TEXT: 4th Edition
  Adventure
  Levels 8-12
  Halls
  alls
  of the 
  of the 
  Mountain-
  ountain-King
  ing
  Edited by 
  Scott Gable
  
  an adventure for character levels 8-12
  by Wolfgang Baur, Tim & Eileen Connors, Michael Furlanetto, 
  Brandon Hodge, Ben McFarland, Dan Voyce, and OPEN DESIGN patrons
  Halls of the
   Mountain-King
  
  ii
  CREDITS
  CREDITS
  Design 
  Wolfgang Baur, Tim & Eileen Connors, Michael Furlanetto, Brandon Hodge, Ben McFarland, Dan Voyce:  
  Original chapter design
  Redesign 
  Ben McFarland, Brett McLean, Dan Voyce: Redesign Leads
  Andre Araujo, Richard Green, Scott Hall, Lutz Hofmann, Brett McLean, Tim Nickel, John Steven Schutt, 
  and Dan Voyce: Additional Design
  Wolfgang Baur: Proofreading
  Playtesting
  Ben McFarland: Playtest Coordinator
  Group 1: Ben McFarland (GM), Aaron Dulgar-Tulloch, Lisa Dulgar-Tulloch, Duane Choquette, Jennifer 
  Loft fi eld, Roy Loft fi eld
  Group 2: Ben McFarland (GM), Bryan Rennekamp, Beau Pinkham, Benji Huffi  ne, Andrew Buller, 
  Rob Keech
  Group 3: Ben McFarland (GM), Jon Choy, Tersha Choy, Millie Cady, Shirah Pollock, Tom “TJ” Stann
  Group 4: Ben McFarland (GM), Jeremy Jones, Chris Dinkins, Kevin Hannel, Mark Daymude
  Group 5: Dominck Trascritti (GM), Betty Trascritti, Mary-Catherine Trascritti, Heidi DeVries, 
  K. Patrick Barley, Perry Frix, Dave Moore
  Group 6: Anthony M. Franchini (GM), Justin Stallone, David S. Kellogg, Jr., Brian Romard, Andrew Flynn
  Production
  Scott Gable: Editing
  Stephen Wark: Layout
  Malcolm McClinton: Cover Art
  Philippe Semeria, Hugo Solis, Piranesi: Interior Art
  Sean Macdonald, Jonathan Roberts: Cartography
  Shelly Baur: Calligraphy
  © 2009 Open Design LLC. All rights reserved. 
  Th is book references the game rules and systems of DUNGEONS & DRAGONS 4th Edition by Wizards of 
  the Coast, Inc. Th is should not be viewed as a challenge to that game’s trademark status.
  www.koboldquarterly.com
  
  Halls of the Mountain-King
  Halls of the Mountain-King
  iii
  PATRONS
  PATRONS
  Mike Alkema
  George Andrews
  Andre Araujo
  Joel Arellano
  Sara Ashbaugh
  Michael Baker
  Christopher Beattie
  Katie Berger
  Sasha  Bilton
  Craig Bishell
  Pablo Blanco
  Steve Blodgett
  Jason Bostwick
  William Bradbury
  Frank Branham
  Daniel Brumme
  Markus Bührig
  Jonathan Burstein
  Jesse Butler
  David Campbell
  Alan Cannon
  Francis Carelli
  Jason Carl
  James Carlson
  Jeffrey Carpenter
  Vicente Cartas Espinel
  David Chato
  John Coates
  Jesse Cole-Goldberg
  Andrew Collett
  Andrew Cowie
  Christopher Cumming
  Scott Cunningham
  Matthew Cutter
  Jason Dawson
  Mark Daymude
  James Dezomits
  Chris Doemel
  Ashavan Doyon
  Geoffrey Duke
  Bryant Durrell
  Steve Elliott
  Robert Emerson
  Patrick Enders
  Mark Evers
  Bradford Ferguson
  Ben  Ferguson
  William Fischer
  Patrick Fitzgerald
  Jeremy Friesen
  Michael Furlanetto
  Scott Gable
  Philip Sharp Garcia
  Christopher Gardiner
  James Alan Gardner
  Richard Green
  James Groves
  David Guyll
  Scott Hall
  Robert Harper
  Geoffrey Hart
  Kristian Hartmann
  Lyle Hayehurst
  Lyle Hayhurst
  Amanda Heitler
  Tige Herget
  Brandon Hodge
  Lutz Hofmann
  Brian Isikoff
  Kevin Jackey
  Jonathan Jacobs
  Anthony Jones
  Nick Jong
  Jay Joyner
  Chris Kazamias
  Robert Keller
  Chris  Kümmel
  Jennifer Kuipers
  David Lai
  Paul Lambert
  Mark Latendresse
  John Leonas
  Christian  Lindke
  Joseph Lockett
  Martin Long
  Ignacio Blasco López
  Michael Machado
  Duncan MacPhail
  Patrick Malone
  Matthew Maranda
  Emiliano Marchetti
  Ari Marmell
  John Marron
  Angel Franco Martinez
  Silas McDermott
  Silas McDermott
  Benjamin McFarland
  Brett McLean
  Robert McNamee
  Douglas Meserve
  Jon Michaels
  Robert Miller
  Thomas Milligan
  Dean Mitchell
  Michael Mockus
  Sean Molley
  Matthew Monteiro
  Ryan Moore
  Daniel Müller
  Simon Mundy
  Rick Neal
  Tim Nickel
  Christian  Nord
  Benjamin Norest
  Andrew Nuxoll
  Britian Oates
  Jeffrey Och
  Matthew Olivia
  Ronald Olszewski
  Mats Ondin
  Brandon Ording
  John Overath
  Chris Page
  Nick Pater
  Patrick Phillips
  Leon Powell
  James Quirk
  Frank Reding
  Colman Reilly
  Frank Reiss
  Bryan Rennekamp
  Kevin Reynolds
  Grayson Richardson
  Brian  Richburg
  Jeffry Rinkel
  Paul Roberts
  Jan Cornelius Rodewald
  Kurtis Rodgers
  Derek Roebuck
  Franz Georg  Roesel
  Toby Rogers
  Darren Sacre
  Erich  Schmidt
  Mark Shocklee
  Jonathan Sirico
  Warren Sistrom
  Michael Sixel
  Scott Slonaker
  Jeffrey Spencer
  Todd Sprang
  Richard Starr
  Phillip Stepp
  Stefen Styrsky
  Amy Sutedja
  Scott Sutherland
  Russell Taylor
  Laura Teddiman
  Constantin Terton
  Todd Thompson
  Keith Unger
  William Valera
  Oliver von Spreckelsen
  Daniel Voyce
  Adam Waggenspack
  Michael Waite
  Jonathan Walton
  Steven Wark
  Eric West
  Daniel White
  Brenton Wiernik
  Richard Wilcox
  Mark Wilkins
  Gillian Wiseman
  Sid Wood
  
  iv
  FOREWORD
  FOREWORD
  You really have no sense of time underground. 
  As a kid, I went spelunking through part of Colorado’s Cave of the Winds. I had a blast scrambling through the tunnels, 
  squeezing through the small passages. One was called the Birth Canal, a tiny grime-caked fi ssure I wormed and twisted 
  my way through, fl ashlight in hand. Always eager, I’d plunged in fi rst and emerged from the other side to the sound of my 
  chuckling friend—the guide had showed him a path involving none of the contortions I’d just suff ered. Continuing, we 
  marveled at the active formations, forgetting all about the untold tons of raw stone pressing in from every direction. In 
  one instance, I squirreled down a narrow shaft  headfi rst to examine a crystal blossom forming in geologic slow motion.  
  Giddy and thinking this was the best birthday party ever, I remember being coated in sticky mud before returning to the 
  surface, squinting at the fading sun while wearing an enormous grin.
  We spent the whole day in there, and I’d hardly realized it. 
  Th is project has a lot of parallels. We dove into the Halls of the Mountain King in the dark of winter, starting a 
  new year with a new design. Aft er being selected in the second round of adventure pitches, I eagerly started working on 
  what would essentially consume the next year. I have to blink when I consider the investment—the deadline for the OGL 
  manuscript was in April, and my wonderful wife, Mandy, was kind enough to let me fi nish my part while we vacationed 
  in Myrtle Beach. With the fi rst half kicked down the mineshaft  to the editor, we started the conversion by the end of May. 
  Each portion built upon the next, another cavern opening up as I clambered through the tunnels, making a change here, 
  creating stat blocks there, and making sure things fi t the new 4E paradigm. Before I knew it, GenCon arrived, and I had 
  three playtest tables scheduled to run three diff erent sections of the adventure, all of which I’d had some hand in writing 
  or converting. By then, I could draw the maps by memory and jump straight to an encounter’s page numbers.
  Halls of the Mountain King also holds a particular personal triumph—we managed to get the Dwarves of 
  the Ironcrags cover illustrated by David Wenzel, a feature that I lobbied for and the patrons made possible. Mr. 
  Wenzel’s Kingdom of the Dwarves inspired me as a kid, becoming a fantastic, unforgettable infl uence burnt into my 
  imagination. Sure, everyone knows of Moria, but I humbly suggest you consider taking a trip into that hidden warren of 
  Aegol Barrow, lost in the English countryside since 1980. I’m glad I did, and hopefully, you get some sense of its impact as 
  you enter the hearthforges and ventshaft s, torch held high.
  Overall, Halls of the Mountain King turned into another spelunking party of sorts. I had a blast craft ing the dark 
  spaces, the elegant galleries and the quirky characters alongside both the patrons and my fellow authors. I sincerely hope 
  you enjoy this project for many entertaining hours, surrounded by friends; I know I already have. I’m thankful for the 
  priceless education, and it’s an opportunity I’d seize again without hesitation. We managed to squeeze our way past the 
  deadlines and aft er what turned out to be months later, emerged with the triumph you now hold—coated in the ink of 
  conversions and playtests, all while wearing enormous grins.
  I spent the whole year in the Halls of the Mountain King, and I’ve hardly realized it.
  Th anks for throwing the party,
   Ben McFarland
  November 28, 2009
  
  Halls of the Mountain-King
  Halls of the Mountain-King
  v
  CONTENTS
  CONTENTS
  Rise and Fall 
  of the Golden Citadel
  The Golden Age  
  1
  The Coming of Mammon  
  1
  The Birth of the Brotherhood  
  1
  The Fall of the Golden Citadel 
   
  2
  The Angel of Grajava  
   
  2
  The Paladin of Khors 
   
  3
  The Gold Rush 
   
  3
  Winter in the High Passes 
   
  3
  Major NPCs and Groups  
  4
  Dark was the Night, 
  Cold was the Ground
  Background 
   
  5
  Summary 
   
  5
  Part I: Not a Servant So Faithful 
  He Found  
  6
  Alarm in the Dead of Night  
   
  6
  Th e Grandfather Clockwork 
   
  9
  Tick Tock, Th ey Wait at the Dock  
  10
  Captain, My Captain 
   
  10
  Part II: Manticore 
   
   
  11
  A Day in the Life  
  11
  Crew Members 
   
  11
  Rocs and a Hard Place  
   
  13
  Th e Wreck of the Drake   
  14
  Th e Clues Lie Cold on the Peaks Below   
  18
  Part III: We Were Dead Before the Ship 
  Even Sank  
  20
  Sabotage!   
  21
  Into the Hold 
   
  21
  Trapped!  
  21
  Danger in the Boiler Room 
   
  22
  Explosion!  
  26
  Aft ermath  
  26
  Th e Plague Strikes! 
   
  26
  …the Sudden Stop  
   
  28
  Th e Snow on the Peaks 
   
  28
  Part IV: The Great Hall of the Golden 
  Citadel 
   
  30
  Economy of Starvation 
   
  31
   Th e Gold Fever 
   
  31
  Rumors of the Halls 
   
  33
  Th e Refugee Camps 
   
  33
  Part V: The Outing of Bragollach 
   
  38
  Th e Halls Below 
   
  39
  Th e Lone Survivor  
  39
  Concluding the Adventure 
   
  41
  Roots of Madness
  Background 
   
  42
  Summary 
   
  42
  Part I: The Upper Halls  
  42
  Down the Stair 
   
  43
  Part II: The Hearthforge 
   
  44
  Welcoming Party   
  45
  Part III: Lighting the Fires 
   
  59
  Restoring the Hearthforge  
  66
  Concluding the Adventure 
   
  68
  Appendix A: The Fire Shepherd  
  68
  Appendix B: New Items 
   
  69
  
  vi
  The Eye of Grajava
  Background 
   
  71
  Summary 
   
  71
  Part I: Finding the Secret Chapter House 71
  First Visit to the Forge 
   
  73
  Secret Chapter House  
   
  74
  Part II: The Sanctum of Assaying 
   
  75
  Puzzle Doors  
   
  76
  Th e Test of Valor   
  77
  Th e Test of Faith   
  80
  Ambush at the Test of Lore  
   
  82
  Th e Eye of Grajava  
   
  84
  Part III: Sacrifice  
  89
  Forge of the Fire Blessing   
  89
  Concluding the Adventure 
   
  94
  Deeper Darkness
  Background 
   
  95
  Summary 
   
  95
  Part I: The Upper Halls  
  95
  Th e Race to Rescue  
   
  99
  Explosive Gas 
   
  100
  Keeping the Pressure On  
  101
  Part II: The Royal Residences 
   
  101
  Into the Darkness  
  101
  Dungeon Denizens  
   
  103
  Forsaken Rivals 
   
  103
  Part III: The Royal Crypt  
  110
  Part IV: The Caverns Below 
   
  117
  Concluding the Adventure 
   
  122
  The Grand Lodge 
  of the Old Masters
  Background 
   
  123
  Summary 
   
  123
  Part I: Our Wealth Was Written into 
  Words 
   
  123
  A Cabinet of Curiosities   
  124
  Revelations of Bartholomeus 
   
  125
  Part II: The Poisoned Passage 
   
  128
  Part III: The Grand Lodge of the Old 
  Masters  
   
  140
  Concluding the Adventure 
   
  147
  Heartsblood Forge
  Background 
   
  148
  Summary 
   
  148
  Part I: The Upper Halls  
  149
  A Grim Tithing 
   
  149
  Once More into the Breach 
   
  150
  Part II: The Lower Hall and 
  the Trochil Gate  
  151
  Th e Fate of the Fallen 
   
                   153
  Part III: Heartsblood Forge 
   
  155
  Sounding the Alarm 
   
  156
  Confronting Bragollach  
  156
  Th e Slag Pits 
   
  183
  Concluding the Adventure 
   
  186
  Failure! 
   
  186
  Victory! 
   
  187
  Further Adventures 
   
  187
  
  RISE AND FALL
  RISE AND FALL
  OF THE GOLDEN CITADEL
  OF THE GOLDEN CITADEL
  introduction
  Halls of the Mountain-King
  Halls of the Mountain-King
  1
  by Wolfgang Baur & Brandon Hodge
  The Golden Age
  O
  f all the dwarven cantons, the Golden Citadel 
  prospered and grew fastest. Th e dwarves carved the 
  runes of the Law on the pillars at the gates, they buried 
  their dead in the vast deeps, honed their skills in working 
  metal and stone, and in thanks gave off erings to the Spirit of 
  the Mountain. All was well. For a time.
  The Coming of 
  Mammon
  A
  s these riches fl owed down from the Golden Citadel 
  and into the surrounding lands, the arch-devil 
  Mammon took notice. In jealousy, he corrupted the 
  orichalcum of the citadel to carry a disease of greed and 
  avarice to those possessing the ore. In this way, Mammon 
  hoped his corruptive taint could spread throughout the 
  lands below the Ironcrags. In response, the slumbering Spirit 
  of the Mountain awoke. To counter Mammon’s plot, the 
  spirit drew the curse into itself and called out to those who 
  dwelled within. Its deep voice resonated through the stone in 
  warning, even as dwarven priests received strange auguries 
  from Grajava, the Shield Maiden of Volund and patroness of 
  Rygar. 
  The Birth of the 
  Brotherhood
  F
  ew dwarves could discern the voice of the mountain 
  arising from the depths and the warning cries from on 
  high, but a small group of wizards and priests of rare 
  sensitivity heard the distant calls above the din of clanging 
  hammers and bellowing forges in the halls of the Golden 
  Citadel. Th ose mystics able to detect the resonance of the 
  mountain and the prophecies of Grajava answered the voices 
  and heeded their warnings. Th e king convened the seers 
  as a special secret council, which commissioned the famed 
  dwarven engineer Bartholomeus Lodoviceus to create an 
  artifact, the Golden Bowl, that would enable them to more 
  clearly hear the Spirit of the Mountain.
  Once they established communication, the message 
  from the Spirit of the Mountain’s and Volund’s emissaries 
  was clear: the dwarves must cease mining the corrupted 
  orichalcum that had brought so many fabulous riches to 
  their people. Knowing their dwarven brothers would never 
  willingly stop the extraction of the tainted ore, and with the 
  corruption of greed beginning to swell in the hearts of their 
  brethren, the seers used their infl uence over their people to 
  lead miners away from the richest veins of orichalcum, while 
  they bargained with the gold dragon Satarel to take custody 
  of all the corrupt ore they could gather and protect it far away 
  
  The Rise and Fall of the Golden Citadel
  The Rise and Fall of the Golden Citadel
  2
  in her secluded hoard. Within a few short years, the wealth 
  and prestige of the Golden Citadel began to wither.
  Even as the citadel’s fortunes waned, these new leaders 
  among the dwarven people became unparalleled masters of 
  their craft s, and took on apprentices and students. Guided 
  by the Angels of Volund, and convinced that the morals 
  and parables learned by all dwarves at work in the forge 
  were the purest tenets by which dwarves could live, the 
  seers soon rose in prominence and prestige while their 
  followers founded a brotherhood seeking enlightenment 
  and illumination from the founding masters. Th e group met 
  regularly in assemblies called lodges, adding quasi-religious 
  rituals and rites to its proceedings and initiations. Later 
  masters began to call the founding mystics “the Old Masters.” 
  The Fall of the 
  Golden Citadel
  T
  his new Illuminated Brotherhood successfully halted 
  the spread of the corrupted gold, although the once-
  rich halls of the Golden Citadel now stood largely 
  empty, with the exception of the aging Old Masters, their 
  followers, and desperate dwarven prospectors. Th e call of 
  the corrupted ore was great, however, and soon miners 
  discovered previously disguised veins of ore and greedily dug 
  them from the mountain. 
  As word of the renewed riches spread, great hordes of 
  dwarves descended upon the quiet halls, refusing to heed 
  the authority of the Old Masters. With the threat of more 
  orichalcum too great, the masters made the fateful decision 
  to bar the gates and close off  the lower mines from all 
  intrusion. Th e masters gave warning, even as Bartholomeus 
  craft ed the impenetrable gates that would seal the Great Stair 
  and lower holds. Th ose already fallen prey to avarice did not 
  heed the warnings, and so their doom was sealed. In a great 
  ceremony, the Old Masters used a powerful ritual of fl aming 
  stone pillars, books of arcane formulas, and golden sacrifi ces 
  to forever lock the clockwork gates. 
  When the dwarves’ diseased, tainted cousins dug their way 
  to the surface, the Illuminated Brotherhood slew them in 
  great numbers, or sent Satarel to drive them back below the 
  earth. In time, the fallen brethren of the dwarves no longer 
  cared to seek the light, but lived only among the bones of 
  the earth, nursing their hate and following the call of strange 
  gods toward madness.
  The Angel of 
  Grajava 
  T
  o prevent further bloodshed, Grajava herself off ered a 
  relic—a teardrop-shaped gem—that would purge the 
  taint of Mammon from the mountain if sacrifi ced. Th e 
  slaughter already fi nished and the guilt of the act weighing 
  heavily on the Old Masters, they chose to preserve the 
  gem against future need. Th ey feared that history might 
  repeat these unfortunate events. Th ey placed the holy 
  relic in a sacred shrine christened the Eye of Grajava and 
  set guardians provided by the Spirit of the Mountain. To 
  prevent Mammonites from stealing the Teardrop, the Old 
  Masters devised chambers of tests, known as the Sanctum of 
  Assaying, to protect the Eye.
  By then, the Old Masters were infi rm, and their followers 
  sought to preserve them. Again the brotherhood called on 
  the master craft sman Bartholomeus. He craft ed a set of six 
  clockwork bodies to house the departing souls of the Old 
  Masters so they might escape the mantle of death. Volund 
  guided their souls into these new bodies, and each clockwork 
  creation held the physical incarnation of a secret of the 
  Brotherhood, so a record of the society’s most precious 
  secrets might always exist. 
  As centuries passed, the Illuminated Brotherhood 
  fashioned the mountain into a refl ection of their moral 
  code and values, while protecting the shameful secrets of 
  their history with degrees of revelation in their society. 
  Small groups were eventually established in other dwarven 
  communities, spreading their craft s and values while at 
  the same time gathering any corrupt ore that managed to 
  previously make its way into the larger world. 
  Th e Old Masters succumbed to senility as the ages passed, 
  and all but one were locked away by a new order of Silent 
  Masters who took on their previous roles. Th e symbols of 
  their great crime against their dwarven brethren eventually 
  formed the foundation of the esoteric symbolism of the 
  Illuminated Brotherhood, though only those of the highest 
  degree of illumination became aware of their true meaning. 
  Eventually, the Golden Citadel was abandoned.
  
  Halls of the Mountain-King
  Halls of the Mountain-King
  3
  The Paladin of 
  Khors
  O
  ne day, about a year ago, a human paladin of Khors 
  returned to Zobeck. His warhorse was dead, his fi ngers 
  frostbitten, and his eyes haunted by the loss of all his 
  companions. In one hand, he clutched the straps of a bridle. 
  In the other, he held a nugget of gold as big as his fi st.
  Th e paladin, Sir Ronceval by name, gave the gold to the 
  Order of Undying Light for the relief of the poor, so prayers 
  might be said for his fallen companions. Th e story came out 
  slowly: he and his allies went to investigate an abandoned 
  dwarven citadel perched atop a smoldering caldera, and 
  there he found the nugget. 
  Perhaps, thought people, gold returned to that once-rich 
  mine or, better still, the paladin discovered a new mother 
  lode. And was not Khors the son of Volund? Surely this was 
  an omen from the divine.
  The Gold Rush
  T
  he rush to the Ironcrags was on, led fi rst and foremost 
  by the Many-Bearded Elder Madka Podpora, the high 
  priestess of Volund in Zobeck. Donkey trains led 
  dwarven expeditions many miles to stake their claims, and 
  along with them came secret members and elders of the 
  Illuminated Brotherhood. Th ey did not go alone: hundreds 
  of human miners and entire kobold mining gangs put their 
  picks into oxcarts and set off  for the western ranges.
  Th ey were not disappointed. Word fi ltered back of 
  great volumes of gold, and the fi rst shipment arrived at 
  midsummer. Th e Golden Citadel would be restored! Th e 
  Many-Bearded Elder declared the dwarven claim to its 
  gold was secure and warned others not to trespass on their 
  ancient privileges.
  And yet, the lust for gold drove hundreds, perhaps even 
  thousands, into the mountains. Merchants sent food and 
  supplies aft er them, until the harvest season, when the fi rst 
  great storm blew in and snowed in the passes. Later travelers 
  reported bitter cold and snows deeper than a man on 
  horseback could ride through.
  Since then, communication became sporadic, as a few 
  daredevil airship captains braved the winter weather and 
  mountain winds to bring news down and supplies up. Some 
  miners starved, they say. Others report dangers on the roads 
  and along the ridges: Ogres, bandits, werebears, and even 
  ghouls and wights are said to rob or murder travelers on the 
  road. Some consider these a traveler’s tall tales, but just the 
  same, no sane man travels the Ironcrag passes until summer.
  Winter in the 
  High Passes
  T
  he resupply airship Drake is several weeks overdue 
  and a magical message from the trapped inhabitants 
  reports that the halls have turned dangerous: the 
  Many-Bearded Elder murdered, dozens infl icted with 
  a mysterious illness, and hundreds starving. Th e spring 
  thaw is not expected for weeks, possibly 
  more than a month, but a small group of 
  selfl ess adventurers might take one of the last 
  available airships to see the Golden Citadel for 
  themselves and aid the trapped and desperate 
  miners.
  
  The Rise and Fall of the Golden Citadel
  The Rise and Fall of the Golden Citadel
  4
  Major NPCs and 
  Groups
  T
  he PCs can meet, interact with, and aid the various 
  groups fi ghting in a dwarven mountain citadel to 
  possess, amass, abandon, or cleanse devil-corrupted 
  gold.
  THE SPIRIT OF THE 
  MOUNTAIN
  Description: A faceless spirit that possesses and inhabits the 
  mountain. Had an affi  nity for the dwarves who long ago gave 
  it thanks for all the mountain provided them.
  Goal: To contain the gold, even at the cost of lives. While 
  it thinks of itself as a benevolent force saving the world 
  from the taint, the Spirit of the Mountain is actually now a 
  corrupted spirit who wants the gold for itself. 
  ILLUMINATED BROTHERS
  Description: Dwarven Freemason types who know the 
  corrupted gold exists, and whose forefathers purposely 
  guided the dwarves away from the richest (corrupted) vein 
  and sealed diehard dwarven miners (the “forsaken”) in the 
  mountain.
  Goal: To cause everyone to abandon the gold, even at 
  the cost of lives, because they know the eff ect the gold’s 
  corruption would have on the world and to stop the 
  Mammonites from ushering into the world an aspect of 
  Mammon.
  THE FORSAKEN
  Description: Originally dwarves who the Illuminated 
  Brothers sealed in the mountain years ago. As a result, they 
  are degenerate and insane. Also known as the derro.
  Goal: To kill dwarves and generally follow insane paths.
  MINERS
  Description: Human, dwarf, and kobold gold rushers and 
  their suppliers trapped in the mountain by a winter storm.
  Goal: To escape the mountain and, preferably, take the gold 
  with them.
  MAMMONITES
  Description: Agents of Mammon.
  Goal: To amass the gold into a pile big enough to usher into 
  the world an aspect of Mammon.
  THE GOLD DRAGON
  Description: Satarel the gold dragon long ago helped the 
  Illuminated Brotherhood seal the derro in the mountain. 
  She guarded an off -site pile of corrupted gold for ages, but 
  she recently handed off  the responsibility to her daughter, 
  Bragollach. Bragollach is not corrupted but is very tempted 
  and, by this point, very greedy.
  Goal: Find out about more gold in the mountain. Initially, 
  inner struggle to either destroy or cleanse the remaining gold 
  or possess the gold to “guard it as well.”
  Aft er Mammonites pour molten corruption down 
  Bragollach’s throat, her goal becomes the same as the 
  Mammonites: to fetch her treasure and amass all the gold 
  into a pile big enough to usher into the world an aspect of 
  Mammon.
  
  DARK WAS THE NIGHT,
  DARK WAS THE NIGHT,
  COLD WAS THE GROUND
  COLD WAS THE GROUND
  chapter one
  Halls of the Mountain King
  Halls of the Mountain King
  5
  A perilous journey for four 8th-level characters
  by Brandon Hodge and Ben McFarland 
  with Andre Araujo, Richard Green, Scott Hall, and Brett McLean
  Background
  N
  early 2 weeks ago, Albricius Everart returned to the 
  Free City of Zobeck from the ruins of the Golden 
  Citadel, high in the Ironcrag Peaks. 
  While harbored at the citadel during the onset of a cruel 
  winter, Albricius uncovered two ancient pillars in the secret 
  storeroom of a dwarf inventor, containing the ancient 
  schematics for the creation of a remarkable being. Th e 
  designs depicted a clockwork body, constructed ages ago to 
  house the soul of a dying founder of a secret dwarven society 
  known as the Illuminated Brotherhood. (Albricius knows 
  the brotherhood all too well; he is a devoted servant in the 
  cult of the archdevil Mammon that is slowly taking control 
  of the dwarven fortress, and the brotherhood is his enemy.)
  Incorporating ancient and cryptic knowledge into the 
  gears and carapace of the clockwork, the schematics were 
  too tempting for the greedy Mammonite. Most importantly, 
  Albricius recognized the designs chiseled into the marble of 
  the pillar as being the basis for a famous clockwork dwarf of 
  Zobeck, known as Rabscuttle.
  Desperate to return to the free city and possess the secrets 
  of the clockwork body, Albricius booked passage aboard the 
  supply airship Drake with two sympathetic Mammonites. 
  During the journey, the cultists discovered the ship carried 
  a heavy cargo of orichalcum, a corrupted gold ore precious 
  to their unholy deity. Th e three conspired together to poison 
  the crew, so the cargo could be returned to their peers in 
  the Golden Citadel. Aft er this foul deed was accomplished, 
  Albricius reconsidered sharing either success or the secrets 
  he carried, so he murdered his collaborators before returning 
  to civilization.
  Albricius has spent the last several days locating and 
  trailing Rabscuttle, who works for the Splitrock Company. 
  Th e doddering old gearforged is a fi xture of the Gear 
  District, running errands and delivering improper invoices 
  for as long as anyone can remember. Albricius trapped the 
  gearforged in the dark, frozen streets of Zobeck. With the 
  assistance of several hired cultists, he will pry loose the 
  secrets concealed within the gears and pulleys of Rabscuttle. 
  Th e PCs become involved just as the cultists begin their 
  grisly work. 
  Summary
  I
  n Zobeck, the characters rescue the gilded gearforged 
  Rabscuttle from a group of Mammonite cultists. Th e 
  rescue leads his grateful company to hire the adventurers 
  to take supplies to the struggling Golden Citadel via airship. 
  On the journey to the citadel, several encounters raise 
  suspicions that someone is sabotaging the resupply mission. 
  Th e PCs investigate the wreck of a gold-laden airship with a 
  murdered crew, and a dwarf crewmember tries to sabotage 
  their ship before they can arrive at their destination. Clues 
  begin to point to occult conspiracies between a group of 
  Mammon worshipers and an opposed fraternity of dwarven 
  craft smen.
  Th e crew shows signs of illness similar to those found on 
  the bodies of the derelict vessel. Feverish, confused, and 
  beset by giants, the crew crashes the wounded airship at 
  the gates of the Golden Citadel. Th e PCs enter the fortress 
  and fi nd a large population of starving, sick, and freezing 
  refugees splintered into many opposed camps and factions.
  Wealth, like withering fruit, became worthless when there was nothing left on 
  which to spend it. Only with the onset of winter did we realize that gold—though 
  we mined more than we could carry—could not be eaten...
  —from the journal of Jeraldi Hamhock, Ironcrag survivor
  
  Dark was the Night, Cold was the Ground
  Dark was the Night, Cold was the Ground
  chapter
  one
  6
  As the PCs and the survivors of the crash debate ways to 
  abandon the peak, a crewmember goes missing and a set of 
  sealed clockwork gates to the lower hold are destroyed. Th e 
  PCs investigate and fi nd a bizarre, ritualistic murder scene 
  and evidence that the perpetrator was their sick shipmate, 
  in the form of a golden wyrm. As the mystery deepens, a 
  raiding party of stunted, mutated dwarves swarms out of 
  the sundered gates, attacking the PCs in a mad fury. Th is 
  threat from below is momentarily deterred, but the surviving 
  refugees need healing, food, and warmth. Larger dangers 
  loom in the dark halls beneath.
  PART I: 
  Not a Servant So 
  Faithful He Found
  H
  alls of the Mountain King begins on the frozen 
  streets of Zobeck during a harsh winter that has shut 
  down commerce and forced the citizenry to eke out a 
  miserably cold existence. Th e PCs roam the dark, iced-over 
  streets of nighttime Zobeck seeking warm fi res and shelter 
  from the incessant, driving sleet. Th e PCs then stumble into 
  an unpredictable chain of events.
  Rumors and stories of the recent gold rush have spread 
  quickly through the city’s taverns and bars. Whether 
  characters are just arriving in town or have been here for 
  some time, allow them to catch up with recent events.
  Table 1-1: Streetwise
  DC
  Result
  14
  Ever since Sir Ronceval returned to Zobeck clutching a 
  king’s ransom in one fi stful of gold, settlers have been 
  pouring into the Ironcrags from the city, trying to strike it 
  rich quick. Before the winter storms blew in, many miners 
  returned with pockets laden with gold. Many more 
  did not return, and dark rumors hint of the desperate 
  measures those trapped in the Ironcrags take to survive: 
  murder, deceit, and even cannibalism.
  19
  Th e only way to bring aid to the stranded refugees is by 
  airship, and the news from the survivors was positive 
  until the Drake failed to return several weeks ago. 
  Another desperate expedition is being mounted, but 
  hopes are not high. As diffi  cult as it is to stay warm and 
  fi nd food in the city during this horrendous winter, many 
  citizens of Zobeck have already assumed their relatives 
  and loved ones trapped in the mountains are dead. Others 
  cling to hope, knowing the Golden Citadel might provide 
  refuge.
  24
  Many merchants of Zobeck have reported delirious, 
  feverish customers are attacking peddlers and 
  shopkeepers in the marketplaces in disputes over refunds 
  for wildly outrageous claims, demanding their money 
  back. Merchants say that some longtime loyal customers 
  are the culprits, many of whom recently returned from 
  the Ironcrags with more wealth than they could ever hope 
  to spend. Some call it a plague of avarice.
  ALARM 
  IN THE DEAD OF NIGHT 
  As the PCs trudge through the dark streets, emphasize the 
  miserable weather conditions and seeping, frozen rains. Read 
  or paraphrase the following: 
  Th rough the penetrating cold and driving, frozen 
  sleet, a deep hum resonates briefl y along the dimly lit, 
  empty street. Th e droning rises in a quick crescendo 
  and climaxes in a low, muted implosion. From an alley 
  ahead, a grating, metallic cacophony erupts, like some 
  metallic voice screeching in terrible pain, while several 
  rough voices shout out, punctuated by dull, repetitive 
  thuds.
  A DC 20 Perception check reveals several golden gears 
  scattered at the entrance to an alley nearby. A few moments 
  later, the air is pierced with more sounds of violent struggle 
  and strange metallic cries pleading for help.
  When the PCs investigate, they see three hooded men 
  assaulting a battered, immobile clockwork construct of rich 
  gilding and antique design. Wielding stiff  iron bars and 
  wearing leering, distorted copper masks, they are prying and 
  tearing the dwarf-like creature apart, scattering golden gears 
  and fl ywheels. One of the men illuminates the scene with a 
  
  Halls of the Mountain-King
  Halls of the Mountain-King
  7
  dim lantern and sputters croaking commands to the others 
  between bouts of coughing. Th e hooded fi gures continue 
  tearing and ripping at the helpless gearforged, who screams 
  in great, agonizing wails.
  Th e abduction takes place near the far end of a dead-end 
  alley 15 ft . wide and 60 ft . deep, abutted by shuttered, empty 
  shops and homes. One cultist stands 25 ft . from the back, 
  between the approaching characters and the struggle. Unless 
  the PCs attempt to quiet their actions, the cultists turn to 
  protect their prize. Th e intervening cultist shines his bullseye 
  lantern at the approaching PCs. If the party is not carrying 
  a light source, they suff er blinding disorientation. Th e area 
  behind the cultist is plunged into darkness while he gives the 
  interlopers a single warning as the others prepare to attack.
  Blinding Disorientation
  +5 vs. Fortitude
  Hit Target is dazed (save ends)
  Environment 
  Th e alley is choked with trash and slick with ice; it is 
  considered diffi  cult terrain. It is sleeting. Th e cultist’s bullseye 
  lantern has a 25% chance of being extinguished each round, 
  plunging the alley into darkness if no other light source 
  exists.
  10th Level Encounter
  4 PCs (2,050 XP) • 2 cultist thugs of mammon, 
  • 
  1 strongarm cultist, 1 cult warlock, 1 cult leader, 
  1 spined devil
  5 PCs (2,500 XP) • 4 cultist thugs of mammon, 
  • 
  1 strongarm cultist, 1 cult warlock, 1 cult leader
  6 PCs (3,000 XP) • 4 cultist thugs of mammon, 
  • 
  1 strongarm cultist, 1 cult warlock, 1 cult leader, 
  2 spined devils
  Copper Masked Cult Leader
  Level 10 Controller (Leader)
  Medium natural humanoid (human) 
  XP 500
  Initiative +6 
  Senses Perception +8
  hp 92 
  Bloodied 46
  AC 25  Fortitude 23 
  Refl ex 21 
  Will 24
  Speed 5
  [mba] Flail (standard; at-will)  � 
   Weapon 
  +14 vs. AC; 1d10 + 12 damage
  [rba] Brimstone Blast (standard; at-will)  � 
   Divine, Fire, 
  Implement 
  Ranged 5; +11 vs. Ref; 1d6 + 6 fi re damage 
  [c] Healing Word (minor; twice per encounter)  � 
   Divine, 
  Healing
  Close burst 10 (cleric class feature; see PHB page 62)
  [r] Command (standard; encounter)  � 
   Charm, Divine, 
  Implement
  Ranged 10, +12 vs. Will (level 3 cleric power; see PHB 
  page 65)
  [r] Goldtempt (standard; encounter)  � 
   Conjuration, 
  Divine, Illusion, Implement
  Ranged 10; the cult leader conjures an illusory pile of 
  glittering treasure in an unoccupied square within range 
  that lasts until the end of the cultist’s next turn; if an 
  enemy begins its turn within 3 squares of the “treasure,” 
  the cult leader makes the following attack
  Attack +10 vs. Will 
  Eff ect Th e target is pulled 3 squares toward the 
  treasure and is stunned until the end of the cultist’s 
  next turn. 
  Alignment evil  Languages Common, Dwarven
  Skills Insight +23, Religion +20
  Str 19 (+9)  
  Dex 13 (+6)  
  Wis 19 (+8)
  Con 12 (+6)  
  Int 11 (+5)  
  Cha 14 (+7)
  Equipment +1 copper coin of the miser (see page 9), boots 
  of equilibrium (see Adventurer’s Vault page 126), 
  chainmail, copper mask of Mammon, fl ail, holy symbol 
  of Mammon, potion of healing 
  
  Dark was the Night, Cold was the Ground
  Dark was the Night, Cold was the Ground
  chapter
  one
  8
  Cultist Thug of Mammon
  Level 8 Skirmisher 
  Medium natural humanoid (human) 
  XP 350
  Initiative +10 
  Senses Perception +6
  hp 84 
  Bloodied 42
  AC 22 
  Fortitude 21 
  Refl ex 20 
  Will 19
  Speed 5
  [mba] Rapier (standard; at-will)  � 
   Weapon 
  +13 vs. AC; 2d6 + 5 damage
  [rba] Poisoned Dart (standard; at-will)  � 
   Poison, Weapon
  Ranged 6/12; +13 vs. AC; 1d4 + 14 damage, and the 
  cultist makes a secondary attack 
  Secondary Attack +13 vs Fortitude; the target suff ers 
  the eff ects of drow poison (see DMG page 51)
  [m] Blinding Th rust (standard; encounter)  � 
   Weapon
  +11 vs. Fort; 3d6 + 5 damage, and target is blinded until 
  the end of cultist’s next turn
  [m] Deft  Strike (standard; at-will)  � 
   Martial, Weapon
  +13 vs. AC; 2d6 + 5 damage (level 1 rogue power; see 
  PHB page 118)
  Deceitful
  Th e cultist is able to strike for an extra +2d6 damage if it 
  has combat advantage over an opponent
  Alignment evil  Languages Common, Dwarven
  Skills Acrobatics +18, Religion +16
  Str 20 (+9) 
  Dex 18 (+8) 
  Wis 14 (+6)
  Con 12 (+5) 
  Int 13 (+5) 
  Cha 8 (+3)
  Equipment +1 copper coin of the miser (see page 9), 
  chainmail, copper mask of Mammon, drow poison 
  (1 vial), iron crowbar, poisoned darts (12), potion of 
  healing, rapier
  Tiefling Cult Warlock
  Level 7 Artillery
  Medium natural humanoid (tiefling) 
  XP 300
  Initiative +4 
  Senses Perception +8
  hp 97 
  Bloodied 48
  AC 19 
  Fortitude 17 
  Refl ex 18 
  Will 19
  Speed 6
  [mba] Dagger (standard; at-will)  � 
   Weapon 
  +10 vs. AC; 1d4 + 5 damage
  [rba] Hellfi re Blast (standard; at-will)  � 
   Arcane, Fire, 
  Implement
  Ranged 10, +8 vs. Refl ex; 2d6 + 5 fi re damage
  [r] Pacify the Gullible (standard; encounter)  � 
   Arcane, 
  Charm
  Ranged 5, +8 vs. Will; target willingly surrenders held 
  weapon or implement, tossing it into a square adjacent 
  to the warlock.
  Warlock’s Curse (minor; at-will) 
  +1d6 damage (warlock class feature; see PHB page 131)
  Wings of the Diabolist
  When an enemy under your Warlock’s Curse is reduced 
  to 0 hp, the cultist can immediately fl y 6 squares as a free 
  action.
  Alignment evil  Languages Common, Supernal
  Skills Arcana +10,  Religion +10
  Str 12 (+4) 
  Dex 12 (+4) 
  Wis 11 (+3)
  Con 13 (+4) 
  Int 14 (+5) 
  Cha 16 (+6)
  Equipment copper mask of Mammon, nasty-looking 
  curved dagger, red leather armor,  iron rod
  Strongarm Cultist of Mammon
  Level 7 Brute
  Medium natural humanoid (human) 
  XP 300
  Initiative +6  
  Senses Perception +5
  hp 92 
  Bloodied 46
  AC 21 
  Fortitude 20 
  Refl ex 19 
  Will 18
  Speed 5
  [mba] Flail (standard; at-will)  � 
   Weapon 
  +10 vs. AC; 2d8 + 5 damage
  [r] Armor of Temptation (standard; encounter)  � 
   Charm, 
  Weapon
  Ranged 3; +8 vs. Will; Th e cultist causes his scale 
  armor to glow with a beautiful golden radiance, fi lling 
  the target’s heart with greed; the target is pulled to the 
  nearest unoccupied space adjacent to the cultist and 
  suff ers 4d8 + 5 damage.
  Deceitful
  Th e cultist  is able to strike for an extra +2d6 damage if it 
  has combat advantage over an opponent.
  Alignment evil  Languages Common, Dwarven
  Skills Endurance +9,  Religion +10
  Str 19 (+7) 
  Dex 16 (+6) 
  Wis 14 (+5)
  Con 12 (+4) 
  Int 13 (+4) 
  Cha 8 (+2)
  Equipment copper mask of Mammon, fl ail, iron crowbar, 
  scale mail 
  Spined Devil 
  (See MM page 66)
  
  Halls of the Mountain-King
  Halls of the Mountain-King
  9
  Tactics
  During Combat As the PCs approach, the cultists abandon 
  Rabscuttle and turn their eff orts toward the characters, 
  concentrating on disabling and hindering the party by using 
  goldtempt, pacify the gullible, poisoned dart, and the charm 
  power of the copper coins of the miser. 
  Th e copper masked leader stays back, using command and 
  brimstone blast to attack and healing word to support the two 
  thugs and the strongarm cultist. Th e tiefl ing warlock also 
  keeps his distance, cursing a PC each round and letting rip 
  with hellfi re blast. Th e devils gleefully move to the opposite 
  edges of the alley, fl inging spines at the adventurers.
  Th e two cultist thugs will enter melee, relying on their 
  superior Acrobatics to remain on their feet in the slippery 
  alleyway. Th ey use blinding thrust and attempt to get into 
  fl anking positions to do more damage to the PCs using 
  combat advantage. Th e strongarm cultist is more likely to 
  fall over when he moves, so he attempts to lure a weak-
  looking PC within striking distance of his fl ail with armor of 
  temptation.
  Morale Cornered, the cultists fi ght as they must but fl ee if 
  they can.
  Treasure 
  In addition to their gear, the two cultist thugs have bags 
  containing 100 gp, protected by a glyph of warding (trap) 
  (see DMG page 90). Th e leader has a bag of holding 
  containing 500 gp.
  Development
  If interrogated, the cultists reveal only that they were hired 
  by a man named Albricius to abduct the gearforged for his 
  golden plates, and they know nothing else of the matter. Th ey 
  were paid well for their trouble.
  THE GRANDFATHER 
  CLOCKWORK
  Th e ruined mess of the gearforged lies still in the 
  rear of the alley, his parts mixed with trash. Despite 
  his battered condition, he is alert, and the clockwork 
  dwarf coos at each delicate gear and engraved fl ywheel 
  he sees in the alleyway, admiring each piece of himself 
  in wide-eyed, childlike amazement as if hypnotized 
  by some bright valuable gem. He seems oblivious to 
  the fact that the parts even belong to him and doesn’t 
  seem in pain or even distraught now that the attack is 
  over. He is immobile, and someone well versed in his 
  construction is required to put the poor creature back 
  together.
  Th e unusual clockwork dwarf is wounded and immobile. 
  Healing spells are fruitless, as so many of his scattered parts 
  are missing that he is treated as unwound: immobile until 
  repaired, a process that takes 4 hours by someone trained 
  in both Arcana and Th ievery. Helpless without aid, the 
  gearforged asks the characters to gather his strewn parts but 
  seems to have trouble recalling just where he belongs. 
  A search of the area (DC 19 Perception) successfully 
  gathers up all of his gears and uncovers a courier satchel 
  containing the invoices and passage requests Rabscuttle was 
  delivering for Splitrock Company. Rabscuttle remembers 
  that the company is located in the Gear District near the 
  Steamworker’s Union and can off er a reward if the PCs 
  simply carry him home.
  Rabscuttle off ers no explanation for the attack, merely 
  stating that he was delivering documents to a customer 
  and was lured into the alley. Th e PCs may learn the name 
  of Albricius Everart from a denial-of-passage contract in 
  the satchel, but if they investigate the nearby address listed, 
  they discover an empty, uninhabited room adjacent to the 
  alley where the attempted abduction took place. Albricius 
  watched the failed abduction from nearby and, a true coward 
  at heart, could not bring himself to intervene. He fl ed the 
  scene in fear without confrontation, and he hopes to claim 
  his prize another time.
  New Item  
  +1 Copper Coin of the Miser 
  This item, unique to the cult of Mammon, is crafted 
  from a specially minted coin threaded on a leather 
  or metal band. One side portrays a handsome 
  merchant while the other shows a horn of plenty 
  overflowing with jewels. The unholy symbol of 
  Mammon is hidden on each side. Each coin has a 
  reminder of Mammon’s teachings inscribed around 
  the horn of plenty. The coin lightly tints the wearer’s 
  flesh. 
  Level 3 
  680 gp
  Item Slot neck
  Enhancement Fortitude, Reflex, and Will
  Power (standard; daily)   � 
   Charm
  Make a Charisma attack vs. Will against an enemy 
  within 5 squares of you. If you hit, the enemy 
  cannot attack you until the end of your next turn 
  or until you attack the target (save ends).
  
  Dark was the Night, Cold was the Ground
  Dark was the Night, Cold was the Ground
  chapter
  one
  10
  TICK TOCK, THEY WAIT AT 
  THE DOCK
  When the PCs head for the docks to return Rabscuttle to his 
  rightful owners, read or paraphrase the following:
  Despite the damp fog and chill of winter, the warehouses 
  of Splitrock Company come into focus. In the central 
  courtyard of the buildings, an impressive wooden 
  galleon hovers some 20 ft . from the ground, held aloft  
  by a series of cables and ropes tethered to a massive 
  conical balloon as large as the galleon itself. 
  Th e warehouses are a hive of frenzied activity. In every 
  direction, dwarves hustle back and forth, sweating 
  heavily despite the chill, loading large crates onto 
  substantial wooden ramps and hoisting items via 
  pulleys toward the cargo hold of the ship.
  If the characters approach the docks with the body of 
  Rabscuttle, several shirtless, tattooed dwarves stop in their 
  tracks and stare in disbelief, their mouths agape. Without 
  averting their gaze from the characters or moving to assist, 
  one dockworker lets out a shrill whistle. Moments later, a 
  burly dwarven supervisor steps from the fog and lowers 
  a folder of manifests, his eyes widening as he tries to 
  comprehend the scene before him.
  CAPTAIN, MY CAPTAIN
  Clovis Stonethrower (lawful good dwarf fi ghter) is both 
  one of the owners of Splitrock Company and captain of the 
  Manticore—the weathered airship currently being outfi tted. 
  He recently lost most of his company stake to a new senior 
  partner, but he is content as dock supervisor and ship captain 
  for the company. Clovis is a proud, stout dwarf but carries 
  the burden of his past failures, especially the recent loss of 
  the Drake, heavily on his shoulders. His slate blue eyes oft en 
  display a resigned hesitation to take the chances he might 
  have in his youth, and his brown beard and unkempt hair 
  show a few more gray streaks than they should. Clovis is a 
  talented pilot and navigator and cares deeply for his ship and 
  crew.
  As Clovis questions the PCs on exactly how they came to 
  rescue Rabscuttle, a gruff  company doctor called Sawbones 
  arrives and manhandles the clockwork. Aft er a brief 
  inspection, Sawbones assures those present that “Th e old 
  boy will be rewound and causing trouble again in no time.” 
  Rabscuttle happily yaps away during the examination, just as 
  naïve and oblivious as when the characters found him.
  Clovis then turns to the PCs and says: 
  “Th ank you for coming to the aid of my old boy 
  Rabscuttle here. You know, he’s been here in the city 
  with my family for many years—way back when we 
  dwarves locked up the citadel aft er the veins ran dry. 
  He’s old even by dwarven standards. 
  Wasn’t anything like him ‘til those other gearforged 
  came along during the Revolt. For the longest time 
  we had wizards and clockwork mages poking and 
  prodding him, trying to fi gure him out. Well, I ran 
  them off , but before you knew it, that Orlando fellow 
  announced he ‘invented’ the gearforged. Well, I beg to 
  diff er! Another fortune we Stonethrowers got cheated 
  out of! And, speaking of fortunes—it’s high time we talk 
  about some proper compensation for your troubles.”
  Clovis’s dying clan has long cared for the venerable, senile 
  old gearforged. Observing the rambling clockwork dwarf, the 
  captain sheepishly observes, “His watch might be wound, but 
  it ain’t keeping time.” Th e mechanical marvel is his valued 
  advisor, servant, and friend, though, and he is quick to 
  defend Rabscuttle’s dignity.
  If the characters voice suspicions about Rabscuttle’s 
  abduction, Clovis claims the greedy men were out for 
  revenge aft er he denied them passage to the citadel or were 
  simply aft er Rabscuttle’s valuable parts, noting that there is 
  little intrinsic value to the clockwork. Aft er all, Rabscuttle 
  has been in his family for centuries. “No time to worry about 
  that now anyhow. We’ve got to get this old bird up and away. 
  Say, you wouldn’t be looking for a job, would ya’?”
  Clovis invites the characters “into the warm belly of 
  Splitrock” for a drink to stave off  the cold and to discuss 
  some proper reward for their deeds. Clovis becomes more 
  and more impressed by the story of Rabscuttle’s rescue. Since 
  he is short on daring adventurers to protect his precious 
  cargo, he off ers the party a rich payment in return for 
  “an investment of your time and energy” as escort for the 
  Manticore on its trip to the Golden Citadel and back. He 
  off ers 5% of the total profi ts of the venture, which he thinks 
  should be a substantial amount—an estimated 4,000 gold for 
  the group—in exchange for a little guard duty:
  Th e dwarf leans in close and whispers, “You’ve heard 
  the tales of those settlers. We all have. Th ey struck it 
  rich up there, but they didn’t prepare. Snowed in, you 
  see? Worst in decades. Desperate. Dying. Th ey’re rich, 
  but they can’t eat gold! Th ey’ll pay whatever we ask, 
  but we’ll be fair and honest about it, and do a good 
  deed to boot! We’ll take the risk, and the reward!”
  “I’m sure you’re familiar with the line of work, by 
  the looks of you. We’ll need you to protect the freight 
  while the crew handles the fl ying. Usual stuff —rogue 
  griff ons, occasional giants, big birds—nothing a stout 
  bunch like yourselves couldn’t handle. We’ll feed you 
  and get you there and back safe, if you’ll do the same 
  for us. Besides, I think Rabscuttle likes you folks.” 
  
