TEXT: 38
  Quests of Doom 4
  Frog God 
  Games
  By Tom Knauss
  By Tom Knauss
  God of Ore
  God of Ore
  
  1
  God of Ore
  CEO
  Bill Webb
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  FROG GOD GAMES IS
  Author
  Tom Knauss
  Developer
  Patrick N. Pilgrim
  Producer
  Bill Webb
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  Jeff Harkness
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  Charles A. Wright
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  Artem Shukaev
  Interior Art
  Blake Wilkie
  Cartography
  Robert Altbauer
  Quests of Doom 4
  God of Ore
  Frog  
  God 
  Games
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  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, 
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  Adventures 
  Worth  
  Winning
  
  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. 27 
  Legal Appendix ............................................................. p. 35
  
  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 a 3rd-level adventure that takes the PCs from the qui-
  et, 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 cav-
  erns 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. 
  A five centuries ago, a dwarven miner named Clovis Stonesplitter dis-
  covered 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 bar-
  rier. 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 pick-
  axe 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 dis-
  belief, 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 sec-
  onds later, but in Clovis’ befuddled mind, his encounter with the alien be-
  ing 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 aban-
  doned 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. Ac-
  companied by his retinue of guards and clerics loyal to their people’s true 
  gods, the mountain’s sovereign lord and his badly outnumbered follow-
  ers 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 suc-
  cessive 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 irrefut-
  able 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 liber-
  ating 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, in-
  terest 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 profes-
  sions. He derided miners as “bipedal moles” and stonemasons as “mind-
  less chiselers.” Bagrus hated getting his hands dirty, and saw hard work 
  as a “virtue” better performed by others. The young Bagrus’ lackadaisi-
  cal 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 at-
  titude 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 characters. 
  God of Ore
  
  5
  God of Ore
  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 myste-
  rious 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 won-
  drous 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 den-
  izens 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 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 be-
  fitting 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 com-
  pany 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 es-
  caped with his life. After observing their movements for several days from 
  a safe location, the conniving dwarf disguised himself as one of his ene-
  mies 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 PCs 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 ac-
  companied the self-proclaimed prophet express tremendous worry about 
  
  6
  Quests of Doom 4
  the pilgrimage, especially in light of a lone survivor’s account that con-
  firms 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 PCs to rescue any 
  surviving followers and capture Bagrus Farmud. 
  The trek to reach Mithral Mountain and the lost caravan takes the PCs 
  across the foothills that lead deeper into the Stoneheart Mountains. As 
  they follow the trail of Bagrus’ pilgrims, the PCs locate the abandoned 
  wagon and inevitably stumble upon the tragic scene of the hobgoblin am-
  bush. The PCs 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 PCs encounter other malevolent and benign denizens 
  that dwell in the inhospitable Stoneheart Mountains. As the PCs 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 PCs 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 Moun-
  tain. Though the pilgrimage’s outcome is no longer in question, Bagrus’ 
  reckless actions unleashed Dwer-Bokham’s minions onto an unsuspecting 
  world. The PCs 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 PCs encounter more of the false god’s servants and also 
  find Bagrus Farmud hiding in the chambers of the former thane. The de-
  scent 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 sur-
  rounding rock takes on the appearance of mithral, thus accounting for the 
  ancient legends about the peak. In spite of this revelation, the PCs must 
  still negotiate the locale’s structurally unsound passages and chambers be-
  fore they finally meet Dwer-Bokham and his aging crony, Clovis. Here, 
  the PCs must forever rid the world of the enigmatic aberration that trans-
  formed an entire people and destroyed a once-proud thanehold. 
  After defeating the monstrous entity, the PCs 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 PCs are likely to play a signif-
  icant 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 PCs traveled here from a distant locale, the 
  GM may use several encounters from the Appendix or those that appear 
  in Part II of this adventure to challenge the PCs. During this portion of 
  the story, the PCs are free to roam through the normally sleepy communi-
  ty, 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 seg-
  ments of the population still believe in the charlatan’s supposed religious 
  beliefs. As they explore the town, several interested parties approach the 
  PCs 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. The 
  PCs may also partake in several brief excursions in the vicinity of the 
  town, most notably delving into Burd the Stout’s Mine or exploring the 
  tomb of Gurdkin Feycleaver. These locations are detailed in the preceding 
  Chapter 10: Adventure Prologue. 
  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 en-
  sure the safety of the vital trade route linking the headwaters of the River 
  Eamon with the lands that lie farther west. In fact, the PCs may have 
  accompanied one of these caravans into town, or they could arrive in Min-
  ers’ Refuge seeking employment protecting other business interests en-
  deavoring 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 wher-
  ever 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. Ad-
  venturers 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 PCs for assistance. With that in mind, the GM 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 PCs into the story.
  Lone Survivor
  Because of her husband’s heroic actions, the youthful Yurbryn Nur-
  malk (CG female mountain dwarf warrior 1; Wis 14; Profession [miner] 
  +6) miraculously survived the hobgoblin attack and made it back to Min-
  ers’ 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 mon-
  sters 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 (area 8 in 
  Chapter 10) and is preparing to return to the home she shared with her 
  husband. When she hears that the PCs are in town, she asks Nomiba Urpal 
  to contact them so she can offer them employment to find her missing hus-
  band. The scion of a wealthy mining family, the grieving widow can offer 
  a fee of 100 gp each to anyone who can locate her presumably dead hus-
  band and rescue any survivors. If the PCs succeed on a DC 20 Diplomacy 
  check, she offers to pay them a ransom of 5 gp each for every survivor that 
  they return to Miners’ Refuge. (Because the PCs are likely to speak with 
  Yurbryn in great detail regardless of whether or not the GM 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 sur-
  prisingly, her recollection of these horrific events is disorganized and lack-
  ing in specific details. Still, she provides some insight on the pilgrimage’s 
  movements as well as its final moments. In spite of the PCs’ 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. 
  
  7
  God of Ore
  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 slight-
  ly 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. 
  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 PCs 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 Ange-
  heim (N male human expert 5; Cha 14; Profession [merchant] +10), 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 pur-
  suit 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 Moun-
  tains 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 500 gp bounty to anyone 
  that captures or kills Bagrus Farmud. In either case, those seeking pay-
  ment of the bounty must return him either dead or alive to Miners’ Refuge. 
  In addition, he also offers a 100 gp reward for the return of his sons’ body 
  (200 gp 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 dis-
  ciples. He also spread his wealth of lies and deceit to the town’s business 
  community. Supposedly short on cash, the scheming hustler gave his cred-
  itors 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 re-
  alized that their percentage of Bagrus’ loot exceeded 1,000%. Realizing 
  that they had been taken by the crafty swindler, Bagrus’ largest creditor 
  and current councilmember Falgar Bazdak (NG male mountain dwarf 
  aristocrat 3/expert 3; Wis 14; Profession [merchant] +11) seeks adven-
  turers to locate and return his wagon, remaining provisions, and Bagrus 
  Farmud to Miners’ Refuge in exchange for 500 gp. More importantly, Fal-
  gar 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 PCs 400 gp and a 5% ownership stake in the mountain if they clear 
  out its current occupants. A successful or failed DC 15 Diplomacy check 
  may adjust this percentage 1d2 percentage points in either direction. (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 heav-
  ily 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. 
  In spite of the size of his entourage, it is still extremely difficult to discern 
  the tracks made by his party from a host of others that passed through this 
  area over the past several days and even weeks. It takes a successful DC 
  23 Perception or Survival check to spot Bagrus’ trail amid the confusion 
  on the eastern road. It is important to remember that the PCs must succeed 
  on a Survival check to follow the trail. If the PCs 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 PCs spend more than two days in Miners’ Refuge, pressure to lo-
  cate Bagrus Farmud and the missing pilgrims steadily mounts. Ultimately, 
  at least one member of the town council seeks out the PCs and directly 
  asks for their assistance. This is especially true if the PCs already per-
  formed a service for Haamman Dinzak. Even Arquemath and Rosie Fest-
  macher want to find out what became of Bagrus Farmud and his followers, 
  albeit so that they can use the debacle to their own political advantage. 
  Mithral Mountain lies roughly 40 miles east of Miners’ Refuge. The 
  tall peak is easily visible from town because it towers 1,000 feet 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 val-
  ley 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 rug-
  ged 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 traf-
  fic. The intrepid miners that make a living in this harsh environment typ-
  ically 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 forbid-
  ding landscape, though they rarely deviate from the familiar highways and 
  mountain passes. On their way to Mithral Mountain, the PCs may meet 
  one or more of these parties during their travels. These encounters are to 
  
  8
  Quests of Doom 4
  provide the PCs with recent news and new information about their current 
  task. They are designed to complement rather than replace the more intri-
  cate combat and role-playing encounters that follow later in this part of the 
  adventure. The GM may use some or all of the subsequent events to afford 
  the PCs additional details about what lies ahead of them.
   
  Mountain Merchant
  Chem Monzak (CG male mountain dwarf expert 4; Cha 14; Profession 
  [merchant] +9), 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 PCs his inventory of alchemical 
  items that he purchased during his stay in the dwarven capital. The wily 
  salesman has at least one of the Special Substances and Items that appear 
  in the “Goods and Services” section in Chapter 6 of the Pathfinder Role-
  playing Game Core Rulebook in stock. He also has some of the alchemical 
  remedies that appear in the “Alchemical Remedies” section of Chapter 2 
  of the Pathfinder Roleplaying Game Ultimate Equipment. There is a 50% 
  that he has a particular item at the present time, though he has no more 
  than one of each at the present time. The chatty Chem charges an addi-
  tional 10 % for these items. If the PCs ask Chem for information about 
  Bagrus Farmud, he feigns ignorance. The purchase of a single item almost 
  instantly loosens his tongue. He tells the PCs 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 he presumes that they were original-
  ly transported on a vehicle.  
   
