TEXT:  
   
   
   
  Halls of the 
  DWARF LORD 
   
   
   
   
   
   
   
   
   
   
   
  
   
  2 
   
  Halls of the Dwarf Lord 
   
  Rumours & Hooks 
  A young but cowardly archaeologist believes he 
  has deduced the location of the lost Fortress of 
  Dûmora; a dwarven hall of the Second Age. He 
  wants someone to comb part of the Viridian 
  Woods looking for it, and report back to him.  
   
  A number of frontier woodsmen and sentries 
  have reported animated skeletons walking the 
  outer perimeter of the Viridian Woods. The area 
  is clearly cursed, but the nobles still want 
  someone to investigate. A band of reckless, 
  expendable, gold hungry adventurers are just the 
  ticket.  
   
  Halls of Dûmora 
  In the Second Age, long before the last of the 
  dwarves were made slaves to trading houses of 
  Dol-Karok, the Fortress of Dûmora stood on the 
  border of Griffon Rock and the Viridian Forest, a 
  testament to Stonelord Tolbren’s wealth and 
  power. 
   
  Lost to antiquity, the halls sat silent for centuries 
  until the great doors were recently breached by 
  the Kraagoi cyclops tribe. The cyclops’ have lived 
  in the halls for generations, damaging or defiling 
  most of the dwarven artefacts, but some valuables 
  still persist in a secret vault. 
   
  During the past year, the barrow wight Gorvex 
  has taken control of the halls, cowing the tribe 
  with sorcery and his undead minions. The 
  necromancer is slowly building an undead army, 
  killing and animating any beastmen, barbarians or 
  other humanoids he encounters. At 110 years of 
  age, the wight is quite mad, and filled with 
  delusions of grandeur. 
   
  The party might become involved in this 
  adventure by (i) reading about Dûmora’s Axe in a 
  lost dwarven scroll, (ii) being asked to investigate 
  sightings of skeletons in the Viridian Woods, (iii) 
  being hired by a young archaeologist to survey 
  part of the Viridian Woods and report back to 
  him, or (iv) wandering into the area while 
  travelling the woods at large.   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Viridian Woods 
  This expansive woodland surrounds the small 
  mountain known as Griffon Rock. The forest is 
  primarily pine and fir trees, with an undergrowth 
  of moss and thick bracken. Bears, wolves and a 
  wide variety of game are common, as are 
  beastmen and barbarians.  
   
  Travelling to Dûmora is a trek of approximately 
  three days, assuming the party takes the shortest 
  route to the mountain. There is a 30% chance of 
  a random encounter every 8 hours. If an 
  encounter occurs, roll 1d8, adding 2 if the 
  encounter is during the last day of travel. 
   
  
   
  3 
   
  1. A border patrol of 3d4 Centaurs (LFG 
  p.102) can be heard thundering towards 
  the party before they appear. The 
  adventurers are approaching centaur 
  territory, and they are not welcome. 
   
  2. A Bloodroot Treant (LFG p.127) is 
  masquerading as a large pine tree. The 
  bones of two boars are entangled in its 
  roots.  
   
  3. 4d6 Beastmen (LFG p.100) are tending 
  to a sacred grove, lined with the skulls of 
  exulted warriors. To observe this secret 
  ceremony means death to outsiders.  
   
  4. 1d4 Dire Bats (LFG p.100) are hanging 
  in the treetops or flying overhead. Upon 
  detecting the party, they swoop in for an 
  opportunistic meal. 
   
  5. An ancient Harpy (LFG p.113, but with 
  9 HD and Off Turn Attacks) named 
  Ebecinzyr lives here high in a grand pine 
  tree. She has sung her beguiling song for 
  over a century and devoured more 
  beastmen and barbarians than most 
  creatures in the forest. She will be 
  intrigued by a party in heavy armour and 
  foreign garb, and might be inclined to 
  talk to them, rather than eat them. The 
  old harpy knows many secrets of the 
  woods. 
   
  6. 5d4 Giant Rats (LFG p.121) spring from 
  cover, intent biting chunks out the 
  players 
  before 
  fleeing 
  into 
  the 
  undergrowth! 
   
