TEXT: Frog God 
  Games
  By Tom Knauss
  By Tom Knauss
  God of Ore
  God of Ore
  
  Frog  
  God 
  Games
  CEO
  Bill Webb
  Creative Director:  
  Swords & Wizardry
  Matthew J. Finch
  Creative Director:  
  Pathfinder Roleplaying Game
  Greg A. Vaughan
  Frog V
  Patrick N. Pilgrim
  Art Director
  Charles A. Wright
  Developers
  John Ling and  
  Patrick N. Pilgrim
  Customer Service Manager
  Krista Webb
  Zach of All Trades
  Zach Glazar
  Final Boss
  Skeeter Green
  FROG GOD GAMES IS
  Author
  Tom Knauss
  Developer
  Patrick N. Pilgrim
  Producer
  Bill Webb
  Editor
  Jeff Harkness
  Swords & Wizardry Conversion
   Jeff Harkness
  Layout and Graphic Design
  Charles A. Wright
  Front Cover Art
  Artem Shukaev
  Interior Art
  Blake Wilkie
  Cartography
  Robert Altbauer
  Adventures 
  Worth  
  Winning
  ©2017 Frog God Games. All rights reserved. Reproduction without the written 
  permission of the publisher is expressly forbidden. Frog God Games and the 
  Frog God Games logo is a trademark of Frog God Games. All characters, names, 
  places, items, art and text herein are copyrighted by Frog God Games, Inc. 
  The mention of or reference to any company or product in these pages is not a 
  challenge to the trademark or copyright concerned.
  Product Identity: The following items are hereby identified as Frog God Games 
  LLC’s Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are 
  not Open Game Content: product and product line names, logos and identifying marks including 
  trade dress; artifacts; creatures; characters; stories, storylines, plots, thematic elements, 
  dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, 
  poses, concepts, themes and graphic, photographic and other visual or audio representations; 
  names and descriptions of characters, spells, enchantments, personalities, teams, personas, 
  likenesses and special abilities; places, locations, environments, creatures, equipment, magical 
  or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark 
  or registered trademark clearly identified as Product Identity. Previously released Open Game 
  Content is excluded from the above list.
  Quests of Doom 4
  God of Ore
  
  2
  Quests of Doom 4
  GENERAL RESOURCES 
  Swords & Wizardry Complete S&W 
  The Tome of Horrors Complete PF, S&W 
  Tome of Horrors 4 PF, S&W 
  Tome of Adventure Design
  Monstrosities S&W 
  Bill Webb’s Book of Dirty Tricks 
  Razor Coast: Fire as She Bears PF 
  Book of Lost Spells 5e, PF 
  Fifth Edition Foes 5e 
  The Tome of Blighted Horrors 5e, PF, S&W
  Book of Alchemy* 5e, PF, S&W 
  THE LOST LANDS 
  Rappan Athuk PF, S&W 
  Rappan Athuk Expansions Vol. I PF, S&W 
  The Slumbering Tsar Saga PF, S&W 
  The Black Monastery PF, S&W 
  Cyclopean Deeps Vol. I PF, S&W 
  Cyclopean Deeps Vol. II PF, S&W 
  Razor Coast PF, S&W 
  Razor Coast: Heart of the Razor PF, S&W 
  Razor Coast: Freebooter’s Guide to the Razor Coast PF, S&W 
  LL0: The Lost Lands Campaign Setting* 5e, PF, S&W
  LL1: Stoneheart Valley PF, S&W 
  LL2: The Lost City of Barakus PF, S&W 
  LL3: Sword of Air PF, S&W 
  LL4: Cults of the Sundered Kingdoms PF, S&W 
  LL5: Borderland Provinces 5e, PF, S&W
  LL6: The Northlands Saga Complete PF, S&W
  LL7: The Blight 5e, PF, S&W
  LL8: Bard’s Gate 5e, PF, S&W 
  LL9: Adventures in the Borderland Provinces 5e, PF, S&W
  QUESTS OF DOOM 
  Quests of Doom (Vol. 1) 5e 
  Quests of Doom (Vol. 2) 5e 
  Quests of Doom (includes the 5e Vol. 1 and 2, but for PF 
  and S&W only) PF, S&W 
  Quests of Doom 2 5e 
  Quests of Doom 3 5e, S&W
  Quests of Doom 4* 5e, PF, S&W
  PERILOUS VISTAS 
  Dead Man’s Chest (pdf only) PF 
  Dunes of Desolation PF 
  Fields of Blood PF 
  Mountains of Madness PF 
  Marshes of Malice PF
  Other Products from Frog God Games
  You can find these product lines and more at our website, froggodgames.com, and on the shelves of many retail game stores.  
  Superscripts indicate the available game systems: “PF” means the Pathfinder Roleplaying Game, “5e” means Fifth Edition,  
  and “S&W” means Swords & Wizardry. If there is no superscript it means that it is not specific to a single rule system.
  * (forthcoming from Frog God Games)
  
  3
  God of Ore
  Table of Contents
  Credits ........................................................................ p. 1
  God of Ore ...................................................................p. 4
  Map Appendix .............................................................. p. 23 
  Legal Appendix ............................................................. p. 31
  
  4
  Quests of Doom 4
  Metal on stones, metal on stones,
  Break your backs, shatter your bones.
  Dream of riches buried ages untold
  Deep streams of mithral, silver, and gold!
  — Ancient dwarven miner’s song
  God of Ore is an adventure for 3rd-level characters that takes them 
  from the quiet, mountainside town of Miners’ Refuge into the heart of the 
  Stoneheart Mountains in pursuit of a failed pilgrimage to discover a phony 
  religious relic deep inside legendary Mithral Mountain. The dark, twisting 
  tunnels that bore into the fabled mountain soon reveal that some mysteries 
  are not what they first appear to be. 
  Adventure Background
  Fantastical tales telling of rich veins of precious metals, wondrous 
  caverns teeming with sparkling gems, and tunnels brimming with valuable 
  minerals echo against the walls of every home, tavern, and inn within 
  every mining community. Every hardy soul that delves into the bowels 
  of the earth with a pick and a shovel shares the same dream. His trusty 
  pick strikes an ordinary rock as it has countless times before and to his 
  amazement, the chance collision unearths the object of his desire. There in 
  the darkness he sees the proverbial mother lode, a pristine and unspoiled 
  vein of prized ore or stones. Such an occasion is a rarity, and those few 
  individuals that experience this fortuitous event often find that their dream 
  soon turns into a nightmare. 
  Five centuries ago, a dwarven miner named Clovis Stonesplitter 
  discovered firsthand how the fulfillment of such a wish could go terribly 
  awry. One day, the intrepid miner’s pick dislodged a loose block from a 
  long-forgotten masonry wall. He peered through the opening and saw a 
  dark tunnel that his ancestors apparently bricked up countless centuries ago. 
  Without giving it a second thought, Clovis smashed through the barrier. 
  Though his instincts warned him not to venture down the ancient, neglected 
  passageway, curiosity prevailed over logic. He gingerly walked through the 
  crooked and uneven corridor until an inexplicable urge caused him to stop 
  at an oddly shaped bend. In spite of his trepidation, Clovis thrust his mighty 
  pickaxe into the rock. The loose stone split into hundreds of tiny pieces, 
  revealing an unimaginable sight that nearly illuminated the dark tunnel. At 
  first glance, the exposed vein looked like silver, but the veteran miner was 
  nearly certain that he unearthed something far more important — a rich 
  deposit of mithral, an extremely valuable and highly sought after metal. 
  Yet, there was something odd about what just happened. Clovis swore 
  that he also heard another sound akin to a faint whimper reverberate 
  through the quiet tunnel at the exact moment that the metal tip of his 
  pickaxe struck the inanimate stone. Clovis gently pushed the tip of his 
  mining tool into the soft metal. Much to his astonishment, a low, barely 
  audible groan arose from the glistening ore. Clovis fell to the ground in 
  utter disbelief, but nothing could prepare him for what happened next. 
  The vein of metal instantaneously transformed into a vaguely humanoid 
  form. The being’s cold, lifeless eyes fascinated Clovis. As visions of 
  riches danced in his head, the bizarre creature placed its mouth-like orifice 
  over Clovis’ stunned face. A breath of warm, metallic-tasting air rushed 
  into Clovis’ throat, momentarily jogging him out of his beguiled state. 
  He came to his senses far too late. In an instant, Clovis’ skin turned gray 
  and his eyes transformed into glistening silver orbs. The creature released 
  its grip seconds later, but in Clovis’ befuddled mind, his encounter with 
  the alien being felt like it lasted for several hours. Though the physical 
  changes were instantly noticeable, no one could predict the true extent of 
  the damage dealt to Clovis’ fragile mind. From that moment forward, the 
  transfixed dwarf singularly cared about one thing: worshipping the being 
  he dubbed Dwer-Bokham, “Dwarf of Mithral” in the dwarven tongue. 
  Over the next few days, Clovis lured his kin one by one into the 
  abandoned tunnel where the strange creature waited. There, in the 
  darkness, they too came face to face with the dwarves’ new deity, Dwer-
  Bokham. Though many other dwarves abandoned their former deities and 
  joined Clovis in the veneration of their new “god,” some resisted. The 
  new god’s zealous minions murdered those that refused to bend to Dwer-
  Bokham’s will, as they set about the task of converting the entire mountain 
  complex into a vast temple honoring their newly revealed divine master. 
  Only one obstacle stood in their way — Thane Ilgar Ogradmek. 
  Accompanied by his retinue of guards and clerics loyal to their people’s 
  true gods, the mountain’s sovereign lord and his badly outnumbered 
  followers battled Clovis and Dwer-Bokham’s minions for supremacy over 
  their mountain stronghold. The combat raged for several days with each 
  side gaining the upper hand at one point or another during the struggle. In 
  the end, however, sheer numbers and fanaticism won out over tactical and 
  logistical superiority. The upstart deity and its converts killed their former 
  leader and gained undisputed control of the complex. Within minutes of 
  their thane’s death, the remaining resistance crumbled. 
  The majority foolishly surrendered and forcibly joined their enemies in 
  the worship of Dwer-Bokham. The wiser minority fled the mountain and 
  never looked back at their former homeland. Most went into hiding until 
  their dying days and never spoke again about the events that took place 
  during those fateful days. Still, a handful of the survivors could not turn away 
  from the past so easily. Over the next decade, the thane’s diehard loyalists 
  made four vain attempts to retake the mountain from Dwer-Bokham and 
  his followers. They ultimately failed, and each successive effort proved 
  more disastrous than the previous attempt. After the fourth and final try, 
  it was possible to count the remaining survivors on one hand. Hopelessly 
  outnumbered and completely drained of their financial resources, the last 
  free dwarves came to terms with the irrefutable fact that they would never 
  return home. They left the area and found work elsewhere. During their 
  extensive travels, they told the tale of their homeland to anyone willing to 
  listen, thus spreading the fable of Mithral Mountain far and wide throughout 
  the settlements within and surrounding the Stoneheart Mountains. 
  Naturally, the story piqued the interest of countless treasure hunters who 
  dreamed of wresting Mithral Mountain from the heretics and liberating its 
  bountiful treasures from their oppressive grasp. Since the fall of Mithral 
  Mountain, as many as two dozen adventuring companies ventured into 
  the Stoneheart Mountains to add their names to the growing legend. None 
  ever successfully retook the mountain, and the handful that returned never 
  even set foot inside the coveted peak. As the body count grew, interest in 
  the quest nearly faded from memory until one charismatic dwarf burst 
  onto the scene. His name was Bagrus Farmud. 
  Divine Mission
  Unlike his parents, siblings, and other family members, Bagrus 
  Farmud displayed no aptitude or interest for traditional dwarven crafts 
  and professions. He derided miners as “bipedal moles” and stonemasons 
  as “mindless chiselers.” Bagrus hated getting his hands dirty, and saw 
  hard work as a “virtue” better performed by others. The young Bagrus’ 
  lackadaisical attitude angered his tradition-bound father, who was also 
  a renowned cleric within the community. The two clashed repeatedly 
  throughout his long adolescence (several decades among dwarves); 
  however, no amount of preaching, extolling, shaming, or discipline could 
  instill his father’s values into the defiant youngster. Tired and bored of his 
  parents’ constant efforts to mold him into their image, the young dwarf left 
  home and went out into the world to make his way. 
  The spoiled Bagrus soon learned that it took much more than a bad 
  attitude and some choice swear words to make it in the real world. The 
  lazy, unskilled, and hedonistic runaway ran out of money in less than 
  a week, forcing him into the company of civilization’s more unsavory 
  God of Ore
  
  5
  God of Ore
  characters. Without his father’s protection, the wild child quickly ran 
  afoul of the local authorities and spent the better part of the next ten years 
  in jail for a string of petty offenses. The recalcitrant Bagrus refused to 
  admit defeat and crawl back home, so he had to figure out a way to make 
  use of his meager talents. After several days of intense soul searching, he 
  finally came to the realization that he must put his mouth, instead of his 
  hands, to work. He was born with the gift of gab, and the innate ability 
  to spin a nonsensical yarn into something that others wanted to hear. All 
  he needed to do was to concoct a scheme and then start talking. Then he 
  remembered a chance jailhouse encounter from a few weeks earlier. An 
  elderly dwarf sleeping off a terrible hangover told him an ancient legend 
  about a mysterious Mithral Mountain located in the Stoneheart Mountains. 
  The visions of acquiring tremendous wealth danced in Bagrus’ entranced 
  mind, but he had to devise a way to get the treasure without risking his 
  own well-being. A devious grin crossed his face as the perfect idea came 
  to him: Convince other people to risk their necks for him.
  From this humble beginning, the rest of his diabolical plan flowed like 
  a mudslide down the side of a rain-sodden mountain. Throughout his 
  youth, he saw firsthand what others would do in the name of faith. He 
  spent the next twenty days wandering the wilderness, claiming that he 
  met Dwer-Bokham, the Great God of the Mithral Mountain. The divine 
  being spoke to him and revealed that the mighty deity inscribed the secret 
  to immortality and eternal happiness on a mithral tablet in the heart of 
  the mountain. As his chosen messenger, he would be unable to read the 
  message alone, however, Dwer-Bokham told him that, with his assistance, 
  someone pure of heart and free from corruption could decipher the 
  wondrous revelation. Several drifters scratching a living at the foothills 
  of the Stoneheart Mountains fell under the charismatic Bagrus’ sway, but 
  his newly gained converts fell far short of his expectations. He needed 
  men and women that could fight their way past the mountain’s malevolent 
  denizens instead of a battalion of miners and farmers. As soon as he 
  stepped foot into the sleepy town of Miners’ Refuge, he was supremely 
  confident that he would find more marks than he would ever need to claim 
  Mithral Mountain as his own.
  In a short time, Bagrus Farmud amassed 28 followers to stand beside him 
  on his glorious crusade into Mithral Mountain. Thanks to their generous 
  donations and the funding he cajoled from others, the confidence man 
  masquerading as a religious figure purchased a wagon train of supplies 
  along with two dozen pack animals and several pieces of fine jewelry 
  befitting an esteemed servant of Dwer-Bokham. Led by their prophet, they 
  set out into the teeth of the Stoneheart Mountains two weeks ago to once 
  again liberate Mithral Mountain and its abundant riches. 
  The expedition unraveled almost as soon as it began. Bagrus’ wagon train 
  could not negotiate the steep inclines and narrow mountain passes, forcing 
  them to abandon a large cache of provisions shortly after getting underway. 
  A few days later, as the group approached Mithral Mountain, a band of 
  hobgoblins from the nearby foothills attacked the traveling company and 
  split them in half. The hobgoblins killed or captured the smaller half of 
  the group comprised of the non-combatant women and children. The 
  remaining contingent led by Bagrus fended off the assault and pressed on 
  to the base of Mithral Mountain. Under Bagrus’ misguided directions, his 
  armed followers sundered the stone door barring the entrance into Mithral 
  Mountain. Dwer-Bokham’s devoted minions poured through the breach 
  and decimated the charlatan’s disciples. Bagrus Farmud barely escaped 
  with his life. After observing their movements for several days from a 
  safe location, the conniving dwarf disguised himself as one of his enemies 
  and bypassed the mountain’s defenders. He is now holed up in the thane’s 
  quarters awaiting his next move. More critically, Dwer-Bokham’s followers 
  perceived the attack as an omen, indicating that the time to spread their faith 
  throughout the Stoneheart Mountains is now at hand. 
  Adventure Synopsis
  The characters arrive in the town of Miners’ Refuge two weeks after 
  Bagrus Farmud and his associates left the locale on their quest to conquer 
  Mithral Mountain and claim its wondrous treasures. The families of those 
  that accompanied the self-proclaimed prophet express tremendous worry 
  