  GUARDS (3) 
  CR 1
  XP 400
  hp 18 (Pathfinder Roleplaying Game GameMastery Guide 
  “Caravan Guard”; change race from human to  
  mountain dwarf [see Chatper 1], with corresponding racial 
  adjustments)
  Mining Company
  A company of 3 dwarven miners (LG male mountain dwarf expert 4; 
  Con 15; Profession [miner] +8) named Tandrel Feldcutter, Okzen Vein-
  finder, 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 PCs 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 ap-
  peared 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 PCs 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 min-
  iscule price of 10 gp 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 pur-
  chasers 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 PCs important information in exchange for a 
  pardon. He tells the PCs 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  
  CR 5
  XP 1,600
  hp 38 (Pathfinder Roleplaying Game GameMastery Guide 
  “Traveling Merchant”; change race from human to  
  mountain dwarf [see Chatper 1], with corresponding racial 
  adjustments)
  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 “urban-
  ites” from Miners’ Refuge. The PCs 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 even without a successful Diplomacy or 
  Knowledge (local) check. 
  • 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 catlike predator stalks the mountains. Beware its horrific cat-
  erwaul!
  In addition to these tales, the individuals traveling through the Stone-
  heart Mountains are also aware of the earlier rumors regarding Mithral 
  Mountain. Because of their intimate knowledge of the area, PCs convers-
  ing with them receive a +2 circumstance bonus on Diplomacy or Knowl-
  edge (local) checks made to gather information from them. 
  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 PCs 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 present-
  ed first. The locations appear on the regional map that details the hills out-
  side of Miners’ Refuge. The GM is also encouraged to challenge the trav-
  elers using one or more of the random encounters that follow. In addition, 
  the GM may use the encounter tables in the Appendix to further harass 
  the players or make use of the mountain hazards that appear in Chapter 3. 
  On Bagrus’ Trail
  PCs that follow Bagrus’ trail on the road out of town may continue to 
  do so using the same Perception or Survival check. Once Bagrus’ path 
  deviates from the road, it becomes much easier to pick up and follow his 
  tracks. It takes a successful DC 17 Perception or Survival check to locate 
  his trail and a successful DC 17 Survival check to follow it. 
  T1. Abandoned Wagon (CR 5)
  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 
  
  9
  God of Ore
  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 hope-
  lessly 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 com-
  pletely absorbed with the task, rendering them nearly oblivious to their 
  surroundings. The distracted ogres suffer a –2 penalty to their Perception 
  checks while occupied with the wagon. 
  When the PCs arrive on the scene, the ogres are 2d6 x 100 feet away 
  from their cavernous home. The ogres are not visible from the road; how-
  ever, PCs following the road or Bagrus’ trail spot the marks made by the 
  monsters’ footsteps and the front wagon wheels with a successful DC 13 
  Perception or Survival check. A successful Perception check determines 
  that the tracks point north, whereas a successful Survival check lets that 
  individual precisely follow the tracks. Otherwise, PCs that accidently 
  stumbled upon the ogres can first spot them at a distance of 2d10 x 10 
  feet. The same applies to the ogres’ chance of noticing the PCs. When ei-
  ther party locates the other, the GM 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 divulges nothing about his 
  lair unless the PCs succeed on a DC 20 Diplomacy or Intimidate check 
  to change his mind. If that occurs, the ogre leads the PCs 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 with-
  out doubling back to the wagon and tracing them back from there. PCs 
  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) 
  CR 3
  XP 800
  hp 30 (Pathfinder Roleplaying Game Bestiary “Ogre”)
  Treasure: The ogres have buried an iron coffer in a hole within the 
  fetid chamber. It contains 240 gp and six bloodstones worth 100 gp each. 
  It takes a successful DC 20 Perception check to spot the concealed hole 
  without the ogre’s assistance. The ogres wear hide armor, and each carries 
  a greatclub and 4 javelins. Each also carries a small sack containing 3d6 x 
  10 gp and 1d6 x 50 gp 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 cara-
  van’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 surviv-
  ing 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 ag-
  onizingly 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 PCs reach the site, the 
  GM 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 end-
  ed 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 hobgob-
  lins 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. 
  The PCs can follow their trail with a successful DC 18 Survival check. Al-
  ternately, the hobgoblins’ initial tracks that they made before the battle can 
  be followed with a successful DC 12 Survival check. They 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. It takes a successful DC 
  16 Survival check to follow in his footsteps. 
  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 start-
  ed. 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 
  
  10
  Quests of Doom 4
  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 pil-
  grims 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 PCs’ gain. The 
  hobgoblins’ weakened defenses may allow the PCs 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 surround-
  ed by four low peaks that the hobgoblins use as outposts. The redoubts 
  are nothing more than 4-foot-high, square wooden fences that allow 
  archers to observe and snipe at nearby moving targets. When the PCs 
  come within visual range, the GM 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 (CR varies)
  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 cov-
  er and to remain partially concealed. They are considered to be taking 
  10 on both their Perception checks to spot trespassers and their Stealth 
  checks to remain hidden. The wily hobgoblins predominately peek 
  through gaps in the fences to keep a close eye on the surrounding area, 
  thus granting them a +2 circumstance bonus on their Stealth checks. 
  Right now, three of these defenses are each manned by two hobgob-
  lins. 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. It takes a successful DC 10 Perception 
  check to notice the corpses’ missing flesh and immobility. Of course, the 
  check’s DC increases for every 10 feet of distance between the PC and 
  the redoubt’s edge. 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 com-
  manded, the powerful cat climbs or leaps over the fence and charges to-
  ward the intruders. There is nothing inside of each redoubt other than a 
  supply of 2d20 arrows, two bedrolls, and 1d6 gp 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 100 feet 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. 
  Good wooden door: 1-1/2 in. thick; hardness 5; hp 15; Break 
  DC 18; Disable Device DC 20
  HOBGOBLINS (6) 
  CR 1/2
  XP 200
  hp 11 (Pathfinder Roleplaying Game Bestiary “Hobgoblin”)
  LEOPARDS (3) 
  CR 2
  XP 600
  hp 19 (Pathfinder Roleplaying Game Bestiary “Cat, Leopard”)
  H2. Entranceway (CR 3)
  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, gob-
  lets, 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 usu-
  al 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 200 feet 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 PCs 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 40 feet. The adjoining corridors also 
  delve deeper into the ground, though the descent is far less pronounced 
  or noticeable.   
  HOBGOBLINS (6) 
  CR 1/2
  XP 200
  hp 11 (Pathfinder Roleplaying Game Bestiary “Hobgoblin” )
  Treasure: The crockery on the table is worthless; however, there are 58 
  gp, 109 sp, and 155 cp scattered across the table. In addition to their listed 
  gear, one of the hobgoblins carries a potion of cure moderate wounds and 
  another carries a jar of honey worth 5 gp.
  H3. Primary Living Quarters (CR varies)
  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 by a successful Intimidate check. 
  Under these circumstances, the adult females admit that the hobgoblins 
  lost almost half their warriors during the ill-fated attack. They also tell the 
  PCs that the chieftain’s quarters and the prisoner area are near one another 
  farther down the adjoining corridor. These hobgoblins have no treasure. 
  
  11
  God of Ore
  H4. Barracks (CR 3)
  Eight rickety bunk beds are scattered haphazardly through-
  out an otherwise open chamber. Piles of soiled clothing, sun-
  dry 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 cur-
  rently not on duty find an empty bed and fall asleep. Presently, 5 hobgob-
  lins 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 quick-
  ly laying down their arms and pleading for mercy. 
  Tactics: If the guards from area H2 alerted the complex, these hobgob-
  lins are instead awake and taking up defensive positions behind the beds 
  against the far wall. The beds grant them partial cover. 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 PCs 
  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 PCs anything, but a successful DC 13 Intimidate check loosens their 
  tongues in short order. 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 hob-
  goblins 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 hobgob-
  lins about the caravan. If the check succeeds by 5 or more, they provide 
  sketchy details about the areas that lie ahead of the PCs.
  HOBGOBLINS (5) 
  CR 1/2
  XP 200
  hp 11 (Pathfinder Roleplaying Game Bestiary “Hobgoblin”)  
  Treasure: The hobgoblins that dwell in the barracks stuff their worldly pos-
  sessions 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 50 
  gp apiece. In addition to their listed gear, the hobgoblins occupying the room 
  each keep 2d10 gp and 1d3 50 gp gems on their person at all times.
  H5. Prison (CR 5)
  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 (hardness 5, hp 15, Break DC 16 to open). 
  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 scourg-
  ing 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 el-
  evated 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 PCs, she immediately draws her greatclub instead. 
  She wears extremely tight-fitting hide armor that accentuates her ample 
  bosoms along with her chubby belly, hips, and buttocks. The PCs’ 
  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 
  CR 3
  XP 800
  hp 30 (Pathfinder Roleplaying Game Bestiary “Ogre”)
  MOUNTAIN LION 
  CR 2
  XP 600
  hp 19 (Pathfinder Roleplaying Game Bestiary “Cat, Leop-
  ard”) 
  The man tethered to the post and nearly unconscious is Travis 
  Truesbury (LN male human expert 3; Wis 14; Profession [tanner] 
  +8), 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’s fate. The male dwarf is Gliv Nurmalk (NG male mountain 
  dwarf warrior 3; Str 15; Profession [miner] +7), Yurbryn’s husband. He 
  immediately asks the PCs if they know anything about his wife. If told 
  of her safe return to Miners’ Refuge, the relieved dwarf thanks the PCs 
  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 PCs 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 Far-
  mud. 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 (CG female human commoner 2; Int 13; Craft [painting] 
  +6) was captured alongside Gliv during the hobgoblin raid against the 
  pilgrims. The young, budding artist says nothing about the ordeal and des-
  perately wants to return home. The same can be said for, Dina Prescott 
  (CN female human commoner 3). The hobgoblins captured this farm wife 
  while looked for a stray cow not far outside Minder’s Refuge.
  Tricia Dromu is the final female prisoner. Several years ago a former 
  client told her of a hobgoblin tribe that would pay handsomely for infor-
  mation 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 under-
  estimated the pilgrims’ fighting prowess. After the failed attack, the hob-
  goblins reneged on the deal and imprisoned Tricia for deceiving them. Of 
  course, Tricia never mentions any of this information to the PCs, 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. Any-
  one attempting to get a truthful story from Tricia must forcibly compel her 
  to tell the truth; otherwise, she sticks to her story. 
  
