than any 
  player character could pull out of a Heward’s Handy 
  Haversack. These mysterious figures are much more 
  than they seem, and they have farther-reaching 
  concerns than wasting time with such heroes-come-
  lately. The Saboteurs’ tactics, if at any time they should 
  be actively opposed, include disabling the PCs and 
  disappearing, only to resurface elsewhere to continue 
  their unfathomable machinations. As adversaries 
  pulling strings from the shadows, stat blocks are not 
  included in this adventure. 
  Structure and Role-playing:  
  Many of the encounters are presented as non-linear 
  scenes, in which players should find they are able to act 
  in any way they desire, taking or leaving the “bait” 
  offered on any of various adventure hooks as they wish. 
  Especially in a adventure intended to evoke a sense of 
  foreboding intensity, the players should find their 
  actions have a life of their own, and can not be easily 
  unmade.  
  Due to the growing tension within the Delve, party 
  members will find the normally taciturn Dwarves even 
  more difficult during interactions required for 
  VER7-04 Hidden Within Halls of Iron 
   
  Page 4 
  
  successful Bluff, Diplomacy, Gather Information, or 
  related checks (DM should be judicious when 
  considering how PC in-character behavior  influences 
  the Dwarves and other residents of Irondelve). The 
  DM should note that despite any Irondelver’s 
  initial reaction as described in boxed text, that 
  unless otherwise noted, their NPC Attitude starts at 
  Unfriendly. 
  However, in Encounter Four: The Lay o’ th’ Land, 
  several shopkeepers will not be unfriendly, as they are 
  business people trying to make a living.  The DM will 
  be able to discern which are Friendly and which 
  Indifferent are and which are Unfriendly based on the 
  tone of the boxed text for each shop. 
  Regional Affiliations and Memberships. 
  Racial, organizational and personal attributes have a 
  significant affect on their experience and success. In 
  addition to initial NPC reaction discussed above, 
  members of the following metaorganizations receive a 
  +2 
  circumstance 
  bonus 
  to 
  Diplomacy, 
  Gather 
  Information, and Intimidate checks during this 
  adventure: 
  • 
  Clan Rockhall (if a member of the 
  Earthwardens of Clan Rockhall or the 
  Mithral Guard, the bonus increases to +4 
  • 
  Dwarven Church or Pantheon of the 
  Dwarven Gods 
  • 
  Verbobonc 
  Town 
  Project 
  (Citizen 
  of 
  Irondelve)  
   
  Characters that are halflings or half-orcs receive a -2 
  circumstance 
  penalty 
  to 
  Diplomacy, 
  Gather 
  Information, and Intimidate checks. 
  ENCOUNTER 1: 
  A FAVOR ASKED 
  It is a beautiful spring day. Certainly, there could 
  be no evil afoot with sunshine such as this?   
  It is early afternoon and you have arrived at the 
  door of the Dusty Traveler, a small, but clean inn 
  several hours journey into the Kron Hills, in the 
  Gnomish city, pleasantly named “Green Valley.”  
  Telling your party in a hushed voice that you have 
  been expected, a jovial innkeeper welcomes you 
  and escorts you to a private room, offers food and 
  drink and closes the door. 
  “Thank 
  ye 
  for 
  comin’.” 
   
  I 
  be 
  Vardeep 
  Shieldinghammer.  I’ve asked ye here on behalf of a 
  few o’ me kin what’s concerned an’ need 
  unconcernin’.”   
  Players should receive Player Handout #1. 
  The players can take the time here to introduce 
  themselves.  Some may be known to Clan Rockhall, 
  Irondelve, the Mounted Borderers, the Dwarven 
  Church, in some cases causing Vardeep to address 
  them by name, thanking them personally for attending 
  this evening’s matters.   
  “Many within in th’ delve think that the goin’s on 
  are nothin’, but I tell ya, have ye ever heared of a 
  Dwarf stealing mining tools or playin’ mischief?  
  It’s just not in ar’ nature.’  Some o’ us think that it’s 
  much more sinister.  We need a few adventurers of 
  stout heart, with a sprinklin’ o’ th’ sneaky to 
  investigate the strange things goin’ on in th’ 
  mines.” He takes a long drink of his ale.  “Do ya’ 
  have any questions?” 
  Answer the PCs questions to the best of your ability at 
  this point.  Let them know that the answers to most of 
  the questions they may have should be found in 
  Irondelve.  He can help them with preparations. 
  If that be it, will ye help?” 
  Assuming the PCs agree to help, Vardeep thanks them, 
  and will recommend a cover story for the adventurers 
  to justify being in Irondelve.  In his adventure, party 
  members will play the part of representatives for 
  merchants, mining operations elsewhere in the 
  Viscounty or apprentice engineers wishing to learn 
  from masters in Irondelve. The characters that the 
  party members play hope to discuss future trade with 
  the Delve’s fine craftsworkers and the concept of 
  exchange apprenticeships spearheaded by various 
  Verbobonc nobles.  
  Once 
  they 
  have 
  agreed 
  to 
  help, 
  Master 
  Shieldinghammer will comment: 
  Although ye’ are to be circumspect in all matters 
  concernin’ this mission, ye will nae be thrown in 
  th’ forge ter temper without th’ hand o’ th’ smith. I 
  have a contact waitin’ for ye. Her name be Sister 
  Eldessa o’ th’ Sunderedstone Sisterhood. Ye can 
  find her at th’ Chapel o’ Moradin. She’s expectin’ ye 
  and’ll have a few items that might be helpin’ ye 
  out.”   
  The apprenticeship-ploy is merely a suggestion; if the 
  PCs come up with something else, by all means, let 
  them run with it.  
  VER7-04 Hidden Within Halls of Iron 
   
  Page 5 
  
  If they leave directly, they should arrive in Irondelve 
  between 8 and 11pm, adjustments being made for the 
  PCs to make purchases, other preparations for travel as 
  needed and whether they will travel on foot, or by 
  mount. Traveling by air will not negate the next 
  encounter as the monsters fly as well.  Traveling by 
  magical means, i.e. teleportation will allow them to 
  bypass the encounter, but they will not be able to gain 
  XP or gold for it. 
  ENCOUNTER 2: 
  THE SOUND OF SILENCE  
  The beautiful Spring day warms your backs as you 
  walk the green, rich hills of the Kron. You are able 
  to trek at a jaunty pace thanks to the sweet, vernal 
  breezes cooling your traveling feet. All in all, many 
  of you muse that this must be what the life of an 
  adventurer is all about! 
  But alas, unlike the rocky bergs, not all things are 
  meant to last long. The cool drafts that ushered you 
  on your way through the hills, have turned chilly 
  and biting the higher you ascend into only the least 
  of the lofty Lortmils. The sun seems to fall more 
  quickly behind the mountains than it does in 
  settled parts of the Viscounty, and in too few hours 
  it will disappear altogether.  
  Scaling a few reclining rock faces and crossing one 
  minor, but still treacherous chasm, you have been 
  lucky enough to have found the broad stony pass 
  that Master Shieldinghammer described with a 
  twinkle in his eye.  You may wonder wherefore that 
  twinkle came, but there is no knowing now, so you 
  forge ahead...  
  The dew running from your brow and the 
  thumping of your breast testify to the nature of the 
  forbidding terrain and the many hours you have 
  climbed, skirted and traversed. Following the 
  quick, though little used route described by your 
  benefactor you hope you are making good time, but 
  the timelessness of the rock all around your party 
  seems to dull your notice of the stars growing in 
  the twilit heavens above.  
  All your company manages to keep their boots 
  beneath their cloaks, despite the strength of a near-
  silent, but strange gale that rushes down at you 
  from every side at once. Struggling time and again, 
  the lot of you is able, somehow, to keep your eyes 
  trained on the pass in the growing, near-tangible, 
  dimness. Rising between jutting sheers so high if it 
  weren’t for the coppery, sunset-limned auras, you 
  daren’t search for their zeniths. 
  The characters may make Listen/Spot checks against 
  the Hide/Move Silently checks of a rugged, flying, 
  beastly force of opposition from above. Additionally, 
  the creatures receive a +4 circumstance bonus due to 
  due to the strange winds and the height from which 
  they attack. 
  Surprise: 
  Anyone who makes their Listen or Spot check may roll 
  initiative and participate in the surprise round.  
  APL 4 (EL 5) 
   
  Manticore: hp 57; see Monster Manual pg. 179 
  APL 6 (EL 7) 
   
  Chimera (black dragon head): hp 76; see 
  Monster Manual pg. 34 
  APL 8 (EL 9) 
   
  Yrthak: hp 102; see Monster Manual pg. 262 
  APL 10 (EL 11) 
   
  Yrthak (2): hp 102, 102; see Monster Manual pg. 
  262 
  Development: PCs may try to outsmart the creature, 
  defeat the Magical Beast in combat, or find a way to 
  negotiate with it and still gain full xp in this encounter. 
  The attacking creature is non-evil, and really just 
  looking for a good meal (it has not eaten for a while). 
  PCs who speak to either the Manticore in common or 
  the Chimera in draconic may attempt a Diplomacy 
  check to reason with the creature at APLs 4 and 6 
  respectively. This should generally involve getting it to 
  take an offering of food instead of attacking the party. 
  The Magical Beast can not be looted if the party leaves 
  the creature alive at the end of the encounter.   
  Tactics: The creature will be soaring high over head 
  when they detect the party crossing through the 
  mountain pass. Sonic attacks will be used as frequently 
  as possible to soften up the PCs from a distance, and to 
  keep the creature safe until someone falls. The creature 
  will make hit-and-run attacks as long as it feels it has a 
  chance of taking home a morsel upon which to dine.  
   
  Treasure: 
  Loot creature for rare hides and materials. 
  APL 4: L: 0 gp; C: 0 gp; M: brooch of shielding (84 gp) 
  APL 6: L: 0 gp; C: 0 gp; M: brooch of shielding (84 gp) 
  APL 8: L: 0 gp; C: 0 gp; M: brooch of shielding (84 gp) 
  VER7-04 Hidden Within Halls of Iron 
   
  Page 6 
  
  APL 10: L: 0 gp; C: 0 gp; M: brooch of shielding (84 gp) 
  ENCOUNTER 3: 
  ENTERIN’ TH’ ‘DELVE 
  Encounter Three is non-linear and role-play intensive. 
  Characters will find racial, organizational and personal 
  attributes to have a significant affect on their 
  experience and success. Upon arrival, give out Player 
  Handout #1. 
  A Note on Vision and Illumination 
  Much of Hidden Within Halls of Iron takes place in 
  the underground town of Irondelve, where daylight is 
  never seen. While this provides little difficulty for a 
  population consisting mainly of humanoids with 
  Darkvision, not every resident, and many visitors are 
  without similar benefit as the deep-seeing folk. 
  Because of this, and the not infrequent need to 
  distinguish between color or other fine details (to read 
  documents, recognize different materials, ores, in their 
  mines or workshops, etc), craftsfolk, alchemists and 
  spellcasters have developed a means of coping with the 
  absence of natural light. While evocation magic is used 
  in some cases where pure illumination is required for 
  some reason, among their more commonly used 
  methods is the use of an alchemical concoction known 
  as hearthfire to light the twisting corridors and vast 
  caverns that make up their terra familiara. (see 
  Appendix 2: “New Rules and Special Items,” page 39). 
   
  That having been said, PCs can be assumed to be 
  in shadowy illumination at all times when they are 
  traveling about the Great Hall or Upper Tunnels, with 
  full illumination within 20 feet of significant 
  structures (e.g. Merchantplatz, watch barracks, Chapel 
  of the Soul Forger, etc.). Any area elsewhere can be 
  assumed to be completely unlit, except for locations 
  where light would be required for functional reasons 
  (e.g. inside a remotely-located edifice, at a mining 
  station, etc.). In such places, illumination would follow 
  guidelines as per the Great Hall or Upper Tunnels, 
  listed above.  
  Part A: The Irondelve Watch 
  Upon arrival, they may attempt to enter the city at 
  night, but this may cause suspicion. The Irondelve 
  Watch will escort them to the Watch Commander for 
  questioning if they insist upon this course.  If they 
  proceed here, include Encounter Three: Part C.  If they 
  wait until morning, the Watch will let them enter 
  unhindered and they may investigate at will.  
   
  A DC 12 Knowledge [Geography] or Knowledge 
  [Local-VTF] check reveals the following information:  
  Irondelve is a town of three sections; Skyside, with the 
  stockade where the humans and other surface dwellers 
  reside and conduct the trading between other towns 
  and villages, the Upper Tunnels, where most of the city 
  buildings, merchants, and residences are located.  The 
  Lower Tunnels and halls have a few of the more sturdy 
  miners living there, but this section is primarily the 
  mines and the forges.  
  Your party approaches a reinforced coldwood 
  stockade, longing for respite from the chill winds 
  that have weathered your faces during the trek 
  from the Kron Hills up through the high Lortmil 
  Mountains.  
   
  “Halt! What business would travelers such as 
  yerselves have in our fair delve?”  
   
  Two 
  stern-looking 
  dwarves 
  armed 
  with 
  halberds and wearing shining armor guard the way 
  forward. Even to the untrained eye, their weapons 
  and arms proclaim the quality of the Irondelve 
  mines and smithies.  
  A DC 5 Spot check will let the PCs notice an additional 
  pair of guards, similarly attired, several feet to either 
  side of the large gates. 
  The guards will let them enter the gates if they enter 
  during daylight, but if it is dark they will insist that 
  they must camp outside the walls as the stockade gates 
  close at sundown and do not reopen until dawn.  
  Camping in sight of the stockade results in a peaceful, 
  albeit chilly, windblown night of rest, but the DM 
  should not let them know it.  Ask whether they are 
  setting up watches, etc. to keep them on their toes.  
  Anyone doing anything overtly suspicious, or failing a 
  Bluff check to maintain the cover story will necessitate 
  being escorted to the Watch Commander at the gates 
  to the Undercity. They will find the guards reflecting 
  the tension within the town and act gruff and 
  distrustful.  
  All APLs 
   
  Dwarven Guards (4): hp 6. 6. 6. 6; see Monster 
  Manual, page 91 
  If the PCs are not perceived as suspicious or dangerous 
  in any way, they will be allowed entrance to the 
  Irondelve Skyside. The guards will indicate that any 
  entrance to the Undercity requires permission to be 
  granted by the Watch Command, located in a pavilion 
  beside the gate leading to the Upper Halls. 
  Give PCs Player Handout #2. 
  VER7-04 Hidden Within Halls of Iron 
   
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  You and your companions enter the stockade and 
  come upon a series of low buildings, sturdy as 
  stone, clustered around a high iron gate leading 
  into the very side of the mountain before you, 
  many times the height of a Dwarf, flanked by two 
  matched projecting stone towers. This is the outer 
  city of Irondelve, known as Skyside.  It is just like 
  Vardeep described.  Skyside is little more than a 
  wall, a guard barracks, and an open air market, 
  where several of the shopkeepers bring wares from 
  shops below to sell here to travelers and other 
  surface dwellers.  The only other thing out here 
  that catches your eye is a fairly large statue of a 
  female Dwarf encircled by a large pile of stones.  
   