  6
  Quests of Doom 4
  about the pilgrimage, especially in light of a lone survivor’s account that 
  confirms their worst fears. Hobgoblin raiders killed numerous pilgrims and 
  scattered the survivors, who are now missing. Unsubstantiated tales also 
  relay that the corrupted dwarves inhabiting the fabled Mithral Mountain 
  are now raiding and pillaging travelers passing through that region of the 
  Stoneheart Mountains. Several interested parties ask the characters to 
  rescue any surviving followers and capture Bagrus Farmud. 
  The trek to reach Mithral Mountain and the lost caravan takes the 
  characters across the foothills that lead deeper into the Stoneheart 
  Mountains. As they follow the trail of Bagrus’ pilgrims, the characters 
  locate the abandoned wagon and inevitably stumble upon the tragic scene 
  of the hobgoblin ambush. The characters are free to follow the wicked 
  goblinoids back to their lair to rescue any surviving captives or continue 
  onward to Mithral Mountain. Along the way, the characters encounter 
  other malevolent and benign denizens that dwell in the inhospitable 
  Stoneheart Mountains. As the characters approach Mithral Mountain, 
  Dwer-Bokham’s minions patrol the surrounding area looking to wantonly 
  slaughter unwelcome trespassers that wander too close to their lair. 
  When the characters arrive at the base of Mithral Mountain, the 
  expedition’s ultimate fate becomes apparent. Numerous bodies of 
  dwarves and beasts litter the field just outside the previously sealed 
  entrance to Mithral Mountain. Though the pilgrimage’s outcome is no 
  longer in question, Bagrus’ reckless actions unleashed Dwer-Bokham’s 
  minions onto an unsuspecting world. The characters must now stop the 
  chain of events that the unrepentant charlatan put into motion by delving 
  into the heart of Mithral Mountain and destroying its alleged resident 
  deity. In the depths below Mithral Mountain, the characters encounter 
  more of the false god’s servants and also find Bagrus Farmud hiding in 
  the chambers of the former thane. The descent into Dwer-Bokham’s inner 
  sanctum reveals the truth about Mithral Mountain. The so-called veins of 
  mithral were a lie. Dwer-Bokham is a cobaltog, a race of aberrations that 
  dwelled in the mountain long before the thanes rose to power. When this 
  monster melds into stone, the surrounding rock takes on the appearance of 
  mithral, thus accounting for the ancient legends about the peak. In spite of 
  this revelation, the characters must still negotiate the locale’s structurally 
  unsound passages and chambers before they finally meet Dwer-Bokham 
  and his aging crony, Clovis. Here, the characters must forever rid the 
  world of the enigmatic aberration that transformed an entire people and 
  destroyed a once-proud thanehold. 
  After defeating the monstrous entity, the characters must decide what 
  to do with Dwer-Bokham’s former worshippers, the mountain itself and 
  the phony dwarf salesman responsible for so many deaths. Can the tainted 
  dwarves resume their former existence and return to the welcoming arms 
  of their long-lost kin? Who is the rightful ruler of Mithral Mountain, and 
  what is to become of Bagrus Farmud? The characters are likely to play a 
  significant role in providing these answers. 
  Part I: Swindler’s Wake
  The opening segment of the adventure takes place in the bucolic town 
  of Miners’ Refuge that lies on the edge of the foothills leading into the 
  Stoneheart Mountains. If the characters traveled here from a distant 
  locale, the Referee may use several encounters that appear in Part II of 
  this adventure to challenge the characters. During this portion of the story, 
  the characters are free to roam through the normally sleepy community, 
  which is now abuzz over the presumed loss of so many of its citizens at the 
  hands of hobgoblin raiders in the surrounding foothills. Many blame the 
  pilgrimage’s leader, Bagrus Farmud, for the tragedy, though small segments 
  of the population still believe in the charlatan’s supposed religious beliefs. 
  As they explore the town, several interested parties approach the characters 
  and beseech them to locate their missing friends, relatives or lost goods. 
  Rumors also swirl throughout town about the magnificent riches that reside 
  inside the fallen Dwarven stronghold of Mithral Mountain. 
  Beginning the Adventure
  The adventure begins in the mountainside town of Miners’ Refuge, 
  roughly two weeks after Bagrus Farmud’s expedition left Miners’ Refuge, 
  and a few days after the company’s lone survivor straggles into the mining 
  community with a frightening tale. The hobgoblins that committed the 
  atrocity subsequently returned to their lair, and Dwer-Bokham’s minions 
  are still a long way from the unsuspecting town, so there is no immediate 
  danger to the settlement. Still, many concerned people seek the services 
  of adventurers to locate their missing family members, retrieve their lost 
  goods, and rescue any that survived the harrowing ordeal. Likewise, the 
  substantiated reports of marauding hobgoblins and rumors of strange, 
  rampaging dwarves greatly concern the town’s merchants, who must 
  ensure the safety of the vital trade route linking the headwaters of the River 
  Eamon with the lands that lie farther west. In fact, the characters may 
  have accompanied one of these caravans into town, or they could arrive 
  in Miners’ Refuge seeking employment protecting other business interests 
  endeavoring to venture into or across the treacherous Stoneheart Mountains. 
  Adventure Hooks
  Though Bagrus Farmud attracted a considerable number of followers 
  during his brief three-week stay in Miners’ Refuge, his sales pitch and 
  questionable ethics also rubbed many of its more prominent citizens 
  the wrong way. The fast-talking huckster raised suspicions and doubts 
  wherever he went during his short visit, so there are several influential 
  people who would like to get their hands on the smarmy confidence man. 
  More importantly, there are also many concerned citizens who wait with 
  bated breath for some news about their loved ones’ whereabouts and fate. 
  Adventurers are a common sight in town, but their numbers constantly 
  ebb and flow. Right now, none of the town’s residents seems eager to step 
  forward and get to the bottom of this predicament, thus all eyes naturally 
  turn to the characters for assistance. With that in mind, the Referee may 
  use one of the following hooks to get the adventure underway, or he may 
  devise a plot device of his own to draw the characters into the story.
  Lone Survivor
  Because of her husband’s heroic actions, the youthful Yurbryn 
  Nurmalk (Lawful female mountain dwarf warrior 1) miraculously 
  survived the hobgoblin attack and made it back to Miners’ Refuge with 
  only some scrapes and minor bruises. Just before the vicious goblinoids 
  severed the expedition’s line train and cut it off from retreat, her brave 
  spouse, Halzin, fought off several of the hideous monsters to buy her 
  enough time to slip away and flee the combat. Though she is fairly certain 
  that he perished in the combat, his fate as well as the fate of the company’s 
  other members remains unknown. 
  Yurbryn has been recovering at the Temple of Dwerfater and is 
  preparing to return to the home she shared with her husband. When she 
  hears that the characters are in town, she asks Nomiba Urpal to contact 
  them so she can offer them employment to find her missing husband. The 
  scion of a wealthy mining family, the grieving widow can offer a fee of 
  100gp each to anyone who can locate her presumably dead husband and 
  rescue any survivors. Characters can also talk her into paying 5gp each for 
  every survivor that they return to Miners’ Refuge. (Because the characters 
  are likely to speak with Yurbryn in great detail regardless of whether or 
  not the Referee uses this hook, her complete account of the expedition is 
  presented here.)
  Scarred by her harrowing experience, the young dwarf woman valiantly 
  tries to cope with the fallout from the frightening ordeal and her husband’s 
  presumed savage murder at the hands of the ruthless hobgoblins. Not 
  surprisingly, her recollection of these horrific events is disorganized 
  and lacking in specific details. Still, she provides some insight on the 
  pilgrimage’s movements as well as its final moments. In spite of the 
  characters’ best efforts to steer the questioning in a desired direction, the 
  terrified Yurbryn’s story indiscriminately jumps from one place to another. 
  The stunned widow becomes very uplifting when she speaks of Bagrus 
  Farmud, whom she still adores, and extremely emotional when she talks 
  about her husband. She cannot provide an organized narrative, so her 
  memories are presented below as bullet points that can be presented in 
  random order or in a slightly more logical pattern. 
  • Every day at dawn and dusk, the prophet Bagrus Farmud led the believ-
  ers in prayers to Dwer-Bokham, the great Mithral God of the Mountain. 
  
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  God of Ore
  He told us that the deity would grant immortality to those true of heart.
  • Bagrus confessed to us that his former sins prevented him from under-
  standing the wondrous message inscribed upon the mithral tablet within 
  Mithral Mountain’s inner sanctum. Each night, he extolled us to free our 
  souls from the burdens of evil and embrace purity and righteousness. 
  • The wagon slowed the party down tremendously. As we climbed the 
  lower slopes, we abandoned the vehicle and continued onward toward 
  Mithral Mountain.
  • The hobgoblins poured out of the hills a few nights after we abandoned 
  the wagon. They seemed to come from everywhere and split the pilgrims 
  into two. Our group headed back down the hills toward town, and those 
  that stayed with Bagrus Farmud fled deeper into the mountains. 
  • My husband bought me time as I slipped through a narrow pass and 
  away to safety. He told me that someone betrayed them by alerting the 
  hobgoblins about their movements. When I turned back to look for him, 
  he was gone, as were the other followers. Many hobgoblins were also 
  dead, but a few remained. There were no signs of Bagrus or the rest of 
  the pilgrims.
  • It took me three days and nights to finally make it back to Miners’ Ref-
  uge. Fortunately I found the road home and encountered no one else on 
  my way back.
  Yurbryn does not want to relive the terrifying experience for more than 
  a few minutes at a time. If the characters persist in questioning her, she 
  breaks down and uncontrollably wails for 1d4 minutes before she shuts 
  down and refuses to speak about the matter any further.
  My Sons’ Keeper
  From the moment he met the shady Bagrus Farmud, Graham Angeheim 
  (Neutral male human expert 5), a member of the local Merchant’s Guild, 
  knew that the conniving dwarf was a fraud. He never believed Bagrus’ tall 
  tale about the religious nature of his trek to Mithral Mountain. The astute 
  businessmen and concerned parent sensed that the greedy dwarf needed 
  saps to risk their lives in pursuit of the forbidding peak’s alleged treasure. 
  Sadly, his two thrill-seeking sons, Donnator and Errol, lacked his wisdom. 
  They fell for Bagrus’ false promises and joined his misguided pilgrimage 
  into the Stoneheart Mountains in search of adventure. Now, their distraught 
  father grieves for his lost children and demands retribution against the 
  man responsible for their untimely demise — Bagrus Farmud. He offers 
  a 500gp bounty to anyone that captures or kills Bagrus Farmud. In either 
  case, those seeking payment of the bounty must return him either dead or 
  alive to Miners’ Refuge. In addition, he also offers a 100gp reward for the 
  return of his sons’ body (200gp for both children) to Miners’ Refuge for 
  proper interment. He describes his children as being aged 24 (Donnator) 
  and 21 (Errol), each with long blond hair held in a tail by a steel-studded 
  strap. Donnator has a tattoo of a grieving angel (Saint Carmela Tirozo) on 
  his left shoulder, and Errol has the same tattoo on his right shoulder.
  Lost Collateral 
  Bagrus Farmud did not confine his empty promises to his spiritual 
  disciples. He also spread his wealth of lies and deceit to the town’s 
  business community. Supposedly short on cash, the scheming hustler 
  gave his creditors only a relatively small deposit for the purchase of his 
  wagon and the expedition’s provisions. To make up the difference, he sold 
  them “shares” of the treasure hoard. After Bagrus departed, the dwarf’s 
  lenders soon realized that their percentage of Bagrus’ loot exceeded 
  1000%. Realizing that they had been taken by the crafty swindler, Bagrus’ 
  largest creditor and current councilmember Falgar Bazdak (Neutral 
  male mountain dwarf aristocrat 6) seeks adventurers to locate and 
  return his wagon, remaining provisions, and Bagrus Farmud to Miners’ 
  Refuge in exchange for 500gp. More importantly, Falgar believes the 
  legends of Mithral Mountain to be true, based upon the fact that he is a 
  great grandnephew of Thane Ilgar Ogradmek. He offers the characters 
  400gp and a 5% ownership stake in the mountain if they clear out its 
  current occupants. (Of course, Falgar’s relatives including the Thane’s 
  other nephews and nieces have something to say about his claims to the 
  mountain’s riches.)
  Trail of Fools
  The roads leading to and from Miners’ Refuge are well worn and 
  heavily traveled. Men, beasts, and vehicles travel across these established 
  thoroughfares on a daily basis, making it virtually impossible to track a 
  specific individual or even a group with any degree of certainty. The entire 
  community unanimously agrees that Bagrus Farmud led his entourage out 
  of town via the eastern road leading deeper into the Stoneheart Mountains. 
  If the characters opt to follow the tracks, the trail leads them into the 
  foothills surrounding Miners’ Refuge and Part II of the adventure.
  Part II: Lower Slopes of 
  the Stoneheart Mountains
  If the characters spend more than two days in Miners’ Refuge, pressure 
  to locate Bagrus Farmud and the missing pilgrims steadily mounts. 
  Ultimately, at least one member of the town council seeks out the 
  characters and directly asks for their assistance. 
  Mithral Mountain lies roughly 40 miles east of Miners’ Refuge. The 
  tall peak is easily visible from town because it towers 1000ft above the 
  neighboring mountains and because of its distinct, sheer western face. 
  Much of the terrain between the town and the fabled locale consists of 
  rolling hills that represent the lower slopes of the mountains in the valley of 
  the River Eamon gradually ascending to the far-more-prominent mountain 
  peaks. The frozen expanse of the Shengotha Plateau lies not far beyond 
  Mithral Mountain. The grueling journey is more arduous than the mileage 
  indicates. The road leading out of Miners’ Refuge is anything but a direct 
  path to Mithral Mountain, so much of the trek is through rugged terrain 
  on a narrow, sometimes perilous track. In addition, the slope increases the 
  actual distance traveled to some degree. Finally, walking uphill is more 
  tiring than downhill, so fatigue becomes an important factor along the 
  way. Depending upon their mode of transportation, it could take up to a 
  week to reach their destination. 
  Events on the Lower Slopes
  There are no permanent settlements of any note within this part of the 
  Stoneheart Mountains, however, the region still sees a fair amount of 
  traffic. The intrepid miners that make a living in this harsh environment 
  typically go it alone or work in small groups. It is not uncommon to come 
  across an active or an abandoned miner’s camp while traveling through 
  the region. Traveling merchants and wagon trains en route to dwarven 
  markets higher among the peaks also make their way across the forbidding 
  landscape, though they rarely deviate from the familiar highways and 
  mountain passes. On their way to Mithral Mountain, the characters may 
  meet one or more of these parties during their travels. These encounters 
  are to provide the characters with recent news and new information about 
  their current task. They are designed to complement rather than replace 
  the more intricate combat and role-playing encounters that follow later 
  in this part of the adventure. The Referee may use some or all of the 
  subsequent events to afford the characters additional details about what 
  lies ahead of them.
   
  Mountain Merchant
  Chem Monzak, a traveling merchant and his 3 guards, are on their way 
  to Miners’ Refuge from distant Abad Durahai. The talkative and outwardly 
  friendly middle-aged man tries to sell the characters his inventory of items 
  that he purchased during his stay in the dwarven capital. The chatty Chem 
  charges an additional 10% for these items. If the characters ask Chem 
  for information about Bagrus Farmud, he feigns ignorance. The purchase 
  of a single item almost instantly loosens his tongue, however. He tells 
  the characters that he saw a few open crates and barrels on the roadside 
  several miles back. They were too large and heavy to strap onto a pack 
  animal, so e presumes that they were originally transported on a vehicle.  
  