  Halls of the Mountain-King
  Halls of the Mountain-King
  11
  If the PCs agree to the terms, Clovis is thrilled and 
  shakes their hands roughly, promising contracts in hand by 
  morning if the party can be prepared to leave the following 
  aft ernoon. He off ers accommodations in the company 
  boarding house, which are quite accommodating, if a little 
  threadbare and rundown.
  Th e following morning is a fl urry of activity around the 
  airship, and Clovis wakes the characters early with a fresh 
  pot of some stout concoction. He encourages those who have 
  any last-minute aff airs to attend to them promptly, and the 
  rest he puts to work, packing crates and loading cargo for 
  the arduous journey. Early that aft ernoon, with a meager 
  crowd of onlookers braving the cold to see the ship off , the 
  Manticore drops ballasts and begins the long journey into the 
  Ironcrags.
  Treasure 
  Th e sum Clovis off ers and will pay amounts to 4 treasure 
  parcels worth of gold and represents the bulk of the rewards 
  available in this portion the adventure.
   Technology Levels and 
  Campaign Flavor
  Many campaigns do not use clockwork magic 
  and airships as found in the Zobeck campaign 
  setting, and many GMs might shy away from such 
  content. To suit the needs of your playing style, 
  you can make a few changes. The modified aerial 
  galleons, as presented in this adventure, could be 
  considered to be exceptional, prototype examples 
  of desperate dwarven engineering to save their 
  kin. As neither vessel survives the adventure, 
  the status quo of your campaign’s flavor is easily 
  retained. If gearforged are not prevalent then, 
  again, Rabscuttle is an easy exception—an ancient 
  construct of retained intelligence; this is hardly 
  a stretch in a fantasy world where golems are 
  common.
  PART II
  Manticore
  A
  llow the characters to get acquainted with the curious 
  and dynamic crew that operates the Manticore for the 
  fi rst couple days in order to set a rhythm (see “A Day 
  in the Life” section for more details). Because of unfavorable 
  winds and the horrible weather, the journey takes 1 week, 
  so the characters should experience the lively, chaotic life 
  aboard the ship without forgetting the miserable weather and 
  desperation to rescue the settlers before they starve. Clovis, 
  Guigo, or even Rabscuttle should give the party a complete 
  tour of the vessel and assign the PCs their rooms (see cargo 
  deck, rooms 10 and 11). Th e ship is an old oceangoing vessel 
  specially retrofi tted for fl ight, lending a bit of familiarity to 
  those accustomed to life at sea.
  Fire of any type outside of the engine furnace is forbidden, 
  and everburning torches are used throughout the ship. An 
  ever-present rumbling resonance comes from the steam 
  engine that powers the vessel from the lowest deck of the 
  ship.
  A DAY IN THE LIFE
  A typical day aboard the Manticore begins 2 hours before 
  sunrise. In the dull gray of morning, the crew rises and takes 
  breakfast in the mess—usually a thick porridge heated over 
  the engine boilers by Guigo and a bitterly strong invigorating 
  brew of tar-like consistency. Th e furnace is then stoked 
  and the gasbags fi lled, having been lowered in the evening 
  to stabilize the ship’s mooring. Th e lethargic crew chips 
  accumulated ice from the ship’s rails and spreads sand on 
  the decks to provide sure footing. Ropes are secured, sails 
  unfurled, and steering fi ns deployed as the Manticore and 
  her crew comes back to life.
  Th e PCs are assigned watch duty, two at a time 
  throughout the day, primarily on the lookout for rocs and 
  hungry griff ons. A well-maintained ballista, aff ectionately 
  nicknamed “Betty Spatcher,” is mounted on the front 
  forecastle to combat such intrusions. Lunch is taken on 
  the hoof when Boso prepares sausage, chicken, or other 
  simple foods easily consumed while working aloft . Th e 
  ship is anchored before sunset, as nighttime navigation 
  is treacherous. Once the Manticore is properly moored, 
  the crew takes a more complete meal of a spicy boar stew 
  and coarse bread, aft erward indulging in some robust 
  camaraderie, gambling, and strong drink before heading into 
  the lower deck to sleep for a few hours before beginning the 
  journey anew.
  Clovis requires at least one PC on guard duty during these 
  evening hours. A single dwarf, usually Guigo or Otto, keeps 
  the night watchman company. Clovis instructs the night 
  guards to watch carefully from the deck for the distant fi res 
  of giant camps and listen for the particular cries of rocs and 
  griff ons, which have been known to attack at night when 
  food is scarce.
  CREW MEMBERS
  Besides Clovis and Rabscuttle, 10 crewmembers currently 
  serve on the Manticore, including two mates, a ship surgeon, 
  and the owner of Splitrock Company—Vianna Geldenhoff . 
  Interactions with the crew should be lively to establish a 
  fi rm emotional connection to losses suff ered later. Insert 
  Rabscuttle into these interactions in an eff ort to downplay 
  
  Dark was the Night, Cold was the Ground
  Dark was the Night, Cold was the Ground
  chapter
  one
  12
  his importance somewhat and take some of the emphasis off  
  of the gearforged until he is needed again. Th e crew consists 
  of the following.
  Zangen Billens (unaligned male dwarf fi ghter 4). Proud, 
  stoic, and rarely seen without his sooty mask, Zangen is the 
  ship’s engineer. He stokes the furnaces, primes the boiler, and 
  sees to the overall safety and mechanics of the engines that 
  fi ll the gas bladders and power the propeller.
  Bjorn “Sawbones” Burkhardt (good male dwarf cleric 
  6). “Sawbones” is the gray-haired, hardnosed surgeon of 
  the Manticore, responsible for the health of her crew and 
  passengers. Dour, short-tempered, and aggressive, Sawbones 
  oft en refuses to tend crewmembers who are injured as the 
  result of careless accidents. He says the suff ering of such 
  unfortunates helps prevent further incidents. Sawbones 
  possesses an impressive reservoir of healing magic and is 
  a skilled brewer and scribe, although he uses simply his 
  Healing skill (+13) to tend most patients. He remains a 
  cleric undevoted to any single deity, as he has his entire life. 
  Sawbones is a ritual caster with Animal Messenger, Gentle 
  Repose, Make Whole, Silence, Endure Elements, Arcane 
  Lock, Knock, Brew Potion, Cure Disease, and Sending in his 
  book.
  In addition, Sawbones provides the characters with 
  alchemical pills that alleviate the eff ects of high altitude. A 
  creature who consumes a single pill becomes acclimated to 
  altitudes as if it lived at high altitude for a month.
  Giroldus Felsenfaust (unaligned male dwarf). A shock 
  of white-blonde hair and beard distinguish the helmsman, 
  whose main responsibility is the piloting and steering of the 
  vessel.
  Ansgar Flintknapper (unaligned male dwarf wizard 9). 
  Taciturn, gruff , and entirely unfriendly, Ansgar does not 
  speak at all. He seems to have little trouble communicating, 
  through perpetual sneers and scowls, that he’d rather just 
  be left  alone to do his job as he mans the rigging and stokes 
  the boilers. Th ere is no indication of his true nature as a 
  secret member of the Illuminated Brotherhood or as a Silent 
  Master of that group. His plans and motivations are outlined 
  later ( see “Sabotage” section).
  Vianna Geldenhoff  (lawful good female juvenile gold 
  dragon, disguised as dwarf fi ghter 6). Most recognizable 
  by her monocle and dreadlocked blonde hair, Vianna is the 
  kind-yet-professional new owner of Splitrock and has the 
  ignoble job of company accountant, spending most of her 
  days tracking inventory and cataloging revenue. Th e shortage 
  of company crew has brought the normally reclusive dwarf 
  here, and she is somewhat distant from the resentful crew. 
  Vianna usually seems distracted and slightly perturbed. 
  Boso Hammerfall (lawful good male dwarf fi ghter 4). 
  Lively and humorous, the rigsman Boso usually has a bawdy 
  joke to share when the captain is not within earshot. He acts 
  as the midday and evening mate.
  Guigo Ironglove (lawful good male dwarf bard 4). Guigo 
  is entertaining and charismatic, beloved by all who meet 
  him for his colorful language and inspiring collection of 
  shanties. Th at he is missing an eye, a hand, and a leg from an 
  unfortunate griff on attack doesn’t seem to dampen his spirits 
  as morning mate and night watchman.
  Otto Motzger (lawful good male dwarf fi ghter 3). More 
  ape than dwarf and ugly beyond measure, this lovable oaf 
  spends his days climbing the rigging of the airship and 
  hollering insults at the crew below. Immensely strong, he 
  frequently shows off  “Matta” and “Pompilina,” his two named 
  and tattooed biceps.
  Rabscuttle. Rabscuttle is an ever-present personality 
  aboard the Manticore, who oft en fi nds himself in the way of 
  operations. Th e crew accepts the interferences as a fact of life 
  and regards the old clockwork with the utmost respect. To 
  add fl avor to the characters’ interactions with the gearforged, 
  liberally use the Rabscuttle Interactions table. 
  Matheus Segelnetz (chaotic evil male dwarf cleric 4). 
  Matheus is slender, tall, and wiry for a dwarf, recently hired 
  on an earlier Golden Citadel journey to work a return trip. 
  No one suspects that he is a Mammonite cultist sent to spy 
  on Vianna. He is the only person in the company aware of 
  the owner’s true nature.
  Brill Stamper (lawful good male human fi ghter 5). A 
  salty and coarse former seaman, Brill spends most of his idle 
  minutes reminiscing about his three lovely young daughters. 
  Th e rest of his hours are spent cursing their mother for 
  taking them from him.
  Mykrin Understone (unaligned male dwarf barbarian 4).
  Horribly scarred, terribly tattooed, and entirely toothless, 
  with a patchwork of wiry tuft s for a beard, Mykrin is never 
  without his two trusty handaxes, “Olga” and “Bromhilda.” 
  Myrkin is disdainful of sorcerers, wizards, and warlocks, 
  whom he refers to as “bazzakers.”
  Brunerius Weitesland (unaligned male dwarf fi ghter 
  4). Exceptionally neat and tidy, Brunerius constantly 
  bellows at the entire crew whenever anything is out of 
  place or disorderly. His days are a fl urry of cleaning and 
  straightening.
  
  Halls of the Mountain-King
  Halls of the Mountain-King
  13
  Rabscuttle Interactions
  Once per watch shift  or whenever the PCs interact with 
  Rabscuttle, roll 1d6 and consult the following table. Feel 
  free to repeat results, as it only adds to the surreal nature of 
  dealing with a centuries-old senile clockwork dwarf.
  Anytime Rabscuttle is aided closely, such as in results 
  2 and 4, allow the characters a DC 25 Perception check 
  to notice the tiny, intricate engravings embossed on his 
  gears, parts, and plates, heavily worn by time. A DC 27 
  Th ievery check hints that the symbols are instructions of 
  some sort, but not even magic reveals their true meaning. A 
  DC 30 Arcana check reveals what seem to be directions to 
  a location, although they are rife with esoteric symbolism 
  and are contradictory and indecipherable in their current 
  confi guration. Clovis dismisses the markings as “decorations 
  of a bygone era.”
  Table 1-2: Rabscuttle Interactions
  Roll
  Result
  1 
  Rabscuttle suddenly recognizes the characters as his 
  saviors in the alleyway, falling all over himself to thank 
  them for their aid and off ering his services in exchange for 
  their heroics. Suddenly coherent, he follows the characters 
  around in admiration for the next several hours, trying 
  to assist them, resulting in a -4 penalty on skill checks 
  attempted during this time.
  2 
  Rabscuttle approaches the characters with the slurried 
  remains of one of the left over crew meals clogged in 
  the gears and pulleys of his face and upper torso. He 
  sheepishly explains that he was hungry and felt compelled 
  to eat. A DC 12 Th ievery check cleans the mess from his 
  gears and cogs.
  3 
  Rabscuttle suddenly mistakes the PC least like Clovis 
  (such as a female or wizard) as the captain himself and 
  addresses the character as such. He acts as if he has not 
  seen his master in years. He tells embarrassing stories 
  of incidents of Clovis’s youth, such as wetting the bed or 
  crying at the sight of his fi rst elf.
  4 
  A strange noise late one night in the galley reveals that 
  Rabscuttle dismantled a large portion of his torso and 
  is minutely examining his own scattered parts, cooing 
  in wide-eyed amazement over each one. Oblivious to 
  the great harm he has infl icted, he proudly shows off  his 
  constituent components, which take 4 hours to replace 
  using Arcana and Th ievery.
  5 
  Rabscuttle suddenly scurries around the deck, grabbing 
  and pawing at everyone’s money pouches or bags, jingling 
  the coins within. He cries out, “Th e ship’s weighed down! 
  We’ve got to gain speed! Everyone throw your gold 
  overboard!”
  6 
  One at a time, Rabscuttle bolts ahead of the characters and 
  pantomimes opening a door for them to walk through, 
  continuing this action for several minutes as the PCs 
  work. Abruptly, he “slams” an imaginary door in the face 
  of a PC before he can “enter.” Th e gearforged then sneers 
  and says, “Not all doors are meant to be opened, master.”
  ROCS AND A HARD PLACE 
  On the third day, just as the crew fi nishes lunch, the 
  distracted sailors fail to notice a large shadow passing briefl y 
  over the bow of the ship. Allow any PCs on the top deck a 
  DC 21 Perception check to see the shadow, cast by several 
  young rocs swooping down to collect some lunch of their 
  own. Any character who successfully spots the roc may act 
  in the surprise round. Th e massive birds dive swift ly down 
  from the cover of clouds above, spinning toward the ship 
  before most of the crew realizes what is happening. Th e only 
  clue, a piercing cry that chills the soul more than any winter 
  wind, comes much too late.
  8th Level Encounter
  4 PCs (1,400 XP) • 2 fl edgling rocs
  • 
  5 PCs (1,750 XP) • 2 fl edgling rocs, but the rocs fi ght to 
  • 
  the death
  6 PCs (2,100 XP) • 3 fl edgling rocs
  • 
  Vianna’s Secret
  When the gold rush started, a young gold dragon 
  by the name of Bragollach had recently assumed 
  her mother’s role of protecting an ancient 
  quarantined hoard of corrupted gold. Contacting 
  Silent Master Bradobaraxas of the Illuminated 
  Brotherhood, the two agreed that the dragon, with 
  the help of an acquired shipping company, would 
  supply the citadel with food and equipment, 
  taking the corrupt ore back to the hidden hoard.
  Bragollach, disguised as the merchant Vianna 
  Geldenhoff, then bought out the Splitrock 
  Company, using their two airships to transport 
  the corrupted gold from the Citadel and into 
  hiding. There is some animosity between Vianna 
  and Clovis, as he has yet to see the payoff of 
  these resupply missions. Bragollach is quick to 
  dismiss the accusations of paying off creditors 
  and conceals the whereabouts of the gold through 
  complicated bookkeeping. She is unaware that 
  the Mammonites, through the spying of Matheus, 
  know both her true identity and of her presence 
  aboard the Manticore.
  
  Dark was the Night, Cold was the Ground
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  14
  Fledgling Roc  Level 8 Elite Skirmisher
  Large natural beast  
  XP 700
  Initiative +11  
  Senses Perception +11
  hp 180 each 
  Bloodied 90
  AC 24 
  Fortitude 23 
  Refl ex 23 
  Will 19
  Saving Th rows +2
  Speed 4, fl y 10 (clumsy), overland fl ight 15 
  Action Points 1
  [mba] Talon Flurry (standard; at-will)
  +13 vs. AC; 2d6 + 5; target is pushed 1 square and 
  knocked prone
  [m] Foot and Mantle (standard; at-will)
  Requires adjacent prone target; +11 vs. Refl ex; target is 
  grabbed (escape ends), and the roc has +2 to AC until 
  the end of its next turn
  Sustain Minor—the eff ect persists
  [m] Rip Flesh (minor; at-will)
  Requires grabbed target; +11 vs. refl ex; 2d8 + 5 damage
  [m] Swooping Strike (standard; at-will)
  Th e roc moves up to its fl y speed in one direction and 
  makes a melee basic attack at any point during its move 
  Special —if the roc is bloodied, it can make 2 
  additional melee basic attacks at -2 to attack
  Clutch and Carry (move; at-will)
  Requires dying target (Medium or smaller); the target is 
  grabbed, and the roc moves up to its fl y speed, carrying 
  the target along with it
  From the Nest (free action, when knocked prone in mid-
  air; at-will)
  Th e fl edgling roc spreads its wings and slides 3 squares, 
  remaining fl ying
  Alignment unaligned  
  Languages —
  Str 19 (+8)  
  Dex 19 (+8)  
  Wis 14 (+6)
  Con 18 (+8)  
  Int 2 (+0)  
  Cha 10 (+4)
  Tactics
  During Combat While an adult roc would grab its prey and 
  carry it off , a fl edgling roc is too weak to carry a struggling 
  person over great distances. Th e young roc will instead use 
  its swooping strike to push victims off  the airship and down 
  to the rocks far below. If it manages to knock a victim prone 
  instead, it will land on the ship, pinning the victim and 
  protecting itself with its foot and mantle power, then use rip 
  fl esh to incapacitate it.
  Morale If a fl edgling roc succeeds in claiming several 
  victims, or drops to 30 hp or less, it will leave the encounter, 
  either to return later for its hard-won meal or to fi nd easier 
  prey.
  Development 
  Th e crew takes cover below decks or behind rigging, 
  providing a +2 cover bonus against the attacks. Th e roc’s 
  formidable reach otherwise makes anyone remaining on 
  the upper decks fair game, although you should choose 
  expendable crew, such as Brill or Boso. Any characters or 
  crewmembers you see fi t can operate the ballista to ward off  
  the bird’s attack.
  “Sharp Tongue Lashing” 
  Ballista Attack (standard and move action, at-will)
  +12 vs AC; 2d8 + 6 damage
  Aft erwards, Sawbones recognizes the service of any lost to 
  the bird’s attack in a brief benediction. Th e survivors return 
  to work in silence and have little to share for the rest of the 
  morning, until the lookout spots the shipwreck.
  THE WRECK OF THE DRAKE 
  Not long aft er the rocs attack, a harsh cry echoes from the 
  top deck: “Captain! I think we’ve got our bird!” An almost 
  identical airship fl ounders hopelessly in the distance, 
  hovering at anchor and gently tugging against its moorings 
  alongside a mountain peak, as the swift  winds of winter 
  batter the vessel. A long rope ladder dangles behind the ship, 
  marking a trail through the snow below. As the Manticore 
  approaches, a name can be made out painted in tall, golden 
  letters along the bow. It is the Drake.
  Th e Drake has been adrift  for 2 weeks, ever since Albricius 
  poisoned the crew and escaped with a portion of the corrupt 
  gold on his way back to Zobeck. Clovis displays a grim 
  concern at the sight of the bodies in the rigging and instructs 
  the characters to investigate the fate of his company’s ship. 
  Grappling hooks are deployed and the ships are tethered, the 
  crew waiting for the “all-clear” from the PCs.
  Boarding the Drake requires a DC 17 Acrobatics or a DC 
  15 Athletics check. Use of the Athletics skill, which requires 
  getting down awkwardly on all fours and clamoring across 
  the moorings, results in an eruption of catcalls and laughter 
  from the nervous crew. Any character failing a check 
  by 5 or more loses his grip and falls, plummeting to the 
  mountainside 80 ft . below (suff ering 8d10 damage).
  Th e Drake, like the Manticore, is an outdated cargo ship. 
  Due to the partially defl ated air bladders of the Drake, the 
  vessel shift s and sways. Aft er the PCs spend several minutes 
  onboard, they may become sickened for the rest of the time 
  they are aboard.
  Motion Sickness 
  +5 vs. Fortitude; Hit -2 to attack and damage rolls, and to 
  AC and Refl ex until departing the Drake
  
  Halls of the Mountain-King
  Halls of the Mountain-King
  15
  Allow the PCs to roam the ship freely to investigate the 
  tragic circumstances of the airship. Clovis and crew wait 
  impatiently for the all-clear signal from the characters, 
  calling out oft en, even during combat, eager to resolve 
  the grim scene before them. When the PCs fi nally call 
  them over, Clovis, Sawbones, and two crewmembers 
  board the Drake and search for any clues the characters’ 
  investigations might have missed. Feel free to provide the 
  fate of the ship through these NPCs. Rooms and areas not 
  described here contain nothing of interest.
  Main Deck
  Area 1, Main Deck. Aft er days of the constant buzz of 
  activity aboard the Manticore, the Drake’s decks are eerily 
  silent. Slumped along the deck and hanging from the rigging 
  are the unfortunate dwarven crew, their bodies rigid and 
  lifeless, each coated in hoarfrost. Besides the wind that 
  whistles through the rigging, the only sound is the abrupt 
  knocking of the stiff , frozen bodies, bumping the rails of the 
  ship by the occasional northern gust.
  Five corpses are present on the top deck, all of which 
  are iced over and frozen solid. Another body lies in the 
  stairwell of the sterncastle. A bloody smear spreads beneath 
  the accumulated ice, running from the sterncastle, over the 
  steps, and down through the smashed cargo doors of each 
  deck. Climbing this slippery cargo opening requires a DC 
  21 Athletics check. A failure indicates the character loses 
  footing and falls 20 ft . to the steerage deck below (suff ering 
  2d10 damage).
  If the PCs inspect the bodies carefully, they might 
  determine the cause of death of the unfortunate crew. A DC 
  19 Heal check reveals the bodies died of poisoning, while 
  a success of DC 23 or more reveals the symptoms of dark 
  toxin (see DMG page 51). Th e deceased crewmembers were 
  at morning mess, as bowls of thick porridge lay disposed 
  or dropped nearby, barely eaten. Several dead crows litter 
  the decks as well. An inspection of the porridge confi rms 
  the presence of a suspicious powder on a DC 21 Perception 
  check.
  
  Dark was the Night, Cold was the Ground
  Dark was the Night, Cold was the Ground
  chapter
  one
  16
  Two of these crewmembers display strange pus-fi lled sores 
  on their arms and faces. A DC 25 Heal check confi rms this 
  is a symptom of disease but not of any recognizable illness. 
  When examined, the pustules ooze oily pus with an almost 
  metallic sheen, like oil on water. Th e crewmembers’ frozen 
  eyes have a similar cast to them.
  Area 2, Captain’s Quarters. Th e door to the captain’s 
  quarters swings open and shuts meatily with each icy 
  gust, tapping out an unnatural cadence and guarding the 
  beckoning darkness beyond. Th e frozen body of a dwarf 
  crewmember blocks the portal, preventing it from closing, 
  although the constant slamming of the door has pulped his 
  upper torso.
  Th e crewmember in the doorway was murdered, his body 
  showing many puncture wounds. Th e furniture within was 
  either ransacked or violently tossed about due to the airship’s 
  motions. Th e captain’s log lays open on the fl oor, but a quick 
  search reveals that many pages from the last several weeks 
  have been ripped out. Without them, there is no way to 
  determine crew count or passenger numbers. Th e body of 
  Captain Stimme Amboschlag is not present. His is the half-
  eaten corpse in the steerage deck (see Area 16).
  Area 3, Forward State Quarters. A murdered family of 
  fi ve humans occupies this room, and a casual search reveals 
  their throats were cut while sleeping. Th ey do not display 
  signs of illness.
  Area 6, the Chart Room. Nothing seems out of place 
  in the chart room besides the normal dishevelment found 
  throughout the rest of the ship, with maps, charts, sextants, 
  and compasses in disarray. A DC 21 Perception check, 
  however, reveals several empty packets of a dark purple 
  powder. A DC 19 Heal check identifi es it as dark toxin 
  powder.
  Area 7, the Galley. Th e body of a single dwarf 
  crewmember, identifi ed as Broff o, is crumpled on the fl oor 
  here, having died consuming his breakfast.
  Cargo Deck
  Unlike the Manticore’s cramped and stuff ed cargo hold, 
  the upper bay of the Drake is largely barren, save for a few 
  scattered tools and several damaged crates that might once 
  have held supplies.
  Dim gray light leaks into the cargo deck from the smashed 
  bay doors above. Any characters succeeding on a DC 23 
  Perception check detect a shuffl  ing on the deck below, 
  followed by a thump, which sounds vaguely like falling ice. 
  In the main hold is a single body dressed as an arcanist. Th is 
  was Belvedore, the company’s sole aeromancer. His body 
  is partially burned, and he appears to have been severely 
  bludgeoned. A DC 25 Arcana check reveals the shattered 
  fragments of a wand in his hand.
  A dwarf crewmember lies dead at the bottom of the fore 
  stairs, his bowl still in his hand and a spoon hanging from 
  his rigor-hardened jaw. Nearly a dozen dead rats litter the 
  fl oor near the stairwell, and the metallic tinge of spilled 
  blood is heavy in the stale air below decks. A dark ichor has 
  spread out from under each door here, staining the deck in 
  a thick, viscous sludge. Th is is the body of a crewmember by 
  the name of Malbic, who died of poisoning along with his 
  mates. Th e rats died eating him.
  Area 10, Crew Quarters. Th is room contains eight 
  humans, comprising two families. Th e corpses are poorly 
  dressed and seem to have been extremely malnourished, 
  indicating they were probably refugees rescued from the 
  Golden Citadel. All here show signs of the unidentifi ed 
  illness. While two of the bodies succumbed to the illness, the 
  others were murdered while they slept. A man and a woman 
  both defi nitely died in a struggle, as both display extremely 
  precise, scalpel-like cuts across their arms, face, and neck.
  Area 11, Crew Quarters. Th is room holds the bodies of 
  nine dwarven passengers, malnourished and diseased like 
  those in area 10. Four died fi ghting aft er being cornered in 
  this room and bear the seared residue of some intense heat 
  (a DC 23 Religion check confi rms the wounds are consistent 
  with  lance of faith) and multiple small puncture wounds. A 
  DC 15 Heal check fi nds the wounds have a distinctive blue 
  hue, the telltale mark of hellstinger scorpion venom (see 
  DMG page 51).
  Area 14, Crew Quarters. Most of the crew quarters and 
  storage rooms of this area are empty and abandoned, the 
  contents in disarray but nevertheless eerily familiar—mirror 
  refl ections of the lively halls and corridors of the Manticore.
  Th e door leading to this chamber fails to yield if tested; 
  a heavy dwarven body blocks it. A DC 19 Athletics check 
  forces open the door, revealing the corpses of two dwarf 
  crewmembers. A DC 19 Perception check confi rms that 
  the two dwarves died in a fi ght. Th ere is no trace of poison, 
  but a DC 19 Heal check reveals the same strange symptoms 
  seen on some of the crew above. One died of strangulation, 
  while the other bled to death from many puncture wounds 
  caused, leaving little doubt that the two killed one another in 
  a struggle. 
  A DC 15 Perception check reveals that one corpse has 
  several rough gold nuggets lodged in his mouth. A fl oor 
  plank has been pulled up, revealing a small, tipped coff er. 
  Th e distinctive gold ore, worth about 500 gp, is spilled 
  onto the fl oor. Th ese two dwarves can be confi rmed as 
  crewmembers aboard the Drake. In addition, consider 
  placing Belvedore’s spellbook here, especially if the PCs are 
  short on magic or treasure. 
  
  Halls of the Mountain-King
  Halls of the Mountain-King
  17
  Steerage Deck
  Area 16, Lower Cargo Hold. Many broken, empty crates lay 
  scattered here in the dark recess of the lowest cargo hold. 
  Two massive, ironbound chests sitting back-to-back are the 
  only intact items present. Below the cargo bay hatch lies 
  the frost-rimed upper torso of a once-stout dwarf, his head 
  cleanly severed from his body. Th e corpse has been eaten 
  from the chest down; even the leg bones are gone.
  Th is is the fi nal resting place of Captain Stimme, and is 
  the nest of a very old and grizzled chimera by the name 
  of Frostgrenze. Infected with the goldveined curse, the 
  chimera waits in the shadows, charging the party when 
  the opportunity presents itself. For a larger party, carrion 
  crows hop about the hold, picking at the severed limbs and 
  mangled corpses the chimera pulled in to gnaw on.
  11th Level Encounter
  4 PCs (2,500 XP) • Frostgrenze
  • 
  5 PCs (3,000 XP) • Frostgrenze, 5 carrion crows
  • 
  6 PCs (3,500 XP) • Frostgrenze, 10 carrion crows
  • 
  Frostgrenze, Goldveined Chimera 
  Level 10 Solo Brute 
  Large magical beast  
  XP 2500
  Initiative +8  
  Senses Perception +12; all-around 
  vision, darkvision
  hp 369  Bloodied 185 
  AC 23 
  Fortitude 24 
  Refl ex 18 
  Will 21
  Resist 10 fi re
  Saving Th rows +5
  Speed 6; fl y 10 (clumsy), overland fl ight 15
  Action Points 2
  [mba] Snow Leopard’s Bite (standard; at-will)
  +13 vs. AC; 2d8 + 5 damage
  [m] Amalgam’s Fury (standard; at-will)
  Frostgrenze makes the following three melee attacks, no 
  more than two against the same target
  Snow Leopard’s Bite +13 vs. AC; 2d8 + 5 damage
  Wyrm’s Rending +13 vs. AC; 3d6 + 5 damage
  Mountain Ram’s Battering +13 vs. AC; 1d10 + 5 
  damage, and the target is knocked prone
  [m] Mountain Ram’s Charge (move; at-will)
  Frostgrenze makes a charge attack; +14 vs. AC; 1d10 + 9 
  damage, and the target is knocked prone
  [c] Bloodied Breath (free, when fi rst bloodied; encounter)
  Frostgrenze recharges and uses dragon breath
  [c] Dragon Breath (move; encounter)  � 
   Fire
  Close blast 5; +11 vs. Refl ex; 2d6 + 1 damage, and 
  ongoing 10 fi re damage (save ends)
  [r] All that Glitters (standard, recharge on 5, 6)
  Ranged 10; +14 vs. Will; the target is pulled 5 squares 
  and dazed (save ends)
  [r] For Love of Money (immediate interrupt, when 
  targeted by a melee attack; at-will)
  +14 vs. Will; instead of attacking Frostgrenze, the 
  attacker makes a melee basic attack against an adjacent 
  target of Frostgrenze’s choice; if no such target exists, no 
  attack is made
  Fatal Bequest
  When it dies, Frostgrenze vomits forth 10 greed-tainted 
  gold pieces
  Madness of the Mines  � 
   Psychic
  If Frostgrenze is hit by a charm aff ect, its insane minds 
  cause painful psychic feedback to rebound upon the 
  caster; this infl icts 8 psychic damage and counts as 
  exposure to gold fever
  Alignment unaligned  
  Languages Common, Draconic,
    
    
    
   Dwarven
  Skills Endurance +16, Nature +12, Perception +12, 
  Stealth +13
  Str 24 (+12)  
  Dex 17 (+8)  
  Wis 14 (+7)
  Con 23 (+11)  
  Int 8 (+4)  
  Cha 17 (+8)
  Carrion Crow 
  Level 9 Skirmisher Minion
  Small natural beast  
  XP 100
  Initiative +11  
  Senses Perception +7; darkvision
  hp 1; a missed attack never damages a minion
  AC 23 
  Fortitude 21 
  Refl ex 23 
  Will 19 
  (see also shrieking dive)
  Speed 3, fl y 6 (hover), overland fl ight 8
  [mba] Eyeplucker Bite (standard; at-will) 
  +14 vs. AC; 9 damage
  [m] Shrieking Dive (move; encounter) 
  Th e delver crow may move 6 squares and make an 
  eyeplucker bite attack against any one adjacent foe 
  during its movement; it gains +2 to all defenses against 
  opportunity attacks during this movement
  Alignment unaligned  
  Languages — 
  Skills Athletics +11, Stealth +14 
  Str 15 (+6)  
  Dex 20 (+9)  
  Wis 6 (+2)
  Con 17 (+7)  
  Int 6 (+2)  
  Cha 8 (+3)
  
  Dark was the Night, Cold was the Ground
  Dark was the Night, Cold was the Ground
  chapter
  one
  18
  Tactics
  During Combat Frostgrenze begins combat by charging with 
  mountain ram’s charge and then using amalgam’s fury. Th en 
  it uses all that glitters to pull a foe close and better utilize 
  its dragon breath against clustered opponents. If it bloodies 
  a foe with amalgam’s fury, it spends an action point to use 
  the power again. Once bloodied, it uses bloodied breath—
  ensuring that the foe that struck the bloodying blow is in the 
  blast.
  Morale Frostgrenze fi ghts to the death.
  Treasure  
  Th e chests are not trapped. One is locked with a good lock 
  (DC 27 Th ievery) and is so full it bulges nearly to bursting. 
  A DC 19 Perception check reveals several scores in the 
  wood, indicating that a small plank had previously been 
  removed from the backside. Once the PCs open the chest, 
  they can see that some gold was removed in this manner, 
  with a cloth stuff ed into the cavity and the plank replaced. 
  Approximately 500 gp worth of the precious gold ore mined 
  from the Golden Citadel has been removed (see area 5) and 
  about 50,000 gp remain. Th is is likely the party’s fi rst view of 
  orichalcum, the brilliant, pure alchemical gold mined by the 
  dwarves of the Golden Citadel and the impetus of the gold 
  rush.
  Th e other chest has been battered open and stripped of 
  any wealth it once contained. Clovis and Vianna are visibly 
  stunned at the amount of gold in the chests. If the other 
  chest contained as much gold, it would have far exceeded the 
  profi ts they hoped to garner for the expedition.
  A DC 19 Perception check reveals the key on a golden 
  chain concealed under the body of Captain Stimme.
  A Speak with Dead ritual cast on the captain or any crew 
  members imparts similar information to that found in the 
  captain’s log (see Captain’s Log section, page 20). Th e crew 
  died eating morning mess. Some crew and passengers died 
  in a struggle with the cultists, and they describe them as a 
  human and two dwarves wearing leering golden masks. Two 
  of the bodies matching their descriptions can be found below 
  the ship.
  THE CLUES LIE COLD ON 
  THE PEAKS BELOW 
  If the characters investigate the dragging rope ladder, or if 
  they succeed on a DC 23 Perception check from the main 
  deck of either ship, they see a valuable clue to the fate of the 
  vessel on the peak below. Th e long rope ladder dangles from 
  the forecastle and drags in the fresh snow of the peak far 
  below, tracing a circular trail in the snow. A fl ash of bright 
  copper glints from the drift s, drawing attention to what looks 
  like two frozen bodies.
  Any movement near these bodies attracts the attention 
  of the creatures buried in the snow, totally concealed, 10 ft . 
  behind the corpses. Th ey attack when anyone approaches 
  within 10 ft . of the bodies. Treat the mountainside as diffi  cult 
  terrain.
  9th Level Encounter
  4 PCs (1,650 XP) • 1 glacial drake, 3 rime worm larva, 1 
  • 
  rime worm 
  5 PCs (2,000 XP) • 1 glacial drake, 2 rime worm larva,2 
  • 
  rime worms
  6 PCs (2,450 XP) • 1 glacial drake, 3 rime worm larva, 2 
  • 
  rime worms
  Glacial Drake  
  Level 10 Lurker 
  Large natural beast (cold, reptile)  
  XP 500
  Initiative +13  
  Senses Perception +7; darkvision
  hp 86 
  Bloodied 43
  AC 24 
  Fortitude 23 
  Refl ex 23 
  Will 21
  Resist 10 cold
  Speed 6 (ice walk); burrow 6
  [mba] Terrible Bite (standard; at-will)
  +15 vs. AC; 3d6 + 5 damage
  [m] Icebreaker Gore (standard; encounter)  � 
   Cold
  Reach 2; +13 vs. Refl ex; 4d10 + 5 damage, and target is 
  knocked prone and takes ongoing 5 cold damage (save ends)
  [c] Breath of Frostknives (standard; recharge on 5, 6)  � 
   
  Cold, Zone
  Close blast 4; +11 vs. Refl ex; 3d8 + 5 damage, and creates 
  a zone of swirling ice and snow that blocks line of sight 
  until end of next turn; enemies within the zone at the 
  end of their turn take 1d8 cold damage (uncovered 
  fl ames are doused and ongoing fi re damage ends 
  immediately within the zone)
  Combat Advantage
  Th e drake deals an extra 2d6 damage on melee and ranged 
  attacks against any target it has combat advantage against
  Rift shard Dive (move; recharges when bloodied)  � 
   Cold
  Requires snowy or icy terrain; close burst 3; +11 vs. Refl ex; 
  4d8 + 5 damage; the drake may burrow its speed for free
  Th rough the Ice (minor; at-will)  � 
   Illusion 
  While the drake is burrowing in an area of snow or ice, it 
  is invisible 
  Alignment unaligned  
  Languages —
  Skills Endurance +15, Nature +12, Stealth +14
  Str 16 (+10)  
  Dex 18 (+9)  
  Wis 15 (+7)
  Con 20 (+10)  
  Int 8 (+4)  
  Cha 10 (+5)
  
  Halls of the Mountain-King
  Halls of the Mountain-King
  19
  Rime Worm Grub  
  Level 5 Lurker
  Small elemental beast (cold)  
  200 XP
  Initiative +11  
  Senses Perception +1; tremorsense 10
  hp 56 
  Bloodied 26
  AC 19 
  Fortitude 17 
  Refl ex 19 
  Will 15
  Resist 10 cold
  Speed 4 (also see snow burrowing)
  [mba] Frosty Bite (standard action; at-will)  � 
   Cold
  +10 vs. AC; 2d8 + 4 cold damage
  [m] Lunging Strike (standard action; at-will)
  Th e grub shift s 4 squares and makes a melee basic attack
  Combat Advantage
  Th e grub deals an additional 2d6 damage against any 
  creature it has combat advantage against
  Snow Burrowing
  Th e grub is considered to have a burrow speed of 6 
  squares for purposes of movement through snow and ice
  Alignment unaligned  
  Languages —
  Skills Stealth +12
  Str 10 (+2)  
  Dex 20 (+7)  
  Wis 8 (+1)
  Con 16 (+5)  
  Int 4 (-1)  
  Cha 10 (+2)
  Rime Worm 
  Level 9 Artillery
  Medium elemental beast (cold)  
  400 XP
  Initiative +9  
  Senses Perception +4; tremorsense 10
  hp 76 
  Bloodied 38
  AC 21 
  Fortitude 20 
  Refl ex 23 
  Will 18
  Resist 10 cold
  Speed 4 (also see snow burrowing)
  [mba] Snowy Lunge (standard action; at-will)  � 
   Cold
  +16 vs. AC; 1d8 + 5 cold damage
  [c] Snowy Breath (standard action; recharge on 6)  � 
   
  Cold, Zone
  Close blast 5; +12 vs. Fortitude; 3d10 + 5 cold damage, 
  and a zone is created; the zone provides concealment 
  and persists until the end of the worm’s next turn
  [r] Frozen Spittle (standard action; at-will)  � 
   Cold
  +16 vs. AC; 2d8 + 5 cold damage
  Snow Burrowing
  Th e worm is considered to have a burrow speed of 6 
  squares for purposes of movement through snow and ice
  Alignment unaligned  
  Languages —
  Skills Stealth +14
  Str 10 (+4) 
  Dex 21 (+9) 
  Wis 10 (+4)
  Con 16 (+7) 
  Int 4 (+1) 
  Cha 10 (+4)
  Rime Worm Larva  
  Level 6 Soldier
  Medium elemental beast (cold, swarm)  
  250 XP
  Initiative +9  
  Senses Perception +2; tremorsense 10
  Leach Warmth (cold) aura 1; the swarm makes a melee 
  basic attack as a free action against each enemy that 
  begins its turn in the aura; in addition, any enemy that 
  enters or starts its turn in the aura gains vulnerability 
  cold 5 (save ends)
  hp 72 
  Bloodied 36
  AC 22 
  Fortitude 18 
  Refl ex 19 
  Will 15
  Resist 10 cold; half damage from melee and ranged 
  attacks; Vulnerable 5 against close and area attacks
  Speed 4 (also see snow burrowing)
  [mba] Feast on Flesh (standard action; at-will)
  +13 vs. AC; 1d10 + 4 damage
  [c] Writhing Snow (standard action; rechargeable on 5, 6)  
  � 
   Cold
  Close burst 1; +9 vs. Refl ex; 1d8 + 4 cold damage; if the 
  target moves before the end of the swarm’s next turn, it 
  immediately falls prone
  [m] Crawl under Armor (standard action; encounter)  � 
   
  Cold
  Must occupy the same square as the target; +11 vs. 
  Refl ex; 3d6 + 4 damage, and the target is slowed and 
  suff ers ongoing 5 cold damage (save ends both)
  Miss—ongoing 5 cold damage and the target is not 
  slowed (save ends)
  Snow Burrowing
  Th e swarm is considered to have a burrow speed of 6 
  squares for purposes of movement through snow and ice
  Alignment unaligned  
  Languages —
  Skills Stealth +12
  Str 10 (+3)  
  Dex 19 (+7)  
  Wis 8 (+2)
  Con 16 (+6)  
  Int 2 (-1)  
  Cha 10 (+3)
  Tactics
  During Combat Th e glacial drake burrows up to attack using 
  rift shard dive and unleashes its breath of frostknives on the 
  largest group. Th en, it uses its icebreaker gore and proceeds to 
  bite bloodied targets fi rst, utilizing its through the ice power 
  as it moves.
  Th e larva swarm maneuvers to keep as many targets as 
  possible within the eff ects of its aura and writhing snow 
  ability. 
  Th e worm burrows several squares away from the rest of 
  its brood before surfacing to pelt intruders with its frozen 
  spittle. Enemies that draw too close risk facing its snowy 
  breath.
  Morale Th ese creatures are starving and fi ght to the death.
  
  Dark was the Night, Cold was the Ground
  Dark was the Night, Cold was the Ground
  chapter
  one
  20
  The Evidential Corpses
  Albricius murdered his two collaborators immediately aft er 
  dispatching the crew. Th eir corpses are visible but partially 
  buried in the snow of the mountainside near the dangling 
  rope ladder. Both are dwarven and wear familiar leering 
  masks of beaten copper. Th ey were not crewmembers and 
  were not aware of Albricius’ goal. In addition to white, 
  furred robes, they each carry a sash containing concealed 
  darts coated in ground thassil root poison and wear a brass, 
  coin-like symbol with a devilish face cast in relief. A DC 15 
  Religion check reveals these as holy symbols of Mammon.
  A DC 23 Heal check reveals the cause of death as skull 
  fractures from a blunt object. If the corpses are successfully 
  questioned using Speak with Dead, they reveal only that 
  they knew they would be rewarded for returning such a 
  sum of gold to their masters. Th e acolytes are unaware of 
  the greater scheme at hand or why Albricius killed them; 
  however, they do know he was on his way to Zobeck to seek 
  out the whereabouts of some great treasure. If questioned 
  about the nature of the cult in the citadel, the acolytes reveal 
  that unchecked greed has attracted the cold eye of Mammon. 
  One still wears a belt of vigor (heroic tier).
  Albricius neglected to retrieve the crew manifest and log 
  entries his conspirators had collected from the captain’s log. 
  Th ey can be found on one of the bodies, its contents detailed 
  below. In addition, one of the bodies has several parchment 
  rubbings of an engraved mechanical device—an armor-
  like plate and a few complicated gears. A DC 15 Arcana or 
  Th ievery check identifi es these rubbings as having come 
  from Rabscuttle, although they are oddly backwards, as if 
  rubbed in relief. Several notes, scrawled in Common, read: 
  “Where is the Eye?” and “Tears wash away greed.” Th ese had 
  been stolen from Albricius.
  A very diffi  cult Perception check (DC 30) of the area 
  reveals almost 70,000 gp in orichalcum ore buried in the 
  snow near the corpses. Th is orichalcum was removed from 
  the empty chest in the ship’s hold and is as much as the lazy 
  Albricius was willing to remove.
  Treasure
  70,000 gp worth of orichalcum, belt of vigor (heroic tier) 
  (see PHB  page 253), captain’s log missing pages, copper 
  masks (2), etchings, holy symbols of Mammon (2), poisoned 
  darts (10)
  The Captain’s Log
  Th e missing pages from Captain Stimme’s logbook provide 
  a valuable glimpse into the airship’s fate. Th e journey is 
  described in Dwarven with short, simple entries. Th e report 
  from the Golden Citadel, which dates to almost 3 weeks ago, 
  describes a sedate situation for those holed up. 
  According to the logbook, droves of miners were taken in 
  by the dwarves as the winter storms increased and the passes 
  snowed in. Apparently, the rescue eff orts were coordinated 
  by an exceptionally kind and generous man named Halston, 
  and Captain Stimme (who had been unknowingly charmed) 
  dealt with him exclusively, turning a profi t well beyond the 
  expectations of the company. Some 130,000 gp was received 
  for a shipment estimated at half that value. Several dozen 
  passengers are listed, including Albricius Everart. Most 
  of the settlers intended to wait out the winter storms and 
  return to their mines once the snows subsided. Th e ship also 
  carried very ill passengers in quarantine (see areas 10 and 
  11). Laden with orichalcum, the Drake set fl ight again only a 
  few hours aft er arrival, which Clovis notes as unusual.
  From there, the entries grow shorter again, with little 
  to report other than cabin fever and growing aggravation 
  among the crew. Th e captain begins to worry when several 
  of his crew contract the settler’s illness, despite the care 
  taken to quarantine the sick. Th e last entry reads: “A pall of 
  discontent has fallen on the ship. Gorfred was confi ned to 
  quarters. Th e crew is getting ill.”
  Th at evening, PCs who succeed at DC 25 Perception 
  checks hear snippets of a heated argument in the captain’s 
  quarters between Clovis and Vianna. Vianna believes they 
  should return to Zobeck immediately with the shipment 
  and recovered cargo, while Clovis wants to go to the aid of 
  his endangered kin. Th e journey continues the following 
  morning, and Vianna is not seen on decks aft er breakfast, as 
  she sulks in her quarters.
  PART III
  We Were Dead 
  Before the Ship 
  Even Sank
  T
  he Splitrock Company hired Ansgar Flintknapper 
  during a recent supply run to the citadel. Unknown 
  even to Vianna, he was sent to secretly monitor the 
  safety of shipments for the Illuminated Brotherhood. Even 
  he is not aware of the true nature of Vianna. A Silent Master 
  of the Brotherhood, he understands the danger in allowing 
  the orichalcum cargo from the Drake to be returned to the 
  hands of the Mammonites in the Golden Citadel. To prevent 
  the cult from acquiring this gold, he has made the fateful 
  decision to sabotage and crash the Manticore.
  
  Halls of the Mountain-King
  Halls of the Mountain-King
  21
  In the hours before dawn, on the morning of the seventh 
  day of the journey, the Silent Master rises and goes about 
  his foul business. Aft er preparing himself, he casts Arcane 
  Lock on the doors of areas 12, 13, and 14 of the cargo deck, 
  trapping the eight sleeping crew members there before 
  making his way quietly down into the engine room to set the 
  boilers to dangerously explosive levels.
  SABOTAGE! 
  Guigo is on the fi nal shift  of guard duty before dawn. As 
  the dark of night gives way to the fi rst gray glow of dawn, 
  he nods to the PCs on watch and points to the roiling black 
  clouds along the horizon. “Sure hope the ol’ girl can make 
  it to the citadel before that storm reaches us!” Rabscuttle 
  laughs as the disabled pilot leers with a hesitant grin and a 
  nervous wink. 
  Suddenly, a great shudder jolts the anchored airship; Guigo 
  heaves forward and is knocked violently back from the 
  rails. Th e airship lurches before veering sharply starboard, 
  leaning precariously as it gains momentum. Th e boilers are 
  fi ring! Any characters on the top deck must take a DC 15 
  Acrobatics or Athletics check to avoid falling prone when 
  the ship unexpectedly fi res to life. Guigo hobbles to the ship’s 
  wheel and attempts to control the quickly spiraling craft  
  while shouting, “Get down to the engines and see what’s 
  going on!”
  Skill Check DC 15 (Acrobatics, Athletics)
  Success—Remain standing as ship lurches
  Fail—Fall prone as encounter begins
  Anyone present on the top deck 3 rounds from the initial 
  lurch sees Clovis, Vianna, and Sawbones exit their quarters 
  on the main deck and begin trying to control the vessel as 
  best they can in the absence of the rest of the crew.
  No matter the character’s whereabouts, call for initiative 
  to give some order to the chaos that is about to result and to 
  keep better track of player character actions and movement. 
  It also alerts PCs that they should be acting. Th e sequence 
  of events is somewhat mutable but should take 9-12 rounds 
  before the boilers ultimately explode.
  Sleeping characters below deck are instantly awakened by 
  this sudden movement and are thrown from their hammocks 
  and mats. Loud, metallic clangs ring through the steerage 
  deck below, followed by the hiss of escaping steam rising 
  up from the stairwell leading into the lowest hold near 
  their quarters’ doors. A DC 15 Arcana check reveals that 
  the boilers are fi ring at dangerous levels. Any characters 
  succeeding on a DC 23 Perception check can hear the 
  shouting and banging of the trapped crew trying to break out 
  of their locked doors.
  INTO THE HOLD
  When the characters open their door or peer below deck, a 
  great rush of hot air blasts up from the stairwell. Something 
  is going terribly wrong in the engine room. Any character 
  on the cargo deck succeeding on a DC 21 Perception check 
  catches a glimpse of the forceful splintering of the door 
  to area 13, as Mykrin attempts to break out of the crew 
  compartment.
  PCs can assist the crew members trapped in their quarters, 
  in the hope of bringing the careening vessel back under 
  control. Th ey can also investigate the problems in the engine 
  room.
  Unlike the wreck of the Drake, the large cargo bay loading 
  grates on the Manticore are securely fastened on both levels. 
  If a PC insists on taking this route rather than the stairs, it 
  takes four consecutive DC 19 Dungeoneering  or Th ievery 
  checks (one per round) to unfasten the bindings, and a DC 
  20 Strength check to open the heavy doors. 
  TRAPPED!
  Th e PCs might also try to rescue the trapped dwarven 
  crewmembers. To do so, they must cross the cluttered cargo 
  bay (all movement considered squeezing) and break through 
  the doors to the crew quarters, which include Boso and 
  Otto in area 12; Mykrin, Zangen, and Matheus in area 13; 
  and Brill, Brunerius, and Giroldus in area 14. Adjust for any 
  losses to the rocs. Th e break DC for the good doors of the 
  Manticore is currently 23 due to the arcane lock ritual, and 
  they should be treated as large vault doors (see DMG 
  page 64).
  Any dwarves who become aware of the rescue attempt 
  shout, “Get down to the engines and see what’s happening!” 
  If the characters take this strongly worded hint, they should 
  be penalized by 3 rounds on the Catastrophe Progression 
  table. 
  Without player aid, Mykrin hacks his way out of area 13 
  in 6 rounds. Taking Strength and aid another actions into 
  account, Otto can force open area 12 on a roll of 17-20, 
  while the crew trapped in area 14 can break out with a roll of 
  19-20 each round. To avoid these rolls, just assume that the 
  crewmembers of area 14 (Brill, Brunerius, and Giroldus) fail 
  to escape and perish if the boilers explode.
  Characters who opt to rescue the crew have probably saved 
  their lives, but cannot prevent the explosion of the boilers in 
  the engine room. On the 6th round, any crew members or 
  characters in the immediate stern area (areas 12, 13, 14, and 
  17) are subject to the results of the explosion.
  
  Dark was the Night, Cold was the Ground
  Dark was the Night, Cold was the Ground
  chapter
  one
  22
  DANGER IN THE BOILER 
  ROOM
  PCs can stop Ansgar by rushing through the disheveled 
  lower cargo hold (treat all movement as squeezing) to the 
  engine room (see area 17) to investigate and, potentially, 
  reverse the sabotage.
  As the PCs descend the stairs, a loud wail erupts as 
  Ansgar’s glyph of warding (thunder) (trap) discharges and 
  attacks. Th e spell is centered at the base of the stairs (see 
  DMG page 90).
  Th e door to the engine room hangs loosely from its hinges, 
  knocked off  by the intense pressure of the coal-powered 
  furnace. Over an ominous, high-pitched squeal and through 
  the hot miasma of steam that sprays the room in thick gouts, 
  an invisible Ansgar swings a large wrench onto a pressure 
  release valve, severely denting the pipe and sending a shower 
  of sparks dancing across the chamber. Red-hot iron rivets 
  pop and ricochet from the large iron boiler as Ansgar swings 
  again and again. Aft er several strikes, he drops the tool to 
  the fl oor with a loud metallic clang and turns a large release 
  valve, sealing off  a gout of pressurized steam. Ansgar begins 
  the encounter invisible and needs to strike the boiler three 
  times with his wrench (AC 25) before he can close the release 
  valve. Ansgar needs 2 standard actions to close the release 
  valve enough to ensure the boiler’s explosion. If he spends 
  an action point, the Catastrophe Countdown begins on the 
  third round.
  Environment
  A character entering or beginning their turn inside the 
  room wearing metal armor suff ers 5 fi re damage. In addition, 
  anyone breathing in the smoke and scalding steam without 
  adequate protection (such as Zangen’s mask) may spend 
  that round choking and coughing (+4 vs. Fortitude (+1/
  round in steam); target is dazed until start of target’s next 
  turn). Anyone leaving the room for 1 round resets this 
  save progression. Th e steam obscures vision, providing 
  concealment to characters within it.
  Terrain
  Movement through the lower cargo bay is considered 
  diffi  cult terrain due to the disarray of boxes, crates, and 
  supplies.
  Ansgar the Silent Master 
  Level 10 Elite Controller
  Medium natural humanoid (dwarf) 
  XP 1,000
  Initiative +8  
  Senses Perception +12; darkvision
  Resolve of the Just Aura 3; all foes within the aura receive 
  a -2 penalty to damage rolls
  hp 204 Bloodied 102
  AC 24 
  Fortitude 20 
  Refl ex 24 
  Will 25
  Immunity see sprig of acacia Resist 10 fi re
  Saving Th rows +2
  Speed 5
  Action Points 1
  [mba] Saboteur’s Wrench (standard; at-will)  � 
   Weapon
  +15 vs. AC; 2d6 + 5 damage
  [m] Flurry of Desperation (standard; recharge on 5, 6)  � 
   
  Weapon
  +13 vs. AC; Ansgar may make two melee basic attacks 
  on up to two valid adjacent targets
  [a] Foil the Uninitiated (standard; encounter) 
  Area  burst 2 within 5; +12 vs. Refl ex; target is knocked 
  prone and slowed (save ends) 
  Miss—target slides outside area of eff ect
  [c] Weakness of Ignorance (minor; at-will)
  Close blast 3; +12  vs. Will; target is pushed 3 squares 
  and weakened (save ends)
  Adverse Ballot (free action; daily)
  Ansgar may “recast” his fate and force a reroll of one roll 
  just made; the result of the reroll must be taken, even if 
  it’s worse than the original roll
  Lux ex Tenebris (immediate reaction; daily)
  Ansgar may reroll one failed saving throw
  Sprig of Acacia
  Ansgar prepares himself in life for the protection of 
  secrets in the next, gaining immunity from Speak with 
  Dead and other similar divinations cast aft er he dies; 
  additionally, he cannot be forced to surrender through 
  Intimidation
  Stealth of Conspiracy (move, move sustains; at-will)
  Ansgar becomes invisible until the end of his next turn 
  and may move his speed
  Alignment unaligned  
  Languages Common, Dwarven 
  Skills Arcana +15, Athletics +9, Endurance +12, 
  Perception +12
  Str 8 (+4)  
  Dex 17 (+8)  
  Wis 14 (+7)
  Con 14 (+7)  
  Int 21 (+10)  
  Cha 8 (+4)
  Equipment Heavy wrench, leather armor, Zangen’s 
  gasmask
  
  Halls of the Mountain-King
  Halls of the Mountain-King
  23
  Tactics 
  Ansgar batters the boiler with saboteur’s wrench or fl urry of 
  desperation while using his stealth of conspiracy to remain 
  hidden and weakness of ignorance to keep foes back. If he can 
  hit with both attempts of his fl urry of desperation, he’ll use 
  foil the uninitiated to knock as many foes prone as possible. 
  If he hasn’t needed to use his action point to push away 
  foes, he’ll use it to close the pressure release valves twice in a 
  single round.
  Catastrophe Progression
  Make the escalation toward catastrophe very obvious to the 
  players, as well as the opportunity to reverse the sabotage 
  and prevent impending disaster. If the progression reaches 
  Round 5, make it clear that an explosion is imminent and 
  that anyone in the engine room is in extreme peril. 
  Th e countdown starts once Ansgar closes the release valve 
  with 2 standard actions. Unless the PCs move unusually 
  slowly to the engine room, assume the countdown begins 6 
  rounds aft er you ask them to roll for initiative. If they delay 
  going to the engine room despite your hints, push back the 
  beginning of countdown, but make sure they have at least a 
  few rounds in which to act once they arrive. 
  When at the valves, a DC 21 Arcana or Th ievery or a 
  DC 24 Athletics or Endurance check made as a standard 
  action allows the character to open the valves and release 
  pressure, pausing the countdown at the current hazard 
  level. (Even characters untrained in Arcana may make this 
  check.) A second successful check halts the countdown 
  completely. Ansgar has set the catastrophe in motion, and 
  unless characters counteract it, the countdown proceeds 
  automatically each round through the described hazards. If 
  the characters do pause or reset the countdown, Ansgar may 
  use a standard action to negate one of their checks by closing 
  other valves and gauges scattered about the machine.
  Powers with the Cold descriptor halt the progression for 
  2 rounds. Th ey also cause the rivetstorm (hazard) attack 
  to aff ect all in the room or adjacent to the door (see table 
  below). Any power with the Fire descriptor cast within 4 
  squares of the engine advances the countdown by 1 round. 
  (Halted rounds do not stack and cannot be increased until 
  previous halted rounds expire; multiple cold descriptor 
  powers used in the same round do not stack their duration.)
  As long as Ansgar remains conscious, he uses his standard 
  actions to undo any halting the PCs accomplish and push the 
  catastrophe progression toward explosion. If he is defeated, 
  the PCs can undo the sabotage without great eff ort. 
   Table 1-3: Catastrophe Progression
  Round
  Eff ect
  1 
  Scalding Spray
  2 
  Blastpipe Explosion
  3 
  Firebox Embergout
  4 
  Smokebox Plume
  5 
  Rivetstorm
  6 
  Boiler Explosion
  Hazards 
  Th ese countermeasures and considerations pertain to 
  hazards at all levels of the countdown.
  Countermeasures
  Powers with the Cold descriptor prevent the current 
  hazard from occurring this round and halt the catastrophe 
  progression for 2 rounds; however, they also trigger a sudden 
  rivetstorm (hazard) attack to occur, aff ecting all in the room 
  or adjacent to the door this round instead (see below).
   A DC 21 Arcana or Th ievery check or a DC 24 Athletics 
  or Endurance check made as a standard action allows a 
   Navigating the Dynamics 
  of the Encounter
  Several environmental factors contribute to 
  the dynamic nature of this encounter. Assign a 
  separate initiative count for the environmental 
  effects of the engine room. The following is a 
  concise list of the effects the characters might 
  face each round:
  The effects of the Catastrophe Progression, 
  • 
  adjusted each round for player interventions.
  The steam provides concealment to anyone in 
  • 
  the engine room.
  Characters wearing metal armor suffer 5 fire 
  • 
  damage each round they begin within the 
  steam.
  Steam inhalation (+4 vs. Fortitude (+1/round 
  • 
  in steam); target is dazed until start of target’s 
  next turn) forces full round spent choking.
  Difficult terrain constricts all movement in the 
  • 
  steerage deck (see area 16).
  Ansgar may use a standard action to close 
  • 
  pressure release valves once he has hit the 
  boiler three times. Closing the valves does not 
  break his invisibility or require him to make a 
  skill check, but by doing so, he can counteract 
  characters’ efforts to halt the Catastrophe 
  Progression.
  