  A DC 15 Knowledge [Local: VTF] or asking 
  anyone in town will let the PCs know this is the Cairn 
  of the Lost Dwarf, a memorial to the towns late 
  founder, Agnes McDoos.  In commemoration of 
  Agnes” great deeds, each Dwarf, (or anyone, actually) 
  who wishes to, may add a rock to the growing pile to 
  celebrate her life. 
  Part B: Skyside Folk 
  If the adventurers wish to gather any information in 
  Skyside, they will find a few merchants, traders, 
  shoppers and soldiers of various races.  They will make 
  vague comments about the tensions in the Undercity; 
  some saying it is “just those Dwarves” others noting 
  that it has made living in the town stressful at best, 
  never knowing when the folk are going to start fights, 
  even more than the usual scuffling of the Dwarves.   
  The DM is encouraged to embellish, or outright 
  fabricate material for the rumor mill as they see fit. The 
  following vague responses are typical of the various 
  types of folk found up on Irondelve Skyside.   
  Law and Order:  
  “A lot of the little folk are causin” trouble down 
  below, “at’s wha’ I heared.  Them dark Halflings are 
  as sneaky as their upside cousins, they are!  So 
  many o’ them have come to the ‘Delve of late. The 
  thane’s men an’ th’ Watch been keeping th’ order 
  tho!” 
  Merchant: 
  “There be tales o’ dead elves haunting th’ tunnels, I 
  tell ye!  They be lookin’ ter’ make mischief in order 
  ter put the Delve ter shame an’ outta our rightful 
  claims!”  
  Traveler/Miscellaneous: 
  “I overheard some young-ish dwarves (if the stout 
  folk ever ARE young) the other morn.  Yes, they 
  were rattling on, terrible drunkards, dwarves, ‘bout 
  tricks some bloke Scieszka [see-ESS-zkah] played on 
  some visitors come to the Delve not long ago.  They 
  said they’d take the next joke to one of the Master-
  shafts, was it? ...Before the next shipment of tools 
  goes out to...hmm, where were they off to again...?” 
  Part C: The Watch Command 
  Once the adventurers decide to enter Irondelve 
  proper, they will first have to visit the Watch 
  Command. The Watch Commander (Mischastein [me-
  SHA-stine] Alecarver (Diplomacy +4, Sense Motive +3) 
  will ask the adventurers their business.  If they are able 
  to enter the town above without an escort to the 
  Command, a Bluff check is not required to uphold the 
  cover story and will be allowed free rein within the 
  town, after some friendly (for a dwarf) questioning. If 
  they are escorted by the stockade watch, a Bluff or 
  Diplomacy check versus Alecarver will be required; the 
  party will receive a -4 to their checks, and the 
  Commander will receive a +4 circumstance bonus to 
  Sense Motive. 
  Any questions here about missing items or strange 
  occurrences will be met with ridicule. 
  “Och, where would ye’ have heared such tales? This 
  is a law-abidin’ town. Nothin’ but the ramblins’ of a 
  few miners who cannae keep track o’ their tools.”   
   
  Questions or failure of the Bluff/Diplomacy 
  checks will result in the Watch Commander having 
  someone follow the group.  Any further activity that 
  disrupts the peace of the community will have them 
  brought back to the Mischastein Alecarver for 
  additional questioning, insistence that they desist in 
  the undesirable machinations, or maybe even held for a 
  time, depending how the characters react to such 
  intervention.. 
  Entering the Gate to the Undercity, you are struck 
  by the size of the cavern.  It is an area built high 
  enough for visitors to exist without stooping, and is 
  lit magically and otherwise for those without the 
  benefit of underground vision.  The Great Hall is a 
  natural cavern girded by mighty stalagmites 
  standing like timeless stone sentinels, formidable 
  stalactites descending from the darkness above and 
  awesome columns of stone connecting ceiling to 
  cavern floor. 
  Part D: The Chapel of Moradin 
  The DM should give the players Player Handout #2. 
  You are greeted by a Dwarven female acolyte 
  dressed in cleric’s robes overlaid by a leather 
  VER7-04 Hidden Within Halls of Iron 
   
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  smithy’s apron, prominently displaying a stylized 
  hammer-and-anvil.  She glistens with sweat, her 
  face is flushed and the tips of her braided beard 
  slightly singed from the fire of the forge.  She 
  carries a large forge hammer.  The chapel is small, 
  the lone forge heats the place to steamy, the altar 
  adorned with stone carvings and bas relief of 
  Dwarves engaged in combat, mining and smithing 
  covers the entire far end of the chapel. 
   
  “Aye welcome, welcome, travelers are e’er 
  welcomed a’ th’ home o’ the Soul Forger.  How can 
  I help ye?” 
  If the characters ask for Sister Eldessa, she will 
  introduce herself as such; if the PCs ask for someone 
  else, she will not do so.  She will escort them to a 
  private antechamber near the back so they may speak 
  freely.  If they do not mention her, she will have been 
  expecting them, introduces herself and lets them know 
  she is to be their guide. 
   
  After whatever role-playing they wish to engage 
  in, read the following: 
  “Hold here a hammer-stroke would ye?”  
  The Sister retrieves some items from a nearby 
  alcove, including a set of furled parchments and an 
  odd pair of stout walking staves of Dwarven styling.  
  “These’ll help you know where yer goin’ in th’ 
  Delve, an’ these Hearthfire Staffs should help some 
  o’ ye see more like a proper Dwarf.” 
  She hands you the items and tells you she has 
  provided a full set of engineer’s sketches of 
  Irondelve’s environs. Eldessa also offers you a 
  heavy, leather pouch embossed with the symbol of 
  a glowing headed hammer-crossed shield upon its 
  face.  
  “We were able t’ put tagether a few things that 
  might be of some use. Me sister’s boyfriend’s 
  apprentice an’ him have been experimentin’ wi’ 
  some new tricks down at th’ Pestle.  These here 
  capsules can be tied t’ yer weapons with this thong. 
  I think he says it helps ye apply it faster.  The 
  capsules themselves’ll make yer weapons work 
  better agin unrestin’ spirits or those ha’ been 
  touched by faerie-werebeasties an such.”  
  “I have me duties to attend to, but if ye would like, 
  there be several shops in th’ marketplace where ye 
  could ask around.” 
  All APLs 
   L: 8 gp – 1 alchemical weapon capsule: ghostblight, 4 
  gp – 1 alchemical weapon capsule: quicksilver, 8 gp – 1 
  alchemical weapon capsule retainer; C: 0 gp; M: 0 gp  
  APL 4, 6 and 8 
  L: 2 gp – 1 pair Irondelve Hearthfire Staffs (one Small 
  and one Medium); C: 0 gp; M: 0 gp   
  APL 10 
  L: 0 gp; C: 0 gp; M: 1,000 gp – goggles of night  
   
  She gives them a list and map of town. (Player 
  Handout #4) If the PCs talk about starting at the 
  Tavern, she will let them know that she’s planning to 
  meet them there later and they might be better off 
  starting at some of the other shops. 
  “I’ll meet ye for dinner at th’ Dead Giant.” 
   
  ENCOUNTER 4: TH’ LAY O’ 
  TH’ LAND 
  Encounter Four is non-linear and role-play intensive. 
  Characters will find racial, organizational and personal 
  attributes to have a significant affect on their 
  experience and success.  
  There are several places in which the adventurers can 
  gather information.  The information will be pretty 
  much the same no matter where they go; word of 
  missing mining tools, vague stories of strange sights in 
  the mines, even a highly placed official (Forgemaster 
  Yorri Deepchasm) has gone missing. Each NPC has a 
  slightly different take on the happenings; some think 
  it is significant and the authorities should take it more 
  seriously. Others think they are minor inconveniences 
  blown out of proportion by the retellings. As the day 
  goes by, an additional piece of information will be 
  available – Gar Haftsplitter, the influential Shaftmaster 
  has vanished!  
   
  Below is a list of all the shops (mostly found in 
  and around the Merchantplatz [merchant-plah-ts]) 
  and places of learning (found throughout the Great 
  Hall and Irondelve’s tunnels) at which, they can 
  attempt to gather information. Each contains a 
  description of the shop/shopkeeper, or other 
  important personage. Questions the party may ask 
  and several possible answers appear in DM Aid 1. 
  Choose answers randomly according to DC. 
  Angus McDoos School of Battleragin’, Giant-Slayin’ 
  and Hooliginizin’ 
  Headmaster: Angus McDoos 
  VER7-04 Hidden Within Halls of Iron 
   
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  The entrance to the school in the lower halls has a 
  detailed sign depicting a highly detailed painting of 
  a Dwarf standing over the body of an ogre that is 
  obviously newly dead.  The features of the Dwarf 
  bear an expression that is more than slightly crazed, 
  with wide eyes and a bit of spittle in his snarled 
  beard.  The waraxe he is wielding drips with blood. 
   
  The door opens easily and your ears are assailed 
  with the sounds of battle.  Dwarven insults flying as 
  fast as fists and weapons. An older Dwarf with wild 
  eyes points to various locations on a large, 
  impossibly thick-boned skeleton erected in one 
  corner of the building. 
  Though it appears the frothing, fighting pupils in this 
  unique place of study would be impossible to 
  communicate with; a DC 5 Spot check allows PCs to 
  notice the various and sundry structure within the 
  apparent chaos of the interplay between the students. 
  This, in turn, allows party members to make a series of 
  three special Intimidate, or melee attacks in order to 
  impress Krillian Rockcrusher, Taggart “Giantbane” 
  Deephold (the Instructors) and their students enough 
  to make talking to them useful. The DM should take 
  the average of the three checks, or attack rolls, and use 
  them in place of what would normally be a Diplomacy 
  check used to alter NPC reaction, or to gain 
  information.   Note: any Diplomacy checks will be 
  made at a -8 circumstance penalty (in addition to 
  existing modifiers in effect) due to the hostility and 
  brutality of the “hooliganizin’” within the School. 
  Angus McDoos’ Smithy 
  Owner: Angus McDoos 
  The smithy belonging to the Thane of Irondelve 
  has the finest examples of Dwarven craftsmanship.  
  Any weapon you could want can be made here.  
  There are several on display in the front of the 
  shop.  The heat from the smith in the back billows 
  out to put a sheen of sweat on all who enter. 
   
  “Welcome ter th’ best weaponsmith in whole 
  village, heck, in th’ whole viscounty!!! Me name’s 
  Thondrim. What can we do fer some fine 
  customerss as yer’selves?”   
   
  The clerk obviously spends some time at the 
  smith as well.  His arms are well-muscled.  He 
  wears the leather apron and carries just the faintest 
  aroma of smoke. 
  Barbarian Brews 
  Owner: Wulfgar 
  Barbarian Brews is a small brewery boasting ales 
  from the strongest Dwarven stout to, well, they do 
  not really brew anything milder.  As you enter, you 
  are greeted by an overpowering fermented yeast 
  smell.  There is a small sunken seating area strewn 
  with scattered layers of animal skins even 
  adventurers such as you are hard pressed to 
  identify. The seats surround a large vat of ale with 
  several mugs on a table nearby.  The walls are of 
  white limestone.  Mounted on one wall is the head 
  of a white dragon, the other boasts the head of a 
  frost wyrm.  A Dwarf, complete with missing ear 
  and a beard of snowy white, wearing an apron, on 
  which he is wiping his hands, walks toward the 
  door to greet you. 
   
  “Good day ter ye and well met.  What can I get 
  fer ye?  I see yer travelin’ folk.  Hope ye’ve got a 
  mule or two to carry the necessary kegs.  The road 
  is just tedious without a decent ale.” 
  “Sit, sit and try me latest brew.  It’s a recipe I got up 
  in th’ land o’ th’ black ice.  The ice Dwarves know, 
  that th’ winter cannae be endured without an ale ter 
  warm yer toes.” 
   
  He gestures to the seating area and begins 
  dipping ale out of the vat into the mugs with a ladle 
  made of dire elk antler and hands each player one. 
   
  “The name’s Rathunde, but mos’ folks just call 
  me Snowbeard.  Sit, enjoy yer ale and tell me yer 
  tale.” 
  The Deephall o’ Reflection  
  Headmaster: Xorn Shieldinghammer 
  The Deephall is located in an isolated cavern below 
  Irondelve, the tunnel leading to it noted on map. 
  Your party finally makes its way to a still pool in a 
  remote location beneath Irondelve. It radiates a soft 
  blue-green radiance from within, and you take note 
  of silvery-inlaid glyphs graven into a stylized 
  diamond shape on a nearby wall.   
  Any appropriate language proficiency or skill check 
  will reveal that carved into the stone and enameled in 
  platinum, once each in Terran, Dwarven and Gnomish 
  are the words “Stillness-Focus-Welcome.”  
  If you wish to continue, it appears you will need to 
  enter the water to do so. 
  Assuming PCs enter the pool, the DM should read the 
  following:  
  Your faces break the surface of the ice-still water, 
  and then you climb a short stair cut into a wall of 
  flowstone to a ledge lining a long, narrow cavern 
  illuminated with small orbs of pure white light. 
  VER7-04 Hidden Within Halls of Iron 
   
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  Looking deeper into the space, you see the 
  forms of many crystals-- some as huge as a brewer’s 
  dozen of Dwarves standing beard-to-boot, others 
  jutting at amazing angles from the floor, walls, 
  ceiling and even other, larger formations. Beautiful 
  shades of every color beneath the Oerth can be 
  detected among the many niches, passageways, 
  stalactites and stalagmites riddling the length of 
  the Deephall. 
   
  The incidental shuffling of your boots seems to 
  echo endlessly in this peaceful place, but the 
  solitary figures you see kneeling or sitting among 
  the crystals seem to take notice neither of the 
  sound of your boots, nor of your presence. 
   
  PCs may wish to disturb one of the meditating 
  citizens, but this would be rude; the DM should 
  consider this when evaluating NPC reactions and role-
  playing rewards.  
   
  If party members wish to wait for one of the 
  individuals to complete their reflection before 
  disturbing them, then they may either attempt 
  Diplomacy (to improve NPC reaction) and/or Gather 
  Information checks without the penalties for race 
  described 
  elsewhere 
  in 
  this 
  adventure. 
  NPCs 
  meditating in the Deephall of Reflection begin as 
  Indifferent, rather than Unfriendly. 
  Ghostdragon Forgeworks 
  Owner: Thiddle Pwent 
  The Forgeworks is a large, sprawling, but neat shop. 
   There are two smiths located in a room to the right 
  of the storefront with the wares. The pair of 
  Dwarves at each of the bellows are as stocky as you 
  have ever seen. They appear to be working on 
  identical heavy war picks.  They each sneak furtive 
  peeks at the other’s work, apparently trying to 
  outdo one another.  A well-dressed gnome stands 
  behind a counter arrayed with weapons of all sizes 
  and each one deadlier than the other. 
   
  “What can I do fer ya?  Need a special sword?  
  Maybe a spiked gauntlet?  We can make anything 
  you want.  It’ll just take a bit o’ time.  The name’s 
  Azurt Bofaz.  At yer service.” 
   