  8
  Quests of Doom 4
  Chem Monzak, Male Mountain Dwarf Merchant (Ftr3): HP 
  20; AC 5[14]; Atk warhammer (1d4+2); Move 9; Save 12; AL 
  N; CL/XP 3/60; Special: darkvision 60ft, multiple attacks (3) 
  vs. creatures with 1 or fewer HD, +4 saves vs magic, +1 to hit 
  and damage strength bonus.
  Equipment: chainmail, warhammer, silk pouch 
  containing 12gp, 18sp, and a red garnet (25gp).
  Dwarf Guards (Ftr1) (3): HD 1; AC 4[15]; Atk warhammer 
  (1d4+1); Move 9; Save 14; AL N; CL/XP 1/15; Special: 
  darkvision 60ft, +4 saves vs magic, +1 to hit.
  Equipment: chainmail, shield, warhammer, 2d4sp.
  Mining Company
  A company of 3 dwarven miners (Lawful male mountain dwarf expert 
  4) named Tandrel Feldcutter, Okzen Veinfinder, and Zog Blindenluck 
  sit around their camp discussing their next foray among the peaks. The 
  glum dwarves are not fond of conversation with outsiders; however, 
  their dour attitudes suddenly shift to wide-eyed enthusiasm as soon as 
  someone mentions Mithral Mountain. They ramble on at length that there 
  is enough mithral in the mountain to armor an entire generation. Okzen 
  also tells the characters that he ran into another dwarf a few days ago in 
  mountains who claimed that he smashed his way through the sealed portal 
  at the mountain’s base, only to see his men scatter and run at the first sign 
  of resistance. Okzen’s description of the dwarf roughly matches that of 
  Bagrus Farmud, but he is also quick to add that he appeared unkempt and 
  badly shaken. Still, he tried to recruit Okzen to join him in entering the 
  mountain, but given the circumstances of his kin’s appearance, in his mind 
  he wisely declined. 
  Lone Prospector
  Lorn Broadbeam tells the characters that he was entrusted to sell vast 
  tracts of land within the Stoneheart Mountains in order to fund a joint 
  military operation being conducted by the town council in Miners’ Refuge 
  and city officials in Abad Durahai. He offers to sell the property for the 
  miniscule price of 10gp per square mile of land (noting with a wink that its 
  per “horizontal” square mile; if you calculate by “vertical” square miles 
  among the precipitous mountain peaks the deal becomes a virtual steal). 
  The wily agent can draft a fresh deed in a matter of minutes, claiming 
  that the proper authorities designated him to transfer the land to lawful 
  purchasers on their behalf. Even if caught in a lie, Lorn refuses to admit 
  this elaborate scheme is a giant ruse, however, in order to save his own 
  skin, the crafty salesman offers the characters important information in 
  exchange for a pardon. He tells the characters that the dwarves of Mithral 
  Mountain now patrol their territory, slaying anyone that trespasses on 
  their land. Furthermore, he conveys that he personally saw a small band of 
  hobgoblins leading two bound and seriously injured dwarves and a human 
  woman through the foothills toward an unknown location. Lorn does 
  everything in his power to avoid a physical confrontation or detention. 
  Flight is his first choice. He fights only when there is no other alternative.
  Lorn Broadbeam, Male Mountain Dwarf Prospector (Ftr2): 
  HP 12; AC 9[10]; Atk pick (1d6); Move 9; Save 12; AL N; CL/
  XP 2/30; Special: darkvision 60ft, multiple attacks (3) vs. 
  creatures with 1 or fewer HD, +4 saves vs magic.
  Equipment: pick, belt pouch containing a bent quill, 
  a sealed bottle of ink, a sheaf of unsigned “property 
  agreements,” 22gp.
  Rumors on the Lower Slopes
  The hardy souls that earn a living in the rugged Stoneheart Mountains 
  know far more about the activities in their native habitat than the 
  “urbanites” from Miners’ Refuge. The characters may learn the following 
  tales from the folk they encounter on their way to and from Mithral 
  Mountain. These stories are so commonplace among these daring folk 
  that 1d2 can be heard with each event encountered. 
  • A small tribe of vicious hobgoblins lairs in a valley surrounded by four 
  low peaks that the savage creatures use as sentry points. They recently 
  attacked a caravan of travelers that resulted in a significant loss of life on 
  both sides of the ledger.  
  • The dwarves of Mithral Mountain are on the prowl, attacking any living 
  thing they encounter. The strange humanoids have mithral-colored skin 
  and eyes, and they worship a deity named Dwer-Bokham. 
  • Three humanoid hunters with dark red hair and cloudy hazel eyes some-
  times descend from their lair high in the mountains in search of prey. They 
  are skilled warriors who are most feared for their mastery over the weather 
  and the elements. (This is a false rumor.)
  • A bipedal cat-like predator stalks the mountains. Beware its horrific cat-
  erwaul!
  In addition to these tales, the individuals traveling through the 
  Stoneheart Mountains are also aware of the earlier rumors regarding 
  Mithral Mountain. 
  Encounters on the Lower Slopes
  Unsavory humanoids, hungry beasts and malevolent monsters call 
  the treacherous mountainous terrain of the lower slopes home. On their 
  journey to Mithral Mountain, the characters inevitably make contact with 
  these native denizens. Four of these meetings occur at fixed locations 
  upon the lower slopes. These set encounters at Areas T1, T2, T3 and T4 
  are presented first. The locations appear on the regional map that details 
  the hills outside of Miners’ Refuge. The Referee is also encouraged to 
  challenge the travelers using one or more of the random encounters that 
  follow. 
  On Bagrus’ Trail
  Characters that follow Bagrus’ trail on the road out of town may 
  continue to do so without difficulty. Once Bagrus’ path deviates from the 
  road, it becomes even easier to pick up and follow his individual tracks. 
  T1. Abandoned 
  Wagon Logistics is not one of Bagrus Farmud’s strong points. The 
  conniving salesman is nearly unmatched at selling his grand vision, but he 
  is a rank novice on matters relating to traveling through uncharted terrain. 
  The greedy charlatan could not pass up an opportunity to acquire more 
  treasure at a bargain price, so he financed the wagon and loaded it with 
  provisions, never thinking that the cumbersome vehicle would have any 
  difficulty negotiating the uneven, sloped ground. Bagrus’ treasure wagon 
  negotiated the highway well enough, but the vehicle was ill equipped to 
  handle the rugged side track. The situation deteriorated almost instantly 
  after leaving the main road. The vehicle hit a large rut that destroyed 
  one of its wheels and the rear axle. The disabled wagon was rendered 
  motionless and hopelessly stuck. The shortsighted Bagrus never thought 
  of recruiting or hiring someone to maintain and repair the wagon, leaving 
  him no choice other than to offload as much as he could and abandon the 
  wagon on the side of the trail.
  Within a day of its abandonment, opportunists stripped the wagon bare. 
  It remained where Bagrus left it until 2 ogres happened upon the site. 
  The surly brutes used their tremendous strength to lift the now-empty 
  vehicle out of the rut and lug it up to their lair a few thousand feet away. In 
  order to move the wagon, the ogres keep the disabled rear wheels off the 
  ground and push it up the gently sloping hill. The monstrous humanoids 
  are completely absorbed with the task, rendering them nearly oblivious to 
  their surroundings. 
  When the characters arrive on the scene, the ogres are 2d6 x 100ft 
  away from their cavernous home. The ogres are not visible from the 
  road; however, characters following the road or Bagrus’ trail have a 
  2-in-6 chance to spot the marks made by the monsters’ footsteps and the 
  front wagon wheels. The tracks head north. Otherwise, characters that 
  accidently stumbled upon the ogres can first spot them at a distance of 
  2d10 x 10ft. The ogres are engrossed in their efforts, and have a 1-in-6 
  
  9
  God of Ore
  chance of noticing the characters. When either party locates the other, the 
  Referee may read or paraphrase the following description.
  Two hulking, giant humanoids armed with massive clubs 
  push a wagon slowly up the gently sloping hill. The enormous 
  creatures have cruel, beady eyes and a wide mouth crowded 
  with crooked, rotten teeth. 
  The ogres immediately attack any living creatures that cross their path 
  or attack them. They let go of the wagon, causing the rear end to crash to 
  the ground, and charge toward their foes, swinging their enormous clubs 
  until they fell their enemies or until one of them falls. In the latter case, 
  the survivor attempts to flee, if possible; otherwise, the outmatched ogre 
  surrenders and offers his possessions in exchange for his wretched life. 
  Though stupid, the giant is clever. The ogre only reluctantly can be made 
  to divulge anything about his lair unless. If that occurs, the ogre leads the 
  characters to a small cave carved from the side of a steep slope. The ogres 
  traveled a circuitous path from their lair to the wagon, so it is impossible 
  to follow their tracks without doubling back to the wagon and tracing them 
  back from there. Characters attempting to locate the ogres’ lair without 
  walking in their footsteps or obtaining the monsters’ assistance must search 
  a wide area or rely upon blind luck to stumble upon their home.
  Ogres (2): HD 4+1; HP 29, 26; AC 5[14]; Atk club (1d10+1); 
  Move 9; Save 13; AL C; CL/XP 4/120; Special: none.
  Equipment: club.
  Treasure: The ogres have buried an iron coffer in a hole within the fetid 
  chamber. It contains 240gp and six bloodstones worth 100gp each. The 
  ogres wear hide armor, and each carries a club and 4 javelins. Each also 
  carries a small sack containing 3d6 x 10gp and 1d6 x 50gp gems. 
  T2. Ambush Site
  As Bagrus Farmud led his followers deeper into the rugged terrain 
  of the Stoneheart Mountains, a large hobgoblin force awaited them. 
  A treacherous resident of Miners’ Refuge tipped them off about the 
  caravan’s movement. When Bagrus and his followers reached the ambush 
  site, the hobgoblins sprang into action and rained death upon the ragtag 
  band. The hobgoblins drove a wedge between the slower, less-fit members 
  of Bagrus’ party and his abler warriors. The savage goblinoids devastated 
  the former group, killing most of them and enslaving the few survivors. 
  The hobgoblins did not fare as well against Bagrus and his more-capable 
  soldiers who withstood the chaotic surprise attack and then forced their 
  hobgoblin foes into a mad retreat. After a brief, obligatory search for 
  the other half of his disciples, the pilgrimage’s messianic leader and 9 
  surviving fighters callously forged ahead to Mithral Mountain, leaving the 
  rest of the group behind to suffer their ultimate fate. 
  The hobgoblins’ assault left both parties in shambles. Neither side could 
  muster the will to tend to their fallen comrades, leaving many to die an 
  agonizingly slow death from their collective wounds. Though some time 
  has passed since the vicious struggle’s end, the eerily quiet former battlefield 
  paints a stark portrait of the horror of war. When the characters reach the 
  site, the Referee may read or paraphrase the following description.
  The bloated, mottled corpses of human and dwarven men, 
  women, and even a handful of children, striking gruesome 
  and torturous poses, litter the hillsides. The decaying bodies 
  of numerous hobgoblin warriors lie in contorted positions 
  alongside their victims. Likewise, the carcasses of several 
  pack animals, stripped clean of their goods, join their former 
  masters in the macabre landscape of death. 
  In all, 47 bodies lie strewn across the ground in a one-square-mile area. 
  In every instance, the cause of death is readily apparent. Severe blood loss, 
  lacerations, instantly fatal stab wounds, and brutal bludgeoning ended the 
  lives of everyone here. A close examination of the field reveals how the 
  battle progressed. The bodies of five men (two humans and three dwarves), 
  six women (two humans and four dwarves) and two dwarf children are 
  concentrated in the area several hundred yards northwest of where the 
  fight initially took place. Twelve dead hobgoblins accompany them. Most 
  of these people were non-combatants attempting to flee the onslaught. 
  The hobgoblins stripped these bodies clean, leaving nothing behind but 
  their ragged clothing and sentimental belongings. The hobgoblins also 
  captured three survivors. They led two injured dwarf men and a dwarf 
  woman back to their encampment two miles from this location. One of the 
  dwarves is Yurbryn Nurmalk’s courageous husband (see Area H5) who 
  suffered grievous injuries in a successful effort to save his beloved wife.
  The opposite side of the field roughly one mile east of the preceding site 
  tells a contradictory story. The mangled corpses of sixteen hobgoblins rot 
  under the open sun. Many wear their shattered armor and still grasp their 
  weapons in their decaying hands. Three fresh bulges in the earth hold the 
  remains of three more dwarf followers who fell in battle defending the 
  pilgrimage’s leader. Bagrus stripped his disciples of their arms and armor 
  before committing them to their eternal rest. 
  The few hobgoblins that survived the encounter retreated to their lair. 
  Tracks lead directly back to their hideaway, indicating that the hobgoblins 
  knew the pilgrims were coming. Bagrus led his significantly smaller group 
  deeper into the Stoneheart Mountains toward his intended goal. 
  The remaining five bodies belong to four donkeys and one horse. The 
  terrified and heavily encumbered animals instantly froze and fell where 
  they initially stood, thus marking the location where the skirmish started. 
  In their quest for plunder, the hobgoblins relieved the beasts of their 
  worldly burdens and took them back to their lair for redistribution among 
  their kin. Severed ropes are all that remain of the pack animals’ goods. 
  The looters’ trail converges with those of their hobgoblin brethren near 
  where the majority of humans and dwarves were slain. 
  T3. Hobgoblin Lair 
  The largely disastrous attack against Bagrus Farmud and his pilgrims 
  dealt a heavy blow to the hobgoblins’ ambitious plans. The failed assault 
  nearly halved their numbers, forcing the militaristic creatures to abandon 
  their goals of conquest and adopt a more defensive-minded approach. 
  Unfortunately, their lack of manpower is more aptly suited for survival mode 
  than anything else. They can no longer fully man their defensive outposts 
  or dispatch raiding parties to hunt for food and intruders. Naturally, the 
  hobgoblins’ loss is the characters’ gain. The hobgoblins’ weakened defenses 
  may allow the characters to penetrate the outer perimeter unnoticed and 
  gain access to the lair without battling the outer sentries. 
  The hobgoblins’ stronghold is two miles north of the ambush site. The 
  subterranean complex burrows into the side of a rugged slope surrounded 
  by four low peaks that the hobgoblins use as outposts. The redoubts are 
  nothing more than 4ft-high, square wooden fences that allow archers to 
  observe and snipe at nearby moving targets. When the characters come 
  within visual range, the Referee may read or paraphrase the following 
  description.
  Four broad, rounded hills roughly surround a central hill. 
  Four-foot-high, square-shaped wooden fences occupy the 
  top of each outer mound. Thin wisps of smoke pour out of a 
  hole on the central hill’s south face. 
  H1. Redoubt
  This redoubt consists of a 4-foot-high wooden fence with 
  a single gate. The barricade has numerous gaps between its 
  posts and planks that allow creatures to see or fire ranged 
  weapons into and out of the obstacle. 
  The 6 hobgoblins defending the outposts use the earthworks for cover 
  and to remain partially concealed. The wily hobgoblins predominately 
  
  10
  Quests of Doom 4
  peek through gaps in the fences to keep a close eye on the surrounding area. 
  Right now, three of these defenses are each manned by two hobgoblins. 
  The cunning monsters use the partially skeletal remains of their deceased 
  brethren to make it appear that two of their kin occupy the unmanned 
  northwest outpost. If the hobgoblins spot intruders, they shoot arrows at 
  the attackers while raising a colossal ruckus that attracts the attention of 
  their fellow sentries. The archers do not leave their posts until the enemy 
  attempts to enter the main complex, at which point they exit the redoubts 
  and rush down the hill to engage their foes.
  Worse still, each manned outpost has a trained leopard. When 
  commanded, the powerful cat climbs or leaps over the fence and charges 
  toward the intruders. There is nothing inside of each redoubt other than a 
  supply of 2d20 arrows, two bedrolls, and 1d6gp worth of personal effects. 
  In addition to the outer sentries, another 6 hobgoblins are stationed 
  inside Area H2. These guards are too far away from the redoubts to hear 
  a battle that takes place near one of the outer hills. If the battle comes 
  within sixty yards of the entrance into the hobgoblin lair, these warriors 
  have a chance to hear or see it. If the battle occurs 100ft from the entrance, 
  4 hobgoblins respond to the incursion by rushing out to join their kin in 
  melee combat, and the other two alert the complex. 
  Hobgoblins (6): HD 1+1; HP 9, 7x3, 6x2; AC 5[14]; Atk weapon 
  (1d8); Move 9; Save 17; AL C; CL/XP 1/15; Special: none.
  Leopards (3): HD 3; HP 22, 20, 19; AC 6[13]; Atk 2 claws (1d3), 
  bite (1d6); Move 16; Save 14; AL N; CL/XP 3/60; Special: 
  none. (Monstrosities 290)
  H2. Entranceway 
  In spite of its proximity to the exterior entrance, clouds of 
  smoke from a dying fire create a gray haze within a crowded 
  chamber. The red-hot coals and chunks of ash still sear the 
  remaining flesh of a partially dismembered humanoid body 
  rotating on a spit above the intense heat. Scraps of meat, 
  goblets, utensils, two pairs of dice, and numerous coins cover 
  the surface of a large table surrounded by six chairs. 
  Still smarting from their recent losses at the hands of Bagrus’ trained 
  warriors, the 6 hobgoblins manning this guard post are not their usual 
  aggressive selves. On rare occasions, one of them furtively glances 
  outside, desperately hoping that their services are not needed. Because 
  of this disinterest, the guards have no chance of hearing any sounds of 
  combat that are more than 200ft away. Obviously, they cannot see a 
  combat that is not in their direct line of sight. Once alerted to the presence 
  of intruders, the hobgoblins split up into two units. One group of four 
  engages their foes in combat, and the remaining two warn the remainder 
  of the complex, starting with their chieftain. These two hobgoblins later 
  join forces with their kin in Area H7. Unable to hunt en masse because 
  of their depleted numbers, the starving hobgoblins roasted one of the two 
  dwarf prisoners for food. If the characters catch the guards unawares, the 
  hungry monsters stand around the table gnawing on pieces of meat from 
  their fresh kill. Regardless of the conditions, the hobgoblins stand and 
  fight to the last man.
  The passageway connecting the guard post with the rest of the complex 
  slopes steeply downward. By the time the passageway reaches the first 
  intersection, it reaches a depth of 40ft. The adjoining corridors also delve 
  deeper into the ground, though the descent is far less pronounced or 
  noticeable.   
  Hobgoblins (6): HD 1+1; HP 8, 6x2, 5x3; AC 5[14]; Atk weapon 
  (1d8); Move 9; Save 17; AL C; CL/XP 1/15; Special: none.
  Treasure: The crockery on the table is worthless; however, there are 
  58gp, 109sp, and 155cp scattered across the table. In addition to their 
  listed gear, one of the hobgoblins carries a potion of healing and another 
  carries a jar of honey worth 5gp.
  H3. Primary Living Quarters
  The crowded, humid chamber cannot contain the terrible 
  stench of body odor and waste that spills into the adjacent 
  passageway. The creatures occupying this cramped living 
  quarters reside in utter squalor. Many lie in their own filth 
  on foul-smelling bedrolls piled against the far wall. An 
  underground stream feeds a pond of brackish water that 
  the humanoids apparently use for every purpose other than 
  drinking. 
  There are 24 female hobgoblins and 12 juveniles who cower at the 
  sight of intruders. The frightened children hide behind the closest adults, 
  who also gingerly retreat to the far corners of the room. They voluntarily 
  reveal nothing unless coerced to do so. Under these circumstances, the 
  adult females admit that the hobgoblins lost almost half their warriors 
  during the ill-fated attack. They also tell the characters that the chieftain’s 
  quarters and the prisoner area are near one another farther down the 
  adjoining corridor. These hobgoblins have no treasure. 
  H4. Barracks 
  Eight rickety bunk beds are scattered haphazardly 
  throughout an otherwise open chamber. Piles of soiled 
  clothing, sundry items, armor, and some weapons are piled 
  beneath the bottom bunk of each bed. The putrid smell of 
  sweat fills the air. 
  The complex’s residents live a communal existence, so none of the guards 
  has his own bed in the conventional sense. Those individuals currently not 
  on duty find an empty bed and fall asleep. Presently, 5 hobgoblins occupy 
  an equal number of the beds. The snoozing goblinoids wear no armor, 
  though they keep their longswords by their sides. Hobgoblins caught in 
  this drowsy state make a feeble effort to fight back before quickly laying 
  down their arms and pleading for mercy. 
  Tactics: If the guards from Area H2 alerted the complex, these 
  hobgoblins are instead awake and taking up defensive positions behind 
  the beds against the far wall. They try to don their armor, if possible, 
  while watching the entrance. They fire longbows at anyone they see and 
  continue firing from behind the beds until the characters engage them 
  in melee combat. Once their numbers are reduced by half, the surviving 
  warriors immediately surrender.
  Development: Unlike the perimeter guards, these hobgoblins took part 
  in the battle against Bagrus and his minions. They are reluctant to tell the 
  characters anything, but they can be compelled to talk. The cagey monsters 
  explain that Bagrus led his best soldiers away from the fray, leaving the 
  defenseless women and children to die. After the battle, he directed an 
  extremely short, perfunctory effort to rescue or locate the weaker members 
  of his contingent before moving on without a second thought. In terms of 
  their present situation, the hobgoblins relay that an ogre jailor and his 
  leopard pet still hold one dwarf and three humans captive. One of the 
  humans in town alerted the hobgoblins about the caravan.
  Hobgoblins (5): HD 1+1; HP 8, 7x2, 5, 4; AC 5[14]; Atk weapon 
  (1d8); Move 9; Save 17; AL C; CL/XP 1/15; Special: none. 
  Treasure: The hobgoblins that dwell in the barracks stuff their worldly 
  possessions under the beds scattered throughout the room. This debris 
  includes an assortment of old rags, tattered clothing, personal items, and 
  other sundry items along with workable armor and weapons. There are 
  twelve suits of hide armor under the beds, seven longswords, and two 
  heavy wooden shields. There is a 30% chance of finding a pouch under 
  each bed containing 2d4 gems worth 50gp apiece. In addition to their 
  listed gear, the hobgoblins occupying the room each keep 2d10gp and 1d3 
  50gp gems on their person at all times.
  