  Dark was the Night, Cold was the Ground
  Dark was the Night, Cold was the Ground
  chapter
  one
  24
  character to shut off  valves and release pressure, preventing 
  the next hazard from occurring but not preventing the 
  current hazard from recurring until a second check is made
  Considerations
  Any power with the Fire descriptor cast within 4 squares of 
  the engine instantly advances the countdown by 1 round, 
  skipping an entire hazard; characters with action points may 
  expend them prior to the engine explosion (hazard) trigger.
  Halted rounds do not stack.
  Scalding Spray
  Level 5 Blaster Minion (Hazard XP 50)
  A spray of boiling water erupts from the furnace!
  Hazard: Boiling water scalds those around the engine in 
  the fi rst round of sabotage.
  Perception
  DC 19—Th e character notices tiny gouts of steam 
  getting larger and stronger and realizes being in 
  proximity to the engine is dangerous.
  Additional Skill (Arcana, Dungeoneering, Nature)
  DC 21—Same as for Perception, above
  Initiative +2
  Trigger Th is hazard occurs on its initiative count when 
  a character enters a square adjacent to it; it makes an 
  attack as an immediate reaction.
  Immediate Reaction 
   
  Close burst 1
  Target All creatures in adjacent squares
  Attack +5 vs. Refl ex
  Hit 1d6 + 5 fi re damage
  Miss 6 damage
  Blastpipe Explosion
  Level 9 Blaster Minion (HazardXP 100)
  Th e blastpipe overloads and lets out a tremendous 
  cacophony!
  Hazard A pipe explodes, throwing shrapnel and spraying 
  a huge cloud of superhot steam in the second round of 
  sabotage.
  Perception
  DC 21—Th e character hears a high-pitched whine over 
  the roar of the engine and sees the pipe beginning to 
  buckle; realizing being near the engine is dangerous, the 
  character gains a +2 bonus to their Fortitude defense as a 
  minor action
  Additional Skill (Arcana, Dungeoneering, Nature)
  DC 24—Same as for Perception, above
  Initiative +1
  Trigger Th is hazard occurs on its initiative count
  Immediate Reaction 
  Burst 4 
  (centered randomly on a target in the room)
  Target All creatures in adjacent squares
  Attack +6 vs. Fortitude
  Hit 2d8 + 5 thunder damage and knocked prone
  Miss 9 damage
  Upgrade to Elite
  Increase DCs of Arcana, Athletics, Dungeoneering, 
  • 
  Endurance, Nature, Perception, and Th ievery by 2
  Increase attack by +2 and increase damage to 3d8+5, 
  • 
  and target is knocked prone
  Firebox Embergout
  Level 10 Blaster Minion (Hazard XP 125)
  Th e door to the fi rebox bursts open, fi lling the room with 
  burning embers!
  Hazard Th e fi rebox door explodes outward, blasting 
  shrapnel and burning coals into the room during the 
  third round of sabotage
  Perception
  DC 21—Th e character hears a high-pitched whine over 
  the roar of the engine and sees the pipe beginning to 
  buckle; realizing being near the engine is dangerous, the 
  character gains a +2 bonus to their Fortitude defense as a 
  minor action
  Additional Skill (Arcana, Dungeoneering, Nature)
  DC 24—Same as for Perception, above
  Initiative +2
  Trigger Th is hazard occurs on its initiative count
  Immediate Reaction 
  Burst special, see target
  Target All creatures in the room
  Attack +7 vs. Refl ex
  Hit 3d6 fi re damage and ongoing 5 fi re damage
  Miss 5 damage and no ongoing damage
  Upgrade to Elite
  Increase DCs of Arcana, Athletics, Dungeoneering, 
  • 
  Endurance, Nature, Perception, and Th ievery by 2
  Increase attack by +2 and increase damage to 3d8+5, 
  • 
  and target is knocked prone
  
  Halls of the Mountain-King
  Halls of the Mountain-King
  25
  Smokebox Plume
  Level 11 Blaster Minion (Hazard XP 150)
  Th e smokebox ruptures in an explosion of super-heated acrid 
  smoke!
  Hazard An exhaust pipe explodes, throwing shrapnel and 
  spraying a huge cloud of acidic smoke in the fourth 
  round of sabotage
  Perception
  DC 21—Th e character hears a high-pitched whine over 
  the roar of the engine and sees the pipe beginning to 
  buckle; realizing being near the engine is dangerous, the 
  character gains a +2 bonus to their Fortitude defense as a 
  minor action
  Additional Skill (Arcana, Dungeoneering, Nature)
  DC 24—Same as for Perception, above
  Initiative +3
  Trigger Th is hazard occurs on its initiative count
  Immediate Reaction  
  Burst special, see target
  Target All creatures in the room
  Attack +8 vs. Refl ex
  Hit 2d6 fi re damage plus 2d6 acid damage and ongoing 5 
  acid damage
  Miss 7 damage and no ongoing damage
  Rivetstorm
  Level 12 Blaster Minion (Hazard XP 175)
  Popping rivets and bolts fl y in all directions!
  Hazard Plates, pipes, and grates buckle and burst while 
  spraying shrapnel throughout the room
  Perception
  DC 21—Th e character hears a high-pitched whine and 
  sees the pipe beginning to buckle; realizing being near 
  the engine is dangerous, the character gains a +2 bonus 
  to their Fortitude defense as a minor action
  Additional Skill (Arcana, Dungeoneering, Nature)
  DC 24—Same as for Perception, above
  Initiative +4
  Trigger Th is hazard occurs on its initiative count
  Immediate Reaction  
  Burst special, see target
  Target All creatures in the room
  Attack +9 vs. Refl ex
  Hit 5d6 damage
  Miss 8 damage
  Upgrade to Elite
  Increase DCs of Arcana, Athletics, Dungeoneering, 
  • 
  Endurance, Nature, Perception, and Th ievery by 2
  Increase attack by +2 and increase damage to 5d8+5, 
  • 
  and target is knocked prone
  Boiler Explosion
  Level 13 Blaster Minion (Hazard XP 200)
  Explosion! Th e boilers explode, resulting in a cave-in as the 
  stern crumbles!
  Hazard A massive blast of fi re and metal sprays death 
  throughout the room
  Perception
  DC 21—Th e character hears a high-pitched whine over 
  the roar of the engine and sees the pipe beginning to 
  buckle; realizing being near the engine is dangerous, the 
  character gains a +2 bonus to their Fortitude defense as a 
  minor action
  Additional Skill (Arcana, Dungeoneering, Nature)
  DC 24—Same as for Perception, above
  Initiative +5
  Trigger Th is hazard occurs on its initiative count
  Immediate Reaction  
  Burst special, see target
  Target All creatures in the room
  Attack +10 vs. Refl ex
  Hit 2d6 damage plus 4d6 fi re damage and ongoing 5 fi re 
  damage
  Miss Half damage and ongoing 5 fi re damage
  Upgrade to Elite
  Increase DCs of Arcana, Athletics, Dungeoneering, 
  • 
  Endurance, Nature, Perception, and Th ievery by 2
  Increase attack by +2, and increase damage to 2d8 
  • 
  damage plus 4d6 fi re damage and ongoing 10 fi re 
  damage plus target is knocked prone
  Change damage for a miss to: Half damage and ongoing 
  • 
  10 fi re damage
  10th Level Encounter:
  4 PCs (2,000 XP) • glyph of warding (thunder) (trap), 
  • 
  Ansgar, Catastrophe Progression
  5 PCs (2,500 XP) • elite glyph of warding (thunder) 
  • 
  (trap), Ansgar, Catastrophe Progression (with elite 
  blastpipe explosion)
  6 PCs (3,000 XP) • elite glyph of warding(thunder) 
  • 
  (trap), Ansgar, Catastrophe Progression (with elite 
  blastpipe explosion, elite fi rebox embergout, elite 
  rivetstorm [hazard event only, not power response], and 
  elite engine explosion)
  
  Dark was the Night, Cold was the Ground
  Dark was the Night, Cold was the Ground
  chapter
  one
  26
  EXPLOSION!
  If the PCs fail to stop Ansgar (either by failing to stop him 
  in the engine room or by simply not going down to it for 
  12 rounds), a tremendous explosion rips the ship asunder, 
  sending vast shards of red-hot boilerplate and showers 
  of hardwood splinters in all directions. Th e rear hull of 
  the airship is blown to pieces as it violently collapses in 
  a jumbled array of engine parts, support beams, nearby 
  cargo, and dwarven crewmembers unable to escape the 
  compartments above.
  Th e explosion destroys the stern sections of the two lowest 
  decks—areas 12, 13, 14, and 17—and severely damages 
  the mate quarters and galley on the main deck—area 15 
  is destroyed up to the stairs. Characters in or adjacent to 
  the engine room, Ansgar, and any dwarves in the crew 
  compartments above suff er an attack from the explosion 
  (Attack +6 vs. Refl ex; Hit 8d6 damage and 8d6 fi re damage, 
  target is knocked prone; Miss half damage). A character 
  knocked prone or reduced to 0 hp must make a saving throw 
  or be thrown from the exploding wreckage of the ship, 
  landing on the mountain side 80 ft . below, taking falling 
  damage as normal (8d10). Th ose who are knocked prone but 
  make their save must save again or be immobilized beneath 
  the debris (save ends).
  AFTERMATH
  If the explosion occurred, the characters can shamble 
  through the wreckage and witness the destruction. Roughly 
  10 tons of cargo is lost (half of the original 20 tons). 
  Aft er careful evaluations of the damage by Clovis and his 
  remaining crew, lift gas reserve tanks are recovered from the 
  disarray of the cargo and the gasbags refi lled. Th e Manticore 
  carries a complicated backup mechanism consisting of a 
  winding lever, a central gear housing, and a propeller. While 
  it is an effi  cient machine, two crewmembers must work in 
  tandem to drive the propeller, and as there is a shortage of 
  able bodies due to the explosion, the dubious honor falls 
  upon the characters. While operating the crank, PCs must 
  succeed on a DC 21 Athletics check each 1/2 hour or lose a 
  healing surge.
  The Secrets of Ansgar
  With the crew compartment possibly destroyed in the blast, 
  and Ansgar himself blown out and slain with the force of the 
  explosion, investigation alone cannot reveal the reasoning 
  behind his sabotage. His body, if recovered, provides as many 
  mysteries as it solves. Ansgar’s body bears many unusual 
  tattoos, including a set of fi ery pillars and arcane symbols on 
  his chest and a relatively fresh and intricate tattoo of a crypt 
  on his back. A DC 15 Heal check reveals that the crypt was 
  applied within the last 3 weeks. Rabscuttle coos in awe of the 
  elaborate design.
  Ansgar’s Bunk
  If the crew quarters survived, the characters can search 
  Ansgar’s footlocker, which is fastened with a good lock (DC 
  27 Th ievery check). In addition to the normal accoutrements 
  of a normal crewmember’s footlocker, Ansgar’s contains a 
  pair of stark-white cloth gauntlets neatly folded atop a richly 
  embroidered blacksmith apron, although it is obvious from 
  the intricately fi ne quality that it was never intended for 
  actual use. 
  Beneath these items is a voluminous maroon robe 
  trimmed with a belt of gold chain worth 20 gp. Th e robe, 
  apron, and gloves all display the fl aming pillar and many 
  other neatly worked and sometimes cleverly concealed 
  esoteric symbols (some are duplicated on the tattoo on 
  Ansgar’s back). An elixir of invisibility is tucked away under 
  the garments (with an identical empty vial found on Ansgar’s 
  bunk). At the bottom, rests a black leather-bound book, a 
  fl aming pillar embossed in gold on its cover. Th is is Ansgar’s 
  personal Brotherhood Codex (see sidebar), which resembles 
  a normal spellbook.
  Clovis has no idea what to make of these events, and 
  Vianna—along with most of the crew—is furious and 
  saddened at any losses suff ered by the crew. No one in the 
  crew can identify the symbols on Ansgar’s possessions.
  THE PLAGUE STRIKES!
  If the Drake cargo was brought on board, all aboard the 
  Manticore are subject to gold fever due to their proximity 
  to the corrupted cargo, with a saving throw made each 
  morning to resist the eff ects for another day. Be as discreet 
  about the illness as possible, and try to keep the disease—
  and especially its source—a mystery. Remain aware of the 
  characters’ ability to potentially thwart the illness with 
  magic, although magic does not prevent further chances of 
  infection.
  Choose three surviving crewmembers to become infected 
  with gold fever. If they survived the catastrophe, Brill, 
  Brunerius, and Giroldus are excellent candidates. If those 
  members perished in the explosion, Boso, Otto, and Zangen 
  are most likely to succumb to the disease. Disarm the 
  characters’ suspicions with offh  and remarks, for only as they 
  approach the citadel should the crew begin displaying the 
  more advanced delirium that puts the ship in jeopardy.
  Vianna contracts the disease immediately. It is crucial 
  to the adventure that Vianna remain sick. If the characters 
  cure her, she relapses the following day. Although the PCs 
  only have a brief few hours to act in any case, Sawbones can 
  certainly intervene if the characters become too cure-happy, 
  as he prefers non-life-threatening illnesses to run their 
  course—it toughens his crew. As the ship remains under his 
  care, he sees to it that the characters defer to his decision 
  until he decides his crew needs magical treatment.
  
  Halls of the Mountain-King
  Halls of the Mountain-King
  27
  New Item
  Brotherhood Codex
  These specially prepared ritual books serve 
  members of the Illuminated Brotherhood as keys 
  to the cabalistic secrets and occult rituals of their 
  secret order.
  Implement (Codex), Wondrous Item
  Lvl 5
  +1
  1,000 gp
  Lvl 10 
  +2
  5,000 gp
  Lvl 15
  +3
  25,000 gp
  Lvl 20
  +4
  125,000 gp
  Lvl 25
  +5
  625,000 gp
  Lvl 30
  +6
  3,125,000 gp
  Enhancement Attack rolls and damage rolls
  Critical +1d6 damage per plus
  Property This book doubles as an implement and 
  a ritual book; a codex is a universal implement, 
  emulating any other type of implement, but 
  altering the type of implement requires 8 hours 
  of study; it contains 5 rituals at no additional cost 
  of the same level or lower as the codex (any 
  additional rituals add to the item’s cost)
  Property A mnemonic fob is required to read 
  rituals from the book (but not to use it as 
  an implement); those not inducted into the 
  Illuminated Brotherhood require Comprehend 
  Languages to read the rituals already contained 
  within and require twice the time to master them
  Property The codex grants a +5 bonus to all skill 
  checks made during the casting of any ritual 
  transcribed within
  Transducing Action (free; daily)
  When performing a ritual from the codex, you can 
  substitute another skill for required skill checks.
  Gold Fever
  Level 12 Disease
  Caused by cursed gold, or 
  orichalcum, this disease 
  drives victims mad and 
  muderous with greed. 
  Attack: +16 vs Fortitude
  Endurance: improve DC 22, 
  maintain DC 17, worsen DC 
  16 or less. 
  Th e target 
  is cured.
  �Initial Eff ect 
  Th e target 
  begins each day 
  with no action 
  points and 
  takes 5 necrotic 
  damage, which 
  cannot be 
  healed until the 
  disease is cured. 
  Each time the 
  target becomes 
  bloodied, it is 
  stunned (save 
  ends).
  �� 
  Th e target 
  cannot use 
  action points. 
  At the start of 
  each day, the 
  target takes 
  10 necrotic 
  damage, which 
  cannot be 
  healed until 
  the disease is 
  cured. Any 
  time the target 
  is bloodied, it 
  is dominated 
  (save ends), 
  with a goal of 
  killing anyone 
  nearby and 
  taking their 
  gold. If the 
  target makes 
  its save and is 
  still bloodied, it 
  cannot become 
  dominated for 
  a number of 
  rounds equal to 
  its Constitution 
  modifi er. 
   � Final State 
  Target gains 
  the goldveined 
  template and 
  may now use 
  action points. 
  Previous 
  disease-
  infl icted 
  necrotic 
  damage may 
  now be healed. 
  Goldveined 
  templated 
  creatures fall 
  under the 
  control of the 
  GM, but the 
  template may 
  be removed 
  and player 
  control restored 
  with  Remove 
  Affl  iction 
  and Cure 
  Disease rituals 
  performed in 
  succession.
  
  Dark was the Night, Cold was the Ground
  Dark was the Night, Cold was the Ground
  chapter
  one
  28
  Goldveined Creature
  If gold fever is allowed to run its course, Mammon’s curse 
  twists the victim’s body and mind to better serve the devil 
  lord’s purposes. Th e result is a permanently fevered creature 
  with golden eyes, blood speckled by fl akes of cursed 
  orichalcum, and a frenzied lust for wealth of all kinds. 
  Mammon’s followers consider it a holy blessing, but to 
  everyone else, it’s a terrible curse. 
  Goldveined Template
  Prerequisites beast, humanoid
  Goldveined Creature  
  Elite Controller
  Beast or humanoid (elemental) 
  XP Elite
  Senses darkvision
  Defenses +1 AC; +2 Will
  Saving throws +2
  Resist 5 fi re
  Action Points 1
  hp +8 per level + Constitution score
  [m] For Love of Money (immediate interrupt, when 
  goldveined creature is targeted by a melee attack; at-will)
  Level +4 vs. Will against the attacker; instead of 
  attacking the goldveined creature, the attacker makes 
  a melee basic attack against an adjacent target of the 
  goldveined creature’s choice (if no such target exists, no 
  attack is made)
  [r] All that Glitters (standard, recharge on 6)
  Ranged 10; level +4 vs. Will; the target is pulled 5 
  squares and dazed (save ends)
  Fatal Bequest
  Upon death, a gold-veined creature vomits forth an 
  amount of greed-tainted gold pieces equal to its level
  Madness of the Mines  � 
   Psychic
  If the goldveined creature is hit by a charm aff ect, its 
  insane mind causes painful psychic feedback to rebound 
  upon the caster, infl icting psychic damage equal to the 
  goldveined creature’s charisma ability modifi er (this 
  counts as exposure to gold fever)
  …THE SUDDEN STOP 
  As the seventh day progresses, the mood is grim. Th e winds 
  keep picking up and fl urries of snow blow across the ship’s 
  bow and accumulate on the deck. Th e hours lost either 
  repairing the boiler or relying on the manual propeller has 
  cost the expedition valuable time, and the storm is catching 
  up despite their best eff orts:
  Th e battle against the accumulation of ice has become 
  fruitless—the weather is winning. An already powerful 
  wind has become outright unbearable, penetrating 
  clothing, skin, pores, and bones, making it diffi  cult to 
  work and even more diffi  cult to concentrate. Buff eted 
  by the storm, the Manticore is straining under the 
  pressure. Th e crew scrambles to keep the airship aloft , 
  while snow fl urries make spotting the treacherous 
  peaks ahead diffi  cult. Weary, sick, and tired, the heads 
  of the crew raise with a renewed energy when the 
  lookout fi nally rings out: “Captain Clovis! Citadel off  
  starboard!”
  Th e Golden Citadel straddles the thin rim of the caldera 
  of an extinct volcano, massive towers struggling skyward, 
  a golden pallor gleaming through the gray gloom. Another 
  gust of icy wind interrupts the brief clarity, ripping at the 
  rigging and showering the deck with shards of splintered ice.
  THE SNOW ON THE PEAKS
  As the PCs peer through the increasingly heavy fl urry of 
  snow, a DC 23 Perception check on the approach to the 
  Citadel reveals a large bank of snow on the otherwise bare 
  stone of the caldera. It seems to have taken some unusual 
  form, like symbols or letters, and appears unaff ected by the 
  storm. Anyone able to read Primordial can identify the word 
  “cursed” mysteriously spelled out by the fallen snow on the 
  peak below.
  A Cold Reception
  A gang of ravenous frost giants has been harassing the 
  settlers at the upper gates of the Golden Citadel for the last 
  2 days. Unable to penetrate the defenses of the stronghold, 
  they now consider the crippled and storm-tossed Manticore 
  an easy meal:
  Clovis yells that no mooring team is stationed on the 
  docking tower, as his jaw clenches in grim realization 
  of the ship’s fate. Th e pilot grunts and moans, straining 
  to control the vessel when a tremendous force jars the 
  ship as if it has run aground. Another jolt shakes the 
  vessel, and a glance over the rail reveals two huge holes 
  have ripped through the hull. Someone, or something, 
  is attacking the ship!
  While they are on the ship, the PCs should be considering 
  two options: attacking the frost giants or helping the crew 
  try to land as safely as possible. While they can soft en up the 
  giants from the relative safety of the airship, this will most 
  likely result in more damage during the crash. However, if 
  the PCs assist the crew in putting the ship down, they face a 
  gang of uninjured giants aft er taking a bruising in the crash. 
  Th e characters are welcome to split their eff orts. Because 
  the airship is already rapidly falling out of the sky, anyone 
  choosing to jump overboard takes 8d10 points of damage, 
  regardless of at what point they choose to do so.
  
  Halls of the Mountain-King
  Halls of the Mountain-King
  29
  Putting Her Down 
  Skill Challenge (1,050 XP)
  Setup You have the option of assisting with the handling 
  of the airship as it crashes, and the level of success will 
  determine the severity of the crash when it occurs; you 
  have 4 rounds before the airship comes to a catastrophic 
  stop
  Level 8th-level challenge
  Complexity 3 (requires 8 successes before 3 failures)
  Primary Skills Athletics, History, Perception, and Th ievery
  Athletics and Th ievery (DC 14)—You help the struggling 
  helmsman turn the wheel, move shift ing cargo out of 
  the way, or otherwise perform strenuous feats to aid the 
  crew.
  History (DC 19)—You have spent some time studying 
  airships or, more importantly, airship crashes, and while 
  you may not be able to operate one, you know some of 
  the errors made in the past and are able to help the crew 
  avoid repeating those mistakes.
  Perception (DC 14)—You provide another pair of eyes for 
  the crew, making sure the ship doesn’t drift  into the 
  mountainside or the docking tower; you call out when 
  you detect the ship listing too far in one direction or the 
  other and try to monitor the rapidly changing condition 
  of the vessel.
  Success/Failure When you have accumulated 3 failures, or 
  4 rounds have elapsed, the airship crashes; the extent 
  of the damage from this catastrophe depends on the 
  number of successes you achieved prior to the crash (see 
  table). 
  Table 1-4: Crash Consequences
  Success
  Healing 
  surges lost1
  Survivors
  Cargo 
  Destroyed
  7-8
  2
  One crewmember 
  of the GM’s choice2
  5 tons
  5-6
  3
  Clovis
  7 tons
  3-4
  4
  Sawbones
  10 tons
  1-2
  5
  Matheus
  12 tons
  0
  6
  Rabscuttle, Vianna
  15 tons
  1All passengers listed for fewer successes also survive (i.e. 
  Rabscuttle and Vianna survive regardless of the number of 
  successes obtained).
  2Ideally, this should be someone to which the players have 
  developed a particularly close attachment.
  Aft er 4 rounds or 3 failures in the skill challenge, the 
  inevitable happens:
  Th e giants’ boulders and the heavy winds are too 
  much for the Manticore. Th e dirigible rips and lift gas 
  rapidly evacuates the gas bladders as the ship quickly 
  loses altitude. Th e damage and the storm have taken 
  their toll, and the calls of the crew leave little doubt 
  that the ship and the peak are about to become one... 
  the walls of the docking tower loom ahead, and the 
  ship is going down.
  Once the crash occurs, the PCs have only a moment to get 
  their bearings before the frost giants move in to fi nish off  
  their kill.
  Terrain
  Snow—Th e raging storm has already left  a substantial 
  accumulation of snow outside the citadel. All squares are 
  considered diffi  cult terrain and lightly obscured.
  Wreckage—What is left  of the Manticore further inhibits 
  the PCs’ movement, costing a total of 4 squares of 
  movement. However, the debris also provides total cover 
  to those that seek it and partial cover otherwise.
  10th Level Encounter
  4 PCs (2,000 XP) • 4 frost giants
  • 
  5 PCs (2,500 XP) • 5 frost giants
  • 
  6 PCs (3,000 XP) • 6 frost giants
  • 
  Frost Giant 
  Level 10 Brute
  Large elemental humanoid (giant) 
  XP 500
  Initiative +4 
  Senses Perception +6
  hp 129 each 
  Bloodied 64
  AC 22 
  Fortitude 23 
  Refl ex 17 
  Will 20
  Resist 15 cold
  Speed 8
  [mba] Greataxe (standard; at-will)  � 
   Cold, Weapon
  Reach 2; +13 vs. AC; 2d6 + 5 damage and 1d6 cold 
  damage
  [c] Sweeping Greataxe (standard; encounter)  � 
   Cold, 
  Weapon
  Requires greataxe; close burst 2; +11 vs. AC; 2d10 + 5 
  damage plus 2d10 cold damage
  [r] Toss Boulder (standard; at-will)
  Ranged 8/16; +13 vs. AC; 3d6 + 5 damage
  Alignment evil  Language Giant
  Skills Athletics +15, Intimidate +11
  Str 21 (+10) 
  Dex 8 (+4) 
  Wis 12 (+6)
  Con 19 (+9) 
  Int 7 (+3) 
  Cha 9 (+4)
  Equipment hide armor, greataxe
  
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  Concluding the Encounter
  Once the frost giants have been defeated, the PCs can turn 
  their attention back to the wreckage of the Manticore:
  Delirious dwarven crewmembers pick their way out 
  of the wreckage and attempt to recover the buried 
  survivors and the bodies of the deceased. Wails go 
  out as crewmembers discover dead friends. Wounded 
  dwarves, their faces bloody and their clothes in tatters, 
  wander around in confusion. Th ere is little time. Th e 
  storm is raging, and shelter must be found if anyone 
  is to survive.
  From between the imposing towers of the citadel, a 
  massive gate moans and slowly creaks open. Several 
  dozen thin and ragged humans, some obviously 
  affl  icted and all armed, nervously shuffl  e through the 
  massive portal, staring at the scene in disbelief. One 
  moves to the fore of the rabble and extends a nervous, 
  shaking hand. “Th ank the gods you’ve come. Th ank 
  the gods. May they have mercy on you all.”
  Regardless of the fi nal results of the skill challenge, the 
  devastation to the Manticore itself is severe. Rabscuttle and a 
  sick Vianna must survive for future adventures. If Matheus 
  survived, he can provide information on Bragollach to the 
  cult. If the PCs made an active eff ort to help the crew in 
  the last moments of the Manticore’s decent, it’s possible 
  that Sawbones and even Clovis survive the crash as well. 
  Sawbones can provide valuable assistance and healing for the 
  player characters as the adventures progress, tempered as the 
  GM sees fi t by his administrations to the sick refugees. All 
  other hands have been lost in the crash.
  Th e storm does not subside and the PCs must get the 
  supplies indoors before they are buried in thick snow. Some 
  of the refugees will help move the cargo, although many stop 
  to gorge themselves on the spilled contents of some cracked 
  crate or collapse in the wreckage from exhaustion. 
  If the PCs look for the recovered chest from the Drake 
  in the wreckage, an injured Clovis will lay a fi rm hand on 
  a character’s shoulder and whisper “We’d best leave that 
  buried for now” while attempting to conceal the chest with 
  wreckage. Night is falling, and the winds are only getting 
  fi ercer. It is time to move inside. 
  PART IV
  The Great Hall of 
  the Golden Citadel
  I
  n the chaos following the crash, the settlers bring in the 
  supplies from the storm. As the fi nal supplies make it 
  inside, the PCs see that a dozen heavily armed guards 
  have taken posts around the supplies, keeping the voracious 
  rabble at bay. As the gates shut, the crowd parts and the 
  charismatic Halston makes his introduction.
  Halston is a man of incredible bulk and humongous 
  proportions, wearing a pair of tiny spectacles at the end of 
  his pudgy nose that he frequently adjusts. He steps to the 
  front of the crowd, bowing as low as his great girth allows. In 
  a booming voice he calls out: 
  “Welcome, my friends, to the Golden Citadel. My 
  name is Halston. Captain Clovis! Captain Stimme 
  said we should expect you! Please allow me to off er 
  my services. 
  “As you can see, we do have a great many mouths 
  to feed and the job can be somewhat... ahem... 
  intimidating. My men and I have administrative 
  services in place to see to the needs of all as best we are 
  able. I am prepared to purchase your entire shipment 
  at an extraordinarily generous sum, so we can help 
  those who cannot help themselves.” 
  Th e PCs certainly have a stake here, and may negotiate 
  and weigh in on the transaction and the moral dilemma of 
  selling food in front of hundreds of starving onlookers. As 
  the owner of the cargo, Clovis is eager to sell it and leave the 
  Golden Citadel. A DC 25 Insight check reveals Clovis looks 
  a little too eager to sell the goods to Halston, who used his 
  eyes of charming. A DC 21 Arcana check identifi es the magic 
  used on the dwarf.
  Th e merchant lord’s gold collection eff ort is in serious 
  jeopardy, and he off ers 10,000 gp in gems and platinum 
  per ton of recovered cargo (50,000 gp for 5 tons or 150,000 
  gp for 15). Th is far exceeds Vianna’s profi t estimations and 
  increases the size of the characters’ cut. Halston warns 
  the survivors not to simply release the food to the public, 
  for doing so will likely lead to uncontrollable riots with 
  the formation of a black market for food. If the characters 
  prevent Halston’s acquisition of the shipment or deny his 
  off er, he views them as enemies.
  Vianna strongly urges the sale of the entire shipment but 
  requests payment in orichalcum, a suggestion that seems to 
  make Halston very uncomfortable (DC 21 Insight check). 
  
  Halls of the Mountain-King
  Halls of the Mountain-King
  31
  While Vianna’s insistence might have been a deal breaker 
  for Halston if the crew had the means to leave, he relents, 
  trusting that he can earn the money back by charging 
  inordinate sums from the new arrivals for services and 
  goods. If it looks like the deal is about to go through, read or 
  paraphrase the following:
  A cry raises up from among the throng: “What are we 
  waiting for? What about the starving poor?” A thin, 
  clearly overtaxed man stumbles through the crowd, 
  averting his eyes from the party with a downward cast. 
  “Halston’s prices are too high! How can anyone think 
  of gold anymore? What of the poor? What of the sick? 
  Please give us food!”
  In response, Halston steps forward confi dently, and 
  his guards nudge the man back into the crowd. “You’ll 
  have to excuse Father Jappe. He is quite burdened by 
  his ministrations to the sick, poor, and dying. Please 
  tell us, Father Jappe—what of the dead? Where 
  are their bodies? You have yet to off er satisfactory 
  information. Do you truly think we believe they just 
  got up and walked away, as you suggest? Hmmmm?” 
  Th e gathered rabble responds with japes and jeers at 
  the cleric, who leaves without response.
  At that, Halston turns to the PCs and other survivors with 
  a wide grin and the desire to close the deal. At this point, the 
  characters are most likely unaware of the incredible infl ation 
  within the halls, but they might nevertheless have the 
  foresight to convince Clovis into not selling all of the supplies 
  to Halston. Th ey can also take their cut in food rather than 
  gold (at the credit of 10,000 gp per ton). For purposes of 
  this adventure, a ton of food can feed 100 people for 1 week 
  without rationing. With more than 400 people inhabiting 
  the halls (both those in the upper halls and the dwarves and 
  cult below), there are only enough supplies for 10-30 days, 
  depending on the losses suff ered in the crash and sabotage. 
  With careful rationing, the food can last double this 
  duration, although Halston cares nothing for conservation.
  If Halston buys the entire shipment, the PCs soon learn of 
  the infl ation that runs rampant in the settlement and have 
  to suff er the consequences of their greed. If they decline his 
  off er and start opening crates and passing out food for free, 
  or turn the duties over to another, a riot might form (see the 
  adventure hook, “Riot!”). In that case, prices plummet to 
  only 100 times the standard costs (see the PHB page 222), 
  but the PCs make a lethal enemy in Halston. His camp, as 
  well as his cult, opposes the characters at every turn.
  If the crew sells the entire shipment to Halston, Clovis 
  gives the group their 5% share of the profi ts as agreed. In the 
  aft ermath of the crash, the PCs are free to do as they please. 
  Th ey might feel some loyalty to Clovis, and he certainly feels 
  loyal to them.
  ECONOMY OF STARVATION
  Th e laws of supply and demand determine almost every NPC 
  action in the refugee camps of the citadel. While they are 
  not initially aware of it, when the PCs arrive the cost of food 
  is infl ated to 1,000 times normal thanks to the greed of the 
  merchants, who are loyal to the cult of Mammon. Th e prices 
  stay at that level if Halston acquires the entire shipment. A 
  common daily meal of stale bread and stew to feed a normal 
  family of four costs in excess of 1,200 gp.
  Table 1-5: Inflated Food Prices
  Item
  Price
  Ale, mug 
  50 gp
  Cured hamhock 
  300 gp
  Poor wine, bottle 
  200 gp
  Small wheel of cheese 
  100 gp
  Stale loaf of bread 
  20 gp
  Daily Meals (per person): 
   
  Poor
   
  Common
  100 gp
  300 gp
   THE GOLD FEVER
  Gold fever consumes the upper halls. No faction goes 
  untouched by the corruption the tainted gold spreads—at 
  least a quarter of the settlers are affl  icted. At this time, no 
  one outside of the cult knows that the gold is the source of 
  the disease, and most have simply accepted it as a physical 
  manifestation of greed and a plague of the gods for their 
  shallow materialism. In fact, the chosen term for the disease 
  in the halls is “greed fever.” 
  g
  
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  GOLDEN CITADEL
  GOLDEN CITADEL
  TOP FLOOR
  TOP FLOOR
  
  Halls of the Mountain-King
  Halls of the Mountain-King
  33
  RUMORS OF THE HALLS
  Streetwise checks made in the Golden Citadel and the 
  Great Hall reveal the following information. (PCs learn the 
  information of the DC they make plus that from all the lower 
  DCs as well.)
  Table 1-6: Streetwise
  DC
  Result
  16
  Just aft er the departure of the Drake, dwarves arrested 
  two human miners who were charged and publicly 
  executed for the murder of the Many-Bearded Elder, 
  Madka Podpora, leader of the dwarves. Th e dwarves then 
  disappeared, although some scouts report seeing their 
  settlement deep below, where they have girded for war 
  against some threat. Many believe the dwarves conceal 
  massive hordes of food in the lower depths, and some 
  desperate refugees seek out these caches in hopes of 
  feeding their families.
  18
  Th ree tomb raiders recently explored a poisonous, acidic 
  passage in the lower hold, seeking food, supplies, and 
  wealth, but only two returned. Other refugees whisper that 
  they murdered their companion in the darkness below. 
  Th e two disappeared into the depths when the community 
  turned against them. Miners also report that placing an ear 
  against the stone walls on the second level reveals a distant 
  howling resonating through the stone there. 
  20
  At times, small groups of white-robed priests, including 
  some who once lived in the upper halls, appear among the 
  camps, seeking out select individuals and proclaiming to 
  all the glories of riches and wealth and freedom from care. 
  Th ey disappear soon aft erward, leading converts to their 
  cause below. Th ese same priests confronted Halston aft er 
  the Drake departed, and he aft erward increased his prices, 
  doubling them daily. His armed guard made it impossible 
  to reason with him, and the riches gathered by so many 
  desperate souls quickly changed hands.
  22
  Rumors among the miners claim that a brotherhood of 
  strange, hooded Silent Masters infused with mystical 
  power rule the dwarves. Th eir esoteric symbols are worked 
  into the elaborate stonework of the Golden Citadel, and 
  the more conspiracy-minded refugees happily point them 
  out to PCs and extrapolate on the evil—thought-control, 
  fl aming pillars, and occult symbolism. Other miners tell 
  of vast caverns full of strange howling and glimpses of 
  stunted and mutated humanoids in the lower holds.
  THE REFUGEE CAMPS
  Th e vast, cavernous Great Hall of the Golden Citadel is home 
  to hundreds of cold, hungry, and desperate miners and gold-
  rush fools. Since their arrival several weeks ago, the steady 
  stream of hungry prospectors have faced more adversity 
  from the inhospitable dwarves than from the outside storm 
  itself. Initially, the upper halls were kept warm by the Eight 
  Great Pillars: great brass and iron columns intricately 
  molded with bizarre symbolism and dwarven deities with 
  glowing eyes and mouths, which are the warm chimneys 
  of deeper forges (see area 39). Segregated camps composed 
  of lean-tos, shacks, tents, and hovels began springing up 
  around these warm vents, each a faction of like-minded or 
  opportunistic settlers and each with diff erent circumstances, 
  means, and motivations.
  Th e various factions and camps are presented below. Th e 
  upper halls are intended as a home base for the characters, 
  allowing them to rest and integrate into the complex society 
  of the large group of desperate, stranded individuals. Many 
  adventure hooks are provided as springboards to further 
  excitement, as well as sample NPCs who provide excellent 
  fl avor for the settlement. Some are kind and generous, others 
  selfi sh and violent. Customize it to fi t your style of group 
  play.
  Area 21: Inflationists (Merchant 
  Camps and Bazaar)
  Many of the settlers are secretly Mammonites with the 
  foresight to horde food and necessities in order to charge 
  outrageous prices for these precious supplies. When the 
  PCs arrive, the Mammonites charge more than 1,000 gp 
  per day to feed a family. Th e merchant class here, including 
  Halston, numbers only six individuals, although they hired 
  a healthy retinue of bodyguards whose loyalty they buy with 
  full bellies. Each merchant retains at least six such guards 
  (chaotic evil male and female human fi ghter 4) at any one 
  time, bringing the number of their camp to more than 40 
  individuals. 
  If confronted about their enterprise, members of this 
  small and exclusive camp are quick to prattle on about “free 
  markets” and “supply and demand” and cleverly sidestep the 
  moral conundrums that result. Th is group also controls the 
  portcullis access to the lower halls (see area 31).
  Halston the Just (evil male human). Grossly obese, 
  Halston’s gaudy jewelry glints as he plays with the loose 
  waddle under his multiple chins. His smug, purring voice 
  and mouthful of gold-capped teeth make Halston look like 
  a fat feline ready to pounce on wounded prey. Halston is a 
  recent convert of the Mammonites, who “coerced” him into 
  joining them aft er he allowed so much orichalcum to slip 
  out through the Drake’s supply purchase. He is loyal to the 
  cult, funneling the vast sums of collected gold to the massive 
  project in Heartsblood Forge (see chapter 6). His eyes of 
  charming help immensely in his eff ort.
  Balin Krotov (unaligned male dwarf rogue 1). Th e voice, 
  eyes, and ears of Halston, Balin has a tongue that likes to 
  gossip, but useful tidbits only slip when the price is right. 
  In the halls, Balin owes hundreds of favors and likewise 
  hundreds of favors are due to him as he barters among the 
  
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  GOLDEN CITADEL
  GOLDEN CITADEL
  BOTTOM FLOOR
  BOTTOM FLOOR
  
  Halls of the Mountain-King
  Halls of the Mountain-King
  35
  inhabitants for food, materials, and rumors. If the characters 
  seek goods here in the halls, he can make the deal happen.
  Adventure Hooks. If the PCs did not agree to Halston’s 
  initial terms or off ers or catch his attempted enchantment, 
  the merchant pays a cohort to poison a portion of the food 
  supplies with dark toxin in an attempt to re-corner the 
  market.
  Area 22: Firewood Hoarder Camp
  In recent days, before the arrival of the frost giant at the 
  gate, Jorgen and his group of 10 heartless, hardened loyalists 
  braved the harsh winter on the slopes to collect what little 
  fi rewood was available at this altitude. Th e lumber is priceless 
  since the elementals left  the forges and the chimneys that 
  radiated their warmth went cold. A single day’s worth costs 
  500 gp. Due to their forays into the lower halls to collect 
  small fl ammable scraps for inventory, many refugees are 
  openly hostile toward the fi rewood hoarders. Th ey suspect 
  their young sorcerer set the elementals of the lower hold free, 
  shutting off  the warm chimneys and increasing the demand 
  for fuel.
  Jorgen Stravbard (unaligned male dwarf fi ghter 4). A 
  grizzled old miner, whose cries of “Well, ye curs be durned” 
  from behind his hired guards and roaring fi replace echo 
  through the halls with each freezing settler seeking warmth. 
  Five human thugs (unaligned male and female warrior 3) 
  rotate guard duty to protect the merchant’s inventory, and 
  another four scoundrels (unaligned male human rogue 1), 
  led by a young sorcerer named Vanessi (unaligned female 
  human sorcerer 4) round out the camp. Th ese scoundrels are 
  Jorgen’s gatherers, who sneak away late at night to explore 
  the deeper halls for more fuel. Th ese trips serve a double 
  purpose, as Vanessi and her four devotees are Mammonite 
  cultists who disrupted the elemental wards at the suggestion 
  of a mysterious lurker known as the Journeyman 
  (see chapter 2).
  Adventure Hooks. Aft er the crash, the characters see 
  Vanessi beguile one of the crewmembers of the Manticore 
  with a spell to sell her boss the left over supply crates. Th e 
  potential source of free fi rewood from the crash signals the 
  beginning of the end of Jorgen’s profi table enterprise here in 
  the halls.
  Encountering Jorgen near his camp, the PCs may make 
  DC 20 Perception checks to note that the dwarf tries to hide 
  his secret passion—embroidering in needlepoint. Jorgen is 
  quick to succumb to blackmail, lest his secret be revealed. 
  In return for their discretion, he can confi rm that Vanessi 
  met with someone known only as the Journeyman, and the 
  elemental wards broke shortly thereaft er.
  Area 23: Kobolds (The Knucklebone)
  Just as the human miners came to the Golden Citadel 
  seeking aid, so too did some fi ve dozen kobolds. Initially 
  turned out by the dwarves, the kobolds nevertheless 
  worked their way inside the citadel. Once they established 
  a foothold, the tide of tiny, ankle-biting refugees was 
  unstoppable. Led by Old Ossa, the “Squinting King,” the 
  kobolds wasted no time setting up a camp for the harlots, 
  drunkards, and parasites that followed at a bar known as the 
  Knucklebone.
  Aft er weaseling their way into the dwarven halls, Old Ossa 
  and his gang swift ly installed themselves in the crumbling 
  remains of the airship-mooring tower. Using spare parts 
  for silverware, propellers for benches, cut gasbags for 
  tablecloths, and patch planks for tables and bars, they set 
  up a makeshift  tavern off ering the very worst kind of cheap 
  liquor, harlots of various races, and entertainments such 
  as dire weasel fi ghts, dogmole baiting, and bare-knuckle 
  boxing. 
  Although loathed by the dwarves, Ossa’s people held 
  their own and the result has been quite popular, especially 
  for those with gold to spend and a taste for gambling or 
  violence. At all hours, a motley assemblage of tomb robbers, 
  black marketers, drunkards, and fools congregate in the 
  smoky haze of the Knucklebone, and roguish adventurers 
  looking for contacts inevitably fi nd themselves at Old 
  Ossa’s door. If the PCs need a guard to look the other way, a 
  smuggled forsaken artifact, or just some decent food, Ossa 
  can supply it or else knows someone who can.
  Old Ossa, the Squinting King (evil male kobold rogue 6). 
  King Ossa, also known as Old Ossa, is determined to keep 
  the halls entertained. Hobbling and hoary, the Squinting 
  King still maintains a gambler’s love of life. His eyes glitter 
  at any opportunity for profi t or mischief and he can rarely 
  resist a bet. Physically, he’s an unimpressive, stooped, and 
  venerable kobold with a severe squint, but what he lacks in 
  appearance he makes up in bombastic bravado. Verbose and 
  creatively abusive, Ossa’s mocking tones are unmistakable.
  Ossa’s goals are to keep his business running and the 
  halls stable and secure. He forged a formidable position 
  in the underbelly of the halls and is not about to give it up 
  to dwarves, forsaken, or Mammon himself. Despite the 
  worsening situation, it’s become a point of pride for Old 
  Ossa to leave only of his own volition and with bulging 
  sacks of loot. Th is defi ant attitude and drive for order is 
  slowly turning him into a fi gure of authority among the 
  refugees. He is earning their genuine respect and, in return, 
  developing a paternal (if abusive) relationship toward his 
  fellow squatters.
  
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  36
  Lazy Toe-Belcher (evil male kobold rogue 4). Kicked out 
  of Zobeck for his incessant need to construct annoying traps 
  throughout the kobold ghetto, this talented kobold tinkerer 
  joined the gold rush to fi nd some shiny coin. He brought 
  along his 16 off spring, and along the way, he is training his 
  fl edgling swarm the fi ne art of trap-building, which they 
  practice all over the halls—much to everyone’s annoyance.
  Dalm Grendshood (unaligned male dwarf). Former 
  Brewmaster in the halls, Dalm is now grudgingly partnered 
  with the Knucklebone. He desperately seeks out any travelers 
  who might spare some grain or hops, so he can continue his 
  brewing duties. Dalm maintains a healthy colony of yeast but 
  knows his future batches are doomed to fail without much-
  needed grain. Some customers claim Dalm hoards his ales 
  and demand they be served, but Dalm retorts that they are 
  not yet properly aged.
  Adventure Hook. Captain Clovis calls on the characters 
  to investigate the airship-mooring tower to gather supplies 
  and spare parts in a vain attempt to repair the Manticore 
  and rescue as many refugees as possible. Unfortunately, 
  most of the spare propellers, boilers, and steerage fi ns were 
  dismantled and converted into bar furniture, fi ght cages, 
  stills, and dancing poles for the kobold entertainment. 
  Clovis’s anger needs tempering, and any negotiations for the 
  return of these vital supplies must be handled gingerly.
  Areas 25: Starving Masses Camps
  Th ese unfortunates either depleted their fortunes buying 
  the dwindling fi rewood and food at hugely infl ated prices 
  from the Mammonites or never struck it rich to begin 
  with. Making up the majority of the settlement, these 
  people all relate the same sad tale of moving their families 
  to the mountains in hopes of fi nding a new, fruitful life 
  in the shadow of Mount Rygar. With the onset of winter, 
  they discovered the worst qualities of human and dwarf. 
  Th e starving masses number just over 100, although there 
  were twice that in recent weeks. While all of this camp is 
  starving, few of them are sick due to their lack of orichalcum, 
  although they are forced to camp next to the quarantine 
  camp of the ill.
  Adventure Hook. If the PCs investigate Albricius’s former 
  lodging, they discover more of the rubbings that match 
  engravings, parts, and gears of Rabscuttle’s body almost 
  perfectly. Scrawled on these parchments, in Common, are 
  the messages “Th ey put it inside him, hidden in plain sight. 
  Th e answer is the gears!” and “Tears of the Maiden will wash 
  away the greed! Th e mountain cannot be cured of the curse 
  it caught!”
  Area 26: Quarantined Sick Camp
  Gold fever took hold of these unfortunate souls, and no 
  one yet realizes that the corrupt gold is the cause. Many of 
  those present in this foul-smelling camp were once part of 
  the upper echelon of the settlers, but due to their illness, 
  their peers abandoned them completely. More go missing 
  from this camp every day as they succumb to the goldveined 
  curse and, under the sway of Mammon, sneak into the lower 
  halls at night. Some three dozen beds make up this camp, all 
  of which hold sickly folk in various advanced stages of the 
  illness. Both these unfortunates and the starving are tended 
  with care by Father Jappe and his acolytes.
  Father Jappe (lawful good male human cleric 7), Brother 
  Yensal (lawful good male human cleric 5), and Brother 
  Haywood (lawful good male human cleric 5). Th ese priests 
  of the Golden Goddess Lada bear a heavy burden because 
  they are the only ones who minister to the sick and keep the 
  gold fever at bay. Th ey spend what coin they have to cast 
  Travelers’ Feast, which is hardly enough to sustain every 
  parishioner in their fl ock. When they can, they briefl y open 
  up a small soup kitchen for the less fortunate. Even then, 
  they cannot possibly meet the demand of their hungry 
  charges.
  Lisbet (good female gnome). Lisbet is a lovely gnome 
  with a gift  for animal training. Father Jappe cares for her in 
  exchange for the protection her guard animals provide. She 
  leads a small pack of loyal dogmoles; a dire weasel; and her 
  pet boar, Figgillin. Th e intimidating pack keeps thugs away, 
  so only those in the greatest need are given  the charity of 
  Lada. Dishonest interlopers looking for a free meal long ago 
  learned not to try to take advantage of the clerics’ generosity.
  Adventure Hooks. Both of Father Jappe’s acolytes go 
  missing and he suspects Halston’s guards are the guilty 
  culprits. Halston has long wanted to shut down Jappe’s 
  weekly charity meals, and the absence of the brothers’ 
  Travelers’ Feast rituals puts a great strain on the poor, who 
  must instead negotiate with the merchants for food.
  Riot! Upset over the rumors of desecration of the dead or 
  unfair food distribution, the weak, poor, and starving take up 
  simple arms (36 unaligned male and female humans). Th ey 
  attempt to seize enough food for themselves from Halston 
  and the Mammonites.
  Area 27: Struck-It-Rich Camp
  Th is once well-to-do faction set up a prosperous camp within 
  the halls, but with so much hoarded wealth, gold fever took 
  hold of this group faster than any other did, drastically 
  reducing their numbers. Th eir camp is now a fetid wasteland 
  that is an obscene refl ection of the opulence they once 
  aff orded themselves only days before. 
  Th e group consists of only 20 humans of all ages and 
  backgrounds, all depleting fortunes that could buy them 
  palatial estates in Zobeck on meager supplies and vital 
  necessities. Due to their affl  iction, many believe that greed 
  and selfi shness are the real cause of the illness.
  
  Halls of the Mountain-King
  Halls of the Mountain-King
  37
  Fiver Hazelwood (good male human). An interesting 
  character among this faction is a fresh-faced young orphan 
  by the name of Fiver Hazelwood. Th is lovable scamp has 
  endeared himself to these refugees with his cute hijinks and 
  charming nature, and everyone makes sure he gets the best 
  possible care and morsels of food. Th e “child,” however, has 
  everyone fooled—his real name is Mardibiddle Schumeli 
  (good male gnome bard 4), a rather clever gnome who 
  is using his hat of disguise to pass himself off  as a human 
  orphan.
  Teskallarin (unaligned male human Shaman 4). With his 
  wild stare, unkempt attire, and grubby nails, Teskallarin. 
  He spends more time ranting and raving from his primitive 
  lectern against the rampant greed consuming the settlement 
  than he does helping those in need. Spittle fl ies as he races 
  through the camps, raising his bony hands to the sky and 
  deploring the “plague of greed” gripping the settlement.
  Adventure Hooks. Th e kobolds discover Mardibiddle’s 
  ruse when a playful child of Lazy Toe-Belcher inadvertently 
  removes his hat of disguise. Th e PCs may choose to protect 
  the gnome from an enraged rabble determined to get 
  its revenge on the “orphan” who took advantage of their 
  generosity for the last several weeks.
  Area 29: Dwarf Miners (Griffon 
  Barding and Tack Warehouse)
  For now, the dwarves remain largely out of sight, isolated 
  in the lower halls with only the most tenuous control of their 
  ancestral holdings. Many have succumbed to the greed of 
  Mammon and gold fever, fracturing the original population. 
  Th e murder of the Many-Bearded Elder brought further 
  chaos to the miners, who have since had to deal with the 
  increased exodus, the loss of control of Heartsblood Forge 
  to a growing faction of cultists, and the bizarre appearance 
  of the forsaken—an aggressive, mutated race that strikes an 
  uncomfortable chord of familiarity. Th e remaining dwarves 
  who have not succumbed to greed and temptation number 
  less than 100 and many of those joined the mining camps.
  Th e dwarves are currently led by the Silent Masters of 
  the Illuminated Brotherhood, who are usually dismissed as 
  rumors of the more conspiratorially minded. Since the death 
  of the elder, the leaders cut off  the dwarven habitations from 
  contact with the refugees. Th ey hope to consolidate power 
  internally before moving on to developing a plan to deal 
  with the refugees and gold fever. As a result, the rampant 
  infl ation in the upper chambers goes unchecked, while the 
  political shift ing in the dwarf-controlled lower halls forces 
  many dwarven Mammonites into the open. When dwarven 
  leadership forced their hand, the Mammonites took control 
  of the Heartsblood Forge by force.
  Th e dwarven camps are currently accessible only through 
  a heavily guarded stairwell in area 29 of the upper halls, and 
  the guards, led by Varden Redfel (unaligned male dwarf 
  fi ghter 5), allow no one to pass for any reason. Th e former 
  dignitary suites on the second level house 50 dwarves, with 
  another 50 stationed near the Heartsblood Forge, where they 
  fi ght sporadic battles to reclaim the territory controlled by 
  the traitorous Mammonites.
  Adventure Hook. In an attempt to control their 
  stronghold, an armed retinue of 12 dwarves (unaligned male 
  and female fi ghter 4) led by Silent Master Bradobaraxas 
  arrive in the Great Hall and attempt to put a stop to the food 
  hoarding immediately. Outnumbered by the merchants and 
  their guards, the dwarves retreat under fi re unless the PCs 
  intervene to see justice brought to the Infl ationists.
  Rabscuttle
  Partially constructed from corrupt gold ore, the already 
  eccentric Rabscuttle slides further into dementia and 
  insanity, although many of his insane insights are based on 
  memories and nuggets of truth. Attempt to work in all of 
  the following events over the course of the fi rst few days 
  aft er the PCs arrive at the citadel. Try to make these events 
  seem as innocuous as possible, giving them no greater or 
  lesser attention than any other roleplaying encounter. Roll 
  randomly for the order in which they occur or present them 
  in any order you think best.
  
  Dark was the Night, Cold was the Ground
  Dark was the Night, Cold was the Ground
  chapter
  one
  38
  Table 1-7: Rabscuttle Events 
  Roll
  Event
  1 
  Rabscuttle wanders the halls alone but speaks to the 
  air around him, seemingly opening invisible doors and 
  climbing nonexistent stairs, all the while addressing 
  the deceased crewmembers of the Manticore by name. 
  He appears to be giving a guided tour, pointing to 
  various non-existent carvings and statues and giving 
  apparently nonsensical explanations of their meanings, 
  such as explaining that the statue of some long-forgotten 
  dwarven king was his stepbrother, and that all those 
  fl aming pillars represent angels.
  2 
  Th e PCs notice Rabscuttle has been standing inert before 
  the massive, impenetrable mithral doors that loom 
  over the far end of the hall for hours. He simply gazes 
  upward, and will do so for as long as he is left  to linger. If 
  approached by the characters, he replies: “Lives in metal? 
  No, that’s me. Lives in meat? No that’s you. Ah, yes! 
  Lives in STONE!” He knocks several times in an unusual 
  cadence, waits for a reply that does not arrive and then 
  returns to his day, off ering no explanation.
  3 
  Rabscuttle ascends Teskallarin’s lectern in the “Struck 
  it Rich” Camp and puff s up as if he is about to give 
  some grand lecture to the gathered crowd of curious 
  onlookers. For the next 10 min. or so, he repeats lines 
  like, “Hmmm... can’t talk about that. No—can’t talk 
  about THAT, either. Can’t talk about... that. Or that. 
  Can’t talk about that.” He then spends about 5 min. 
  silently mouthing animated sentences, presenting a mute 
  soliloquy before losing interest in his dwindling crowd.
  4 
  Exasperated, Rabscuttle awakens the characters before 
  dawn. He excitedly tells them, “You must stop the 
  followers of the serpent queen! Th ey seek to poison the 
  lift gas and turn all of the fl eshed-ones into snakes! Go to 
  the lift gas caverns and take their relic of impurifi cation! 
  Go quickly, they plan to release the sibilant fumes. 
  Th ousands of our kind will perish!”
  5 
  Rabscuttle wakes the PCs late one night by running a 
  sharp rock across a rusty iron skillet while cooing and 
  murmuring soft ly to the stone fl oor with rapt attention. 
  Th e screeches are rhythmic but teeth rattling. For those 
  who can understand Primordial, his cooing sounds like a 
  gentle lullaby wooing the stone to peaceful slumber.
  6 
  During dinner, Rabscuttle suddenly dives for cover and 
  screams in an unidentifi able tongue. He pantomimes 
  being pinned, and pitifully accuses any who come to his 
  aid of abandoning him. He cries out accusations such 
  as, “Why won’t you help me! I’m trapped! Please take 
  this stone from my legs, sir! It hurts! It hurts!” If the 
  characters pantomime removing a great weight from 
  his body, he calms down and forgets the incident almost 
  immediately. Otherwise, aft er roughly 15 min., he falls 
  silent, stands up, and walks away as if nothing happened.
  The Great Adamantine Doors
  Th e far end of the Great Hall features a set of delicately 
  engraved, massive adamantine doors. Th ey have no knobs, 
  latches, locks, or handles and are fl anked by two massive 
  fl aming pillars, similar to Ansgar’s tattoos. Th ese doors 
  are impenetrable, blocked to scrying and teleporting by 
  Forbiddance, and they can only be opened through very 
  specifi c means (see chapter 5).
  Other Areas of the Upper Halls
  Many areas in the immediate vicinity of the miner camps 
  are unused by dwarves and refugees alike. Th e feast hall (see 
  area 28) and adjoining kitchen are good examples, although 
  the massive stone tables are sometimes used as emergency 
  beds when the number of sick and dying grows too great. 
  Th e elemental-powered forges of the second level were built 
  in antiquity as an impressive display area where dwarven 
  craft smen could show off  their substantial skills to visiting 
  dignitaries. When the elementals left  the Hearthforges far 
  below (see chapter 2), so too did these forges grow cold. As a 
  result, the chimneys in the halls above ceased providing their 
  warmth to the camps.
  In the heyday of the Golden Citadel, areas 29 and 30 in the 
  upper hall housed a mighty fl ock of griff on mounts used by 
  the dwarves in an age of travel before airships. Th e current 
  occupants continue in this tradition, although the mounts 
  are a far cry from their glorious ancestors. Only six mangy 
  and mite-ridden griff ons remain in area 30. Th ey grow wilder 
  each day, for they cannot hunt in the current blizzard and the 
  dwarves leave them untended. Several griff ons recently went 
  missing from their stalls, and some dwarves are beginning 
  to wonder where Brothers Haywood and Yensal acquire the 
  meat for their weekly charity meals.
  PART V
  The Outing of 
  Bragollach
  W
  hile the PCs are distracted late on the second day of 
  their arrival, the cult of Mammon makes its move 
  on Vianna (Bragollach). If Matheus survived the 
  crash, he is the spy who alerts them. Otherwise, a previous 
  Sending ritual informed the cult of Vianna’s actions. Th e 
  dragon, increasingly delirious from gold fever, wanders off  
  early on the second day and is easily subdued by the cultists. 
  Th e cult escorts her down into the lower halls for an intricate 
  binding ritual that also forces her to take her true form. 
  Th e cultists command the dragon to sunder the Master 
  Clockwork Gate and enter the forbidden areas of the citadel. 
  