  12
  Quests of Doom 4
  TRICIA DROMU  
  CR 1
  XP 400
  hp 12 (Pathfinder Roleplaying Game GameMastery Guide 
  “Prostitute”)    
  All four prisoners can be set free using the ogress’ 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 counter-
  clockwise direction. The column spins on its axis with relative ease. 
  Secret Door: 2 in. thick; hardness 8; hp 30; Break DC 28; Per-
  ception 20.
  Treasure: In addition to her listed gear, the ogress also wears an amber 
  amulet worth 100 gp and a bone bracelet worth 25 gp. 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 moun-
  tain 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 2,099 sp, 431 gp, a 
  mahogany drum worth 50 gp, 16 sixteen +1 arrows. 
  H7. Secondary Living Quarters (CR 2 or 3)
  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 bed-
  rolls 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) 
  CR 1/2
  XP 200
  hp 11 (Pathfinder Roleplaying Game Bestiary “Hobgoblin”)
  Tactics: In addition to their increased numbers, these hobgoblins pre-
  pared a nasty surprise for the PCs. They coated the floors and 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 succeed 
  on a DC 10 Acrobatics check 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 1d3 points 
  of fire damage per round to any creature in contact with the burning sub-
  stance. With nowhere else to run, these hobgoblins fight to the death. If 
  they are forced to speak by succeeding on an Intimidate check or through 
  magical coercion, 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 10d10 sp. The 4 
  hobgoblins normally found here carry a total of 95 gp in addition to their 
  listed gear.
  H8. Shrine to Kakobovia (CR 4)
  The image of a longsword driven through a boar’s skull emblazons the 
  wooden door that leads into the shrine. It takes a successful DC 15 Knowl-
  edge (religion) check to identify the image as the symbol of Kakobovia’s, 
  the hobgoblin demigod of war. 
  Pieces of damaged armor, broken shields, and sundered 
  weapons adorn the walls. A stone statue of a muscular hob-
  goblin clad in heavy armor and clutching a massive sword in 
  his hands stands in each of the near corners. Two crude tap-
  estries 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 (see Bard’s Gate by Nec-
  romancer Games). 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 (DC 
  15 Knowledge [religion] check if not already identified from the symbol 
  on the door). The rudimentary sculptures are poorly crafted and worthless.
  Kamazzoa, the hobgoblin’s high priest, prays for guidance from his di-
  vine patron after the last military debacle. If he is aware of the PCs’ incur-
  sion, the tribe’s spiritual authority prepares for battle. He casts desecrate 
  on the altar, granting a +2 profane bonus to the attack and damage rolls of 
  the 2 zombies under his control. The spell also adds a +6 profane bonus 
  to the DC to resist negative channeled energy. The cleric then bolsters his 
  defenses with resist energy and protection from good. An unprepared Ka-
  mazzoa takes a different tack. He casts divine favor to improve his melee 
  combat skills and then wades into battle. If he is not engaged in hand-
  to-hand fighting with one of the PCs, he may cast shield of faith or hold 
  person against one of the opposing warriors. 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 
  CR 3
  XP 800
  Male hobgoblin cleric of Kakobovia 4 (Pathfinder Roleplay-
  ing Game Bestiary “Hobgoblin”)
  LE Medium humanoid (goblinoid)
  Init +2; Senses darkvision 60 ft.; Perception +2
  Aura evil, lawful
   
  AC 21, touch 12, flat-footed 19 (+7 armor, +2 Dex, +2 shield)
  hp 29 (4d8+8) 
  Fort +6; Ref +3; Will +8
   
  Speed 20 ft. 
  Melee mwk longsword +6 (1d8 +2 /19–20) 
  Special Attacks channel negative energy 3/day (2d6, DC 
  12), touch of evil (5/day)
  Domain Spell-Like Abilities (CL 4th; melee touch +5):
  5/day—battle rage (+2)
  Spells Prepared (CL 4th; melee touch +5, ranged touch +5):
  2nd—desecrate, hold person (DC 14), resist energy, spiritual 
  weaponD
  1st—bane (DC 13), divine favor, doom (DC 13), protection 
  from goodD, shield of faith
  0 (at will)—bleed (DC 12), detect magic, read magic, resis-
  
  13
  God of Ore
  tance
  D Domain Spell Domains Evil, War
   
  Str 15, Dex 14, Con 15, Int 8, Wis 15, Cha 10
  Base Atk +3; CMB +5; CMD 17 
  Feats Command Undead (DC 12), Iron Will
  Skills Knowledge (arcana) +3, Knowledge (planes) +3, Knowl-
  edge (religion) +6, Perception +2, Spellcraft +3, Stealth +5
  Languages Common, Goblin
  Combat Gear wand of hold person (8 charges); Other Gear 
  +1 breastplate, heavy steel shield, masterwork longsword 
  ZOMBIES (2) 
  CR 1/2 
  XP 200
  hp 12 (Pathfinder Roleplaying Game Bestiary “Zombie”)
  Treasure: Kakobovia’s altar is made from four dire ram horns that are 
  worth 50 gp each. The inverted horns are affixed to the floor; therefore, it 
  takes a DC 16 Strength check or Disable Device check to pry them loose. 
  In addition, as an instrument dedicated to evil, each horn imposes a –1 
  profane penalty on attack rolls, weapon damage, and saving throws to any 
  good-aligned creature in possession of one or more of them. The horns 
  grant no bonuses or penalties to neutral or evil creatures. A bless, conse-
  crate, or similar spell cast upon the horns permanently removes this effect.  
  H9. Chieftain’s Audience Chamber (CR varies) 
  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 ele-
  vated 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 intimi-
  dating 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. It takes a successful DC 18 
  Knowledge (religion) check to recognize its affiliation with Kokabovia, 
  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, a PC that succeeds on 
  a DC 20 Knowledge (local) check recognizes the faces as belonging to a 
  once-renowned adventuring company known as The Pillars of the Stone-
  hearts. 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 PCs’ incursion into his stronghold. Once noti-
  fied 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 
  CR 4
  XP 1,200
  Male hobgoblin ranger 5 (Pathfinder Roleplaying Game Bes-
  tiary “Hobgoblin”)
  LE Medium humanoid (goblinoid)
  Init +2; Senses darkvision 60 ft.; Perception +9
   
  AC 19, touch 12, flat-footed 17 (+4 armor, +2 Dex, +3 shield)
  hp 47 (5d10+15) 
  Fort +9; Ref +6; Will +2 
   
  Speed 35 ft. 
  Melee mwk longsword +10 (1d8 +3/19–20) 
  Special Attacks combat style (weapon and shield), favored 
  enemy (dwarves +4, humans +2)
  Spells Prepared (CL 5th):
  1st—longstrider, speak with animals
   
  Str 16, Dex 14, Con 16, Int 10, Wis 13, Cha 13
  Base Atk +5; CMB +8; CMD 17
  Feats Fleet, Great Fortitude, Shield Focus, Weapon Focus 
  (longsword)
  Skills Climb +9, Handle Animal +7, Heal +7, Intimidate +9, 
  Knowledge (nature) +8, Perception +9, Spellcraft +6, Stealth 
  +12, Survival +9
  Languages Common, Goblin
  SQ favored terrain (mountains +2), hunter’s bond (compan-
  ions), track, wild empathy +6
  Combat Gear potion of spider climb; Other Gear +1 studded 
  leather, +1 light steel shield, masterwork longsword, 
  HOBGOBLINS (2) 
  CR 1/2
  XP 200
  hp 11 (Pathfinder Roleplaying Game Bestiary “Hobgoblin”)
  H10. Meeting Room (CR 4 or 6)
  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 PC who uses the map gains a +2 circum-
  stance bonus on Knowledge (geography) checks made in the region. A 
  wooden token placed on the map marks the location where the hobgob-
  lins 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.  
  Secret Door: 2 in. thick; hardness 8; hp 30; Break DC 28; Per-
  ception 24
  Argomuuth frequently discusses his plans with the 2 hobgoblin lieu-
  tenants who are present in this room. If the hobgoblins are unaware of the 
  PCs’ 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 and suffer a –2 penalty 
  on their initiative and Perception checks. Otherwise, the lieutenants re-
  main sharp and alert. They immediately react to the slightest sound and 
  cannot be surprised. 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) 
  CR 2
  XP 600
  Male hobgoblin warrior 4 (Pathfinder Roleplaying Game Bes-
  tiary “Hobgoblin”)
  LE Medium humanoid (goblinoid)
  Init +1; Senses darkvision 60 ft.; Perception +1
   
  AC 20, touch 11, flat-footed 19 (+7 armor, +1 Dex, +2 shield)
  hp 34 (4d10+12)
  
  14
  Quests of Doom 4
  Fort +7; Ref +2; Will +2
   
  Speed 30 ft. 
  Melee mwk longsword +8 (1d8 +2/19–20)
   
  Str 15, Dex 12, Con 17, Int 8, Wis 13, Cha 12
  Base Atk +4; CMB +6; CMD 17
  Feats Combat Reflexes, Weapon Focus (longsword)
  Skills Intimidate +6, Profession (soldier) +8, Stealth +3
  Languages Common, Goblin
  Combat Gear potion of bull’s strength, potion of cure mod-
  erate wounds; Gear banded mail, masterwork heavy wood-
  en shield, masterwork longsword
  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 80 gp.
  H11. Secret Passage (CR 4)
  This corridor links Argomuuth’s personal quarters (area H12) with his 
  tactical command center (area H10). Like most of his kin, self-preserva-
  tion ranks at the top of the hobgoblin’s chieftain’s priorities; therefore, this 
  trapped passageway serves as his last line of defense against intruders. Af-
  ter slaying an enemy cleric, Argomuuth ordered the tribe’s cleric, Kamaz-
  zoa, to cast a glyph of warding spell that the pair acquired from a scroll 
  among their dead foe’s possessions. 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 denot-
  ed by the series of dots on the map. The trap activates whenever a living 
  creature other than a hobgoblin of Argomuuth’s exact height (5 ft. 2 in.) 
  passes over it. Of course, the treacherous high priest also set the trap so he 
  can bypass the glyph without harm.
  Secret Door: 2 in. thick; hardness 8; hp 30; Break DC 28; Per-
  ception 22
  GLYPH OF WARDING TRAP  
  CR 4
  XP 1,200
  Type magic; Perception DC 28; Disable Device DC 28
   