  11
  God of Ore
  H5. Prison 
  The door granting entry into the prison is unlocked but snug, which 
  makes it difficult to open. Furthermore, the heat and humidity from the 
  charcoal pit also swells the wood (–2 Open Doors check). 
  The sharp crack of a whip echoes against the walls of a 
  sparsely furnished chamber as a female giant, whose face 
  and arms are covered with piercings and tattoos, uses the 
  cruel instrument against a badly injured man tethered to 
  a scourging post in the center of the room. The leather 
  strap striking skin elicits a terrifying wail from the bloodied 
  victim. Four similar posts are scattered throughout the 
  spacious room in addition to a closed iron maiden and a 
  red-hot charcoal pit. Numerous metalworking tools rest 
  against the side of the elevated cast-iron charcoal pit. Low, 
  dull groans emanate from the far wall where a male dwarf 
  and three female humans are chained to the wall by iron 
  manacles. A mountain lion lounging on a bearskin licks its 
  face and paws as blood from the man tied to the scourging 
  post spatters its fur. 
  The hideous ogress uses the whip to inflict pain upon her subject. 
  Upon sighting the characters, she immediately draws her club instead. 
  She wears extremely tight-fitting hide armor that accentuates her ample 
  bosoms along with her chubby belly, hips, and buttocks. The characters’ 
  intrusion denies the ogress her sadistic pleasure, a development that 
  infuriates her more than anything else. As soon as his mistress engages in 
  combat, the mountain lion also springs into action and attacks the nearest 
  enemy. The muscular cat obeys the ogress’ commands, so she directs the 
  hungry beast to flank her opponent whenever possible. Both combatants 
  fight to the bitter end. If the ogress is forced to capitulate, she is solely 
  preoccupied with her little fiefdom of misery. She knows nothing about 
  the complex’s layout and can only provide information about the prisoners 
  in her custody.
  Ogress: HD 4+1; HP 30; AC 5[14]; Atk club (1d10+1); Move 9; 
  Save 13; AL C; CL/XP 4/120; Special: none.
  Equipment: club.
  Mountain Lion: HD 3+2; HP 23; AC 6[13]; Atk 2 claws (1d4), 
  bite (1d8); Move 18 (climb 12); Save 14; AL N; CL/XP 3/60; 
  Special: none. (The Tome of Horrors Complete 634)
  The man tethered to the post and nearly unconscious is Travis 
  Truesbury (Lawful male human expert 3), one of Bagrus’s pilgrims. 
  The other 4 prisoners manacled to the wall are eternally grateful for their 
  release as they were next in line for Travis’ fate. The male dwarf is Gliv 
  Nurmalk (Neutral male mountain dwarf warrior 3), Yurbryn’s husband. 
  He immediately asks the characters if they know anything about his wife. 
  If told of her safe return to Miners’ Refuge, the relieved dwarf thanks the 
  characters for their assistance in the matter. His account of what happened 
  during the hobgoblin attack is nearly identical to Yurbryn’s version. He 
  tells the characters that the hobgoblins knocked him unconscious after 
  his spouse’s escape. Gliv awoke, bound and chained. The hobgoblins led 
  him and another dwarf along with Travis and a human woman to their 
  lair. He has not left the prison since his arrival about a week ago. The 
  hobgoblins took the other dwarf away a few hours earlier and indicated 
  that they would soon return for him. He does not know where the other 
  dwarf went or what happened to him. 
  Unlike his wife, Gliv no longer harbors any illusions about Bagrus 
  Farmud. He brands him as a snake charmer who uses his followers to 
  perform free labor for him. He was totally self-absorbed with preserving 
  his own well-being during the hobgoblin assault. Bagrus made no effort to 
  protect the most vulnerable members of his company. Though Gliv would 
  like to exact revenge against the hobgoblins, he insists that he must return 
  home to see Yurbryn and rebuild his shattered world. 
  The two female prisoners are too traumatized to speak of their ordeal. 
  Caitlyn Teri (Lawful female human commoner 2) was captured alongside 
  Gliv during the hobgoblin raid against the pilgrims. The young, budding 
  artist says nothing about the ordeal and desperately wants to return 
  home. The same can be said for, Dina Prescott (Neutral female human 
  commoner 3). The hobgoblins captured this farm wife while she looked 
  for a stray cow not far outside Miners’ Refuge.
  Tricia Dromu (Chaotic female human commoner 3) is the final female 
  prisoner. Several years ago, a former client told her of a hobgoblin tribe 
  that would pay handsomely for information about merchant caravans. 
  After hearing about Bagrus’ expedition, the opportunistic Tricia followed 
  his general directions and set out into the higher mountains in search of 
  her big payday. The fearless and crafty negotiator told the hobgoblins’ 
  chieftain about Bagrus’ huge caravan in exchange for a percentage of the 
  take. Unfortunately, she grossly underestimated the pilgrims’ fighting 
  prowess. After the failed attack, the hobgoblins reneged on the deal and 
  imprisoned Tricia for deceiving them. Of course, Tricia never mentions 
  any of this information to the characters, even if they tell her that Greta 
  sent them to find her. Instead, she spins a fantastic yarn about a treasure 
  map that an unknown man gave her the night before she left Miners’ 
  Refuge. The aging courtesan uses her fading looks and flirtatious ways 
  to diffuse any suspicions about her true intentions. Anyone attempting to 
  get a truthful story from Tricia must forcibly compel her to tell the truth; 
  otherwise, she sticks to her story. 
  All four prisoners can be set free using the ogress’s keys. They are also 
  aware that the ogress lives in an adjoining chamber connected to this one via 
  a secret door opened by rotating the northwest column in a counterclockwise 
  direction. The column spins on its axis with relative ease. 
  Treasure: In addition to her listed gear, the ogress also wears an amber 
  amulet worth 100gp and a bone bracelet worth 25gp. She carries keys for 
  the prisoners’ manacles.
  H6. Ogress’ Chamber
  An oversized bed rests against the far wall flanked by two 
  closed iron chests. A large fur lies beneath a wooden post that 
  supports an elevated platform five feet above the ground. 
  Both iron chests are closed, but neither is locked. The chest against 
  the east wall contains odds and ends of ogre clothing. The ogress’ pet 
  mountain lion sleeps on the bear fur or on the elevated platform above it. 
  The vicious cat uses the fur and the post to sharpen its claws, a practice 
  that reduced the once valuable fur to shredded refuse.  
  Treasure: The chest against the west wall contains 2099sp, 431gp, a 
  mahogany drum worth 50gp, and 16 +1 arrows. 
  H7. Secondary Living Quarters
  The roaring flames from the fire pit illuminate and heat 
  an expansive chamber crowded by dirty bedrolls and cloth 
  sacks. A seared pig carcass hangs on the spit above the blaze. 
  Water from a subterranean stream flows beneath the walls 
  and collects in a small pool along the near wall. 
  The water in the pond is surprisingly clean and potable. The filthy 
  bedrolls are tattered and badly soiled rendering them worthless. Likewise, 
  the cloth sacks are filled with rancid textiles that also have no value.
  The number of hobgoblins in this room depends upon whether the 
  guards from Area H2 alerted the complex to the presence of intruders. If 
  they did, those 2 hobgoblins accompany the 4 hobgoblins already here. 
  In addition to the warriors, there are an additional 15 hobgoblin females 
  and 9 juveniles who are non-combatants. They know no more information 
  than the ones in Area H3. 
  Hobgoblins (4 or 6): HD 1+1; AC 5[14]; Atk weapon (1d8); 
  Move 9; Save 17; AL C; CL/XP 1/15; Special: none. 
  Tactics: In addition to their increased numbers, these hobgoblins 
  prepared a nasty surprise for the characters. They coated the floors and 
  
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  Quests of Doom 4
  walls in the dotted area with a thick layer of animal fat and oil from their 
  roasting pig carcass. Any creature that runs or charges through the area 
  must roll below his dexterity on 3d6 to avoid falling. Worse still, the 
  grease is highly flammable. The 2 hobgoblins from Area H2 stand at the 
  ready with lit torches in their hands. On their turn, they hurl the torches 
  onto the grease, setting it ablaze. The oil burns for 2 rounds, dealing 1d6 
  points of fire damage per round to any creature in contact with the burning 
  substance. With nowhere else to run, these hobgoblins fight to the death. If 
  they are forced to speak, the hobgoblins provide some crude details about 
  the complex’s remaining layout and its occupants. They did not participate 
  in the attack against Bagrus Farmud and the pilgrims.
  Treasure: A thorough search of the bedrolls unearths 10d10sp. The 4 
  hobgoblins normally found here carry a total of 95gp in addition to their 
  listed gear.
  H8. Shrine to Kakobovia 
  The image of a longsword driven through a boar’s skull emblazons 
  the wooden door that leads into the shrine. The image is the symbol of 
  Kakobovia, the hobgoblin demigod of war. 
  Pieces of damaged armor, broken shields, and sundered 
  weapons adorn the walls. A stone statue of a muscular 
  hobgoblin clad in heavy armor and clutching a massive 
  sword in his hands stands in each of the near corners. Two 
  crude tapestries celebrating hobgoblin victories over their 
  vanquished foes adorn the walls in front of an unusual 
  ceremonial altar crafted from four huge, curved horns affixed 
  to the floor. The horns are placed at each corner of a square 
  and their points conjoin in the center. An upside-down iron 
  helmet stained with blood rests atop the strange junction.
  The hobgoblins’ shrine venerates Kakobovia. The shrine’s decorations 
  are mostly worthless. The irreparably broken weapons, armor, and shields 
  that adorn the walls were taken from their fallen enemies during past 
  conflicts. The artistically vapid and poorly sewn tapestries celebrating the 
  hobgoblins’ glorious victories are riddled with holes and tears. The stone 
  statues depict Kakobovia. The rudimentary sculptures are poorly crafted 
  and worthless.
  Kamazzoa, the hobgoblin’s high priest, prays for guidance from his 
  divine patron after the last military debacle. If he is aware of the characters’ 
  incursion, the tribe’s spiritual authority prepares for battle. He fights to the 
  death, and, if taken alive, reveals nothing about the hobgoblin complex 
  or its residents unless magically forced to do so. As the chieftain’s most 
  trusted advisor, he knows the complex’s layout and its current strength. 
  Kamazzoa, Male Hobgoblin Cleric of Kakobovia: HD 4; HP 
  27; AC 5[14]; Atk weapon (1d8); Move 9; Save 17; AL C; CL/
  XP 1/15; Special: +2 save vs. paralysis and poison, spells 
  (2/1).
  Spells: 1st—cause light wounds, detect magic; 2nd—
  hold person. 
  Equipment: chainmail, heavy mace.
  Zombies (2): HD 2; HP 13, 11; AC 8[11]; Atk longsword (1d8); 
  Move 6; Save 16; AL N; CL/XP 2/30; Special: immune to sleep 
  and charm.
  Treasure: Kakobovia’s altar is made from four dire ram horns that are 
  worth 50gp each. The inverted horns are affixed to the floor. In addition, as 
  an instrument dedicated to evil, each horn imposes a –1 penalty on attacks, 
  damage, and saving throws to any Lawful creature in possession of one 
  or more of them. 
  H9. Chieftain’s Audience Chamber
  An unusual chair crafted from broken blades and long 
  bones sits atop a 4-foot-high raised platform at the far end 
  of the chamber. A stone staircase ascends to the top of the 
  elevated dais. A tile mosaic of a bloody stained longsword 
  takes up much of the floor just beyond the entrance. Five 
  poorly mummified humanoid heads adorn the walls. 
  The hobgoblin’s chieftain Argomuuth uses this grandiose and 
  intimidating audience chamber to instill fear in all those that stand before 
  him. He normally glares down at his frightened visitors from atop the 
  macabre throne crafted from a mixture of bleached bones and dulled, 
  broken sword blades. The tile mosaic of a bloodied longsword that 
  covers much of the floor is also the propagandist’s handiwork, a symbol 
  of Kakobovia, the hobgoblin’s bloodthirsty demigod of war. In a further 
  display of his martial prowess, Argomuuth crudely mummified and 
  mounted the heads of five adventurers that he personally killed in battle. 
  The victims include two dwarves, two humans (one male, one female), 
  and an elf. In spite of the hobgoblins’ inferior mummification techniques, 
  characters might recognize the faces as belonging to a once-renowned 
  adventuring company known as The Pillars of the Stonehearts. This group 
  of four men and one woman disappeared two years earlier during a much-
  ballyhooed attempt to infiltrate Mithral Mountain. Like Bagrus Farmud, 
  the hobgoblins intercepted them first, albeit with a much different result.   
  There is a 50% chance that Argomuuth occupies his throne awaiting 
  news about the latest developments from the world around him, provided 
  he has no knowledge of the characters’ incursion into his stronghold. 
  Once notified about the presence of intruders in his midst, the hobgoblins’ 
  chieftain returns to the safety of his personal quarters (Area H12). If 
  Argomuuth is found here, he is always accompanied by 2 hobgoblins 
  who serve as bodyguards. If Argomuuth is somehow captured, see Area 
  H12 for details of what he knows.
  Argomuuth, Hobgoblin Chieftain: HD 5; AC 4[15]; Atk +1 
  longsword (1d8); Move 9; Save 12; AL C; CL/XP 5/240; 
  Special: none.
  Equipment: +1 chainmail, +1 longsword, potion of 
  frozen concoction. 
  Hobgoblins (2): HD 1+1; HP 8, 5; AC 5[14]; Atk weapon (1d8); 
  Move 9; Save 17; AL C; CL/XP 1/15; Special: none.
  H10. Meeting Room
  A massive oak table covered by a large map serves as the 
  room’s focal point. It is plainly evident that the map depicts 
  the area it covers in fine detail. Five wooden chairs and a 
  stone seat upholstered with leather cushions surround the 
  table. A bronze statue of an armored hobgoblin clutching a 
  metallic shield and a longsword overlooks the table. 
  The dog-eared map details the area in the 20-mile radius surrounding 
  the hobgoblins’ stronghold. A wooden token placed on the map marks the 
  location where the hobgoblins attacked Bagrus Farmud’s pilgrimage. In 
  addition, the map details a structure near the summit of Mithral Mountain 
  annotated with the word “secret” written in goblin. The base of the same 
  peak is also circled, with the words “now open” next to it, also in goblin.  
  There is a secret door on one wall that can be opened by pushing the door 
  in and then to the right.  
  Argomuuth frequently discusses his plans with the 2 hobgoblin 
  lieutenants who are present in this room. If the hobgoblins are unaware 
  of the characters’ presence, the lieutenants sit at the table and occupy their 
  time playing cards. Under these circumstances, they are lax to respond to 
  any external threats. They barely look up when the door opens, surprised 
  at seeing intruders. Otherwise, the lieutenants remain sharp and alert. 
  They immediately react to the slightest sound and cannot be surprised. 
  