  7. 2d6 Griffons (LFG p.113) are wheeling 
  overhead, screeching to each other while 
  they search for meals between the trees. 
  A party of adventurers is exactly what 
  they need, if they can find them.  
   
  8. A Minotaur (LFG p.118) has detected 
  the party’s scent and is waiting to ambush 
  them. He carries a boulder to throw 
  before charging into melee.  
   
  9. 1d6 Cyclops (LFG p.103) from Area 7 
  are returning from a recent raid, carrying 
  sheep and children in heavy nets (for 
  eating).  
   
  10. 2d10 of Gorvex’s Skeletons (LFG p.124) 
  are walking this area, looking for humans 
  to kill and return to their master for 
  animating.  
   
  Crossing the River 
  The narrow but deep and fast flowing Silverwash 
  River runs by the keep. Stoney steps lead up 
  between two colossal granite statues, depicting 
  ancient dwarf lords of the Second Age. The left 
  statute is heavily damaged and missing its upper 
  third. Faded dwarven runes can be still be read 
  about the base of the statues, commemorating 
  their construction 1,200 years ago. 
   
  The bridge is in good repair, 20 ft wide, 120 ft 
  long and 60 ft high. It has a 3 ft lip on either side 
  to prevent falling off. The river is about 60 ft wide 
  beneath the bridge, and 40 ft wide at its narrowest 
  point further south.  
   
  In addition to the bridge, further upriver is a 
  collection of fallen mountain rocks that have 
  formed a makeshift ford. Crossing here requires 
  a Dex (Acrobatics) check to navigate the slippery 
  rocks, and a Str (Athletics) check to swim some 
  of the submerged sections.  
   
  Swimming the river to cross at the narrowest 
  point requires a Str (Athletics) check at 
  disadvantage due to the powerful currents. A 
  character that fails a swimming check is dragged 
  down river into rapids, banged into rocks, and 
  almost drowned, causing 2d4 damage and 1d3 
  Con loss.  
   
  
   
  4 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  However the party cross the river, a hazard is 
  waiting for them. If they use the bridge, 2d4 
  Griffons sweep down from high atop the 
  mountain to attack. If they cross via the ford or 
  swimming, a gigantic 18 ft River Serpent tries to 
  make a meal of one of them before retreating.  
   
  Griffon, AC 14, HD 4, 2 Claws 1d4+1 and Bite 
  2d4, 19: special, S19 D15 C16 I2 P14 W13 Ch8, 
  L7, Mv 120 ft flying. On a natural 19-20 a 
  humanoid target is grabbed and may be flown 
  away with (victims may use their action to make a 
  Str or Dex Contest to break free). 
   
  Gigantic River Serpent, AC 13, HD 10, Bite 
  2d6+1 + poison, 19: special, S20 D14 C16 I3 P10 
  W13 Ch5, L10, Mv 30 ft or 40 ft swimming. On 
  a natural 19-20, a target is constricted and 
  rendered helpless. A trapped victim may spend 
  their action to make an opposed Str check to 
  break free.   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Dûmora Random Encounters  
  Whilst exploring the fortress, there is a 30% 
  chance of a random encounter every 20 mins. If 
  an encounter occurs, roll 1d8:  
   
  1. 1d4+1 Cyclops (see Area 7) are making 
  their way down the hall, drinking from 
  frothy mugs. They are outrageously 
  drunk, swaying and singing. They might 
  mistake 
  the 
  party 
  for 
  skeletons, 
  depending on how they act.  
   
  2. A unit of 3d4 Skeletons (see Area 1) 
  have been stationed here by Gorvex for 
  some reason (1d4: (i) to alert him to 
  intruders, (ii) to bar further passage, (iii) 
  to attack any non-cyclops, or (iv) to seize 
  and hold any non-cyclops intruders until 
  he comes to check on them, which 
  frankly, could be days). 
   
  
   
  5 
   
  3. A freezing chill settles over the area as 
  the spirit of a long dead dwarven 
  housemaid suddenly emerges from one 
  of the walls. It floats across the corridor, 
  glancing briefly at the party (half her face 
  has been torn off, her blouse bloody), 
  then disappears into the opposite wall. If 
  a PC attempts to interact with the spirit, it 
  either (a) (50%) shrieks, causing those 
  within 20 ft to make a Luck (Will) save 
  or suffer a moderate madness, or (b) 
  smiles sadly before softly touching the 
  PC on the arm (gain 1 Luck). The GM 
  might 
  change 
  these 
  percentages 
  depending on the approach the party 
  takes (if any).  
   