  Halls of the Mountain-King
  Halls of the Mountain-King
  39
  Th e lively activities of the halls are abruptly interrupted 
  by a tremendous reverberation from the lower hold. 
  Th e citadel quivers as if some great knife has been 
  dragged across the side of the mountain. Th e miners 
  stare about in stunned disbelief as the tremendous 
  cacophony echoes in a teeth-rattling, bone-jarring 
  chorus before a fi nal metallic clang shakes the halls 
  and quiet settles across the camps.
  If the PCs investigate, they learn that the only way down 
  available to them is through a locked and barred portcullis 
  (see area 31) controlled by Halston’s armed guards. Th ese 
  guards collect a toll from those seeking food in the depths 
  but allow goldveined creatures to pass freely. When the 
  PCs approach, Blithus the gatekeeper confronts them and 
  demands payment. 
  Blithus tells the PCs the toll is 20 gp per person to pass 
  through the gate (one way), and he only accepts orichalcum. 
  If the PCs are still on good terms with Halston, he intervenes 
  to give the PCs free passage through and back this one time 
  as, he says, “a gesture of good faith.” Otherwise, the PCs must 
  pay. Th e PCs might consider forcing the gate, but make sure 
  they realize that doing so would bring the entire Infl ationist 
  camp against them:
  With a slight sneer as he accepts the payment, Blithus 
  adds, “Going to fetch your friend, are you? She the one 
  down there making all that racket? She didn’t look too 
  good when she passed by a half hour ago. Maybe you 
  should bring her to see Father Jappe.” 
  If asked what he means, Blithus mutters about the “blonde 
  dwarf woman who crashed with the rest of you,” but he has 
  nothing further of importance to say.
  THE HALLS BELOW
  Descending into the lower hold, the characters enter 
  the massive gateway chamber (see area 36). Unlike the 
  exceptional stonework of the upper hall, this fi rst chamber is 
  roughhewn. At the far end, three incredible clockwork and 
  rune-graven gates are deeply inset into the stone. 
  Th e closest door to the stairs (see area 37) leaks noxious 
  green gas that hovers in the space near the door. On the 
  stone wall above, scribbled graffi  ti in Dwarven reads: 
  “Danger! Poisoned Passage” and “Volund save us! Crying 
  eyes are our salvation!” 
  Th e Master Clockwork Gate (see area 38) is the largest of 
  the gates and has been severely damaged. Aft er describing 
  the area, read or paraphrase the following:
  Th e larger middle gate was recently torn asunder, the 
  once magnifi cent gears bent and broken, engraved 
  runes still smoldering. Th is is apparently the source 
  of the recent pandemonium. A grisly scene is laid 
  out before the gates. Several emaciated refugees lay 
  arranged in an approximate circle on the stone fl oor, 
  their throats slit and their chests exposed, displaying 
  some bizarre rune of arcane symbolism carved into 
  their fl esh. Several small candles have burned to nubs 
  near the bodies, and more runes, smeared as if by 
  some giant brush, are painted in what appears to be 
  blood in the center of the group.
  A DC 25 Arcana check reveals that some intricate binding 
  ceremony took place here and that many of these symbols 
  appear to match Ansgar’s tattoos (a clever ruse by the cultists 
  to shift  blame to the Brotherhood). A DC 23 Perception 
  or Nature check reveals that something very large moved 
  through this chamber, although magic obscures the trail and 
  prevents any further tracing of the creature’s whereabouts.
  THE LONE SURVIVOR
  Aft er the PCs take in the scene, they see a wounded and 
  hobbled man dragging himself across the fl oor from the 
  forge area toward the stair. Th is is Ogdred, a Mammonite 
  injured in the abduction and abandoned aft er being 
  subjected to magical memory modifi cation in order to 
  provide a false cover story to anyone investigating the 
  disappearance. Th e man looks witless but reveals the 
  following false account of events when confronted.
  “We were down here shuffl  ing around for food when a 
  dwarf came through, acting real strange and messing 
  with that big gate. Th e poor girl looked terrible—
  defi nitely had the greed fever. We started talking 
  to her, but she spouted out some gibberish, and we 
  couldn’t move! She’d put some kind of spell on us! She 
  tossed me aside like a rack of lamb but took Gen there, 
  then Yethris and those other two there and started 
  carving them up with those weird symbols. I couldn’t 
  even scream.
  “She lit those candles and started muttering a bunch of 
  funny words, and then, she just went wild and started 
  changing! I mean, she started getting big. Real big. 
  Before you knew it, she was growing a tail and wings 
  and, well, I don’t know how to explain this exactly, 
  but she turned into a big ‘ol dragon. You might not 
  believe me, but she tore through that gate. Just peeled 
  it like an orange. It made a terrible racket! When she 
  was done, she changed back to the way she was and 
  walked down those stairs, as pretty as you please. Not 
  long aft er, all that howling started and, you know. I 
  don’t feel right.”
  
  Dark was the Night, Cold was the Ground
  Dark was the Night, Cold was the Ground
  chapter
  one
  40
  The Forsaken 
  A DC 15 Perception check reveals a distant but rapidly 
  approaching, disconcerting howling that clouds the mind, 
  emanating from the middle gate. Ogdred crawls toward the 
  stairs in terror. Th e forsaken, long ago locked into the heart 
  of the mountain, waited long years for release, and they 
  know the time has come. Allow the PCs 3 rounds to prepare 
  themselves before the forsaken arrive.
  Th e raiding party consists of forsaken soldiers, leading 
  howlers on leashes, which they release as they near the 
  sundered gates and then charge into the room to confront 
  anyone in sight. 
  11th Level Encounter
  4 PCs (2,400 XP) • 4 howlers, 2 derro artillery, 2 
  • 
  ambushers, 1 soldier, 1 deathspittle bombardier
  5 PCs (3,000 XP) • 4 howlers, 2 derro artillery, 2 
  • 
  ambushers, 4 soldiers, 1 deathspittle bombardier
  6 PCs (3,600 XP) • 4 howlers, 2 derro artillery, 4 
  • 
  ambushers, 2 soldiers, 2 deathspittle bombardiers
  Howler  
  Level 4 Skirmisher
  Large aberrant beast  
  XP 175
  Initiative +6  
  Senses Perception +9; darkvision
  hp 55 
  Bloodied 27
  AC 18 
  Fortitude 17 
  Refl ex 16 
  Will 16
  Speed 7
  [mba] Grisly Bite (standard; at-will)
  +9 vs. AC; 1d10 + 4 damage
  [m] Quills (free action; when hit by a melee attack)
  +7 vs. Refl ex; 1d6 + 4 damage
  [c] Disturbing Howl (standard; recharge on 6)  � 
   Psychic
  Close blast 5; +5 vs. Will; 1d6 + 4 psychic damage, and 
  target is stunned until end of howler’s next turn
  Alignment chaotic evil  
  Languages —
  Str 18 (+6)  
  Dex 15 (+4)  
  Wis 15 (+4)
  Con 15 (+4)  
  Int 6 (+0)  
  Cha 8 (+1)
  Derro Artillery  
  Level 6 Artillery
  Small natural humanoid  
  XP 250
  Initiative +7  
  Senses Perception +7; darkvision, 
   
   
  low-light vision
  hp 60 
  Bloodied 30
  AC 18 
  Fortitude 19 
  Refl ex 19 
  Will 18
  Resist 5 psychic
  Speed 5
  [mba] Short Sword (standard; at-will)  � 
   Weapon
  +11 vs. AC; 1d6 + 1 damage
  [rba] Crossbow (standard; at-will)  � 
   Poison, Weapon 
  +13 vs. AC; 1d8 + 4 and 1d6 poison damage
  [r] Repeating Crossbow (standard; requires at least 2 
  quarrels in clip; recharge on 6)  � 
   Poison, Weapon 
  Th e derro makes two crossbow attacks at same target 
  with –2 on attack rolls
  Alignment chaotic evil  
  Language Deep Speech,
    
   
   
  Dwarven
  Skills Athletics +9
  Str 12 (+4)  
  Dex 19 (+7)  
  Wis 14 (+5)
  Con 18 (+7)  
  Int 12 (+4)  
  Cha 16 (+6)
  Equipment hide armor, repeating crossbow (3 6-quarrel 
  clips), short sword 
  Derro Ambusher  
  Level 6 Lurker
  Small natural humanoid  
  XP 250
  Initiative +11  
  Senses Perception +11; darkvision, 
   
   
  low-light vision 
  hp 58 
  Bloodied 29
  AC 20 
  Fortitude 18 
  Refl ex 19 
  Will 18
  Resist 5 psychic
  Speed 5
  [mba] Short Sword (standard; at-will)  � 
   Poison, Weapon 
  +11 vs. AC; 1d6 + 4 and 1d6 poison
  [c] Enclosing Darkness (minor; recharge on 5, 6)  � 
   Zone
  Close burst 1; creates a cloud of darkness that lasts 
  until the end of the derro’s next turn; the derro can see 
  normally, but the cloud provides full cover and blinds 
  other creatures in the cloud
  Cruel Blow
  Th e forsaken deals an extra +1d6 damage if it has 
  combat advantage
  Alignment chaotic evil  
  Languages Deep Speech, 
   
   
   
  Dwarven
  Skills Athletics +9, Stealth +12
  Str 12 (+4)  
  Dex 19 (+7)  
  Wis 16(+6)
  Con 16 (+6)  
  Int 13(+4)  
  Cha 14(+5)
  Equipment hide armor, short sword 
  
  Halls of the Mountain-King
  Halls of the Mountain-King
  41
  Derro Soldier  
  Level 5 Soldier
  Small natural humanoid  
  XP 200
  Initiative +6  
  Senses Perception +5; darkvision, 
   
   
  low-light vision 
  hp 66 
  Bloodied 33
  AC 21 
  Fortitude 18  
  Refl ex 17 
  Will 17
  Resist 5 psychic
  Speed 5
  [mba] Guisarme Slash (standard; at-will)  � 
   Weapon
  Reach 2; +12 vs. AC; 1d10 + 4 damage
  [mab] Guisarme Hook (standard; at-will)  � 
   Weapon
  Reach 2; +10 vs. Fortitude; 1d4 + 4 damage, and target is 
  marked and knocked prone 
  Cruel Blow
  Th e forsaken deals an extra +1d6 damage if it has 
  combat advantage
  Alignment chaotic evil  
  Languages Deep Speech 
   
   
   
  Dwarven
  Skills Athletics +11, Endurance +11
  Str 18 (+6)  
  Dex 15 (+4)  
  Wis 16 (+5)
  Con 18 (+6)  
  Int 11 (+2)  
  Cha 15 (+4)
  Equipment guisarme, hide armor
  Forsaken Deathspittle Bombardier 
  Level 10 Artillery 
  Small natural humanoid   
  XP 500
  Initiative +10  
  Senses Perception +11; darkvision, 
   
   
  low-light vision
  hp 84 
  Bloodied 42
  AC 22 
  Fortitude 22 
  Refl ex 20 
  Will 24
  Resist 5 psychic
  Speed 5
  [mba] Shortsword (standard; at-will)  � 
   Weapon
  +17 vs. AC; 1d8 + 5 damage
  [m] Desperate Cover (immediate interrupt, when hit by a 
  ranged, melee, or close attack; encounter)  � 
   Weapon
  Th e forsaken gains resist 10 against the attack
  [a] Murderous Bombard (standard; recharge on 6)  � 
   
  Charm, Poison, Weapon
  Area wall 8 within 8; +13 vs. Will; 2d6 + 5 poison 
  damage and ongoing 5 poison damage, and target is 
  dominated (save ends).
  [a] Sloughide Bombard (standard; recharge on 5, 6)  � 
   
  Acid, Poison, Weapon
  Area wall 8 within 8; +13 vs. Refl ex; 3d6 + 5 acid 
  damage, and target is immobilized until end of forsaken’s 
  next turn.
  [a] Weeping  Bombard (standard; at-will)  � 
   Poison, 
  Weapon
  Area wall 8 within 8; +13 vs. Fortitude; 2d6 + 5 poison 
  damage, and target is slowed (save ends); if target is 
  already slowed, target becomes weakened (save ends).
  Clarity of Madness
  Th e forsaken cannot be dominated.
  Cruel Blow
  Th e forsaken deals an extra +1d6 damage if it has 
  combat advantage
  Alignment chaotic evil  
  Languages Deep Speech, 
   
   
   
  Dwarven
  Skills Athletics +12, Dungeoneering +12, Perception +11
  Str 15 (+7)  
  Dex 21 (+10)  
  Wis 13 (+6)
  Con 18 (+9)  
  Int 15 (+7)  
  Cha 18 (+9)
  Equipment chainmail, forsaken tower bombard (with 3 
  each of murderous, slughide, and weeping canisters), 
  shortsword
  Concluding the 
  Adventure
  W
  ith the gates sundered, the lower halls are now 
  fi lled with the distant echoes of nearby howlers’ 
  insanity-inducing caterwaul. Areas 35–41 remain 
  inhospitable for the duration of the adventure due to the 
  maddening eff ects the howls have on those in such close 
  proximity. Th e mountain’s interior now lies open to both the 
  PCs and to other interests within the citadel.
  Halston moves quickly to fi nd a way to profi t from this 
  new development, increasing the fee to move through the 
  portcullis at area 31 to 100 gp per person, per trip. He sees 
  no increase in profi t from this move, however, as the people 
  in the upper halls for the most part see no reason to travel 
  deeper into the mountain. Th eir distrust of the dwarves, fear 
  of the noise that rent the clockwork doors, and outrage over 
  Halston’s fee increase kills the curiosity in most of the upper 
  hall residents. Th ose few who do venture downward over the 
  next few days do not return.
  Th e PCs have other problems they must deal with, though, 
  which are outlined in the next chapter, Roots of Madness.
  
  ROOTS OF MADNESS
  ROOTS OF MADNESS
  chapter two
  42
  An adventure for four 9th-level characters
  by Ben McFarland 
  with monster design assistance from John Steven Schutt, Tim Nickel, and Scott Hall
  Background
  D
  ark Was the Night, Cold Was the Ground ends at a 
  clockwork gate at the entrance to the lower halls. 
  Encamped in the upper halls of the citadel, the human 
  and kobold miners establish a truce with their dwarven 
  hosts. An uneasy peace exists, but the lack of food and 
  warmth for all threatens to shatter it. 
  If the PCs are not yet 8th level at the end of chapter 1, they 
  have downtime between the events of that adventure and the 
  beginning of this one, and they should be provided enough 
  additional adventure and side treks to reach 8th level. Th e 
  dwarves, kobolds, and humans brought together in the 
  frigid upper halls should provide plenty of opportunities for 
  adventure, especially as their resources, supplies, and food 
  dwindle. 
  Summary
  T
  his adventure takes the PCs into the mountain, where 
  they fi nd the ancient secret of Mount Rygar’s past and 
  the cult that wants to decide its future—all while trying 
  to save the recently arrived miners seeking shelter. 
  Th e PCs travel to the Hearthforges, and along the 
  way, they meet the Fire Shepherd and learn of the False 
  Gearworker and his Journeyman, the strange sickness 
  that follows in their wake, and the plan to sabotage the 
  connection between the Hearthforges and the Shank. Th ey 
  will have a chance to interact with Imperial ghasts, who lurk 
  with unknown intentions, and the forsaken constantly harass 
  the PCs as they explore large sections of the Hearthforges 
  complex overrun and despoiled by the crazed and foul 
  creatures. 
  In the depths of the Hearthforges, the PCs witness the 
  Journeyman’s corruption of the gold dragon Bragollach and 
  the dragon’s fl ight into the air shaft s leading to the Shank. 
  Aft er defeating the Journeyman and his co-conspirators 
  and foiling the False Gearworker, the PCs can help the Fire 
  Shepherd restore the elementals to the Hearthforges. To do 
  so, though, they must hold back a ravening mob of forsaken 
  until the furnaces are lit. Th eir task complete, the characters 
  return to the citadel accompanied by the Fire Shepherd.
  PART I
  The Upper Halls
  T
  he leaders of the dwarven citadel and the mining 
  camps realize that to stay alive, they need to restore the 
  Hearthforges that recently went cold. Scouting indicates 
  the elementals that provided the heat left  the furnaces and 
  are roaming one of the lower halls. Several priests of the 
  healing goddess Lada ask the party to:
  Go to Hearthforges.
  1. 
  Speak to the dwarves to determine why the elementals 
  2. 
  left  their furnaces.
  Convince the Fire Shepherd to restore the truant 
  3. 
  elementals, while making sure that none escapes to 
  threaten the citadel.
  At their quarters, Varden Redfel (good dwarf fi ghter 6) 
  approaches the party with Father Jappe (lawful good human 
  cleric of Lada 7), Brother Yensal (good human cleric of Lada 
  5), and Brother Haywood (good human cleric of Lada 5) in 
  tow. Redfel and the clerics bring a small meal of unspoiled 
  food for the PCs and ask for a moment of their time.
  Varden Redfel is a genial dwarf, wearing a polished but 
  tested breastplate: 
  Redfel waits a moment for the clerics to distribute 
  the food before he clears his throat and says, “I am 
  Varden Redfel, First of the Stair Guard. I apologize 
  for the intrusion. We come to petition you for a favor. 
  I’m sure you’ve noticed that the halls have grown no 
  warmer since the blizzard resumed. Indeed, as most 
  of the fuel is spent, the situation will grow worse when 
  hungry people grow cold and tempers fl are.” Th e air 
  has certainly grown chill in the past few hours.
  
  Halls of the Mountain-King
  Halls of the Mountain-King
  43
  “We need someone to go to the Hearthforges, in 
  the roots of the mountain, and determine why the 
  elemental furnaces no longer generate heat. Abelard, 
  the Fire Shepherd, usually tends them with a cadre 
  of devotees to Volund, but we’ve not heard back from 
  either group we sent to investigate and fear the worst. 
  Are you willing to go?”
  Some probable questions, and their corresponding 
  answers, follow:
  What’s it worth to you? 
  Varden and the clerics grimace. Th e dwarf looks as if he’s 
  bitten into something foul. He answers, “Well, if you need 
  pay we can work something out. We have plenty of gold to 
  carry back to Zobeck, and we can trade with some of the 
  craft smen.”
  Brother Yensal adds, “Lada smiles on those who aid the 
  suff ering. You can count on our gift s and meager resources 
  when you return.”
  Father Jappe says, “Th is duty would serve the whole 
  population of the citadel. It is the right thing to do. Do 
  you really require pay to help those who cannot help 
  themselves?”
  Why us?
  Father Jappe answers, “You’re as close to a neutral party 
  as we have here. Th ere’s been some… strong discussion 
  that perhaps the groups sent down the Great Stair were 
  ambushed to weaken the positions of those who stayed 
  behind. Ludicrous, but we need this, and no one objects to 
  your selection.”
  Redfel adds, “Captain Stonethrower mentioned that you 
  acquitted yourselves quite well during the journey here. 
  Since the other two groups disappeared, we think something 
  dangerous is lurking in the deeper halls of the citadel. We 
  thought it best to send down veterans.” 
  What of the other groups? 
  Redfel answers, “We sent two small expeditions down to the 
  Hearthforges. One of the journeymen gearworkers led the 
  fi rst group. Th e second was a group of volunteers. Neither 
  party has returned or sent word.”
  How do you even know anyone’s alive down 
  there? Did you communicate with them? 
  Brother Haywood answers, “Our divinations show that 
  dwarves still live within the Hearthforges, and that the Fire 
  Shepherd is trapped inside, as well. Is not that enough?”
  Elementals? Are they enslaved? 
  Redfel answers, “Th e elementals entered into a bargain with 
  the Lords of the Halls long ago. Th ey are not enslaved but 
  must serve in the Hearthforges for some time to come. We 
  know they left  the furnaces because the air from the vent 
  shaft s is cold.”
  What do we need to do when we get there? 
  How do we get elementals back to work? 
  Redfel answers, “You must fi nd Abelard. He has run the 
  Hearthforges for generations and knows how to keep the 
  elementals in line. Whatever happened, it’s keeping him from 
  the furnaces.”
  How will we recognize Abelard? 
  Redfel answers, “He’s the senior cleric of Volund in the 
  Hearthforges. You cannot mistake him.”
  What if we find treasure? 
  Redfel answers, “Unless you take it from the corpse of some 
  creature who is not a dwarf or from the citadel, you can be 
  certain it’s an heirloom of our people. While we would not 
  object to your using them to perform your duty, this place is 
  our home; try to respect it. Do not worry about your reward; 
  we will make sure you are fairly compensated.”
  Development
  Th e emissaries ask the PCs to depart as soon as possible. 
  Th e storm outside is growing stronger, and the upper halls 
  are becoming even less hospitable. Varden Redfel provides 
  a map of the route and enough foodstuff s for 2 days, for the 
  trip down to the Hearthforges can take some time. Other 
  considerations, like weapons, magic, or other specialty 
  gear, are subject to the infl ationary economy that grips the 
  population.
  DOWN THE STAIR
  As the PCs descend into the darkness of the Great Stair, read 
  the following:
  Th e passage spirals around a great open shaft , then 
  becomes more of a tunnel—turning posts and corners, 
  with the hum of the Shank carried on gusts of cold 
  wind. Th at wind is sharp enough to leave a hint of 
  frost on beards and collars. 
  Th e stairs are abandoned but not empty. Vast halls 
  and galleries stretch into darkness and show signs of 
  old battles. Fragments of weapons, bits of shattered 
  bones, and blasted marks of soot litter the path. An 
  eerie silence hangs behind the soft  drone of the distant 
  dwarven gearworks.
  
  Roots of Madness
  Roots of Madness
  chapter
  two
  44
   Author’s Note: 
  Building Atmosphere
  This encounter showcases the initial descent into 
  the ancient dwarven halls. The long-ago infighting 
  is recorded in the graffiti of doomed holdouts and 
  survivors; whatever happened here was desperate 
  and vicious. As you progress, feed the players’ 
  doubts to build on later in the adventure. Who 
  built the Halls? Who should answer for the ancient 
  tragedy, or are all survivors long dead?
  Travel down the Great Stair
  Travel from the citadel to the Hearthforges requires the 
  better part of a day, including short breaks for rest and food. 
  If the party decides to venture off  the Great Stair, active 
  Perception checks reveal one or more of the following. 
  Consider the DCs 5 higher for passive Perception.
  Table 2-1: Perception
  DC
  Result
  10
  Graffi  ti, “Volund have mercy on us for this.”
  12
  Graffi  ti, “Balik, we’re headed for the place we agreed. 
  We wait until the supplies demand we go.”
  14
  Graffi  ti, “Only the forsaken have a claim here 
  anymore.”
  15
  A skeleton behind some fortifi cation, armored but 
  unarmed. 
  16
  Graffi  ti, “Neherak’s Hall: Trespas<bloodsmear>ill be 
  gutted!”
  17
  Scorch marks from a large fi re.
  18
  Graffi  ti, “Mine mine MiNe MINE mine MinE! 
  YOURS!”
  19
  A last stand—a broken-in door, skeletons with obvious 
  wounds, and dark blood smears.
  20
  Graffi  ti, “Th is is Volund’s punishment for us!”
  21
  Scorch marks, possibly from spells.
  22
  Graffi  ti, “Beware! Th ey take prisoners, kill your 
  wounded!”
  23
  Melted stone spots, possibly from spells.
  25
  Remnants of a previous trip—a cold fi re circle and 
  some trash. A DC 18 Nature check reveals that these 
  remnants are recent. 
  Roughly 6 hours into the journey, read or paraphrase the 
  following: 
  At long last, you arrive at the end of the gallery that 
  your map shows leads up to the Hearthforges. Th e air 
  is warmer here, and a sliver of dull, copper-colored 
  light glimmers up ahead. 
  A DC 12 Perception check reveals shouting, a terrible 
  grinding sound, and screams of pain. It sounds like a battle 
  is taking place up ahead. Allow the PCs to create battle plans 
  or scout around. Once at least one PC moves forward to 
  investigate, read or paraphrase the following: 
  Th is hall looks like some kind of bailey. Several broken 
  barricades yet stand, partially dismantled and stained 
  with long red splatters and smears along the walls and 
  fl oors. A few bodies lay scattered and unmoving about 
  the shattered fortifi cations. 
  Th e light from the chamber ahead grows stronger, and the 
  sounds of battle grow louder. Now, the DC to hear the battle 
  is reduced to 0. Th ose who move quickly to the door can 
  make Perception checks to assess the battle, while those who 
  linger can make Perception checks assessing the condition of 
  the corpses. 
  Table 2-2: Perception
  DC
  Result
  15
  None of these corpses are armed or armored, but they 
  all show the signs of participating in battle.
  22
  Th ere are leather straps and belts, all of which might 
  be used on armor or weapons, but they appear slightly 
  chewed.
  Once the PCs move to the door, they reach area 1 and 
  the encounter there. For each round that the party delays, 
  add another corpse of a dwarf forgeworker at the elder 
  xorn’s feet. Th ese freshly killed goldveined dwarves are not 
  scavenged by the elder xorn, and do not modify the level of 
  the encounter.
  PART II
  The Hearthforge
  T
  he Hearthforge is the working section of the Rygar 
  Halls where ore was smelted into metal, where metal 
  was worked into alloys, and where goods were forged 
  with fi re, sweat, and magic. Much of this area has been home 
  for the forsaken and the fi re elementals for decades, since 
  the halls were abandoned. Th e presence of Abelard, the Fire 
  Shepherd, kept the area from complete abandonment and 
  decay.
  Some encounters within the Hearthforges call for 
  Perception checks. To simplify play, ask the players to roll 4 
  Perception checks, then record their results for later use in 
  the Hearthforges.
  
  Halls of the Mountain-King
  Halls of the Mountain-King
  45
  Ceiling Traps 
  Th e ceiling traps are marked on the map outside areas 1, 
  10, 12, 15, and between 5 and 9. When triggered, each 
  creates a deadfall of rock and debris that seals the passage. 
  A thunderstone or power with the thunder keyword used 
  within 10 ft . of the marked square activates the trap there. 
  Ceiling Deadfall (5)
  Level 8 Lurker (Hazard XP 350)
  Rocks fall from above.
  Hazard Rocks tumble down to a target square and make a 
  burst 3 attack before sealing the passage
  Perception
  DC 19—Th e character notices the odd construction
  DC 24—Th e character realizes that the trap is activated 
  at the ceiling
  Additional Skill (Dungeoneering, Nature)
  DC 24—Th e character notices the ceiling is unstable
  Initiative +5
  Trigger A thunder eff ect sets off  the deadfall (doing 5 or 
  more points of thunder damage to the ceiling activates 
  the trap)
  Standard Action  
  Close burst 3
  Targets Creatures in burst
  Attack +11 vs. Refl ex
  Hit 3d8 + 5 damage, and target is prone, stunned, and 
  immobilized (save ends)
  Miss Half damage, and target is prone
  Sustain Standard Th e deadfall continues for 3 rounds; 
  the area of the burst is diffi  cult terrain during and 
  impassable aft er the deadfall
  Countermeasures
  A character in the area can take advantage of natural 
  • 
  fl ow and rhythm in the rockslide to avoid damage by 
  making a DC 25 Nature or Dungeoneering check. With 
  a successful check, a character takes half damage on a 
  hit and no damage on a miss.
  WELCOMING PARTY 
  Approaching the Hearthforges, the PCs hear combat and 
  see the signs of siege—a series of broken barricades and 
  fi nally, the smashed doors that lead into the Hearthforges. 
  Advancing, they see a strange, golden xorn battling a group 
  of wild golden-eyed dwarves over the corpses of forsaken. 
  As a PC crosses the threshold or attacks through the 
  doorway, the dwarves notice, give a great shout, and turn 
  their attention to the interruption. Th e dwarves operate a 
  jury-rigged molten metal sprayer. Th is requires a two-dwarf 
  crew: one operating the sprayer and the other working the 
  bellows pump. 
  Left  unmolested, the xorn kills the dwarves while 
  being reduced to a bloodied state. He remains in the hall, 
  consuming the molten metal sprayer until defeated by the 
  PCs. In this case, award 350 XP for the encounter and have 
  the elder xorn vomit additional cursed gold as appropriate 
  for the number of foes it killed before being slain.
  An everburning torch provides bright light within 5 squares 
  of the doors. Th e metal sprayer utilized by two goldspawn 
  minion dwarves creates a burst of light that provides dim 
  light in its area of eff ect when fi red.
  Eat Hot Metal!
  Molten Metal Sprayer (standard and move action; at-will)  
  � 
   Fire, Weapon
  Close burst 3; +8 vs. Refl ex; 2d6 + 5 fi re damage, and 
  target is immobilized (save ends); roll 1d20 when anyone 
  fi res the sprayer. On a natural 1, it explodes in a burst 
  3, dealing 4d6 hp damage and ongoing 10 fi re damage 
  (save ends) to any creature within range.
  Th e sprayer is easy to fi gure out. Any character examining 
  or attempting to use it must make a DC 10 Arcana check. It 
  fi res for only 1 round unless a second person operates the 
  bellows. Operating the bellows or the sprayer uses a standard 
  and a move action and does not provoke opportunity attacks. 
  It functions for this combat, and then its reservoir is drained.
  Th e sprayer requires three people to move. Abelard can 
  refuel the sprayer using the maintenance forge in area 6.
  Terrain 
  Th e area within 3 squares of the barricade is littered with 
  rubble and corpses, and it acts as rough terrain. Th e xorn 
  ignores the rough terrain with its earth walk ability, but 
  the dwarves utilize it, hiding behind barricades and falling 
  back to its corners. Th ere are 15 forsaken corpses and 8 
  goldspawned dwarf corpses. Th e xorn consumed the gold 
  from any killed before this battle, so the only cursed gold 
  available from this room comes from the dwarves manning 
  the barricades and molten metal sprayer and any corpses that 
  result from earlier delays. Th e ceiling is 30 ft . high.
  8th Level Encounter
  4 PCs (1,400 XP) • 1 goldveined feldspar xorn, 1 
  • 
  goldveined dwarf hammerer, 4 goldspawn minions
  5 PCs (1,750 XP)• 1 goldveined feldspar xorn, 1 
  • 
  goldveined dwarf bolter, 1 goldveined dwarf hammerer, 
  4 goldspawn minions
  6 PCs (2,100 XP) • 1 goldveined feldspar xorn, 2 
  • 
  goldveined dwarf bolter, 1 goldveined dwarf hammerer, 
  4 goldspawn minions
  
  Roots of Madness
  Roots of Madness
  chapter
  two
  46
  Goldveined Feldspar Xorn 
  Level 8 Elite Skirmisher
  Medium elemental magical beast (earth)  
  XP 700
  Initiative +9 
  Senses Perception +7; all-around vision, 
   
   
  darkvision
  hp 196 Bloodied 98
  AC 23 
  Fortitude 22 
  Refl ex 20 
  Will 22
  Resist 5 fi re
  Saving Th rows +2
  Speed 5 (earth walk); burrow 5 (see stone phase)
  Action Points 1
  [mba] Claw (standard; at-will)
  +13 vs. AC; 1d8 + 5 damage
  [m] Bite (standard; at-will)
  +13 vs. AC 2d6+5 damage
  [m] Burrowing Bite (standard; at-will)
  Th e feldspar xorn burrows at least half its speed; +14 vs. 
  AC; 2d8 + 5 damage, and the target is pushed one square 
  and the feldspar xorn shift s into the vacated space
  [m] Claw Frenzy (standard; at-will)
  Th e feldspar xorn can make one claw attack against up to 
  three targets
  [m] For Love of Money (immediate interrupt, when 
  targeted by a melee attack; at-will)
  +12 vs. Will against the attacker; instead of attacking 
  the xorn, the attacker makes a melee basic attack against 
  an adjacent target of the xorn’s choice (if no such target 
  exists, no attack is made)
  [r] All that Glitters (standard; recharge on 6)
  Ranged 10; +12 vs. Will; the target is pulled 5 squares 
  and dazed (save ends)
  Fatal Bequest
  When it dies, the xorn vomits up 8 greed-tainted gp. 
  Madness of the Mines  � 
   Psychic
  If the xorn is hit by a charm aff ect, its insane mind 
  causes painful psychic feedback to the caster, infl icting 3 
  psychic damage (this counts as exposure to gold fever) 
  Stone Phase
  Th e xorn ignores movement penalties for burrowing 
  through stone
  Alignment evil  Languages Common, Primordial
  Str 18 (+8)  
  Dex 15 (+7)  
  Wis 15 (+7)
  Con 20(+9)  
  Int 10 (+4)  
  Cha 10 (+4)
  Goldveined Dwarf Hammerer 
  Level 5 Elite Soldier
  Medium natural humanoid  
  XP 400
  Initiative +4  
  Senses Perception +4; darkvision, 
   
   
  low-light vision 
  hp 136 Bloodied 68
  AC 24 
  Fortitude 18 
  Refl ex 15 
  Will 19
  Resist 5 fi re
  Saving Th rows +2, +5 against poison eff ects
  Speed 5
  Action Points 1
  [mba] Warhammer (standard; at-will)  � 
   Weapon
  +11 vs. AC; 1d10 + 3 damage
  [m] For Love of Money (immediate interrupt, when 
  targeted by a melee attack; at-will)
  +9 vs. Will against the attacker; instead of attacking the 
  dwarf, the attacker makes a melee basic attack against an 
  adjacent target of the dwarf’s choice (if no such target 
  exists, no attack is made)
  [m] Shield Bash (minor; recharge on 5, 6)
  +9 vs. Fortitude; 2d6 + 3 damage, and the target is 
  knocked prone or pushed 1 square (attacker’s choice)
  [m] Stubborn (immediate interrupt, when an enemy tries 
  to push it or knock it prone; at-will)
  Th e dwarf makes a melee basic attack against the 
  attacker.
  [r] All that Glitters (standard; recharge on 6)
  Ranged 10; +9 vs. Will; the target is pulled 5 squares and 
  dazed (save ends)
  [r] Th rowing Hammer (standard; at-will)  � 
   Weapon
  Ranged 5/10; +10 vs. AC; 1d6 + 3 damage
  Fatal Bequest
  When it dies, the dwarf vomits up 5 tainted gold pieces.
  Madness of the Mines  � 
   Psychic
  If the dwarf is hit by a charm aff ect, its insane mind 
  causes painful psychic feedback to the caster, infl icting 3 
  psychic damage (this counts as exposure to gold fever) 
  Stand Your Ground
  When an eff ect forces the dwarf to move—through a 
  pull, a push, or a slide—the dwarf moves 1 square less 
  than the eff ect specifi es, and when an attack would 
  knock the dwarf prone, the dwarf can roll a saving throw 
  to avoid falling prone
  Alignment evil  Languages Common, Dwarven
  Skills Dungeoneering +11, Endurance +5
  Str 17 (+5)  
  Dex 10 (+2)  
  Wis 14 (+4)
  Con 16 (+5)  
  Int 11 (+2)  
  Cha 12 (+3)
  Equipment heavy shield, plate armor, throwing hammers 
  (3), warhammer 
  
  Halls of the Mountain-King
  Halls of the Mountain-King
  47
  Goldveined Dwarf Bolter 
  Level 4 Elite Artillery
  Medium natural humanoid  
  XP 350
  Initiative +5  
  Senses Perception +8; darkvision, 
   
   
  low-light vision 
  hp 110 Bloodied 55
  AC 18 
  Fortitude 16 
  Refl ex 16 
  Will 16
  Resist 5 fi re
  Saving Th rows +2, +5 against poison eff ects
  Speed 5
  Action Points 1
  [mba] Warhammer (standard; at-will)  � 
   Weapon
  +8 vs. AC; 1d10 + 2 damage
  [m] For Love of Money (immediate interrupt, when 
  targeted by a melee attack; at-will)
  +8 vs. Will against the attacker; instead of attacking the 
  dwarf, the attacker makes a melee basic attack against an 
  adjacent target of the dwarf’s choice (if no such target 
  exists, no attack is made)
   [r] All that Glitters (standard, recharge on 6)
  Ranged 10; +8 vs. Will; the target is pulled 5 squares and 
  dazed (save ends)
  [r] Crossbow (standard; at-will)  � 
   Weapon
  Ranged 15/30; +10 vs. AC; 1d8 + 3 damage
  Aimed Shot
  Th e dwarf bolter gains a +2 bonus to attack rolls and 
  deals an extra 1d6 damage with ranged attacks against 
  creatures that don’t have cover
  Fatal Bequest
  When it dies, the dwarf vomits up 4 greed-tainted gold 
  pieces 
  Madness of the Mines  � 
   Psychic
  If the dwarf is hit by a charm aff ect, its insane mind 
  causes painful psychic feedback to the caster, infl icting 3 
  psychic damage (this counts as exposure to gold fever) 
  Stand Your Ground
  When an eff ect forces the dwarf to move—through a 
  pull, a push, or a slide—the dwarf moves 1 square less 
  than the eff ect specifi es, and when an attack would 
  knock the dwarf prone, the dwarf can roll a saving throw 
  to avoid falling prone
  Alignment Evil  Languages Common, Dwarven
  Skills Dungeoneering +10, Endurance +7
  Str 14 (+4)  
  Dex 16 (+5)  
  Wis 12 (+3)
  Con 16 (+5)  
  Int 11 (+2) 
  Cha 10 (+2)
  Equipment chainmail, crossbow (20 bolts), warhammer 
  Goldspawn Dwarf 
  Level 7 Controller Minion
  Medium natural humanoid  
  XP 75
  Initiative +3  
  Senses Perception +5; darkvision, 
   
   
  low-light vision 
  hp 1; a missed attack never damages a minion
  AC 22 
  Fortitude 19 
  Refl ex 17 
  Will 20
  Speed 5
  [mba] Forgehammer (standard; at-will)  � 
   Weapon
  +12 vs. AC; 9 damage 
  [rba] Crossbow (standard; at-will)  � 
   Weapon
  +12 vs. AC; 9 damage
  [m] For Love of Money (immediate interrupt, when 
  targeted by a melee attack; at-will)
  +11 vs. Will against the attacker; instead of attacking the 
  dwarf, the attacker makes a melee basic attack against an 
  adjacent target of the dwarf’s choice (if no such target 
  exists, no attack is made)
  Fatal Bequest
  When it dies death, the dwarf vomits up 7 greed-tainted 
  gold pieces 
  Stand Your Ground
  When an eff ect forces the dwarf to move—through a 
  pull, a push, or a slide—the dwarf moves 1 square less 
  than the eff ect specifi es, and when an attack would 
  knock the dwarf prone, the dwarf can roll a saving throw 
  to avoid falling prone
  Alignment evil  Languages Common, Dwarven
  Skills Dungeoneering +11, Endurance +9
  Str 17 (+6)  
  Dex 10 (+3)  
  Wis 14 (+5)
  Con 16 (+6)  
  Int 11 (+3)  
  Cha 12 (+4)
  Equipment chainmail, crossbow (20 bolts), warhammer 
  Tactics
  Th e xorn will typically initiate combat using burrowing bite 
  and prefers to utilize its movement abilities to harry targets 
  with hit-and-run tactics. If surrounded by multiple enemies, 
  it will use claw frenzy; otherwise, the xorn will look to move 
  or shift  into a position where it can then make another 
  burrowing bite attack.
  Treasure
  +3 magic weapon
  Development
  Aft er they die, the xorn and the dwarves vomit small pools 
  of quickly cooling gold. Th is gold stays in liquid form for 2 
  minutes aft er death and then becomes a chip of solid gold. 
  If the party delayed outside to search the bodies, add 2 gp of 
  tainted gold per round of delay.
  
  Roots of Madness
  Roots of Madness
  chapter
  two
  48
   Speak with Dead
  If the PCs question corpses using a Speak with 
  Dead ritual while in the Hearthforges, the dead 
  require a skill challenge before answering 
  questions. 
  Speak with Dead 
  Skill Challenge
  Setup To converse with a corpse inside the 
  Hearthforges, it must be cajoled into cooperation
  Level 8th level challenge
  Complexity 2 (requires 6 successes before 3 
  failures)
  Primary Skills Diplomacy, Insight, Intimidation, 
  and Religion
  Diplomacy (DC 20)—You barter with the corpse, 
  offering to return it for a proper burial, to 
  cleanse the Hearthforges, or simply to avenge 
  its death (each failure increases the DC of 
  future Diplomacy checks by 2 and contributes 
  toward total skill challenge failure)
  Insight (DC 18)—You sense the unbalanced 
  nature of the corpse, and play on these 
  misconceptions and fears (success indicates 
  the next Diplomacy or Intimidation check 
  gains a +3 bonus; failure does not count 
  towards total challenge failure)
  Intimidation (DC 18)—You browbeat and threaten 
  the corpse, suggesting you may leave it 
  for scavengers, prevent a proper burial, or 
  defame its character and honor back at the 
  citadel (each failure increases both the DCs of 
  future Diplomacy and Intimidation checks by 
  2 and contributes toward total skill challenge 
  failure)
  Religion (DC 20)—You invoke the rites of Volund 
  and dwarven religion, demanding that the 
  corpse answer the responsibilities it had 
  as a custodian of the Hearthforges and as 
  a member of the citadel community (each 
  failure contributes toward total skill challenge 
  failure)
  Miscellaneous—Speaking to the corpse in 
  Dwarven provides a +2 bonus on the check; 
  dwarf participants in this challenge receive a 
  +1 racial bonus to their checks
  Success The corpse answers the PC’s questions
  Failure The corpse refuses to cooperate. Pay all 
  costs of the ritual.
  Any of the dead can explain that sickness 
  overcame the workers, and even those who 
  seemed to improve one day woke insane the next. 
  Before long, everyone was infected. The dead do 
  not all know of the forsaken attacking, and most 
  do not realize what the forsaken are, other than 
  crazed dwarves.
  Not far away (area 12), the lich hounds’ lifesense ability 
  makes the Imperial ghasts aware of the party’s presence 
  once the PCs approach within 10 squares of their barricade 
  (see area 12 for hounds and ghasts ). As long as the party 
  includes one living creature, they are prepared when the PCs 
  open the doors to area 12 and cannot be surprised.
  Area 1: Seeking the Fire Shepherd
  Th e fi rst PC to approach the doors into the Hearthforge 
  hears a voice say in Common, “Hello? You there! Hello! Can 
  you hear me? Come to the furnaces and free me! I hear you, 
  you know. Come to the Chamber, set me free!”
  Th e voice seems to originate out of thin air and belongs to 
  the Fire Shepherd, speaking through one of the many tiny 
  tunnels that honeycomb the Hearthforges. He gives his name 
  and basic directions to the chamber, but does not consider 
  the characters’ lack of familiarity with the area. While he can 
  hear the PCs, he cannot guide them aft er they leave room 1 
  unless they enter room 3, just in front of rooms 4, 8, 10, 12, 
  or 13. If the PCs question him, see possible questions and 
  answers in the “Speaking with the Fire Shepherd” section in 
  room 4.
  Unless otherwise noted, the ceiling is 10 ft . high in 
  all rooms and the corpses bear the marks of gold fever 
  infection.
  Area 2: Warehouse Cavern
  Crates fi ll this arched cavern. Th ree rows of wooden 
  boxes stretch back into darkness. 
  Th e PCs can hear the soft  chitter and squeak of a rat, but 
  as the GM, play up player paranoia if the PCs search through 
  the crates. Th e PCs can fi nd two recent corpses here, both 
  dwarves caught in the western corners and stabbed multiple 
  times. Th eir belt pouches are missing, and they wear blood-
  soaked artisan’s outfi ts. Th e one in the southwestern corner 
  has a gear from the “furnace gear chamber” (room 4) on a 
  cord around his neck.
  More than 75 crates are stacked up to the 15-ft . ceiling and 
  contain enough food for 45 people for 14 days. Other crates 
  contain a large amount of iron rod stock. Th e PCs can fi nd 
  mundane equipment here at your discretion.
  Area 3: Main Furnace Chamber 
  Air ducts enter this room from the western wall 
  and feeds into the three enormous furnaces there. It 
  continues overhead to the lone furnace standing on 
  the eastern wall and joins a junction that reenters 
  the bedrock of the mountain. Th e furnaces are great 
  rectangular, adamantine constructions, craft ed to 
  resemble great towers, and the ducts are shaped 
  like billowing plumes of smoke. Th ey sit, cool and 
  unoccupied. 
  
  Halls of the Mountain-King
  Halls of the Mountain-King
  49
  Smooth hexagonal paving stones cover the fl oor, inlaid 
  with silvery dwarven runes. Th e runes spell names of 
  previous Hearthforge workers. In the center of the room’s 
  fl oor is a symbol-engraved silver circle for a Linked Portal 
  ritual. A DC 14 Arcana check indicates that a blank portion 
  of the circle allows the ritual to transport between a number 
  of diff erent locations. Prying the precious metal up requires 4 
  hours and recovers silver worth 200 gp. A DC 22 Perception 
  check reveals a gear for the “furnace gear chamber” (room 4) 
  hanging on a hook beside the eastern forge.
  From this room, the PCs can hear and attempt to speak to 
  the Fire Shepherd.
  Area 4: Furnace Gear Chamber: 
  The Broken Door 
  When the PCs approach this area, read or paraphrase the 
  following: 
  A short dogleg passage ends at a massive door, 
  fashioned from an enormous cog mechanism. Th e 
  door has more gears embedded within it, but they look 
  vandalized. Dwarven runes and the iconography of 
  Volund cover its entirety.
  Th e goldveined dwarves sabotaged the door and tore apart 
  its inner workings: 
  A confi guration of three slightly smaller gears threads 
  this massive cog, which has been set on edge to act as a 
  door. A mechanism of hand-sized gears overlays part 
  of it, apparently for unlocking and opening the door, 
  but someone vandalized it, leaving large gaps evident 
  among the cogs.
  As the PCs consider the door and its inner workings, the 
  Fire Shepherd hears them and speaks up again. His voice 
  sounds tinny and seems to come from above the door. 
  “Hello,” he says, “I’m glad you made it! I hope you can open 
  the door, so we can speak face to face.”
  Th e PCs must rummage through the piled dead to fi nd 
  the parts to open it and release the Fire Shepherd. Th ey can 
  attempt a Th ievery or Arcana check to discern the amount of 
  destruction caused to the door. 
   Table 2-3: Thievery or Arcana
  DC
  Result
  15
  Several gears are missing, and perhaps another 
  component.
  20
   Several gears are missing, and the handle.
  25
  Six gears and the handle are missing.
  Opening the Door
  Th e party can most easily open the door by one of three 
  methods, or a combination of all three; however, they might 
  have other means of bypassing or opening it. Th e primary 
  methods of opening this door are:
  Th e Knock ritual.
  1. 
  Replacing the missing components.
  2. 
  Successfully completing a skill challenge. 
  3. 
  Each success in the skill challenge or in an Arcana check for 
  the Knock ritual eff ectively counts as replacing two of the 
  missing gears or one gear and the key handle, so multiple 
  techniques are certainly possible.
  Th e PCs can use the Knock ritual. Once they manage 4 
  DC 20 Arcana successes using the ritual, a subsequent DC 22 
  Strength check opens the door.
  Alternatively, they can repair the door by fi nding and 
  replacing the six missing gears and the key handle. Th e gears 
  are scattered about the Hearthforges in rooms 2, 3, 6, 7, 8, 
  and 11. Th e key handle is located in room 9.
  One last option, the PCs can attempt the following skill 
  challenge:
  Opening the Door 
  Skill Challenge (1,050 XP)
  Setup To enter the command chamber, the great door must 
  be opened
  Level 8th level challenge
  Complexity 3 (requires 7 successes before 3 failures)
  Secondary Checks Any character who makes a primary 
  check cannot assist in the secondary check for that 
  rotation. Two successful checks—a primary check and a 
  subsequent secondary check—are necessary in any given 
  round to gain an overall success that contributes to total 
  challenge success.
  Primary Skills Dungeoneering, Perception, Religion, and 
  Th ievery
  Dungeoneering (DC 20)—You consider the door mechanism 
  in relation to the rest of the underground structure, 
  evaluating how it must move and what you can do to 
  move its components in their current state (success 
  permits a secondary check; failure contributes towards 
  total challenge failure)
  Perception (DC 22)—You step back and get a view of the 
  door’s bigger picture, examining how everything 
  interconnects—the gears, the structure, the 
  runes (success provides a +3 bonus on the next 
  Dungeoneering, Religion, or Th ievery check; failure 
  does not count towards total challenge failure)
  
  Roots of Madness
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  Halls of the Mountain-King
  Halls of the Mountain-King
  51
  Religion (DC 18)—You sense relation of the rune-marked 
  gears with the teachings and scripture of Volund, 
  divining the proper movement based on their religious 
  signifi cance (success permits a secondary check; failure 
  contributes towards total challenge failure)
  Th ievery (DC 18)—Using your knowledge of mechanical 
  principles and machine motion, you intuit the proper 
  rotation of the gears despite the absence of some parts 
  (success permits a secondary check; failure contributes 
  towards total challenge failure)
  Secondary Skills Athletics and Endurance
  Athletics or Endurance (DC 23)—In a great test of strength, 
  you rotate the massive gear as directed from the primary 
  check (success contributes toward total skill challenge 
  success; failure does not contribute toward total skill 
  challenge failure but requires a new primary check)
  Success Th e door opens
  Failure Th e gears are misaligned too badly to open properly 
  without the missing components or magical assistance 
  Special (note the number of successes for a failure)
  For every success—One less gear must be found within the 
  Hearthforges; for example, if 6 successes have been 
  achieved, then only one gear or the key needs to be 
  found
  For every 2 successes—One less Arcana success is necessary 
  from a Knock ritual; for example, if 6 successes have 
  been achieved, then only one Arcana check success is 
  required from a Knock ritual
  If the PCs elect to cut through or bust down the door 
  instead, they face a Large reinforced steel door (AC 3, Refl ex 
  3, Fortitude 15; hp 500; Breakdown DC 34). Th e room’s walls 
  have a sheet of metal plating preventing a Passwall ritual, and 
  a permanent Forbiddance ritual protects the room beyond, 
  as well as the door itself. Other solutions might work at your 
  option. 
  Speaking with the Fire Shepherd
  Th e PCs might have some questions for the Fire Shepherd, 
  Abelard Feuerhirte (good male azer cleric 10 of Volund; see 
  page 69). Some likely questions and answers follow.
  How do we open the door? 
  “My divinations tell me that all the parts of the door 
  mechanism are within the Hearthforges. Find them, repair 
  the door, and it will open. Opening spells might work as well. 
  If you tell me what it looks like now, perhaps I can tell you 
  what’s missing.”
  Abelard confi rms the missing parts, describes them, and 
  explains how to repair them if they are returned. 
  Who are you? 
  “I am Abelard, the Fire Shepherd, caretaker of the 
  Hearthforges.”
  What does that mean? 
  “It is my responsibility to watch aft er the fi re elementals who 
  keep these halls warm.”
  Why aren’t they doing their jobs, then? 
  “A powerful elemental, part stone, part fi re, convinced them 
  to abandon the Hearthforges aft er the dwarves gave in to 
  madness. When I went to stop them, his gilded tongue 
  deafened them to my logic.”
  How did you get trapped back there? 
  “I came to direct the defense of the Hearthforges. As 
  madness took the last of my assistants, they stole the gears 
  and trapped me here.”
  Why did you not cure the madness? 
  “At fi rst, we took it for a normal sickness, and it spread faster 
  than my spells could halt it. Th en the forsaken attacked. Th at, 
  combined with my entrapment, doomed the good dwarves 
  here. I could only listen to what unfolded.”
  Can’t you just cast a spell to escape? 
  “Long ago, when we established this chamber, the elders 
  hallowed and warded it to provide a secure place where the 
  defense of the Hearthforges could be safely and eff ectively 
  coordinated. I cannot leave except by the door. We did not 
  expect our own cleverness to be turned against us. Had you 
  not arrived when you did, I would have attempted to dispel 
  the protective magics. I was loath to do so otherwise.”
  Why should we believe you? 
  “You have nothing but my words to trust. True, this might 
  be a clever ruse, and I might be an awful evil sealed away, 
  desperate for escape, but no abjuration magic wards the door. 
  If I were some demon, the dwarves would have used more 
  than a door and a magical anchor to bind me!”
  A DC 20 Insight check reveals that the Fire Shepherd 
  seems sincere.
  Developments
  Once released, the Fire Shepherd explains that forsaken 
  attacked his forge aft er his  assistants got sick. Just before 
  that, a gearworker and his journeyman came asking about 
  the Hearthforge and how it distributes heat through the vent 
  shaft s to the Shank. Abelard did not trust them, though, for 
  they asked questions to which they should have known the 
  answers. Th e azer gave the gearworkers inaccurate directions. 
  If the PCs leave the Hearthforge with the Fire Shepherd, 
  he informs them that if they hurry, they can prevent the 
  
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  sabotage of the vent shaft s and the Shank. If asked who 
  the forsaken are, Abelard calls them “degenerate, fi lthy 
  undermountainers, invaders of our realms” and refuses to 
  speak further on the matter.
  Area 5: Cistern Cavern
  Two wells, 20 ft . wide, dominate this room. Th eir dark, glassy 
  surfaces betray an occasional ripple from a falling drop of 
  water. Th e two wells fi ll from a natural spring. Overfl ow 
  provides running water in the kitchen and infi rmary (area 8) 
  and steam-powered trip hammers in the maintenance forge 
  (area 6). Th e wells are 25 ft . deep. 
  A dwarven corpse fouls the southern well; the back of its 
  head is crushed, and its pockets and boots weighed down 
  with iron rod stock. His 4 gp of cursed gold sits on the well 
  bottom between his feet.
  Area 6: Maintenance Forge
  A large forge and anvil dominate this square room. 
  Th e upper half of a scorched body lies in the cooling 
  forge cinders. Another body lies over the anvil with a 
  hammer buried in his ribcage. A third corpse hangs 
  from the side of the workbench, her head pinched in 
  a heavy vise.
  Th e forge can be cleaned up and put to use, if needed. 
  A set of masterwork smith’s tools is available. A DC 15 
  Perception check reveals 8 gp of cursed gold on the fl oor. 
  A control gear for the “furnace gear chamber” (room 4) is 
  hidden in the pocket of the corpse draped over the anvil.
  Area 7: Dormitories
  Th ese rooms once housed 60 dwarves. When the PCs enter 
  the fi rst, read or paraphrase the following:
  Th is small room has clearly been searched. Some 
  doors are shut tight, others hang open, and a few are 
  smashed open like a child’s toy bank. Th e room holds a 
  three-tiered bunk bed, three footlockers, and a writing 
  desk. 
  Th is area has two fl oors, identical to one another and 
  one directly over the other.All of the rooms are identically 
  furnished, although those behind smashed doors contain 
  signs of a struggle with furniture and clothing scattered and 
  tossed about. Th ese rooms have a total of 12 corpses and 6 gp 
  of cursed gold scattered between the two fl oors. 
  Th ere are 20 total rooms and 4 lavatories. A DC 15 
  Perception check reveals a gear for the “furnace gear 
  chamber” (room 4) on the desk of one undisturbed room.
  Area 8: Infirmary 
  Th is long room once housed the sickened and injured. 
  It contains 9 beds, all of which are now covered with 
  bloodstains. Two of the beds are overturned and eight 
  corpses lie scattered in the wreckage. As the PCs glance 
  around, read or paraphrase the following: 
  Two doors stand open. One is a supply closet, with 
  ransacked pots, boxes, and pouches lying about 
  the fl oor. Th e other is an offi  ce. Th e desk within is 
  overturned as if to form a barrier to the door, although 
  it looks as though it was split with an axe. Much of the 
  offi  ce is splattered with blood.
  Th e supply closet holds 300 gp worth of mystic salves. A 
  DC 15 Perception reveals a metal pan underneath one bed 
  containing a cooled disk of cursed gold worth 5 gp, under 
  which lays a gear for the “furnace gear chamber” (room 4).
  Area 9: Kitchen
  Th e kitchen is large enough to accommodate preparations 
  for dozens of dwarves. In addition to the two doors that lead 
  to the dining hall, a third door leads through a small passage 
  into the cistern chamber.  
  What was once a kitchen now serves as the fi nal resting 
  place for at least two dwarves. One is stuff ed in a stone 
  oven, booted feet hanging out the front. Th e other lies 
  slumped against a countertop, a vicious cleaver wound 
  splitting his skull, his apron stained with dark, port-
  colored blood. Pots, pans, and cooking utensils of all 
  kinds lay scattered around the room.
  Th e sinks provide running water and the still-edible food 
  can feed 10 people for 3 days. A DC 22 Perception check 
  reveals the key to room 4, which is stuff ed in a sack of fl our 
  inside a cabinet. Th e dwarf on the fl oor has 2 gp worth of 
  cursed gold in his pockets, and his hands are covered in 
  fl our.
  Area 10: Dining Hall 
  Th e massive dining hall was the scene of intense but short-
  lived fi ghting. In better times, the hall could seat half the 
  dwarves of the citadel, but now, it merely hosts four corpses. 
  Six enormous tables occupy the bulk of this room. Two 
  are overturned, and the broken remains of benches 
  and chairs lie scattered around the room. 
  Walking through the room reveals the four dwarf corpses 
  spread throughout it. Th ey lay where they fell, with two still 
  gripping the knives they stuck into each other. Small lumps 
  of cursed gold worth 14 gp lie about the room. Th e ceiling is 
  20 ft . high.
  Area 11: Workshops
  Th e doors to these two workshops bear the same label of 
  “workshop” in Dwarven. Both are equipped with fi ne sets of 
  tools for many trades, all of which have been rifl ed through 
  and cast aside. 
  