  13
  God of Ore
  There is a 15% chance that Argomuuth is also here. Argomuuth always 
  retreats through the secret door and into his personal quarters at the first 
  sign of danger.
  Hobgoblin Lieutenants (2): HD 4; AC 5[14]; Atk longsword 
  (1d8); Move 9; Save 13; AL C; CL/XP 4/120; Special: none.
  Equipment: longsword, potion of healing, potion of 
  giant strength.
  Treasure: The exquisitely detailed and beautifully illustrated map is a 
  valuable tool for miners and explorers alike. Because of its many potential 
  uses and artistic value, the map is worth 80gp.
  H11. Secret Passage
  This corridor links Argomuuth’s personal quarters (Area H12) with 
  his tactical command center (Area H10). Like most of his kin, self-
  preservation ranks at the top of the hobgoblin’s chieftain’s priorities; 
  therefore, this trapped passageway serves as his last line of defense against 
  intruders. After slaying an enemy cleric, Argomuuth ordered the tribe’s 
  cleric, Kamazzoa, to create a trap in the corridor. The wary Argomuuth 
  commanded his subordinate to design the trap so that it would activate 
  whenever anyone else, including other hobgoblins, passed through the 
  protected area denoted by the series of dots on the map. The trap activates 
  whenever a living creature other than a hobgoblin of Argomuuth’s exact 
  height (5ft-2in) passes over it. Of course, the treacherous high priest also 
  set the trap so he can bypass the glyph without harm. The trap detonates 
  with a loud boom that does 2d6 points of damage to anyone within 5ft. 
  who fails a saving throw.
  The sound wave produced by the trap reverberates against the secret 
  doors on both sides of the passage. Argomuuth attached a small bell to the 
  side of the concealed portal facing into his personal quarters. The sonic 
  blast exerts enough force to ring the tiny apparatus, alerting Argomuuth 
  to the presence of intruders. If this occurs while he occupies his quarters, 
  the hobgoblin chieftain rushes out of his quarters to battle the weakened 
  intruders. 
  H12. Argomuuth’s Personal Quarters
  The spacious bedchamber is more befitting of human 
  royalty than a barbarous hobgoblin warlord. Silk sheets and 
  an exquisite animal fur cover the large oak bed against the 
  far wall. A stone hearth and an oak armoire occupy the far 
  corners that flank the bed. There is a life-sized stone statue 
  of a muscular hobgoblin on the near wall adjacent to a closed 
  iron chest. Against the opposite wall is an oval quartz pedestal. 
  A pewter goblet containing a viscous red liquid rests upon the 
  pedestal’s surface, which contains the engraved image of a 
  hobgoblin thrusting a longsword through a boar’s skull. 
  The vain Argomuuth coerced a captured sculptor to craft his likeness 
  in limestone in exchange for a merciful death. Despite his affection for it, 
  the tacky sculpture is worthless. The oak armoire next to the bed has two 
  doors that are currently closed. The quartz pedestal is an altar dedicated to 
  the hobgoblin’s chief deity, Kakobovia. The iron goblet contains human 
  blood that the hobgoblin’s cleric ritualistically used before their ill-fated 
  excursion against Bagrus Farmud. 
  If the characters did not encounter Argomuuth in Area H9 or Area 
  H10, he is always found here. The normally defiant hobgoblin leader is 
  more reserved than he would be in the presence of his bodyguards and 
  minions. He does not engage his foes in banter and fights valiantly until 
  reduced to fewer than 10 hit points. At that point, Argomuuth offers to 
  surrender in exchange for his treasure and information, if the characters 
  insist on obtaining the latter in order to spare his life. Otherwise, he fights 
  to the death.
  Development: If defeated and spared, Argomuuth confesses that Tricia 
  Dromu tipped him off about the pilgrimage, promising that stealing from 
  the caravan would be a lucrative and easy task. Of course, her assessment 
  of it fighting abilities proved far from accurate. After the debacle, he 
  imprisoned her in Area H5. He has also learned that since the battle, 
  Bagrus Farmud and his remaining followers reopened the base to Mithral 
  Mountain but were driven back by the dwarves who still occupy the 
  mountain. Bagrus fled the scene and is likely hiding somewhere in the 
  mountains nearby. He knows that an abandoned lodge near the summit 
  of Mithral Mountain conceals a secret entrance into the stronghold. 
  Lastly, Argomuuth insists that Dwer-Bokham is hardly a god in the 
  traditional sense. Instead, he claims that the so-called deity is likely a 
  creature of legend from ancient mountain myths known as the cobaltog 
  that was reputed to dwell somewhere within this region of the Stoneheart 
  Mountains. He remembers nothing about the mythical being other than its 
  ability to assume a vaguely humanoid-shaped form and that of an ordinary 
  vein of mithral. 
  Treasure: The armoire contains two noble’s outfits and a royal outfit in 
  addition to an assortment of worthless hobgoblin fashion. The silk sheets 
  and the bear fur on the bed are worth 100gp and 20gp, respectively. The iron 
  chest holds 1058gp, 904sp, a bronze music box worth 100gp and 2 arcane 
  scrolls (darkness 15ft radius, invisibility) and (phantasmal force, shield, 
  wizard lock). If brought back to Miners’ Refuge, the residents identify the 
  bronze music box as a cherished heirloom previously belonging to Lily 
  Rom, one of the presumably deceased pilgrims. 
  H13. Elite Living Quarters
  There are two barracks style beds, each with a top bunk and 
  a bottom bunk in the chamber. A circular table surrounded 
  by four wooden chairs fills the space between the beds. Piles 
  of clothes and other items lie in the space beneath both beds. 
  The two hobgoblin lieutenants and Kamazzoa, the cleric, occupy these 
  chambers. The tribe’s sergeant also resided here until his death a week 
  ago during the attack against the pilgrims. The bedroom’s furnishings are 
  best described as rudimentary and poorly made, rendering them worthless.
  Treasure: Scattered amid the soiled clothing, dirty rags, and sundry 
  under the beds is an ivory comb worth 25gp, a bronze brooch worth 20gp, 
  and a silver hand mirror worth 10gp. 
  H14. Crematorium
  The smell of burnt charcoal permeates the air. The odor 
  emanates from a 6-foot-deep pit full of charred debris. Soot 
  coats the floor, walls, and ceiling. Stone shelves protrude 
  from the walls at varying heights and widths. Earthenware 
  vessels sit upon them. 
  The hobgoblins cremate their more prominent dead in this crude 
  crematorium and store the decedents’ ashes in the ceramic urns that lie upon 
  the protrusions jutting out from the walls. There are eighty-four vessels 
  in all. Six of these ceremonial containers bear the image of a longsword 
  embedded into a boar’s skull, which is the symbol of Kakobovia. The 
  burial vessels have no value. 
  H15. Workshop
  Warm air from a smoldering forge surges out into the 
  corridor. Two unkempt, sweaty, and exhausted-looking 
  dwarves feverishly work around the anvil. They alternate 
  between pounding the glowing metal and dipping it into a 
  cooling bath. Several other heated pieces of iron await the 
  same fate. A wheelbarrow containing more bars of unforged 
  iron rests against the far wall. To one side an elf woman glues 
  a horn nock on one end of a bow stave.
  The chieftain assigned 4 hobgoblins to oversee his slave labor 
  force. They never retreat and fight to the death rather than submit to 
  the humiliation of defeat. The hobgoblins captured these laborers three 
  
  14
  Quests of Doom 4
  months ago and immediately charged them with the task of building 
  hobgoblin armaments. The two dwarves Kron Steelbreather (Lawful 
  male mountain dwarf expert 3) and his partner Brogg Clawsmasher 
  (Neutral male mountain dwarf expert 3) work in unison to replenish 
  the hobgoblins’ supply of weapons. Unlike her counterparts, the elf 
  Wynosa (Neutral female elf expert 3) subtly resists the demands of her 
  captors. In comparison to her hardworking compatriots, Wynosa spends 
  as much time as possible on the aesthetics of her handiwork rather than 
  their functionality in a deliberate effort to slow her progress. She adds 
  painstakingly fine details to her bows under the guise that she is adding 
  “magic runes” to aid the hobgoblins in battle (though the bows she crafts 
  are not magical). The hobgoblins captured the trio in the valley of the 
  River Eamon in search of employment. They are very familiar with the 
  complex’s layout because they frequently share their quarters with their 
  jailors. They are also aware that many hobgoblins died during a recent 
  raid, and the enraged chieftain blamed the catastrophe on a deceitful 
  woman whom he subsequently imprisoned.
  Hobgoblins (4): HD 1+1; HP 8, 6x2, 5; AC 5[14]; Atk longsword 
  (1d8); Move 9; Save 17; AL C; CL/XP 1/15; Special: none.
  Equipment: longsword, 1d4gp.
  Treasure: One of the hobgoblins carries a jade locket that bears the 
  inscription “May luck be with you” that is worth 100gp.
  T4. Bagrus’ Hideout
  The pilgrimage’s slippery leader escaped the massacre and hid in this 
  small, secure outcropping a meager 600 yards northwest of his failed 
  foray into Mithral Mountain. From this location, Bagrus kept a wary 
  eye on the patrols moving through the area at night. After monitoring 
  the disorganized dwarves’ routine for several days, the schemer devised 
  another plan. Using the ingredients at hand, he mixed up a concoction of 
  silvery-gray makeup that he applied to his skin. He then lured one of the 
  infused dwarves up to his concealed position and killed him in a surprise 
  ambush. He hastily dumped the corpse behind a cluster or rocks and took 
  his place among the patrol. Using this clever disguise, Bagrus finally 
  infiltrated Mithral Mountain, where he awaits his next move.
  The characters can locate his makeshift camp by following his tracks 
  or visually noticing the outcropping. The trail leads back to Bagrus’ 
  temporary camp where they can find the poorly hidden corpse by its foul 
  smell. Upon reaching Bagrus’ former hideout, the Referee may read or 
  paraphrase the following description.
  A small outcropping surrounded by several large stones 
  protrudes from the side of a mountain slope facing Mithral 
  Mountain. Clumps of loose dirt and small stones cannot 
  mask the stench of decay emanating from a partially covered 
  dwarf corpse. A few gnawed bones and other scraps of food 
  as well as a ceramic bowl containing a thin veneer of silvery-
  gray liquid are scattered about the area.
  Characters that examine the corpse immediately determine the cause of 
  death without making a check — a single blow to the back that shattered 
  the victim’s spine. Decomposition cannot hide the silvery-gray color of 
  the corpse’s skin and pupils. In addition, similarly colored deposits are 
  also present underneath its nails. There are no other visible anatomical 
  differences between this dwarf and others of his race. 
  The silver-gray liquid in the bowl is makeup that Bagrus concocted to 
  coat his skin and make him appear like one of Dwer-Bokham’s minions. 
  Bagrus used the material to alter his appearance and infiltrate Mithral 
  Mountain. 
  Random Encounters
  Presented below are four random encounters that may take place in 
  the foothills at the edge of the mountain range or within the Stoneheart 
  Mountains proper. The Referee is free to use or omit any or all of these 
  encounters and replace them with other random encounters. 
  Cat of Nine Tales 
  The tall grasses of the plains and lower mountain slopes are the natural 
  habitat of the sleek and cunning caterwaul. The beast uses this camouflage 
  to methodically stalk its intended victim. The moment it comes within 
  60ft of its designated target, the monster emerges from the grass and emits 
  its horrific cry.
  A terrifying scream emanates from the grass nearby. The 
  source is a bipedal feline with almost elfin features, yellow 
  eyes, dark blue fur, and a long tail. Dropping to all fours and 
  racing across the ground at breakneck speed, the beast bares 
  its ferocious teeth and hurtles towards you.  
  The caterwaul attempts to surprise its foes with its screech attack 
  before closing to melee. The caterwaul uses its tremendous speed to 
  charge the most-isolated opponent with its bite and claw attacks. The 
  beast remains constantly on the move. If seriously threatened, the 
  caterwaul relies on its remarkable speed to retreat and lope back to its 
  lair. It has no treasure in its lair.
  Caterwaul: HD 5; HP 34; AC 3[16]; Atk 2 claws (1d4), bite 
  (1d6); Move 21 (climb 9); Save 12; AL C; CL/XP 6/400; 
  Special: screech (1 every 10 rounds, 1d8 damage to all in 
  60ft, save for half). (The Tome of Horrors Complete 85)
  Bat Country 
  When night falls upon the hills and mountains, one of its most feared 
  aerial predators takes to the skies. The merciless mobat hunts its prey 
  under the cover of darkness. The enormous, nocturnal bat soars through 
  the heavens in search of its next meal. Naturally, campfires and other light 
  sources pique its interest. When it spots potential prey, the magical beast 
  stealthily circles overhead, slowly descending until it is within 20ft of its 
  intended target. The massive predator then unleashes a deafening screech 
  and attacks its stunned opponents. Once it drops below 10 hit points, the 
  aerial monster takes wing and ascends into the heavens to live another 
  day.
   
  Mobat: HD 4; HP 30; AC 3[16]; Atk bite (1d8); Move 9 (fly 
  15); Save 13; AL N; CL/XP 6/400; Special: sonic screech (20ft 
  radius, save or stunned for 1d3 rounds). (The Tome of Horrors 
  Complete 48)
  The only way to follow a wounded mobat back to its lair is to track it 
  visually during flight, a difficult proposition in darkness. The mobat lives 
  in a craggy peak 1d4 miles away in the nearby mountains. The creature 
  has treasure consisting of a leather pouch containing 6 aquamarines worth 
  100gp, a +1 battle axe, and a coin purse that holds 65gp.   
  Early Worm Gets the Adventurers
  Instead of scouring the mountains searching for a meal, a tazelwurm 
  selects a strategic position above and overlooking a well-worn path. It 
  hides until it detects the arrival of prey. The cunning predator never rushes 
  headlong into the middle of a sizable group, however, and instead tries to 
  pick off a lagging traveler or one who otherwise becomes separated from 
  its group. The solitary tazelwurm never retreats and fights to the death. It 
  has no lair.
  
  15
  God of Ore
  Tazelwurm: HD 7; HP 48; AC 3[16]; Atk 2 claws (1d6), 
  bite (2d6); Move 12; Save 9; AL N; CL/XP 8/800; Special: 
  camouflage (1-in-6 chance to spot), frightening exuviation 
  (10hp fire damage causes skin to melt, revealing skeleton, 
  viewers must save or be paralyzed for 1d3 rounds), resist fire 
  (50%). (The Tome of Horrors Complete 543)
  Mithral Mayhem 
  If nothing else, Bagrus Farmud’s failed attack accomplished a feat that 
  borders on the impossible. The bloody assault pushed the paranoia and 
  hatred coursing through the metallic veins of Dwer-Bokham’s minions 
  to unprecedented heights. The formerly reclusive dwarves of Mithral 
  Mountain now patrol the area around their stronghold as they search 
  for food, survivors from the botched raid, and new intruders. At dusk, 2 
  infused dwarves leave the security of their lair and scour the surrounding 
  area all night long. They return to their lair just before dawn. Even their 
  newfound zeal is not strong enough to overcome their light blindness, 
  so they never are encountered outside during daylight hours. Often, the 
  infused dwarves stand silently on ledges overlooking their patrol areas, for 
  all intents and purposes appearing to be carved mithral statues until they 
  decide to move. Their mithral-infused skin grants them a +1 AC bonus.
  Infused Dwarf Guards (2): HD 3; HP 20, 19; AC 5[14]; Atk hand 
  axe (1d6) or heavy crossbow 1/2 (1d6+1); Move 9; Save 14; 
  AL L; CL/XP 3/60; Special: –2 to hit in bright light, +4 saves vs 
  magic, darkvision 60ft.
  Equipment: ring mail, hand axe, heavy crossbow, 20 
  bolts.
  Tactics: The pair lacks any semblance of organization or purpose. They 
  aimlessly wander a 3-mile radius around the base of Mithral Mountain and 
  make no effort to conceal their presence or sneak up on their unsuspecting 
  prey. Their tactics are always the same regardless of whether they stumble 
  upon a defenseless animal or a giant humanoid. They charge their opponent 
  with reckless abandon. Wild screams and contorted facial expressions 
  accompany their mad charge. When the characters encounter the infused 
  dwarves, the Referee may read or paraphrase the following description. 
  Two dwarves with dull silvery skin and metallic eyes 
  brandish their axes and shout an indecipherable war cry as 
  they advance forward with maniacal glee. 
  Development: During battle, the dwarves cry the phrase “Dwer-
  Bokham!” repeatedly amid their otherwise inane babbling. Mithral 
  Mountain’s warriors hate other dwarves more than any other race; 
  therefore, they focus their attacks against their sworn enemies. The 
  infused dwarves never retreat and fight to the bitter end. If the characters 
  capture them, they refuse to speak other than to extol the virtues of their 
  God of Mithral. Their fanaticism prevents them from being intimidated, 
  and they can be magically compelled only to divulge information about 
  the mountain. They confirm that an abandoned lodge near the summit 
  conceals a rarely used entrance into the stronghold and begrudgingly 
  admit that the “unbelievers’ blasphemy” significantly weakened their 
  numbers. They describe Dwer-Bokham as taking a silvery humanoid form 
  and dwelling within one of the deepest caverns inside the mountain. 
  Part III: Mithral 
  Mountain
  After completing the long, arduous trek into the peaks of the Stoneheart 
  Mountains, the characters finally arrive at their intended destination — Mithral 
  Mountain. The high mountaintop and its lodge are easily visible from as far 
  away as Miners’ Refuge, though it is impossible to distinguish any specific 
  details from such a distance. Standing in the shadow of the staggering peak, 
  the characters must delve into the depths of the former stronghold and destroy 
  the false god that holds sway over a corrupted people. 
  Approach to Mithral Mountain
  Throughout their journey in the Stoneheart Mountains, the characters 
  have repeatedly kept a wary eye focused on their ultimate destination. 
  Still, the view from afar differs dramatically from the perspective at the 
  mountain’s base, which is thousands of feet above sea level. The most 
  telling dissimilarities are the telltale signs of Bagrus Farmud’s failed 
  pilgrimage. When the characters come within 300ft of the mountain’s 
  base, the Referee may read or paraphrase the following description.
  A rocky mountain practically devoid of any vegetation soars 
  an additional 3,000 feet into the heavens at a remarkably 
  steep angle before culminating in a jagged, stony summit. The 
  peak is reminiscent of an inverted funnel with a steep, narrow 
  base and a sharply ascending, conical-shaped upper body. A 
  dilapidated stone structure occupies a ledge at the junction 
  between these two opposing features nearly 500 feet below 
  the mountain’s apex on its western side. A roughly hewn 
  entrance on the southern face just above the base burrows 
  deeper into the mountain. The access point appears to be 
  unguarded. Rotting dwarf corpses litter the gravelly terrain 
  in front of it. Many of the bloated, decomposing bodies still 
  clutch their axes and heavy shields. Their shredded armor 
  clings precariously to their torsos. Skeletal ribs are visible 
  through the numerous gaps in the steel links.  
  The ground at the mountain’s base is a gradual slope. Characters that 
  attempt to scale the mountain to reach the abandoned lodge encounter a 
  steep slope. Furthermore, an area of shifting gravel, i.e. scree, fills a 100ft-
  wide ring just beneath the stone structure. The scree is on a steep slope, 
  forcing characters to roll below their dexterity on 3d6 to clamber across it 
  without sliding and tumbling (and taking 1d6 points of damage).  
  The seven dwarves and two humans that continued to follow Bagrus 
  Farmud after the hobgoblin’s assault strike macabre death poses at the 
  base of Mithral Mountain. Eight of Dwer-Bokham’s minions join them in 
  the gruesome montage. Despite the passage of time since their death, the 
  cool climate preserves the corpses well enough to distinguish the native 
  dwarves from Bagrus’ contingent. In addition, the two human corpses are 
  in good enough shape to positively identify them as Graham Angeheim’s 
  missing sons, Donnator and Errol (see the My Sons’ Keeper hook from 
  Part I of the adventure), provided of course that the characters look 
  for their distinguishing tattoos and physical features. The mountain’s 
  inhabitants do not partake in any rituals to commemorate the deceased. 
  They are content to let the corpses rot and eventually coalesce with the 
  surrounding dirt. The concept of rummaging the bodies of the dead for 
  treasure does not register with the false god’s followers. 
  After spending centuries sealed within the mountain, the resident 
  dwarves find the necessity of guarding the breach completely revolting. 
  During the day, the 2 infused dwarves assigned this unpleasant task lurk in 
  the shadows and darkness within Area M1. Neither of the guards performs 
  any active reconnaissance or keeps a vigilant eye on the surrounding area. 
  The best they can offer is a halfhearted, nonchalant glance pointed toward 
  the outside world. The infused dwarves leave the safety of the darkness 
  only if they are attacked or if they get an incredible stroke of luck and spot 
  an intruder. 
  The dwarves are much more at ease once the sun sets. Then they keep 
  a vigilant watch over their surroundings and sweep the area around the 
  entrance every 2d3 x 10 minutes. These guards always remain within 
  300ft of the entrance and spend 2d4 minutes scouring the vicinity near the 
  complex for intruders or prey creatures. 
  Infused dwarves that spot outsiders always react in the same manner. 
  They fly into battle, wildly swinging their axes and screaming as they 
  barrel toward their foes. Stealth is not part of their vocabulary, and the 
  notion of warning their kin to the presence of potential danger also never 
  crosses their obsessed minds. Of course, their maniacal screams may be 
  