  Trigger touch; Reset none
  Effect spell effect (glyph of warding, 3d8 sonic damage, DC 
  16 Reflex save for half damage); multiple targets (all targets 
  in a 5-ft radius) 
  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 Ar-
  gomuuth 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 (CR varies)
  The spacious bedchamber is more befitting of human roy-
  alty 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 cor-
  ners 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 like-
  ness in limestone in exchange for a merciful death. Despite his affec-
  tion 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, a fact 
  that the PCs can verify with a successful DC 15 Knowledge (religion) 
  check. The iron goblet contains human blood that the hobgoblin’s 
  cleric ritualistically used before their ill-fated excursion against Ba-
  grus Farmud. 
  If the PCs did not encounter Argomuuth in area H9 or area H10, he 
  is always found here. The normally defiant hobgoblin leader is more re-
  served 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 PCs 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 assess-
  ment 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 Mi-
  thral Mountain but were driven back by the dwarves who still occupy the 
  mountain. The 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 re-
  puted 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 100 gp and 20 gp, respectively. The 
  iron chest holds 1,058 gp, 904 sp, a bronze music box worth 100 gp and 
  2 arcane scrolls: (CL 4: blur, invisibility) and (CL 3:mage armor, shield, 
  wind wall). 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 25 gp, a bronze brooch worth 20 
  gp, and a silver hand mirror worth 10 gp. Finding these objects among the 
  debris requires a successful DC 15 Perception check. 
  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-
  
  15
  God of Ore
  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 (DC 15 Knowledge [religion] check to identify). The burial 
  vessels have no value. 
  H15. Workshop (CR 2)
  Warm air from a smoldering forge surges out into the cor-
  ridor. 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 
  months ago and immediately charged them with the task of building 
  hobgoblin armaments. The two dwarves Kron Steelbreather (CG 
  male mountain dwarf expert 3; Int 14; Craft [weapons] +10) and his 
  partner Brogg Clawsmasher (N male mountain dwarf expert 3; Wis 
  12; Craft [weapons] +8) work in unison to replenish the hobgoblins’ 
  supply of weapons. The elf Wynosa (NG female elf expert 3; Int 15; 
  Craft [bows] +10). Unlike her counterparts, she subtly resists the de-
  mands of her captors. In comparison to her hardworking compatriots, 
  Wynosa spends as much time as possible on the aesthetics of her hand-
  iwork 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 of masterwork quality). The hob-
  goblins 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 sub-
  sequently imprisoned.
  HOBGOBLINS (4) 
  CR 1/2
  XP 200
  hp 11 (Pathfinder Roleplaying Game Bestiary “Hobgoblin”)
  Treasure: The four hobgoblins carry 46 gp in addition to their listed 
  gear. One of them carries a jade locket that bears the inscription “May luck 
  be with you” that is worth 100 gp.
  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 for-
  ay 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 an-
  other 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 infil-
  trated Mithral Mountain, where he awaits his next move.
  The PCs can locate his makeshift camp by following his tracks or vi-
  sually noticing the outcropping. In the former case, a successful DC 22 
  Perception or Survival check locates his trail. A PC that succeeds on a 
  Survival check can follow those tracks back to Bagrus’ temporary camp. 
  On the other hand, spotting the poorly hidden corpse and detecting its 
  foul smell requires only a successful DC 0 Perception check, though the 
  DC increases by +1 for every 10 feet of distance between the observer 
  and the site. Upon reaching Bagrus’ former hideout, the GM 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 fo food as well 
  as a ceramic bowl containing a thin veneer of silvery-gray liq-
  uid are scattered about the area.
  PCs 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. However, other than the unusual hue, a PC 
  who succeeds on a DC 15 Knowledge (nature) check verifies that there are 
  no other visible anatomical differences between this dwarf and others of 
  his race. The corpse is that of an infused dwarf (see Chapter 6 for more 
  details on these creatures).
  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. A 
  PC determines the substance’s purpose and composition with a successful 
  DC 10 Disguise check or DC 15 Perception check. With this information 
  in hand, the PCs are likely to deduce that the dwarf’s killer used the mate-
  rial 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 Moun-
  tains proper. The GM is free to use or omit any or all of these encounters 
  and replace them with random encounters from the Appendix or design 
  several new encounters for the journey. 
  Cat of Nine Tales (CR 4)
  The tall grasses of the plains and lower mountain slopes are the natural 
  habitat of the sleek and cunning caterwaul. The beast uses this camou-
  flage to methodically stalk its intended victim. The moment it comes with-
  in 60 feet 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, using Acrobatics to tumble and 
  never giving its opponents an opportunity to surround it. If seriously 
  threatened, the caterwaul relies on its remarkable speed to retreat and 
  lope back to its lair. It can be tracked with a DC 15 Survival check. It 
  has no treasure in its lair.
  CATERWAUL 
  CR 4
  XP 1,200
  The Tome of Horrors Complete 95
  CE Medium magical beast
  Init +6; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +13
   
  AC 18, touch 16, flat-footed 12 (+6 Dex, +2 natural)
  hp 37 (5d10+10) 
  Fort +6; Ref +10; Will +3
  
  16
  Quests of Doom 4
  Defensive Abilities evasion
   
  Speed 50 ft., climb 20 ft. 
  Melee bite +8 (1d6+2 plus grab), 2 claws (1d4+2)
  Special Attacks pounce, rake (2 claws 1d4+2), screech
   
  Str 14, Dex 22, Con 15, Int 7, Wis 14, Cha 6
  Base Atk +5; CMB +7 (+11 grapple); CMD 23 (27 vs. trip)
  Feats Skill Focus (Perception), Weapon Focus (bite, claws)
  Skills Acrobatics +10 (+14 balancing, +18 jumping), Climb 
  +14, Escape Artist +7, Perception +13, Stealth +14 (+26 in tall 
  grass); Racial Modifiers +4 Acrobatics when balancing, +4 
  Perception, +4 Stealth (+12 in tall grass)
  SQ sprint
   
  Evasion (Ex) This ability functions identically to the rogue ability.
  Screech (Su) Once every 10 minutes, a caterwaul can emit a 
  piercing screech that deals 1d8 points of sonic damage to all 
  creatures within 60 feet that hear it. A creature that makes a 
  successful DC 14 Fortitude save takes no damage. The save 
  DC is Constitution-based and includes a +2 racial bonus.  
  Pounce (Ex) Once per minute, a caterwaul can move up 
  four times its speed (200 feet) when making a charge. 
  Bat Country (CR 3)
  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 20 feet 
  of its intended target. The massive predator then unleashes a deafening 
  screech and attacks its stunned opponents. Once in melee the creature pre-
  fers using its Flyby Attack to attack and fly away. Once it drops below 10 
  hit points, the aerial monster takes wing and ascends into the heavens to 
  live another day.
   
  MOBAT 
  CR 3
  XP 800
  The Tome of Horrors Complete 53
  N(E) Large magical beast
  Init +5; Senses blindsense 120 ft., darkvision 60 ft., low-light 
  vision; Perception +10
   
  AC 15, touch 14, flat-footed 10 (+5 Dex, +1 natural, –1 size)
  hp 34 (4d10+12) 
  Fort +7; Ref +9; Will +2
   
  Speed 20 ft., fly 40 ft. (good) 
  Melee bite +8 (1d8+4)
  Space 10 ft.; Reach 5 ft.
  Special Attacks sonic screech
   
  Str 17, Dex 21, Con 17, Int 6, Wis 14, Cha 6
  Base Atk +4; CMB +8; CMD 23 
  Feats Fly-By Attack, Weapon Finesse
  Skills Fly +11, Perception +10, Stealth +5; Racial Modifiers +4 
  Perception when using blindsense
   
  Sonic Screech (Su) A mobat can blast an ear-splitting 
  screech that affects all creatures (except other mobats) 
  within a 20-ft. radius. The screech stuns any creature in the 
  area for 1d3 rounds if it fails a DC 15 Will save. This is a sonic, 
  mind-affecting effect. Whether or not the save succeeds, an 
  affected creature is immune to the same mobat’s screech 
  for 24 hours. The save DC is Constitution-based. 
  The only way to follow a wounded mobat back to its lair is to track it vi-
  sually during flight, a difficult proposition in darkness. The mobat lives in 
  a craggy peak 1d4 miles away in the nearby mountains. The creature has a 
  treasure consisting of a leather pouch containing 6 aquamarines worth 100 
  gp, a masterwork battleaxe, and a coin purse that holds 65 gp.   
  Early Worm Gets the Adventurers (CR 5)
  Instead of scouring the mountains searching for a meal, a tazelwurm 
  selects a strategic position above and overlooking a well-worn path. It 
  hides and uses its tremorsense ability to detect the arrival of prey. The cun-
  ning predator never rushes headlong into the middle of a sizable group, 
  instead trying to pick off a lagging traveler or one who otherwise becomes 
  separated from its group. It takes a DC 37 Perception check to notice the 
  tazelwurm in its motionless state as it takes 20 on its Stealth check. The 
  solitary tazelwurm never retreats and fights to the death. It has no lair.
  TAZELWURM 
  CR 5
  XP 1,600
  The Tome of Horrors Complete 593
  N Large magical beast
  Init +6; Senses darkvision 60 ft., low-light vision, scent, 
  tremorsense 60 ft.; Perception +8
   
  AC 19, touch 11, flat-footed 17 (+2 Dex, +8 natural, –1 size)
  hp 59 (7d10+21) 
  Fort +8; Ref +7; Will +4
  Resist fire 10
   
  Speed 40 ft. 
  Melee 2 claws +10 (1d6+4), bite +11 (2d6+4)
  Special Attacks ambush, frightening exuviation
   
  Str 19, Dex 14, Con 16, Int 2, Wis 15, Cha 15
  Base Atk +7; CMB +12; CMD 24 (can’t be tripped)
  Feats Improved Initiative, Improved Natural Attack (bite), 
  Power Attack, Weapon Focus (bite)
  Skills Perception +8, Stealth +13 (+17 in rocky or 
  subterranean environs); Racial Modifiers +4 Stealth (+8 in 
  rocky or subterranean environs)
   