  Halls of the Mountain-King
  Halls of the Mountain-King
  53
  Th is room once obviously served as a workshop, likely 
  well organized and tidy. Now, however, its content lay 
  about in a terrible mess. Two dwarf corpses lay here, 
  one with an awl stabbed through his eye and the other 
  slouching against the far wall with a dark crimson 
  smear behind his head. 
  Th e closed door is locked. Opening it requires a DC 14 
  Th ievery check or a DC 20 Athletics check. As the PCs open 
  the door, read or paraphrase the following:
  Th is workshop looks very similar to the other, including 
  the mess scattered about and the corpse of a dwarf. Th e 
  dead dwarf is stretched out against one workbench, 
  with a crossbow bolt in his belly. 
  If the PCs search the room, they fi nd cursed gold on the 
  fl oor next to the corpse worth 3 gp. In his hand is one of 
  the gears for the Furnace Gear Chamber (area 4) and a light 
  crossbow with a bolt loaded in it. Th e dwarf corpse has a bolt 
  quiver on his belt with 7 bolts remaining.
  Area 12: Vent Shaft Bailey 
  Th e embossed metal door is closed and barred from this 
  side, making it easy for the PCs to open. Any PC standing 
  adjacent to the door before it is opened can smell the 
  particularly foul stench of ghasts emanating from the other 
  side with a successful DC 10 Perception check. Th ose with 
  scent can automatically detect the smell.
  A DC 20 Religion check identifi es the odor as ghast stench. 
  A DC 20 Nature check eliminates troglodytes as the source. 
  A DC 20 Arcana check eliminates hezrou as the source. 
  A DC 19 Perception check reveals that someone 
  is whispering on the other side of the door. A DC 24 
  Perception check further reveals the words. If the listener 
  who makes such a check can understand Deep Speech, he 
  understands the speaker to say, “Be ready, they’re on the 
  other side!”
  Beyond the door stands an encampment manned by 
  Imperial ghouls hunting the forsaken who captured several 
  of their own kind. Since the ghasts and lich hounds can see 
  in darkness, they do not bother to light the room. 
  Th e ceiling is 30 ft . high in this room. Th e enclosed 
  barricade requires a DC 15 Athletics check to ascend as part 
  of a move action. Failure by more than 5 indicates a slip and 
  fall on the spikes studding the edifi ce, dealing 5 points of 
  damage. A wide step on the ghasts’ side gives them the ability 
  to attack over the barricade, which provides cover to those 
  standing behind it. 
  As the fi rst PC steps into the room, with or without a light 
  source, one of the ghasts calls out in Common, “Hold! Stand 
  fast in the name of the Empire!” Th e ghasts hold their actions 
  to see if the party attacks. Aside from the stench (which is 
  not easily identifi ed as originating with them), the ghasts’ 
  undead nature is not immediately obvious, as they wear 
  armor and wield weapons. 
  Th e ghasts are not opposed to speaking with the party, 
  although their initial attitude is unfriendly. If the PCs decide 
  to fi ght their way through, they face a hard-fought battle, 
  as they must push against a fortifi ed position held by an 
  organized and prepared foe. 
  Th e following skill challenge allows the PCs to improve the 
  ghasts’ attitude. 
  Talking to the Ghasts
  Skill Challenge (1,000 XP)
  Setup To converse with the imperial ghasts, they must be 
  made friendly
  Level 10th level challenge
  Complexity 2 (requires 6 successes before 3 failures)
  Primary Skills Diplomacy, Insight, Intimidation, and 
  Religion
  Diplomacy (DC 18)—You negotiate with the voices in 
  the dark, discussing how an amicable resolution that 
  benefi ts both parties can be reached and mentioning 
  your greater mission (each failure increases the DC of 
  future Diplomacy checks by 2 and contributes toward 
  total skill challenge failure)
  Insight (DC 18)—You sense the desire to reach an alternate 
  solution with minimal losses and to return to Imperial 
  territory (success indicates the next Diplomacy or 
  Intimidation check gains a +3 bonus; failure does not 
  count towards total challenge failure)
  Intimidation (DC 22)—You hint at the military prowess of 
  your group and your merciless victories, mentioning the 
  casual ease with which you dispatched the other foes 
  inside the Hearthforges (each failure increases both the 
  DCs of future Diplomacy and Intimidation checks by 2 
  and contributes toward total skill challenge failure)
  Religion (DC 18)—You play upon the probable hungers and 
  vulnerabilities of ghouls and ghasts, suggesting powers 
  and abilities that would be very formidable against them 
  and idly mention the possibility of enemy corpses in 
  trade or some other option for mutual exchange (each 
  failure contributes toward total skill challenge failure)
  Miscellaneous—Speaking to the ghasts in Deep Speech 
  provides a +2 bonus on the check
  Success Th e barricade’s leader, who spoke to the PCs 
  originally, off ers a deal to the PCs: 
  “We do not oft en deal with those we might better 
  enslave,” he says, “but perhaps we can help one another. 
  If you can recover our fellows from the hands of the 
  forsaken in the shrine to the south, we are willing to 
  
  Roots of Madness
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  54
  depart without battle, allowing you to continue on 
  your way. Surely, you would slay those who defi le your 
  shrines, regardless? Bring back our brothers unharmed, 
  and we can all go our separate ways. Betray us and you 
  will learn the true might of the Empire.”
  If the PCs agree, he provides a code word that an 
  uncontrolled ghast recognizes as signaling an ally, 
  and so does not attack. Choose a phrase or term 
  incongruous with the nature of ghasts, such as 
  “sunshine” or “rabbit.”
  Failure Th e ghasts refuse to speak further, indicating that if 
  the group approaches again, they will attack
  10th Level Encounter
  4 PCs (2,150 XP) • 4 ghast centurions, 3 gutripper lich 
  • 
  hounds 
  5 PCs (2,500 XP) • 5 ghast centurions, 3 gutripper lich 
  • 
  hounds 
  6 PCs (3,000 XP) • 5 ghast centurions, 5 gutripper lich 
  • 
  hounds
  Gutripper Lich Hound  
  Level 6 Lurker
  Medium natural beast (undead)  
  XP 250
  Initiative +7  
  Senses Perception +8; darkvision
  Scent of the Living (necrotic) aura 10; any living creature 
  within the aura at the start of its turn becomes visible 
  and known to the hound
  hp 64 
  Bloodied 32
  AC 21 
  Fortitude 19 
  Refl ex 19 
  Will 19
  Immune disease, poison; Resist 10 necrotic; Vulnerable 5 
  radiant
  Speed 6 (see ethereal jaunt)
  [mba] Soulrender Fangs (standard; at-will) 
  +12 vs. AC; 1d10 + 4 damage
  [m] Cull the Herd (minor; recharge on 4, 5, or 6) 
  +10 vs. Refl ex; the target falls prone, and the hound may 
  shift  2 squares
  [m] Feast of Entrails (standard; at-will) 
  Requires target to be immobilized, prone, stunned, or 
  unconscious; +10 vs. Fortitude; 3d6 + 4 damage, and the 
  target is stunned (save ends)
  Ethereal Jaunt (move; recharges when bloodied)
  Th e hound teleports 6 squares and gains the 
  insubstantial and phasing qualities until the start of its 
  next turn
  Alignment evil  Languages — (understands 
   
   
  Deep Speech)
  Skills Athletics +10, Endurance +11, Nature +6, 
  Perception +8
  Str 14 (+5)  
  Dex 18 (+7)  
  Wis 10 (+3)
  Con 16 (+6)  
  Int 6 (+1)  
  Cha 18 (+7)
  Ghast Centurion  
  Level 8 Soldier
  Medium natural humanoid (undead)  
  XP 350
  Initiative +8  
  Senses Perception +10; darkvision
  Stench of Grave (necrotic) aura 2; living enemies that start 
  their turns in the aura take a -2 penalty to attack rolls
  hp 89 
  Bloodied 44
  AC 24 
  Fortitude 21 
  Refl ex 19 
  Will 20
  Immune disease, poison; Resist 10 necrotic; Vulnerable 5 
  radiant
  Speed 8, climb 4
  [mba] Greatsword (standard; at-will)  � 
   Weapon
  +15 vs. AC; 2d6 + 5 damage
  [mba] Claw (standard; at-will)  � 
   Necrotic
  +15 vs. AC; 1d8 + 5 damage, and the target is 
  immobilized (save ends)
  [rba] Crossbow (standard; at-will)  � 
   Weapon
  Range 15; +13 vs. AC; 1d10 + 2 damage
  [m] Imperial Conscription (standard; daily)  � 
   Disease, 
  Necrotic
  Requires target to be immobilized, stunned, or 
  unconscious; +13 vs. Fortitude; 3d6 + 4 damage, and 
  if the target dies, it animates as a new ghast centurion 
  in 1d4 hours under its creator’s control; a Remove 
  Affl  iction ritual prevents the target’s rising as a ghast 
  Envenom Weapon (minor; encounter)
  Any living target hit with greatsword before the end of 
  the ghast’s next turn is immobilized (save ends)
  Glory to the Emperor (immediate reaction, when 
  bloodied; daily)  � 
   Healing, Weapon 
  Th e ghast makes a melee basic attack and regains 20 hp
  Alignment evil  Languages Common, Deep Speech
  Skills Athletics +13, Endurance +12, Intimidate +12, 
  Perception +10
  Str 19 (+8)  
  Dex 14 (+6)  
  Wis 12 (+5)
  Con 17 (+7)  
  Int 13 (+5)  
  Cha 16 (+7)
  Equipment centurion’s pack, greatsword, scale mail 
  Development
  If party negotiates and agrees to return the ghasts’ comrades 
  from captivity, the undead open the barricade and allow the 
  PCs to pass. Th ey are gone when the group returns from 
  dealing with the gearworker and elementals (see Part III: 
  Lighting the Fires page 59). If the party completes the rescue, 
  award experience for a 10th level encounter.
  
  Halls of the Mountain-King
  Halls of the Mountain-King
  55
  Area 13: Shrine to Volund 
  As they pushed their way through the complex, the 
  forsaken found this holy site dedicated to Volund, and their 
  contemptuous ways led them to blaspheme against Volund. 
  Th ey are in the long, slow process of converting it to a site 
  honoring Addrikah, goddess of madness (see Kobold 
  Ecologies Vol. 1, page 26). Th e doors to the shrine are 
  closed when the PCs arrive at them.  
  A pair of heavy metal doors, embossed with the holy 
  horse and anvil of Volund, ends this short passage. 
  Scorch marks and long red smears leave terrible arcs 
  along the walls. More wide, crimson smears stain the 
  fl oor and lead inside.
  A DC 20 Perception check reveals the presence of a lone 
  voice beyond the door, while a DC 26 Perception check 
  allows the PC to make out what is said if the PC speaks Deep 
  Speech (the language of the forsaken). In Deep Speech, the 
  voice says, “Yes, like that. Prepare the corpses as it shows 
  here. Perfect. For Addrikah!”
  Unless the PCs all make at least a DC 14 Stealth check, 
  the forsaken beyond the door hear the PCs outside and fall 
  silent. Th e doors are not locked and push open with relative 
  ease. 
  Opening the doors reveals a horrifi c sight. Bodies are 
  strewn about in twisted poses, their hands and feet 
  maimed and impaled with nails and spikes. A small 
  pyramid of drying skulls and wilting purple organs is 
  stacked to one side. A thick, red slurry churns inside 
  a large, glass alembic standing above the remnants of 
  the cracked altar, around which fl icker a half dozen 
  candles. 
  Th e candles provide dim light for 5 ft . around the 
  altar. Th e ceiling of this once-grand room rises 30 ft . Th e 
  overturned pews act as rough terrain. 
  As the PCs enter, a gore-painted forsaken woman drops 
  a dwarf body into the enormous alembic, where the liquid 
  froths and boils. At her feet, a gagged, armored male dwarf 
  grovels, his blackened hands slapping the fl oor. A DC 
  22 Perception check uncovers the vague shapes of many 
  forsaken hiding in the shadows.
  When facing larger groups, four bodies are positioned 
  on the overturned pews, marked with an X on the map. If 
  anyone approaches within 5 ft . of a body, it explodes in a 
  shower of gore and poisonous residue. See trap description 
  on page 57.
  Th e large set of spheres make up an alembic of essential 
  distillation, which was set up to convert bodies into 
  useful slurry. Th e forsaken make use of the alembic if 
  they completely disable the party. Forsaken turn captured 
  characters into sludge within the alembic, starting with the 
  largest creature fi rst.
  
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  chapter
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  56
  8th Level Encounter
  4 PCs (1,400 XP) • 1 derro priestess, 1 ghast centurion, 3 
  • 
  derro marksmen
  5 PCs (1,750 XP) • 1 derro priestess, 1 ghast centurion, 3 
  • 
  derro marksmen, 4 trapped corpses (see below)
  6 PCs (2,100 XP) • 1 derro priestess, 1 ghast centurion, 3 
  • 
  derro marksmen, 4 trapped corpses (see below), 4 derro 
  reavers
  Derro Marksmen  
  Level 6 Artillery
  Small natural humanoid  
  XP 250
  Initiative +7  
  Senses Perception +10; darkvision
  hp 60 
  Bloodied 30
  AC 18 
  Fortitude 19 
  Refl ex 19 
  Will 18
  Resist 5 psychic
  Speed 5
  [mba] Short Sword (standard; at-will)  � 
   Weapon
  +11 vs. AC; 1d6 + 1 damage
  [rba] Crossbow (standard; at-will)  � 
   Poison, Weapon 
  Ranged 10/20; +13 vs. AC; 1d8 + 4 and 1d6 poison 
  damage
  [r] Paralytic Bolt (standard; recharge on 5, 6)  � 
   Poison, 
  Weapon 
  Ranged 10/20; +11 vs. Fortitude; 1d8 + 5, and 
  target is immobilized (save ends); if target is already 
  immobilized, target is instead stunned (save ends)
  [r] Repeating Crossbow (standard; requires at least 2 bolts 
  in clip; recharge on 5, 6)  � 
   Poison, Weapon 
  Th e derro marksman makes two crossbow attacks.
  Cruel Blow
  Th e derro deals an extra +1d6 damage if it has combat 
  advantage
  Alignment chaotic evil  
  Languages Deep Speech, 
   
   
   
  Dwarven 
  Skills Athletics +9, Dungeoneering +9, Perception +10, 
  Stealth +12
  Str 12 (+4)  
  Dex 19 (+7)  
  Wis 14 (+5)
  Con 18 (+7)  
  Int 12 (+4)  
  Cha 16 (+6) 
  Equipment hide armor, repeating crossbow (2 ten-bolt 
  clips), short sword
  Indrecalla Bateater, Derro Priestess 
  Level 7 Controller 
  Small natural humanoid  
  XP 300
  Initiative +7  
  Senses Perception +7; darkvision
  hp 80 
  Bloodied 40
  AC 21 
  Fortitude 18 
  Refl ex 19 
  Will 20
  Resist 5 psychic
  Speed 5
  [mba] Mailed Fist (standard; at-will)  � 
   Poison, Weapon 
  +12 vs. AC; 1d6 + 4 damage plus 5 poison damage
  [rba] Visions of Addrikah (standard; at-will)  � 
   Psychic
  Ranged 10; +11 vs. Will; 2d6 + 5 damage, and target is 
  dazed (save ends)
  [r] Addrikah’s Blessing (encounter; recharges when 
  bloodied)  � 
   Psychic
  Close blast 4; +9 vs. Will; 2d8 + 4, and target 
  is immobilized (save ends); if target is already 
  immobilized, target is instead stunned (save ends)
  [r] Hymn of Addrikah (standard; recharge on 5,6)  � 
   
  Psychic
  Area burst 3; +9 vs. Will; 3d8 + 4 damage and target is 
  immobilized (save ends) 
  Cruel Blow
  Th e derro deals an extra +1d6 damage when it has 
  combat advantage
  Alignment chaotic evil  
  Languages Deep Speech, 
   
   
   
  Dwarven 
  Skills Diplomacy +12, Insight +7, Religion +9, 
  Perception +7
  Str 10 (+3)  
  Dex 19 (+7)  
  Wis 8 (+2)
  Con 16 (+6)  
  Int 12 (+4)  
  Cha 18 (+7) 
  Equipment hide armor, holy symbol of Addrikah, spiked 
  gauntlet
  Derro Reaver  
  Level 8 Brute Minion
  Small natural humanoid  
  XP 88
  Initiative +4  
  Senses Perception +8; darkvision, low-
  light vision 
  hp 1; a missed attack never damages a minion
  AC 20 
  Fortitude 20 
  Refl ex 18 
  Will 22
  Resist 5 psychic
  Speed 5
  [mba] Shortsword (standard; at-will)  � 
   Weapon
  +11 vs. AC; 10 damage
  [rba] Crossbow (standard; at-will)  � 
   Poison, Weapon 
  Ranged 10/20; +11 vs. AC; 5 damage plus 5 poison 
  damage
  Cruel Blow
  Th e derro deals an extra +1d6 damage when it has 
  combat advantage
  Alignment chaotic evil  
  Languages Deep Speech, 
   
   
   
  Dwarven
  Skills Athletics +12, Dungeoneering +9, Perception +8
  Str 17 (+7)  
  Dex 10 (+4)  
  Wis 8 (+3)
  Con 16 (+7)  
  Int 11 (+4)  
  Cha 12 (+5)
  Equipment chainmail, light crossbow (20 bolts), 
  shortsword 
  
  Halls of the Mountain-King
  Halls of the Mountain-King
  57
  Ghast Centurion  
  Level 8 Soldier
  Medium natural humanoid (undead)  
  XP 350
  Initiative +8  
  Senses Perception +10; darkvision
  Stench of Grave (necrotic) aura 2; living enemies that start 
  their turns in the aura take a -2 penalty to attack rolls
  hp 89 
  Bloodied 44
  AC 24 
  Fortitude 21 
  Refl ex 19 
  Will 20
  Immune disease, poison; Resist 10 necrotic; Vulnerable 5 
  radiant
  Speed 8, climb 4
  [mba] Claw (standard; at-will)  � 
   Necrotic
  +15 vs. AC; 1d8 + 5 damage, and the target is 
  immobilized (save ends)
  [rba] Crossbow (standard; at-will)  � 
   Weapon
  Range 15; +13 vs. AC; 1d10 + 2 damage
  [m] Greatsword (standard; at-will)  � 
   Weapon
  +15 vs. AC; 2d6 + 5 damage
  [m] Imperial Conscription (standard; daily)  � 
   Disease, 
  Necrotic
  Requires target to be immobilized, stunned, or 
  unconscious; +13 vs. Fortitude; 3d6 + 4 damage, and 
  if the target dies, it animates as a new ghast centurion 
  in 1d4 hours under its creator’s control; a Remove 
  Affl  iction ritual prevents the target’s rising as a ghast 
  Envenom Weapon (minor; encounter)
  Any living target hit with greatsword before the end of 
  the ghast’s next turn is immobilized (save ends)
  Glory to the Emperor (immediate reaction, when 
  bloodied; daily)  � 
   Healing, Weapon 
  Th e ghast makes a melee basic attack and regains 20 hp
  Alignment evil  Languages Common, Deep Speech
  Skills Athletics +13, Endurance +12, Intimidate +12, 
  Perception +10
  Str 19 (+8)  
  Dex 14 (+6)  
  Wis 12 (+5)
  Con 17 (+7)  
  Int 13 (+5)  
  Cha 16 (+7)
  Equipment adventurer’s pack, greatsword, scale mail
  Trapped Corpse 
  Level 8 Lurker Minion (Trap XP 88)
  A bloated corpse explodes in gore and poisonous ichor as you 
  get too close.
  Trap When a creature steps within 1 square of the infected, 
  gas-fi lled corpse, it explodes
  Perception
  DC 14—Th e character notices the odd twitch or jerk of 
  the obviously dead body, as if a random nerve fi red
  DC 22—Th e character realizes that the body will explode 
  if someone gets too close
  Additional Skills (Heal, Religion)
  DC 24—Th e character notices the body is somehow 
  rigged and gains a +2 bonus on Th ievery checks to 
  disable it
  Trigger When a creature approaches within 1 square of the 
  body, it explodes, spraying deathjump spider venom and 
  bone bits and consuming the trap
  Immediate Reaction  
  Close burst 1
  Targets Creatures in burst
  Attack +11 vs. Refl ex
  Hit 2d6 + 4 damage, target is knocked prone, and the trap 
  makes a secondary attack against the same target
   Secondary Attack—+8 vs. Fortitude; target succumbs to 
  carrion crawler brain juice poison (see DMG page 51)
  Countermeasures
  If the trap is known, a character within sight of the 
  • 
  body can make a DC 25 Heal or Religion check to 
  determine the blast area (with a successful check, a 
  character takes half damage)
  A character can make a DC 28 Th ievery check to 
  • 
  deactivate the trap (failure causes the body to explode 
  as if triggered)
  Treasure
  +2 cloak of survival (see PHB page 250)
  Development 
  With the shrine clear and the elementals recovered, the 
  Hearthforges’ restoration can continue. Once the PCs resolve 
  this encounter, they can move on to “Part III: Lighting the 
  Fires,” which also occurs in this room. 
  Area 14: Shrine Keeper’s Quarters 
  Th is is the room where the shrine keeper slept and to which 
  he oft en retreated to rest, relax, and—in his fi nal act—die. 
  Th is sparsely decorated room contains a small shrine 
  to Volund, a small writing desk and chair overturned 
  and battered, and a thick red-and-gold curtain 
  dividing the room. Slices in the curtain reveal a large 
  shape behind it. 
  A bed stands behind the curtain and upon it sprawls the 
  body of the shrine keeper, his neck slit from ear to ear. A 
  DC 15 Perception check uncovers a holy symbol of Volund 
  mixed in with the bed sheets. 
  Area 15: Forsaken Bailey
  Th e doors to this hall hang open, the bar shattered on the 
  fl oor before them. Dried bloodstains and a few broken 
  crossbow bolts lie splattered and scattered about the 
  fl oor near the doors. A few shattered wooden planks and 
  mortarless square stones here and there are all that remain of 
  a barricade. 
  
  Roots of Madness
  Roots of Madness
  chapter
  two
  58
  
  Halls of the Mountain-King
  Halls of the Mountain-King
  59
  Th is ceiling of the lonely hall beyond the doors is 30 ft . 
  high. 
  A high ceiling rises above a room fi lled with more 
  carnage. At the southern end of the hall, an arched 
  tunnel sinks further into the depths of the mountain. 
  Th e southern passage leads to the warrens of the forsaken, 
  more than a quarter mile underground. Th e scope of this 
  adventure does not include exploring the warrens, as they 
  are little more than dozens of additional galleries, caverns, 
  and caves fi lled with forsaken. Th e passage eventually leads 
  to the Howling City of Farragum (as detailed in Kobold 
  Quarterly #11)
  Discourage further exploration in this direction by 
  indicating that the quality of workmanship noticeably drops 
  once they leave area 15. If the PCs do insist on exploring, 
  let them encounter increasing resistance from the forsaken, 
  who come at them in larger waves (but never with any usable 
  treasure) until the PCs get the point and turn back.
  Forsaken (200)
  8th Level Encounter
  4 PCs (1,400 XP) • 1 derro priestess, 3 derro marksmen, 
  • 
  4 derro reavers
  5 PCs (1,750 XP) • 1 derro priestess, 4 derro marksmen, 
  • 
  5 derro reavers
  6 PCs (2,100 XP) • 2 derro priestesses, 4 derro 
  • 
  marksmen, 5 derro reavers
  PART III
  Lighting the Fires
  T
  he party reaches a split in the tunnel. Abelard off ers to 
  go check on the state of the elementals in the ruined 
  lower market, confi dent in his ability to rebuke them, 
  and suggests the party go stop the saboteurs. Abelard insists 
  on remaining behind, if only to ensure that no one escapes 
  to sabotage the Hearthforges further. He further insists the 
  party rest, if it looks battered or the PCs seem tired and 
  depleted. Emphasize to them that Abelard thinks it too 
  dangerous to proceed in anything other than full capacity.
  If the Party Delays
  If the party insists on stopping the elemental rebellion prior 
  to resolving the vent shaft s encounter, permit them, but use 
  Abelard to impress upon them that such a decision is unwise. 
  If the PCs choose that path anyway, they fi nd the air shaft s 
  room quieted and heavily damaged. With minimal eff ort, 
  they notice the sprayed blast of now-cooled gold and the 
  extent of damage to the machinery. 
  Abelard can repair all of the damage in the room with 
  Make Whole rituals, but in order to cast enough, he must go 
  to a nearby cache of supplies and return, which delays him 
  until the next morning. Th is displeases him greatly, and he 
  makes no eff ort to hide his anger and disappointment. 
  Th anks to the delay, the PCs do not learn the fate of 
  Bragollach (although they do fi nd a few small golden scales 
  under the vent shaft  she used to escape; see R2) or more 
  about the nature of the saboteurs. Worse, the delay adds to 
  the burdens of the starving populace, with 1d6 more people 
  dying from the cold and hunger.
  R2: Vent Shaft Boilers
  Clanking, roaring, churning machinery fi lls this room. Th e 
  PCs can hear the echoing din long before they reach this 
  point, but usually only as the faintest hum. As they approach 
  the door outside of this room, read or paraphrase the 
  following:
  Th e thrum of the machinery that has grown steadily 
  louder for the past several minutes apparently 
  originates from the room just beyond this large, open 
  metal door. Beyond the door, several huge boilers 
  connect to strange machinery. Two large bellow-
  cramps alternately rise and fall. A small waterwheel 
  and a stream of lava feed down portions of the wall, 
  helping power the odd gearworkings. Th e noise is 
  nearly deafening.
  A DC 25 Perception check reveals the sound of voices 
  from within, barely evident above the racket, while a DC 
  23 Perception check catches glimpses of non-mechanized 
  movement within. Allow the PCs to take whatever 
  precautions they choose, as the cultists cannot hear them. /
  Unless the PCs take more than 30 minutes preparing, the 
  events described occur just as they enter. If the PCs delay for 
  more than 30 minutes, the ritual is complete and Bragollach 
  escapes, with the PCs only witnessing some parts of the 
  events through the door.
  Th e machinery in this room is quite loud, requiring a DC 
  15 Perception check to communicate by voice but providing 
  a +2 circumstance bonus on any saving throw made against 
  a thunder eff ect. Flickering, everburning torches set in small 
  recesses in the ceiling provide dim light throughout the 
  room.
  Th e ceiling here is 25 ft . high, while the boiler and 
  Hearthforge ductwork, 5 ft . in diameter, rises 20 ft ., with a 5 
  ft . clearance above them. Th e main duct into the vent shaft s 
  is fl ush with the ceiling and 10 ft . in diameter.
  PCs can grab the spinning waterwheel, the rising and 
  falling bellows, the ladders, the turning gears, and the 
  piston arms with DC 12 Athletics checks. Any PC that fails 
  this check by 5 or more is crushed in the machinery (+10 
  
  Roots of Madness
  Roots of Madness
  chapter
  two
  60
  vs. Refl ex; 6d6 damage; Miss half damage). A successful 
  Athletics check puts the PC halfway up the room and can 
  be done as part of a move action. From that position, a 
  second DC 15 Athletics check lets the PC reach the tops of 
  the boilers, which can also be done as part of the same move 
  action. Walking around on the ductwork requires a DC 10 
  Athletics or Acrobatics check to prevent slipping. 
  While the PCs are up in the machinery, a DC 18 Athletics 
  or Acrobatics check made during a move action allows lateral 
  movement through the maze of gears, pistons, bellows, and 
  belts. A PC who fails falls to the ground, taking 1d6 points 
  of falling damage and ending his move action. Failing by 5 
  or more means the PC fell into the machine is crushed in the 
  machinery (+10 vs. Refl ex; 6d6 damage; Miss Half damage). 
  As a standard and a move action, a PC can open a steam 
  release valve, creating a close blast 3 of superheated steam. 
  Th ose in the chosen area suff er the following attack: 
  [c] Steam Valve (standard and move; once per round)  � 
   
  Fire 
  Close blast 3; +10 vs. Refl ex; 2d8 + 5 damage, and target 
  is blinded (save ends) 
  Miss—Half damage, and target is not blinded 
  The Ritual
  When the PCs arrive, the Mammonite cultists are in the fi nal 
  stage of conducting a ritual of transformation. If the PCs act 
  within 30 minutes of arriving, they witness the unplanned 
  conclusion to the ritual and the escape of Bragollach. 
  Otherwise, they merely witness parts of the events described 
  herein, as the machinery in the room blocks their view. 
  Unless the PCs intervene at some point, the Mammonite 
  ritual ends as follows.
  Bragollach, in the guise of Vianna, the blonde female 
  dwarf, sags in the arms of Hronagar the darakhul and 
  Sebastian Ufastis. A spined devil stands behind them, and 
  an older dwarf wearing the robes of a gearworker leers close 
  to her. A kobold dances maliciously from foot to foot in his 
  shadow while the Journeyman gearworker brings a steaming 
  crucible held in tongs. A few goldspawn dwarves watch 
  greedily from the periphery.
  Th e older dwarf calls out, “Bring the blessing. Th e 
  ceremony will be completed!” At that, the spined devil 
  pulls back Bragollach’s head and pries open her mouth as 
  the Journeyman gearworker dumps the contents down her 
  throat. 
  Her captors callously drop her to the fl oor. Bragollach 
  writhes, clutching at her chest, then arches her back and 
  screams again, opening her eyes wide. Th ey glow with 
  golden fury. Th e older dwarf stands over her, telling her to 
  accept her transformation, while the kobold capers and leers 
  next to him. Bragollach then bellows defi antly, blasting the 
  older dwarf and kobold with molten gold from her mouth, 
  catching them unawares and melting their skulls and coating 
  their upper torsos in a glittering death shroud. Bragollach 
  then completes her transformation and claws a narrow rent 
  in the metal of an air shaft  as she leaps inside and fl ies off .
  Th e remaining cultists are dumbfounded for several 
  seconds before the Journeyman gearworker says, “No matter, 
  we can deal with her later. Let us fi nish our work here. 
  Destroy it.” With that, the remaining conspirators turn with 
  malicious eyes upon the machinery in the room.
  Let the PCs arrive just as the doomed older dwarf says his 
  piece and the Journeyman gearworker pours the molten gold 
  down Bragollach’s throat. Th is allows them to see the most 
  important part of the ceremony and prevents them from 
  interrupting it early. If they charge into battle at that point, 
  roll for initiative as usual but arbitrarily place Bragollach at 
  the top of the initiative order so she may breathe the molten 
  gold onto the older dwarf and kobold without fear of striking 
  an intervening PC. Even if the PCs come to her rescue, 
  Bragollach fl ies into the vent shaft  to sulk and fi ght off  the 
  eff ects of the cursed gold, leaving the PCs to their fates. 
  
  Halls of the Mountain-King
  Halls of the Mountain-King
  61
  11th Level Encounter
  4 PCs (2,400 XP) • Journeyman, Hronagar, Sebastian, 
  • 
  spined devil, 4 goldspawn dwarves
  5 PCs (3,000 XP) • Journeyman, Hronagar, Sebastian, 
  • 
  spined devil, goldveined dwarf hammerer, 6 goldspawn 
  dwarves
  6 PCs (3,600 XP) • Journeyman, Hronagar, Sebastian, 
  • 
  spined devil, goldveined dwarf hammerer, goldveined 
  dwarf bolter, 9 goldspawn dwarves
  Gearworker Journeyman 
  Level 7 Elite Controller (Leader)
  Medium natural humanoid  
  XP 600
  Initiative +8  
  Senses Perception +10
  hp 182 Bloodied 91
  AC 23 
  Fortitude 18 
  Refl ex 22 
  Will 21
  Saving Th rows +2
  Speed 5
  Action Points 1
  [mba] Blinding Lash (standard; at-will)  � 
   Weapon
  Reach 3; +11 vs. Refl ex; 1d6 + 5 damage, and target is 
  blinded (save ends)
  [m] Deceiver’s Gambit (minor; at-will)  � 
   Psychic, 
  Weapon 
  Reach 3; +11 vs. Refl ex; 1d10 + 4 damage, and target 
  slides 4 squares
  [m] Hindering Snare (standard; at-will)  � 
   Weapon
  Reach 3; +11 vs. Refl ex; 1d6 + 5 damage, and target is 
  knocked prone
  [m] Sceptered Blow (immediate interrupt, when targeted 
  by a melee attack; at-will)  � 
   Weapon
  +11 vs. Fortitude; 1d6 + 5 damage and target is 
  weakened (save ends)
  Devil’s Due (move; recharge on 4, 5, 6)
  Th e Journeyman directs an ally within sight to make a 
  free melee basic attack against a blind, dazed, weakened, 
  or prone foe
  [a] Mammon’s Feint (move; recharges when fi rst bloodied)  
  � 
   Charm
  Area burst 5 within 10; +9 vs. Will; 3d8 + 5 damage, and 
  target is dazed (save ends)
  Alignment evil  Languages Common, Dwarven,  
   
   
  Supernal
  Skills Diplomacy +12, Dungeoneering +9, Insight +10, 
  Perception +10, Religion +9
  Str 11 (+3)  
  Dex 20(+8)  
  Wis 14 (+5)
  Con 16 (+6)  
  Int 12 (+4)  
  Cha 18 (+7)
  Equipment chainmail, holy symbol of Mammon, jeweled 
  scepter, whip
  Hronagar  
  Level 7 Elite Brute
  Medium natural humanoid (undead)  
  XP 600
  Initiative +6  
  Senses Perception +9
  hp 224 Bloodied 112
  AC 23 
  Fortitude 21 
  Refl ex 21 
  Will 17
  Immune disease, poison; Resist 10 necrotic; Vulnerable 5 
  radiant
  Saving Th rows +2
  Speed 5
  Action Points 1
  [mba] Urgrosh Slash (standard; at-will)  � 
   Weapon
  +10 vs. AC; 2d8 + 5 damage
  [m] Crushing Wave of the Aegis (move; at-will)  � 
   
  Weapon
  +8 vs. Refl ex; 2d6 + 5 damage, and target is knocked 
  prone
  [m] Devouring Bite (standard; recharges on 5, 6)  � 
   
  Necrotic
  +8 vs. Fortitude; 3d8 + 5 damage, and Hronagar regains 
  hp equal to 1/2 the damage
  [m] Hungering Bite (minor; at-will)  � 
   Necrotic
  +8 vs. Fortitude; 1d8 + 5 damage, and target is 
  immobilized (save ends)
  [m] Master of the Field (immediate interrupt, when an 
  adjacent enemy attempts to shift  or slide away; at-will)  � 
   
  Weapon 
  +8 vs. AC; 1d8 + 5 damage, and the target is prevented 
  from moving
  [m] Urgrosh Whirlwind (standard; recharges when fi rst 
  bloodied)  � 
   Weapon
  +8 vs. AC against up to three targets; 2d8 + 5 damage
  Alignment evil  Languages Common, Deep Speech, 
   
   
  Dwarven
  Skills Athletics +14, Endurance +11, Intimidate +9, 
  Perception +9
  Str 22 (+9)  
  Dex 16 (+6)  
  Wis 12 (+4)
  Con 16 (+6)  
  Int 10 (+3)  
  Cha 12 (+4)
  Equipment plate armor, tower shield, urgrosh
  
  Roots of Madness
  Roots of Madness
  chapter
  two
  62
  Sebastian Ufastis 
  Level 7 Elite Artillery
  Medium natural humanoid  
  XP 600
  Initiative +3  
  Senses Perception +8
  hp 200 Bloodied 100
  AC 21 
  Fortitude 21 
  Refl ex 19 
  Will 21
  Resist (see turn the fatal blade)
  Saving Th rows +2
  Speed 5
  Action Points 1
  [rba] Gout of Magma (standard; at-will)  � 
   Fire
  Ranged 10/15; +12 vs. Refl ex; 1d8 + 5 damage plus 
  ongoing 5 fi re damage
  [a] Fumes of the Earth (standard; at-will)  � 
   Poison
  Area burst 3 within 10; +10 vs. Fortitude; 2d8 + 5 
  damage, and targets are weakened (save ends)
  [a] Knives of the Mountain (standard; recharges on 5, 6) 
  Area burst 3 within 10; +12 vs. AC; 3d8 + 5 damage
  [r] Betraying Implements (minor; at-will)  � 
   Fire
  Ranged 10; +12 vs. Will; 1d8 + 5 damage
  [r] Gift s of Mammon (standard; recharges when fi rst 
  bloodied)  � 
   Psychic
  Ranged 15; +12 vs. Will; 3d10 + 5 damage, and target is 
  slowed (save ends)
  Turn the Fatal Blade (immediate interrupt, when targeted 
  by a melee attack; at-will)
  +8 vs. Will against attacker; Sebastian gains Resist 10 
  against any power with the weapon keyword
  Alignment evil  Languages Common, Dwarven, 
   
   
  Primordial, Supernal
  Str 12 (+4)  
  Dex 10 (+3)  
  Wis 10 (+3)
  Con 18 (+7)  
  Int 12 (+4)  
  Cha 20 (+8)
  Goldspawn Dwarf 
  Level 7 Controller Minion
  Medium natural humanoid  
  XP 75
  Initiative +3  
  Senses Perception +5; darkvision, low-
  light vision 
  hp 1; a missed attack never damages a minion
  AC 22 
  Fortitude 19 
  Refl ex 17 
  Will 20
  Speed 5
  [mba] Forgehammer (standard; at-will)  � 
   Weapon
  +12 vs. AC; 9 damage
  [rba] Crossbow (standard; at-will)  � 
   Weapon
  +12 vs. AC; 9 damage
  [m] For Love of Money (immediate interrupt, when 
  targeted by a melee attack; at-will)
  +11 vs. Will against the attacker; instead of attacking the 
  dwarf, the attacker makes a melee basic attack against an 
  adjacent target of the dwarf’s choice (if no such target 
  exists, no attack is made)
  Fatal Bequest
  When it dies, the dwarf vomits up7 greed-tainted gold 
  pieces 
  Stand Your Ground
  When an eff ect forces the dwarf to move—through a 
  pull, a push, or a slide—the dwarf moves 1 square less 
  than the eff ect specifi es, and when an attack would 
  knock the dwarf prone, the dwarf can roll a saving throw 
  to avoid falling prone
  Alignment evil  Languages Common, Dwarven
  Skills Dungeoneering +11, Endurance +9
  Str 17 (+6)  
  Dex 10 (+3)  
  Wis 14 (+5)
  Con 16 (+6)  
  Int 11 (+3)  
  Cha 12 (+4)
  Equipment chainmail, crossbow (20 bolts), warhammer
  
  Halls of the Mountain-King
  Halls of the Mountain-King
  63
  Tactics
  Th e Journeyman attempts to blind or knock opponents 
  prone, then use deceiver’s gambit to slide them near another 
  opponent, like Hronagar, whom he can then direct with 
  devil’s due. When devil’s due hasn’t recharged, he uses 
  Mammon’s feint, trying to catch as many foes as possible.
  Hronagar wades into combat, utilizing his devouring bite 
  to restore hp when needed. He and the Journeyman work 
  well together, as the Journeyman brings foes to him and he 
  knocks them down and then bites or hacks them.
  Sebastian begins combat using gift s of Mammon and 
  betraying implements against the same target, trying to focus 
  fi re. He then utilizes knives of the mountain to best eff ect and 
  alternates to fumes of the earth when it does not recharge.  
  He fi res gout of magma at enemies who seem clumsy and 
  easily hit.
  Treasure
  Boots of striding (see PHB, page 246)
  Development
  Only the False Gearworker truly knew why they were 
  attempting to perform the ritual. With him killed in such 
  a way, not even a Speak with Dead ritual can extract 
  information. Th e PCs learn nothing useful from any 
  prisoners they might take.
  Abelard arrives shortly aft er the battle and casts a Make 
  Whole ritual on the rent in the duct if the PCs don’t do it 
  themselves. He expresses his concerns about the dragon’s 
  presence in the vent shaft s, but he sees no easy way of 
  extracting her.
  R2: Elemental Rebellion
  Abelard returns as the party recovers from the battle with the 
  Mammonites. He found the elementals, loose in a lower hall 
  but led by some sort of corrupted elemental of both earth 
  and fi re. Abelard can round up the elementals, but he needs 
  the PCs to deal with the ringleader while he is doing so. In 
  order to ensure the PCs are protected as well as possible, 
  Abelard casts all of his protective and enhancing spells on 
  them before leading them into the next room. 
  Beyond the closed metal door, the PCs can only hear the 
  roar of hundreds of fi res. Th e door is warm to the touch but 
  opens easily. When they do open it, read or paraphrase the 
  following.
  A domed ceiling roughly 40 ft . high and supported 
  by nearly a score of thick pillars caps this massive 
  chamber. At the far side of the gallery stand the 
  scorched remains of what appear to be market stalls, 
  some more damaged than others. Th e entire chamber 
  is awash in an eerie, dull orange light. 
  Th e light originates from three crowds of fi re elementals 
  gathered around Gefangak, a large elemental of cinders and 
  charcoal who stands atop a great pile of burning timbers 
  and glowing rubble in the center of the room. Gefangak 
  calls out to the elementals around him, his great anvil-like 
  hands outstretched and pleading to the others in a gesture of 
  entreaty. He speaks Primordial in a crackling, roaring voice. 
  If a PC can understand Primordial, he hears Gefangak 
  say, “We need not remain here any longer! See the greed that 
  grips the dwarves? Why stay? Let us abandon our contract 
  with them as they abandoned us and return to our true 
  home!”
  Abelard replies in Primordial, “Do not believe Gefangak, 
  my friends! He is confused! His mind is fi lled with rage, 
  uncertainty, and confl ict! Return with me, and let us 
  continue our duty!”
  Gefangak punctuates his retort with a breath of fl ame 
  when he snorts, “Duty to whom? Service for what? Send 
  your worst, azer. When I have crushed it, we will leave this 
  place!” 
  Abelard turns to the PCs and, in Common, says, “I had 
  hoped to reason with them, but it seems we have no choice. 
  Only the death of Gefangak can settle this matter.”
  Th e fi re elementals are uncertain of what to do and remain 
  neutral, bunched into three groups. Th ey neither participate 
  in combat nor hinder the PCs except by creating the areas 
  of great heat (see below). Abelard moves to one side of the 
  groups and addresses the elementals while the PCs engage 
  Gefangak. Elementals of all sizes watch and wait. If a PC 
  attacks them for some reason, the party fi nds itself suddenly 
  opposed by hundreds of elementals, including at least two-
  dozen elder fi re elementals. Unless they fi nd a way to end 
  a fi ght with fi re elementals quickly, the PCs do not survive 
  such folly.
  Although battling Gefangak might seem like a relatively 
  straightforward decision to many, some PCs might justifi ably 
  agree with Gefangak, or at least want to more fully hear his 
  side of the story. Rather than blindly rushing in to slay the 
  enhanced elemental, they might wish to talk to him (see the 
  “Moral Dilemmas” sidebar). Gefangak begins the encounter 
  with an initial attitude of hostile. Bringing his attitude up 
  to indiff erent prevents combat, while making him friendly 
  or helpful convinces him to lead the elementals back to the 
  Hearthforges. 
  As long as the elementals return to their duties, Abelard is 
  content with the decision, and he asks the PCs to help him 
  work out another contract with Gefangak and the elementals 
  to prevent another occurrence in the future. Should the 
  party attempt to parlay in earnest, consider the following 
  skill challenge. Note that it is higher level than fi ghting 
  Gefangak, for convincing the elemental is harder than just 
  crushing him to rubble.
  
  Roots of Madness
  Roots of Madness
  chapter
  two
  64
  Working Things Out with Gefangak 
  Skill Challenge (1,800 XP)
  Setup You must convince the elementals to return to the 
  Hearthforges by making Gefangak friendly
  Level 11th level challenge
  Complexity 3 (requires 8 successes before 3 failures)
  Primary Skills Arcana, Diplomacy, Insight, and History
  Arcana (DC 21)—You discuss the inherent magical laws 
  of elementals and primordials, the binding magics of 
  contracts, and the consequences if Gefangak is mistaken 
  about the dwarves’ breach. You talk about the sorts of 
  punishments oathbreakers suff er and the comparison 
  of an elemental’s immortality to a dwarf’s lifespan (each 
  failure contributes toward total skill challenge failure)
  Diplomacy (DC 20)—You negotiate with Gefangak, 
  discussing possible inconsistencies in its logic, 
  misinterpretations of the dwarves’ behavior, and 
  considerations of the probable consequences. You talk 
  about the benefi ts of reconsidering his contract, of 
  reestablishing terms and benefi ts (each failure increases 
  the DC of future Diplomacy checks by 2 and contributes 
  toward total skill challenge failure).
  Insight (DC 18)—You understand Gefangak’s desire for 
  change, recognition, and appreciation while sensing 
  its pride and warrior spirit (success indicates the next 
  Diplomacy check gains a +3 bonus; failure does not 
  count towards total challenge failure).
  History (DC 18)—You suggest precedents and loopholes 
  for leniency or consideration and provide examples 
  of compromise and potential benefi ts (each failure 
  contributes toward total skill challenge failure) .
  Special—Any attempt to Intimidate Gefangak increases the 
  DC of Diplomacy checks by 2 and counts as a failure.
  Miscellaneous—Speaking to the Gefangak in Primordial 
  provides a +2 bonus on the check.
  Success Gefangak realizes the benefi ts of renegotiation 
  outweigh the short-term continuation of their service 
  and agrees to return to the Hearthforges and lead the 
  elementals there in good faith that a new contract will be 
  established shortly.
  Failure Gefangak refuses to speak further, and he demands 
  that Abelaird’s champions face him now in combat or 
  permit the elementals to depart.
  Th e three areas where the elementals congregate are 
  intolerably hot. A character who enters or begins his turn in 
  one of these areas suff ers one of the following eff ects. 
  Area 1
  [m] Blazing Sparks of Barely Concealed Wrath 
  +10 vs. Fortitude; 2d6 + 5 fi re damage
  Area 2 
  Constant Heat of the Unceasing Furnace 
  Character is weakened until start of next turn; if already 
  weakened, character becomes dazed (save ends)
  Area 3
  [m] Th irst that Knows No Respite 
  +10 vs. Fortitude; Ongoing 5 fi re, and target is weakened 
  (save ends)
  An Endure Elements ritual protects its recipient from the 
  eff ects of area 2. 
  Th e burning debris pile is rough terrain, and anyone who 
  enters one of its squares or begins her turn in one of its 
  squares takes ongoing 5 fi re damage and cannot save to end 
  the eff ect unless they resist fi re damage or until they leave the 
  area. While standing in the burning rubble, Gefangak heals 
  1 point per round and receives a +2 bonus on any saving 
  throw made against ongoing cold-based eff ect. Th e high 
  temperature areas do not heal Gefangak.
  Gefangak the Upstart 
  Level 9 Solo Soldier
  Large elemental magical beast (earth, fire)  XP 2,000
  Initiative +9  
  Senses Perception +9; darkvision
  Furnace’s Bite (fi re) aura 1; any creature that enters or 
  starts its turn in the aura takes 5 fi re damage
  hp 360 Bloodied 180
  AC 27 
  Fortitude 25 
  Refl ex 20 
  Will 22
  Immune disease, petrifi cation, poison; Resist 10 fi re; 
  Vulnerable 5 cold
  Saving Th rows +5
  Speed 8
  Action Points 2
  [mba] Forgeblast Strike (standard; at-will)  � 
   Fire
  Reach 2; +14 vs. Refl ex; 2d8 + 5 fi re damage
  [m] Crushing Hammerblow (standard; at-will)
  Reach 2; +16 vs. AC; 2d6 + 5 damage, and target slides 3 
  squares
  [m] Teeth of the Vengeful Earth (standard; encounter)  � 
   
  Reliable
  Reach 2; +14 vs. Refl ex; 4d8 + 5 damage, and target is 
  knocked prone and dazed (save ends)
  
  Halls of the Mountain-King
  Halls of the Mountain-King
  65
  [c] Bellows’ Wrath (standard; recharge on 5, 6)  � 
   Fire
  Close blast 5; +12 vs. Refl ex; 3d10 + 5 fi re damage plus 5 
  ongoing fi re damage (save ends)
  [c] Spray of Sparks (minor; at-will)  � 
   Fire
  Close burst 2; +12 vs. Refl ex; 1d8 + 5 fi re damage, and 
  target is pushed 2 squares
  [r] Cindershot (standard; at-will)  � 
   Fire
  Ranged 10/15; +16 vs. AC; 1d10 + 4 damage plus 5 fi re 
  damage
  Alignment unaligned  
  Languages Common, 
   
   
   
  Dwarven, Primordial
  Skills Athletics +15, Diplomacy +12, Endurance +12, 
  Perception +9
  Str 22 (+10)  
  Dex 17 (+7)  
  Wis 11 (+4)
  Con 17 (+7)  
  Int 12 (+6)  
  Cha 15 (+7)
  Tactics
  Gefangak pummels enemies while burning those caught 
  within its aura. It only hurls fl aming rocks when its enemies 
  are out of reach, pulling the cinders from its own body. It 
  uses the crushing hammerblow to knock foes into heat eff ect 
  areas and bellows’ wrath on clustered groups. Gefangak 
  reserves teeth of the vengeful earth for a diffi  cult opponent, 
  following it with a spray of sparks, moving closer as needed 
  and then spending an action point to use a crushing 
  hammerblow to send the victim into a heat eff ect zone. 
  When Gefangak becomes bloodied, a second option for 
  ending the battle becomes available. In a complexity 3, level 
  11 Skill challenge, the PCs may convince the elemental to 
  submit and surrender through this combat skill challenge.
   Moral Dilemmas
  Gefangak’s cause is not an immoral one. He 
  believes the dwarves, in their current greedy 
  state, no longer honor the spirit of the agreement 
  made so long ago. He thinks that leading the 
  elementals to a planar portal and back to the 
  Elemental Chaos is the right thing to do.
  The question put to the PCs, then, is whether the 
  contract was violated. If the players care to, let 
  them work out the answer with Gefangak. This can 
  provide an excellent roleplaying encounter rather 
  than a combat one. If the players show no interest 
  in contracts and moral quandaries, let them 
  decide the answer through combat. 
  Ultimately, whether or not Gefangak is right 
  does not impact the larger story of HALLS OF THE 
  MOUNTAIN KING, as long as the PCs can restore the 
  escaped elementals to the Hearthforges.
  Surrender Gefangak!
  Skill Challenge (1,800 XP)
  Setup You must convince the elementals to return to the 
  Hearthforges, forcing Gefangak to submit
  Level 11th level challenge
  Complexity 3 (requires 8 successes before 3 failures)
  Primary Skills Arcana, Bluff , Diplomacy, History, Insight, 
  and Intimidate 
  Arcana (DC 21)—You taunt Gefangak with the knowledge 
  that his death will be permanent and that he sacrifi ces 
  the rest of his immortal lifespan for foolish pride 
  (each failure contributes toward total skill challenge 
  failure. On a failure, Gefangak’s teeth of the vengeful 
  earth immediately recharges, and he attacks you with 
  it or cindershot as a free action that does not provoke 
  opportunity attacks).
  Bluff  or Intimidation (DC 18)—You taunt Gefangak with its 
  crumbling state at the hands of mortals, belittling its 
  prowess and attempts to stop your group (each failure 
  contributes toward total skill challenge failure; on a 
  failure, Gefangak’s bellows’ wrath immediately recharges, 
  and he attacks you with it or cindershot as a free action 
  that does not provoke opportunity attacks)
  Diplomacy (DC 20)—You exhort Gefangak, shouting fl aws 
  in its logic, misinterpretations of the dwarves’ behavior, 
  and considerations of the probable consequences and 
  explaining how there is still time to stop all this. Each 
  failure contributes toward total skill challenge failure; on 
  a failure, 3 sparkspawn minions (see below) are released 
  adjacent to Gefangak, acting on the next initiative count.
  History (DC 18)—You recall great defeats of Gefangak’s 
  people at the hands of mortals, telling of monuments 
  built on the folly of elementals and the weight of past 
  military failures against the character’s race. Each 
  failure contributes toward total skill challenge failure; 
  on a failure, Gefangak’s teeth of the vengeful earth 
  immediately recharges, and he immediately attacks you 
  with it as part of a charge in a free action that does not 
  provoke opportunity attacks.
  Insight (DC 18)—You sense Gefangak’s desire for change, 
  recognition, and appreciation while realizing its pride 
  and warrior spirit, and you determine that Bluff  or 
  Intimidate would work better than Diplomacy in this 
  situation. Success indicates that you may make an 
  Intimidate check as a move action with a +2 bonus; 
  failure does not count towards total challenge failure, 
  but Gefangak may shift  2 squares or recharge either teeth 
  of the vengeful earth or bellows’ wrath.
  Miscellaneous—Speaking to the Gefangak in Primordial 
  provides a +2 bonus on the check
  
  Roots of Madness
  Roots of Madness
  chapter
  two
  66
  Individual Successes Unless otherwise stated, each success 
  in this skill challenge during combat impedes Gefangak’s 
  ability to battle as you wear away at its confi dence and 
  determination
  1st Success—Gefangak may only use at-will powers this round 
  2nd Success—Gefangak may not use a move action this round; 
  it may still spend an action point to gain a move action
  3rd Success—Weakened until the start of its next turn
  4th Success—May not use a standard action this round; it may 
  still spend an action point to gain a standard action
  5th Success—Grants combat advantage until the start of its 
  next turn
  6th Success—Provokes an opportunity attack from the closest 
  foe within 10 squares
  7th Success—May no longer use bellows’ wrath for this 
  encounter
  8th Success—Total success
  Total Success Gefangak realizes the opportunities for 
  survival and possible renegotiation outweigh the 
  principles it might hold. It kneels and begs mercy, 
  agreeing to return to the Hearthforges and lead the 
  elementals there in good faith, swearing by its soulfi res 
  to serve out its contract.
  Failure Gefangak spends a second wind as a free action, 
  gaining 36 hit points, a +1 to all defenses, and a +2 
  bonus to attack with all powers until it is destroyed.
  Sparkspawn  
  Level 7 Soldier Minion
  Tiny immortal beast  
  XP 75
  Initiative +8  
  Senses Perception +5; darkvision, 
   
   
  low-light vision 
  hp 1; a missed attack never damages a minion
  AC 23 
  Fortitude 18 
  Refl ex 20 
  Will 19
  Speed fl y 5 hover
  [mba] Sparkbite (standard; at-will)  � 
   Fire
  +14 vs. AC; 6 damage
  [rba] Sparkblast (standard; at-will)  � 
   Fire
  +14 vs. AC; 6 damage
  Hunger of Flame 
  When reduced to 0 hp, the fi re resist of all creatures 
  adjacent to the sparkspawn is reduced by 5 until the 
  end of the target’s next turn; targets with no fi re resist, 
  gain instead vulnerable 5 fi re; the eff ect of multiple 
  sparkspawns is cumulative. 
  Alignment evil  Languages Primordial 
  Str 6 (+2)  
  Dex 16 (+6)  
  Wis 14 (+5)
  Con 13 (+4)  
  Int 6 (+2)  
  Cha 12 (+4)
  Development
  In the end, regardless of how the PCs convince Gefangak and 
  the elementals to return to the Hearthforges, the PCs need to 
  reheat the Hearthforges.
  RESTORING THE 
  HEARTHFORGE
  Th is encounter occurs in area 3, but only aft er the PCs clear 
  the cultists from area 13. If the party did not search the room 
  already, Abelard pauses at the junction of passageways, just 
  outside and turns his head as if listening. PCs can also make 
  DC 10 Perception checks to hear the chanting occurring 
  within the room. Abelard whispers, “Someone is in the 
  Shrine to Volund! Please, go and secure the Shrine. I will 
  guide the elementals to the furnaces and prepare the ritual.”
  Abelard leaves the PCs here while he goes to restore the 
  elementals to the Hearthforges. He tells the party to set up 
  any defenses they want, as long as he can get back into the 
  chamber. It takes Abelard 10 minutes to lead the elementals 
  to the Hearthforges, and restore them. About 5 minutes aft er 
  he leaves, a great whoosh of air can be heard within the walls 
  and aft er several more minutes a quiet hum of machinery 
  begins in the distance, rising in volume. Th e noise imparts a 
  -5 penalty on Perception checks.
  When the group arrives in the Hearthforges, Abelard says, 
  “I need to complete the ritual that bonds the elementals to 
  the furnaces and allows them to burn hotter while drawing 
  their sustenance from the mountain. I need you to guard the 
  Hearthforges while I do so. If the forsaken are about, they 
  might well attack.”
  Abelard gives the PCs 10 more minutes to fi nish setting 
  up their defenses, giving them a total of 20 minutes of 
  preparation time. Moving a barricade from areas 1, 10, or 12 
  takes four PCs 10 minutes each (using additional characters 
  does not speed up the process). Setting up the tables from 
  area 10 or the beds from area 8 takes four PCs only 5 minutes 
  apiece. Let the PCs set up any other defenses they can think 
  of. 
  While the PCs busy themselves with fi nal preparations, 
  Abelard himself also prepares for what lies ahead. He moves 
  to stand in front of the center furnace on the western wall 
  and meditates. Aft er 10 minutes of quiet contemplation, he 
  turns to the PCs and says, “It is time.”
  Abelard’s ritual takes 10 minutes to complete, and the 
  fi rst wave of forsaken arrive 4 minutes into it. Th e forsaken 
  come in three waves. A number of forsaken reavers and 
  bombardiers attack in each wave as listed below. Th e next 
  wave attacks 1d4 rounds aft er the previous wave is reduced 
  to half strength.
  