  16
  Quests of Doom 4
  enough to alert their brethren about the characters’ arrival, but doing so is 
  a happy accident rather than a deliberate plan.
  Regardless of the time of day, none of the native denizens even glances 
  in the direction of the mountain pass that leads to the lodge (Area L1) near 
  the mountain’s summit. They respond to any loud disturbances emanating 
  from the area. Otherwise, they never give the abandoned structure a 
  second thought.   
  Treasure: Bagrus’ seven dwarves each carry a dwarven hand axe and 
  a steel shield. Three are +1 axes, while four are ordinary, though three of 
  these mundane ones are broken. The same numbers also apply to the steel 
  shields. Five of these dwarves wore chainmail and two wore ring mail. 
  These items all are broken. In addition to the preceding combat equipment, 
  each dwarf also carries a pouch containing 2d6 gems worth 10gp each. 
  One dwarf also has a potion of slipperiness, and another dwarf carries a 
  potion of invulnerability. Donnator and Errol wear studded leather armor 
  with the broken condition. The eight dwarves beholden to Dwer-Bokham 
  wear ordinary broken chainmail, eight steel shields, eight dwarven axes 
  and eight heavy crossbows. The weapons are all ordinary and remain fully 
  functional. In addition, these dwarves each carry a pouch containing 1d6 
  small agates worth 10gp apiece.
  Gaining Entry
  There are two ways to enter Mithral Mountain. The more obvious is the 
  entrance that Bagrus Farmud created. The dwarf charlatan centered his 
  efforts on a sealed stone door on the mountain’s southern face. After bashing 
  the sealed stone door into pieces, he and his retinue finally smashed their 
  way through an adjoining span of natural rock and stone, thus creating the 
  entrance that is visible today. The lodge is the less-apparent entrance into 
  the mountain’s inner workings. The dwarves under Thane Ilgar Ogradmek’s 
  grandfather built the impressive structure centuries earlier for the dual use as 
  a lookout tower and a drinking hall. The lodge’s difficult-to-reach location 
  made it easy to spot encroaching trespassers trying to negotiate the daunting 
  scree leading up to the enclave and also gave the thane and his soldiers an 
  ideal vantage point to observe the movements of rival dwarven clans and 
  other enemies throughout the region. 
  This following section first details the more obscure path into Mithral 
  Mountain before detailing the more noticeable entrance.
  Pass Less Traveled
  A rocky, gravelly path meanders its way around boulders and other 
  obstacles on its way toward the summit. The lodge is roughly 2500ft above 
  the base of the mountain, but the circuitous path through the mountains 
  increases the actual distance by an additional mile. In addition, characters 
  attempting to scale the mountain and gain access to the lodge by means 
  other than the path must also negotiate the scree blocking their way. If the 
  characters successfully bypass this treacherous terrain, the Referee may 
  read or paraphrase the following description.
  An ancient stone structure juts out from the surrounding 
  rock and peers across the valley below it. A weathered 
  limestone staircase ascends from the mountainside to the 
  stone door emblazoned with the depiction of a hammer and 
  an anvil. The portal is tightly shut. Numerous crossbow slits 
  span the western, southern and northern walls. Nothing 
  larger than a rat could pass through these small openings. 
  Despite its neglected and abandoned appearance, the dwarves of Mithral 
  Mountain are aware that a secret door connects their complex to the lodge. 
  Before Bagrus unsealed the main entrance at the base of the mountain, the 
  infused dwarves also used the lodge to enter and exit their complex to hunt 
  and to gather other supplies not available within their lair.
  The symbol on the door is a legacy of Thane Ilgar Ogradmek’s rule. 
  It is the religious symbol of Dwerfater. In spite of defying the current 
  residents’ faith, the infused dwarves did not remove or otherwise deface 
  the heretical image. The heavy stone door requires some effort to open.
  L1. Lodge
  Narrow, focused beams of natural light penetrate through 
  a series of crossbow slits that span the entire western wall 
  overlooking the mountain and half of the northern and 
  southern walls. The warm rays illuminate a stone statue of 
  a majestic, muscular dwarf warrior clad in a chain shirt with 
  helm and armed with a mighty axe. The figure has a bushy 
  mustache and wiry hair. Another statue near the far wall 
  depicts the same subject in a slightly different pose. A granite 
  oval table surrounded by eight granite chairs occupies much 
  of the room. Several dozen ancient pewter tankards and an 
  equal number of stained, stone dishes cover the table. Two 
  weathered tapestries depicting a great dwarven victory over 
  a hobgoblin army cover nearly half of the far walls. The hall’s 
  crowning achievement is a double-headed drum cast in pure 
  silver. The musical instrument rests upon an iron stand.
  The Thane’s grand hall remains much the same as it did during the 
  mountain’s heyday. Most of the furnishings are far too bulky and heavy to 
  remove, with the granite oval table being the best example. However, the 
  twenty-seven pewter tankards and twenty-seven stone plates can be taken. 
  The two statues are carved from limestone and weigh more than 1000 
  lbs. Both statues depict Thane Ilgar Ogradmek a few years before Dwer-
  Bokham’s minions deposed him. Likewise, the tapestries on the walls 
  also portray the dwarves’ leader defeating Argomuuth’s distant ancestors 
  centuries ago. The tapestries are artistic masterpieces and historical 
  treasures, but neither has aged well. Many of the images are badly faded 
  or even missing in spots, which significantly reduces their value. 
  The drums are the room’s centerpiece and the key to opening the secret 
  door concealed on the east wall. A character that searches the drums for 
  clues finds an inscription along the rim of one drum. The etching says 
  in Dwarven, “In Praise of Mithral,” which refers to an ancient dwarven 
  song. The drumbeats similarly are etched into the edge of the drum. 
  Characters who play the indicated beats cause the outline of the secret 
  door to become visible on the east wall for 1 minute before fading again. 
  Characters that fail to locate the hidden portal through this means must do 
  so the old-fashioned way — search for it. In either event, the door must 
  still be forced open to gain entry to Area L2.
  Treasure: The pewter tankards are worth 1gp apiece. Despite their 
  poor condition, each tapestry is worth 100gp. The silver drums are easily 
  transportable and are worth 350gp. 
  L2. Passageway
  A featureless, roughhewn tunnel winds its way through the 
  surrounding stone. 
  The stone passageway links the lodge with the main complex roughly 
  2500ft beneath it. The narrow, claustrophobic corridor is nearly 2 miles 
  long as it corkscrews its way into the mountain itself. There are no steep 
  inclines or descents, so it is fairly easy to negotiate the passage’s many 
  twists and hairpin turns. During Thane Ilgar’s reign, his guards routinely 
  secured the lodge, and outdoor patrols kept a vigilant eye for intruders. 
  In the absence of any undisputed authority, the long passageway remains 
  unguarded. The only obstacle barring the way from the lodge into the main 
  complex is a long-forgotten vestige of the stronghold’s former masters. A 
  symbol trap engraved several feet inside of the tunnel activates whenever 
  any non-dwarf passes through the threshold (infused dwarves do not 
  activate this glyph). Anyone within 5ft of the glyph takes 3d6 points of 
  electrical damage unless they make a saving throw for half damage.
  The secret door connecting this passageway to the lodge is easily 
  noticeable from this side. The characters must still force the door open. 
  In spite of the fact that the passageway is unguarded, there is a 20% chance 
  of encountering 2 infused dwarves for every 10 minutes spent moving 
  through the passageway. The passageway ultimately leads into Area C1.
  
  17
  God of Ore
  Infused Dwarf Guards (2): HD 3; AC 5[14]; Atk hand axe (1d6) 
  or heavy crossbow 1/2 (1d6+1); Move 9; Save 14; AL L; CL/
  XP 3/60; Special: –2 to hit in bright light, +4 saves vs magic, 
  darkvision 60ft.
  Equipment: ring mail, hand axe, heavy crossbow, 20 
  bolts.
  Mithral Mountain Features
  Thane Ilgar Ogradmek’s former stronghold is a marvel of dwarven 
  engineering and craftsmanship. All surfaces are constructed from worked 
  stone, and the ceiling height is 8ft with the exception of the mining tunnels 
  in Area M7 and the entire Sanctum Level. These areas feature roughhewn 
  stone corridors and surfaces with an average ceiling height of 1d4+4ft. 
  Doors are made from stone and are surprisingly well-maintained, allowing 
  characters to open unlocked portals without exerting any effort. Doors that 
  are stuck, locked, or barred are noted in the room description. The resident 
  dwarves have darkvision and light blindness; therefore, there are no light 
  sources throughout the complex.       
  M1. Entrance
  A roaring fire pit against the far wall heats and illuminates 
  a spacious, roughhewn chamber. A handful of metal skewers 
  rest on the floor along the fire pit’s edge. Two filthy bedrolls 
  lie on the floor against the near wall. Numerous large chunks 
  of rock and stone are scattered around the entrance, and the 
  opening’s edge are rough and uneven in many spots. Several 
  sculptures protrude from the wall adjacent to the entrance. 
  Dwarven runes also cover much of the same area. 
  Bagrus Farmud originally attempted to enter Mithral Mountain through 
  its sealed stone doors, but the effort ultimately failed. Instead, he battered 
  through the adjoining natural rock and stone. Characters can notice that 
  the stronghold’s original stone doors are intact. Dwer-Bokham’s minions 
  sanded down the carvings and runes that appeared on the outside of the 
  doors decades earlier, but much of the original sculpting on the inside of 
  the doors is unblemished. The carved images of four dwarven warriors 
  protrude in relief from the door’s interior. The runes that surround the 
  carving identify each figure as one of the clan’s legendary thanes. They 
  include Thane Rognar Ogradmek, Thane Balaster Ogradmek, Thane Thern 
  Ogramek, and the last ruler of Mithral Mountain Thane Ilgar Ogradmek.  
  Unlike the conventional fire pit that burns wood, the mountain’s 
  residents use coal and tar for fuel. There is an ample supply of these 
  flammable materials within the mining complex. The filthy bedrolls 
  belong to the 2 infused dwarves that occupy the entrance. These two 
  guards act as described in the preceding section.
  Infused Dwarf Guards (2): HD 3; HP 20, 19; AC 5[14]; Atk hand 
  axe (1d6) or heavy crossbow 1/2 (1d6+1); Move 12; Save 14; 
  AL L; CL/XP 3/60; Special: –2 to hit in bright light, +4 saves vs 
  magic, darkvision 60ft.
  Equipment: ring mail, hand axe, heavy crossbow, 20 
  bolts.
   
  M2. Water Supply
  An underground current continually fills a 6-foot-deep 
  pool with fresh, clean water. An overflow channel built into 
  the far corner siphons any excess water out of the chamber. 
  A sturdy steel cart with four attached buckets is parked just 
  inside of the first entrance. 
  Engineers built this reservoir hundreds of years ago to provide an ample 
  supply of water for a large population. The dwarves use the cart and its 
  attached buckets to draw water from the pool and transport it throughout 
  the complex. The water is surprisingly fresh and is safe to drink.
  M3. Food Supply
  The smell of moldy earth is unmistakable. A thick layer of 
  damp soil covers the entire floor. Hundreds of mushrooms, 
  some measuring several feet in diameter, spring up from the 
  ground. 
  Unable to grow traditional crops or raise livestock in their dark 
  subterranean abode, the dwarves instead grow mushrooms, which are the 
  staples of their diet. 
  M4. Guard Room
  Two stone statues of an idealized dwarf warrior clad in 
  heavy armor and clutching a readied crossbow occupy the 
  chamber’s far corners. An overturned and badly damaged 
  identical statue rests on the floor near the entrance. The 
  lower torso, an arm and an attached head and arm of the 
  same sculpture lie strewn about the floor close to the near 
  corner. 
  During Mithral Mountain’s golden era, the thane’s underlings greeted 
  honored guests and dignitaries in this antechamber. The stronghold’s 
  current occupants use it as a guardroom manned by 2 infused dwarves. 
  Like their brethren, they charge headlong into the fray, wildly swinging 
  their dwarven axes. Throughout the battle, they repeat the clearly audible 
  phrase, “Dwer-Bokham!” They never retreat or surrender. As with their 
  compatriots on patrol, these guards reveal nothing about the stronghold 
  unless magically compelled to do so. If forced to speak against their will, 
  they reveal the same information that Dwer-Bokham’s minions outside 
  the mountain gave. 
  Infused Dwarf Guards (2): HD 3; HP 20, 19; AC 5[14]; Atk hand 
  axe (1d6) or heavy crossbow 1/2 (1d6+1); Move 9; Save 14; 
  AL L; CL/XP 3/60; Special: –2 to hit in bright light, +4 saves vs 
  magic, darkvision 60ft.
  Equipment: ring mail, hand axe, heavy crossbow, 20 
  bolts.
  Treasure: In addition to their listed gear, each guard has a pouch that 
  contains 1d4 bloodstones worth 100gp apiece. One of the guards also has 
  a bone scroll case containing an arcane scroll (confusion, ice storm).
  M5. Living Quarters
  Small buildings crafted from stone and large piles of 
  rubble fill an immense, open chamber that stretches for as 
  far as the eye can see in most places. Though there are minor 
  variations to each of the standing structures, they share the 
  same general features of being two stories tall and accessible 
  through a stone door at the top of a staircase or at the bottom 
  of one. Passages akin to streets and alleyways crisscross their 
  way throughout the vast space carved out of the hewn stone. 
  The domed ceiling reaches a staggering height of 80 feet at 
  its apex with a minimum height of 20 feet along the room’s 
  edges. 
  The dwarves of Mithral Mountain dwelt in these residences; Dwer-
  Bokham’s minions abandoned the homes, causing them to fall into a state 
  of disrepair and neglect. The buildings are not identical, but they share 
  the same general characteristics. Each consists of two stories and a lower 
  