  Bofaz sees you taking note of the two smiths 
  bent over their work, seemingly oblivious to 
  anyone else in the shop.  He continues speaking, 
  with a nod of his head toward the workers.   
  “These are the Brawnanvils.  Valral, he’s the 
  husband, there on the left. Azval, the wife on the 
  right.”   
   
  (They look like you would never be able to tell 
  them apart.)   
   
  “They tend to be a bit competitive.  But it 
  makes for a good weapon.” 
   
  Beside Bofaz is a Deep-Halfling who attempts 
  to interrupt him.  When Bofaz takes a breath, he 
  jumps in.   
   
  “Well-met.  Well met.  Good travelers.  The 
  name’s Gimric.  Two dwarves go into a tavern; well 
  that’s not really a joke now is it?  A Halfling and a 
  Svirfneblin go into a tavern.  Which one will come 
  out first?  Why the Svirfneblin, of course.  The 
  Halfling will never run out of coin. Ha Ha Ha.  
  Catch my show at the Under-the-Mountain Inn 
  every Moonday and Freeday through the month of 
  Pathwall!” 
   
  “Ochh.  Get back t’ work, Gimric.  Practice yer 
  jokes on yer own time.”  
   
  Bofaz turns back to you all grace and smiles. 
   
  “Anyway, what can I do for you?”  
  The Gnome Solution 
  Owner: Lor Stonefist 
  As you enter The Gnome Solution, you realize this 
  unassuming shop is much, much, much larger on 
  the inside that it appears from the door.  Whatever 
  you may have expected, this shop is not it.   
  Any PC who succeeds on either a DC 12 Knowledge 
  [Local: VTF], a DC 15 Perform [Comedy], or a DC 17 
  Bardic Knowledge/Loremaster’s Lore check recalls the 
  (rumored) “practice of using Gnomes as siege 
  ammunition when the latter runs short, or the short 
  run annoying.”  
  There are models of catapults, ballistae, a very 
  complex-looking trebuchet, and other heavy siege 
  engines in the front part of the shop.  But, beyond, 
  in the back you catch a glimpse of a full-sized 
  version of an actual mangonel under construction. 
  You may be wondering how the wares get 
  delivered, but as you ponder that one, a small 
  gnome with grease smeared on her nose comes out 
  of the back.  Wiping her hands on an apron that is 
  so completely covered in grease and grime, you 
  can’t be sure if she’s really removing any grime 
  from her hands or if she’s simply depositing more.   
   
  “Well, hello, and welcome to ya.  The name’s 
  Vori Earnikkilplim [VOR-ree ear-NIK-kel-plim], but 
  folks just call me, call me ‘Gearwick.’ What can I, 
  can I do for you?”  She speaks quickly in a slightly 
  VER7-04 Hidden Within Halls of Iron 
   
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  breathless voice.  “You look like you might be in 
  the market for some of me, some of me wares.  We 
  got all the home protection a body needs.  You’ll 
  never have any rampaging invaders make it past 
  your front gate, your front gate. Can I show you 
  around?” 
  Headstone Shoppe 
  Owner: Barlorne Silveraxe 
  This shop is filled with stones statues of all sizes 
  and shapes.  Most are Dwarves engaged in battle.  
  There are standing statues, examples of stonework 
  relief and there is even a set of stone plate armor on 
  display.  You are greeted by a gruff, brown haired 
  Dwarf who does not even look up from the piece 
  upon which he is working on as you enter.   
   
  “Hmmph.  What is so important, that ye be 
  interruptin’ me work?  I’m at a crucial moment, I 
  tell ye.  If’n I don’t get it right now, th’ whole 
  thing’ll be ruint.  Come back later.” 
   
  A remarkably pretty Dwarven woman with 
  golden braids and a quick smile comes into the 
  room through a door in the back. 
   
  “Och Thurdang, where’s yer manners?  These 
  folk may actually want to buy yer wares.”  She turns 
  to you.  “Come in, come in. Pay no mind to the 
  churlish artist.  He’s harmless, but he’s got a terrific 
  talent.  Would ye like t’ take a look around? We do 
  special orders, too.  Are ye looking fer somethin’ in 
  particular?” 
  The Iron Shield of Faith 
  Owner: Sister Urgesch Sunderedstone 
  A jovial Dwarf, his face almost entirely obscured by 
  his wild blond beard, is toiling at a forge located at 
  the back of the shop.  The rhythmic ringing of 
  hammer on metal is mesmerizing.  His hammer’s 
  rhythm does not miss a beat as he welcomes you. 
   
  “Come in, come in.  I’ll be right with you... 
  have to get this incut jus’ right so Ralsha’s Phalanx 
  stays nice an’ tight, then I’ll be happy to help you 
  with what ever you need.”   
   
  The sound of metal on metal continues 
  ringing, reverberating off the many masterfully 
  crafted shields of heavy steel, light infantry shields, 
  winchbowmen’s manlets, bucklers, and others of all 
  shapes and sizes which fill every nook and cranny 
  of this small shop.   
  (Any PC examining the shields may attempt a DC 10 
  Knowledge [Religion] to notice that each suit of the 
  shields is decorated with emblems of Dwarven deities, 
  primarily Moradin—Dwarves automatically make this 
  check.  Anyone able to sense good auras will notice an 
  aura that emanates from each shield). 
  Finally, he sets down the hammer, wipes his hands 
  on the front of his leather apron and comes to you. 
  “So, what’s yer pleasure this fine day?  We’ve got 
  the best selection of sacred shields any Dwarf could 
  want.” 
  If there are no Dwarves in the party, he will look over 
  each of them and shake his head sadly. 
  “But, e’en th’ All-Father welcomes those o’ th’ tall 
  folk to th’ fold.  We can still offer you the 
  protections and blessings of the great Forger. Th’ 
  name’s Gildrin Flamesmith, by th’ way.  We offer a 
  great range o’ protection an’ wi’ each purchase, a 
  scroll o’ Shield o’ Faith.” 
  The Quarry of the Cave Bear Shop 
  Owner: Drom Stonesmiter 
  Upon entering the Quarry, you are struck by the 
  total disarray here compared to every other shop 
  you have seen in Irondelve thus far.  The half-
  finished sculptures, carvings and paintings in the 
  workshop are decidedly un-Dwarvish, depicting 
  scenes of forests, plants, animals.  The sandal-
  wearing Dwarf is facing the back of the shop and 
  does not appear to hear you enter.  The reason is 
  obvious...she is so caught up the lilting tune she is 
  attempting to sing.  
  Anyone who speaks Elvish, recognizes the perfect 
  Elvish diction and grammar that Kora Steelsilver uses 
  in her (so-called) singing.  Anyone with Perform: 
  Anything musical (DC 5) will be able to tell that she 
  has not hit a single note on-key yet.   
   
  She will not turn toward the PCs unless they say 
  something to her first, or make some disturbance and 
  even then they will likely have to repeat it to be heard. 
  If she turns to speak to them, she will be as disarrayed 
  and distracted as her shop would indicate. 
  “What do you need?  Can you not see that I am 
  busy?”  She speaks with a self-important tone of 
  voice.  
  She picks up a chisel and begins work on a piece 
  that although contains a Dwarf, makes you look 
  twice at it.  It appears that the Dwarf may have 
  slightly pointed ears, and NO beard??!!  The Dwarf 
  seems to be frolicking in a field of flowers???!!!  
  Shieldinghammer Mercantile Company 
  Owner: Xorn Shieldinghammer 
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  The most remarkable thing about this structure 
  perhaps, 
  is 
  its 
  decided 
  lack 
  of 
  Dwarvish 
  architectural embellishments. In fact, other than 
  the hammer-crossed shield device hanging from a 
  sign out front, its exterior construction looks like 
  any establishment one would expect to see in a 
  human community.  
  On 
  a 
  successful 
  Knowledge 
  [Architecture/Engineering] or Knowledge [Local: 
  VTF] will reveal much of the style to reflect that found 
  in the great cities, such as Verbobonc City, or the City 
  of Greyhawk (DC 15 for either check).   
  As you enter, you see a rustic looking fellow with 
  dark 
  skin 
  and 
  pointed 
  ears 
  looking 
  on 
  uncomfortably as his diminutive associate speaks 
  animatedly to a calm dwarf with a braided beard 
  whose back is to your party at the moment. 
  Spanning the largest wall of the rather posh foyer is 
  a huge map spider-webbed in luminescent cobalt. 
  A PC with ranks in Knowledge [Geography] or an 
  appropriate other skill (DM’s discretion) recognizes 
  that the lines lead to various population centers within 
  the region.  Anyone with two or more ranks in Prof 
  (Merchant), Prof (Teamster) or something similar at 
  the DM’s discretion will note they detail commercial 
  routes leading to the seat of the Kron Hills Assembly, 
  to Verbobonc City, Rhynehurst, Cienega Valley, and 
  throughout the rest of the viscounty and beyond. Also, 
  the intensity of color appears to indicate the strength 
  of the ties between any given trade center and 
  Irondelve’s Shieldinghammer Mercantile Company. 
  A few moments pass as you observe your 
  surroundings, then you hear a strangely familiar 
  voice addressing you. 
   
  “Goodly Patrons, welcome to the hub of the 
  wheel reaching out to all the great markets of the 
  Flanaess! I am Master Shieldinghammer, how may 
  I be of service this day?”  
   
  You marvel as you see that the very fellow who 
  hired you less than a turning of the sun ago now 
  stands before you.  He shows no outward sign of 
  recognizing any of you, but the wood elf and the 
  halfling watch you suspiciously from the other end 
  of the room, while appearing extremely interested 
  in the map you were just admiring. 
  The attendant is, of course, Vardeep, the dwarf whom 
  the party knows all too well set them on this mission. 
  You may ask yourself how he arrived here so quickly 
  after meeting with the PCs only yesterday.  What 
  transpired is this: while the party traversed the rocky 
  heights of the Lortmil passes, Vardeep met with his 
  cousin, the wizardly Xorn, and teleported straight to 
  his home after a quick dinner at the Dusty Traveler. 
   
  There is no reason for the party to try and talk to 
  Vardeep “out of character,” and they will find it 
  difficult to get the forthright dwarf to discuss anything 
  other than company business.  In terms of responding 
  to questions regarding rumors and the like, he will 
  behave just as any other merchant or citizen the 
  characters may approach.  For all intents and purposes, 
  run Vardeep as with any other NPC, albeit with a +4 on 
  any Gather Information checks when asking him, 
  specifically, a question.  
  Stonecutter’s Shop 
  Owner: Alexis Healwell 
  Stonecutter’s is likely by far one of the finest 
  jewelry shops you have seen, perhaps a bit of 
  surprise for those unaccustomed to the finer 
  products of Dwarven artistry.  The counters literally 
  sparkle with the array of gems on display here.  
  Each is nestled carefully, almost lovingly in its own 
  nest of velvet.  There is not a single speck of dust to 
  be seen in this shop. The walls are lit magically 
  with torches that give the room cozy warmth and a 
  soft light that makes the gems sparkle with even 
  more brilliance. A Dwarf of slight build, if such can 
  be said of the hill folk, sits hunched over a 
  worktable at the back of the shop.  Tools, gems, 
  polishing cloths all are neatly spread on his table.  
  He does not take his eyes from the gem on which 
  he is working to select a different tool.  Neither 
  does he look up at your entrance.   
  If PCs get near any of his counters, the shopkeeper will 
  immediately bellow, “Step back.  If ye need to see a 
  particular piece, wait for a minut’ an’ I’ll show it to 
  ye.”  His eyes will remain on his work and his hands 
  patiently, deftly move tracing over the bright blue gem. 
   
  The Stone Dweller’s Pestle 
  Owner: Ur-Graetl Runeheart-Shieldinghammer 
  Two sets of stairs stretch from the stone floor of the 
  central Great Hall, one for medium sized folk 
  winding leftward, the other for smaller kinds 
  winding to the right, up to a simple iron-bound 
  door with a vertical bar stylized as a gem encrusted 
  pestle affixed to it as a door handle.  
   
  Mid-way up the larger set of steps, a talkative 
  little fellow with bulging grey eyes in a supple, dark 
  work apron and embroidered, monochromatic 
  robes sits swinging his little feet to and fro over the 
  edge of the hewn stair. Performing for several, tiny, 
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  Page 13 
  
  dusky-skinned children and an old Deep Halfling 
  matron, the little fellow glances to and fro 
  cheerfully, as the matron’s wards stare wide-eyed at 
  the grinning, bubble-eyed fellow wriggling and 
  waggling his fingers in concert with the jaunty 
  dance of a translucent, purple wyvern and the tiny, 
  amber winged mushroom men circling its horned 
  head.    
   
  Sunderedstone Seminary 
  Headmistress: Sister Urgesch Sunderedstone 
  You pass through a simply decorated iron gate 
  leading into a small courtyard where the gentle 
  glow suffuses the space around a standing stone 
  covered in runes, glyphs and pictographs. At the 
  opposite side of the cloister, a portal stands open, 
  revealing an altar that bears what one might assume 
  to be multiple religious effigies bathed in 
  candlelight. A young neophyte kneels as he listens 
  to a be-robed figure standing nearby.  
   
  A moment passes and the junior glances into 
  the courtyard noticing you for the first time. He 
  inclines his head toward you, and speaks.  
   
  “Sister Whurgret—visitors...” 
   
  The senior turns toward you, a look of 
  suspicion clear upon her face. 
   
  “What is it you seek?” she calls to you without 
  moving from within the altar space. “By th’ looks of 
  your lot you aren’t here to devote your lives to the 
  Forger or any in His Halls.”  
  The Thane’s Hall  
  Thane: Angus McDoos 
  As you approach the Office of the Thane, a sign 
  catches your eye written in bold, Dwarven runic 
  characters. 
  Anyone literate in Dwarven reads “Out Adventuring – 
  Be back in 4 TUs.  If this is an emergency see 
  Durlin—likely in the Dead Giant.”  
   
  Further, PCs who can read the sign and succeed 
  on a DC 10  Knowledge [Geography] or Knowledge 
  [Local: VTF], or a DC 15 Bardic Knowledge check 
  know that “TU” abbreviates the Dwarven colloquialism 
  “Tiez Unsicher,” which refers to ‘an indeterminate 
  amount of time.’“  If no PCs speak the guttural tongue 
  or are unable to make any of these checks, any passing 
  Dwarf should be able to help them. Any Dwarven PC 
  in the party from the Viscounty of Verbobonc 
  automatically knows this information. 
  Under-the-Mountain Inn 
  Owner: Alexis Healwell 
  As the PCs first arrive at the Inn, the DM should give 
  the players Player Handout #6. 
   
  During your party’s short time in the Delve, 
  some of you have heard word of the commodious 
  sleeping quarters to be found at the Under-the-
  Mountain Inn. If the rooms are anything like the 
  large octagonal common room just off the foyer, it 
  occurs to some you that this may, indeed be one of 
  the more spacious and comfortable inns in which 
  you have stayed during your adventuring days. 
   
  A breath or two after entering, a dark-skinned 
  Halfling with a ready smile (who you are sure has a 
  tale or two to tell), greets you warmly. 
   