  Ambush (Ex) If a tazelwurm catches an opponent flat-foot-
  ed, it gains a +4 circumstance bonus to its attack roll for that 
  round.
  Frightening Exuviation (Ex) If a tazelwurm is hit by a fire at-
  tack or effect that deals at least 10 points of damage, it 
  takes no damage, but instead allows its scales, flesh and fur 
  to be consumed and burned away in a single round, expos-
  ing its skeletal structure. A creature viewing this must make 
  a successful DC 15 Will save or be paralyzed with fear for 
  1d3 rounds. The save DC is Charisma-based. A creature that 
  successfully saves cannot be affected again by the same 
  tazelwurm’s frightening exuviation for one day. This has no 
  effect on other tazelwurms. 
  Mithral Mayhem (CR 4)
  If nothing else, Bagrus Farmud’s failed attack accomplished a feat that bor-
  ders on the impossible. The bloody assault pushed the paranoia and hatred 
  coursing through the metallic veins of Dwer-Bokham’s minions to unprecedent-
  ed 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.
  INFUSED DWARVES (2) 
  CR 2
  XP 600
  hp 31 (Area M1) 
  Tactics: The pair lacks any semblance of organization or purpose. They 
  aimlessly wander a 3-mile radius around the base of Mithral Mountain 
  
  17
  God of Ore
  and make no effort to conceal their presence or sneak up on their un-
  suspecting 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 PCs encounter the in-
  fused dwarves, the GM may read or paraphrase the following description. 
  Two dwarves with dull silvery skin and metallic eyes bran-
  dish their waraxes 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. A PC who understands 
  Dwarven and succeeds on a DC 10 Perception check hears them utter these 
  specific words. Mithral Mountain’s warriors hate other dwarves more than 
  any other race; therefore, they focus their attacks against their sworn ene-
  mies. The infused dwarves never retreat and fight to the bitter end. If the 
  PCs capture them, they refuse to speak other than to extol the virtues of 
  their God of Mithral. Their fanaticism prevents them from being intimidat-
  ed, and they can only be magically compelled to divulge information about 
  the mountain. They confirm that an abandoned lodge near the summit con-
  ceals 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 PCs finally arrive at their intended destination — Mithral Moun-
  tain. 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. By this point in the adventure, the PCs have almost certainly 
  reached 4th level. If that is not the case, the GM may remedy the situation by 
  pitting the PCs against a second patrol of infused dwarves or staging a random 
  encounter with one of the monsters from the Appendix. Standing in the shadow 
  of the staggering peak, the PCs must delve into the depths of the former strong-
  hold and destroy the false god that holds sway over a corrupted people. 
  Approach to Mithral Mountain
  Throughout their journey in the Stoneheart Mountains, the PCs 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 dissim-
  ilarities are the telltale signs of Bagrus Farmud’s failed pilgrimage. When 
  the PCs come within 300 feet of the mountain’s base, the GM 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 waraxes 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. Creatures gain a 
  +1 bonus on attack rolls made against creatures downhill from them. PCs 
  that attempt to scale the mountain to reach the abandoned lodge encounter 
  a steep slope. These individuals must spend 2 squares of movement to 
  enter each square of steep slope. In addition, the slope affects movement 
  downhill and mounted characters as described in the “Hills Terrain” sec-
  tion in Chapter 13 of the Pathfinder Roleplaying Game Core Rulebook. 
  Furthermore, an area of shifting gravel, i.e. scree, fills a 100-foot-wide 
  ring just beneath the stone structure. The scree occupies a steep slope; 
  therefore, the DC of Acrobatics checks performed in the area increases by 
  5. The DC of Stealth checks increases by 2. (See the “Mountain Terrain” 
  section in Chapter 13 of the Pathfinder Roleplaying Game Core Rulebook 
  for more details regarding the effects of scree upon movement.)  
  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 PCs look for their dis-
  tinguishing 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. For these purposes, the two monsters are treated as 
  if they are taking 5 on their Perception checks (the normal take 10 with 
  a –5 circumstance penalty for their lackadaisical attitude). 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 300 
  feet 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 waraxes 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 
  enough to alert their brethren about the PCs’ arrival, but doing so is a hap-
  py 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 sec-
  ond thought.   
  Treasure: Bagrus’ seven dwarves each carry a dwarven waraxe and a 
  heavy steel shield. Three waraxes are of masterwork quality, four are ordi-
  nary, though three of them have the broken condition. The same numbers 
  also apply to the heavy steel shields. Five of these dwarves wore chain-
  mail and two wore splint mail. These items all have the broken condition. 
  In addition to the preceding combat equipment, each dwarf also carries a 
  pouch containing 2d6 gems worth 10 gp each. One dwarf also has a po-
  tion of spider climb, and another dwarf carries incense of transcendence 
  (Pathfinder Roleplaying Game Ultimate Equipment). Donnator and Errol 
  wear studded leather armor with the broken condition. The eight dwarves 
  beholden to Dwer-Bokham wear ordinary chain shirts that all have the 
  broken condition, eight heavy steel shields including two of the master-
  work variety and another four with the broken condition, eight dwarven 
  waraxes 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 10 gp apiece.
  
  18
  Quests of Doom 4
  Gaining Entry
  There are two ways to enter Mithral Mountain. The more obvious is 
  the entrance that Bagrus Farmud created using his soften earth and stone 
  spell. The dwarf charlatan centered the spell on a sealed stone door on 
  the mountain’s southern face, however, the novice spellcaster failed to 
  realize that the magic would not work against worked stone. After fu-
  tilely attempting to bash the sealed stone door into pieces, he and his ret-
  inue 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 ob-
  stacles on its way toward the summit. The lodge is roughly 2,500 feet 
  above the base of the mountain, but the circuitous path through the moun-
  tains increases the actual distance by an additional mile. In addition, PCs 
  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 PCs successfully bypass this treacherous terrain, the GM 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 lime-
  stone staircase ascends from the mountainside to the stone 
  door emblazoned with the depiction of a hammer and an an-
  vil. 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 Mi-
  thral 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, a fact a PC can verify with a suc-
  cessful DC 10 Knowledge (religion) check. 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.
  Secret Stone door: 4 in. thick; hardness 8; hp 60; Break DC 28.
   
  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 waraxe. The figure has a bushy 
  mustache and wiry hair. Another statue near the far wall de-
  picts 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 1,000 
  pounds. A successful DC 15 Knowledge (history) or Knowledge (nobility) 
  check confirms that 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 his-
  torical 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 se-
  cret door concealed on the east wall. A PC that searches the drums for 
  clues finds an inscription along the rim of one drum with a successful 
  DC 20 Perception check. The etching says in Dwarven, “In Praise of Mi-
  thral,” which refers to an ancient dwarven song. It takes a successful DC 
  20 Knowledge (history) or bardic knowledge check to recall the obscure 
  melody. Naturally, dwarves receive a +5 circumstances bonus to recollect 
  the tune, whereas non-dwarves suffer a –5 circumstance penalty on the 
  same check. If the PC remembers the song, he must then play the first two 
  stanzas on the drum, a feat that requires a successful DC 15 Perform (per-
  cussion instruments) check. The outline of the secret door then becomes 
  visible on the east wall for 1 minute before fading again. This magical 
  effect imbues the drums with a faint aura of illusion magic. PCs 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.
  Secret Stone Door: 4 in. thick; hardness 8; hp 60; Break DC 20; 
  Perception DC 38 
  Treasure: The pewter tankards are worth 1 gp apiece. Despite their 
  poor condition, each tapestry is worth 100 gp. The silver drums are easily 
  transportable and are worth 350 gp. They function as masterwork musical 
  instruments. 
  L2. Passageway (CR 4)
  A featureless, roughhewn tunnel winds its way through the 
  surrounding stone. 
  The stone passageway links the lodge with the main complex roughly 
  2,500 feet 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 un-
  guarded. 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 
  glyph of warding several feet inside of the tunnel activates whenever any 
  non-dwarf passes through the threshold (infused dwarves do not activate 
  this glyph). 
  GLYPH OF WARDING TRAP  
        CR 4
  Type magic; Perception DC 28; Disable Device DC 28
   
  Trigger touch; Reset none
  
  19
  God of Ore
  Effect spell effect (glyph of warding, 3d8 electricity damage, 
  DC 16 Reflex save for half damage); multiple targets (all tar-
  gets in a 5–ft–radius)
  The secret door connecting this passageway to the lodge is easily no-
  ticeable from this side. The PCs must still force the door open, but they do 
  not need to succeed on a Perception check to notice it. 
  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.
  INFUSED DWARVES (2) 
  CR 2
  XP 600
  hp 31 (Area M1)
  Mithral Mountain Features
  Thane Ilgar Ogradmek’s former stronghold is a marvel of dwarven en-
  gineering and craftsmanship. All surfaces are constructed from worked 
  stone, and the ceiling height is 8 feet with the exception of the mining tun-
  nels in area M7 and the entire Sanctum Level. These areas feature rough-
  hewn stone corridors and surfaces with an average ceiling height of 1d4+4 
  feet. Doors are made from stone and are surprisingly well-maintained, 
  allowing PCs 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 (CR 4)
  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. A PC that succeeds on a DC 
  10 Perception check notices that the stronghold’s original stone doors are 
  intact. The stonecunning special ability grants a +2 bonus to this check 
  and also entitles a dwarf passing within 10 feet of the doors to a check. 
  Dwer-Bokham’s minions sanded down the carvings and runes that ap-
  peared 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. It takes a successful DC 15 Knowledge (history) 
  or Knowledge (nobility) check to correctly identify all four individuals as 
  the Lords of Mithral Mountain.   
  Unlike the conventional fire pit that burns wood, the mountain’s res-
  idents use coal and tar for fuel. There is an ample supply of these flam-
  mable 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 DWARVES (2) 
  CR 2
  XP 600
  Male infused mountain dwarf warrior 3 (see Chapter 6)
  CE Medium humanoid (augmented humanoid; dwarf)
  Init +5; Senses darkvision 60 ft., tremorsense 30 ft.;  
  Perception +0
   
  AC 20, touch 11, flat-footed 19 (+4 armor, +1 Dex, +2 natural, 
  +3 shield)
  hp 31 (3d10+12) 
  Fort +8; Ref +2; Will +0; +2 vs. poisons, spell and spell-like abil-
  ities
  Defensive Abilities defensive training (+4 dodge bonus to 
  AC vs. giants)
  Weaknesses light blindness
   