  4. Kronlump (from Area 7) appears from 
  around the corner, cursing her kin; they 
  doused her with urine and set her hair on 
  fire. She is in a furious mood. If the party 
  speak with her (she speaks broken 
  common), she will gladly aid them in 
  killing her despised clanmates. After 
  everything is done, however, she will 
  probably still want to eat the fattest PC.  
   
  5. 1d4 Giant Centipedes (LFG p.102) have 
  snuck into the fortress, crawling along the 
  ceiling to avoid skeletons and cyclops. 
  They have been hiding in a darkened 
  crevice, but are growing hungry. 
   
  6. 3d6 Skeletons (see Area 1) are dragging 
  dead barbarian and beastman bodies 
  along the corridor, making their way to 
  Area 12.  
   
  7. Bronhoc (Area 10) is swaggering down 
  the passage with a female cyclops on 
  each arm, whispering soft murmurings in 
  their ears. The females don’t look 
  impressed, but he drags them along with 
  him regardless. He will be incensed at 
  the sight of humans in the complex, 
  immediately 
  calling 
  for 
  aid 
  and 
  brandishing a large knife from his belt. 
   
  8. Gorvex is heading to Area 4 to check on 
  his bubbling brews, or Area 5 to check 
  (or feed, if they are getting too loud and 
  annoying) his zombies. He is escorted by 
  his Dwarven Skeletons (see Area 13).  
   
  Area 1 – Entry  
  The face of the fortress is carved from the 
  mountainside, expertly cut and fashioned by the 
  dwarven masons of old. The 10 ft stone doors 
  that once barred entry to Dûmora lie on the 
  ground, speckled with lichen. Scraping away the 
  moss reveals the anvil and moon sigil of the dead 
  Tolbren clan (Int (General Lore) check at 
  disadvantage to recognise).  
   
  The interior of the fortress is cold and stark, the 
  air relatively still beyond Area 3. Straight lines, 
  geometric patterns and dwarven runes are cut 
  into most walls and floors. The ceilings are 
  generally 7 ft to 10 ft high. Torches and lanterns 
  provide light for the cyclops’ that live inside. 
  Doors are made of granite unless noted 
  otherwise, slowly sliding back and forth into wall 
  recesses.  
   
  2d4 skeletons guard this area at all times, standing 
  inside the small east and west alcoves. They 
  automatically detect any living creature within 60 
  ft (LFG p.124) and move out to investigate any 
  intruders. The skeletons’ orders are to kill any 
  living creatures that attack them, or move within 
  20 ft of the entrance.  
   
  Skeleton, AC 11, HD 1, Spear 1d6+1 & Shield, 
  19: other nearby bones (or a defeated skeleton) 
  animate to aid this skeleton, S13 D13 C10 I- P13  
  (special) W- Ch-, L4, Mv 120 ft flying. Skeletons 
  are Undead with the usual benefits and are 
  impervious to piercing damage from arrows, etc. 
  Skeletons automatically sense any living creature 
  within 60 ft. These skeletons are all armed with 
  shields, enabling them to negate the first hit they  
  
   
  6 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Map 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  7 
   
  suffer (LFG p.40). The skeletons are carrying 1 x 
  Carry Loot (LFG p.136). 
   
  Area 2 – Welcome Hall 
  The northern end of this 20 ft wide, 30 ft long 
  chamber has a 7 ft cobalt statue of a dwarven 
  warrior brandishing a heavy axe. An Int (General 
  Lore) check reveals the weapon is a replica of the 
  Axe of Dûmora (See Area 15).  
   
  Corridors branch off to the east and west. A 10 ft 
  wide corridor runs about 100 ft east, partially 
  clogged with large piles of rubble fallen from the 
  ceiling, ending in a door. About 50 east a door is 
  set into the northern wall.  
   
  To the west, the floor is heavily cracked and 
  pitted (but safe). About 60 ft west is a small alcove 
  containing some kind of bronze floor plaque. 
   