  “Welcome, 
  Travelers, 
  to 
  the 
  Under-the-
  Mountain Inn! Journeyed far, or perhaps gone 
  flagon-for-flagon with some of the locals at the 
  Giant, have ye? No worries, Good Folk, for 
  Neierrich Wim-jebbrix (NIGH-er-rich) is here to 
  help!” 
  If the PCs have come to the Inn previously, the DM 
  should read the following boxed text, altering it as 
  appropriate for circumstances: 
  Neierrich, the little innkeeper, peers over a ledger 
  at your party as you enter from the Great Hall, a 
  smile already on his lips.  
   
  “Greetings, once more, Travelers. Your suite 
  has been prepared for you; I can have someone 
  show you to them whenever you’re ready.  Of 
  course, make yourselves comfortable in the 
  common room until you are ready to retire.” 
   
  Vonilor Cairn: The Library of Planar Wisdom 
  Headmistress: Sister Urgesch Sunderedstone  
  The library is housed in a single-room edifice. As 
  you enter, you are met with an amalgam of scents; 
  stone, earth and parchment. Shelves are stacked to 
  the ceiling with scrolls and books, maps and charts. 
  There is a strange, yet comforting feeling of 
  serenity, with a touch of other-worldliness.  
  A DC 20 Knowledge [The Planes] will identify an 
  inactive portal in one wall that you are pretty sure will 
  lead the use to the Elemental Plane of Earth. 
  A small Dwarf, even small by Dwarven standards 
  sits primly behind a stone desk littered with 
  documents, quills and inkpots. She wears a set of 
  crystal lenses in a frame of delicately-wrought wire 
  before her eyes, simple home-spun robes. There is 
  an ink smudge on one cheek and each of her 
  fingertips.  
   
  “Welcome to th’ Vonilor Cairn! Is this yer first 
  visit to th’ Library of Planar Wisdom? (she points to 
  VER7-04 Hidden Within Halls of Iron 
   
  Page 14 
  
  the PC with the highest Constitution score) –oh, ya, 
  ya, ya, of course it is there –I would nae have 
  forgotten strong shoulders like yours!”  
   
  “Be there some bit o’ obscure knowledge, or 
  forgotten 
  lore 
  Azmora 
  Earthseeker 
  kin 
  be 
  unearthin’ fer ye?” 
   
  ENCOUNTER 5: THE DEAD 
  GIANT RIOT 
  Note to DM:  As you begin this encounter, pay 
  attention to PC choices/role-playing as it will influence 
  the assignation of awards on the Adventure Record.  
  Determine which PC acted with the most concern for 
  the well-being of the Irondelve tavern-goers during 
  this encounter.  This one will receive the Embrace of 
  the Soul Forger on the AR.  
  Encounter Five is fairly non-linear and is role-play 
  intensive. Characters will find racial, organizational 
  and personal attributes to have a significant affect on 
  their experience and success.  
  The Dead Giant is a typical Dwarven tavern with its 
  name carved in stone over the doorway.  To the left 
  of the door is a carved image of a Dwarf standing 
  over ...what else, but a dead giant.  To the right of 
  the door is a carved image of a waraxe and two 
  tankards of ale.  The tavern boasts a wide variety of 
  fine Dwarven ales, a stone bar, short tables and 
  chairs, many of which are surprisingly, made of 
  wood.  The bartender is a “jovial” Dwarf with a two-
  horned helm.  There are several trophies displayed 
  about the room, including the head of a Manticore. 
   Rumor has it that anyone presenting the left ear of 
  a giant gets a free ale on the house.  
  Players should receive Player Handout # 5.  
   
  Located in the Lower Halls, the Dead Giant is a 
  working-Dwarf’s 
  tavern, 
  filled 
  with 
  miners, 
  smelters, forge-workers and others between shifts.  
  There are no other outsiders in here, and all eyes 
  fall upon you upon entrance.  Most of your fellow 
  customers do not appear happy to see you, but seem 
  willing to let you have a drink in peace...for now, 
  anyway.   
   
  A conspicuously beefy number of Deep 
  Halflings bustle to and from the kitchen and hinter 
  regions of the tavern.  Most tavern-goers are 
  covered in grime and soot; all drink heartily.  A few 
  are playing a Dwarven drinking game, “Marzoul 
  Kineath” which seems to consist of blowing the 
  foam from the ale at small insects. A barmaid will 
  come over and take their orders, recommending 
  the house ale as especially “robust” today. Sister 
  Eldessa is waiting for your party at a table near the 
  bar.  She motions you over.   
   
  “So, Good Folk,” Sister Eldessa begins. “What 
  have you learned?”  
  As party members tell of what their investigation has 
  turned up so far, some of the patrons will begin to 
  argue quietly (for a Dwarf anyway) at first, then 
  erupting into a yelling match.  The gist of the 
  argument is the strange luck in the mines. Especially 
  since the disappearance of Haftsplitter, more Dwarves 
  seem to think it is something to be reckoned with.  
   
  A full-blown bar fight will begin if the players do 
  nothing. Ale glasses (emptied first, of course), fists and 
  hammers will fly. After several minutes of fighting, 
  and more than a few bloody noses; (or not if the players 
  defuse the intensity of emotion), the fight slows down 
  and stops as word is confirmed of the disappearance of 
  Haftsplitter.  Morose and sulking Dwarves make their 
  way to their homes, leaving the bar unnaturally empty. 
    
   
  The shops will be closed by this time, so there is 
  little more investigation they can do.  The options are 
  to stay at the tavern and see what more they can 
  overhear.  It would be little more than continuation of 
  the stories already heard; rumors of missing, and more 
  lately melted tools, ghostly sightings, fires that burn 
  brightly and are gone when investigated, but a 
  lingering smell of sulfur and cinders.  
   
  If the choose, they can go to Haftsplitter’s home and 
  see if his wife will talk to them.  Sister Eldessa will 
  agree to make introductions.  If they pursue this 
  course, proceed to Encounter Seven prior to Encounter 
  Six. 
   
  If they choose to retire for the night, Sister Eldessa will 
  remind them that arrangements have been made for 
  rooms at the Under the Mountain Inn and she will 
  meet them in the morning for breakfast. 
  ENCOUNTER 6: 
  THINGS THAT GO 
  BURN IN THE NIGHT 
  First Time at the Inn: If this is the PCs first time at 
  the Inn, the DM should read the following boxed text: 
  The Under-the-Mountain Inn is spacious and 
  comfortable with a large common room downstairs 
  VER7-04 Hidden Within Halls of Iron 
   
  Page 15 
  
  and commodious sleeping quarters up. A jolly dark-
  skinned Halfling with a ready smile and a tale to 
  tell welcomes you warmly.  He tells you rooms have 
  been prepared for you and will have someone show 
  you to them when you are ready.  “But, of course, 
  make yourselves comfortable in the common room 
  until you are ready to retire.  
  Players should receive Player Handout # 6, if it has 
  not been already given out. 
  Returning to the Inn: If they were here earlier on an 
  information gathering quest or registering for their 
  rooms, the gregarious Neierrich will welcome them 
  back and ask them how the rest of their day went.  The 
  DM should have some fun playing Neierrich; he is 
  more than willing to chat with the visitors to avoid the 
  mountain of paperwork he has hidden beneath the 
  front desk. He is a relatively long-time Deep Halfling 
  resident, he is painfully aware of the growing stigma 
  attaching itself to more and more Deep Halflings in 
  Irondelve. 
  Calling it a Day: Once the PCs have decided to retire, 
  innkeeper has them shown to a suite consisting of four 
  sleeping chambers connected by a short corridor 
  leading to a common area with a fireplace. This area in 
  turn opens out to a private balcony overlooking the 
  sleepless Greatstair Quarter of the Great Hall.  
   
  The PCs should be encouraged to utilize the space 
  in any way they like, and the DM should make note of 
  where each character stays and what each are doing 
  throughout the night.  The DM should not ask about a 
  watch as this will tip off the PC’s that something may 
  occur during the night. Once the PCs bed down for the 
  evening, read the following boxed text: 
  Silence, as much as the bustling quarter known as 
  Greatstair is ever silent, finally descends.  You 
  snuggle 
  into 
  surprisingly 
  soft 
  beds 
  with 
  comfortable quilts, the warmth from the crackling 
  fireplace perhaps magically or alchemically filling 
  every nook and cranny of the stone room. You fall 
  asleep to the silent reverberation of the hammers 
  and anvils through the stone. 
  DM Note: How the party has decided on watches (if 
  any), and sleeping arrangements will affect the 
  running of this encounter with Zechdobba and 
  Egiflodias’ elemental recruit(s). The DM should take 
  note of the motivations of the elemental(s); 1) to 
  conspicuously burn flaming runes into the balcony 
  door, 2) when finished, to call attention of passers-by in 
  the busy area surrounding the Under-the-Mountain 
  Inn by bellowing the message it/they were taught by 
  the saboteurs, and 3) after reciting the message a pre-
  determined number of times. Players investigating the 
  balcony door receive Player Handout #3  
   
  Layout of the suite of rooms is given in DM Aid 2. 
  Players, often a (rightly) suspicious lot, are likely to 
  have one or more party members standing watch at any 
  one time during the night, even in the orderly (until 
  recently) Town of Irondelve. Whether during a shift 
  change, the party did not choose to include the private 
  balcony in their watch, PCs on the balcony are asleep, 
  etc., the encounter will initiate the exact moment the 
  balcony is empty of all conscious party members. At 
  this time, invisible outsiders will transport to the 
  balcony via a teleport effect, the elemental(s) will 
  immediately beginning to burn a series of strange 
  glyphs upon the stout wooden door leading from the 
  balcony into the common area (see DM Aid 2B).   
   
  At APL 4, a single Magmin arrives to complete this 
  task; APL 6, 8 and 10 include more magmins and fire 
  elementals to cover their back, and help assure success 
  in the ploy.  
   
  When one or more PCs enter the balcony area 
  after the glyphs have been burnt into the wooden door, 
  give them Player Handout # 7. 
  APL 4 (EL 3) 
   
  Magmin: hp 14; see Monster Manual, pg. 179. 
  APL 6 (EL 5) 
   
  Magmin: hp 14; see Monster Manual, pg.179. 
   
  Medium Fire Elemental: hp 26; see Monster 
  Manual, pg. 99. 
  APL 8 (EL 7) 
   
  Magmin (2): hp 14; see Monster Manual, pg. 179. 
   
  Large Fire Elemental: hp 60; see Monster 
  Manual, pg. 99. 
  APL 10 (EL 9) 
   
  Magmin (4): hp 14; see Monster Manual, pg. 179. 
   
  Large Fire Elemental (2): hp 60; see Monster 
  Manual, pg. 99. 
   
  Tactics and Development:  
  Treasure: 
  Loot the Magmin (DM should describe items found) 
  APL 4: L: 0 gp; C: 0 gp; M: 62 gp – magic tile [as potion 
  of extended invisibility] 
  VER7-04 Hidden Within Halls of Iron 
   
  Page 16 
  
  APL 6: L: 0 gp; C: 0 gp; M: 62 gp – magic tile [as potion 
  of extended invisibility] 
  APL 8: L: 0 gp; C: 0 gp; M: 62 gp – magic tile [as potion 
  of extended invisibility] 
  APL 10: Loot: 0 gp; Coin: 0 gp; Magic: 375 gp – magic 
  tile [as potion of extended invisibility] 
   
  ENCOUNTER 7: 
  MISSING MINERS AND 
  WORRIED WIVES 
  Encounter Seven is non-linear and role-play intensive. 
  Characters may find racial, organizational and personal 
  attributes to have an affect on their experience with 
  Jaela Haftsplitter, but as an Aristocrat, she is less 
  impressed by race, but more appreciative of one’s 
  diplomatic bearing or noble mien. PCs should receive 
  only ½ the penalty or bonus to Diplomacy checks from 
  racial modifiers (rounded down), and double any 
  bonuses/penalties received from any source related to 
  lifestyle, reputation among the aristocratic elite, etc 
  (DM’s discretion).  
   
  Players should receive Player Handout #10. 
  You arrive at a large, well-maintained, aristocratic 
  home.  The entry hall is made of stone with tall 
  pillars flanking the inner door.  There are carvings 
  of Dwarves in battle and gems inlaid about the 
  door, the frame and the pillars.  The door is 
  answered by a small, well-dressed Dwarf with tear-
  bright eyes and a blotchy face revealing her worry 
  and concern over her husband.  Sister Eldessa 
  speaks to her. 
   
  “Jaela, no need ta’ be worryin”.  Gar’s a good 
  Dwarf and is knowin’ th’ mines better’n anyone.  
  He’ll be back in no time.  I brought some folk tha’ 
  might’n be able to help ye find him.  D’ye feel up ta’ 
  talkin’ ta them?” 
   
  She invites you to enter.  The entrance hall is 
  large, by Dwarf standards, so humans among you 
  can stand comfortably. The walls are covered with 
  rich tapestries and stone carvings; soft carpets 
  under your boots muffle your footfalls.  She leads 
  you to a sitting room with chairs and couches, 
  Dwarf-sized, of course.  There are one or two larger 
  seats, indicating that he is in the habit of 
  entertaining 
  either 
  friends 
  or 
  business 
  acquaintances that might appreciate a large chair.  
  Jaela, being the aristocratic woman she is, 
  remembers her manners, even in this trying time 
  and offers you drinks. 
   