  Speed 20 ft. 
  Melee mwk dwarven waraxe +7 (1d10+3/x3)
  Ranged heavy crossbow +4 (1d10/19–20)
  Special Attacks +1 on attack rolls against goblinoids and 
  orcs
   
  Str 17, Dex 13, Con 20, Int 10, Wis 8, Cha 6
  Base Atk +3; CMB +6; CMD 17
  Feats Improved Initiative, Shield Focus
  Skills Climb +2, Knowledge (dungeoneering) +3, Perception 
  +0 (+2 to notice unusual stonework), Survival +1
  Languages Common, Dwarven
  SQ obsessed, statue
  Gear chain shirt, heavy steel shield, masterwork dwarven 
  waraxe, heavy crossbow, 20 bolts
   
  Obsessed (Su) An infused creature becomes obsessed with 
  the cobaltog that created it. The infused creature perceives 
  its creator as a god. It obeys its master’s orders without 
  question, even in the case of suicidal and obviously harmful 
  commands. If no common language exists between the 
  infused creature and the cobaltog, the infused creature 
  can only follow basic commands such as “Come here,” “Go 
  there,” “Fight,” and “Stand Still.” The infused creature only 
  venerates the cobaltog that created it. Likewise, it only co-
  operates with other infused creatures venerating the same 
  cobaltog. If its master is slain, the infused creature indiscrim-
  inately attacks all humanoids and other cobaltogs that it 
  encounters. Once infused, it cannot be infused again by 
  another cobaltog.       
  Statue (Ex) An infused creature can hold itself so still that it 
  appears to be a statue cast out of silvery metal. An infused 
  creature that uses statue can take 10 on its Stealth check to 
  hide in plain sight as a metallic statue. It can maintain this 
  position for as long as it wishes.
  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 (CR 3)
  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. 
  
  20
  Quests of Doom 4
  Unable to grow traditional crops or raise livestock in their dark subter-
  ranean abode, the dwarves instead grow mushrooms, which are the staples 
  of their diet. 
  M4. Guard Room (CR 4)
  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 cur-
  rent occupants use it as a guardroom manned by 2 infused dwarves. Like 
  their brethren, they charge headlong into the fray, wildly swinging their 
  dwarven waraxes. 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 DWARVES (2) 
  CR 2
  XP 600
  hp 31 (Area M1)
  Treasure: In addition to their listed gear, each guard has a pouch that 
  contains 1d4 bloodstones worth 100 gp apiece. One of the guards also has 
  a bone scroll case containing an arcane scroll (flame arrow, ice storm, 
  CL 8th).
  M5. Living Quarters (CR 0 or 4)
  Small buildings crafted from stone and large piles of rub-
  ble 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 accessi-
  ble through a stone door at the top of a staircase or at the 
  bottom of one. Passages akin to streets and alleyways criss-
  cross 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; Dw-
  er-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 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 hate-
  ful reminder of their heretical past. PCs 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 DWARVES (2) 
  CR 2
  XP 600
  hp 31 (Area M1)
  Treasure: There is a 50% chance that a particular location has no trea-
  sure. A PC who succeeds on a DC 10 Perception check while searching a 
  building with treasure recovers 6d6 gp worth of valuables in each location. 
  For every 5 by which the check succeeds, the amount is doubled; therefore, 
  a check that succeeds by 10 recovers quadruple the amount of treasure.
  M6. Ruined Temple of Dwerfater
  Pieces of four overturned stone statues that depicted dwarf 
  warriors are scattered about the floor near four recessed al-
  coves in a resplendent temple. Many of the chunks of stone 
  strewn about the room are nearly pulverized. The larger piec-
  es 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 mosa-
  ic 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 min-
  ions 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, a fact that a PC unfamiliar with the symbol can de-
  termine with a successful DC 10 Knowledge (religion) check. In spite 
  of their efforts to defile the sacred site, a hallow spell cast more than 7 
  centuries ago still radiates from the altar and the 40-foot radius around it. 
  The staircase beyond the altar leads to the thane’s halls of power and his 
  personal quarters. 
  M7. Mine Tunnels (CR 0 or 4)
  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 ma-
  terials 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. A PC who succeeds on a DC 15 Survival check or Perception check 
  notices that no dwarven tracks lead into either area.
  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 min-
  utes spent in the area. The devoted miners are somewhat distracted by the 
  dreams of riches or the task at hand; therefore, these individuals suffer a 
  –2 circumstance penalty on Perception checks. They also make no effort 
  to conceal their presence. 
  INFUSED DWARVES (2) 
  CR 2
  XP 600
  hp 31 (Area M1)
  
  21
  God of Ore
  M7A. Fulgurate Mushrooms (CR 4)
  The ground is soft and spongy. A patch of sky blue mush-
  rooms with cloudy, white stems rises out of the soil just be-
  yond an intersection.
  The fulgurate mushrooms are harmless until touched. They occupy a 
  10-ft.-square area an additional 10 feet 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. A PC who succeeds on a 
  DC 19 Knowledge (nature) or (dungeoneering) check identifies the fungi 
  and recognizes the danger they pose.
  FULGURATE MUSHROOMS  
   
  (Infestation, Plant [Fungus]) — Hazard  
  CR 4
  XP 1,200
  The Tome of Horrors Complete 757
  10-foot-square patch; when it senses an attack, the fungus 
  sends out a burst of lightning in a 10-foot radius, dealing 3d6 
  points of damage (DC 16 Reflex save for half). The lightning 
  discharge immediately destroys the patch. Attacks that 
  deal cold damage cause the fungus to release its lightning 
  blast at double-strength (20-foot radius, for 6d6 points of 
  electricity damage).
  M7B. Weird Area (CR 4)
  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 be-
  cause 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. Spotting 
  the concealed predator beneath the pile of garbage requires a successful 
  DC 20 Perception check. Surprise is its ally, so the monster waits for an 
  ideal moment to strike. Likewise, it takes a successful DC 15 Perception 
  check to notice a shield, a suit of armor, and an exceptionally well-made 
  mace among the clutter. The fungus weird hopes that these valuable ob-
  jects grab the PCs’ interest and lower their guard. The malevolent plant’s 
  “pool” occupies the entire roughly round chamber. The objects are scat-
  tered throughout the chamber, thus requiring the PCs to enter the “pool” to 
  reach them. The moment this occurs, the fungus weird attacks. 
  FUNGUS WEIRD 
  CR 4
  XP 1,200
  The Tome of Horrors Complete 635
  N Large plant (fungus)
  Init +7; Senses low-light vision; Perception +12
   
  AC 16, touch 12, flat-footed 13 (+3 Dex, +4 natural, –1 size)
  hp 39 (6d8+12)
  Fort +7; Ref +5; Will +3
  DR 5/bludgeoning; Immune plant traits
   
  Speed 30 ft. 
  Melee bite +7 (1d8+4 plus grab)
  Space 10 ft.; Reach 5 ft. 
  Special Attacks sleep spores
   
  Str 17, Dex 17, Con 14, Int 10, Wis 12, Cha 13
  Base Atk +4; CMB +8 (+12 grapple); CMD 21 (cannot be tripped)
  Feats Alertness, Improved Initiative, Weapon Focus (bite)
  Skills Perception +12, Sense Motive +3, Stealth +8
  Languages Common, Terran, Weirdling
  SQ camouflage, fungus pool, reform
   
  Camouflage (Ex) A fungus weird is effectively invisible in its 
  pool until it attacks. It takes a successful DC 20 Perception 
  check to notice a fungus weird in its pool before it attacks.
  Fungus Pool: A fungus weird’s “pool” is not a pool at all, but 
  an entanglement of leaves, branches, mosses, funguses and 
  plants. A typical pool covers a 20-ft.-radius, and a fungus 
  weird (being bound to its pool) can never leave this area. 
  A creature that enters a fungus weird’s pool (on its own or 
  with the aid of the fungus weird) is automatically entangled 
  (as the entangle spell) until it escapes. An entangled crea-
  ture can break free and move half its normal speed by using 
  a full round action to make a DC 15 Escape Artist check 
  or a DC 19 Strength check. The check DCs are Constitu-
  tion-based and includes a +4 racial bonus. 
  Sleep Spores (Ex) Once every 1d4 rounds, as a standard 
  action, a fungus weird can release a puff of greenish-yellow 
  spores in a 10-foot cone. These spores induce sleep (as the 
  sleep spell) if the opponent fails a DC 15 Will save. Unlike the 
  sleep spell, there is no HD limit or maximum HD affected. The 
  save DC is Constitution-based.
  Reform (Ex) When reduced to 0 hit points or less, a fungus 
  weird collapses back into its pool. Four rounds later, it re-
  forms at full strength minus any damage taken from fire-
  based spells and effects.
  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 master-
  work heavy steel shield, a masterwork suit of half-plate armor with the 
  broken condition, and a +1 light mace. 
  Catacombs Level
  The walls, floors and ceilings on this level are crafted from the fin-
  est 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 pol-
  ished 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 4-foot-high 
  dais. Though the height in not particularly intimidating by human stan-
  dards, 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.
  