  18
  Quests of Doom 4
  level. The rooms on the two upper floors are dedicated to living quarters, 
  whereas the lower floor functions as work or storage space. One family 
  typically occupied each of the homes, with some exceptions. As more 
  dwarves fell under Dwer-Bokham’s influence, some fled the mountain, 
  taking their belongings with them. Those who came under the false 
  god’s sway and Thane Ilgar’s loyalists remained behind along with their 
  personal possessions. After the decisive battle, the victors looted many 
  of their foes’ homes and offered those treasures to their allegedly divine 
  benefactor. 
  Mithral Mountain’s current occupants view these residences as a hateful 
  reminder of their heretical past. Charcters that explore the area have only 
  a 10% chance per hour of encountering 2 infused dwarves wandering 
  through the chamber. The pair never ventures into the buildings. 
  Infused Dwarf Guards (2): HD 3; AC 5[14]; Atk hand axe (1d6) 
  or heavy crossbow 1/2 (1d6+1); Move 12; Save 14; AL L; CL/
  XP 3/60; Special: –2 to hit in bright light, +4 saves vs magic, 
  darkvision 60ft.
  Equipment: ring mail, hand axe, heavy crossbow, 20 
  bolts.
  Treasure: There is a 50% chance that a particular location has no 
  treasure. Characters searching a location with treasure can discover 6d6gp 
  worth of valuables in each location. 
  M6. Ruined Temple of Dwerfater
  Pieces of four overturned stone statues that depicted dwarf 
  warriors are scattered about the floor near four recessed 
  alcoves in a resplendent temple. Many of the chunks of stone 
  strewn about the room are nearly pulverized. The larger 
  pieces on the floor appear to have been deliberately defaced, 
  as evidenced by large gouge marks in the stone and disgusting, 
  desiccated streaks of foul matter smeared on the sculptures’ 
  surfaces. The same fate befell the once magnificent bas-relief 
  sculptures of dwarves laboring in front of forges that adorn 
  the outer walls. Though still intact, a quartz altar and a mosaic 
  of a hammer and an anvil occupying much of the floor are 
  marred by the same desecration. A larger alcove behind the 
  altar leads to a stone staircase that descends into darkness.
  Here the mountain’s former residents worshipped their patron deity, 
  Dwerfater. Immediately after the thane’s expulsion, Dwer-Bokham’s 
  minions desecrated the temple of their former deity by toppling the statues 
  and spreading excrement on the artworks. The four sculptures depicted 
  non-specific dwarf warriors whereas the mosaic on the floor represents 
  Dwerfater’s symbol. The staircase beyond the altar leads to the thane’s 
  halls of power and his personal quarters. 
  M7. Mine Tunnels
  The polished stone walls, floors and ceilings end, and 
  roughhewn stone passages begin, boring holes and tunnels 
  into the surrounding rock.
  By and large, the mine tunnels yield relatively ordinary finds that 
  cast the legends about abundant quantities of mithral and other precious 
  materials into doubt. Salt and coal are the most prevalent substances found 
  in the mine. Though still valuable in their own right, their worth pales in 
  comparison to the mountain’s namesake. The current inhabitants liberally 
  use both materials in their daily lives. They extract the minerals from the 
  surrounding stone and load their treasures onto the untended mine cart in 
  the easternmost tunnel. The dwarves never enter Area M7A and Area 
  M7B. 
  In spite of their allegiance to Dwer-Bokham, his minions still occupy 
  some of their time scratching stones from the mountain’s rich deposits. 
  There is a 40% chance of encountering 2 infused dwarves every 30 
  minutes spent in the area. 
  Infused Dwarf Guards (2): HD 3; AC 5[14]; Atk hand axe (1d6) 
  or heavy crossbow 1/2 (1d6+1); Move 9; Save 14; AL L; CL/
  XP 3/60; Special: –2 to hit in bright light, +4 saves vs magic, 
  darkvision 60ft.
  Equipment: ring mail, hand axe, heavy crossbow, 20 
  bolts.
  M7A. Fulgurate Mushrooms
  The ground is soft and spongy. A patch of sky blue 
  mushrooms with cloudy, white stems rises out of the soil just 
  beyond an intersection.
  The fulgurate mushrooms are harmless until touched. They occupy 
  a 10ft-square area an additional 10ft past the end of the spur connecting 
  the two passageways. Though they predominately grow out of the soil, a 
  handful of hardy specimens cling to the walls. 
  Fulgurate Mushrooms: HD 1; HP 8; AC 9[10]; Atk lightning 
  blast (2d6); Move 0 (immobile); Save 17; AL N; CL/XP 2/30; 
  Special: lightning blast (2d6 damage, save for half). (The 
  Tome of Horrors Complete 258)
  M7B. Weird Area
  The narrow, stone passageway opens into a foul-smelling 
  chamber. Dead leaves, branches, mosses, fungi, and plants 
  form a thick layer covering the floor. Numerous bones and 
  the glint of several manufactured objects are interspersed 
  among the dried and rotting plant matter.
  Dwer-Bokham’s minions never wander into this sinister chamber 
  because of the resident fungus weird, a large serpent seemingly formed 
  from fungus, plants and tangled vines. The bizarre, semi-intelligent plant 
  hides among the decaying debris atop it. Regardless of its lust for blood 
  and meat, the fungus weird cannot leave its fungus pool; it must rely upon 
  victims to fall into its clutches rather than actively pursue them. Surprise 
  is its ally, so the monster waits for an ideal 
  moment to strike. The fungus weird hopes that various objects such as 
  shields, armor or weapons might grab the characters’ interest and lower 
  their guard. The malevolent plant’s “pool” occupies the entire roughly 
  round chamber. The objects are scattered throughout the chamber, thus 
  requiring the characters to enter the “pool” to reach them. The moment 
  this occurs, the fungus weird attacks. 
  Fungus Weird: HD 5; HP 35; AC 8[11]; Atk bite (1d8); Move 0 
  (immobile); Save 12; AL N; CL/XP 6/400; Special: camouflage 
  (invisible until it attacks), fungus pool (20ft pool), reform (4 
  rounds), sleep spores (10ft cone, as sleep spell, save resists), 
  vulnerable to fire (200%). (The Tome of Horrors Complete 591)
  Tactics: Creatures that are pulled into the pool or step into it of their 
  own accord are automatically entangled. The fungus weird then uses its 
  sleep spores to knock its foes unconscious. The monster uses this ability 
  whenever possible. Otherwise, it attacks with its bite attack. The fungus 
  weird fights until destroyed, though resumes the combat when it reforms.
  Treasure: The three objects in the fungus weird’s pool are a steel 
  shield, a broken suit of platemail armor, and a +1 mace. 
  
  19
  God of Ore
  Catacombs Level
  The walls, floors and ceilings on this level are crafted from the finest 
  polished marble. The architectural features are otherwise the same as 
  those encountered on the ground level.  
  C1. Audience Chamber
  A magnificent greenish-black throne carved from a single 
  block of stone sits atop a raised dais accessible via a stone 
  staircase in front of it. The wondrous seat of power overlooks 
  a grandiose chamber supported by four columns fashioned 
  into the likeness of a mighty hammer. Even the slightest 
  glimmer of light reflects off the flecks of crystals embedded 
  into its polished walls. Two stunning tapestries memorialize 
  great battles between the dwarves and marauding hordes of 
  hobgoblins. 
  The thanes that ruled over Mithral Mountain frequently met their 
  subjects and other dignitaries in this impressive audience chamber. 
  The room’s centerpiece is the malachite throne, which rests upon a 4ft-
  high dais. Though the height in not particularly intimidating by human 
  standards, the throne’s incredible craftsmanship and the elevation served 
  its intended purpose whenever the thane interacted with others of his kin 
  and most other humanoids. The dwarves carved the limestone columns 
  into the shapes of upright hammers as a tribute to their patron god, 
  Dwerfater. The archway in the northwestern corner of the room opens into 
  Area L2, the long, circuitous passageway that connects the main complex 
  with the lodge near the mountain’s summit.
  A tiny raised button on the left side of the throne opens the secret door 
  that leads to the thane’s personal quarters. Characters who fail to detect 
  the mechanism must use magical means or brute force to gain entry into 
  that area.
  Treasure: The two tapestries are in surprisingly good shape considering 
  their age and are worth 100gp each. There are 106 crystals embedded in the 
  walls worth 5gp apiece. It takes a standard action to pry each crystal free. 
  A check that fails by 5 or more destroys the crystal, rendering it worthless. 
  C2. Catacombs 
  Dwer-Bokham’s minions greatly fear death and the undead. They 
  closed the massive stone door barring passage into the catacombs. The 
  doors must be forced open.
  Rows of intricately carved and detailed stone coffins form 
  makeshift streets and alleys in an otherwise massive, open 
  chamber. Nearly all of the sarcophagi’s lids are sculpted 
  into the likeness of the occupant with inscriptions of the 
  deceased’s name on the coffin’s side. In spite of the number 
  of coffins, much of the chamber’s southern portion remains 
  empty.
  The dwarves arranged their relatives’ final resting places in precise, 
  orderly fashion. The oldest burials appear closer to the entrance, whereas 
  the more recent are farthest away. The newest additions to the catacombs 
  are those that are farthest south along the west wall. A cluster of burials 
  appears to coincide roughly with Dwer-Bokham’s uprising. These 
  sarcophagi are less detailed than the others and appear to be rushed. The 
  catacomb’s longest-tenured deceased occupants have been here for 950 
  years, while the newest are 5 centuries old. 
  The remains inside of the sarcophagi are nothing more than piles of 
  bone and dust. If the characters rob the dead of their possessions, the 
  offense greatly offends any dwarves that learn of it. 
  The characters’ more pressing concern is the room’s lone occupant. It is 
  easy to mistake the ectoplasm for an unhappy spirit. Though unintelligent, 
  the monster is a skilled hunter that benefits from common humanoid 
  misconceptions. Its appearance and location implies that it is undead but 
  the ectoplasm is actually an ooze. It feeds on dead organic matter, but 
  that does not preclude it from attacking living creatures that trespass on 
  its territory. When it detects the presence of living creatures, it manifests 
  itself and unleashes its breath weapon at its enemies. It then touches its 
  foes, trying to weaken them. After 1d4 rounds of combat, the ectoplasm 
  realizes that the characters are not edible. The incorporeal being attempts 
  to flee, passing through coffins until it finds a suitable hiding space.              
  Ectoplasm: HD 7; HP 49; AC 9[10]; Atk pseudopod (1d8 plus 
  weakness); Move 6 (flying); Save 9; AL C; CL/XP 10/1400; 
  Special: +1 or better magic weapons to hit, weakness 
  (cumulative –1 penalty to hit and damage). (The Tome of 
  Horrors Complete 222)
  Treasure: There is a 10% chance of finding a random magical item 
  such as a shield, armor or weapon inside each coffin (30% when searching 
  a thane’s coffin). If one of these items is present, the characters also find 
  jewelry and gems worth 1d6 x 100gp on the body. 
  C3. Thane’s Quarters
  A corridor decorated with faded frescoes of a great dwarven 
  city opens into a spacious bedchamber. A moldy, tattered 
  bearskin rug covers much of the floor. The lit hearth in the 
  far corner illuminates and warms the surrounding area, 
  which includes a magnificent stone bed with a limestone 
  headboard, a granite-bathing vessel, an armoire carved from 
  burl, a writing desk made of the same material, and a granite 
  privy. 
  Despite the passage of time, most of the furnishings other than the 
  bearskin rug are in surprisingly good condition. The armoire is still solid, 
  though, the thane’s surviving loyalists emptied out its contents along with 
  those within the writing desk before fleeing the mountain. The granite 
  pieces are a testament to the dwarves’ superior stonecutting skills. 
  Unfortunately, these wondrous items are far too heavy and bulky to move. 
  The hearth’s smoldering embers are a surefire clue that the luxurious 
  bedchamber is no longer unoccupied. In fact, the bedroom’s current 
  resident is as brazen as they come. Bagrus Farmud, the false prophet 
  that led his followers to their doom, casually relaxes on the bed, acting 
  like he does not have a care in the world. Tattered scraps of clothing drape 
  over the bloodied leather armor of an obviously dehydrated and emaciated 
  dwarf. Deep fissures mar the surface of his gaunt, drawn face, and his 
  hair and beard are a wild mess filled with clumps of caked dirt and blood. 
  Flecks of silvery paint still cling to the skin on his hands and face. The 
  disheveled dwarf is a far cry from the impeccably manicured person who 
  sauntered into Miners’ Refuge two weeks earlier and charmed a legion of 
  awestruck followers. 
  Bagrus Farmud, Male Mountain Dwarf Ftr3/Thf3: HD 6; HP 30; 
  AC 4[15]; Atk dagger (1d4), light crossbow (1d4+1); Move 9; 
  Save 12; AL C; CL/XP 6/400; Special: darkvision 60ft, +4 saves 
  vs magic, thieving skills.
  Thieving Skills: Climb 87%, Tasks/Traps 35%, Hear 4 in 6, 
  Hide 25%, Silent 35%, Locks 25%.
  Equipment: +1 leather armor, dagger, light crossbow, 
  20 bolts, cloak of protection +2, 2 potions of healing.
  Development: Bagrus is happy to see the characters, but his inner spirit 
  presents a stark contrast to his outward appearance. The crushing defeat at 
  the hand of Dwer-Bokham’s minions did little to thwart Bagrus’ ambitions 
  and he plays fast and loose with the truth when it comes to his role in the 
  fiasco. He actually quaffed a potion of invisibility and fled the scene the 
  moment that the battle turned against his forces.
  Bagrus relates a sanitized version of the story to the characters. He 
  claims that he and his disciples used a spell to breach the sealed entrance 
  
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  Quests of Doom 4
  at the base of the mountain. As soon as they encountered any resistance 
  from the native denizens, he intended to conduct an orderly retreat to a 
  designated rallying point where he would then formulate a formal strategy 
  to contend with the opposition. Of course, he accepts no blame for the 
  humiliating rout and instead tells the characters that his followers failed 
  to withdraw from the combat as originally planned. Their religious fervor 
  drove them onward. They disobeyed his instructions and launched a 
  chaotic frontal assault against their enemies. Even though they inflicted 
  heavy losses on Mithral Mountain’s dwarves, the mountain’s dogged 
  defenders were too numerous to defeat. In spite of his valiant efforts to 
  rally the troops and win the day, his men broke and ran, forcing him to 
  flee the battle. He returned to the scene the following morning hoping to 
  uncover any traces of survivors. They were all gone. Cleverly creating 
  some silver paint for his skin, Bagrus killed one of the mountain’s sentries 
  and infiltrated their lair, making it as far as his present location.  
  The animated Bagrus is quick to gloss over the failings of the past 
  and now turns his attention to the promise of the future. He insists that 
  he and his troops dealt a severe blow to their foes, leaving the mountain 
  vulnerable to a small band of seasoned adventurers. Naturally, the 
  confident Bagrus gladly volunteers to lead the expedition. He eagerly 
  offers advice, encouragement, and wisdom as an authority figure. On the 
  other hand, fighting is a task best performed by his underlings. Characters 
  that strike a bargain with the wily charlatan soon learn that Bagrus’ words 
  speak louder than his actions. The clever rogue never objects to raising his 
  voice to help his fellow warriors. The same cannot be said for his dagger. 
  Characters seeking to detain Bagrus or dispense their own brand of 
  frontier justice encounter a defiant adversary. The recalcitrant dwarf 
  vigorously disputes any charges raised against him, countering that 
  everyone who accompanied him on his journey came of their own free 
  will. If the characters attempt to apprehend him, attack him or cast spells 
  at him, his first inclination is to flee back into the mountains. Characters 
  that successfully capture Bagrus must deal with a disruptive prisoner who 
  constantly tries to escape while creating a gigantic row.
  Characters that successfully intimidate Bagrus or magically coerce him 
  into divulging information gain a surprisingly small amount of information. 
  He admits that he learned about Mithral Mountain while a prisoner of a 
  rival clan. He also knows that the dwarves of Mithral Mountain worship 
  a deity they call Dwer-Bokham who is supposedly a creature made from 
  living mithral. Though he does not know the being’s exact location, he is 
  almost certain that he dwells somewhere deep in the mines. He also relays 
  that the residents never venture to this area of the complex, making it a 
  safe location to rest and regroup before pushing onward against Dwer-
  Bokham and his worshippers. Lastly, Bagrus begrudgingly admits that 
  he made up the story about the mithral tablet containing the secret to 
  immortality in order to attract followers. 
   