  “How can you help find my Gar?  I know he 
  would never get lost in those mines.  He could find 
  his way through them with his eyes closed.” 
  The following are possible questions the party may ask 
  her followed by her answers.  The DM is encouraged to 
  improvise answers to any questions they ask that may 
  not be included here. These answers can be based on 
  DM Aid 1. 
  What are your husband’s duties in the mines? 
  “He is th’ Shaftmaster; responsible for all th’ 
  opperatin’ of all th’ mines, gold an’ iron, held by 
  Irondelve. He has 45 crews working for him. He 
  holds base on one place or ‘nother to squash any 
  troubles, keep the pick-swingers on task an’ happy.  
  He is responsible for making sure the shafts are 
  sound, that th’ mines get mined, an’ th’ right ore 
  gets to th’ right smeltry furnaces for refining.” 
  Has he talked about taking a trip or leaving the Delve? 
  “Oh no.  Gar would never leave Irondelve.  It’s been 
  home to our families since Agnes McDoos re-
  settled it. ...Now wait, since you mention it, he has 
  bin talking about some business he needed to take 
  care of somewhere. Now where was that?  
  Something to do with a tangled forest… or maybe 
  it was a hollow of some sort?  Oh I just can’t 
  remember.” 
  Does he have any enemies? 
  “Of course not!  His miners count it an honor to 
  work beside their Shaftmaster, an’ Gar feeled th’ 
  same about his boys!” 
  Did he talk about any trouble in the mines? 
  “Oh, I’ve heard the stories about ruined an’ missin’ 
  tools an’ the seeing of things, but that’s just lazy, 
  careless folk who can’t keep their tools in their 
  hands, where they’re needin’ to be.  If they had 
  them in their hands and working, how would they 
  come up missing?  That’s what Gar says.  He didn’t 
  put much stock in those ramblings.  He thought 
  the miners weren’t busy enough if they had time to 
  make up such rot.” 
  Has he been behaving strangely lately? 
  “Now 
  that 
  you 
  mention 
  it, 
  he 
  has 
  been 
  preoccupied. I’m sure it was just the rumors going 
  around about trouble in the mines.  He has so much 
  responsibility.  Everything that happens in the 
  VER7-04 Hidden Within Halls of Iron 
   
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  mines affects him deeply.  He takes his job 
  seriously.  He has spent more time either in the 
  mines or holed up in his study as of late.  He has 
  even missed a few evenin’s with the boys in the 
  Dead Giant and that’s not like him.” 
  Has he had any fights or disagreements with anyone? 
  “Not that I know of, but some of the miners have 
  been pretty upset lately.  I don’t think it ever came 
  to a fight.” 
  When did you see him last? 
  • “This morning after breakfast; he left for th’ 
  mines after breakfast as usual.” (If this is the 
  next day, it would be “Yesterday morning after 
  breakfast; he left for th’ mines as usual.”) 
  Who was the last person to see him? 
  “I have no idea.  As far as I know, it was me.” 
  Which mine was he assigned to? 
  “The Coldhammer Mine; Shaft Number 13.” 
  If the PCs ask to see his study as search DC of 15+ APL 
  will give them his journal, found in lower desk drawer, 
  covered with miscellaneous papers; maps, output 
  ledgers and invoices for tools and ore primarily. This 
  drawer is inconspicuous, but unlocked.   
  If they discover the journal give the PCs Player 
  Handout #4. 
  ENCOUNTER 8: 
  ROCKS STONES 
  AND BOULDERS 
  Note to DM:  As you begin this encounter, pay 
  attention to PC choices/role-playing as it will influence 
  the assignation of awards on the Adventure Record.  
  Determine 
  which 
  PC 
  acted 
  with 
  the 
  least 
  consideration for personal well-being in light of the 
  needs of endangered Irondelvers.  This one will receive 
  the Gratitude of the Stone Dweller on the AR.  
  This encounter should take place some time after the 
  party has left the Haftsplitter home, or if they are 
  engaging in other areas of gathering information, any 
  time near the middle of their second day of 
  investigation. The DM should note closely the 
  attitudes expressed and choices made by party 
  members, and should begin Encounter Eight by 
  reading the following boxed text: 
  Your passage is interrupted by the sight of an 
  extremely dirty Dwarven miner, covered helm to 
  hind-end in dust and blood, running down an 
  intersecting thoroughfare. He calls out breathlessly 
  in the rough Dwarven tongue, calling to any who 
  will hear him in desperation. It appears, from the 
  faces of citizens who hear this Dwarf’s rueful 
  bellowing, that they understand the need for the 
  greatest haste. Within seconds, it appears that near 
  a score of doughty Delvefolk are now swarming 
  toward the low-hanging stalactites in the eastern 
  edge of the Great Hall that give neighborhood of 
  Miner’s Pikes its name.   
  The DM should tell any PC who understand Dwarven 
  the following translation of the frenetic Dwarf’s shouts:  
  “It’s a cave-in, lads!  The Coldhammer Forge.  Many 
  o’ our kin ar’ trapped and dyin’ between the 
  hammer an’ anvil!!” 
  The adventurers may follow if they choose to do so.  
   
  If the party follows the group, the DM should 
  describe the hasty, sometimes perilous rush down 
  uneven, twisting corridors, through areas of blackness 
  darker than night, etc., creating a sense of urgency, 
  danger and the horror expressed by the normally stoic 
  People of the Beard whom they follow deeper and 
  deeper into the belly of the mountain. 
  Hand out Player Handouts #8 and 9.  
  The charging Delvefolk and the dozen or more off-
  duty miners and smiths picked up along the 
  tortuous route finally stop. You arrive at what 
  appears to be part artificer’s storeroom, part forge 
  and part repository for large amounts of debris 
  recently taken from the smoky chamber beyond an 
  open portal at the far end of the chamber in which 
  you stand.  
  Any PCs with any ranks in Craft (Alchemy), Craft 
  (Armorsmithing), Craft (Weaponsmithing), Profession 
  (Miner), or Profession (Smelter) recognize the 
  equipment as that used in the process of smelting, or 
  removing the impurities from ore so that it may be 
  better used through any of various forms of forgecraft.   
  You maneuver through broken ironworks and slabs 
  of hastily dumped cavern-rock into what must have 
  once been a productive forge, smoky heat still in 
  the air competing with choking clouds of dust and 
  the sounds of Dwarven smiths losing their struggle 
  to survive under tons of fallen rock.  
  VER7-04 Hidden Within Halls of Iron 
   
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  Due to clinging heat of the forges, the smoke and 
  detritus in the air, the atmosphere constitutes heavy 
  smoke (see Dungeon Master’s Guide, page 304), and 
  will require successful Fortitude saves at a penalty of -2 
  if they are doing any strenuous activity, such as lifting 
  heavy debris, bodies, etc.   
   
  During this time, PCs may opt to hold their breath 
  (again at a -2 penalty if they are engaging in strenuous 
  activity) rather than cope with the heavy smoke in the 
  area. In this case, the DM should refer to the rules on 
  suffocation, found in the Dungeon Master’s Guide, 
  page 304. PCs with the Endurance Feat may add +4 to 
  all checks and saves related to both the smoky effects 
  and suffocation in this adventure. 
   
  Some PCs may opt not to participate at all, or may 
  choose to help using non-physical methods, in which 
  case they are able to avoid the effects of the atmosphere 
  by standing out of range (effectively taking them out of 
  the action of the immediate scene).  
   
  The DM should note that though the party 
  members are more than welcome to assist at the 
  Coldhammer Forge, the attending rescue workers will 
  neither comment upon it, nor ask it at this point 
  (Dwarven sensibilities assume such things, and do not 
  waste breath when it may be needed for other things).  
  As rubble and debris is removed, the bodies of 
  trapped 
  Coldhammer 
  smiths 
  are 
  arduously 
  recovered, those with even a hope of life within 
  them 
  being 
  rushed 
  away 
  immediately 
  for 
  attendance by dutiful healers who have begun to 
  filter down from the Soul Forger’s Chapel, and the 
  Sunderedstone Seminary. As these are being 
  uncovered or taken away, some, still conscious, talk 
  of a loud explosion and showers of rock and 
  boulders.   
  Party members who are assisting with the recovery in 
  any way, should have it described that their efforts are 
  making the rescue go more quickly, and helping save 
  more men than otherwise would have been saved. PCs 
  who are not assisting with the recovery in any way, 
  should have the heroism of those who did participate 
  described in effusive terms as possible.   
  As the last living person is hauled from beneath a 
  toppled mess of iron-cast piping, Delvefolk 
  eventually begin to depart Coldhammer Forge and 
  Smelting Hall. The scene looses its chaotic fire, 
  giving way to the somberness of two remaining 
  Dwarves, whom you have gotten to know as 
  Troiann and Nythann. They continue their 
  search— not for the living, but for the oerthly 
  remains of their Brothers and Sisters. After the 
  exodus of so many others from the rubble-and-
  death cluttered chamber, silence is profound. 
  Neither ringing hammer nor crackling flame steals 
  your attention from a partially dismantled furnace, 
  standing with a heavy compartment door standing 
  ajar like a jaw dropped in disbelief.   
  Assuming they can see, the DM should make DC 10 
  Spot checks for the PCs. A successful check reveals the 
  lifeless body of a white-haired Mountain Dwarf, 
  covered in ash and apparently horribly burnt. If the 
  corpse is pointed out to either of the two Dwarves still 
  searching through the hall, they will, in shock and 
  recognition, identify him as Forgemaster Yurri 
  Deepchasm. Any characters, animal companions, 
  familiars or allies who have particularly keen olfactory 
  senses (such as Gnomes, or a creature with the Scent 
  Special Ability) are automatically drawn (perhaps in 
  revulsion) to the odor of decomposition emanating 
  from the furnace, and are entitled to a Search or Spot 
  check (player’s choice) with a +2 circumstance bonus.  
   
  While it is clear to anyone viewing the front of the 
  body that Yorri has had his heart torn from his chest, 
  PCs may be able to discern more than the typical 
  bystander. The DM should have PCs who take a full 
  round action to make the following checks for the 
  following clues: 
  • 
  DC 15 Heal check: He was not killed by the 
  smelting fires and the organ was neither torn out 
  by a humanoid, nor corporeal creature; PCs who 
  have 5+ ranks in Knowledge [The Planes], or 
  Knowledge [Religion] receive a +2 synergy bonus 
  to this check 
  • 
  DC 20 Heal check: He was not burned in the 
  smelting fires at all and the organ was neither torn 
  out by a humanoid, nor corporeal creature; based 
  on surrounding structural and tissue damage that 
  the heart seems to have wormed its way out of the 
  chest, rather than having been torn from the 
  ribcage by an outside force. 
  • 
  DC 24 Spellcraft check: The assault appears 
  to have been necromantic in nature, and was of an 
  at least a moderate supernatural or magical 
  magnitude; a necromancer specialist wizard 
  receives a +2 bonus on this check. 
  • 
  DC 20 Knowledge [Arcana] check: The 
  effect is consistent with a form of ritualized 
  execution practiced by a sect of assassin-zealots; 
  PCs with a specialty in Knowledge [Arcana] 
  receive a +2 circumstance bonus on this check. 
  • 
  DC 25 Knowledge [Arcana] check: The 
  effect is consistent with a form of ritualized 
  execution practiced by a sect of Underdark 
  VER7-04 Hidden Within Halls of Iron 
   
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  assassin-zealots who venerate otherworldly, alien 
  powers. 
   
  The two Dwarves are visibly shaken by the 
  evidence of a tragedy only feared since the 
  disappearance of the well-known Forgemaster.  
   
  Troiann paces the perimeter of the disrupted 
  hall, muttering to himself, “...tis a sign from th’ Soul 
  Forger, we must leave this’un be... not meant t’ use 
  this place na’ more...” 
   
  The other seems also to be talking, or berating 
  himself, as though he were taking the burden of the 
  whole Delve upon his own shoulders. He gazes 
  with terrified eyes buried beneath red, bushy 
  eyebrows at the heartless corpse as it stares, 
  unseeing, into oblivion. Moments pass and 
  Nythann leaps upon the cadaver, pounding ham-
  hands into the shell. Before anyone can do 
  anything about the Dwarf as he teeters on the edge 
  of madness, he pulls himself off the dead 
  Forgemaster, and begins prying anything he can off 
  the furnace that served as his kinsman’s coffin until 
  seconds ago. In a rage, he strews debris this way 
  and that, almost taking Troiann off his feet. He 
  stumbles back, but while managing to keep his 
  footing, he tips over a broken workbench; one end 
  of it disappearing into what appeared moments ago 
  to be the sooty stone of the smeltry wall. 
   
  Nythann and Troiann stare at each other as 
  though, even after the strange occurrences over the 
  last months, and the tragedy befalling their 
  kinsmen mere hours ago, they can not believe their 
  eyes.  A long breath passes their lips as they turn to 
  your party expectantly.    
  If the PCs wish to explore the mystery of the illusory 
  wall, they will find that Medium creatures/characters 
  must squeeze in order to travel through the narrow 
  channel (normally requiring double movement to pass 
  through), as well as loose, sharp rock all along the 
  ground along the lightless passage (requiring Medium 
  creatures to take a full-round action to move 5-ft in 
  some spots.  This should result in a -4 AC and -4 to 
  attack rolls and all movement requires double. Small 
  creatures will find the passage to provide enough space 
  to maneuver, but still suffer movement penalties 
  because of the difficult terrain.  Refer to DM Aid #3.   
   
  There are two places where the tunnel descends at 
  a nearly vertical degree of decline that will require a 
  DC 5 Climb check (narrow opposing rock walls make 
  the descent more manageable than it otherwise would 
  be). Anyone failing this climb check will take falling 
  damage as a fall from 10 feet.  As they reach the 2
  nd area 
  requiring this climb check will trigger the trap below. 
  All APLs (EL 2) 
   
  Winding Channel Trap (Swinging Block from 
  Ceiling): CR 2; mechanical; touch trigger; manual 
  reset; Atk +14 melee (4d6, stone blocks); Search DC 24; 
  Disable Device DC 24; see Appendix Three: DM Aids. 
  ENCOUNTER 9: THE 
  OBFUSCATED SHRINE 
  As you begin this encounter, pay attention to PC 
  combat and role-playing choices as they will influence 
  the assignation of an award on the Adventure Record.  
  Determine which PC resolved themselves to Fate path 
  for them in the battle taking place in the macabre 
  setting.  This one will receive the Sanction of the 
  Great Judge on the AR.  
  You shake dust off your shoulders and rubble from 
  your boots and do your best to survey your 
  surroundings as the echoes of collapsing rock and 
  your own startled shouts begin to fade. Luckily, 
  your group appears to remain mostly whole. A 
  pregnant moment passes. Heaving chests steady 
  themselves. A moment more passes. You could 
  swear you hear something issuing forth from 
  farther down the winding channel as it broadens 
  slightly. 
  The tunnel in which they sit or stand is completely 
  quiet other than the sounds of spellcasters invoking 
  their words of arcane and divine power in a chamber a 
  short distance away.  Anyone who succeeds on a DC 10 
  Listen check recognizes the sounds as some kind of 
  prayer, or chanting, with just a touch of nefarious 
  mirth around the edges.  A successful Spellcraft check 
  (DC 35 due to being unable to see somatic or material 
  components) reveals invocations of an enchantment or 
  necromantic 
  nature; 
  nothing 
  further 
  will 
  be 
  discernable due to the lack of information.   
  You feel your hearts thud unnaturally for one-
  two...three-four...five-six beats, followed by a pang 
  of hollowness and the dulling of your senses. 
  Among your party, even the least familiar with 
  matters occult knows powerful dweomers have 
  nearby been lain...  
  At this point, the players should have a sense of 
  foreboding and feel that the obligatory final “killer-
  combat” is coming up next; they are mostly correct, but 
  the DM should continue to try to intensify the feeling 
  of creepy, danger.  PCs should be driven to consider 
  VER7-04 Hidden Within Halls of Iron 
   
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  not only how they want to proceed, but also whether 
  they are ready to face the “light at the end of the 
  tunnel,” though in this case the light is rather non-
  existent. 
  Each of you somehow knows in the depths of your 
  being that ahead lays a fork in your path, but what 
  remains of your life can not be seen. Returning to 
  the light of the halls above will mean safety, for a 
  while at least, but something inside you, something 
  heroic perhaps—or something foolish stirs you 
  where you stand. Was that your name being called 
  through the dead-still air? One of your companions 
  starts at something unseen... a tremor runs through 
  the broken stone at your feet...someone—or 
  something brushes by your leader’s face and they 
  gasp—or did that come from farther within this 
  mountain of madness?    
  Allow any players to end their adventure at this point 
  without discouragement; take note of which player(s) 
  opt to end their participation, and indicate to them that 
  you will provide them with their AR after the 
  remainder of the party is finished. Refer to 
  Conclusion: PCs Quit While They Are Ahead 
  (Discretion is the better part of valor) below when 
  resolving the adventure for any players who decided to 
  leave play before entering the Obfuscated Shrine. 
   