  22
  Quests of Doom 4
  A tiny raised button on the left side of the throne opens the secret door 
  that leads to the thane’s personal quarters. The DC 25 Perception check 
  needed to spot the button and the secret door itself are identical. PCs who 
  failed to detect the mechanism must use magical means or brute force to 
  gain entry into that area.
  Secret Door: 4 in. thick; hardness 8; hp 60; Break DC 20; Per-
  ception DC 25
  Treasure: The two tapestries are in surprisingly good shape consider-
  ing their age and are worth 100 gp each. There are 106 crystals embedded 
  in the walls worth 5 gp apiece. Removing the crystals requires a success-
  ful DC 15 Disable Device or Strength check. 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 (CR 5)
  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.
  Stone door: 4 in. thick; hardness 8; hp 60; Break DC 28. 
  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, or-
  derly 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 sar-
  cophagi 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. 
  Pushing the coffin’s heavy lid aside demands a successful DC 20 
  Strength check. As many as five Medium humanoids can aid another in 
  the effort. The remains inside of the sarcophagi are nothing more than 
  piles of bone and dust. If the PCs rob the dead of their possessions, the 
  offense greatly offends any dwarves that learn of it. The guilty party suf-
  fers a –5 circumstance penalty to all Charisma-based skill checks made to 
  influence dwarves aware of the grave transgression. The penalty remains 
  in effect until the offender benefits from an atonement spell or is granted 
  forgiveness from the dwarven community.
  The PCs’ 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 miscon-
  ceptions. Its appearance and location implies that it is undead but the ec-
  toplasm 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 un-
  leashes its breath weapon at its enemies. It then touches its foes, depriving 
  them of their Strength. After 1d4 rounds of combat, the ectoplasm realizes 
  that the PCs are not edible. The incorporeal being attempts to flee, passing 
  through coffins until it finds a suitable hiding space.              
  ECTOPLASM 
  CR 5
  XP 1,600
  The Tome of Horrors Complete 249
  N Large ooze (incorporeal)
  Init +1; Senses blindsight 60 ft.; Perception –5
   
  AC 11, touch 11, flat-footed 10 (+1 Dex, +1 deflection, –1 
  size)
  hp 47 (5d8+25)
  Fort +6; Ref +2; Will –4
  Defensive Abilities incorporeal; Immune ooze traits
   
  Speed fly 30 ft. (perfect) 
  Melee incorporeal touch +3 (1d8 Strength damage)
  Space 10 ft.; Reach 5 ft. 
  Special Attacks breath weapon, manifestation, Strength 
  damage, undead bane
   
  Str —, Dex 12, Con 21, Int —, Wis 1, Cha 1
  Base Atk +3; CMB +5; CMD 16
  Skills Fly +7
  SQ glow
   
  Breath Weapon (Su) Once every 2 rounds as a standard ac-
  tion, an ectoplasm can release a 20-ft. cone of ectoplasmic 
  goo at its foes. Affected opponents must succeed on a DC 
  17 Fortitude save or be affected as if by a sleep spell (caster 
  level 7th). A successful save renders a creature immune to 
  that ectoplasm’s breath weapon for 24 hours. The save DC is 
  Constitution-based.
  Glow (Su) An ectoplasm continually gives off light with the 
  approximate brightness of a candle. It cannot consciously 
  extinguish this light. When an ectoplasm is killed, this light 
  fades to darkness. 
  Manifestation (Su) An ectoplasm dwells on the Ethereal 
  Plane and as an ethereal creature, it cannot affect or be 
  affected by anything in the material world. When an ec-
  toplasm manifests, it partly enters the Material Plane and 
  becomes visible but incorporeal. A manifested ectoplasm 
  can be harmed only by other incorporeal creatures, magic 
  weapons, or spells with a 50% chance to ignore any dam-
  age from a corporeal source. A manifested ectoplasm can 
  pass through solid objects at will, and its own attacks pass 
  through armor. A manifested ectoplasm always moves si-
  lently.   
  Strength Damage (Su) The touch of an ectoplasm deals 1d8 
  points of Strength damage to a living creature. 
  Undead Bane (Su) Against corporeal undead, an ectoplasm 
  deals 1d8 points of Strength damage and 1d8 points of 
  damage. Ectoplasms ignore the damage reduction of cor-
  poreal undead. 
  Treasure: There is a 10% chance of finding a random masterwork 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 PCs also find jewelry 
  and gems worth 1d6 x 100 gp on the body. 
  C3. Thane’s Quarters (CR 5)
  A corridor decorated with faded frescoes of a great dwar-
  ven 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 head-
  board, 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. Unfor-
  tunately, 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 res-
  ident is as brazen as they come. Bagrus Farmud, the false prophet that 
  
  23
  God of Ore
  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 emaciat-
  ed 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 
  CR 5
  XP 1,600
  Male mountain dwarf rogue 6
  CE Medium humanoid (dwarf)
  Init +2; Senses darkvision 90 ft.; Perception +7
   
  AC 15, touch 13, flat-footed 12 (+2 armor, +2 Dex, +1 dodge)
  hp 36 (6d8+6) 
  Fort +4; Ref +8; Will +3; +2 vs. poisons, spell and spell-like abil-
  ities
  Defensive Abilities defensive training (+4 dodge bonus to AC 
  vs. giants), evasion, trap sense +2, uncanny dodge
  Weaknesses light sensitivity
   
  Speed 20 ft. 
  Melee mwk dagger +7 (1d4 +1/19–20)
  Ranged mwk light crossbow +7 (1d8/19–20)
  Special Attacks +1 on attack rolls against goblinoids, orcs, 
  humans, and elves, +3d6 sneak attack, rogue talents (minor 
  magic, major magic)
  Spell-Like Abilities (CL 6th; spell failure 10%):
  3/day—daze (DC 10)
  2/day—charm person (DC 11)
   
  Str 12, Dex 14, Con 13, Int 11, Wis 10, Cha 16
  Base Atk +4; CMB +5; CMD 18 (20 vs. bull rush or trip while 
  standing on stone)
  Feats Deceitful, Dodge, Skill Focus (Bluff)
  Skills Acrobatics +7 (+9 to balance on stone surfaces), Bluff 
  +17, Diplomacy +12, Disguise +12, Escape Artist +7, Intimi-
  date +8, Knowledge (dungeoneering) +7, Knowledge (lo-
  cal) +7, Perception +7 (+9 stonework traps and doors), Per-
  form (oratory) +10, Profession (gambler) +5, Sense Motive +9, 
  Sleight of Hand +7, Stealth +7, Use Magic Device +12
  Languages Common, Dwarven
  SQ cavern lore, hoard, rogue talents (finesse rogue), stone-
  cunning
  Combat Gear 2 potions of cure moderate wounds, scroll of 
  soften earth and stone, wand of shield (CL 2:, 26 charges); 
  Other Gear leather armor, masterwork dagger, masterwork 
  light crossbow, 20 bolts, cloak of resistance +1
   
  Light Sensitivity (Ex) Mountain dwarves are dazzled for 1 
  round in an area of bright light.
  Development: Bagrus is happy to see the PCs, but his inner spirit pres-
  ents 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 PCs. He claims that 
  he and his disciples used a spell to breach the sealed entrance 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 PCs that his followers failed to withdraw from the combat 
  as originally planned. Their religious fervor drove them onward. They dis-
  obeyed 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 vul-
  nerable 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. PCs that strike a bar-
  gain 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 sword. 
  PCs 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 PCs 
  attempt to apprehend him, attack him or cast spells at him, his first inclina-
  tion is to flee back into the mountains. If unable to escape, he casts charm 
  person against one of the group’s fighters. PCs that successfully capture 
  Bagrus must deal with a disruptive prisoner who constantly tries to escape 
  while creating a gigantic row.
  PCs 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, mak-
  ing 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 (CR varies)
  Roughhewn stone tunnels bore into the mountain, de-
  scending 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 tun-
  nels, whereas the cave scorpions mimic piles of stone and lie in wait for 
  passing prey. It takes a successful DC 22 Perception check to see through 
  the cave scorpion’s ruse and recognize it for what it truly is. The sounds 
  of combat echo throughout the mining complex, so the chances of a ran-
  dom encounter doubles on the next check that follows the battle. In either 
  event, the PCs cannot encounter more than 4 infused dwarves and 8 cave 
  scorpions during their exploration of the lower mine tunnels. 
  INFUSED DWARVES (2) 
  CR 2
  XP 600
  hp 31 (Area M1)
  SCORPION, CAVE 
  CR 1
  XP 400
  hp 16 (Pathfinder Roleplaying Game Bestiary 2 “Scorpion, 
  Cave”)
  
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  Quests of Doom 4
  S1A. Unsound Tunnels
  In addition to the monsters that roam the tunnels, several areas with-
  in the tunnels are structurally unsound. The intelligent inhabitants avoid 
  these locations, so there are no humanoid tracks around these sites.
  A PC who succeeds on a DC 20 Knowledge (engineering) or Craft 
  (stonecutting) check spots the weakened construction. 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. See the “Cave-
  Ins and Collapses” section in Chapter 13 of the Pathfinder Roleplaying 
  Game Core Rulebook for more details.
  S2. Living Area (CR 4)
  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 subsist-
  ing 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. The humanoids are thoroughly engrossed 
  in the task at hand, thus causing them to suffer a –2 circumstance penalty 
  on their Perception checks. In addition, the horrific odor of excrement 
  and urine is so powerful that the PCs gain a +2 circumstance bonus on 
  their Perception checks. PCs that confront the pair face very motivated 
  opponents. 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 PCs eliminated all of the wandering creatures described in area S1, 
  then their cries for aid are in vain.
  INFUSED DWARVES (2) 
  CR 2
  XP 600
  hp 31 (Area M1)
  S3. Active Mine (CR 3)
  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 PCs 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 
  CR 3
  XP 800
  The Tome of Horrors Complete 239
  LE small dragon (fire)
  Init +1; Senses darkvision 60 ft., low-light vision; Perception +7
   
  AC 15, touch 12, flat-footed 14 (+1 Dex, +3 natural, +1 size)
  hp 30 (4d12+4)
  Fort +5; Ref +5; Will +4
  Defensive Abilities pyrophoric blood (DC 13, 1d3 fire); Im-
  mune fire, paralysis, sleep
  Weaknesses vulnerability to cold
   
  Speed 20 ft., fly 60 ft. (average) 
  Melee bite +7 (1d6+1), 2 claws (1d4+1)
  Space 5 ft.; Reach 5 ft. (10 ft. with bite) 
  Special Attacks breath weapon (20 ft. cone, DC 13, 2d8 fire)
   
  Str 13, Dex 13, Con 13, Int 4, Wis 11, Cha 10
  Base Atk +4; CMB +4; CMD 15 (19 vs. trip)
  Feats Fly-By Attack, Weapon Focus (bite)
  Skills Fly +10, Perception +7, Stealth +12
  Languages Draconic
   