  Hiding in the rubble to the east are 2d4 
  Xornlings (they caused the cave in). If they 
  remain hidden, they follow the party by climbing 
  along the roof, waiting for an opportunity to drop 
  onto 
  their 
  backpacks 
  and 
  steal/eat 
  their 
  gold/gems/metal before slipping quietly away. 
   
  Xornling, AC 15, HD 1d4 hp, Bite 1d2 + 
  special, 19: bites a chunk from the target’s 
  weapon, reducing the damage die by one category 
  until repaired, S6 D17 C9 I4 P13 W12 Ch9, L3, 
  Mv 20 ft inc climbing walls, etc. Xornlings “hear” 
  gems and metals within 120 ft and will eat 1d10 
  coins, gemstones, or a chunk of a metal every few 
  hours. Xornlings are natural chameleons and gain 
  advantage when hiding. Bites cause 1 Str loss 
  (Luck (Con) save resists). An adventurer reduced 
  to zero Str is turned to stone.   
   
  Area 3 – Memorial Plaque 
  An 8 ft bronze memorial plague is set into the 
  floor here, marked with old dwarven runes. If 
  none of the party speak dwarven, an Int (General 
  Lore) check at disadvantage deciphers the gist of 
  it. The plaque commemorates the Battle of 
  Ank’rmon, a subterranean complex infested with 
  aberrations, in which many dwarven soldiers 
  perished and were ultimately repelled. If the 
  plaque can somehow be removed from the floor, 
  it is worth 500 gp. 
   
  Area 4 - Laboratory 
  This 15 ft by 35 ft chamber was previously a 
  barracks, but has been converted into a 
  library/laboratory.  Multiple small tables line the 
  walls, cluttered with scientific glassware (some of 
  which are bubbling away quietly), bowls, books, 
  parchments and star charts. There is a random 
  magical scroll (50%, LFG p.152) or potion (50%, 
  LFG p.150) somewhere amongst the mess. 
   
  Area 5 – Dungeon 
  Entry to this 30 ft asymmetrical chamber is via 
  locked doors to the north and west (Gorvex has 
  the keys). The room is dark and unlit, dominated 
  by a 15 ft diameter barred pit (12 ft deep), 
  originally used as a dungeon. 
   
  Gorvex uses this chamber as a Brain Eating 
  Zombie holding pen. Locked in the pit are 4d6 
  brain eating zombies, horrific, fast moving 
  variants of the walking dead. If an adventurer 
  enters this room, the zombies immediately begin 
  moaning, climbing each other to reach through 
  the grate, thumping their fists and biting the bars. 
   
  The grate can be wound open by using a winch 
  on the ground nearby. Releasing the zombies 
  would be an extraordinarily bad idea for any 
  nearby humans (or cyclops).  
   
  Brain Eating Zombie, AC 11, HD 2+2, Bite 
  1d6 + 2, 19: special, S15 D10 C14 I- P12 W- Ch-
  L5, Mv 30 ft. On a natural 19, the target must 
  make a Luck (Con) save or become infected, 
  transforming into a brain eating zombie in 2d4 
  hours (Cure Malady or similar transform them 
  back). An adventurer reduced to zero hp must be 
  recovered from a zombie in one round or they 
  die. 
   
  Some of the undead still wear jewellery, carry 
  pouches, etc. Looting them returns 1 x Carry 
  
   
  8 
   
  Loot and 1 x Trinkets & Curios (LFG p.136, 
  141).  
   
  Area 6 – Audience Chamber 
  This 45 ft by 30 ft audience chamber was once 
  used as a waiting or receiving area for visitors. 
  The northern section has a two stepped tiers 
  where dwarven guards once stood. The three 
  sectioned door in the northern corridor has been 
  broken by the cyclops and no longer functions.  
   
  The cyclops use this room as another living area. 
  When the PCs enter here, roll on the Random 
  Encounters table to find out what happens.  
   
  Area 7 – Hall of the Ancestors 
  This irregularly shaped hall is 60 ft long, 30 ft 
  wide and 12 ft high. Stonework and faded frescos 
  depict the beautiful geometric patterns of the 
  longbeards, flanked by six 7 ft dwarven statues. 
  The statues are of various stonelords of the 
  Tolbren line. 
   