  Halls of the Mountain-King
  Halls of the Mountain-King
  67
  11th Level Encounter
  4 PCs (2,640 XP) • 3 waves (6 derro reavers, 4 derro 
  • 
  bombardiers)
  5 PCs (3,168 XP) • 3 waves (7 derro reavers, 5 derro 
  • 
  bombardiers)
  6 PCs (3,696 XP) • 3 waves (7 derro reavers, 7 derro 
  • 
  bombardiers)
  Th e PCs can end a wave quickly by destroying the keystone 
  in the cistern passage—but doing so with the fi rst or second 
  wave means the next wave breaks through 5 rounds later. 
  Otherwise, the PCs must hold the line. Th e forsaken are 
  desperate to stop Abelard, but the only way to do so is to kill 
  or incapacitate him. He cannot fi ght back or defend himself 
  without interrupting the ritual and grants combat advantage 
  for the entire encounter (see page 69 for Abelard’s statistics). 
  He cannot, however, be dominated during the ritual. Two 
  reavers move to fl ank Abelard and attack him, while the 
  rest of the reavers and the bombardiers target characters. 
  Two reavers from each wave always move to attack Abelard, 
  unless he is already under attack.
  If the party sealed the passage outside of room 11, the 
  forsaken swarm out of either the cistern door or the main 
  entry passage. If all other routes are blocked to them, the 
  forsaken swarm down the main passage. 
  Derro Reaver  
  Level 8 Brute Minion
  Small natural humanoid  
  XP 88
  Initiative +4  
  Senses Perception +5; darkvision, 
   
   
  low-light vision 
  hp 1; a missed attack never damages a minion
  AC 20 
  Fortitude 20 
  Refl ex 18 
  Will 22
  Resist 5 psychic
  Speed 5 
  [mba] Shortsword (standard; at-will)  � 
   Weapon
  +11 vs. AC; 10 damage
  [r] Crossbow (standard; at-will)  � 
   Poison,  Weapon 
  Ranged 10/20; +11 vs. AC; 5 damage and 5 poison 
  damage
  Cruel Blow
  Th e derro deals an extra +1d6 damage when it has 
  combat advantage.
  Alignment chaotic evil  
  Languages Deep Speech, 
   
   
   
  Dwarven
  Skills Athletics +12, Dungeoneering +9, Perception +8
  Str 17 (+7)  
  Dex 10 (+4)  
  Wis 8 (+3)
  Con 16 (+7)  
  Int 11 (+4)  
  Cha 12 (+5)
  Equipment chainmail, light crossbow (20 bolts), 
  shortsword
  Derro Bombardier 
  Level 8 Artillery Minion
  Small natural humanoid  
  XP 88
  Initiative +9  
  Senses Perception +10; darkvision, 
   
   
  low-light vision 
  hp 1; a missed attack never damages a minion
  AC 20 
  Fortitude 20 
  Refl ex 18 
  Will 22
  Resist 5 psychic
  Speed 5 
  [mba] Shortsword (standard; at-will)  � 
   Weapon
  +15 vs. AC; 9 damage
  [r] Murderous Bombard (standard; encounter)  � 
   Charm, 
  Poison, Weapon 
  Ranged 15; +13 vs. Will; ongoing 5 poison damage, and 
  target is dominated (save ends)
  [r] Sloughide Bombard (standard; encounter)  � 
   Acid, 
  Poison, Weapon 
  Ranged 15; +13 vs. Refl ex; ongoing 5 acid damage, and 
  target is immobilized (save ends)
  Cruel Blow
  Th e derro deals an extra  +1d6 damage when it has combat 
  advantage.
  Alignment chaotic evil  
  Languages Deep Speech, 
   
   
   
  Dwarven
  Skills Athletics +11, Dungeoneering +11, Perception +10
  Str 14 (+6)  
  Dex 20 (+9)  
  Wis 12 (+5)
  Con 17 (+7)  
  Int 14 (+6)  
  Cha 17 (+8)
  Equipment chainmail, forsaken bombard (with 1 each of 
  murderous and sloughide canisters), shortsword
  
  Roots of Madness
  Roots of Madness
  chapter
  two
  68
  Development
  Before departing, Abelard recommends sealing off  the 
  Hearthforges. He will teleport back in later with a group of 
  dwarves to clear the cave-ins and collect any supplies. 
  With the Hearthforges lit and functioning, the party can 
  ascend to the citadel with Abelard in tow and receive the 
  cheers and accolades of dwarves, humans and kobolds alike. 
  Th ey are asked of their exploits, and Abelard recommends 
  they share the news of the mobs of forsaken, the cultists’ 
  existence, and the corruption of Bragollach. 
  Something sinister is brewing deep within Mount Rygar, 
  and things will get worse before they get better.
  Concluding the 
  Adventure
  T
  he PCs can enjoy some downtime before the events in 
  Th e Eye of Grajava. Use this time for side adventures if 
  the PCs aren’t yet 10th level, especially to answer some 
  questions about the Illuminated Brotherhood, the history of 
  Mount Rygar, the forsaken, and the source of the corruption 
  that taints the Halls of the Mountain King.
  Keep track of how much cursed gold each PC carries. 
  Between the Hearthforges and vent shaft  saboteurs, more 
  than 100 gp of cursed gold are in play, especially if the PCs 
  delayed before the “Welcoming Party” encounter. Every day 
  the PCs keep the cursed gold, those characters with 20 gp 
  or more suff er an attack of the gold fever. See the Gold Fever 
  description in Dark was the Night, Cold was the Ground 
  (page 27).
  Barring complete failure by the PCs, Abelard returns with 
  them and speaks highly of their actions, assuming they don’t 
  release the elementals. Using Linked Portal, he returns to the 
  Hearthforge periodically to check on its status.
  If the PCs released the elementals from their contract, 
  the Hearthforges do not produce enough heat to warm 
  the structures of Mount Rygar. Aft er only a day, the citadel 
  becomes a place of cold weather (DMG 158). Th is leaves 
  many of the NPCs either without healing surges or suff ering 
  damage. Abelard makes it known why the elementals no 
  longer heat the Hearthforges, and the PCs can expect that 
  every NPC in the citadel is at least indiff erent, although 
  most are unfriendly, and a growing number become hostile. 
  Abelard reports the PCs’ actions to the brotherhood and 
  attempts to fi nd a way to summon new elementals to the 
  Hearthforges. Despite his disappointment in them, Abelard 
  asks the PCs to help him bring in new elementals, telling 
  them that doing so will greatly redeem them in his eyes and 
  the eyes of others.
  If the party acted without expectation of compensation, 
  their success is considered a “selfl ess act” for reducing the 
  potency of Mammon’s idol in Heartsblood Forge. Th ey are 
  still provided real rations for 3 days and a token appreciation 
  of 100 untainted gp each. Varden is willing to assist 
  them in some requested endeavor, should they ask. If the 
  Hearthforges are repaired when the party returns and the 
  characters accepted Varden’s assurances of compensation, 
  they are paid 2,800 untainted gp (two treasure parcels) and 
  provided real rations to feed each member for 3 days. If they 
  negotiated some other payment, Varden and the clerics pay 
  as agreed, although they maintain an indiff erent attitude 
  toward the characters.
  A large amount of foodstuff s exists down in the 
  Hearthforges. If the party transports even some of it back 
  to the citadel, their actions might aff ect later events—
  depending on whether the characters donate or sell the 
  surplus. If the PCs sell the food, they gain only the resulting 
  gold. On the other hand, if the PCs donate the food, they 
  gain considerable social capital—becoming popular and well 
  liked by everyone except the food-hoarding Infl ationists. 
  Th e attitudes of all other NPCs increases by one step, to a 
  maximum of friendly. 
  If the party successfully returned the captured ghasts 
  unharmed to the Imperial ghasts in area 12, the ghast leader 
  provides them with a useful gift . Th is could be a single gift  
  for each member, such as a potion of healing, or a single 
  everlasting provisions (see PHB page 254) for the whole 
  party. He delivers it silently in a canvas envelope or a leather 
  sack, sealed with the triple skull emblem of the Empire of 
  the Ghouls. Inside, along with the gift s, is a note, written in 
  excellent calligraphy, that says simply, “Our thanks.”
  APPENDIX A
  The Fire Shepherd
  K
  nown throughout the Golden Citadel as the “Fire 
  Shepherd,” Abelard has roamed these halls for as long 
  as any dwarf can remember. Loyal to the rulers of the 
  halls and the dwarves who depend on forge-fi res, Abelard 
  commands the fi re elementals that power the great forges 
  of the Golden Citadel. He is their brother, their caretaker, 
  and their shepherd. Bearing a kilt of polished bronze, great 
  glaring eyes of melted copper, and a fl aming beard of fi re 
  and fl ame, Abelard performs the duties his fl ock demands 
  humorlessly and with a deeply abiding reverence.
  Long-forgotten contracts between the Illuminated 
  Brotherhood and powerful elemental lords brought Abelard 
  to the halls, and it has never occurred to the cleric that he 
  should have any other purpose. He maintained the forges 
  
  Halls of the Mountain-King
  Halls of the Mountain-King
  69
  even during the centuries-long absence of his dwarven 
  cousins. As he herds bound elementals from one forge to 
  another, he always speaks to them in low, even tones, eyes 
  averted in reverence. Abelard prefers to guide his charges 
  with promises of rich tinder, although he must occasionally 
  rebuke them. Even more rarely, a disobedient elemental 
  demands greater use of force, and Abelard wield his +2 frost 
  scourge. On the rare occasions he must, he does so with great 
  regret.
  When the Golden Citadel faces threats from outside its 
  walls or deep below its halls, Abelard is a fi erce and merciless 
  defender. He commands a full dozen Large elementals, 
  including one elder elemental by the name of Gefangak. 
  Abelard can release them from their forge homes, free to 
  destroy those who dare invade the sanctity of the halls.
  Abelard Feuerhirte, Fire Shepherd 
  Level 10 Elite Controller (Leader)
  Medium natural humanoid (fire)  
  XP 500
  Initiative +8  
  Senses Perception +12
  Warding Flame (fi re) aura 1; any enemy adjacent to two or 
  more azers at the start of its turn takes 5 fi re damage
  hp 256 Bloodied 128
  AC 26 
  Fortitude 24 
  Refl ex 22 
  Will 24
  Resist 30 fi re
  Saving Th rows +2
  Speed 5
  Action Points 1
  [mba]the Fire’s Scourge (standard; at-will)  � 
   Cold, 
  Weapon
  +15 vs. AC; 3d6 + 5 damage
  [m] Punishing Lash (standard; at-will)  � 
   Cold, Weapon
  +14 vs. Fortitude; 4d8 + 5 damage, and ongoing 5 cold 
  damage (save ends)
  [c] Commanding Decree (standard; sustain minor; 
  encounter)  � 
   Psychic, Zone
  Close burst 3; +11 vs. Will; targets with the fi re keyword 
  are dominated
  Gentle Warmth of the Welcoming Hearth (standard; 
  daily)  � 
   Healing
  An ally heals as if spending two healing surges +1d6
  Mock the Forge’s Flame (standard; encounter)  � 
   Fire 
  Target gains resist 10 fi re until the end of the encounter
  Alignment good  Languages Common, Dwarven, 
   
   
  Primordial
  Skills Arcana +13, Endurance +14, Insight +12, History 
  +13, Perception +12
  Str 18 (+10)  
  Dex 14 (+9)  
  Wis 15 (+7)
  Con 20 (+9)  
  Int 17 (+8)  
  Cha 13 (+3)
  Equipment +2 frost scourge, holy symbol of Volund, scale 
  armor
  APPENDIX B
  New Items
  A number of magic and mundane items appear in this 
  adventure. Th ey are collected here for ease of reference. 
  Alembic of Essential Distillation
  Level 14
  Th is massive contraption of connected pipes and glass globes 
  features a central sphere spacious enough to seal a large 
  creature inside.
  Wondrous Item 
  21,000 gp
  Power (Daily  � 
   Necrotic) 
  Placing a living creature within the alembic, half-fi lling the 
  spheres with water (about 200 gallons), and setting the 
  center chamber to boil (this takes 10 min.) activates 
  the magic of the device. A living creature inside the 
  activated alembic is quickly rendered (+6 vs. Fortitude, 
  +1/round in the alembic; 5d6 necrotic damage each 
  round until dead). Bodies of creatures killed within the 
  alembic are converted into sludge. Placing a dead body 
  into the alembic and activating it destroys the body. 
  When utilized to render certain creatures, the resulting 
  sludge can fi ll the canisters of derro bombards, negating 
  the spell requirements and halving the cost for creation. 
  Th e alembic can hold one Large, two Medium, or eight 
  Small creatures at a time.
  Creature of Elemental Chaos A single Medium creature 
  provides enough sludge for 2 mindshatter bombard 
  canisters, while a large creature fi lls 4.
  Humanoids Each Small creature produces enough sludge for 
  2 murderous bombard canisters, a Medium creature fi lls 
  4, and a Large creature fi lls 8 canisters.
  Oozes A Medium ooze provides enough sludge for 2 
  sloughide bombard canisters, while a Large ooze fi lls 4.
  
  Roots of Madness
  Roots of Madness
  chapter
  two
  70
  Forsaken Bombard
  Level 9
  Th is is a brass and crystal cylinder, tipped with a funnel on one 
  end and a wooden plunger on the other. Th e bombard is 
  fi lled with a strange, frothy solution. 
  Alchemical Item 
  640 gp
  Power (Consumable, Encounter): As a standard action, you 
  fi re this device, creating a 8 square line attack based on 
  the contents of the bombard:
  Murderous Bombard � Weapon, Charm, Poison
  Area Wall 8; +12 vs. Will; 2d6+5 poison damage and 
  ongoing 5 poison damage plus target is dominated 
  (save ends).
  Sloughide Bombard � Weapon, Acid, Poison
  Area Wall 8; +12 vs. Refl ex; 3d6+5 acid damage and target 
  is immobilized until end of next turn.
  Weeping Bombard � Weapon, Poison
  Area Wall 8; +12 vs. Fortitude; 2d6+5 poison damage and 
  target is slowed (save ends). If target is already slowed, 
  target becomes weakened (save ends).
  Reloading the bombard requires a prepared, full bombard 
  cannister and both a standard and move action.
  Bombard Ritual
  Level 9 Component Cost: See Alchemical Item
  Category: Volatile 
  Market Price: 750 gp
  Time: 1 hour 
  Key Skill: Arcana or Th ievery (no check)
  A specially prepared solution creates a debilitating, 
  corrosive liquid when this sealed fl ask is sprayed over 
  targets.
  
  EYE OF GRAJAVA
  EYE OF GRAJAVA
  chapter Three
  Halls of the Mountain King
  Halls of the Mountain King
  71
  AN ADVENTURE FOR FOUR 10TH-LEVEL CHARACTERS
  by Michael Furlanetto, Brett McLean, and Ben McFarland
  Background
  N
  ot long aft er the orichalcum began to fl ow from 
  the halls of the Golden Citadel, Mammon wove a 
  powerful curse into the ore, such that a representative 
  of the archdevil would appear if enough of it were collected 
  in one place. Th e Spirit of the Mountain realized the danger 
  and, together with Grajava, shield maiden of Volund and 
  patron of Mount Rygar, warned the dwarf priests of the forge 
  god. Th e priests formed a secret society, the Illuminated 
  Brotherhood, and ruled the mountain from within as silent 
  masters. Th ey steered their brethren away from the veins of 
  ore, while their gold dragon ally Satarel took custody of the 
  cursed ore already dug from Mount Rygar’s roots. Over time, 
  the dwarves largely abandoned the Golden Citadel, and the 
  threat seemed contained. 
  Grajava herself off ered a relic—the Teardrop of Grajava—
  to purge the taint of Mammon, but the dwarves chose to 
  preserve it rather than use it immediately. Th ey placed it in 
  a sacred shrine they called the Eye of Grajava and guarded 
  it with a servant of the Spirit of the Mountain. To prevent 
  Mammonites from stealing the Teardrop of Grajava, the 
  original silent masters devised a series of tests, known as the 
  Sanctum of Assaying, to protect the entrance to the Eye of 
  Grajava. Th e builder of this sanctum—the priest who later 
  became Rabscuttle—instructed craft ers of his future body 
  to engrave the details of the sanctum’s trials upon it, as a 
  safeguard against his capture or death.
  Over time, the details of the Sanctum of Assaying, Eye of 
  Grajava, and Teardrop of Grajava were lost. Now that the 
  priests are desperate for help against the cultists, they see the 
  fabled weapon left  in the Eye as their best hope for victory 
  and the PCs as their perfect pawns.
  Summary
  T
  he PCs discover that Rabscuttle’s inner workings 
  contain long-lost instructions for reaching the Eye 
  of Grajava, a shrine containing a relic of great power. 
  Following these clues, the party fi nds the secret chapter 
  house of the silent masters and learns the hidden history of 
  the Illuminated Brotherhood and the curse affl  icting Mount 
  Rygar. 
  Passing into the Sanctum of Assaying, the PCs face 
  guardians, traps, temptation, and betrayal by Mammonite 
  infi ltrators. Finally, they reach the Eye of Grajava, where they 
  acquire the Teardrop of Grajava from a representative of the 
  Spirit of the Mountain. 
  Returning to the Forge of the Fire Blessing, the party must 
  overcome a diabolical ambush, sacrifi ce the Teardrop of 
  Grajava, and cleanse Mount Rygar of Mammon’s taint.
  PART I
  Finding the Secret 
  Chapter House
  I
  n the fi rst two adventures, the PCs found some subtle 
  clues that likely seem unconnected and random (see 
  tables 3-1, 3-2, and 3-3). 
  Clues
  To begin this adventure the PCs need to have three pieces of 
  information.
  Something is wrong with the orichalcum ore and the 
  • 
  Spirit of the Mountain.
  Th e Eye of Grajava contains something important.
  • 
  Rabscuttle contains the key to fi nding the Eye of Grajava.
  • 
  
  The Eye of Grajava
  The Eye of Grajava
  chapter
  three
  72
  Th e PCs might also be curious about the Illuminated 
  Brotherhood, the silent masters, the cult of Mammon, the 
  dragon, or the forsaken. Because the exploration of the Eye 
  of Grajava helps explain all of these things, guide the party’s 
  investigations to focus on the three pieces of information 
  above.
  Th e clues are collected in the following tables. Skill checks 
  need not be made if the players have already fi gured out the 
  signifi cance of the clue. Likewise, if the PCs have already 
  deduced one of the facts, omit later clues related to that fact. 
  Divination rituals can also help the party by providing 
  missed clues. Commune with Nature, Consult Mystic Sages, 
  and Speak with Dead are rituals the party may have at their 
  disposal. Note that both the Eye of Grajava and the Teardrop 
  of Grajava are not physically located near the halls and will 
  always be out of range of a ritual such as Detect Object.
  Aft er the PCs discover that Rabscuttle contains vital 
  information, they still must decode his internal writings. 
  Although a Comprehend Languages ritual will translate 
  the Dwarven it is written in, a DC 25 Arcana check is still 
  required to interpret the ciphers. Rabscuttle’s inner workings 
  contain three pieces of information, each of which requires 
  its own check: 
  Th e Eye of Grajava exists just beyond the Sanctum of 
  1. 
  Assaying.
  Th e location of the secret door leading to the sanctum is 
  2. 
  nearby in the forge.
  Th ere are specifi c actions they must perform within the 
  3. 
  sanctum. 
  Th e latter comes complete with fi ve clues providing 
  bonuses to the future skill checks: the order of actions 
  required to open the puzzle doors, the nature of the gear key, 
  the “Volund” password, and the “fi re,” “smoke,” and “ash” 
  passwords.
  Th e following tables outline where the various clues 
  appear that the PCs might notice. In the tables, “DN” refers 
  to Dark Was the Night, Cold Was the Ground, and “RM” 
  refers to Roots of Madness.
   Table 3-1: Something is wrong with the 
  orichalcum ore and the Spirit of the 
  Mountain.
  Clue
  Scene
  Primary 
  Check
  Secondary 
  Check
  A curse
  “Th e Snow 
  on the Peaks” 
  page 28 (DN)
  DC 25 
  Perception
  Primordial 
  language
  Orichalcum 
  ore causes 
  gold fever
  any with gold 
  fever (DN, 
  RM)
  DC 25 Arcana
  DC 20 History
  Cursed ore 
  in goldveined 
  creatures
  any with 
  goldveined 
  creatures 
  (RM)
  DC 20 
  Perception
  DC 20 History
  “Th e 
  orichalcum—
  it destroyed 
  us!”
  “Down the 
  Stair” page 43 
  (RM)
  DC 20 
  Perception 
  and Dwarven 
  language
  DC 20 History
  “Th e 
  mountain 
  cannot be 
  cured…” 
  “Th e Refugee 
  Camps” page 
  31 (DN)
  DC 15 
  Perception
  DC 15 
  Religion
  Table 3-2: The Eye of Grajava contains 
  something important.
  Clue 
  Scene 
  Primary 
  Check 
  Secondary 
  Check
  “Volund save 
  us until the 
  Teardrop of 
  Grajava can 
  be used!” 
  “Th e Outing 
  of Bragollach”, 
  page 38 (DN) 
  DC 25 
  Perception 
  Dwarven 
  language
  “We need 
  the Teardrop. 
  Find the eye. 
  Save Mount 
  Rygar!” 
  “Ventshaft  
  Boilers”, page 
  43 (RM) 
  DC 20 
  Perception 
  Primordial 
  language
  “Tears of the 
  Maiden will 
  wash away the 
  greed!” 
  “Th e Refugee 
  Camps”, page 
  33 (DN) 
  DC 15 
  Perception 
  DC 15 
  Religion
  “Investigate 
  the Fire 
  Blessing for 
  the Teardrop.” 
  “Ventshaft  
  Boilers”, page 
  43 (RM) 
  DC 10 Arcana
   —
  Th e path to 
  the eye runs 
  through the 
  Forge of the 
  Fire Blessing 
  aft er decoding 
  Rabscuttle 
  (any) 
  — 
  —
  
  Halls of the Mountain-King
  Halls of the Mountain-King
  73
  Table 3-3: Rabscuttle contains the key to 
  finding the Eye of Grajava.
  Clue
  Scene
  Primary 
  Check
  Secondary 
  Check
  Writing on 
  Rabscuttle’s 
  gearworks
  any when 
  Rabscuttle is 
  wounded or 
  disassembled 
  (DN)
  DC 25 
  Perception
  DC 30 
  Perception
  A silent master 
  is surprised by 
  Rabscuttle
  any with silent 
  masters (any) 
  DC 25 
  Insight
  —
  Rubbings in 
  Albricius’ quarters 
  match Rabscuttle’s 
  parts
  “Th e Refugee 
  Camps” page 33 
  (DN)
  DC 20 
  Perception
  DC 20 Craft  
  (gearwork) 
  or Craft  
  (clockwork)
  “Th ey put it inside 
  him, hidden in 
  plain sight…!”
  “Th e Refugee 
  Camps” page 33 
  (DN)
  DC 15 
  Perception
  DC 15 
  Religion
  What if Rabscuttle has been 
  destroyed?
  Although some of the clues come from Rabscuttle’s 
  consciousness, all of the details of the Sanctum of Assaying 
  are etched on the gears, plates, and components of his body. 
  As a result, the party only needs the pieces of Rabscuttle, 
  not his survival as a sentient being. If Rabscuttle has been 
  completely destroyed, enough alternative clues exist to 
  complete the adventure, although the sanctum presents a 
  greater challenge.
   Obtaining access to 
  Rabscuttle
  Clovis Stonethrower is Rabscuttle’s official 
  guardian. Parties on good terms with Clovis have 
  no trouble “borrowing” the gearforged. Other 
  groups should be able to bargain for access. If 
  Clovis perished in an earlier adventure, the PCs 
  could be named guardians of Rabscuttle if they 
  remained on good terms with Clovis and other 
  dwarves, thereby avoiding any problems. 
  FIRST VISIT TO THE FORGE
  Eventually the PCs should learn from the clues that the path 
  to the Eye of Grajava leads through the Forge of the Fire 
  Blessing. If they are stuck, the silent masters could become 
  desperate enough to take the PCs into their confi dence or 
  Abelard could share memories of silent masters entering the 
  Forge of the Fire Blessing through a secret door.
  Th e PCs might have visited the forge before. In any 
  case, the adventure proceeds more smoothly if they have 
  a knowledgeable local guide on one of their trips before 
  entering the chapter house. Both Abelard Feuerhirte and 
  Varden Redfel make appropriate companions. Abelard could 
  ask for an escort to the forge to retrieve some belongings, 
  while Redfel could ask for the party’s help investigating 
  reports of Mammonite spies or else accompany the party as 
  far as the forge at the beginning of Roots of Madness. Read or 
  paraphrase the following:
  Th e Forge of the Fire Blessing is a vast room of worked 
  stone. One wall connects to the Shank, and up it run 
  stone wheels bringing quenching water and burning 
  lava from the depths of Mount Rygar. On a ledge 
  perched halfway up another of the walls stands the 
  Altar-Forge of Volund, site of the most holy rituals to 
  the forge god. Aft er fl owing around the altar-forge, the 
  lava and water cascade down to the fl oor of the main 
  hall, where they split into rivulets to supply each of the 
  seven smaller forges. 
  Chains hang from block and tackle on the ceiling, 
  allowing even the largest forgings to be moved about 
  the room with relative ease. Air shaft s pierce the walls, 
  bringing refreshingly cool air to the temple. Th ree 
  doors lead to rooms carved from under the ledge.
  Th e Forge of the Fire Blessing was once the greatest temple 
  to Volund in the Golden Citadel. A number of features of 
  the room are important later (see Part III: Sacrifi ce page 
  89), so make every eff ort to ensure that the PCs learn about 
  them now. Most can be discovered by simple observation. 
  Th e primary exception—the controls to the ventilation 
  system—can be explained by the PCs’ guide to the forge 
  or by information available in one of the rooms under the 
  ledge. Th ese rooms also contain vestments, tools, and other 
  religious paraphernalia for ceremonies, as well as some 
  personal eff ects of Abelard. 
  Finally, the walls of these side rooms are decorated with 
  mosaics depicting the forge and the worship of Volund. 
  Several mosaics provide clues describing the proper 
  operation of the puzzle doors (see Puzzle Doors, page 76), 
  showing clerics approaching an anvil and casting a spell. 
  Another mosaic shows the location of the secret door to the 
  chapter house (the beginning of the priestly procession in 
  the other mosaics). A DC 25 Perception or Religion check 
  suffi  ces to deduce the location of the secret door from the 
  mosaics.
  To reveal the secret door and enter characters must each 
  intone a brief prayer to Volund while sacrifi cing precious 
  metal worth at least 10 gp to the lava of the forge. Details 
  of this sacrifi ce are available from Rabscuttle’s etchings, 
  through divination, or with a DC 30 Religion or DC 35 
  History check. Note that the secret door is impossible to 
  detect by mundane means until a sacrifi ce is made. 
  
  The Eye of Grajava
  The Eye of Grajava
  chapter
  three
  74
  SECRET CHAPTER HOUSE 
  Once the PCs make their sacrifi ces and prayers, the wall of 
  the forge shimmers and a hidden door reveals itself. Th e 
  door opens with a touch, revealing the Great Hall beyond. 
  With a touch, the secret door opens to a vast, brightly 
  lit great hall. Th e room is supported by pair aft er pair 
  of pillars reaching upward to the ceiling high above. 
  Covering every surface—even the checkerboard 
  fl oor—are the same esoteric symbols from the upper 
  halls. Th e walls contain a number of normal doors, 
  while opposite the entrance stands a large door of 
  reddish-gold metal. 
  One of the Silent Brothers greets the PCs at the door. He is 
  dressed in maroon robes trimmed in embroidered gold. Th is 
  adventure assumes Bradobaraxas survived to this point and 
  is the dwarf who greets the PCs at the door. If Bradobaraxas 
  did not survive, use one of the other dwarves listed below. 
  Bradobaraxas asks the PCs to accompany him to meet his 
  superior. He leads them to a featureless orichalcum door. As 
  Bradobaraxas approaches, the door splits into four quadrants 
  with a slight click. Th e sections slide silently into the walls, 
  ceiling, and fl oor. Read or paraphrase the following:
  Beyond the door is a hidden temple 50 ft . on a side 
  and 20 ft . high. Pillars support the ceiling and symbols 
  cover all surfaces, just as in the Great Hall. Th e fl oor is 
  decorated in a mosaic showing dwarf priests of Volund 
  carrying a sacred hammer across a forge and then 
  using it to strike an anvil. Th e far 15 ft . of the room is 
  a raised dais, on which stands a small altar. Behind the 
  altar is a carved orichalcum door. 
  On the dais stand three dwarves, two of whom wear the 
  maroon and gold robes of the Illuminated Brotherhood. 
  Th ese dwarves are several of the brotherhood’s leaders, 
  who have followed the party’s progress through various 
  divinations.
  Th e main rooms of the chapter house are brightly lit with 
  everburning torches. Th e walls, fl oor, and ceiling are made 
  of dressed stone of high quality. Doors are all of excellent 
  quality, although none save the puzzle doors can be locked. 
  Silent Brother Bradobaraxas (male dwarf), who sits on 
  the Council of Masters, joins the other three dwarves on the 
  dais and nods mutely to the party. With him are Most Silent 
  Master Caradlather (male dwarf, Bluff  +16), who leads the 
  brotherhood. Illuminated Sister Jorunn Flintknapper (female 
  dwarf) is the sister of Ansgar (saboteur of the Manticore) 
  and the leader of the silent masters’ guards. She is also a 
  secret member of the Mammonite cult (see Ambush at the 
  Test of Lore on page 82). Th e fourth dwarf is not a member 
  of the brotherhood’s leadership, but he seems to have a close 
  working relationship with Jorunn. He is Paracelix Zhedan, 
  who appears to be a diviner-for-hire, recently retained by 
  the brotherhood to spy on the Mammonite cult. Secretly, 
  Paracelix is a gilded devil polymorphed into dwarf form.
  If the PCs attack the dwarves, all but Jorunn and Paracelix 
  fl ee. Caradlather invokes a Linked Portal ritual to return to 
  the upper halls and report their treachery. Likewise, if the 
  PCs see through Paracelix’s deception and attack, the silent 
  masters fl ee. In either case, the battle scheduled for the Test 
  of Lore occurs here, leaving that room devoid of encounters.
  Development 
  Th e silent masters are desperate and see the Eye of Grajava as 
  their last hope, but they do not want to risk the few surviving 
  brothers in the Sanctum of Assaying. Th ey see the arrival of 
  a party of adventurers who both oppose the cult and seek the 
  Teardrop of Grajava as divine providence. Th e silent masters 
  want the PCs to retrieve the Teardrop of Grajava to use 
  against the cult, which benefi ts them all. In exchange, they 
  off er to answer some of the PCs’ questions. Caradlather does 
  almost all of the talking.
  Caradlather is silent and laconic by nature, but the recent 
  events in the Golden Citadel have made him somewhat 
  desperate. Caradlather also knows all the information in 
  the Adventure Background, although he does not reveal 
  the origin of the forsaken or the fate of the old masters, and 
  he truly does not know either the nature of the Teardrop of 
  Grajava or the true history of Rabscuttle.
  Th is is an opportunity for the PCs to gather information 
  and garner a better understanding of the events unfolding 
  around them. Caradlather’s initial attitude towards them is 
  indiff erent but can be shift ed in either direction depending 
  on how the characters interact with him. If the PCs off er 
  to help bring down the cult or express a desire to oppose 
  Mammon, the dwarf will warm to the party. Conversely, 
  asking for payment, attempts at intimidation, or sympathy 
  for Cult of Mammon will quickly anger him. If further 
  provoked, he leaves, and Bradobaraxas continues the 
  conversation, although also greatly displeased.
  Likely questions and Caradlather’s answers follow. Th e 
  friendlier he is toward the PCs, the more information he 
  provides. Th e entries marked as opposed require opposed 
  Insight checks; success reveals that Caradlather is hiding 
  something but does not reveal precisely what it is. 
  Who are you? 
  “Caradlather, leader of the silent masters, hidden rulers of 
  the Illuminated Brotherhood.”
  Friendly—“We protect the world from the cursed 
  orichalcum.”
  
  Halls of the Mountain-King
  Halls of the Mountain-King
  75
  What is wrong with the orichalcum? 
  “An archdevil cursed it.” He punctuates this with a spit.
  Friendly—“It causes the plague you’ve witnessed.”
  Helpful—“And the devil’s cult wants to use it to summon him 
  to Mount Rygar.”
  Which archdevil? 
  “Th e greediest of all.” Opposed.
  Friendly—“Mammon.”
  Why is your order so secret? 
  “So the cult does not know its opponents.” Opposed. 
  What is the Eye of Grajava? 
  “A shrine through the puzzle doors and the Sanctum of 
  Assaying.”
  Friendly—“It holds the Teardrop of Grajava. Th e sanctum 
  tests your worthiness to wield it.”
  What is the Teardrop of Grajava? 
  “A great weapon.”
  Friendly—“Particularly eff ective against Mammon, the 
  archdevil who cursed the orichalcum.” 
  Helpful—“We no longer know its precise nature.” Opposed.
  What do you want us to do? 
  “Get the Teardrop.”
  “Get the Teardrop.” 
  Helpful—“And use it against Mammon.”
  Who is the dragon? 
  “I do not know.”
  Helpful—“We once had a dragon ally, but we do not know 
  where she is.” Opposed.
  What is Rabscuttle? 
  “A gearforged, apparently. I do not know why he carries our 
  secrets.”
  Helpful—“He resembles some ancient legends of prototype 
  gearforged.”
  What do you know about the puzzle doors? 
  “Not much.” 
  Friendly—“We can open those in the chapter house, 
  although we have never been successful in opening the 
  doors to the sanctum.” 
  Why are you not helping the refugees? 
  “Why should we?”
  Friendly—“Th ey are infi ltrated with cultists.” 
  Helpful—“Th ey are part of the problem—more miners mean 
  more ore.”
  Where do you keep the cursed orichalcum? 
  “A safe place.”
  Friendly—“We do not speak of that for fear of infi ltration.”
  Who are the forsaken? 
  “Who?”
  Helpful—“Dwarves who were punished for apostasy.” 
  Opposed.
  What happened on the Manticore? 
  “A misunderstanding.”
  Friendly—“We had to keep the ore out of the hands of the 
  cult.” 
  A DC 15 Insight check reveals that Jorunn is upset by this 
  question. If confronted, she admits to being angry about her 
  brother’s death at the hands of the PCs.
  If the PCs wish to rest before attempting the puzzle doors, 
  and they remain on good terms with Caradlather and the 
  brotherhood, Caradlather off ers them lodging in the chapter 
  house. Aft er the PCs leave, Jorunn and Paracelix monitor 
  their progress, and enter the sanctum in pursuit of the PCs 
  as soon as the PCs enter the Test of Faith.
  PART II
  The Sanctum of 
  Assaying
  T
  he Sanctum of Assaying was designed by the old 
  masters of the Illuminated Brotherhood to prevent the 
  cult—and unauthorized members of the brotherhood—
  from reaching the Eye of Grajava. All walls, fl oors, and 
  ceilings are made of dressed stone of excellent quality. 
  To prevent cultists of Mammon from reaching the 
  Eye of Grajava, the entire sanctum is warded. A variant 
  Forbiddance eff ect on each room wards against all 
  dimensional travel. Only creatures who open the puzzle door 
  to a given room may enter that room. Th ose who manage 
  to enter without passing through the appropriate puzzle 
  door take 6d6 points of  psychic damage. Th e rooms are 
  also sheathed in 6 in. of lead, blocking scrying spells from 
  targeting the rooms themselves. 
  
  The Eye of Grajava
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  Th e Sanctum of Assaying consists of three tests: 
  the Test of Valor, the Test of Faith, and the Test of 
  Lore. Puzzle doors separate the rooms. 
  PUZZLE DOORS 
  Six puzzle doors divide the secret chapter house 
  and the Sanctum of Assaying. One leads from the 
  Great Hall to the hidden temple, and opens with a 
  touch. Two more lead to the lower council chambers 
  of the silent priests. Although these two doors are 
  not described in this adventure, their codes are 
  incredibly convoluted, refl ecting the esoteric nature 
  of the Illuminated Brotherhood. Finally, three 
  doors lead to the various rooms of the Sanctum of 
  Assaying. When the PCs approach the fi rst of the 
  sanctum puzzle doors, show them the illustration 
  and read or paraphrase the following: 
  Th is door stands as a marvel of dwarven 
  craft smanship. Th e 10-ft . square door of 
  refi ned orichalcum gleams in the magical 
  light of the hidden temple. A series of scenes 
  are carved in relief on the door’s surface. At 
  the top is a large hammer surrounded by 
  scenes from a smithy preparing for work: 
  bonus to any skill check involved with opening a puzzle door. 
  Additionally, dwarves and the faithful of Volund each receive 
  a +1 bonus to these checks. (Dwarves faithful to Volund 
  receive a +2 bonus.)
  Th e fi rst challenge is to locate the correct recess for the 
  gear key. Because the location changes between frescos, a 
  DC 23 Perception check is required to begin the puzzle at 
  each door. Once the gear key has been correctly placed, the 
  puzzle activates and permits the characters to manipulate the 
  various runes on the door.
  Th e next step involves solving a pair of puzzles built 
  into the door. Th e runes are written in Dwarven. Once the 
  language barrier is overcome, the PCs can solve either puzzle 
  by recalling relevant religious clues or tinkering with the 
  mechanics of the puzzle itself. Either way, each skill check 
  made represents another manipulation of that puzzle and 
  requires a standard action to perform. While characters 
  can assist each other, only one check result can be valid per 
  puzzle at a time. Subsequent skill checks negate all previous 
  attempts, even if the result is lower. Do not tell the players 
  whether or not their check was successful—they’ll fi nd out at 
  the fi nal step when they attempt to activate the door.
  For the fi rst puzzle, the tumblers built into the handle of 
  the hammer must be rotated to spell the name “Volund.” 
  A successful DC 23 Religion or DC 28 Th ievery check will 
  accomplish this. Because the same word is used at each of the 
  three doors, reduce the DC of the checks at the second door 
  by 10. No skill check should be necessary at the third door. 
  fl ames dance in the forge fi res as dwarves prepare tools 
  and metal. 
  At the edges of the door are carved pillars topped 
  by mithral fl ames. Th e pillars rest on a vast relief 
  anvil etched with another set of dwarven runes. Th e 
  stone surrounding the door has been carved as well, 
  continuing the scene depicted on the door. 
  Th e doors are 6 in. thick (AC 4; Fortitude 12; 200 hp; 
  break DC 25). Th ey automatically close 2 rounds aft er being 
  opened. Th e reverse sides of the doors are plain, with an 
  engraved anvil in the center. Pressing that anvil opens the 
  door. Th ese doors were created from uncursed ore and do 
  not cause gold fever.
  Volund’s Puzzle Door
  To proceed beyond a puzzle door, the characters must 
  manipulate puzzles built within the door itself. Th e proper 
  sequence of these puzzles is revealed through three clues 
  located throughout the Halls: the broken door in Roots of 
  Madness page 49 (key before hammer), the mosaic fl oor of 
  the hidden temple page 75 (hammer before anvil), and the 
  mosaics in the side rooms of the Forge of the Fire Blessing 
  page 74 (anvil before guidance). A DC 15 Perception or 
  Religion check can allow a character to recall one of these 
  scenes.
  Th e gear key is part of Rabscuttle. Characters who 
  dismantle and decode Rabscuttle’s workings receive a +5 
  
  Halls of the Mountain-King
  Halls of the Mountain-King
  77
  takes 4d8+5 radiant damage and is dazed (save ends). Failing 
  the Arcana check does not trigger the trap, but it does deal 
  1d8+5 radiant damage to any character attempting the 
  check, including those attempting to assist.
  THE TEST OF VALOR 
  Th e fi rst challenge posed to the PCs tests their combat 
  prowess. Th is room is a warren of smoke fi lled tunnels that 
  house the fi ery essence of Volund. A pair of magma mephits 
  has also taken up residence in this heated paradise.
  Once the PCs open the fi rst puzzle door, read:
  With a soft  click, the orichalcum door splits into 
  four quadrants. Th e gear key falls to the fl oor as the 
  sections slide silently into the walls, ceiling, and fl oor. 
  Beyond is a 15-ft . passageway fi lled with a dense 
  smoke, concealing whatever waits ahead. Engraved in 
  mithral on the fl oor are dwarven runes.
  Anyone capable of reading Dwarven:
  First, the faithful of Volund master fl ame for they fear 
  not fi re, just as they fear not their enemies.
  Illumination
  Th e tunnels are completely dark from smoke.
  Features of the Area
  Magma pools—Th e molten rock costs 3 squares of 
  movement to wade through; any creature that enters 
  or begins its turn in a square containing magma suff ers 
  4d10+5 fi re damage and ongoing 10 fi re damage (save 
  ends)
  Puzzle door—At the other side of the maze is a second 
  locked puzzle door with carvings that of blacksmiths 
  hard at work within a smoky forge; this door opens just 
  as the fi rst (see Puzzle Doors), although the code word 
  for the anvil carving is “smoke”
  Smoke—Th e smoke-fi lled warrens provide a -2 penalty to 
  melee and ranged attacks
  10th Level Encounter
  4 PCs (2,102 XP) • 1 fl ame of Volund, 3 magma 
  • 
  mephits, 4 sparks of Volund
  5 PCs (2,528 XP) • 1 fl ame of Volund, 4 magma 
  • 
  mephits, 6 sparks of Volund
  6 PCs (3,028 XP) • 1 fl ame of Volund, 6 magma 
  • 
  mephits, 4 sparks of Volund
   A Thinking Man’s Game
  If you and your players prefer, the challenge of 
  opening the puzzle doors can be presented as 
  more than just a series of die rolls. Present the 
  following word puzzles to your players to solve. 
  Correctly solving these puzzles translates to a 
  success for their characters.
  For the hammer puzzle, write out of the following 
  series of letters:
  V
  B
  C
  D
  E
  F
  G
  H
  I
  J
  N
  L
  M
  O
  O
  U
  Q
  R
  S
  T
  U
  V
  W
  X
  Y
  Z
  L
  B
  C
  D
  Inform your players that they must spell out a 
  single word using one letter from each column. 
  If they need additional assistance, permit each 
  character to make a single DC 15 Wisdom check. 
  A success reveals a single letter from one column 
  at random. Once this puzzle is solved, there is no 
  need to repeat it at the second and third doors.
  For the anvil puzzle, write out the following letters:
  A E F H I K M O R S
  The players must then spell out the correct 
  password based on the clues provided to their 
  characters.
  If the gear key was not properly placed prior to starting the 
  hammer puzzle, any character moving the tumblers on the 
  hammer takes 2d8+5 radiant damage. Characters attempting 
  to assist these checks suff er half damage.
  Th e next puzzle requires pressing a sequence of runes 
  on the anvil to spell out the correct password. Th is can be 
  accomplished with a DC 19 Religion or a DC 23 Th ievery 
  check. Clues as to the password can be gleaned from the 
  etchings on the doors themselves. If the gear key was not 
  properly placed and a skill check was not attempted for 
  the hammer puzzle prior to starting the anvil puzzle, any 
  character moving the runes on the anvil takes 2d8+5 radiant 
  damage. Characters attempting to assist these checks suff er 
  half damage.
  Finally, a character must activate the magic bound to the 
  door. A successful DC 23 Arcana check invokes the energies 
  required to release the portal. If the party provided successful 
  checks for the hammer and anvil puzzles, the door glides 
  open soundlessly. If either check was unsuccessful, the door’s 
  trap is triggered—each creature within 5 squares of the door 
  
  The Eye of Grajava
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  78
  Flame of Volund Level 10 Elite Soldier
  Large immortal humanoid 
  1,000 XP
  Initiative +12 
  Senses Perception +5, dark-vision
  hp 208 Bloodied 104
  AC 28 
  Fortitude 21 
  Refl ex 25 
  Will 21
  Resist 10 fi re, 10 radiant
  Saving Th row +2
  Speed 6
  Action Points 1
  [mba] Scorching Blow (standard, at-will)  � 
   Fire
  Reach 2; +17 vs. AC; 2d6 + 5 fi re damage, and the target 
  is marked (save ends)
  [m] Raging Inferno (standard; recharge on 4, 5, 6)  � 
   Fire
  Th e fl ame of Volund makes 2 scorching blow attacks
  [c] Backdraft  (free; when fi rst bloodied)  � 
   Fire
  Close burst 3; +13 vs. Refl ex; 3d8 + 5 fi re damage and 
  ongoing 5 fi re damage (save ends)
  Searing Mark
  If an enemy marked by the fl ame of Volund makes an 
  attack that does not include the fl ame of Volund, it 
  grants combat advantage until the start of its next turn.
  Spark of Life (immediate reaction; at will)
  If the fl ame of Volund has less than 4 sparks of Volund 
  present, when it is hit by an attack that deals damage; a 
  spark of Volund appears in an adjacent square.
  Alignment unaligned 
  Languages — 
  Str 14 (+7) 
  Dex 21 (+10) 
  Wis 11 (+5)
  Con 16 (+8) 
  Int 6 (+3) 
  Cha 11 (+5)
  Magma Mephit 
  Level 6 Skirmisher
  Small elemental humanoid 
  250 XP
  Initiative +6 
  Senses Perception +3
  hp 69 
  Bloodied 34
  AC 20 
  Fortitude 17 
  Refl ex 17 
  Will 18
  Immune fi re (see soothing heat); Vulnerable cold (slowed 
  until the end of the magma mephit’s next turn)
  Speed 4, fl y 6
  [mba] Claw (standard, at-will)  � 
   Fire
  +11 vs. AC; 1d10 + 4 fi re damage
  [m] Hit and Run (standard; at-will)  � 
   Fire
  +11 vs. AC; 1d10 + 4 fi re damage, and the mephit may 
  fl y up to it speed; it does not provoke opportunity 
  attacks when moving away from the target of the attack
  [c] Searing Breath (standard; encounter)  � 
   Fire
  Close blast 3; +7 vs. Refl ex; 3d6 + 4 fi re damage, and the 
  target is blinded (save ends); creatures that are resistant 
  or immune to fi re are not blinded
  Combat Advantage
  Th e mephit deals an extra 2d6 damage if it has combat 
  advantage against its target.
  Soothing Heat (free; encounter)
  When the mephit is hit by an attack dealing fi re damage, 
  it regains 17 hp.
  Alignment unaligned 
  Languages Primordial
  Str 10 (+3) 
  Dex 13 (+4) 
  Wis 11 (+3)
  Con 13 (+4) 
  Int 6 (+1) 
  Cha 15 (+5)
  Spark of Volund 
  Level 8 Minion
  Tiny immortal magical beast 
  88 XP
  Initiative +6 
  Senses Perception +3, darkvision
  Radiant Spark aura 1; enemies in the aura suff er a 
  cumulative -1 penalty to melee and ranged attacks
  hp 1; a missed attack never damages a minion 
  AC 22 
  Fortitude 17 
  Refl ex 17 
  Will 19
  Speed fl y 8 (hover)
  [c] Flash of Light (when at 0 hp or less)  � 
   Radiant
  Close burst 1; +10 vs. Fortitude; 2d6 radiant damage, 
  and the target is blinded (save ends)
  Dying Ember
  A spark of Volund is reduced to 0 hp if it does not end its 
  turn within 3 squares of a fl ame of Volund.
  Alignment unaligned 
  Languages — 
  Str 10 (+4) 
  Dex 10 (+4) 
  Wis 10 (+4)
  Con 10 (+4) 
  Int 6 (+2) 
  Cha 14 (+6)
  Tactics
  During Combat Th e sparks of Volund swarm as many 
  characters as possible in order to give the fl ame of Volund 
  a better advantage in melee combat as well as to maximize 
  their own eff ectiveness when they perish. Th ey will willingly 
  sacrifi ce themselves in order to blind enemies that are 
  attacking from a distance. Th e fl ame of Volund attacks 
  whichever characters it can reach before moving on to 
  others. It fi ghts until it is destroyed since a new fl ame of 
  Volund will ignite aft er 24 hours to challenge anyone else 
  that seeks the Eye of Grajava.
  Th e magma mephits enjoy the chaos of battle and swoop 
  in to harass characters with their hit and run attacks. Th ey 
  retreat to a magma pool for healing if necessary.
  Morale Th ese guardians fi ght to the death. 
  Development 
  Every PC with an Intelligence score of 12 or greater can 
  make a DC 24 Perception check to reveal Paracelix’s scrying 
  sensor. 
  
  Halls of the Mountain-King
  Halls of the Mountain-King
  79
  
  The Eye of Grajava
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  At the other side of the maze is a second locked puzzle 
  door. Th e carvings on the door and the surrounding alcove 
  depict a bevy of blacksmiths hard at work within a smoky 
  forge. Th is door opens just as the fi rst (see “Puzzle Doors”), 
  although the code word for this anvil carving is “smoke.”
  THE TEST OF FAITH 
  When the second door opens, the gear key falls:
  Beyond is a long wide hallway extending into darkness. 
  At your feet, just beyond the threshold are engraved 
  mithral runes. 
  Any PC who can read Dwarven can decipher the runes:
  Second, the faithful of Volund do not bow to the smoke 
  of temptation, but rather seek their goal with the same 
  focused determination a smith uses to forge his metal 
  for the glory of Volund.
  Setup
  Th is room is designed to punish the greedy. Characters 
  proceeding directly to the exit will be unaff ected by the traps 
  in this room. Th ose that delay too long or succumb to their 
  greed will pay the price.
  Illumination
  Th e room is completely dark.
  Features of the Room
  Corridors—At the far end of each corridor is an elegant 
  marble pedestal on which rests a single, seemingly 
  valuable, treasure.
  False disintegration trap—A conical pile of ash, a non-
  magical wand, and a decorated silk robe, suggests the 
  presence of a disintegration trap (a DC 20 Arcana 
  check reveals that that the ash is not the result of 
  disintegration).  Attempts to locate or disarm the trap 
  automatically fail since there is no trap to fi nd.
  False scythe trap—A corpse, head cleanly severed beside 
  it, suggests the presence of a scythe trap waiting to be 
  sprung, and a long narrow slit in the wall, 5 ft . off  the 
  ground, furthers the charade (DC 15 Perception check). 
  A DC 20 Heal check reveals that the body was planted 
  and Th ievery checks to disarm the trap automatically fail 
  because no trap actually exists.
  False treasure—Th ese worthless items have been masterfully 
  designed to resemble treasures valuing several thousand 
  gp (DC 30 Perception check to identify the actual 
  worthlessness of a specifi c item). Th e items include an 
  adamantine dwarven urgrosh, a mithril lyre, a golden 
  horn, a gem-encrusted brooch, an ornate chalice, raw 
  ore of an unidentifi able substance, a silver hammer, and 
  a crystal orb (no magic radiates from any of the items).
  Paracelix’s scrying sensor—Characters must succeed on a DC 
  24 Perception check to notice the scrying sensor.
  Puzzle door—At the other side of the room is yet another 
  locked puzzle door, and carvings on the door and the 
  surrounding alcove depict the end of the day at a smithy 
  with dwarves returning tools to their holders and 
  shoveling ash from the furnaces; this door opens just as 
  the fi rst (see Puzzle Doors, page 76), although the code 
  word for this anvil carving is “ash”.
  Secret door—Th e secret doors can be noticed with a DC 20 
  Perception check. Th ey are not locked.
  Note: Th e encounter is worth only 1,000 XP if the party 
  interacts with the false treasures and other traps in the 
  room as this represents a failure to prove oneself faithful 
  to Volund.”
  8th Level Encounter
  4 PCs (1,650 XP) • 2 incendiary gas (trap) (G), 
  • 
  4 inverted razormaw pits (trap) (P), 8 runes of 
  guardianship (trap) (R)
  5 PCs (1,650 XP) • 2 incendiary gas (trap) (G), 
  • 
  4 inverted razormaw pits (trap) (P), 8 runes of 
  guardianship (trap) (R)
  6 PCs (2,250 XP) • 2 incendiary gas (trap) (G), 2 
  • 
  inverted razormaw pits (trap) (P) and 2 elite inverted 
  razormaw pits(trap) (P), 8 runes of guardianship (trap) 
  (R)
  Th is is a 9th level encounter for parties of four characters. 
  