  For any players who opt to follow their ears 
  toward the unsettling laughter (and the final scene), 
  allow them to make any preparations they wish and 
  continue on reading the following boxed text: 
  Moving forward toward whatever fate awaits, you 
  find the passage continuing for only a short 
  distance before a you smell a sickly, sweet odor, 
  which seems to be coming from behind a large 
  stone. From this vantage point, you can see that the 
  stone is blocking a small passage into the jagged 
  rock wall running a handspan before your noses.  
  Sights and Sounds in the Obfuscated Shrine: 
  The DM should note carefully the details presented on 
  the map, specifically, the chasm which all but bisects 
  the cavern (depth = 10 x APL in feet), the 
  unwholesome cage held between stony protrusions 
  marked by an “X,” and the presence of a programmed 
  illusion indicated by “Ms” and “Ps” on the map. The 
  initial 
  positions 
  of 
  the 
  Saboteurs, 
  Zechdobba 
  Shroom’iane and Egiflodias Scieszka, are marked by “Z” 
  and “E,” respectively. The chamber has low (6-8 ft), 
  irregular ceilings, though they are high enough for 
  Medium creatures to move without hindrance.  
   
  Because of the special preparations made by the 
  denizens of the chamber, vision and hearing are 
  especially important to keep track of. The DM should 
  consider the following conditions: 
  • PCs have a light source, or darkvision: when 
  within range, PCs will notice the map much as it 
  appears to the DM, including the figments 
  within the area of the programmed illusion; the 
  figments are various sorts of normal and 
  extraplanar undead standing at attention, eagerly 
  awaiting orders to attack, etc.; the illusory 
  undead appear to be “guarding” the altar space in 
  the back of the shrine, and upon a successful DC 
  5 (+1 per 10-ft of distance from the spell effect) 
  Listen check hear the scuffling of lifeless feet 
  upon stone, evil mutterings escaping undead 
  lips, etc. They will also note that they are not on 
  favored ground, i.e. they need to move up an 
  incline, that the ceilings are rather low, and that 
  there are a number of large stalagmites and 
  stalactites piercing the floor and ceiling of the 
  shrine (possibly useable for cover). 
  • PCs have neither a light source, nor darkvision: 
  Though unlikely, some parties may, for one 
  reason or another, be unable to see during this 
  encounter. Obviously the PCs will not see the 
  illusory undead “guarding” the altar space in the 
  back of the shrine, but upon a successful DC 5 + 
  1 per 10-ft of distance from the spell effect) they 
  will hear the scuffling of lifeless feet upon stone, 
  evil mutterings escaping undead lips, etc. 
  Clearly, being blind in this environment is very 
  dangerous; the DM should frighteningly, and 
  horrifically describe the unseen action and 
  terrible sounds encountered in the Obfuscated 
  Shrine. 
  Tactics: APL 4  
  At APL 4 this combat begins once a PC comes within 
  10 feet of the “X” on the map (See DM Aid #4). At this 
  point, Egliflodias (who is under the effects of 
  invisibility sphere and mislead) begins his readied 
  standard action to release the gibbering mouther by 
  dispelling the sequester dweomer upon the macabre 
  guardian (which will follow tactics described under its 
  entry in Appendix 1). The otherworldly sorcerer will 
  follow this up by fleeing the scene by way of a phase 
  door set 5-ft from his current position, taking an 
  invisible Zechdobba with him as he does so. The act of 
  dispelling the sequester may be detected with a 
  successful Listen DC 5+1 per 10 feet of distance 
  between PC and altar (Note: Each wavy double line 
  indicates a 5 foot elevation and counts as double 
  VER7-04 Hidden Within Halls of Iron 
   
  Page 21 
  
  movement/distance) and a DC 27 Spellcraft to identify 
  that it is a dispelling of an abjuration spell. 
  Tactics: APL 6-10 
  At APLs 6-10, combat is triggered once any PC triggers 
  the spell turret by entering its visual range of 120 ft 
  (keep in mind the trap’s true seeing capability). From 
  this point onward, the spell turret will follow the 
  tactics described under its entry in Appendix 1.   
   
  Once a PC comes within 10 feet of the “X” on the 
  map (See DM Aid #4), Egliflodias (who is under the 
  effects of invisibility sphere and mislead) begins his 
  readied standard action to release the gibbering 
  mouther (at APL 6), or chaos beast (at APLs 8 and 10) 
  by dispelling the sequester dweomer upon the macabre 
  guardian. The otherworldly sorcerer will follow this up 
  by fleeing the scene by way of a phase door set 5-ft 
  from his current position, taking an invisible 
  Zechdobba with him as he does so. The act of 
  dispelling the sequester may be detected with a 
  successful Listen DC 5 +1 per 10 feet of distance 
  between PC and altar (Note: Each wavy double line 
  indicates a 5 foot elevation and counts as double 
  movement/distance) and a DC 27 Spellcraft to identify 
  that it is a dispelling of an abjuration spell. The 
  gibbering mouther or chaos beast will follow tactics 
  described under their entry in Appendix 1 
  APL 4 (EL 7) 
   
  Gibbering Mouther (2): hp 42; see Monster 
  Manual pg. 126. 
  APL 6 (EL 9) 
   
  Gibbering Mouther (2): hp 52; see Monster 
  Manual pg. 126. 
  Spell Turret:  CR 8; Diminutive magic device; 
  visual trigger (true-seeing); automatic reset; extended 
  greater dispel magic (abjuration), power word blind 
  (enchantment), waves of exhaustion (necromancy), 
  forcecage [20-ft barred cage version] (transmutation) 
  cast once per round in set order, no spells cast every 
  fifth round but spell turret self-repairs 4d8+20 hp; 
  Search DC 32; Disable device DC 32; AC 7; hardness 8; 
  hp 200. 
   
  Tactics: The device is located 85-ft from the mouth of 
  the chamber in the center of the sculpture of alien 
  Outsider standing at the rear of the Obfuscated Shrine. 
  When inactive, the turret merges with the stone and 
  cloaks itself with a non-detection spell to hide its 
  magical aura.  The spell turret has a visual trigger that 
  utilizes true seeing to a range of 120 feet; it has been 
  programmed to recognize Zechdobba, Egiflodias and 
  the gibbering mouther; creatures the spell trigger 
  recognizes do not trigger it, nor does the spell trigger 
  ever target them once it is activated.  If a spell trigger 
  casts an area spell, recognized targets may accidentally 
  suffer the effect of the spell if they are in the wrong 
  place at the wrong time. 
   
  The spell turret immediately activates upon 
  detecting an unrecognized target.  When it does so, it 
  emerges from the statue’s chest quickly and quietly 
  with a sickly bilious, tendril-like light whipping out 
  from the statue’s chest. 
   
  Once activated, the spell-turret immediately 
  begins casting one of the four spells stored within it at 
  the rate of one spell per round, pausing only on every 
  fifth round to magically repair 4d8+20 points of 
  damage to itself.  The turret targets the closest 
  unrecognized creature and has a 360-degree arc of fire.  
  A spell turret’s spells are cast at an effective Caster 
  Level 14.  
   
  The order in which a turret casts its spells is set to 
  the following order:  
  1. 
  Activation round—extended greater dispel 
  magic [area effect version] 
  2. 
  Round 2—power word blind 
  3. 
  Round 3 — waves of exhaustion 
  4. 
  Round 4 —forcecage [barred cage/20-ft cube 
  version]. 
  The spell turret will cycle through them in the same 
  order each time. 
  APL 8 (EL 11) 
   
  Chaos Beast (2): hp 60; see Monster Manual pg. 
  33. 
   
  Spell Turret:  CR 8; Diminutive magic device; 
  visual trigger (true-seeing); automatic reset; extended 
  greater dispel magic [area effect version] (abjuration), 
  insanity (enchantment), forcecage [barred cage/20-ft 
  cube version] (transmutation), waves of exhaustion 
  (necromancy) cast once per round in set order, no 
  spells cast every fifth round but spell turret self-repairs 
  4d8+20 hp; Search DC 32; Disable device DC 32; AC 7; 
  hardness 8; hp 200. 
  Tactics: The device is located 85-ft from the mouth of 
  the chamber in the center of the sculpture of alien 
  Outsider standing at the rear of the Obfuscated Shrine. 
  When inactive, the turret merges with the stone and 
  cloaks itself with a non-detection spell to hide its 
  magical aura.  The spell turret has a visual trigger that 
  utilizes true seeing to a range of 120 feet; it has been 
  programmed to recognize Zechdobba, Egiflodias and 
  VER7-04 Hidden Within Halls of Iron 
   
  Page 22 
  
  the chaos beast; creatures the spell trigger recognizes 
  do not trigger it, nor does the spell trigger ever target 
  them once it is activated.  If a spell trigger casts an area 
  spell, recognized targets may accidentally suffer the 
  effect of the spell if they are in the wrong place at the 
  wrong time. 
   
  The spell turret immediately activates upon 
  detecting an unrecognized target.  When it does so, it 
  emerges from the statue’s chest quickly and quietly 
  with a sickly bilious, tendril-like light whipping out 
  from the statue’s chest. 
   
  Once activated, the spell turret immediately 
  begins casting one of the four spells stored within it at 
  the rate of one spell per round, pausing only on every 
  fifth round to magically repair 4d8+20 points of 
  damage to itself.  The turret targets the closest 
  unrecognized creature and has a 360-degree arc of fire.  
  A spell turret’s spells are cast at an effective Caster 
  Level 14.  
   
  The order in which a turret casts its spells is set to 
  the following order: 
  1. 
  Activation round—extended greater dispel 
  magic [area effect version] 
  2. 
  Round 2—insanity 
  3. 
  Round 3— forcecage [barred cage/20-ft cube 
  version] 
  4. 
  Round  4— waves of exhaustion. 
  The spell turret cycles through in the same order each 
  time. 
  APL 10 (EL 13) 
   
  Chaos Beast (4): hp 60; see Monster Manual pg. 
  33. 
  Spell Turret:  CR 8; Diminutive magic device; 
  visual trigger (true-seeing); automatic reset; extended 
  greater dispel magic [area effect version] (abjuration), 
  forcecage [windowless cell/10-ft cube version] 
  (transmutation), plane shift (conjuration), finger of 
  death (necromancy) cast once per round in set order, 
  no spells cast every fifth round but spell turret self-
  repairs 4d8+20 hp; Search DC 32; Disable device DC 
  32; AC 7; hardness 8; hp 200. 
   
  Tactics: The device is located 85-ft from the mouth of 
  the chamber in the center of the sculpture of alien 
  Outsider standing at the rear of the Obfuscated Shrine. 
  When inactive, the turret merges with the stone and 
  cloaks itself with a non-detection spell to hide its 
  magical aura.  The spell turret has a visual trigger that 
  utilizes true seeing to a range of 120 feet; it has been 
  programmed to recognize Zechdobba, Egiflodias and 
  the chaos beast; creatures the spell trigger recognizes 
  do not trigger it, nor does the spell trigger ever target 
  them once it is activated.  If a spell trigger casts an area 
  spell, recognized targets may accidentally suffer the 
  effect of the spell if they are in the wrong place at the 
  wrong time. 
   
  The spell turret immediately activates upon 
  detecting an unrecognized target.  When it does so, it 
  emerges from the statue’s chest quickly and quietly 
  with a sickly bilious, tendril-like light whipping out 
  from the statue’s chest. 
   
  Once activated, the spell turret immediately 
  begins casting one of the four spells stored within it at 
  the rate of one spell per round, pausing only on every 
  fifth round to magically repair 4d8+20 points of 
  damage to itself.  The turret targets the closest 
  unrecognized creature and has a 360-degree arc of fire.  
  A spell turret’s spells are cast at an effective Caster 
  Level 14.  
   
  The order in which a turret casts its spells is set to 
  the following order: 
  1. 
  Activation round—extended greater dispel 
  magic [area effect version] 
  2. 
  Round 2—forcecage [windowless cell/10-ft 
  cube version] 
  3. 
  Round 3—plane shift [to Plane of Limbo] 
  4. 
  Round 4— finger of death). The spell turret 
  will cycle through them in the same order 
  each time. 
   
  An ancient, battered statue of unknown make, once 
  alive with terrible power, stands in one corner of 
  the fallen shrine, the lifeless form of a Svirfneblin 
  draped in its double-set of tentacled arms. The 
  stench of death is heaviest near the madness-graven 
  altar stone upon which lies a poor, now beardless 
  Child of Stone, something dark, shining half-sewn 
  into an eyeless socket. No villains remain upon 
  which you can lay your senses, yet you feel 
  somehow a taint that may wash out neither with 
  lye, Dwarven whiskey, nor the passage of years. 
  What can you take from Irondelve but memories of 
  things you wish you had never witnessed?   
  Treasure:  
  Defeat all shrine defenses (DM should be sure to 
  describe items found)   
  APL 4: L: 0 gp; C: 300 gp  – unspeakable rune-graven 
  dwarf-skull arcanabulum case, 60 gp – crystal phial of 
  powdered onyx), 117 gp – obsidian drum of diamond 
  dust; Magic: 0 gp 
  APL 6: L: 0 gp; C: 490 gp – unspeakable rune-graven 
  dwarf-skull arcanabulum case, 60 gp – crystal phial of 
  powdered onyx), 117 gp – obsidian drum of diamond 
  dust; Magic: 0 gp 
  VER7-04 Hidden Within Halls of Iron 
   
  Page 23 
  
  APL 8: L: 0 gp; C: 910 gp – unspeakable rune-graven 
  dwarf-skull arcanabulum case, 60 gp – crystal phial of 
  powdered onyx), 117 gp – obsidian drum of diamond 
  dust; Magic: 0 gp 
  APL 10: L: 0 gp; C: 740 gp – unspeakable rune-graven 
  dwarf-skull arcanabulum case, 60 gp – crystal phial of 
  powdered onyx), 117 gp – obsidian drum of diamond 
  dust; Magic: 0 gp   
   
  CONCLUSION 
  Depending on whether our brave heroes forged ahead 
  into the jaws of death—err, we mean the final 
  encounter and successfully eradicated the Obfuscated 
  Shrine, the adventure can end in one of three ways.   
  Conclusion 1: PCs Quit While They Are Ahead 
  (aka “Discretion is the better part of valor”) 
   
  You have returned to your rooms at the Under-
  the-Mountain Inn and as you pack up your 
  belongings, a deeply unsettling feeling assaults 
  your very soul.  What lay ahead in the tunnel?  
  What evil still threatens life in the ‘Delve?  And can 
  you live with yourself knowing you turned your 
  back on them?  You assuage your guilt by telling 
  those who ask, that even though you fled, you are 
  indeed alive to fight another day... perhaps one day 
  you will say it enough so that you actually believe 
  those words... 
   
  Conclusion 2: PCs Survive Final Conflict 
   
  As you survey the remains of this unholy, 
  unnatural, evil place a shudder runs through your 
  very soul.  Why would a place like this exist under 
  the very home of such good Dwarven folk?  Who 
  was behind this abomination?  And what was their 
  purpose?  So many questions and no real answers.  
  Your soul is unsettled by, of course the most 
  important question of all...Will they return?????? 
   