  In conjunction with Area 10, the hall serves as the 
  main living area for the cyclops, who like the high 
  ceilings. There are 3d6 cyclops socialising or 
  sleeping here at any one time. The room contains 
  sleeping mats, wooden tables, chairs, shelves and 
  so on.  
   
  One of the cyclops, Kronlump, despises Gorvex, 
  along with most of her kin who treat her very 
  poorly. She might be persuaded to turn on her 
  fellows with the right incentive (not the least of 
  which includes killing Bronhoc (Area 10) and/or 
  Gorvex). Searching the hall garners 1 x Carry 
  Loot and 1 x Valuables (LFG p.136, 147).  
   
  Cyclops, AC 12, HD 7+2, Giant Club 2d8+1, 
  19: special, S19 D12 C16 I6 P8 W10 Ch9 L9, 
  Mv 40 ft. Cyclops’ have disadvantage on ranged 
  attacks, Cause Injuries on a natural 19-20 attack 
  roll and have a 10 ft reach. They retain vestiges of 
  augural ability and gain a free attack on a natural 
  19 or 20 attack roll. 
   
  Area 8 – A Statue in the Dark 
  The western and southern stone doors to this 
  intersection are locked (Gorvex has the key, or 
  they may be opened with a Dex (Traps & Locks) 
  check). 
   
  The 25 ft by 20 ft intersection is unlit (as are 
  Areas 5, 11, 14), apart from whatever light filters 
  in from Area 7. Adventurers will need their own 
  light source to proceed much further. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  A white alabaster statue depicting a human 
  female holding a sword stands in the eastern 
  alcove. If inspected carefully (Perc (Detection) 
  check), an adventurer might notice the sigil of 
  Renley Shogu, a human artist from the Second 
  Age famous for puzzles and hiding secrets within 
  her art (Int (General Lore) check). The statue is 
  worth 500 gp. If the statue is broken into pieces, 
  a preserved scroll is found inside. The scroll 
  marks the location of Varn Karagoss (the “Place 
  of Ending”; a frost giant burial ground of 
  antiquity). 
   
  
   
  9 
   
  Area 9 – Antechamber 
  This 25 ft x 20 ft antechamber is used by the 
  cyclops as an eating area and larder, with a 
  number of wooden tables, chairs and shelves 
  spread about. A recently butchered and salted 
  human corpse is packed onto one shelf. There is 
  a 50% chance of 1d4 Cyclops eating or socialising 
  here (if just one, he/she is asleep).  
   
  Area 10 – The Forges 
  This large 25 ft by 70 ft chamber is littered with 
  ancient forges, stained and blackened with fire 
  and molten steel. Large ventilation chutes run up 
  into ceiling vents long since closed to the outside 
  world. Smithing tools of all kinds can be found 
  on iron benches and hanging from wall hooks.  
   
  The cyclops use this chamber as their second 
  main living area, similar to Area 7. There are 3d6 
  cyclops’ (see Area 7 for stats) lounging or working 
  here (wrestling, repairing clothes, etc) at any one 
  time.  
   
  The cyclops leader, Bronhoc (45 hp) will usually 
  be found here. This foul tempered dictator leads 
  the clan by being the strongest and the meanest, 
  breaking the bones of any challengers before 
  feeding them to the brain eating zombies in Area 
  5. He dislikes Gorvex, and does not trust him, 
  but is prepared to work with him until he finds a 
  way to be rid of him. It isn’t all bad, after all; the 
  skeletons often bring them fresh meals. 
   
  Area 11 – Corridor of Relics 
  This 50 ft by 10 ft corridor is unlit and silent. The 
  six alcoves each display a small urn, bowl, idol, 
  necklace or other art object on a stone pedestal. 
  The bronze, silver and gold antiques are worth 
  300 gp each.  
   
  Gorvex has trapped the corridor with a small 
  patch of Yellow Mould on the ceiling of the 
  second eastern alcove (the Cyclops are not 
  permitted here). It is easily spotted by anyone 
  looking in the alcove. 
   