  S1. Lower Mine Tunnels
  Roughhewn stone tunnels bore into the mountain, 
  descending deeper at a noticeable angle.
  The tunnels descend at a steady grade, but even at this depth, there 
  are no signs of the legendary veins of mithral that gave the mountain its 
  name. For every 15 minutes spent in the tunnels, there is a 30% chance 
  of encountering 2 infused dwarves and a 20% chance of encountering 
  1d4 cave scorpions. Dwer-Bokham’s minions actively patrol the mine 
  tunnels, whereas the cave scorpions mimic piles of stone and lie in wait 
  for passing prey. The sounds of combat echo throughout the mining 
  complex, so the chances of a random encounter doubles on the next check 
  that follows the battle. In either event, the characters cannot encounter 
  more than 4 infused dwarves and 8 cave scorpions during their exploration 
  of the lower mine tunnels. 
  Infused Dwarf Guards (2): HD 3; AC 5[14]; Atk hand axe (1d6) 
  or heavy crossbow 1/2 (1d6+1); Move 9; Save 14; AL L; CL/
  XP 3/60; Special: –2 to hit in bright light, +4 saves vs magic, 
  darkvision 60ft.
  Equipment: ring mail, hand axe, heavy crossbow, 20 bolts.
  Cave Scorpions (1d4): HD 3; AC 5[14]; Atk 2 pincers (1d10), 
  sting (1d4 plus debilitating poison); Move 12; Save 11; 
  AL N; CL/XP 4/120; Special: debilitating poison (–2 to hit, 
  Movement halved for 1d6+2 rounds, save resists).
  S1A. Unsound Tunnels
  In addition to the monsters that roam the tunnels, several areas within 
  the tunnels are structurally unsound. The intelligent inhabitants avoid 
  these locations, so there are no humanoid tracks around these sites.
  There is a 30% chance that any sound louder than an ordinary 
  conversation creates enough vibrations to cause the crumbling ceiling to 
  collapse. A full-scale battle doubles the chance of a deadly cave-in every 
  round. 
  S2. Living Area
  Flames fueled by burning coal spew black smoke into a 
  crowded chamber. The bonfire roasts a man-sized scorpion’s 
  tail affixed to a spit. Filthy animal skins line the far wall, and 
  the stench of bodily waste hangs heavy in the polluted air. 
  A basin of dust-coated water sits against the near wall, and 
  a trough filled with large mushrooms rests across the room.
  The dwarves’ current living conditions are a far cry from the splendor 
  of Thane Ilgar’s reign. Dwer-Bokham’s xenophobic minions live in utter 
  squalor, sleeping on the floor, drinking foul, brackish water, and subsisting 
  on a constant diet of mushrooms occasionally supplemented by cave 
  scorpion. At the present time, 2 infused dwarves rotate the rare treat of 
  a scorpion’s tail over the fire. In addition, the horrific odor of excrement 
  and urine is powerful. Throughout the battle, the two dwarves deliberately 
  make a tremendous racket that may attract the interest of more dwarves 
  roaming the tunnels or even the cave scorpions searching for a meal. 
  Of course, if the characters eliminated all of the wandering creatures 
  described in Area S1, then their cries for aid are in vain.
  Infused Dwarf Guards (2): HD 3; AC 5[14]; Atk hand axe (1d6) 
  or heavy crossbow 1/2 (1d6+1); Move 9; Save 14; AL L; CL/
  XP 3/60; Special: –2 to hit in bright light, +4 saves vs magic, 
  darkvision 60ft.
  Equipment: ring mail, hand axe, heavy crossbow, 20 
  bolts.
  S3. Active Mine
  Steam billows forth from a 4-foot-long red, winged reptile 
  as it blasts the rocky wall with a cone of fire. The creature’s 
  translucent scales are mauve and burgundy, while its wings 
  are mottled black. Its crimson eyes glow in the darkness, as 
  do the rocks and stones on the far wall subjected to the full 
  effect of its roiling inferno. Two unattended mining picks rest 
  on the floor, and an empty mining cart stands at the ready. 
  An alcove along the near wall leads into darkness.
  In a rare twist, Dwer-Bokham raised this subservient fire drake from an 
  egg and put it to good use softening metallic ore from surrounding stone 
  for easier extraction. In this case, the beast works to separate tin from the 
  natural rock formation. The malevolent monster immediately attacks any 
  creatures other than its master and his minions. The capricious dragon 
  relies almost exclusively on its breath weapon, discharging a cone of fire 
  every round unless the characters surround it. In that case, the fire drake 
  falls back upon its melee attacks, concentrating its claws and bite on a 
  single foe. The monster fights until killed.
  Fire Drake: HD 4; HP 30; AC 5[14]; Atk bite (1d6); Move 9 (fly 
  30); Save 13; AL N; CL/XP 6/400; Special: breath weapon 
  (5/day, 40ft range, 2d8 damage, save for half), pyrophoric 
  
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  God of Ore
  blood (attack with bladed weapon causes fiery blood 
  splash, 1d3 damage, save resists), resist fire (50%). (The Tome 
  of Horrors Complete 213)
  Treasure: The fire drake’s blood can be harvested and used as a 
  firebomb to deal 1d6 points of damage or to temporarily give weapons the 
  flaming property (1d6 additional points of damage for 1d4 rounds). Never 
  one to part with its worldly treasures, the fire drake keeps 285gp, 800sp, 
  and 14 garnets worth 100gp each in a pile located at the back of the alcove. 
  In addition to the coins and stones, there is also chime of opening and a 
  luckstone in the pile. 
  S4. Ancient Alcove 
  The roughhewn walls merge with a section of a solid, 
  polished wall crafted from granite that features a bizarre tile 
  mosaic. The image shows a chunk of silvery-grey metallic ore 
  in the process of transforming into a humanoid shape with 
  metallic plates and an oddly fashioned head with a rounded 
  mouth. A dwarven warrior splits the creature’s head in two 
  with his fearsome axe. 
  The strange mosaic predates the dynastic line of the Ogradmek thanes. 
  The artist created the work 2000 years earlier, while ancient dwarves 
  constructed the wall two millennia earlier. The painting shows the dwarves 
  battling their long-forgotten enemy, the cobaltogs, a race of aberrations 
  that could fascinate observers with their gaze and could meld into stone. 
  With this knowledge and the details found in the painting, the characters 
  may correctly deduce that the mountain’s alleged veins of mithral were in 
  fact cobaltogs that melded into stone. 
    
  S5. Shrine
  Three limestone statues depicting kneeling dwarves rest at 
  the feet of a white marble statue of a vaguely humanoid being 
  with outstretched hands. Thousands of coins and dozens of 
  ornamental stones rest upon a crude altar that sits on the 
  floor of a recessed niche. 
  Five centuries ago, Dwer-Bokham first emerged from the surrounding 
  stone at the very spot now commemorated by the altar. His loyal followers 
  periodically place their offerings upon the ceremonial stone. Nearly all 
  of the riches found here were taken from their dwarven foes after their 
  original uprising. 
  The sculptures of the prostrate dwarves pale in comparison to the 
  artistic quality and detail found in the depiction of Dwer-Bokham. Though 
  the faux deity is generally humanoid in shape, the creature is rigidly 
  structured yet featureless. The arms and torso are covered in metallic 
  plates, but they lack any muscular or skeletal definition. Its lower body 
  consists of a singular tentacle rather than actual legs. The face is also 
  more alien than human. Other than indentations for eyes, the subject has 
  no hair, nose, ears, or jawline. Its mouth is nothing more than a circular 
  orifice with no defined lips or teeth. The white marble is finely polished 
  but unpainted so it is impossible to tell if the artwork accurately reflects 
  Dwer-Bokham’s actual coloration. 
  Treasure: The altar holds 684gp, 2709sp, and 68 agates worth 10gp 
  each.
  S6. Dwer-Bokham’s Sanctum 
  A stone portal separates this chamber from the other tunnels and 
  chambers. The door is rarely used as the occupants on the other side 
  almost never venture out of the inner sanctum. It is not stuck or locked in 
  the conventional sense, yet it still requires a good amount of effort to force 
  open the poorly made door.
  Four pieces of gray, metallic ore rest upon marble pedestals 
  set roughly equidistant around the perimeter of an oval 
  cavern. Likewise, several large chunks of rock salt lie inside a 
  marble basin. A bright shiny being, humanoid in shape loiters 
  near the receptacle. The creature’s lower torso consists of a 
  single appendage that more closely resembles a thick tentacle 
  covered in metallic plates than an actual leg. Likewise, its 
  upper body is best defined as a segmented central torso that 
  connects the lower body with two hardened, chiseled limbs 
  and a bizarre head that contains two silvery eyes and a round, 
  formless mouth. A wizened dwarf wearing an ancient robe 
  and armed with a heavy mace stands nearby these disgusting 
  belongings. 
  At first glance, the objects resting atop the pedestal appear to be large 
  deposits of mithral given their appearance and the mountain’s reputation. 
  The material is not mithral at all, however. In fact, it is not stone or metal. 
  Instead, it is extremely dense matter that fossilized eons ago. 
  The being known as Dwer-Bokham is a cobaltog, an ancient race 
  of aberrations that all but disappeared from the world following the 
  ascendancy of the prevalent humanoid races. The creature survives on 
  a diet of salt, thus explaining the large quantities of the mineral within 
  the marble basin. After spending centuries holed up within the mountain 
  fortress, the aspirant false deity seeks new converts to his heretical faith. 
  Though they age at only about one-fifth their normal rate, infused creatures 
  are sterile, so its followers cannot reproduce, thus explaining the need to 
  acquire fresh bodies to infuse. The characters’ arrival gives him the perfect 
  opportunity to add to his diminishing legions. The cobaltog’s senses make 
  him aware of the trespassers lurking outside of the door. Though he cannot 
  tell the exact nature of the creatures awaiting him, he knows that no more 
  than two of his dwarven servants ever approach his inner sanctum. He 
  telepathically tells his most-devout servant, the old dwarf Clovis, to use 
  his magic to prepare for battle. Of course, the loyal subordinate complies 
  with his master’s wishes.
  Dwer-Bokham, Cobaltog: HD 8; HP 59; AC 3[16]; Atk 
  slam (1d8 plus weakness); Move 9; Save 8; AL C; CL/XP 
  10/1400; Special: avaricious gaze (100ft radius, save or 
  stand stunned), infusion (infuse with metal, +1 AC bonus, 
  controlled by cobaltog), light blindness (stunned for 1 
  round), weakness (Movement lowered by one-quarter if 
  save fails). (See Sidebox)
  Clovis Stonesplitter, Infused Male Mountain Dwarf Clr3: HD 
  3; HP 21; AC 3[16]; Atk heavy mace (1d6); Move 9; Save 13; 
  AL C; CL/XP 3/60; Special: darkvision 60ft, infused (+1 AC 
  bonus), spells (2).
  Spells: 1st—cause light wounds, detect magic.
  Equipment: heavy mace, bracers of defense AC 4[15], 
  2 potions of extra healing, pet bat named Khazhan.
  Tactics: Dwer-Bokham uses his avaricious gaze to fascinate his 
  humanoid foes. The cobaltog physically attacks any humanoid creatures 
  that shrug off the effects of his avaricious gaze. If he fascinates at least half 
  of the characters, he attempts to infuse his fascinated foes, starting with 
  the physically weakest character. Clovis lends magical aid to his master. 
  Clovis fights to the death defending his god. He rebuffs any overtures 
  to renounce Dwer-Bokham, and his loyalty to his cobaltog master never 
  wavers.       
  Development: If the battle turns against Dwer-Bokham, he attempts 
  to bargain for his life, offering the characters his treasure as well as a 
  long-forgotten secret. He tells the characters that the greatest collection 
  of lost knowledge can be found in the Library of Arcady on the Fiergotha 
  Plateau several hundred miles north of their present location. (The Library 
  of Arcady is the setting for A Little Knowledge, the next adventure in the 
  series.) If the attempt fails, Dwer-Bokham fights to the end. 
  
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  Quests of Doom 4
  C7. Dwer-Bokham’s Vault
  Numerous loose coins and other objects nearly cover the 
  entire floor. Colorful bas-relief sculptures adorn the walls. 
  Though chipped and faded in some spots, the artwork clearly 
  depicts ancient dwarf warriors waging an epic battle against 
  silvery, humanoid creatures that are shown melding into the 
  surrounding stone where they resemble a vein of silvery-gray 
  metallic ore. 
  The sculptures adorning the walls date back nearly 2000 years. The 
  artwork reveals that the legends of Mithral Mountain were indeed false. 
  The alleged veins of mithral were in actuality cobaltogs that melded 
  into the surrounding stone, making them appear to be pure veins of the 
  precious metal.
  Treasure: During his reign, Dwer-Bokham has accumulated a vast array 
  of material goods from looting the halls and chambers of the mountain, 
  including 3059gp, 4320sp, 8 tourmaline stones worth 100gp each, 12 +1 
  crossbow bolts, an arrow direction, and a bag of holding.  
  Concluding the Adventure
  Dwer-Bokham’s destruction eliminates a threat to Miners’ Refuge, 
  however, his absence also creates several unforeseen consequences. With 
  their false deity gone, any remaining dwarves who previously fell under 
  his sway are now divided and leaderless. His inherently chaotic followers 
  soon abandon Mithral Mountain and fan out across the region, leaving a 
  trail of violence in their wake.
  In addition, Thane Ilgar’s relatives and few surviving loyalists see this 
  as a perfect opportunity to reclaim their former homeland and begin life 
  anew in their ancestral home. Several contenders step forward to fill the 
  power vacuum and lead the rebuilding of the community; however, there 
  is no universal consensus regarding who should rule in the thane’s stead. 
  Ilgar has no direct line of succession, so there is no obvious choice to 
  succeed him. Despite the high stakes, none of the possible successors 
  wants the situation to escalate into an armed conflict. One or more of the 
  candidates may turn to the characters for an endorsement or to dredge up 
  potentially damaging information about an opponent. It is even possible 
  that an unscrupulous powerbroker may turn to the characters to intimidate 
  a foe into dropping out of contention or attempt to assassinate or otherwise 
  incapacitate a rival. 
  The characters must also decide what to do with Bagrus Farmud. 
  Naturally, if the characters killed him, they can collect their reward without 
  any further complications. Otherwise, they must return the captive Bagrus 
  to Miners’ Refuge to receive their recompense and bring him to justice. 
  The conniving swindler knows that his fate is all but sealed if he returns 
  to Miners’ Refuge. As a result, throughout the journey back to town, he 
  pleads for his freedom. He offers to pay the characters double or even 
  triple the amount of the highest award in exchange for setting him free. Of 
  course, the skilled conman has no intention of fulfilling that promise. He 
  flees into the mountains at the first opportunity, never to set foot anywhere 
  near Miners’ Refuge again. If the characters rebuff his overtures and hand 
  him over the council to face his accusers, a speedy trial and execution 
  awaits the charlatan. 
  If the characters ventured to the hobgoblin lair and freed the captives, 
  the townspeople are overjoyed to see the characters upon their arrival. 
  The respite also gives the characters an ideal opportunity to rest and 
  recuperate for the next adventure, A Little Knowledge, which takes place 
  on the distant Fiergotha Plateau. 
  Cobaltog
  Hit Dice: 8
  Armor Class: 3[16]
  Attacks: slam (1d8 plus weakness)
  Saving Throw: 8
  Special: avaricious gaze, infusion, light blindness, 
  weakness
  Move: 9
  Alignment: Chaos
  Number Encountered: 1, 1d3+1
  Challenge Level: 10/1400
  A cobaltog is a shiny gray creature that appears like an 
  amalgamation between a humanoid being and a worm-like alien 
  coated with an eerie sheen similar to the color and texture of liquid 
  mercury. Its lower torso resembles a thick trunk-like appendage 
  covered in flexible, metallic plates rather than a pair of conventional 
  legs. Likewise, its upper body is best defined as a segmented 
  central torso that connects the lower body with two hardened, 
  chiseled limbs and a bizarre head that contains two silvery eyes and 
  a round, undefined mouth. A cobaltog hits with a powerful slam 
  that also slows a creature by one-quarter its Movement unless a 
  saving throw is made. Any creature within 100ft of a cobaltog must 
  make a saving throw vs. the creature’s gaze or stand stunned as if 
  finding a vein of valuable metal. The effect ends if the cobaltog 
  moves farther than 100ft. The cobaltog can infuse stunned victims 
  automatically by placing its mouth against the victim’s mouth and 
  exhaling into the victim’s mouth. The stunned creature must make 
  a saving throw or be infused with metal. The infused creature gains 
  a +1 AC bonus, but is under the control of the cobaltog. Remove 
  curse can cure an infused creature. A cobaltog is stunned for 1 
  round by bright lights.
  Cobaltog: HD 8; AC 3[16]; Atk slam (1d8 plus 
  weakness); Move 9; Save 8; AL C; CL/XP 10/1400; 
  Special: avaricious gaze (100ft radius, save or stand 
  stunned), infusion (infuse with metal, +1 AC bonus, 
  controlled by cobaltog), light blindness (stunned for 1 
  round), weakness (Movement lowered by one-quarter 
  if save fails). 
  
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  God of Ore
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  and all material or content that could be claimed as Product Identity pursuant 
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  Designation of Open Game Content: Subject to the Product Identity Desig-
  nation herein, the following material is designated as Open Game Content. (1) 
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  game mechanics such as die rolls, probabilities, and/or other material required to 
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  Use of Content from The Tome of Horrors Complete: This product contains 
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  OPEN GAME LICENSE Version 1.0a The following text is the property of 
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document Copyright 2003, Wizards of the Coast, Inc.; Authors Jon-
  athan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax 
  and Dave Arneson.
  Swords & Wizardry Core Rules, Copyright 2008, Matthew J. Finch
  Swords & Wizardry Complete Rules, Copyright 2010, Matthew J. Finch
  Swords & Wizardry Monstrosities, Copyright 2013, Matthew J. Finch
  The Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author Scott Green. 
  Pathfinder Roleplaying Game Core Rulebook © 2009, Paizo Publishing, LLC; 
  Authors: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip 
  Williams. 
  Quests of Doom 4: God of Ore © 2017, Frog God Games, LLC;  
  Author: Tom Knauss.
  
  33
  God of Ore
  Frog God 
  Games
  Quests of Doom 4
  Quests of Doom 4
  ISBN 978-1-62283-474-7
  God of Ore is an adventure for 3rd-level characters that takes them from the quiet, 
  mountainside town of Miners’ Refuge into the heart of the Stoneheart Mountains in 
  pursuit of a failed pilgrimage to discover a phony religious relic deep inside legendary 
  Mithral Mountain. The dark, twisting tunnels that bore into the fabled mountain soon 
  reveal that some mysteries are not what they first appear to be. 
  God of Ore
  God of Ore
  QoD4l
  QoD4l
  
SOURCE: textdata/thevault/Swords & Wizardry/SW Adventures & Settings/Quests of Doom (SW)/Quests of Doom 4 (SW)/QoD4 God of Ore (SW).pdf