  Breath Weapon (Su) A fire drake’s breath weapon is a 20-ft. 
  cone of fire.
  Pyrophoric Blood (Su) A fire drake’s blood is highly flamma-
  ble and ignites in a burst of flame upon contact with the air. 
  A creature that makes a successful attack with a slashing or 
  piercing weapon (including natural weapons) against a fire 
  drake must succeed on a Reflex save or take 1d3 points of 
  fire damage from the splashing blood.
  Treasure: The fire drake’s blood can be harvested and used as a fire-
  bomb or to temporarily give weapons the flaming property. See the “Fire 
  Drake” section in The Tome of Horrors Complete for more details regard-
  ing this usage. Never one to part with its worldly treasures, the fire drake 
  keeps 285 gp, 800 sp, and fourteen garnets worth 100 gp each in a pile 
  located at the back of the alcove. In addition to the coins and stones, there 
  is also dust of emulation and soul soap scattered among the pile. These 
  items appear in the Pathfinder Roleplaying Game Ultimate Equipment.
  S4. Ancient Alcove 
  The roughhewn walls merge with a section of a solid, pol-
  ished 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 waraxe. 
  The strange mosaicpredates the dynastic line of the Ogradmek thanes. 
  A successful DC 20 Craft (painting) or Knowledge (history) check de-
  termines that the artist created the work 2,000 years earlier. A success-
  ful DC 10 Knowledge (engineering) verifies the obvious — that ancient 
  dwarves constructed the wall two millennia earlier. The painting shows 
  the dwarves battling their long-forgotten enemy, the cobaltogs. It takes a 
  successful DC 25 Knowledge (history) check to recall tales of these ob-
  scure, yet legendary battles against this long forgotten race. A dwarf char-
  acter receives a +5 circumstance bonus to recollect these stories, whereas 
  a non-dwarf suffers a –5 circumstance penalty on this check. A PC who 
  succeeds on the check remembers hearing about 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 PCs may cor-
  rectly deduce that the mountain’s alleged veins of mithral were in fact 
  cobaltogs that melded into stone. 
    
  
  25
  God of Ore
  S5. Shrine
  Three limestone statues depicting kneeling dwarves rest at 
  the feet of a white marble statue of a vaguely humanoid be-
  ing 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 ar-
  tistic quality and detail found in the depiction of Dwer-Bokham. Though 
  the faux deity is generally humanoid in shape, the creature is rigidly struc-
  tured 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 684 gp, 2,709 s, and 68 agates worth 10 gp each.
  S6. Dwer-Bokham’s Sanctum (CR 6)
  A stone portal separates this chamber from the other tunnels and cham-
  bers. 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.
  Stone door: 4 in. thick; hardness 8; hp 60; Break DC 18
  Four pieces of gray, metallic ore rest upon marble pedes-
  tals 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 loi-
  ters near the receptacle. The creature’s lower torso consists of 
  a single appendage that more closely resembles a thick tenta-
  cle 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. 
  It takes only a successful DC 10 Knowledge (dungeoneering) check or DC 
  10 Intelligence for a PC with stonecunning to realize that the material is 
  not mithral at all. In fact, it is not stone or metal. Instead, it is extremely 
  dense matter that fossilized eons ago, though determining this level of 
  detail requires a successful DC 20 Knowledge (dungeoneering) check. 
  If the check succeeds by 5 or more, the PC determines that these objects 
  represent the alien creature’s final state.  
  The being known as Dwer-Bokham is a cobaltog, an ancient race of 
  aberrations that all but disappeared from the world following the ascen-
  dancy of the prevalent humanoid races. (See Chapter 6 for more details 
  about the cobaltog.) 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 in-
  fuse. The PCs’ arrival gives him the perfect opportunity to add to his di-
  minishing legions. The cobaltog’s tremorsense ability makes 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 telepathical-
  ly 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 
  CR 5
  XP 1,600
  hp 45 (see Chapter 6)
  CLOVIS STONESPLITTER 
   
  CR 2
  XP 600
  Male infused mountain dwarf adept 3 (see Chapter 6) 
  CE Medium humanoid (augmented humanoid, dwarf)
  Init +0; Senses darkvision 90 ft., tremorsense 30 ft.;  
  Perception +4
   
  AC 11, touch 10, flat-footed 11 (+1 armor)
  hp 16 (3d6+6)
  Fort +2; Ref +1; Will +7; +2 vs. poisons, spell and spell-like  
  abilities
  Defensive Abilities defensive training (+4 dodge bonus to 
  AC vs. giants)
  Weaknesses light blindness
   
  Speed 20 ft. 
  Melee mwk heavy mace +7 (1d8)
  Special Attacks +1 on attack rolls against goblinoids, orcs, 
  humans, and elves
  Spells Prepared (CL 3rd; melee touch +1):
  1st—bless, protection from good, sleep (DC 15)
  0—create water, ghost sound (DC 14), touch of fatigue (DC 14)
   
  Str 10, Dex 10, Con 13, Int 14, Wis 18, Cha 10
  Base Atk +1; CMB +1; CMD 11 (13 vs. bull rush and trip while 
  standing on stone) 
  Feats Blind-Fight, Toughness
  Skills Acrobatics +0 (+2 balance on stone surfaces), Heal 
  +9, Fly +3, Knowledge (dungeoneering) +10, Knowledge 
  (religion) +8, Perception +4, Profession (miner) +5 (+7 mining 
  precious metals and gems), Spellcraft +8, Survival +10
  Languages Common, Dwarven
  SQ cavern lore, hoard, obsessed, statue, stonecunning
  Combat Gear 2 potions of cure light wounds; Other Gear 
  bracers of armor +1, masterwork heavy mace 
   
  Obsessed (Su) An infused creature becomes obsessed with 
  the cobaltog that created it. The infused creature perceives 
  its creator as a god. It obeys its master’s orders without 
  question, even in the case of suicidal and obviously harmful 
  commands. If no common language exists between the 
  infused creature and the cobaltog, the infused creature 
  can only follow basic commands such as “Come here,” “Go 
  there,” “Fight,” and “Stand Still.” The infused creature only 
  venerates the cobaltog that created it. Likewise, it only co-
  operates with other infused creatures venerating the same 
  cobaltog. If its master is slain, the infused creature indiscrim-
  inately attacks all humanoids and other cobaltogs that it 
  encounters. Once infused, it cannot be infused again by 
  another cobaltog.       
  Statue (Ex) An infused creature can hold itself so still that it 
  appears to be a statue cast out of silvery metal. An infused 
  creature that uses statue can take 10 on its Stealth check to 
  hide in plain sight as a metallic statue. It can maintain this 
  position for as long as it wishes.    
  
  26
  Quests of Doom 4
  KHAZHAN 
   
  CR —
  XP —                               
  Male bat familiar (Pathfinder Roleplaying Game Bestiary 
  “Familiar, Bat”)
  N Diminutive magical beast 
  Init +2; Senses blindsense 20 ft., low-light vision; Perception +6
   
  AC 18, touch 16, flat-footed 16 (+2 Dex, +2 natural, +4 size)
  hp 8 (3 HD)
  Fort +0; Ref +4; Will +5
  Defensive Abilities improved evasion
   
  Speed 5 ft., fly 40 ft. (good)
  Melee bite +7 (1d3–5)
  Space 1 ft.; Reach 0 ft.
   
  Str 1, Dex 15, Con 6, Int 7, Wis 14, Cha 5 
  Base Atk +1; CMB –1; CMD 4
  Feats Weapon Finesse  
  Skills Fly +16, Perception +6
  SQ improved evasion, share spells, empathic link, deliver 
  touch spells 
  Tactics: Dwer-Bokham uses his avaricious gaze to fascinate his hu-
  manoid foes. The cobaltog physically attacks any humanoid creatures that 
  shrug off the effects of his avaricious gaze in a deliberate effort to reduce 
  their Wisdom score and lessen their resistance to it. When he fascinates 
  at least half of the PCs, he attempts to infuse his fascinated foes, start-
  ing with the physically weakest character. Clovis lends magical aid to his 
  master, boosting their attacks with a bless spell and bolstering his defens-
  es with a protection from good. He then casts sleep and touch of fatigue 
  against the PCs. 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 PCs his treasure as well as a long-forgot-
  ten secret. He tells the PCs 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. 
  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 2,000 years, a fact 
  that a PC can determine with a successful DC 20 Craft (sculptures) or 
  Knowledge (history) check. The artwork reveals that the legends of Mi-
  thral 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 ar-
  ray of material goods from looting the halls and chambers of the moun-
  tain, including 3,059 gp, 4,320 sp, 8 tourmaline stones worth 100 gp each, 
  12 +1 crossbow bolts, two goblin skull bombs*, an elixir of fire breath, 
  and a heavyload belt*.  
  *These items appear in Pathfinder Roleplaying Game Ultimate 
  Equipment.  
  Concluding the Adventure
  Dwer-Bokham’s destruction eliminates a threat to Miner’s Refuge,how-
  ever, 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 PCs 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 PCs to intimidate a 
  foe into dropping out of contention or attempt to assassinate or otherwise 
  incapacitate a rival. 
  The PCs must also decide what to do with Bagrus Farmud. Naturally, 
  if the PCs 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 conniv-
  ing swindler knows that his fate is all but sealed if he returns to Miners’ 
  Refuge. As a result, throughout the journey back to town, hepleads for his 
  freedom. He offers to pay the PCs double or even triple the amount of the 
  highest award in exchange for setting him free. Of course, the skilled con-
  man 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 PCs rebuff his overtures and hand him over the council to face 
  his accusers, a speedy trial and execution awaits the charlatan. 
  If the PCs ventured to the hobgoblin lair and freed the captives, the 
  townspeople are overjoyed to see the PCs upon their arrival, with the ex-
  ception of Arquemath and Rosie Festmacher. They give the PCs the cold 
  shoulder and encourage them to take part in another adventure — prefer-
  ably somewhere far away from Miners’ Refuge.
  The respite also gives the PCs an ideal opportunity to rest and recuper-
  ate for the next adventure, A Little Knowledge, which takes place on the 
  distant Fiergotha Plateau. The intermission also presents an opportunity 
  for the PCs to participate in the side treks that appear in the Chapter 10: 
  Adventure Prologue.
  
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  God of Ore
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  The Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author Scott Green.
  Quests of Doom 4: God of Ore © 2017, Frog God Games, LLC; Author: Tom Knauss
  
  37
  God of Ore
  Frog God 
  Games
  Quests of Doom 4
  Quests of Doom 4
  ISBN 978-1-62283-470-9
  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/Pathfinder/1st Edition/3rd Party/Frog God Games/Quests of Doom 4 -  God of Ore - Pathfinder.pdf