  Yellow Mould, AC 10 (automatic hit in melee), 
  HD 3, Projectile Spore (see below), 19: the spore 
  bursts in 10 ft radius, S6 D- C16 I2 P14 W- Ch- 
  L6, Immobile. Projectile spores burst in a 5 ft 
  radius, requiring a Luck (Con) save or the victim 
  dies a horrible choking death in 1d6 rounds. An 
  apothecary with the right herbs can delay the 
  spore poison for 3d6 hours. Yellow mould 
  suffers double damage from fire.  
   
  Area 12 – Stonelord’s Tomb 
  This 30 ft by 20 ft tomb has three large marble 
  sarcophagi within, expertly cut and inscribed with 
  many of the Tolbren clan’s victories, defeats and 
  other important milestones. Laid to rest in the 
  three sarcophagi were Stonelord Tolbren, his 
  wife, and second wife. All three have been 
  exhumed and animated by Gorvex. Any personal 
  treasures once buried with the dwarves have been 
  relocated to Area 14.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  10 
   
  Area 13 – Throne Room 
  This very oddly shaped, approximately 50 ft by 
  50 ft chamber was the throne room of Stonelord 
  Tolbren, where the family held court and 
  received other clan nobles. A simple, but 
  perfectly cut throne, formed from the mountain 
  itself, is situated at the northern end. The walls of 
  this chamber are covered in the geometric 
  patterns favoured by the Tolbrens. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Since taking over the fortress, Gorvex uses the 
  throne room as his residence and main work 
  place (as a wight, he does not sleep). Some 
  changes have been made to the room, adding 
  vicious looking metal spikes to the walls and twin 
  column. Anyone impaled into on the spikes 
  suffers 2d6 damage and must make a Luck (Con) 
  check or roll on the Injuries & Setbacks table 
  (LFG p.54). Note that Gorvex is immune to these 
  non-magical/cold iron blades.  
   
   
  Additionally, two pits have been placed between 
  the columns (Luck (Dex) save to avoid, or 
  plummet 20 ft. The “lid” of the pit then springs 
  back up and locks into place (Dex (Traps & 
  Locks) check to open, or break open with a Str 
  check at a -1 penalty at disadvantage). 
   
  The barrow wight is never without his bodyguard 
  of 1d4+1 Dwarven Skeletons (as Skeleton, but 
  AC 16 (heavy armour and shield), 4 HD, Battle 
  Axe 1d8+1, and immune to magic).  
   
  After approximately 130 years of undeath and 
  sorcery, Gorvex is quite insane. He is driven by a 
  deep, inexplicable need to conquer and kill, 
  animating the dead to grow his “army” of eternal 
  drones. He has delusions of ridding the entire 
  region of all living things, crafting a glorious 
  Empire of the Unliving. There is no prospect of 
  Gorvex negotiating with the party in any genuine 
  manner, but he might parley with them as he 
  manoeuvres into a better position to attack. 
  Sorcery has left Gorvex hunchback and riddled 
  with black spines. The cyclops sometimes refer to 
  him as Churgoza or “Spineboss”. 
   
  Gorvex, Barrow Wight, Boss Monster AC 14 
  HD 5 (68 hp), Claw 1d6 + level drain, 19: the 
  wight’s touch imparts dark sorcery, the target rolls 
  on the Dark & Dangerous Magic table, S17 D14 
  C14 I14 P16 W15 Ch8, L8, Mv 30 ft. Gorvex is 
  Undead, and a Boss monster, with the usual 
  benefits (LFG p.95). He is immune to non-
  magical weapons except those of cold iron. A 
  Claw attack causes 1 level loss until the next 
  adventure. A target drained to zero levels rises as 
  an obedient skeleton or zombie in 1d4 hours. 
  Gorvex may cast up to 4 spells per day chosen 
  from the following: Shield, Stinking Cloud, 
  Thunderwave, Lightning Bolt, Fly, Animate 
  Dead. 
   
  Gorvex carries no significant valuables, but he 
  does have the keys to several Areas. His treasure 
  is stored in Area 14. 
  
   
  11 
   
  Area 14 – Defiled Chapel  
  This 30 ft by 45 ft chapel has been destroyed by 
  the cyclops’, the altar broken and holy frescos 
  smeared and defaced. Only the two large holy 
  water basins attached to the two pillars remain 
  unbroken, filled with treasures and trinkets of the 
  current residents (Gorvex uses the chamber as his 
  treasure room). There are sacks of coins, 
  gemstones, art pieces, etc scattered randomly 
  about the place (1 x 7 HD Lair Treasure, LFG 
  p.).  
   