  Conclusion 3: PCs Fail to Survive Final 
  Conflict 
   
  Having fallen in battle with forces of 
  corruption and chaos, the Dwarven sensibilities 
  common to Irondelve mark you as heroes. 
  Knowing the deeds performed by your party has 
  forged the way for others to take over the task of 
  cleansing 
  the 
  corruption 
  from 
  within 
  the 
  Obfuscated Shrine. Provided you find rest in your 
  graves and their corpses are not re-animated to 
  thwart the next cadre of intrepid heroes, Eldessa 
  and Vardeep may able to recover your fleshy shells, 
  knowing 
  the 
  deeds 
  you 
  and 
  companions  
  performed today may well have forged the way for 
  other, more fortunate adventurers to finish the task 
  of cleansing the chaos and corruption that festers 
  beneath the orderly, law-abiding Halls and Tunnels 
  of Irondelve.  
  The End 
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the 
  values for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives 
  plus roleplaying) to each character. 
  Encounter 2:  The Sound...of Silence? 
  Overcome/survive aerial attack 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10  
  360 XP 
  Encounter 6:  Things That Go Burn in the 
  Night 
  Become aware of and address elemental visitation 
  APL 4  
    90 XP 
  APL 6  
  150 XP 
  APL 8  
  210 XP 
  APL 10  
  270 XP 
  Encounter 8:  Rocks, Stones and Boulders 
  Assist in rescue mission and make ghastly discover 
  APL 4  
    60 XP 
  APL 6  
    60 XP 
  APL 8  
    60 XP 
  APL 10  
    60 XP 
  Encounter 9:  The Obfuscated Shrine 
  Discover shrine and survive battle 
  APL 4  
  210 XP 
  APL 6  
  270 XP 
  APL 8  
  330 XP 
  APL 10  
  390 XP 
  VER7-04 Hidden Within Halls of Iron 
   
  Page 24 
  
  Discretionary roleplaying award 
  Awarded proportionately for good roleplaying 
  APL 4  
  135 XP 
  APL 6  
  180 XP 
  APL 8  
  225 XP 
  APL 10  
  270 XP 
  Total possible experience: 
  APL 4  
    675 XP 
  APL 6  
    900 XP 
  APL 8  
  1125 XP 
  APL 10  
  1350 XP 
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions.  Looting the bodies takes at least 
  10 minutes per every 5 enemies, and if the characters 
  cannot take the time to loot the bodies, they do not 
  gain this gold.  If you feel it is reasonable that 
  characters can go back to loot the bodies, and those 
  bodies are there (i.e., not carted off by dungeon 
  scavengers, removed from the scene by the local watch, 
  and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece 
  value for the loot is subtracted from the encounter 
  totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A 
  normal adventuring party can usually gather this 
  wealth in a round or so.  If for some reason, they pass 
  up this treasure, the coin total is subtracted from the 
  encounter totals given below. 
   
  Next, the magic items are listed.  Magic item 
  treasure is the hardest to adjudicate, because they are 
  varied and because characters may want to use them 
  during the adventure.  Many times characters must 
  cast identify, analyze dweomer or similar spell to 
  determine what the item does and how to activate it.  
  Other times they may attempt to use the item blindly.  
  If the magic item is consumable (a potion, scroll, magic 
  bolts, etc.) and the item is used before the end of the 
  adventure, its total is subtracted from the adventure 
  totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in 
  the GP Gained field of the adventure certificate.   
   
  Loot = Looted gear from enemy; Coin = Coin, 
  Gems, Jewelry, and other valuables; Magic = Magic 
  Items. 
  Encounter 2:  The Sound ...of Silence? 
  APL 4: L: 0 gp; C: 0 gp; M: brooch of shielding (84 gp) 
  APL 6: L: 0 gp; C: 0 gp; M: brooch of shielding (84 gp) 
  APL 8: L: 0 gp; C: 0 gp; M: brooch of shielding (84 gp) 
  APL 10: L: 0 gp; C: 0 gp; M: brooch of shielding (84 gp) 
  Encounter 3: Enterin’ th’ Delve  
  APL 4: Loot: 21 gp – alchemical weapon capsule: 
  ghostblight (8 gp each), alchemical weapon capsule: 
  quicksilver (4 gp each), alchemical weapon capsule 
  retainer (8 gp each), 2 Irondelve Hearthfire Staffs (1 gp 
  each); Coin: 0 gp; Magic: 0 gp 
  APL 6: Loot: 21 gp – alchemical weapon capsule: 
  ghostblight (8 gp each), alchemical weapon capsule: 
  quicksilver (4 gp each), alchemical weapon capsule 
  retainer (8 gp each), 2 Irondelve Hearthfire Staffs (1 gp 
  each); Coin: 0 gp; Magic: 0 gp 
  APL 8: Loot: 21 gp – alchemical weapon capsule: 
  ghostblight (8 gp each), alchemical weapon capsule: 
  quicksilver (4 gp each), alchemical weapon capsule 
  retainer (8 gp each), 2 Irondelve Hearthfire Staffs (1 gp 
  each); Coin: 0 gp; Magic: 0 gp 
  APL 10: Loot: 21 gp – alchemical weapon capsule: 
  ghostblight (8 gp each), alchemical weapon capsule: 
  quicksilver (4 gp each), alchemical weapon capsule 
  retainer (8 gp each), 2 Irondelve Hearthfire Staffs (1 gp 
  each); Coin: 0 gp; Magic: 6,000 gp – goggles of night 
  (1,000 gp each)  
  Encounter 6: Things That Go Burn in the 
  Night 
  APL 4: Loot: 0 gp; Coin: 0 gp; Magic: 375 gp – magic 
  tile [as potion of extended invisibility] (62 gp each) 
  APL 6: Loot: 0 gp; Coin: 0 gp; Magic: 375 gp – magic 
  tile [as potion of extended invisibility] (62 gp each) 
  APL 8: Loot: 0 gp; Coin: 0 gp; Magic: 375 gp – magic 
  tile [as potion of extended invisibility] (62 gp each) 
  APL 10: Loot: 0 gp; Coin: 0 gp; Magic: 375 gp – magic 
  tile [as potion of extended invisibility] (62 gp each) 
  VER7-04 Hidden Within Halls of Iron 
   
  Page 25 
  
  Encounter 9: The Obfuscated Shrine  
  APL 4: Loot: 0 gp; Coin: 477 gp – unspeakable rune-
  graven dwarf-skull arcanabulum case (300 gp each), 
  crystal phial of powdered onyx (60 gp each), obsidian 
  drum of diamond dust (117 gp each); Magic: 0 gp 
  APL 6: Loot: 0 gp; Coin: 667 gp – unspeakable rune-
  graven dwarf-skull arcanabulum case (490 gp each), 
  crystal phial of powdered onyx (60 gp each), obsidian 
  drum of diamond dust (117 gp each); Magic: 0 gp 
  APL 8: Loot: 0 gp; Coin: 1,080 gp – unspeakable rune-
  graven dwarf-skull arcanabulum case (910 gp each), 
  crystal phial of powdered onyx (60 gp each), obsidian 
  drum of diamond dust (117 gp each); Magic: 0 gp 
  APL 10: Loot: 0 gp; Coin: 917 gp – unspeakable rune-
  graven dwarf-skull arcanabulum case (740 gp each), 
  crystal phial of powdered onyx (60 gp each), obsidian 
  drum of diamond dust (117 gp each); Magic: 0 gp   
  Total Possible Treasure 
  APL 4: Loot: 21 gp; Coin: 517 gp; Magic: 102 gp; 
  Total: 600 gp 
  APL 6: Loot: 21 gp; Coin: 717 gp; Magic: 102gp; 
  Total: 800 gp 
  APL 8: Loot: 21 gp; Coin: 1,167 gp; Magic: 102 gp; 
  Total: 1,250 gp 
  APL 10: Loot: 21 gp; Coin: 1,017 gp; Magic: 1,102 
  gp; Total: 2,100 gp 
  ITEMS FOR THE 
  ADVENTURE RECORD 
  Special 
  Embrace by the Soul Forger: An anvil-shaped rune 
  appears upon your forehead, You receive a +4 divine 
  bonus to Charisma-based skilled checks with dwarves 
  for the next 4 adventures. 
  Gratitude of the Stone Dweller: A hammer-shaped 
  rune appears upon your right cheek. All healing spells 
  cast by dwarven clerics who follow a dwarven deity are 
  treated as if maximized for the next 4 adventures. 
  Sanction of the Great Judge: A rune in the shape of a 
  battle-axe appears upon your left cheek. When facing a 
  creature with DR/adamantine or DR/cold iron, your 
  weapons are treated as if they were made of that 
  material. This lasts for the next 4 adventures.   
  Dwarven Access: Characters that are members of the 
  following Verbobonc regional metaorgs at the 
  beginning of this adventure receive Frequency 
  [Regional] Access to items marked with a dagger (†): 
  Clan Rockhall, Dwarven Church (or Pantheon of the 
  Dwarven Gods) 
  Free Ticket to Gimric’s Comedy Show: You receive a 
  ticket to Gimric’s comedy show.  
  Metaorganizational Access: Characters that are 
  members of the following Verbobonc regional 
  metaorgs at the beginning of this adventure receive 
  Frequency [Regional] Access to items marked with a 
  dagger (†): Clan Rockhall, Dwarven Church (or 
  Pantheon of the Dwarven Gods), Verbobonc Town 
  Project [Citizen of Irondelve] 
  The Halls of Irondelve: Your sojourn into the depths 
  of Irondelve has allowed you to avail yourself of the 
  great training halls and temples of the dwarves of Clan 
  Rockhall. Choose one (1) of the following options: 
  � Sunderstone Seminary: You gain access to two of 
  the 
  following 
  alternate 
  class 
  abilities: 
  �Underdark Knight 
  CC, �Holy Warrior 
  CC, 
  �Resolute 
  CC,  �Divine Spirit 
  DS 
  � The Angus McDoos School of Battleragin, Giant-
  Slayin’ and Hooliginizin’: You gain access to two of 
  the following alternate class abilities: �Trapkiller 
  DS, �Dungeon Crasher 
  DS, �Berserker Strength 
  PH2, 
  �Dungeon Specialist 
  PH2 
  � Angus McDoo’s Smithy: After any Verbobonc 
  regional adventure, you may spend 1 TU to travel 
  to the smithy, where Angus will provide a 10% 
  discount for applying any armor or weapon 
  enhancements to which you already have access. 
  You may use this benefit four (4) times. ���� 
  � ShieldingHammer Mercantile Company: You 
  may spend 1 TU to travel to the mercantile to gain 
  access to any item on a previous AR to which you 
  have access. You may use this benefit two (2) 
  times. �� 
  Residents of Irondelve may select two (2) options. This 
  favor expires after one (1) year from the date this 
  adventure was played. 
  REWARD NOTES:  
  Embrace by the Soul Forger: This entry is awarded to 
  characters that behave with genuine concern and 
  wellbeing, and emulate the precepts of Moradin, 
  dwarven god of community and creation, during 
  Encounter Five. 
  Gratitude of the Stone Dweller: This entry is 
  awarded to lawful or good characters that behave 
  selflessly and emulate the percents of Fortubo, 
  dwarven god of community and guardianship, during 
  Encounter Eight 
  VER7-04 Hidden Within Halls of Iron 
   
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  VER7-04 Hidden Within Halls of Iron 
   
  Page 27 
  Sanction of the Great Judge: This entry is awarded to 
  characters that emulate the precepts of Gendwar 
  Angrim, dwarven hero-god of fatalism during 
  Encounter Nine. 
  Tickets to Gimric’s Comedy Show: This entry is 
  awarded to any character that visited Ghostdragon 
  Forgeworks in Encounter Four.  
  The Halls of Irondelve: This entry is awarded to all 
  characters that successfully complete this adventure. 
   
  
  APPENDIX 2: NEW RULES 
  NEW RULES AND SPECIAL ITEMS 
  Alchemical Weapon Capsule Retainer [New 
  Equipment] (from Complete Adventurer) 
  An alchemical weapon capsule retainer is the most 
  common method of delivering the effect of an 
  alchemical weapon capsule is the weapon capsule 
  retainer. This long leather thong, wrapped around a 
  melee weapon or a thrown weapon (but not a projectile 
  weapon) just at the base of the blade or striking surface, 
  holds a thin, fitted ring sized for a single alchemical 
  capsule.  
   
  Only one weapon capsule retainer can be attached 
  to any weapon. Attaching a weapon capsule retainer to 
  a weapon or putting a capsule into an empty weapon 
  capsule retainer is a full-round action that provokes 
  attacks of opportunity. Using an alchemical weapon 
  capsule requires only a swift action (and does not 
  provoke attacks of opportunity) if it is held in a 
  properly attached weapon capsule retainer. 
   
  An alchemical weapon capsule retainer can be 
  filled with a single dose of an injury poison. Activating 
  the capsule coats the weapon with the poison, allowing 
  the wielder to deliver toxic strikes with the weapon. A 
  character using poison in this way faces all the normal 
  perils of using poison (including accidental exposure 
  when activating the capsule or with a natural 1 on the 
  attack roll). 100gp. 
  Quicksilver Alchemical Weapon Capsule [New 
  Equipment] (from Complete Adventurer) 
  A quicksilver alchemical weapon capsule coats a melee 
  weapon or a thrown weapon with a thick silvery liquid. 
  This substance allows the weapon to deal damage as if 
  it were coated with silver (including the normal -1 
  penalty on damage rolls for silvered weapons). 
  Applying an alchemical weapon capsule that is not 
  held in a properly attached weapon capsule retainer is 
  the equivalent of applying magical oil (a standard 
  action that does provoke attacks of opportunity). The 
  capsule’s effects last for 3 rounds and override any 
  other special material effects of the weapon. 50gp. 
  Craft DC 30. 
  Ghostblight Alchemical Weapon Capsule [New 
  Equipment] (from Complete Adventurer) 
  A ghostblight alchemical weapon capsule coats a melee 
  weapon or a thrown weapon with a thick gray liquid. 
  This substance allows the weapon to ignore the miss 
  chance that ordinarily applies when the wielder is in 
  combat with incorporeal creatures (as if the weapon 
  had the ghost touch magical property). Applying an 
  alchemical weapon capsule that is not held in a 
  properly attached weapon capsule retainer is the 
  equivalent of applying magical oil (a standard action 
  that does provoke attacks of opportunity). The 
  capsule’s effects last for 3 rounds. 100gp; Craft DC 35. 
  Hearthfire [New Equipment] (from Races of 
  Stone)  
  A concoction of Dwarf alchemists, hearthfire is a blue-
  green gel, typically poured into a large shallow 
  container and allowed to solidify. The substance is 
  then left in the pan as is or removed and cut into 2-
  inch cubes. When water is poured onto the gel (1 
  ounce per 2-inch cube is sufficient), it “ignites,” causing 
  blue-green flames to spring from the substance. The 
  flames have no heat and will not harm anything that 
  touches them. Each 2-inch block provides light for 24 
  hours when wet, shedding illumination as a torch (20-
  foot radius). The hours of use need not be continuous, 
  so a flaming cube can be extinguished, dried off, and 
  used again at a later time. In the Dwarves’ underground 
  community of Irondelve, hearthfire sees common use 
  in town lanterns, as well as home hearths and braziers. 
  Hearthfire lanterns hold one dose each and are 
  typically hooded. See the Player’s Handbook, page 164 
  for more rules on illumination. 10gp; 2 lbs; Craft DC 
  20. 
  Magic Tile [New Equipment] (from Complete 
  Adventurer) 
  A small ceramic tile inscribed with a magic rune holds 
  a potion-type effect. When it is snapped, or broken in 
  ones hand, the effect is released. Cost and weight are 
  comparable to that of a potion of the same magical 
  effect. 
  Spell Turret [New Trap] (from DMG II) 
  A spell turret is a highly dangerous magic trap that 
  blurs the line between trap and construct.  Powerful 
  arcanists use spell turrets to guard important reaches of 
  their guild or tower.  Divine casters install them in the 
  burial vaults of particularly favored devotees.   
   