  Halls of the Mountain-King
  Halls of the Mountain-King
  81
  Incendiary Gas
  Level 10 Blaster (Trap XP 500)
  Hidden vents release an invisible, incendiary gas into the 
  room. Aft er several seconds, the gas is ignited, creating a 
  massive ball of fl ame.
  Trap A fl ammable gas fi lls the room before exploding
  Perception
  DC 21—Th e character notices the vents in the ceiling 
  (no perception check is required to notice the smell of 
  sulfur when within the zone of gas)
  DC 25—Th e character identifi es the incendiary gas 
  (trap) and locates the ignition mechanism
  Primary Trigger Th e trap begins creating a zone of 
  incendiary gas in the room as soon as the door is 
  opened; the zone begins as a close blast 1 centered in the 
  square indicated, and each round, the zone increases in 
  size by 2
  Secondary Trigger 9 rounds aft er the primary trigger, the 
  trap makes an attack
  Standard Action 
  Close blast
  Targets Each creature in the zone
  Attack +14 vs. Refl ex
  Hit 4d8 + 5 fi re damage and 5 ongoing fi re damage 
  Miss Half damage
  Eff ect Th e zone disappears, and the trap resets
  Special If the gaseous zone of another incendiary gas (trap) 
  is adjacent to or overlaps this zone when the trap attacks, 
  the other trap may make an attack
  Countermeasures
  Open fl ame or causing fi re damage within the zone 
  • 
  causes the trap to attack prematurely
  A DC 25 Th ievery check obstructs the vent 
  • 
  A DC 29 Th ievery check disables the ignition 
  • 
  mechanism 
  Rune of Guardianship
  Level 8 Blaster (Trap XP 350)
  An intricate rune is engraved in the stone surface, designed 
  to protect whatever object is set atop the magical glyph.
  Trap A blast of holy energy punishes those that attempt to 
  remove the protected item.
  Perception
  DC 15—Th e character notices the rune on the pedestal
  Additional Skills (Religion)
  DC 23—Th e character identifi es it as a rune of 
  guardianship (trap)
  Trigger Touching the item on the pedestal triggers the 
  rune’s attack
  Immediate Reaction 
  Close burst 1
  Targets Each creature in the burst
  Attack +13 vs. Refl ex
  Hit 1d8 + 5 radiant damage, and the target is pushed 3 
  squares and blinded (save ends)
  Countermeasures
  A DC 23 Th ievery or Arcana check disables the rune 
  • 
  for 1 round.
  A DC 28 Religion check disables the rune until the end 
  • 
  of the encounter or for 5 min.
  Inverted Razormaw Pit
  Level 7 Warder (Trap XP 300)
  Th e walls of this pit are lined with iron spikes that point 
  downward. Although they do not harm those falling in, 
  anyone climbing out can’t help but be pierced by them.
  Trap Th e hole is 10 ft . in diameter, 10 ft . deep, and lined 
  with sharp spikes designed to injure anyone ascending 
  the pit
  Perception
  No perception check is required to notice the open pit
  Trigger Athletic checks to ascend the pit draw an attack 
  from the trap
  Immediate Interrupt 
  Melee
  Target Creature making an Athletics check
  Attack +14 vs. AC
  Hit 2d10 damage
  Countermeasures
  Teleporting out of the pit avoids the attack
  • 
  A DC 19 Athletics check is required to successfully 
  • 
  climb out of the pit
  A character can make a DC 11 Athletics check (or DC 
  • 
  21 without a running start) to jump across the pit
  Upgrade to Elite 
  Th e spikes are coated in poison, and the trap deals 2d10 
  • 
  damage and 5 ongoing poison damage on a successful 
  hit (save ends)
  Increase the DC of the Athletics check to climb out of 
  • 
  the pit by 2
  Tactics
  Each incendiary gas (trap) triggers as soon as the doors to 
  this room are opened and will continue to reset themselves 
  if the characters do not close the door again. Th e party has 
  only a few rounds to pass through this room before being 
  caught in the trap. Th ose who delay too long to investigate 
  the treasures in the alcoves also risk being subject to 
  additional wards.
  Each pedestal is trapped with a rune of guardianship 
  (trap) that is triggered if a character attempts to handle the 
  
  The Eye of Grajava
  The Eye of Grajava
  chapter
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  82
  false treasure. Th e runes’ eff ect will likely push the character 
  into a nearby inverted razormaw pit (trap). 
  Th e false traps are designed to slow the party down and 
  pose no direct threat.
  Development
  Once they have opened the next set of puzzle doors, the 
  party can move on to the next area. 
  AMBUSH 
  AT THE TEST OF LORE 
  Th e third and fi nal test awaits the PCs in this chamber. Th e 
  test does not go as planned, however, as the PCs are attacked 
  while they navigate the room. As the PCs open this third 
  puzzle door, the gear key falls once more to the fl oor. Beyond 
  is a pitch-black room. If the PCs have darkvision or provide 
  their own light source, read or paraphrase the following:
  Beyond is a square room with carved pillars. Along the 
  sidewalls, iron racks hold graven copper tablets, and 
  in the center of the room sit an iron table and chair. 
  Directly across from the door is a relief eye, fully 5 ft . in 
  diameter, carved in carnelian. Beneath the thin layer 
  of dust on the fl oor, you see inlaid mithral runes. More 
  runes encircle the carved red eye.
  Th e dwarven runes along the fl oor read: 
  Th ird, the faithful of Volund atone for the ashen sins 
  staining their souls and the souls of their ancestors.
  Originally, Rabscuttle or one of the other old masters 
  inhabited this room, where they personally tested the 
  knowledge of any who desired entrance to the Eye of 
  Grajava. When the rest of the silent masters imprisoned the 
  old masters, Rabscuttle escaped Mount Rygar, leaving this 
  room unguarded.
  Development
  Two rounds aft er the party enters the test of lore, Jorunn 
  and Paracelix emerge from the test of valor. A DC 17 passive 
  Perception is suffi  cient to notice the approaching dim light 
  of a candle carried by Jorunn if the door has not been shut. 
  Otherwise, 2 rounds aft er that, the doors to the test of lore 
  open once again. When confronted, the newcomers attempt 
  to bluff  the party with an off er for assistance until they can 
  get close enough to attack them.
  Setup
  Jorunn Flintknapper (F); Paracelix Zhedan (J)
  Illumination
  Unless the PCs brought their own light source, this room is 
  completely dark.
  Features of the Area
  Eye gate—Dwarven runes around the carving of an eye 
  read, “Gather and prepare to enter the shrine of the 
  valorous shield maiden.” Any creature touching the eye 
  is instantly transported to the Eye of Grajava.
  Iron racks – Th ese racks are securely fastened to the stone 
  walls of this room. Th e tablets they hold contain much 
  of the secret history of the Illuminated Brotherhood, 
  etched entirely in Dwarven. Enough time spent poring 
  over the information available here will provide a 
  character with all of the information Caradlather is 
  capable of providing. Browsing the racks will reveal 
  that the shelf labeled “Satarel” is empty. A DC 20 
  Perception check will determine that the section labeled 
  as “Forsaken” contains tablets covering a random 
  assortment of topics, none of which actually mention 
  the forsaken.
  Tablet of the Illuminated Brotherhood – Characters choosing 
  to take any of the tablets will carry with them a source 
  of ancient lore. Not specifi cally magical, they are 
  considered a wondrous item. Although limited only by 
  the carrying capacity of the character, carrying multiple 
  tablets does not further enhance the benefi t they bestow.
  y
  
  Halls of the Mountain-King
  Halls of the Mountain-King
  83
  Jorunn Flintknapper
  Level 10 Elite Soldier
  Medium natural humanoid (dwarf) 
  XP 1,000
  Initiative +7 
  Senses Perception +4, low-light vision
  hp 202 Bloodied 101
  AC 26 
  Fortitude 22 
  Refl ex 18 
  Will 22
  Saving Th row +2
  Speed 5
  Action Point 1
  [mba] Dwarven Urgrosh (standard, at-will)  � 
   Weapon
  +17 vs. AC; 2d6 + 5 damage, and the target is marked
  [rba] Crossbow (standard, at-will)  � 
   Weapon
  +17 vs. AC; 1d8 + 5 damage
  [m] Double Weapon Attack (standard, at-will)  � 
   Weapon
  Flintknapper can make two dwarven urgrosh attacks
  [m] Focused Strike (standard, recharge on 5, 6)  � 
   
  Weapon
  Requires a marked enemy; +15 vs. Fortitude; 4d8 + 5 
  damage, and the target is pushed 1 square; Flintknapper 
  may shift  into the vacated space
  [m] Nimble Feint (move; at-will)
  +15 vs. Will; the target switches positions with 
  Flintknapper
  Lux ex Tenebris
  Flintknapper receives a +2 bonus on saving throws 
  against eff ects with the charm or fear keywords
  Alignement evil Languages Common, Dwarven
  Skills Bluff  +15, Religion +10
  Str 17 (+8) 
  Dex 10 (+5) 
  Wis 8 (+4)
  Con 13 (+6) 
  Int 10 (+5) 
  Cha 14 (+7)
  Equipment urgrosh
  New Item
  Tablet of the Illuminated Brotherhood
  This copper tablet represents only a fragment 
  of the written knowledge from the secret dwarf 
  organization known as the Illuminated Brotherhood. 
  Level 1
  Wondrous Item 
  520 gp
  Property +1 item bonus to History checks
  Power (free, encounter) 
  You may reroll a History check as long as the topic 
  for the check is dwarven in focus. You must keep 
  the second result, even if it is worse.
  Paracelix Zhedan
  Level 10 Elite Controller
  Medium immortal humanoid (devil) 
  XP 1,000 
  Initiative +6  
  Senses Perception +7; low-light vision
  hp 216 Bloodied 108 
  AC 25 
  Fortitude 24 
  Refl ex 23 
  Will 23
  Resist 10 fi re, 10 weapon 
  Saving Th row +2
  Speed 6
  Action Point 1
  [mba] Claw (standard; at will) 
  +15 vs. AC; 1d8 + 3 damage 
  [m] Heavy Flail (standard; at-will)  � 
   Weapon
  +15 vs. AC; 2d6 + 3 damage
  [m] Scourge of Avarice (free, encounter)  � 
   Charm
  If Paracelix hits a target with heavy fl ail, that target must 
  use its next turn to steal the most valuable item from its 
  nearest ally
  [r] Amass All Th ings (standard; daily)  � 
    Teleportation
  Range 10; +14 vs. Refl ex; the target’s most valuable item 
  (determined by gp value) teleports from the target’s 
  possession and into the hands of Paracelix 
  [r] Betrayal of Riches (standard; recharge on 4, 5, 6)
  Range 10; +14 vs. Fortitude; 2d8 damage, and an item of 
  the target is aff ected; the target suff ers a secondary eff ect 
  based on the item’s location 
  1. Arm—Receives -2 penalty to attack rolls (save ends)
  2. Feet—Slowed (save ends)
  3. Hand/Ring—Drops held items
  4. Head—Blinded (save ends)
  5. Neck/Waist—Dazed (until the end of the target’s 
  next turn)
  6. Other item—Additional 1d8 damage
  [a] Th e Wealth beneath Your Feet (standard; recharge 
  when bloodied)  � 
   Conjuration
  Burst 3 within 10; +12 vs. Refl ex; 3d8 + 5 fi re damage, 
  and the target is restrained until the end of the 
  Paracelix’s next turn 
  Miss—Target takes half damage and is not restrained
  Greed’s Many Forms (move; at-will)  � 
   Polymorph
  Paracelix takes the form of any humanoid his size or 
  smaller; he may remain in this form until damaged or 
  until it dispels the eff ect 
  Alignment evil  Languages Common, Supernal 
  Skills Bluff  +16, Diplomacy +16, Intimidate +16 
  Str 16 (+9) 
  Dex 14 (+7) 
  Wis 16 (+8) 
  Con 20 (+10) 
  Int 18 (+9) 
  Cha 22 (+11) 
  Equipment golden heavy fl ail, golden plate mail
  
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  Tactics
  During Combat As soon as Jorunn marks a target, she uses 
  her action point to attack that character with a focused strike, 
  hoping for it to be available again in the following round. 
  If the PCs initiate hostilities before Jorunn is in position, 
  Paracelix opens with the wealth beneath your feet before they 
  can close. For the rest of the combat the devil attempts to 
  maintain a position where he can alternate between using 
  his ranged powers to hinder the party and his heavy fl ail in 
  melee while he waits for betrayal of riches to recharge. 
  Th e duo does not chase any characters who fl ee. However, 
  they will pursue characters that teleport to the Eye of 
  Grajava once no else remains in the room. Refer to the next 
  encounter for continuing the fi ght at the Eye.
  Morale Jorunn fi ghts to the death in the name of 
  Mammon. Paracelix will not fl ee so long as Jorunn continues 
  to fi ght but will withdraw if the dwarf is slain and he himself 
  is reduced to less than 54 hp.
  The Eye Gate
  Th e runes around the carved eye read, “Gather and prepare 
  yourselves to enter the great shrine to the valorous shield 
  maiden. Touch the eye together and allow yourselves to be 
  transported.” When all creatures in the room are touching 
  the carving of the eye, they are teleported to the Eye of 
  Grajava. If any creature in the room cannot be transported, 
  no one is teleported. 
  THE EYE OF GRAJAVA 
  When the PCs touch the eye, it is quickly apparent that they 
  are somewhere else. Read or paraphrase the following:
  Gone is the ever-present stink of unwashed bodies, 
  the oily tang of forges, and the fi ne dust waft ing up 
  from the mines. Instead, the air smells as clean as that 
  outdoors, over the Ironcrags. Th e light here is cast in 
  a red glow, and a sphere of red glass encloses the area. 
  Th ree bridges, evenly spaced around the sphere, rise to 
  a circular platform in the center. 
  Th e Eye of Grajava is a spherical cavity in a vast ruby, 
  fully 340 ft . in diameter. At the center of the sphere stands a 
  circular platform 50 ft . in diameter supporting a large altar. 
  Guarding the platform is Rygar, the Voice of the Mountain, 
  an immense aspect of the Mountain Spirit itself. Th ree 
  20-ft .-wide bridges descend from and support this platform, 
  ending at a 20-ft .-wide catwalk that runs around the inside 
  of the sphere at its equator. On one side of this catwalk is 
  a carved red eye, in front of which the PCs appear. Farther 
  along the catwalk, not quite opposite the eye, is a carving of 
  an anvil. Th e room is brightly lit by red-cast light diff using 
  through the ruby from all directions.
  Th e Eye of Grajava is hidden from divination rituals by the 
  combined power of the Spirit of the Mountain and the shield 
  maiden Grajava. All details of the Teardrop of Grajava—save 
  its existence and its use as a weapon against Mammon—are 
  likewise shielded from divinations. Rygar can pass freely 
  through the wards on the Eye of Grajava.
  
  Halls of the Mountain-King
  Halls of the Mountain-King
  85
  Th e carved eye in front of which the PCs appear is only a 
  carving and does not function as a portal from this direction. 
  Th e runes around the carved anvil read, “Rest and recover 
  under the Shield of Grajava. Th en prepare yourself to enter 
  the great shrine to Volund himself. Touch the anvil and allow 
  yourselves to be transported.” When a creature touches the 
  carving of the anvil, they are teleported to the Forge of the 
  Fire Blessing (page 91), just as by the eye gate.
  Jorunn and Paracelix
  If the party arrives before Jorunn and/or Paracelix have been 
  dealt with, the Mammonites follow them here. If they were 
  in the midst of combat, they will continue to assault the PCs 
  before doing anything else. 
  If the cultists had not yet been engaged, they attempt 
  to bluff  the PCs that they have arrived to help claim the 
  Teardrop of Grajava for the brotherhood. Rygar sees through 
  their charade if they approach her and attacks them if the 
  PCs do not intercept the cultists fi rst. So long as she is not 
  directly engaged by the fi ght, Rygar remains where she is, 
  content to await the outcome.
  Rygar, the Voice of the Mountain
  Rygar waits on the central platform. In this physical form, 
  she appears as a large earthen humanoid with the head of a 
  scaly kobold and two pairs of arms ending in clenched stone 
  fi sts. Her initial attitude towards the party is indiff erent. 
  Rygar claims to be an aspect of the Spirit of the Mountain. 
  Th is ancient being is a garrulous and relatively unbiased 
  source of information about the history of the Golden 
  Citadel. Her loyalty is solely to the Spirit of the Mountain, 
  viewing the cult of Mammon as the ultimate enemy and the 
  Illuminated Brothers as allies of questionable loyalty. She 
  wanted to use the Teardrop of Grajava centuries ago, but 
  reluctantly agreed with the old masters to wait to see if the 
  Spirit of the Mountain could overcome the curse itself.
  Rygar has guarded the Teardrop of Grajava for centuries 
  and is reluctant to hand it over, especially to those not 
  belonging to the Illuminated Brotherhood. She must be 
  convinced that the PCs will use the eye to defeat the cultists 
  of Mammon. Th is encounter may be roleplayed or, if you 
  wish, attempted as a skill challenge.
  Rygar despises lies and intimidation. Any PC caught lying 
  to her, as determined by a Bluff  check versus Rygar’s Insight 
  check, shift s her attitude closer towards hostile. Intimidation 
  checks automatically fail. If Rygar is satisfi ed with the PC’s 
  answers, she agrees to aid them. If she detected that the 
  PCs lied or if they provided answers that displeased her, 
  she declines to hand over the Teardrop of Grajava. Use the 
  following questions to guide the conversation with the PCs.
  Who are you? 
  Any true answer satisfi es Rygar, so long as the PCs are not 
  working for the Mammonites.
  Why have you come to this twice-holy 
  place, sacred to both the stones and the 
  shield maiden? 
  Rygar hopes that the PCs intend to save the Spirit of the 
  Mountain from Mammon’s curse. Acquiring the Teardrop of 
  Grajava is also an acceptable answer, as long as the PCs do 
  not express a desire to keep it or profi t from it. If they admit 
  to the intent of keeping or profi ting from it, she refuses to 
  with the Teardrop, but does not automatically attack.
  Are you Illuminated Brothers? 
  Rygar is merely curious and does not care what the PCs say, 
  as long as they don’t lie.
  Have the minions of Mammon penetrated 
  the Citadel? 
  Th e presence of Mammonites constitutes the imminent 
  threat Rygar needs to release the Teardrop of Grajava. If 
  Jorunn or Paracelix appeared here, Rygar does not ask this 
  question, since the answer is obvious.
  
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  What happened to that sesquipedalian 
  bore, Satarel? 
  If the PCs look confused or say they don’t know who that 
  is, Rygar adds, “Her dwarven form is tall and blonde and 
  her natural form has a missing horn.” If the PCs still express 
  uncertainty, she concludes with, “She’s a gold wyrm. I 
  guess you have not seen her around? Given how much 
  she loves the sound of her own voice, I suspect that if you 
  had ever met her, you would have spent decades on the 
  pleasantries alone.” Th e absence of Satarel—and the capture 
  of Bragollach—is another grave threat to the Spirit of the 
  Mountain.
  Proving Your Worth 
  Skill Challenge (800 XP)
  Setup You must convince Rygar that you are worthy of the 
  Teardrop of Grajava
  Level 10
  Complexity 2 (6 successes before 3 failures)
  Primary Skills Arcana, Bluff , Diplomacy, History, Insight, 
  Religion
  Arcana (DC 21)—An understanding of the arcane arts and 
  the magical wards implemented by the brotherhood 
  gives Rygar confi dence in the party’s ability to use the 
  Teardrop of Grajava; this can also represent an attempt 
  at discussing what the Teardrop of Grajava is and how it 
  works.
  Bluff  (DC 25)—Subterfuge and deceit have long been tools 
  of Mammon and there is little Rygar despises more than 
  a liar (a failed check results in 2 failures for the skill 
  challenge).
  Diplomacy (DC 21)—You explain who you are, the deeds you 
  have performed for the brotherhood, and why you’ve 
  come to the Eye of Grajava. (Th e DC for all skill checks 
  increases by 5 if a character admits to wanting the 
  Teardrop of Grajava for wealth or personal gain.)
  History (DC 25)—You convey your understanding of the 
  situation by speaking of Mammon’s plot against the 
  Mountain Spirit, Satarel’s quest to gather the corrupted 
  ore, and other relevant events.
  Insight (DC 17)—Rygar does little to mask her concern 
  for the Eye of Grajava and her curiosity about the 
  characters’ motivations (the result of this check does 
  not generate a success or failure for the challenge, but 
  instead provides a +2 bonus or -2 penalty towards 
  the next character’s skill check; in addition, the fi rst 
  successful check reveals Rygar’s disdain for intimidation 
  and lies and increased suspicion of the party if the DCs 
  of this challenge have increased).
  Religion (DC 25)—You divulge your understanding of the 
  Mammonite cult, their activities, and their goals (once 
  2 successes have been achieved in this way, increase the 
  DC of all skill checks by 2 as Rygar becomes suspicious 
  of a party that seems to know too much about the 
  Mammonites).
  Miscellaneous—Rygar is an aspect of the Mountain Spirit 
  itself who has guarded the Eye of Grajava for centuries, 
  and she refuses to be cowed by mere mortals and 
  associates such bullying as the tactics of weaklings (all 
  intimidate checks automatically generate a failure).
  Special—Actions speak louder than words and if Paracelix 
  was defeated at the Eye of Grajava this automatically 
  generates 2 successes for the PCs; killing the gilded 
  devil goes a long way towards proving that the PCs 
  oppose Mammon while also showing that his cult has 
  penetrated the brotherhood’s hidden defenses.
  Success If the party achieves 6 successes before accumulating 
  3 failures, Rygar is convinced of their intentions and is 
  willing to give them the Teardrop of Grajava.
  Failure If the party has achieved 3 or more successes when 
  they fail the challenge, Rygar is unconvinced. So long as 
  they do not provoke her, the aspect remains amiable, but 
  asks that they move along. If the party has not achieved 
  at least 3 successes, Rygar believes them to be cultists of 
  Mammon, or at least sympathizers, and she immediately 
  attacks.
  If Rygar can be convinced to turn over the Teardrop 
  of Grajava, she allows them to rest and recover before 
  returning the Forge. As an aspect of the Mountain Spirit, 
  she can answer many of the questions the PCs might have 
  regarding the mountain, its history, and the curse. Reveal 
  any information the PCs might have missed before this 
  point, using the following is a list of sample questions:
  What is the Teardrop of Grajava? 
  “Th is is the Teardrop of Grajava, the sorrow of Volund’s 
  shield maiden given physical form. She grieved for the 
  corruption of the Spirit of the Mountain and off ered this gift  
  to the dwarves.” (Note that greedy responses from the PCs 
  could change Rygar’s willingness to help them.)
  How does it work? 
  “It is a weapon, albeit only in the mystical sense. If an 
  intelligent creature sacrifi ces it freely—knowingly giving 
  up a lifetime of riches in order to fi ght Mammon—then 
  the Teardrop of Grajava will purge the corruption from the 
  Golden Citadel. Th e Spirit of the Mountain will be whole 
  again, and it will purge the taint from its veins of ore. Th e 
  grace of Grajava will also cure those avaricious souls who fell 
  victim to the plague. Aft er that, it should be a simple matter 
  to drive off  the cult and round up the remaining cursed ore. 
  
  Halls of the Mountain-King
  Halls of the Mountain-King
  87
  Remember this, though—the sacrifi ce must occur on a holy 
  altar of Volund within the Golden Citadel. Willingly break 
  the sapphire on the altar and victory is at hand!”
  Who are you? 
  “I am Rygar, the Voice of the Mountain. I am a shard—an 
  aspect, if you will—of the Spirit of the Mountain. I serve all 
  the Ironcrags, really. When the dwarves shortsightedly—
  hmm, or was it greedily?—refused to use the Teardrop of 
  Grajava, I volunteered to stand guard, and so, I have for 
  centuries. If the corruption of Mammon has spread as widely 
  as it sounds, I might be the only uncorrupted part of the 
  spirit left .”
  What is the Spirit of the Mountain? 
  “Th ink of it as part god, part elemental essence, and part 
  location. It welcomed the dwarves to the Ironcrags, not 
  knowing they would bring this infernal curse upon its roots.”
  What is Mammon’s curse? 
  “Ugh, devils—always concocting some overly complicated 
  and showy plan to prove themselves. Mammon cursed the 
  orichalcum lying within Mount Rygar. Lesser beings who are 
  exposed to it succumb to their native avarice. Initially, that 
  appears to be a disease with gold-fl aked pustules. Showy, 
  right? Th en the affl  icted change into twisted, gold-veined 
  mockeries. 
  Horrible as that is, ‘tis but a distraction. If enough cursed 
  ore is gathered together, then an aspect of Mammon himself 
  can be summoned to the Ironcrags. I’m sure the summoning 
  itself would require the usual tedious rituals and sacrifi ces—
  which worthies like yourselves could stop—but as long as the 
  orichalcum remains cursed, the threat of Mammon’s arrival 
  remains.”
  Who is the dragon? 
  “Well, the dwarves had a problem. Th ey could prevent their 
  brethren from mining any more ore, but the orichalcum they 
  already mined from Mount Rygar was a real danger—at any 
  moment cultists could steal it and summon their sulfurous 
  master. So the dwarves found an ally—the gold wyrm, 
  Satarel. To be fair, she had a sterling reputation for fi ghting 
  evil, but only I appreciated the danger of having a dragon 
  guard precious metals. Dragons are like magpies bred with 
  xorn—sooner or later their greed for shiny things overcomes 
  their supposedly good nature. 
  Anyway, Satarel took away the cursed ore and stood guard 
  over it. If she’s out of the picture, then her egg must fi nally 
  have hatched. Th e daughter—Bragollach, I think they named 
  her—was going to take charge of the cursed orichalcum. I 
  certainly hope she’s less long-winded than her mother.”
  What do you think of the silent masters? 
  “Th e original lot was tolerable, I suppose. Th ey did not 
  appreciate my superior wisdom—witness their reluctance 
  to use the Teardrop of Grajava and their insistence upon 
  working with Satarel—and they hid something from me, 
  I think. One day they suddenly stopped visiting. I know 
  nothing of the modern group.”
  Will you accompany us? 
  “No. My duty was to guard this place from the servants of 
  Mammon. Now that you possess the Teardrop of Grajava, my 
  presence here is no longer required. I will reunite with the 
  Mountain and lend my energies to its recovery. Th e time has 
  come for the Spirit of the Mountain to awaken.”
  Before the PCs leave, Rygar gathers them together and 
  says, “Th e Mammonites are sure to know that someone has 
  reached the Eye of Grajava—the wards are powerful but so 
  are the forces of the Greedy Prince. Th at gate will take you 
  back to the Forge of the Fire Blessing. If I were you, I would 
  gird myself for battle before I ventured forth, for the army of 
  greed will stop at nothing to possess the Teardrop of Grajava.”
  Treasure
  On the altar rests the Teardrop of Grajava. Also on the altar 
  are the Writings of the Voice, a collection of observations 
  and prophecies recorded, in Primordial, by Rygar in her 
  centuries of isolation. Should the PCs kill Rygar, they can 
  learn the same information from her writings as if they 
  had spoken with her. Th e copper tablets from the “Satarel” 
  section of the Test of Lore are stacked next to the altar.
  
  The Eye of Grajava
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  88
  Rygar, Voice of the Mountain
  Level 9 Solo Brute
  Huge natural magical beast 
  2,000 XP
  Initiative +4  
  Senses Perception +11; tremorsense 20
  Tremors aura 1; all squares adjacent to Rygar are 
  considered diffi  cult terrain 
  hp 396 Bloodied 198 
  AC 23 
  Fortitude 26 
  Refl ex 23 
  Will 24
  Immune fear, lightning; Resist 10 radiant 
  Saving Th row +5
  Speed 8, climb 5
  Action Points 2
  [mba] Claw (standard; at will)
  Reach 3; +12 vs. AC; 2d8 + 5 damage
  [m] Electrifi ed Scales (immediate reaction, when hit by a 
  melee attack; at-will)  � 
   Electricity
  Targets attacker; +12 vs. AC; 3d8 lightning damage 
  [m] Rain of Stone (standard; recharge when bloodied)
  Rygar may make up to four claw attacks; if Rygar hits the 
  same target with two claw attacks, that target is stunned 
  (save ends)
  [m] Rending claws (standard; at-will) 
  Rygar may make two claw attacks; if Rygar hits the same 
  target with both claw attacks, that target is dazed (save 
  ends)
  [c] Mountain’s Fury (standard; encounter)  � 
   Electricity
  Close burst 3; +8 vs. Refl ex; 4d10 + 5 electrical damage 
  Miss—Half damage
  Earthbound 
  Rygar cannot be forced to move
  Lightning Speed
  Rygar acts on her initiative as well as on her initiative -5
  Alignment unaligned  
  Languages Common, Draconic, 
   
   
   
  Primordial 
  Skills Diplomacy +10, History +12, Insight +16 
  Str 24 (+11)  
  Dex 11 (+4)  
  Wis 24 (+11) 
  Con 19 (+8)  
  Int 17 (+7)  
  Cha 12 (+5)
  New Artifact
  The Teardrop of Grajava
  Artifact (Heroic Level)
  A lasting manifestation of the shield maiden 
  Grajava’s sorrow, this blue sapphire is the size of a 
  dwarf’s head.
  Wondrous Item
  Property You gain a +1 item bonus to Diplomacy 
  and Insight checks
  Property You receive twice the normal amount 
  when selling an item
  Power (minor; daily) You receive a +2 bonus to 
  your Will defense until the end of the encounter
  Goals of the Teardrop of Grajava
  Defeat the influences of greed and avarice
  • 
  Purge the Mountain Spirit of Mammon’s curse
  • 
  Role Playing the Teardrop of Grajava
  Th e Teardrop is a selfl ess item that seeks to be sacrifi ced for 
  the greater good of the Mountain Spirit. It communicates 
  with you empathically, conveying a constant sense of 
  longing. Th is feeling intensifi es when in the presence of an 
  altar at which it can be sacrifi ced. When devils are near, the 
  gem grows angry, just as it does when you use its abilities for 
  personal gain.
  Table 3-4: Concordance
  Action
  Score
  Starting score
  5
  You sacrifi ce the Teardrop
  +10
  You are a dwarf
  +1
  You are a worshipper of Volund
  +2
  You complete a quest for the Silent Brotherhood
  +2
  You kill an agent of Mammon (maximum 1/day)
  +1
  You retain possession of the Teardrop (1/day)
  -1
  You retain possession of the Teardrop (1/week)
  -2
  You sell a magic item
  reduced by 
  half the item’s 
  level
  
  Halls of the Mountain-King
  Halls of the Mountain-King
  89
  Table 3-5: The Teardrop’s Reactions
  Pleased (16-20)
  “By my hand, the Tear will fulfi ll its destiny.”
  It is only a matter of time before you fi nd the appropriate location 
  at which to sacrifi ce the Teardrop.
  Property You receive a +5 bonus to Diplomacy and Insight 
  checks
  Power (free; daily) You deal an additional 1d8 damage to any 
  devil that you hit until the end of your turn
  Satisfi ed (12–15)
  “My motivations are pure and honest.”
  You have proven that you are more interested in defeating the 
  forces of Mammon than in the accumulation of wealth or power.
  Property You receive a +2 bonus to Diplomacy and Insight 
  checks
  Power (immediate reaction, when you fail a saving throw; 
  encounter) You may reroll a failed saving throw against an eff ect 
  with the charm or fear keyword
  Normal (5–11)
  “Th e Teardrop tests my resolution again the forces of the Greedy 
  Prince.”
  Th e Teardrop tests you until you prove your resolve.
  No additional Properties or Powers.
  Unsatisfi ed (1–4)
  “I am weak to temptation.”
  You refuse to sacrifi ce the Teardrop or use it for your own 
  personal gain. If you don’t change your ways, the Teardrop soon 
  leaves.
  Property You take a -2 penalty to Diplomacy, Insight, and Bluff  
  checks
  Power (minor; daily) You receive a +1 bonus to your Will defense 
  until the end of the encounter
  Angered (0 or lower)
  “I am corrupt.”
  Th e Teardrop is being used for personal wealth, and it will not 
  remain in your possession for long.
  Property You suff er a -5 penalty to Diplomacy, Insight, and Bluff  
  checks
  Special You automatically fail the fi rst saving throw you make 
  against an eff ect that has the charm or fear keyword
  Moving On
  “Th e Tear’s destiny must be fulfi lled.”
  Th e Teardrop wants to be sacrifi ced. If it is pleased when the 
  sacrifi ce occurs, you fi nd a sapphire in your pack the following 
  morning worth a magic item of half your level. Otherwise, when 
  you next gain a level, the Teardrop disappears, returning to the 
  Eye of Grajava and summoning Rygar to once again guard over 
  it. Rygar will not allow the same group of characters to posses the 
  Teardrop again. In addition, you awaken the following day to fi nd 
  you have been branded with the mark of Mammon. 
  The Return of Rygar?
  Although Rygar refuses to accompany the PCs, 
  you could use her to help a party that finds itself 
  in a crisis through poor luck. Such aid should only 
  be available once, if at all. Alternatively, if the 
  campaign continues in the Ironcrags, Rygar can 
  make an excellent recurring source of adventure 
  hooks and information. 
  The Eye of Grajava 
  after the Adventure
  Th e precise location of the Eye of Grajava is unspecifi ed. 
  If you wish to remove it from possible PC use aft er the 
  adventure, perhaps the earthquake destroys it, Grajava 
  moves it elsewhere to aid other dwarves, or the Spirit of the 
  Mountain reabsorbs the eye. You need not explain to the PCs 
  why they cannot access the Eye of Grajava, merely that it is 
  now inaccessible. Th ey may investigate its disappearance if 
  they like, leading to further adventures in the Ironcrags.
  If, on the other hand, you prefer to leave the Eye of Grajava 
  available for further adventures, you can place it somewhere 
  convenient for the latter parts of your campaign. Th e Eye 
  might be buried deep within Mount Rygar, and to reach it, 
  the PCs must mine through the territory of the remaining 
  forsaken and the Imperial ghouls; the eye is easy to fi nd but 
  remains sacred to followers of Volund, and PCs who exploit 
  it face the ire of pious worshippers; the eye is easy to fi nd, 
  but any attempt to profi t from it causes Mammon’s curse to 
  return; or the eye is not within Mount Rygar at all, and is 
  instead in a location more convenient to your plans.
  PART III
  Sacriﬁ ce
  T
  he cult learned that the Teardrop of Grajava needs 
  to be taken to the altar-forge but does not know it is 
  a gemstone. Instead, the cultists assume they seek a 
  powerful magic weapon. Th e PCs must fi ght their way to 
  the altar-forge through several cultists and their diabolic 
  allies. Aft er using the gate in the Eye of Grajava, the PCs are 
  teleported directly to the Forge of the Fire Blessing.
  FORGE OF THE FIRE 
  BLESSING 
  Th e PCs appear in the Forge of the Fire Blessing just outside 
  the secret door to the chapter house. Feel free to refresh the 
  memories of your players by rereading the read-aloud text in 
  the section First Visit to the Forge (page 73).
  
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  90
  Th e forge is dimly lit by the lava. Unless another light 
  source is present, all creatures have concealment from the 
  PCs. Characters with darkvision or low-light vision can see 
  as normal for those abilities. 
  All four doors in the forge—including the secret door to 
  the chapter house—are under the eff ects of Arcane Lock 
  rituals cast by Tarisaul (DC 30). One of the passageways 
  leaving the room was blocked by an ancient earthquake, 
  while the other leads to the Great Stair.
  Seven forges stand on the lower level while the altar-forge 
  sits on the ledge. One Medium or smaller creature can stand 
  on each of the lower forges, and two Medium or one Large 
  creature can stand on the altar-forge, gaining a +1 bonus to 
  melee attacks for fi ghting from higher ground.
  One side of the chamber connects to the Shank. Creatures 
  can ride the wheels carrying water or lava to or from the 
  ledge; the trip requires a DC 10 Acrobatics check per round. 
  Failure leads to a fall of 1d6x10 ft . in the fi rst and third 
  rounds or 1d8x10 ft . in the second round. Falls in the third 
  round leave the creature on the ledge if it started on the 
  fl oor or on the fl oor if it started on the ledge. Th e heat of the 
  lava wheel deals 10 fi re damage per round to anyone on it. 
  Creatures on one wheel can engage those on the same wheel 
  in melee combat but not those on the other wheel.
  Th e thin layers of lava in the troughs deal 5 fi re damage 
  per round of exposure. Total immersion is impossible, and 
  merely passing near the lava deals no damage. 
  Th e water troughs are 1 ft . deep. If mixed with the 
  lava—by destroying a trough (AC 5; Fortitude 10; 20 hp), for 
  instance—the water generates a 4 squares of steam, which 
  provides total concealment and deals 10 fi re damage to 
  anyone within the steam. Th e steam dissipates in 3 rounds, 
  unless the lava and water continue to come into contact. 
  Chains hang from the ceiling down to one square above 
  the fl oor of the room. Except for the 10 ft . nearest each wall, 
  everywhere in the chamber can be reached by the chains. A 
  DC 16 Athletics check is required to climb up or down the 
  chains, and creatures can hold at one height with one DC 
  10 Athletics check per round as a free action. Creatures can 
  swing on the chains with DC 10 Athletics checks and leap 
  from chain to chain with Athletics or Acrobatics checks (DC 
  10 + 10 per square of horizontal distance + 5 per square of 
  change in height). Characters can use Acrobatics checks to 
  drop from the chains. 
  Ten ventilation shaft s cover the ceiling and outer walls of 
  the room, except for the Shank wall and the wall segments 
  where the doors, secret door, and passageways enter the 
  chamber. Th ese shaft s contain magically bound spirits of air 
  and cold. Each round, each 10-ft . square of wall or ceiling 
  can generate the following eff ects, directed outward: 
  Blast of the Icy Mountain Zephyr 
  Wall 6; +14 vs. Refl ex; 1d8 + 5 cold damage, and target is 
  pushed 3 squares
  Th ese eff ects are triggered as minor actions through 
  prayers to Volund. One command word combination 
  controls each wall segment for each spell, but the pattern of 
  prayers is simple enough that any creature with at least an 8 
  Intelligence can remember it. Each shaft  can be commanded 
  once from anywhere within the forge. 
  Th e PCs are blocked from the altar-forge by a handful of 
  devils and Mammonite cultists. Tanya Hrovitz leads this 
  particular group of Mammonites. She is a thin, middle-aged 
  woman wearing brightly polished armor and wielding a 
  richly fi ligreed fl ail. Off  to her side is Tarisaul Eris, a brown-
  haired man with a pudgy face and a short-cropped beard. He 
  wears expensive robes and a bored expression.
  One hamatula and one kyton guard the entrance to 
  the forge and another pair guards the secret door. Tanya 
  stays near the altar-forge as a last line of defense, while 
  Tarisaul and some devils wait at the top of the stairs; they’ve 
  destroyed several of the steps in preparation. Any additional 
  devils needed for larger parties arrive 1 round aft er fi ghting 
  begins. Th e cultists discussed their tactics before the PCs 
  arrive, so their initial actions proceed without any direction 
  from Tanya, the leader of this group.
  Note that none of the cultists is initially aware of the 
  ventilation system, but they avoid the aff ected squares once 
  they realize the threat. Th ey do not use the ventilation 
  system against the PCs. 
  If the cultists learn the true nature of the Teardrop 
  of Grajava—through overheard PC conversation, for 
  instance—they look for and focus their attention on the 
  actual holder of the gemstone.
  13th Level Encounter
  4 PCs (3,200 XP) • 2 greedfi re kytons, 3 poisonbarb 
  • 
  hamatula, Tanya Hrovitz, Tarisaul Eris
  5 PCs (4,100 XP) • 2 greedfi re kytons, 3 poisonbarb 
  • 
  hamatula, Tanya Hrovitz, Tarisaul Eris, 6 avarice devil 
  minions
  6 PCs (4,850 XP) • 3 greedfi re kytons, 3 poisonbarb 
  • 
  hamatula, Tanya Hrovitz, Tarisaul Eris, 7 avarice devil 
  minions
  
  Halls of the Mountain-King
  Halls of the Mountain-King
  91
  
  The Eye of Grajava
  The Eye of Grajava
  chapter
  three
  92
  Poisonbarb Hamatula 
  Level 9 Brute 
  Medium immortal humanoid (devil) 
  XP 400
  Initiative +7 
  Senses Perception +11; darkvision
  hp 118 Bloodied 59
  AC 23 
  Fortitude 21 
  Refl ex 21 
  Will 19
  Resist 20 fi re
  Speed 7, teleport 3
  [mba] Venomous Slash (standard; at-will)  � 
   Poison
  +12 vs. AC; 2d6 + 5 damage and ongoing 5 poison 
  damage (save ends)
  [m] Poisonbarb Mauling (move, target must be grabbed; 
  at-will)  � 
   Poison
  +10 vs. Fortitude; 3d8 damage and ongoing 5 poison 
  damage (save ends)
  [m] Poisonbarb Tackle (standard; recharge on 5, 6)  � 
   
  Poison
  +12 vs. AC; 3d10 + 5 poison damage, and the target is 
  grabbed (until escapes); this attack can be made as part 
  of a charge 
  [m] Vengeful Barbs (immediate reaction, when hit with a 
  melee attack; at-will)  � 
   Poison
  +10 vs. Fortitude; 1d8 damage plus 5 poison damage
  [r] Devilish Transposition (move; at-will)  � 
   
  Teleportation
  Ranged 10; the hamatula and an allied devil within range 
  exchange positions
  Alignment evil  Languages Supernal
  Skills Insight +11, Intimidate +10, Perception +11
  Str 20 (+9)  
  Dex 16 (+7)  
  Wis 14 (+6)
  Con 18 (+8)  
  Int 12 (+5)  
  Cha 12 (+5)
  Greedfire Kyton  
  Level 11 Skirmisher 
  Medium immortal humanoid (devil)  
  XP 600
  Initiative +14  
  Senses Perception +7; darkvision
  hp 116 Bloodied 58 
  AC 25 
  Fortitude 22 
  Refl ex 24 
  Will 19 
  Resist 20 fi re
  Speed 7 (see fl ailing feint) 
  [mba] Lashing Chain of Coins (standard; at-will)  � 
   Fire
  Reach 2; +16 vs. AC; 2d4 + 2 damage plus 5 fi re damage
  [m] Bound by Gold (standard; at-will)  � 
   Fire
  +14 vs. Refl ex; ongoing 10 fi re damage, and the target is 
  restrained (save ends both); only one creature at a time 
  can be so restrained
  [m] Doubledown (standard; at-will)  � 
   Fire
  Th e kyton makes two melee basic attacks
  [m] Payback (free, when fi rst bloodied; encounter)  � 
   Fire 
  Reach 2; +16 vs. AC; 2d4 + 2 damage plus 5 fi re damage, 
  and target is blinded (save ends)
  Flailing Feint (minor; at-will)
  Th e kyton shift s 1 square
  Unquenchable Bloodthirst
  Th e kyton deals an extra 1d8 damage on melee attacks 
  targeting any foe it has combat advantage against
  Alignment evil  Languages Supernal
  Skills Intimidate +11, Perception +7
  Str 19 (+9)  
  Dex 24 (+12)  
  Wis 15 (+7)
  Con 20 (+10)  
  Int 14 (+7)  
  Cha 13 (+6)
  Tarisaul Eris  
  Level 9 Controller 
  Medium natural humanoid  
  XP 400
  Initiative +6  
  Senses Perception +11; darkvision
  hp 95 
  Bloodied 47 
  AC 23 
  Fortitude 19 
  Refl ex 22 
  Will 22 
  Resist 10 fi re
  Speed 8 (see dimensional fold)
  [mba] Morningstar (standard; at-will)  � 
   Weapon
  +14 vs. AC; 1d8 + 5 damage
  [r] Force Blast (standard; at-will) 
  Ranged 10; +13 vs. Refl ex; 2d8 + 5 damage
  [a] Bludgeoning Shadow Tentacles (standard; recharge on 
  4, 5, 6)  � 
   Necrotic
  Area burst 2 within 15; +11 vs. Refl ex; 3d10 + 5 necrotic 
  damage, and target is immobilized (save ends) 
  [a] Dimensional Binding (standard; recharge when 
  bloodied)  � 
   Psychic, Reliable
  Area burst 2 within 15; +11 vs. Will; 4d8 + 5 damage, 
  and target is dazed (save ends)
  Dimensional Fold (move; encounter)  � 
   Teleportation
  Tarisaul may teleport 10 squares
  Alignment evil  Languages Common, Dwarven, 
   
   
  Supernal
  Skills Arcana +14, History +10, Perception +11
  Str 10 (+4)  
  Dex 14 (+6)  
  Wis 15 (+6)
  Con 15 (+6)  
  Int 21 (+9)  
  Cha 10 (+4)
  
  Halls of the Mountain-King
  Halls of the Mountain-King
  93
  Tanya Hrovitz  
  Level 9 Artillery (Leader) 
  Medium natural humanoid  
  XP 400
  Initiative +8  
  Senses Perception +14; darkvision 
  hp 74 
  Bloodied 37 
  AC 21 
  Fortitude 20 
  Refl ex 21 
  Will 22 
  Resist 10 fi re
  Speed 6 
  [mba] Coin Flail (standard; at-will)  � 
   Weapon
  +16 vs. AC; 1d8 + 5 damage
  [r] Spiritual Weapon (standard; at-will) 
  Ranged 10; +16 vs. Refl ex; 2d6 + 5 damage
  [a] Dimensional Binding (move; recharge on 5, 6)  � 
   
  Teleportation
  Area burst 2 within 15; +12 vs. Will; 2d6 + 5 damage, 
  and target may not use powers with teleportation 
  keyword until the start of Tanya’s next turn
  [a] Infernal Greedfi re (standard; recharge on 5, 6)  � 
   Fire, 
  Radiant
  Area burst 2 within 15; +12 vs. Refl ex; 2d10 fi re damage 
  plus 1d10 + 5 radiant damage to each target, and Tanya 
  makes a secondary attack 
  Secondary Attack—+14 vs. Will; target is blinded (save 
  ends)
  Simple Blind Cruelty (move; recharge on 4, 5, 6)
  Hrovitz directs an ally within sight to make an attack 
  against a blind or immobilized foe
  Soul of Battle (minor; at-will)  � 
   Healing
  Hrovitz directs an ally within sight to expend a healing 
  surge as a free action to regain 20% of its maximum hp
  Alignment evil  Languages Common, Dwarven, 
   
   
  Supernal
  Skills Arcana +10, Insight +14, Perception +14, 
  Religion +10
  Str 13 (+5)  
  Dex 18 (+8)  
  Wis 21 (+9)
  Con 14 (+6)  
  Int 13 (+5)  
  Cha 16 (+7)
  Avarice Devil  
  Level 11 Brute Minion
  Medium immortal humanoid (devil)  
  XP 150
  Initiative +6  
  Senses Perception +6; darkvision
  hp 1; a missed attack never damages a minion
  AC 21 
  Fortitude 21 
  Refl ex 22 
  Will 20
  Resist 10 fi re
  Speed 6, teleport 3
  [mba] Coin Flail (standard; at-will)  � 
   Weapon
  +14 vs. AC; 11 damage
  [m] Windmill Batterstrike (standard; encounter)  � 
   
  Weapon
  Th e devil makes two coin fl ail attacks
  Blinded by Greed (when killed)
  Close burst 1; targets enemies; +10 vs. Will; each target 
  suff ers 13 damage and is blinded (save ends)
  Alignment evil  Languages Supernal 
  Skills Intimidate +11, Perception +6 
  Str 14 (+7)  
  Dex 12 (+6)  
  Wis 12 (+6)
  Con 14 (+7)  
  Int 10 (+5)  
  Cha 14 (+7)
  Tactics
  During Combat A poisonbarb hamatula oft en begins 
  combat with a poisonbarb tackle, and proceeds to attack with 
  poisonbarb mauling until its foe dies or escapes. Cruel and 
  malicious, they attack a foe until dead or the poisonbarb 
  hamatula is bloodied, at which point they use devilish 
  transposition to exchange places with a less wounded devil.
  A greedfi re kyton batters its enemies with its chains of 
  sharpened gold, silver, and platinum coins, using bound by 
  gold to restrain potent foes that close with or mark it. Flailing 
  feint permits it to shift  before and aft er an attack, and when 
  working in groups, one greedfi re kyton will oft en restrain 
  a foe while the others use doubledown and unquenchable 
  bloodthirst to maximum advantage.
  Morale Intent on utilizing the forge for nefarious 
  purposes, this party refuses to retreat as long as the Teardrop 
  of Grajava remains intact, attacking until destroyed.
  Development
  Th e Mammonites try to prevent any PC from reaching 
  the altar-forge. If one PC is incapacitated, they attempt to 
  ransom that PC’s life for the Teardrop of Grajava. If the PCs 
  agree, the Mammonites leave the helpless PC unharmed 
  but return to the Heartsblood Forge with their prize. 
  Recovering the Teardrop of Grajava is outside the scope of 
  this adventure; see Heartsblood Forge for more information 
  on the Heartsblood Forge.
  A PC can sacrifi ce the Teardrop of Grajava as a standard 
  action by breaking it either with a held weapon while it rests 
  on the altar-forge or by striking the Teardrop of Grajava 
  against the altar-forge itself. Th e PC may also attempt to 
  shatter the Teardrop of Grajava against the altar-forge by 
  throwing the gem at it. In that case, the PC must make a 
  ranged attack against the altar-forge (AC 2). Th e Teardrop 
  of Grajava has a range increment of 10 ft . If this attack fails, 
  randomly determine where the Teardrop of Grajava lands. 
  As a divine relic, it is impervious to damage from falling, 
  lava, or other environmental hazards, but as it was meant to 
  be broken on the altar-forge, it does so if the PC’s aim strikes 
  true.
  
  The Eye of Grajava
  The Eye of Grajava
  chapter
  three
  94
  If the PCs sacrifi ce the Teardrop of Grajava, the human 
  cultists retreat and return to their base in the Heartsblood 
  Forge, leaving all the devils behind to punish the PCs for 
  their selfl essness. If the PCs leave the room with the Teardrop 
  of Grajava, the Mammonites remain to guard the altar-forge.
  Concluding the 
  Adventure
  I
  f the PCs sacrifi ce the Teardrop of Grajava, it shatters 
  in a rapidly expanding sphere of cerulean light. As this 
  sphere passes through Mount Rygar, visible to all within 
  the Golden Citadel, the magical light purges the unmined 
  orichalcum of Mammon’s curse. Mined ore is outside the 
  infl uence of the Spirit of the Mountain and, so, is unaff ected. 
  All creatures affl  icted with gold fever are cured completely, 
  although they are subject to re-infection by cursed ore. 
  Goldveined creatures are unaff ected. 
  Finally, this sacrifi ce helps the PCs in their future dealings 
  with the Spirit of the Mountain and in their fi nal confl ict 
  with the Mammonites. Th e change in the unmined ore 
  awakens the Spirit of the Mountain.
  As a reward for their sacrifi ce, each PC gains Volund’s 
  Boon—a permanent inherent +1 increase in an ability score 
  of his choice. PCs who died in the fi nal battle in the Forge of 
  the Fire Blessing are returned to life through the equivalent 
  of a Raise Dead ritual, but they do not receive the ability 
  boost. Interpret this reward in the way most favorable to the 
  PCs—for instance, if a PC gains Volund’s Boon but later dies 
  in the combat, allow the player to choose between keeping 
  the ability boost and gaining the instantaneous eff ects of a 
  Raise Dead ritual.
  If the PCs do not sacrifi ce the Teardrop of Grajava, they 
  have other opportunities to do so, although they forever 
  lose their chance at Volund’s Boon. Th e sacrifi ce of the 
  Teardrop of Grajava must occur on an altar holy to Volund 
  within Mount Rygar; such altars are located in the Forge 
  of the Fire Blessing, the Ash Chapel in Deeper Darkness, 
  and the Prime Anvils in Heartsblood Forge (page 178). Th e 
  wielder of the Teardrop of Grajava will know these altars for 
  what they are. Th e greed of the PCs’ choice (or the victory 
  of the Mammonite cultists, if the PCs were prevented from 
  sacrifi cing the Teardrop of Grajava) resonates in the corrupt 
  ore, and the Spirit of the Mountain begins to awaken.
  In either case, the actions of the PCs awaken the Spirit 
  of the Mountain. Allow the party time to rest and heal (but 
  not more than 12 hours). Aft erward, the walls of the Golden 
  Citadel begin to mutter in Primordial, “Th e curse, the curse!” 
  Soon thereaft er, the Spirit of the Mountain cries out and 
  Mount Rygar shakes. Deeper Darkness has begun. 
   What Survives the 
  Earthquake?
  If the Teardrop of Grajava still exists, the Forge of 
  the Fire Blessing should survive the earthquake. 
  The chapter house and Sanctum of Assaying only 
  need to survive if the PCs missed some important 
  information located therein. Rabscuttle has a 
  role in The Grand Lodge of the Old Masters, so he 
  should survive the devastation. 
  
  DEEPER DARKNESS
  DEEPER DARKNESS
  chapter four
  Halls of the Mountain King
  Halls of the Mountain King
  95
  An adventure for four 10th-level characters
  by Tim and Eileen Connors and Ben McFarland 
  with Lutz Hofmann, Richard Green, and Scott Hall
  Monster design assistance from Tim Nickel, Brett McLean, and Dan Voyce
  Background
  T
  he Spirit of the Mountain still thinks of itself as the 
  benevolent spirit it once was. It tells itself that the 
  world depends on it to quarantine Mammon’s cursed 
  gold, but this old motivation died long ago. Th e devil’s curse 
  has snaked through the mountain’s veins and twisted the 
  spirit’s soul. Greed, not benevolence, drives the Spirit of 
  the Mountain to contain the corrupted gold, and it suff ers 
  no one to escape the mountain with even an ounce of its 
  precious metal. For what the Spirit of the Mountain calls the 
  “greater good,” everyone in the Halls of the Mountain King 
  must perish.
  Summary
  D
  esperate to contain the corrupted gold, the enraged 
  mountain spirit rumbles to life. Th e polished ceilings 
  of the upper halls crash to the fl oor in great shattering 
  chunks, burying gold-rushers, crushing supplies, and 
  trapping everyone inside the ancient dwarven citadel. 
  Explosive gases rise through newly opened rift s and fi ll 
  the halls from bottom to top. A sustained screech echoes 
  from the mountain’s belly as the water-driven Shank that 
  distributes power and circulates air grinds to a halt.
  Th e entombed dare not dig out of the mountain for fear 
  that a spark from a glancing pick could ignite the collected 
  gas and incinerate everyone. To get the air fl owing and the 
  gases dispelled, the PCs must brave the deeper darkness 
  and repair the Shank. Th e earthquake collapsed the main 
  tunnel to the Shank, but the Illuminated Brothers describe a 
  dangerous alternative route.
  Th e PCs must take the Great Stair to the long-abandoned 
  royal residences. In this massive complex, forsaken and their 
  dogmole juggernauts patrol the darkness. At the Ash Chapel 
  of Volund, slaves of the forsaken, a curtain of lava, and a test 
  of Volund stand between the PCs and the entrance to the 
  royal crypts.
  In the catacombs of the dwarven kings, granitewyrms 
  spring from holes like hot bullets and xorns glide under 
  the PCs’ feet. On the scrimshawed skeletons of Illuminated 
  Brothers, the PCs discover an alternative way out of the 
  mountain and a secret shame of the brotherhood.
  As the PCs descend farther, hewn halls give way to 
  natural caverns. Deep in the mountain, water rages past a 
  waterwheel that the earthquake disconnected from the 100 
  ft . tall oak Shank. Before the PCs can turn the massive water 
  gate to divert the fl ow long enough to repair the connection, 
  the Spirit of the Mountain takes one fi nal step to stop them. 
  Th e Shank’s support structure, wooden catwalks, and steel 
  scaff olding rip from the walls and transform into a colossal, 
  possessed bipedal construct that swings massive chains and 
  log-sized pipes at the PCs.
  PART I
  The Upper Halls
  A
  ft er the Eye of Grajava adventure, the PCs likely return 
  to the upper halls. Th is adventure assumes the PCs are 
  in the Great Hall in the topmost hold when the quake 
  hits. Give them the opportunity to rest and recover their 
  resources before bringing down the ceiling. Th e PCs have 
  few opportunities to rest without consequence during the 
  course of this demanding adventure.
  Th e encounter begins with shudders and groans from the 
  living stone of Mount Rygar. (See map for safe points.) At 
  the beginning of each round, select a PC. Th e quake (hazard) 
  attacks the square that PC begins the round in. Th e Spirit of 
  the Mountain invested some of its power into the mephits, 
  making them immune to the attacks of the hazards.
  Roll for initiative as the mountain attacks.
  