  3d4 Ogre Skeletons stand alongside the walls of 
  the chapel, with orders to slay any living creature 
  (other than cyclops) that enters the area, or 
  attacks them.  
   
  Ogre Skeleton, AC 12, HD 4, Spiked Club 2d8, 
  19: other nearby bones (or a defeated skeleton) 
  animate to aid this skeleton, S13 D13 C10 I- P13 
  (special) W- Ch-, L4, Mv 120 ft flying. Ogre 
  Skeletons have 10 ft reach, are Undead with the 
  usual benefits, and are impervious to piercing 
  damage from arrows, etc. Skeletons automatically 
  sense any living creature within 60 ft.  
    
  Area 15 – Secret Vault 
  This hidden vault is accessed via a secret door on 
  the western wall of Area 13 (a single tile of 
  concentric circles, part of the geometric pattern 
  on the wall, is slightly “out of sync” with the 
  others (Int or Perc check to notice if the wall is 
  studied). Pressing the tile opens the secret door 
  with a loud grinding noise. 
   
   
   
   
   
   
   
   
   
   
   
  The vault consists of a large stone chest. The 
  chest is locked and requires a Dex (Traps & 
  Locks) 
  check 
  at 
  disadvantage 
  to 
  open. 
  Additionally, the chest is warded with the 
  equivalent of a Rock Storm spell (triggered if the 
  chest is opened). The magic has faded over time 
  however and is weak, granting advantage on the 
  Luck save.  
   
  Inside the chest is 1 x 5 HD Lair Treasure (LFG 
  p.140), plus the Axe of Dûmora. The battle axe is 
  magical, with a steel blade that never dulls and is 
  inscribed with the dwarven runes for its legendary 
  namesake (a dwarven warrior who never tired, 
  and once cleaved a wyvern skull in twain). The 
  first attunement grants the bearer advantage on all 
  checks to resist fatigue, and may invoke a 
  Thunderwave effect once every 1d4 days. Any 
  further attunements are at the GM’s discretion.  
   
  Aftermath  
  If Gorvex is not destroyed, it is likely that 
  Bronhoc and his cyclops’ will eventually be made 
  into undead thralls. The barrow wight will 
  continue to add to his skeleton/zombie ranks, 
  wiping out local barbarian and beastmen tribes 
  before setting his sights beyond the woods. If 
  Gorvex and the cyclops are slain, barbarians or 
  beastmen are likely to claim Dûnmora for their 
  own (or perhaps the party, depending on how far 
  they want to be from civilization).  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  12 
   
  CREDITS 
  Author:  
   
  Stephen J. Grodzicki. Copyright © 2017. 
   
  Artwork: 
  Some artwork copyright 2017 Maciej Zagorski, The Forge Studios LLC, used with permission.  
   
  Some artwork copyright 2017 Pawel Dobosz, The Forge Studios RED – Patreon project, used with permission.  
   
  Some artwork copyright 2016 Claudio Casini, used with permission.  
   
  Some artwork copyright 2006 Bradley K. McDevitt, used with permission. 
   
  Some artwork copyright 2010 Tamas Baranya, used with permission. 
   
  Some artwork copyright 2014 Ramon Lucha, used with permission.  
   
    
  Website: 
  $1 Adventure Frameworks Patreon: https://www.patreon.com/user?u=645444 
  Low Fantasy Gaming (Free PDF):  https://lowfantasygaming.com/ 
  LFG 
  $7 
  USD 
  Softcover 
  or 
  $22 
  USD 
  Hardcover: 
  http://www.lulu.com/shop/stephen-j-grodzicki/low-fantasy-
  gaming/paperback/product-22916505.html 
  LFG Googleplus Community: https://plus.google.com/communities/110093145029113443506 
   
   
   
   
   
   
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SOURCE: textdata/thevault/Low Fantasy Gaming/Low Fantasy Gaming Adventures & Settings/Adventure Frameworks (LowFG)/Adventure Frameworks #18 Halls of the Dwarf Lord [parchment] (LowFG).pdf