  A spell turret is generally located at one end of a 
  long hallway or room, and is mounted on a wall, floor, 
  or ceiling.  When inactive, the turret merges with the 
  material of the surface on which it is mounted and 
  cloaks itself with a non-detection spell to hide its 
  magical aura.  A spell turret has a visual trigger that 
  utilizes true seeing to a range of 120 feet; it can be 
  programmed to recognize creatures by creature type, 
  creature race, or even specific individuals.  Creatures 
  the spell trigger recognizes do not trigger it by 
  VER7-04 Hidden Within Halls of Iron 
   
  Page 28 
  
  approaching within 120 feet, nor does the spell trigger 
  ever target them once it is activated.  If a spell trigger 
  casts an area spell, recognized targets may accidentally 
  suffer the effect of the spell if they are in the wrong 
  place at the wrong time.  Programming a spell turret to 
  recognize a new type, race, or individual (or removing a 
  type, race, or individual from memory) requires 8 
  hours of work by a spell caster with the Craft 
  Wondrous Item feat, but does not cost gold pieces or 
  experience points. 
   
  If a spell turret detects an unrecognized target, it 
  immediately activates.  When it does, it emerges from 
  the wall quickly and quietly with a flash of colorful 
  light; each spell turret looks different, since their 
  creators personalize them.  One turret might resemble 
  a crystal lance, another leering gargoyle and still 
  another, an outstretched arm. 
   
  All four of the stored spells in a spell turret must 
  be of the same level, from the same spell list, and from 
  different schools.  Once activated, a spell turret 
  immediately begins casting one of the four spells 
  stored within it at the rate of one spell per round, 
  pausing only on every fifth round to magically repair 
  4d8+20 points of damage to itself.  A turret targets the 
  closest unrecognized creature and has a 360-degree arc 
  of fire.  A spell turret’s caster level is always equal to the 
  caster level at which the stored spells are available; thus 
  a spell turret that fires 3
  rd level cleric spells does so at 
  caster level 5
  th, and one that fires 6
  th-level bard spells 
  does so at caster level 16
  th.  The order in which a turret 
  casts its spells is set; it cycles through them in the same 
  order each time.  A spell turret’s CR equals the level of 
  spell it fires + 1. 
  Spell turret:  CR 1+spell level; Diminutive magic 
  device; visual trigger (true-seeing); automatic reset; 
  four different spell effects cast once per round in set 
  order, no spells cast every fifth round but spell turret 
  self-repairs 4d8+20 hp; Search DC 25 + spell level; 
  Disable device DC 25+spell level; AC 7; hardness equal 
  to material turret is mounted on (minimum 5); hp 200.  
   
   
   
  VER7-04 Hidden Within Halls of Iron 
   
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  VER7-04 Hidden Within Halls of Iron 
   
  Page 30 
  APPENDIX 3: LEGWORK 
  At various points throughout this adventure, the characters will want to find out more information about certain topics. 
  To do so, the DM should have the PCs make the appropriate skill checks, with higher checks resulting in a greater 
  amount, or in some cases, more accurate information. Other skills may be substituted, as the DM sees fit. The DC is 
  increased by +5 for Bardic Knowledge or Loremaster Lore checks.  
   
  After a Gather Information check is made, the DM should reveal the first rumor listed for the DC achieved under 
  the appropriate rumor category; a check-mark should be placed in the box adjacent to the rumor so as to indicate the 
  information has been given to the characters. The DM is reminded that a typical Gather Information check requires 
  1d4+1 hours to complete. 
   
  Due to the naturally taciturn nature of Dwarven folk and current tension in the Delve, a number of aspects of party 
  composition will influence the effectiveness of the party’s information-gathering tactics. If the party composition meets 
  one or more of the listed criteria below, then they receive the corresponding bonus: 
  Criterion 
  Circumstance Bonus 
  One or more members of Clan Rockhall 
  +2 (+4 if a character is a part of the Earthwardens of Clans 
  Rockhall or the Mithral Guard) 
  One or more members of the Dwarven Church of 
  Moradin, or the Pantheon of the Dwarven Gods  
  +2 
  Resident of the town of Irondelve 
  +2 
  Halfling or Half-orc 
  -4 
  Rumors about the Irondelve Populace  
  DC 10 
  • 
  “Th’ Shaftmaster’s been seen a lot at the Alchemyst’s Shop in the Great Hall.” 
  • 
  “Several score Deep Halflings have arrived over last year – to the chagrin of others.” 
  • 
  “It’s jus’ not th’ same here na more – too many sky-siders down in th’ delve.” 
  DC 15 
  • 
  “Me sister’s husband’s brother’s father-in-law be sayin’ that his whole crew lost their hammers and their 
  lunchpails on the same day.  I’m sur’ an’ it was jus’ someone what was playin’ a joke.  Those dark little folk hae 
  been movin’ in lately.  They seem t’ hae an idea that this kind o’ pranks be funny.  It’s not, I tell ya’.  Oli an’ his 
  crew dinnae think so.  Put them behind on th’ daily ore recovery.” 
  • 
  “Stonesmiter took down the hulking half-orc (I think they call her a female?) at Angus’ tavern last Freeday.  
  She ain’t shown that pig face o’ hers at th’ Giant since!” 
  • 
  “One day me forge-mate got a strange look on his face, laid down his tools an’ said he had t’ go an’ do somethin’. 
   He walked away down th’ tunnel.  Didn’t see him for three days.  He never would say where he went or what 
  he had t’ do.” 
  DC 20 
  • 
  “Some o’ our folk hae had it with th’ changes in th’ ‘Delve.  I did say several other o’ me fellow miners who 
  labored with me hae left th’ job over th’ past few months.” 
  • 
  “Ya know that swine-faced mercenary what moved in at Forger’s Wall?  She bested Drom in a wrasslin’ match 
  las’ week.  He han’t shown his face since. 
  DC 25  
  • 
   “Let me tell ya’; there be some strange goin’s on.  I was working th’ best vein o’ ore, I’d seen in months – over 
  in shaft nine – not lookin’ up for hours.  When of a sudden, I realized the only pick ringing in th’ tunnel was 
  me own.  All th’ way up an’ down as me eyes could take me, me pals were nowhere t’ be seen nor heared.  I 
  smelled a stink o’ sulfur an’ saw a fire down th’ way.  I followed it o’ course.  When I got close enough to feel th’ 
  heat upon me face, I saw a face there in th’ flames, then it vanished.  An’ so did I, I tell ya.  I aint been down 
  that shaft since.” 
    
  Rumors about Unusual Happenings in the Delve 
  DC 15 
  
  • 
  “Someone keeps cuttin’ runes into th’ walls near th’ mine entrance.  No one kin say who did it tho.” 
  • 
  “One of the mines collapsed.  Can you believe it?  Dwarven mines?” 
  • 
  “Are ya trying to find weaknesses here t’ exploit?  We know how ya’ tall folk are.” 
  • 
  “There’s nothin’ goin’ on in th’ Delve at all.  No reason to be askin’ such a question neither.” 
  • 
  “Me sister’s husband’s brother’s father-in-law be sayin’ that his whole crew lost their hammers and their 
  lunchpails on the same day.  I’m sur’ an’ it was jus’ someone what was playin’ a joke.  Those dark little folk hae 
  been movin’ in lately.  They seem t’ hae an idea that these kind o’ pranks be funny.  It’s not, I tell ya’.  Oli an’ his 
  crew dinnae think so.  Put them behind on th’ daily ore recovery.”  
  DC 20  
  • 
  “The Forge won’ let some steel temper’ has been graven into the stone near the entrance to the mines.”  
  (Characters that make this Gather Information check and have any ranks in Knowledge [Local – VTF] or 
  Knowledge [Religion] know that the meaning of this colloquialism is “profane acts are curse`d by their very 
  nature.”) 
  • 
  “One o’ the mines collapst.  Can ya believe it?  Dwarven mines jus’ dannae collapse!  I think it was Mine 
  Number Nine.” 
  • 
  “I heared a story from me cousin, just this mornin’.  He set down his pick t’ use his hands t’ pry out a beautiful 
  chunk o’ ore.  He felt a burst o’ heat behind him in th’ mine.  He turned around an’ saw nary a soul there, but 
  his pick was melted to slag.  I swear it be a true story!!” 
  • 
  “One day me forge-mate got a strange look on his face, laid down his tools an’ said he had t’ go an’ do somethin’. 
   He walked away down th’ tunnel.  Didn’t see him for three days.  He never would say where he went or what 
  he had t’ do.” 
  Rumors about Mundane Doings in the Delve 
  DC 10 
  • 
  “A sojournin’ gnome was attacked by ghosts while he was in Irondelve.”  
  • 
  “Special orders for uniquely crafted weapons have been coming in from villages in the Gnarley.” 
  • 
  “What’s going on in the mines?  Why minin’s goin’ on down there.  Irondelve’s got the best shafts in the 
  region.  But don’t go sayin’ that t’ ar’ kin over at th’ Rockhall mines.” 
  DC 15 
  • 
  “Th’ Master Engineer’s been workin’ on some durn special project with th’ Shaftmaster Haftsplitter at the 
  Alchemyst’s Shop in the Great Hall.” 
  • 
  “Special orders for uniquely crafted weapons have been coming in from villages in the Gnarley. They each paid 
  a hefty sum to make it a rush order.” 
  • 
  “A priestess from the Kron saw spirits while she was down in th’ Deephall.”  (characters with ranks in 
  Knowledge [Local: VTF] or Knowledge [Geography] know that the Deephall is a training facility of some kind.  
  • 
  “A pointy-eared merchant and a fancy-pantsed human were ejected Irondelve-Skyside after drawing blades on 
  one another, an’ then th’ Watch when they came o’er ter break it up!” 
  DC 20 
  • 
  “Th’ Master Engineer’s been workin’ on some durn special project with th’ Shaftmaster Haftsplitter at the 
  Alchemyst’s Shop in the Great Hall.” 
  • 
  “Special orders for uniquely crafted weapons have been coming in from villages in the Gnarley. They each paid 
  a hefty sum to make it a rush order. They say it was s’posed t’ be a secret, but th’ whole town knows about it.”  
  • 
  “A gnomish acolyte from Osnabrolt encountered visions while meditating on a shard of blood-vein quartz 
  down at the Deephall. She saw two dead hazy Dwarves with twisted, shifting limbs and embers and coal for 
  eyes.  He wasn’t positive, but he thought he recognized them as important citizens she had seen while 
  departing the Great Hall.” 
   
   
   
  VER7-04 Hidden Within Halls of Iron 
   
  Page 31 
  
  DM AID #1 
  ENCOUNTER 5A 
   
   
   
   
   
   
   
   
   
   
   
   
   
  VER7-04 Hidden Within Halls of Iron 
   
  Page 32 
  
  DM AID #2 
  ENCOUNTER 5B 
   
   
  A Decipher Script (DC 20) or Knowledge [Arcana] (DC 20)or DC 20 Intelligence check allows a PC 
  to recognize that the large, centermost glyph is in actuality two symbols bound together 
  (“Corruptor” and “Pretender”). 
      
  PCs may make a DC 20 Knowledge [Arcana] or DC 22 Decipher Script for each glyph they wish to 
  identify; failure with one check still allows a given PC to attempt a check with the other skill.  PCs 
  who speak either Abyssal or Infernal, or who have 5+ ranks in Knowledge [The Planes] gain a +2 
  competence bonus on either, or both checks, as is appropriate.  Use of comprehend languages or 
  similar ability allows the caster to function as though they have met one of the conditions described 
  above. 
  VER7-04 Hidden Within Halls of Iron 
   
  Page 33 
  
  DM AID # 3 
  ENCOUNTER 8 
   
   
  VER7-04 Hidden Within Halls of Iron 
   
  Page 34 
  
  DM AID # 4 
  ENCOUNTER 9 
   
   
  VER7-04 Hidden Within Halls of Iron 
   
  Page 35 
  
  PLAYER HANDOUT #1 
   
  MAP OF IRONDELVE SKYSIDE 
   
   
  IRONDELVE (SKYSIDE) KEY: 
  A. Palisade Gate 
  B. Mounted Borderer barracks 
  C. Mounted Borderer stables 
  D. Mounted Borderer training yard 
  E. Open Air Market 
  F. Gates to Undercity 
  G. The Gnome Solution 
  H. Irondelve Watch barracks 
  I. 
  Cairn of the Lost Dwarf 
  J. 
  Shieldinghammer Mercantile Company 
   
   
  VER7-04 Hidden Within Halls of Iron 
   
  Page 36 
  
  PLAYER HANDOUT #2 
  MAP OF THE IRONDELVE UNDERCITY 
   
   
   
   
   
  A 
  Angus McDoos School of Battleragin, Giant-Slayin’ and 
  Hooliginizin’ 
  L 
  Office of the Thane 
  B 
  Angus McDoos’ Smithy 
  M
  The Quarry of the Cave Bear Shop 
  C 
  The Barbarian Brews 
  N 
  Shieldinghammer Mercantile Co. 
  D 
  The Chapel of Moradin 
  O 
  The Stonecutter’s Shop 
  E 
  The Dead Giant Tavern 
  P 
  The Stone Dweller’s Pestle 
  F 
  To The Deephall o’ Reflection 
  Q 
  The Sunderedstone Seminary 
  G 
  The Ghostdragon Forgeworks 
  R 
  Under the Mountain Inn 
  H 
  The Gnome Solution 
  S 
  The Vonilor Cairn: Library of Planar Wisdom 
  I 
  The Haftsplitter Home 
  T 
  Watch Command 
  J 
  Headstone Shoppe 
  U 
  The Watch Barracks 
  K 
  The Iron Shield of Faith 
  V 
  Turm Jaeg’rinpfosten: Tower of the Huntress 
  VER7-04 Hidden Within Halls of Iron 
   
  Page 37 
  
  PLAYER HANDOUT #3 
  FIRE−CHARRED GLYPHS ON BALCONY DOOR 
   
   
   
   
   
  VER7-04 Hidden Within Halls of Iron 
   
  Page 38 
  
  PLAYER HANDOUT #4 
  FINAL ENTRY IN THE SHAFTMASTER’S JOURNAL 
   
   
   
   
    
  VER7-04 Hidden Within Halls of Iron 
   
  Page 39 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Greyhawk/Living Greyhawk - RPGA/VER (Verbobonc)/VER7-04 Hidden Within Halls of Iron (3E).pdf