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  97
  11th Level Encounter
  4 PCs (2,400 XP) • 2 dust mephits, 2 earth mephits, 
  • 
  falling ceiling (hazard), quake (hazard)
  5 PCs (3,200 XP) • 3 dust mephits, 3 earth mephits, 
  • 
  falling ceiling (hazard), quake (hazard)
  6 PCs (3,600 XP) • 3 dust mephits, 4 earth mephits, 
  • 
  falling ceiling (hazard), quake (hazard)
  The Quake
  Level 10 Lurker (Hazard XP 500)
  A deep rumble rises from the bowels of the mountain. 
  Th e fl agstones of the upper halls shake, grate, and skew 
  upward. Dust and small rocks fall, structures collapse, 
  and frightened people are thrown off  their feet. Suddenly, 
  the violence of the tremor crescendos and a massive 
  earthquake shakes the mountain. Great cracks snake 
  up the walls and columns, and sections of the citadel’s 
  polished ceilings crash to the fl oor in great shattering 
  chunks. Th roughout the upper halls, refugees scream, 
  scurry, and fall as the columns crumble, shear, and 
  collapse.
  Hazard Th e quake (hazard) causes the ceiling to fall in on 
  the occupants of the Great Hall
  Perception
  Characters can’t use Perception to detect this hazard
  Initiative +6
  Trigger Th e trigger for the quake (hazard) is timed and 
  starts at the GM’s discretion. When triggered, the quake 
  (hazard) rolls initiative, and between the trigger and its 
  attack, characters in the area know that an earthquake 
  is beginning). On its initiative, it attacks the randomly 
  selected square where a PC within the Great Hall began 
  their turn.
  Standard Action  
  Close burst 4
  Targets All creatures in burst
  Attack +13 vs. Refl ex
  Hit 4d10 + 5 damage, and the PC is restrained (save ends)
  Miss Half damage
  Eff ect Th e burst area becomes diffi  cult terrain
  Sustain Standard Th e quake continues attacking each 
  round until the mephits are killed, targeting the starting 
  square of a diff erent player character in the Great Hall
  Countermeasures
  A DC 29 Dungeoneering check as a minor action 
  • 
  determines the square the trap attacks on its next turn.
  A DC 21 Perception check as a minor action identifi es 
  • 
  a safe area under a doorway or beside a raised area, a 
  character in this spot before the quake (hazard) attacks 
  again gains a +4 bonus to Refl ex defense. 
  Dropping Ceiling 
  Level 7 Blaster (Hazard XP 300)
  Hazard Aft er the quake (hazard) and during each of 
  the next 5 rounds, the ceiling screeches, drops a few 
  feet before catching again, and threatens to fall to the 
  fl agstones; it attacks all PCs in the Great Hall
  Perception
  No check is required to detect this hazard
  Trigger Th e dropping ceiling starts at the GM’s discretion 
  as the PCs stagger to their feet aft er the initial 
  earthquake. When a creature enters the room or begins 
  his turn in the Great Hall, the ceiling makes an attack.
  Opportunity Action  
  Melee
  Attack +12 vs. Refl ex
  Hit 1d8 + 5 damage (3d8 + 5 on round 5+) 
  Miss Half damage
  Eff ect Th e burst area becomes diffi  cult terrain 
  Sustain Standard Th e ceiling sags before it collapses 
  entirely on the death of the mephits.
  Countermeasures
  A DC 29 Dungeoneering check anticipates when the 
  • 
  ceiling will slip again and the character takes half 
  damage from its attack (no damage if it misses).
  Ravenous Earth Mephit  Level 9 Controller
  Small natural humanoid  
  XP 400
  Initiative +3  
  Senses Perception +4; darkvision
  hp 97 
  Bloodied 48
  AC 23 
  Fortitude 23 
  Refl ex 19 
  Will 21
  Resist 5 acid
  Speed 6, 8 fl y (hover)
  [mba] Talus Fist (standard; at-will) 
  +14 vs. AC; 1d8 + 5 damage
  [a] Earth’s Embrace (standard; recharge when bloodied)
  Area burst 2 within 7; +11 vs. Refl ex; 2d10 + 3 and target 
  is immobilized (save ends)
  [c] Avalanche Scream (standard; recharge on 5, 6) 
  Close blast 3; +11 vs. Fortitude; 2d8 + 5 damage, and 
  target is slowed (save ends)
  Alignment evil  Languages Dwarven, Primordial
  Skills Athletics +12, Dungeoneering +8, Stealth +8
  Str 17 (+7)  
  Dex 8 (+3)  
  Wis 11 (+4)
  Con 13 (+5)  
  Int 6 (+2)  
  Cha 15 (+6)
  
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  Halls of the Mountain-King
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  99
  Scouring Dust Mephit  Level 9 Artillery
  Small elemental humanoid (earth)  
  XP 400
  Initiative +7  
  Senses Perception +9; darkvision
  hp 70 
  Bloodied 35
  AC 21 
  Fortitude 19 
  Refl ex 23 
  Will 20
  Resist 5 acid
  Speed 6 (earth walk), fl y 8 (hover)
  [mba] Obsidian Claws (standard; at-will)
  +16 vs. AC; 1d8 + 5 damage
  [a] Flaying Whirlwind (standard; recharge when bloodied)  
  � 
   Acid
  Area burst 2 within 7; +12 vs. Refl ex; 3d8 + 5 acid 
  damage
  [c] Howling Sandblast (standard; recharge on 5, 6)  � 
   
  Th under
  Close blast 3; +12 vs. Fortitude; 2d8 + 5 thunder damage, 
  and target is pushed 2 squares
  Alignment evil  Languages Dwarven, Primordial
  Skills Dungeoneering +7, Perception +9, Stealth +12
  Str 10 (+4)  
  Dex 17 (+7)  
  Wis 11 (+4)
  Con 10 (+4)  
  Int 6 (+2)  
  Cha 15 (+6) 
  Development
  Th e quake (hazard) and the mephits’ attack lasts for mere 
  seconds, but it is more than enough to cause destruction 
  throughout the Great Hall. Fallen debris extinguishes all 
  natural fi res, leaving the Great Hall in dust-choked darkness. 
  Th e muffl  ed screams of the buried fi ll the air. 
  When the ceiling collapses entirely, the PCs and other 
  survivors fi nd themselves lying prone in a maze of 
  crawlspaces and fallen pillars. Massive ceiling slabs lie just 
  inches above their heads. If the PCs shed light or can see 
  in the dark, read or paraphrase the following. Otherwise, 
  describe just the sounds of the falling ceiling and the echoes 
  of frightened screams:
  What was once a soaring ceiling is now a mosaic of 
  cracked stone slabs precariously balanced 30 ft . from 
  the ground by pillars leaning against each other at 
  haphazard angles. Every few seconds, the tremendous 
  overhead weight kicks a pillar aside and the whole 
  ceiling slips a few feet further down before catching 
  again. Everywhere, screams of pain and calls for help 
  issue from billowing clouds of dust.
  All told, the earthquake kills half of the refugees and 
  obliterates 3/4 of the already meager food and water supplies. 
  Hundreds of tons of rubble block the exits from the citadel, 
  making areas of the upper halls impassable. Everyone is 
  now trapped inside the mountain. Th e race to rescue  skill 
  challenge begins.
  THE RACE TO RESCUE 
  In addition to a dozen wounded refugees yelling for help, 
  fallen stone blocks pin fi ve major NPCs and an iron support 
  rod has sheared off  the leg of a sixth. Choose eight NPCs 
  that the PCs know and can identify by sight or voice. Each 
  PC spots 1d2 of these major NPCs and 1d3 minor NPCs 
  and must choose whom to attend to fi rst. It takes 1 round 
  to reach an NPC and attempt to free the trapped individual. 
  PCs who rescue any NPCs gain a +5 bonus on Diplomacy 
  checks when interacting with that NPC in the future. 
  A major NPC may also loan the party a magic item 
  or provide a +3 bonus to future Bluff , Diplomacy, and 
  Intimidate checks with other NPCs in the citadel as a reward 
  for rescue. PCs who ignore all NPCs never forget this 
  moment, for the NPCs’ beseeching faces and outstretched 
  arms haunt the PCs’ dreams (and possibly their waking 
  lives).
  Race to Rescue
  Skill Challenge (1,800 XP)
  Setup You must rescue as many people as possible. During 
  each of the next 5 rounds, or until three failures occur, 
  the ceiling screeches and drops a few feet before 
  catching again, imminently threatening to fall to the 
  fl agstones.
  Level 11th level challenge
  Complexity 3 (requires 8 successes before 3 failures)
  Primary Skills Acrobatics, Athletics, Dungeoneering, 
  Endurance, Heal, Nature, Perception, Th ievery
  Acrobatics or Athletics (DC 21)—You squeeze through the 
  spaces made by fallen beams and rock slabs to pull a 
  victim free and to a healer (each failure contributes 
  toward total skill challenge failure as an NPC dies from 
  injuries sustained during the collapse.)
  Dungeoneering (DC 20)—You shore and reinforce unstable 
  cavern locations to help the NPC return to safety (each 
  failure contributes toward total skill challenge failure as 
  an NPC dies from injuries sustained during the collapse 
  before you can help.)
  Endurance (DC 18)—You call up your reserves of strength, 
  holding open a gap to permit a trapped individual the 
  room needed to escape (each failure counts towards 
  total challenge failure as an NPC dies from injuries 
  sustained during the collapse.)
  Heal (DC 18)—You treat the injuries sustained by a trapped 
  individual as other workers dig at the debris (every 2 
  failures contribute a failure toward total skill challenge 
  failure and an NPC dies from his injuries.)
  
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  Nature (DC 18)—You shore up unstable cavern locations 
  to permit the NPC return to safety (every 2 failures 
  contribute a failure toward total skill challenge failure 
  as an NPC dies from injuries sustained during the 
  collapse.)
  Perception (DC 18)—You spot an unconscious and previously 
  unlocated victim, assisting the NPC back to safety 
  (every 2 failures contribute a failure toward total skill 
  challenge failure as an NPC dies.)
  Th ievery (DC 21)—Using your knowledge of traps, moving 
  gears, and shift ing devices, you reinforce unstable cavern 
  locations to permit the NPC to escape to safety (every 2 
  failures contribute a failure toward total skill challenge 
  failure as an NPC dies.)
  Special—Up to two characters may assist a trained character’s 
  skill attempt
  Success You pull all the entrapped from the destruction and 
  lead the group back to the gathered survivors
  Failure Th e ceiling collapses completely as another 
  inhabitant of the citadel pulls the rescuers clear of the 
  falling debris; all those remaining trapped beneath the 
  wreckage die
  Development
  All that remains of the once-proud Great Hall is a squat maze 
  of crawlspaces alongside fallen pillars and under massive 
  ceiling slabs. Vision extends a mere 5 ft . in these dust-choked 
  warrens. Survivors more than 3 ft . tall crawl forward on 
  bloody elbows, inching over dense rubble and the broken 
  torsos of the crushed. 
  If the PCs were separated when the ceiling collapsed 
  completely, they are in separate crawlspaces. Th ey may call to 
  each other, but among all the screaming, it takes a successful 
  DC 19 Perception check to communicate a short sentence. 
  Assume that each PC crawls 8 squares  to the juncture at 
  the open doors of area 4. In this damaged but intact area 
  surviving refugees gather to nurse their wounds, weep for 
  the dead, and pray for deliverance. Th e doors to area 9 are 
  locked, and the stairs in the northeast corner of area 8 are 
  behind rubble that can be removed by hand with an hour’s 
  work.
  As the PCs and other survivors crawl through the fallen 
  pillar maze to safety, they soon discover that the mountain 
  still threatens their continued existence.
  Treasure
  Regardless of success or failure, a searching PC discovers a 
  level 9 mnemonic fob around the neck of a crushed dwarf, 
  fi ve dusty potions of healing miraculously preserved in 
  a satchel, and a +3 rod of corruption. Th is counts as two 
  treasure parcels.
  New item
  Mnemonic Fob
  This fob is fashioned like a stylized pillar wreathed 
  in flame with an eye at its center.
  Wondrous Item 
  Lvl 4 840 gp; LvL 9 4,200 gp; Lvl 14 21,000 gp.
  Power (Daily): As a minor action, you spend an 
  action point and activate this fob to immediately 
  use a previously used encounter or daily power of 
  equal or lesser level than the fob.
  EXPLOSIVE GAS
  Wherever the PCs exit the pillar maze (areas 2, 6, and 8 of 
  the topmost hold), they enter an area where the ceiling held 
  fi rm, although its fl oor did not fare so well. Explosive gases 
  rise through newly opened rift s and slowly fi ll the upper 
  halls. 
  Sensing the humanoids still alive in the halls, the Spirit 
  of the Mountain rages again, and a second tremor rocks 
  the mountain’s core. A sustained screech echoes from 
  the mountain’s belly where the water-driven Shank that 
  distributes power and circulates air grinds to a halt. If the 
  Spirit of the Mountain cannot crush the interlopers, it 
  intends to suff ocate them instead.
  Given time, the entombed could dig out, but dwarf 
  penitents (named for their constant crawling when burning 
  dangerous gases from the heights of chambers) warn 
  the huddled survivors that a spark from a glancing pick 
  could ignite the collected gas and incinerate everyone. Th e 
  dwarves legislate an immediate fi re ban, and in the darkness, 
  surviving humans begin to panic. 
  Aft er a quick discussion, the remaining dwarves and 
  humans with any degree of authority quickly discuss their 
  options. Th ey conclude that there is one way out of this 
  dilemma: to get the air fl owing and the gases dispelled, 
  someone (and at this point, they unanimously indicate the 
  PCs) must brave the deeper darkness and repair the Shank. 
  And they must hurry. It is only a matter of time before the 
  refugees are squeezed between gas fi lling the upper halls and 
  twisted creatures rising from the lower ones.
  Allow the PCs to discuss their options with the NPCs and 
  to try to uncover what information they can. Diplomacy or 
  Streetwise checks can reveal a bounty of information. PCs 
  who attempted to help the refugees gain an automatic +5 
  bonus on their checks (making some information all but 
  automatic), +2 for each NPC they rescued. 
  
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   Table 4-1: Diplomacy or Streetwise
  DC
  Result
  5 
  Deep in the mountain, a subterranean water wheel 
  turns a massive, vertical, metal-banded, oak Shank that 
  distributes power throughout the halls. Various levels 
  of the citadel plug into its power to drive billows, pump 
  water, power fountains, and even play carillon music. 
  All levels require it to circulate air.
  10 
  Dwarven penitents estimate that the upper halls 
  have no more than 48 hours of breathable air. Aft er 
  that, short-term survival depends on marshalling the 
  refugees deeper into the mountain.
  13 
  Scouts report that the quake destroyed the path to 
  the Shank (the left most stair of area 4 on the second 
  hall level), but rumor has it that the Illuminated 
  Brotherhood knows an alternative route.
  18 
  Despite reproachful stares from his brethren, a 
  frightened Illuminated Brother named Sigil divulges 
  the alternative route to the Shank: down the Great 
  Stair, into the abandoned Royal residences, under the 
  Ash Chapel of Volund, through the royal crypts, and 
  into the caverns below the citadel.
  22 
  Long ago, a creature burrowed from the caverns into 
  the burial chamber of six revered Illuminated Brothers. 
  Th e creature’s tunnel connected the royal crypts to 
  the caverns below the citadel. Of the six bodies, fi ve 
  were subsequently moved to an undefi led resting place 
  within the royal crypts. Th e sixth brother was lost to 
  the creature.
  26 
  Th e bones of the six brothers are said to “collect the 
  hidden shame of the brotherhood.”
  Members of the Illuminated Brotherhood attempt to solicit 
  promises from the PCs to never reveal any secrets discovered 
  in the crypts. If the PCs request a guide to the Shank, the 
  near-panicked, non-combatant Brother Sigil reluctantly 
  volunteers. 
  If the PCs request a map, Sigil draws a crude map of the 
  royal residences—a square with Xs marking the locations 
  of the Great Stair and the Ash Chapel of Volund. Centuries 
  have passed since any Illuminated Brother knew how to 
  enter the royal crypts, what the layout of the royal crypts 
  is, or how to enter the caverns. All that remains is Sigil’s 
  fragmented knowledge that these areas once connected.
  KEEPING THE PRESSURE ON
  If the PCs dally, perhaps to rest before heading for the Shank, 
  antsy dwarves periodically urge them into action. Even if the 
  PCs threaten them, they return with thinly veiled excuses. 
  An old man approaches the PCs to pray over his saviors. 
  A young woman comes to show the face of a child whose 
  life depends on the PCs’ success. All remind the PCs of the 
  consequences of inaction and procrastination with as much 
  politeness as they can muster.
  Before the PCs leave, a man named Roen approaches with 
  swollen eyes and a curious glass. Silver fi ligree surrounds the 
  glass’s mirrored surface, and when the PCs gaze upon it, it 
  ripples into a dark scene featuring a crushed body. Roen tells 
  them that the image is always that of the last possessor of the 
  glass. Presently, it shows his dead wife in the Great Hall, and 
  he can bear to look upon it no more. He off ers to loan the 
  glass to the PCs, so they can see him while they are away to 
  monitor the refugees’ situation. 
  If they take it, the image of the crushed wife ripples into an 
  image of Roen bursting into tears. Treat the glass as a crystal 
  ball of spying (level 10) whose subject is always the previous 
  creature to possess the glass willingly. Th e current possessor 
  cannot hear the subject and cannot see a subject on another 
  plane. In 12 hours, the glass shows Roen and the refugees 
  coughing through cloth handkerchiefs in the topmost hold. 
  In 24 hours, it shows Roen and other refugees descending 
  the lift  to the second hall level. In 48 hours, it shows Roen 
  helping lame and sickened refugees down the steps leading 
  to the lower halls. In 50 hours, the glass shows images 
  in fl ashes: silent, close-up screams; forsaken with cruel 
  weapons, and, fi nally, Roen’s dead face in the dirt.
  With just 48 hours to repair the Shank, the PCs have a 
  budget of two rests for this adventure. If your party consists 
  of six or more PCs, consider halving the timeline and giving 
  them just one rest before the second hall level fi lls with gas. 
  During all rest periods, the grind of shift ing stone, the rising 
  smell of sulfur, and the sound of distant lift gas explosions 
  remind the PCs that while they recover, the sands of the 
  hourglass drain.
  PART II
  The Royal 
  Residences
  T
  o reach the royal crypts, the PCs must descend the 
  Great Stair, enter the royal residences (area A), and 
  make their way to the Ash Chapel of Volund (area E). 
  Th ey might have a dwarf guide or a hand-drawn map of the 
  royal residences, and this is critical because the entire pitch-
  black complex is overrun by forsaken.
  INTO THE DARKNESS
  Th e royal residences are a long-abandoned, long-forgotten 
  masterpiece of negative space. Everywhere that there is now 
  air, there was once rock. A century of labor carted it all away, 
  and what remains—the fl oor, the 60-ft . ceilings, the fl oor-
  to-ceiling stone buildings, the pillars, the fountain bases—is 
  
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  Halls of the Mountain-King
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  103
  all one continuous stone. Even the extravagantly carved 
  stone furniture inside the buildings is an extension of the 
  walls and fl oor. All buildings stand three stories tall, feature 
  complex facades, and off er arched entrances with fl uted legs. 
  Windows and second story balconies are common. If you 
  wish to increase the diffi  culty of the adventure, the forsaken 
  utilize secret tunnels above the ceiling or below the fl oor to 
  pass between adjacent buildings.
  Condensation and slime cling to the walls and lie in thin 
  sheets on the fl oor, making running hazardous (DC 13 
  Acrobatics check every time a creature uses its full speed in a 
  move action or it falls prone). Disturbing sounds—hordes of 
  squeaking bats, screaming children, tortured cries—created 
  by the forsaken settlement’s population constantly echo 
  through the darkness.
  DUNGEON DENIZENS 
  Run this section of the adventure in a freeform style. Treat 
  the royal residences as one giant room where distance, 
  darkness, and blocked lines of sight separate the PCs from 
  a fractured horde of adversaries. Th e royal residences map 
  indicates the initial positions of all dogmole patrols, forsaken 
  gangs, and savant shriekers. Each of these groups’ stat blocks 
  lists their tactics both before and during battle. 
  A strategy of stealth and sniping repays PCs who pass 
  through the royal residences. PCs who do not know where 
  the crypt is, who require light, or who do not move with 
  stealth encounter resistance. Every time a dogmole patrol or 
  forsaken gang detects and engages the PCs, a 9th level battle 
  begins. Unless the PCs dispatch these foes quickly and make 
  a clean break, another nearby 8th or 9th level patrol or gang 
  arrives and joins the fray. 
  Such reinforcements arrive every 1d4+3 rounds, up to 
  three times per battle, thereby escalating each fi ght to a 
  maximum of 15th level. More groups do not join the battle 
  because they consider the PCs doomed or because they 
  entertain a petty rivalry with forsaken already engaging the 
  intruders.
  FORSAKEN RIVALS
  Two rival forsaken groups vie for control of the royal 
  residences. Th e Red Eyes have scooped phosphorescent pus 
  from fi re beetle glands and used it to paint overlarge red 
  eyes upon their faces. Th is gives them a +1 circumstance 
  bonus on Intimidate checks but frequently reveals their 
  position in the darkness (granting a +2 bonus on Perception 
  checks made to see them). Th ey painted the same false eyes 
  throughout the complex—on balconies, on walls behind 
  open doorways, on pillars, and elsewhere—to frighten 
  rivals and disguise their dwindling numbers. Each Red 
  Eye member fi ghts with an insane ferocity to prove to his 
  comrades that he deserves to replace their dead leader.
  Th e Red Eyes’ rivals have no name—only a common 
  disease and a mad affi  nity. Covering the skin of their face, 
  chest, and arms are hundreds of bloody potholes, each 
  containing a wriggling botfl y larva. Atop these, dozens of 
  bats perch, jostle, and stretch their wings like some hellish 
  black leather coat. In a dead quiet room, the sound of the 
  bats’ tongues eating worms and licking blood sometimes 
  give away the host forsaken’s position (granting a +2 bonus 
  on Perception checks made to hear them). What twisted 
  ecstasy these grinning forsaken gain from their pets is quite 
  unknowable to the sane observer, but a symbiosis does 
  evidence itself. As a full-round action, a bat-coated forsaken 
  can throw his bats into the face of a foe up to 10 ft . away 
  (Ranged 2; +4 vs. Refl ex; target is blinded (save ends)). Th ese 
  forsaken use trained bats to give away a false position and 
  encourage their quarry into an ambush.
  Th e PCs are equally likely to encounter Red Eyes or their 
  bat-coated rivals. Neither group ever reinforces the other. To 
  liven up an encounter, have one group attack all combatants 
  in a battle between its rivals and the PCs.
  9th Level Encounter
  4 PCs (1,614 XP) • 1 dogmole juggernaut, 1 forsaken 
  • 
  deathspittle bombardier, 1 forsaken marksman, 3 
  forsaken reaver minions
  5 PCs (2,040 XP) • 1 dogmole juggernaut, 1 forsaken 
  • 
  ambusher, 1 forsaken deathspittle bombardier, 1 
  forsaken marksman, 5 forsaken reaver minions
  6 PCs (2,364 XP) • 1 dogmole juggernaut, 2 forsaken 
  • 
  ambusher, 1 forsaken deathspittle bombardier, 2 
  forsaken marksmen, 3 forsaken reaver minions
  Forsaken Gang 
  8th Level Encounter
  4 PCs (1,352 XP) • 1 forsaken ambusher, 1 forsaken 
  • 
  deathspittle bombardier, 1 forsaken marksman, 4 
  forsaken reaver minions
  5 PCs (1,764 XP) • 2 forsaken ambushers, 1 forsaken 
  • 
  deathspittle bombardier, 2 forsaken marksmen, 3 
  forsaken reaver minions
  6 PCs (2,352 XP) • 2 forsaken ambushers, 2 forsaken 
  • 
  deathspittle bombardiers, 2 forsaken marksmen, 4 
  forsaken reaver minions
  
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  Dogmole Juggernaut  Level 7 Elite Brute 
  Large natural beast (blind, mount)  
  XP 600
  Initiative +5 
  Senses Perception +8; blindsight 20
  Scent aura 2; dogmoles automatically detect invisible 
  enemies and those with concealment (including total 
  concealment) within their aura
  hp 186 Bloodied 93
  Regeneration 5
  AC 21 
  Fortitude 27 
  Refl ex 20 
  Will 18
  Speed 6, burrow 4
  Action Points 1
  [mba] Gouging Teeth (standard; at-will) 
  +11 vs. AC; 2d8 + 6 damage
  [m] Ferocious Charge (standard; usable only when 
  charging; at will)
  +9 vs. Ref; 4d8 + 4 damage; target pushed 2 squares and 
  knocked prone; the dogmole may continue its move if it 
  has any remaining this turn, but it must fi nish its move 
  in an unoccupied square
  [m] Rabid Rebuke (immediate reaction, when hit by melee 
  attack; at will)
  Th e dogmole makes a basic melee attack against 
  whoever hit it
  [c] Forsaken Frenzy (standard; recharge on 5, 6) 
  Close burst 1; targets enemies; +9 vs. Armor Class; 4d8 
  + 5 damage
  Murderous Frenzy
  Th e dogmole gains 1 action point the fi rst time it reduces 
  an enemy to 0 hp in an encounter
  Alignment unaligned  
  Languages — 
  Str 21 (+8)  
  Dex 14 (+5)  
  Wis 10 (+3)
  Con 18 (+7)  
  Int 2 (-1)  
  Cha 10 (+3)
  Forsaken Ambusher  
  Level 6 Lurker
  Small natural humanoid  
  XP 250
  Initiative +11  
  Senses Perception +11; darkvision
  hp 58 
  Bloodied 29
  AC 20 
  Fortitude 18 
  Refl ex 19 
  Will 18
  Speed 6
  [mba] Short sword (standard; at-will)  � 
   Poison, Weapon 
  +11 vs. AC; 1d6 + 4 plus 1d6 poison
  • 
  [c] Darkness Cloud (minor; recharge on 5, 6)  � 
   Zone
  Close burst 1; creates a zone of darkness that lasts until 
  the end of the forsaken’s next turn; the zone provides full 
  cover and blinds any creature in the cloud; the forsaken 
  can see through the cloud normally
  Cruel Blow
  Th e forsaken deals an extra +1d6 damage if it has 
  combat advantage
  Alignment chaotic evil 
  Languages Deep Speech, 
   
  Dwarven
  Skills Athletics +9, Stealth +12
  Str 12 (+4)  
  Dex 19 (+7)  
  Wis 16(+6)
  Con 16 (+6)  
  Int 13(+4)  
  Cha 14(+5)
  Equipment hide armor, short sword 
  8 
  uces 
  
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  105
  Forsaken Deathspittle Bombardier 
  Level 10 Artillery 
  Small natural humanoid   
  XP 500
  Initiative +10  
  Senses Perception +11; darkvision, low-
  light vision
  hp 84 
  Bloodied 42
  AC 22 
  Fortitude 22 
  Refl ex 20 
  Will 24
  Resist 5 psychic
  Speed 5
  [mba] Short sword (standard; at-will)  � 
   Weapon
  +17 vs. AC; 1d8 + 5 damage
  [m] Desperate Cover (immediate interrupt, when hit by a 
  ranged, melee, or close attack; encounter)  � 
   Weapon
  Th e forsaken gains resist 10 against the attack
  [a] Murderous Bombard (standard; recharge on 6)  � 
   
  Charm, Poison, Weapon
  Area wall 8 within 8; +13 vs. Will; 2d6 + 5 poison 
  damage and ongoing 5 poison damage, and target is 
  dominated (save ends)
  [a] Sloughide Bombard (standard; recharge on 5, 6)  � 
   
  Acid, Poison, Weapon
  Area wall 8 within 8; +13 vs. Refl ex; 3d6 + 5 acid 
  damage, and target is immobilized until end of 
  forsaken’s next turn
  [a] Weeping  Bombard (standard; at-will)  � 
   Poison, 
  Weapon
  Area wall 8 within 8; +13 vs. Fortitude; 2d6 + 5 poison 
  damage, and target is slowed (save ends); if target is 
  already slowed, target becomes weakened (save ends)
  Clarity of Madness
  Th e forsaken cannot be dominated
  Cruel Blow
  Th e forsaken deals an extra +1d6 damage if it has 
  combat advantage
  Alignment chaotic evil  
  Languages Deep Speech, 
   
   
   
  Dwarven
  Skills Athletics +12, Dungeoneering +12, Perception +11
  Str 15 (+7)  
  Dex 21 (+10)  
  Wis 13 (+6)
  Con 18 (+9)  
  Int 15 (+7)  
  Cha 18 (+9)
  Equipment chainmail, forsaken tower bombard (with 3 
  each of murderous, sloughide, and weeping canisters), 
  shortsword
  Forsaken Marksman  
  Level 6 Artillery
  Small natural humanoid  
  XP 250
  Initiative +7  
  Senses Perception +10; darkvision
  hp 60 
  Bloodied 30
  AC 18 
  Fortitude 19 
  Refl ex 19 
  Will 18
  Resist 5 psychic
  Speed 5
  [mba] Shortsword (standard; at-will)  � 
   Weapon
  +11 vs. AC; 1d6 + 1 damage
  [rba] Crossbow (standard; at-will)  � 
   Poison, Weapon 
  Ranged 10/20; +13 vs. AC; 1d8 + 4 and 1d6 poison 
  damage
  [r] Paralytic Bolt (standard; recharge on 5, 6)  � 
   Poison, 
  Weapon 
  Ranged 10/20; +11 vs. Fortitude; 1d8 + 5, and 
  target is immobilized (save ends); if target is already 
  immobilized, target is instead stunned (save ends)
  [r] Repeating Crossbow (standard; requires at least 2 bolts 
  in clip; recharge on 5, 6)  � 
   Poison, Weapon 
  Th e forsaken makes two crossbow attacks
  Cruel Blow
  Th e forsaken deals an extra +1d6 damage if it has 
  combat advantage
  Alignment chaotic evil  
  Languages Deep Speech, 
   
   
   
  Dwarven 
  Skills Athletics +9, Dungeoneering +9, Perception +10, 
  Stealth +12
  Str 12 (+4)  
  Dex 19 (+7)  
  Wis 14 (+5)
  Con 18 (+7)  
  Int 12 (+4)  
  Cha 16 (+6) 
  Equipment hide armor, repeating crossbow (2  clips, 10 
  bolts each), short sword
  
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  Forsaken Reaver  
  Level 8 Brute Minion
  Small natural humanoid  
  XP 88
  Initiative +4  
  Senses Perception +8; darkvision, low-
  light vision 
  hp 1; a missed attack never damages a minion
  AC 20 
  Fortitude 20 
  Refl ex 18 
  Will 22
  Resist 5 psychic
  Speed 5
  [mba] Shortsword (standard; at-will)  � 
   Weapon
  +11 vs. AC; 10 damage
  [rba] Crossbow (standard; at-will)  � 
   Poison, Weapon 
  Ranged 10/20; +11 vs. AC; 5 damage plus 5 poison 
  damage
  Cruel Blow
  Th e forsaken deals an extra +1d6 damage if it has 
  combat advantage
  Alignment chaotic evil  
  Languages Deep Speech, 
   
   
   
  Dwarven
  Skills Athletics +12, Dungeoneering +9, Perception +8
  Str 17 (+7)  
  Dex 10 (+4)  
  Wis 8 (+3)
  Con 16 (+7)  
  Int 11 (+4)  
  Cha 12 (+5)
  Equipment chainmail, light crossbow (20 bolts), 
  shortsword 
  Tactics
  Before Combat Dogmole patrols move at 6 squares per 
  round and take random turns at intersections. Blindsight 
  allows the dogmole juggernauts to detect any PC within 20 
  squares.
  During Combat Juggernauts attack with the ferocity 
  of rabid animals, beginning with a ferocious charge, then 
  a frenzy and bites. Forsaken troops attack as appropriate, 
  trying to maximize their cruel blow power.
  Tactics
  Before Combat Forsaken gangs (darkvision, Perception +11) 
  initially remain stationary. When they detect a target, they 
  close to melee range, leveraging their Stealth (+4) skill if they 
  believe they remain unseen.
  During Combat Forsaken gangs soft en enemies with 
  paralytic bolts and bombard shot if at range but within 6 
  squares. As they close, the forsaken work to fl ank foes and 
  focus on bloodied foes—not killing but taking prisoners.
  Treasure
  Th e forsaken carry a sack with 650 gp and three art objects 
  (each one is worth 250 gp): 
  a gold seal of a lost dwarf clan
  • 
  a silver tankard encrusted with amethysts and lapis 
  • 
  lazuli, and
  a gold belt buckle set with emeralds.
  • 
  Savant Shriekers 
  Th ese bizarre creatures act as living alarms. Th ey do not 
  move from their indicated positions.
  Forsaken Savant Shrieker 
  Level 10 Controller Minion
  Tiny natural animate (plant)  
  XP 125
  Initiative +5  
  Senses Perception +14; darkvision, 
   
   
  low-light vision
  hp 1; a missed attack never damages a minion
  AC 22 
  Fortitude 20cRefl ex 23 
  Will 25
  Resist 5 psychic
  Speed 1, forsaken fetal savants cannot shift 
  [mba] Brainbleeder Rebuke (minor; at-will)  � 
   Psychic
  Reach 2; +14 vs. Will; 1d8 + 5 psychic damage
  [c] Wail from the Utter Black (standard; at-will)  � 
   
  Psychic
  Close burst 6; +12 vs. Will; 2d8 + 5 psychic damage, and 
  target is dazed (save ends)
  Clarity of Madness
  Th e savant cannot be dominated
  Precious Cargo (move; at-will)
  Another creature may carry the savant in a specially 
  prepared cage; doing so requires the savant’s move action 
  but allows it to move when that creature moves; carrying 
  the cage reduces the bearer’s speed by three squares 
  unless otherwise noted
  Alignment chaotic evil  
  Languages Common, 
   
   
   
  Deep Speech, Dwarven
  Skills Arcana +13, Insight +14, Perception +14, Stealth +10
  Str 6 (+3)  
  Dex 10 (+5)  
  Wis 18 (+9)
  Con 6 (+3)  
  Int 16 (+8)  
  Cha 16 (+8)
  
  Halls of the Mountain-King
  Halls of the Mountain-King
  107
  Tactics
  Before Combat While savant shriekers have outgrown the 
  soul exchange ability they had as derro fetal savants, they 
  still make excellent watchdogs. Th e forsaken set each caged 
  savant shrieker (darkvision, Perception +14) in a wall nook, 
  where they are considered hidden (Stealth +5). Whenever 
  one detects a PC, it babbles and violently shakes its cage, 
  alerting all dogmole patrols and forsaken gangs within 20 
  squares of the intruder.
  A. The Great Stair
  As the PCs descend the Great Stair, they hear the sounds of 
  screaming children, squeaking bats, and maddened laughs 
  echoing from the royal residences. When they get to the 
  landing, read or paraphrase the following:
  Th e Great Stair reaches a landing where twin statues 
  of 10-ft -tall dwarves in dress armor fl ank a large open 
  arch. Beyond the arch, a dark complex beckons. 
  B. Undermountain Square
  Stone buildings surround a central square where two massive 
  pillars, carved to look like well-muscled dwarven forearms, 
  stretch to the ceiling. Th eir great stone hands hold aloft  the 
  bottom half of a stone world—20 squares in diameter—that 
  merges into the ceiling at its equator.
  C. Royal Balconies
  Each of these two buildings features numerous windows that 
  face the fountains and pillars of Undermountain Square. 
  Th e best view, however, can be found from a second-story 
  balcony that cantilevers an incredible 5 squares toward the 
  open square. Viewed from the balcony’s railings, a stone 
  hand of the square’s forearm pillars appears to off er the 
  privileged spectator the great stone world it holds.
  D. The Forsaken Pool
  Black water half fi lls an artifi cial pool—10 squares by 20 
  squares. Enormous shelf fungi grow from the sides and reach 
  for the center, where bodies fl oat face down in a fi eld of oily 
  black muck. Two piers extend into the “water” but a rope of 
  intestines blocks passage. 
  Th e forsaken frequent this old pool to discard their dead 
  and the unused body parts of torture victims. PCs who probe 
  the pool discover dead forsaken, entrails, and otyugh feet.
  Th e oily black muck that covers most of the pool is a group 
  of oil puddings. Th ey attack anyone who walks on a pier or 
  looks over the pool’s edge.
  12th Level Encounter
  4 PCs (2,800 XP) • 2 elder oil puddings
  • 
  5 PCs (3,500 XP) • 2 elder oil puddings, 1 greater oil 
  • 
  pudding
  6 PCs (4,200 XP) • 3 elder oil puddings
  • 
  Elder Oil Pudding  
  Level 12 Elite Brute
  Large natural beast (ooze)  
  XP 1400
  Initiative +9  
  Senses Perception +7; blindsight 10, 
   
   
  tremorsense 10
  hp 302 Bloodied 151
  AC 26 
  Fortitude 26 
  Refl ex 22 
  Will 22
  Immune gaze; Resist 15 acid; Vulnerability 5 fi re
  Saving Th rows +2
  Speed 4, climb 4 (spider climb), swim 4
  Action Points 1
  [mba] Fleshmelter Slam (standard; at-will)  � 
   Acid
  Reach 2; +15 vs. AC; 2d6 + 5 acid damage
  [m] Consuming Tendril (standard; recharge when fi rst 
  bloodied)  � 
   Acid
  Target must be grabbed; +13 vs. Fortitude; 4d8 + 5 acid 
  damage; the pudding regains 37 hp; target escapes aft er 
  suff ering damage
  Miss—Target must escape normally
  [m] Unceasing Hunger (standard; recharge on 5, 6)  � 
   Acid
  Th e pudding may make two fl eshmelter slam attacks; if 
  both attacks are against the same target and both hit, the 
  target is grabbed.
  [c] Manslayer Shroud (move; at-will)  � 
   Acid
  Close wall 4; +13 vs. AC; 3d6 + 5 acid damage and target 
  is grabbed.
  Sustain minor—Th e pudding continues its grab, and 
  the target takes 10 acid damage and loses a healing 
  surge; a target with no healing surges instead takes 
  damage equal to its level .
  Miotic Restoration (standard; encounter)
  Th e elder oil pudding uses a healing surge and regains 
  75 hp.
  Undaunted Predator
  Th e pudding ignores diffi  cult terrain and does not 
  provoke opportunity attacks by moving.
  Alignment unaligned  
  Languages —
  Str 17 (+9)  
  Dex 16 (+9)  
  Wis 13 (+7)
  Con 21(+11)  
  Int 3 (+2)  
  Cha 3 (+2)
  
  Deeper Darkness
  Deeper Darkness
  chapter
  four
  108
  Greater Oil Pudding  
  Level 12 Brute
  Large natural beast (ooze)  
  XP 700
  Initiative +9  
  Senses Perception +7; blindsight 10, 
   
   
  tremorsense 10
  hp 151 Bloodied 75
  AC 24 
  Fortitude 24 
  Refl ex 22 
  Will 22
  Immune gaze; Resist 15 acid; Vulnerability 5 fi re 
  Speed 4, climb 4 (spider climb), swim 4
  [mba] Fleshmelter Slam (standard; at-will)  � 
   Acid
  Reach 2; +15 vs. AC; 2d6 + 5 acid damage
  [m] Consuming Tendril (standard; encounter)  � 
   Acid
  Target must be grabbed; +13 vs. Fortitude; 4d8 + 5 acid 
  damage; the pudding uses a healing surge to regain 37 
  hp; target escapes aft er suff ering damage.
  Miss—Target must escape normally
  [m] Unceasing Hunger (standard; recharge on 6)  � 
   Acid
  Th e pudding may make two fl eshmelter slam attacks; if 
  both attacks are against the same target and both hit, 
  target is grabbed.
  [c] Manslayer Shroud (move; at-will)  � 
   Acid
  Close wall 4; +13 vs. AC; 3d6 + 5 acid damage, and 
  target is grabbed 
  Sustain standard—Th e pudding continues its grab and 
  the target takes 10 acid damage and loses a healing 
  surge; a target with no healing surges instead takes 
  damage equal to its level.
  Undaunted Predator
  Th e pudding ignores diffi  cult terrain and does not 
  provoke opportunity attacks by moving.
  Alignment unaligned  
  Languages —
  Str 17 (+9)  
  Dex 16 (+9)  
  Wis 13 (+7)
  Con 21(+11)  
  Int 3 (+2)  
  Cha 3 (+2)
  Tactics
  During Combat Th e elder pudding fl ows into the midst of 
  combat with fl eshmelter slams to a point where it can utilize 
  its manslayer shroud to attack many foes. If wounded, it uses 
  its consuming tendril on a grabbed foe to replenish itself. If it 
  cannot grab a foe, it resorts to miotic restoration.
  Th e greater pudding fl ows into the midst of combat with 
  fl eshmelter slams to a point where it can utilize its manslayer 
  shroud to attack many foes. If wounded, it uses its consuming 
  tendril on a grabbed foe to replenish itself.
  E. The Ash Chapel of Volund 
  Th e Ash Chapel sits upon a raised platform with steps on all 
  sides. Th ere are no windows. On the north side, a set of great 
  stone double doors stand closed. Inscribed on the doors, 
  above inlaid iron anvils, are the phrases, “Fear not fl ame” 
  and “Fear not ash.” Metal spikes driven into the fl oor ensure 
  that the unlocked doors do not open outward as they should. 
  Tortured screams and wailing sobs issue from inside.
  Ceremonial ash covers the fl oor of this once royal chapel. 
  At the far end, a massive altar-forge sits in front of a curtain 
  of magma that drips in viscous chunks from the 60-ft . 
  ceiling. From the center of the room, many wailing dwarf-
  things rise from the fl oor. Where once they had arms, only 
  bloody-stumps twitch in shoulder sockets. Th ick black 
  thread snakes in and out of their skin, stitching the head, 
  hide, and tentacles of a monstrous abomination over each 
  of their heads and down their backs. Th e dwarves’ horrifi ed 
  faces look out of gnashing otyugh maws, and they laugh and 
  cry from inside their stitched-skin helmets. As the spiked 
  tentacles of their worn creatures fl ail, the maddened dwarves 
  beg for mercy and close to attack. 
  Th e forsaken weave black thread and foul magic upon 
  their slaves in this once-holy place. If a dwarven refugee 
  with whom the PCs previously interacted went missing from 
  the upper halls, reintroduce him here as a begging otyugh-
  stitched-slave to increase the horror of this encounter. 
  12th Level Encounter
  4 PCs (2,800 XP) • 4 otyugh-stitched slave grunts, 4 
  • 
  otyugh-stitched slave stinkers
  5 PCs (3,500 XP) • 5 otyugh-stitched slave grunts, 5 
  • 
  otyugh-stitched slave stinkers
  6 PCs (4,200 XP) • 6 otyugh-stitched slave grunts, 6 
  • 
  otyugh-stitched slave stinkers
  
  Halls of the Mountain-King
  Halls of the Mountain-King
  109
  Otyugh-Stitched Slave Grunt 
  Level 7 Soldier
  Medium aberrant humanoid  
  XP 350
  Initiative +5 
  Senses Perception +9; darkvision
  Oozing Pustules aura 1; terrain within aura is considered 
  diffi  cult
  hp 80 
  Bloodied 40
  AC 23 
  Fortitude 21 
  Refl ex 18 
  Will 18
  Immune disease
  Speed 6
  [mba] Tentacle (standard; at-will) 
  Reach 2; +14 vs. AC; 1d8 + 5 damage, and the target is 
  pulled 1 square and grabbed (escape ends)
  [m] Crazed charge (standard; usable only with charge; 
  encounter)
  Th e grunt charges and deals an extra 5 damage when it 
  hits with a basic melee attack
  [m] Diseased Bite (standard; at-will)  � 
   Disease
  +14 vs. AC, 2d6 + 5 damage, and the target contracts 
  fi lth fever (see MM page 219)
  [m] Pleading Constriction (move; at-will)
  Targets grabbed foe; +12 vs. Fortitude, 1d8 + 5 damage
  Alignment unaligned 
  Languages Common, Dwarven
  Skills Perception +9, Stealth +8
  Str 17 (+6) 
  Dex 10 (+3) 
  Wis 12 (+4)
  Con 16 (+6) 
  Int 11 (+3) 
  Cha 6 +1)
  Otyugh-Stitched Slave Stinker 
  Level 7 Soldier 
  Medium aberrant humanoid  
  XP 350
  Initiative +9 
  Senses Perception +11; darkvision
  Otyugh Stench aura 1; living enemies in the aura take 
  a -2 penalty to attack rolls (otyugh-stitched slaves are 
  immune)
  hp 77 
  Bloodied 38
  AC 23 
  Fortitude 18 
  Refl ex 20 
  Will 19
  Immune disease
  Speed 6
  [mba] Tentacle (standard, at-will) 
  Reach 2; +14 vs. AC; 1d8 + 5 damage, and the target is 
  pulled 1 square and grabbed (escape ends)
  [m] Diseased Bite (standard, at-will)  � 
   Disease
  +14 vs. AC, 1d10 + 4 damage, and the target contracts 
  fi lth fever (see MM page 219)
  [m] Spew Effl  uent (standard, at-will)  � 
   Poison
   +12 vs. Refl ex, 2d6 + 5 damage, and ongoing 5 poison 
  damage (save ends)
  [c] Sewage Breath (standard, recharge on 5, 6)  � 
   Poison
  Close blast 5; +10 vs. Fortitude, 1d12 + 4 poison damage, 
  and target is weakened (save ends)
  Alignment unaligned 
  Languages Common, Dwarven
  Skills Perception +11, Stealth +12
  Str 10 (+3) 
  Dex 19 (+7) 
  Wis 16 (+6)
  Con 13 (+4) 
  Int 13 (+4) 
  Cha 10 (+3)
  
  Deeper Darkness
  Deeper Darkness
  chapter
  four
  110
  Tactics
  No strategy guides the fl ailing tentacles of these slaves. 
  Th eir dwarf mouths beg for mercy, but their otyugh maws 
  and tentacles thrash at their would-be saviors. Madness 
  drives these aberrations to fi ght to a welcome death.
  Traps
  Behind the altar and just inches from the wall, magma 
  falls in a 10-ft .-wide sheet from the ceiling. Th e magma 
  curtain deals 2d6 fi re damage per round of exposure 
  plus an additional 1d6 fi re damage for 1d3 rounds aft er. 
  Occasionally, it clumps and parts as it falls, allowing DC 23 
  Perception checks to notice a decorative metal plate on the 
  wall behind it. Th is plate is 5 ft . tall and molded to look like a 
  dragon’s glaring face. A small door covers the dragon’s mouth 
  and conceals a white-hot furnace with a metal handle at 
  arm’s length inside it. 
  If a PC reaches an unprotected arm into the furnace, he 
  experiences excruciating pain as the skin of his hand and 
  forearm sears, blisters, and burns away. He takes 10 points 
  of fi re damage per round. In the face of such agony, he must 
  succeed on a DC 25 Endurance check to keep his hand in 
  long enough to grasp and pull the handle. A PC who fails 
  the check withdraws his arm. Th e successful PC pulls the 
  handle, causing stone slabs to retract in the chapel’s fl oor and 
  form a spiral staircase to the royal crypts below. Whether the 
  PC retracts his unprotected arm voluntarily or otherwise, 
  he fi nds it instantly magically healed of the furnace’s fi re 
  damage. 
  If the PC puts anything else in the furnace or magically 
  protects himself before sticking his hand in the furnace, he 
  triggers two traps before he gets a chance to pull the handle. 
  Th e fi rst trap consists of sharp metal tines that shoot from 
  the inner walls of the furnace. Th e tines attempt to pin the 
  PC in place, subjected to prolonged exposure to the furnace’s 
  intense heat. A successful DC 20 Athletics check rips the 
  pinned object free and deals the PC 1d8 points of damage.
  Th e second trap causes metal tines to grow from all 
  metal objects in the chapel. Th e eff ect lasts 6 rounds before 
  reversing at the same pace. Th e anvil-altar becomes a 
  porcupine of metal quills. Spikes grow from the PCs’ metal 
  weapons and shields. Metal armor becomes iron maidens. 
  Use the elite daggerthorn briar (hazard) (DMG 90), but any 
  character wearing metal within the Chapel is in the area 
  aff ected. Th e hazard is not vulnerable to fi re, and no skill can 
  identify the eff ect before it is triggered. 
  PART III
  The Royal Crypt
  U
  nlike the polished surfaces and wide expanses of the 
  upper halls and royal residences, the royal crypts are 
  rough-hewn and close. Stale air pools in the nostrils, 
  and dust puff s around footfalls. Recesses in nearly every 
  wall form shelves where the bones of ancient dwarves lie in 
  disarticulated repose. Th ese 6-ft . recesses stack four high, 
  and anyone succeeding on a DC 15 Athletics check can scale 
  them to within reach of the 35-ft . ceiling. Th ere is no light. 
  Th ere are no sounds.
  If Sigil is alive and still with the party, he refuses to enter 
  the royal crypt and indicates that he shall wait for the PCs 
  up above, guarding their rear from anyone who might try 
  to sneak in behind them. No form of coercion short of 
  domination forces Sigil to join the party down below, and 
  later encounters all assume he is not present.
  Area 1: Crypt Antechamber
  Th e spiral stair curves down from the Ash Chapel and then 
  splits into two parallel staircases that proceed another 15 ft . 
  down. Between these twin stairs and directly in front of the 
  landing, a statue of Volund stands on the lower level, its chin 
  and arms raised to accept the newcomer. 
  Two more statues stand side by side deeper in the room. 
  Th e left  statue is a larger-than-life dwarf dressed in stone 
  military regalia and posed in a battle stance. Th e statue on 
  the right depicts a simply attired dwarf miner with a pick at 
  his feet and a large nugget held aloft  in both hands. Between 
  the statues, an arched entry to another room beckons.
  Area 2: Hot Bullets 
  Recessed shelves line the north side of this hall. At the hall’s 
  midpoint, a passage proceeds north down a fl ight of steps. 
  All along the south side of this hall, gray-black smoke and 
  steam hiss from numerous holes, each the size of a dinner 
  plate. As the PCs pass, read or paraphrase the following:
  Worms—5 ft . long, segmented, and glowing red—
  spring from the holes like hot bullets. Steam rises from 
  their bodies, and their front tips glow like orange-
  white arrowheads.
  10th Level Encounter
  4 PCs (2,000 XP) • 2 granitewyrms, 8 gravelgrinder 
  • 
  minions, 1 magmaspike
  5 PCs (2,500 XP) • 2 granitewyrms, 9 gravelgrinder 
  • 
  minions, 2 magmaspike
  6 PCs (3,000 XP) • 3 granitewyrms, 10 gravelgrinder 
  • 
  minions, 2 magmaspike
  
  Halls of the Mountain-King
  Halls of the Mountain-King
  111
  
  Deeper Darkness
  Deeper Darkness
  chapter
  four
  112
  Granitewyrm  
  Level 9 Brute 
  Small natural elemental beast (earth, fire)  XP 400
  Initiative +7 
  Senses Perception +11; darkvision, 
  tremorsense 10
  hp 115 Bloodied 57
  AC 22 
  Fortitude 21 
  Refl ex 21 
  Will 20
  Resist 10 fi re
  Speed 5, burrow 5 (tunneling) (see blazing path)
  [mba] Piledriver Slam (standard; at-will)  � 
   Fire
  +12 vs. AC; 2d6 + 5 damage and ongoing 5 fi re damage 
  (save ends)
  [m] Pyroclastic Charge (standard, can be used with 
  charge; recharge on 5, 6)  � 
   Fire
  Reach 2; +12 vs. AC; 3d6 + 5 fi re damage, and the target 
  is weakened (save ends); if target is already weakened, 
  it instead loses a healing surge; if target has no healing 
  surges remaining, it instead takes damage equal to the 
  value of a healing surge 
  [m] Soul of Fire (free, when hit by melee attack; at-will)  � 
   Fire
  +10 vs. Fortitude; 5 fi re damage
  Blazing Path  � 
   Fire
  Until a short rest has passed, the Small tunnel wake of 
  a burrowing granitewyrm deals 5 fi re damage to any 
  creature that enters or begins its turn inside the tunnel 
  Alignment unaligned  
  Languages —
  Skills Athletics +14, Dungeoneering +10, Perception +10
  Str 20 (+9)  
  Dex 17 (+7)  
  Wis 12 (+5)
  Con 15 (+6)  
  Int 6 (+2)  
  Cha 10 (+4)
  Gravelgrinder 
  Level 9 Lurker Minion
  Small natural elemental beast (earth, fire) XP 100
  Initiative +13  
  Senses Perception +2; darkvision, 
   
   
  tremorsense 10 
  hp 1; a missed attack never damages a minion
  AC 23 
  Fortitude 21 
  Refl ex 22 
  Will 20 
  (see tremorstrike)
  Speed 5, burrow 5 (tunneling)
  [mba] Stonecrusher Smash (standard; at-will)  � 
   Fire
  +14 vs. AC; 6 damage plus 5 fi re damage
  [m] Tremorstrike (standard; encounter)  � 
   Fire
  Th e gravelgrinder may move 7 squares in any 
  combination of movement types as a charge and make 
  a stonecrusher smash attack against any one adjacent foe 
  during its movement; it gains a +2 bonus to all defenses 
  against opportunity attacks during this movement
  [c] Explosive Demise (when killed)
  Close burst 1; targets enemies; +11 vs. Refl ex; each target 
  is knocked prone; if already prone, target is instead 
  weakened (save ends)
  Alignment unaligned  
  Languages —
  Skills Athletics +11, Stealth +14 
  Str 15 (+6)  
  Dex 20 (+9)  
  Wis 6 (+2)
  Con 17 (+7)  
  Int 6 (+1)  
  Cha 8 (+3)
  Magmaspike  
  Level 9 Skirmisher 
  Small natural elemental beast (earth, fire)  XP 400
  Initiative +11  
  Senses Perception +10; darkvision, 
   
   
  tremorsense 10 
  hp 97 
  Bloodied 48 (see lavagout thrash)
  AC 23 
  Fortitude 22 
  Refl ex 21 
  Will 20 
  (see earthswim gambit)
  Resist 10 fi re
  Speed 5, burrow 5 (tunneling) (see blazing path)
  [mba] Blisterstrike Lunge (standard; at-will)  � 
   Fire
  +14 vs. AC; 1d8 + 5 damage (2d6 + 5 damage if the 
  target is prone), and the thoqqua makes a secondary 
  attack against the same target 
  Secondary Attack—+12 vs. Refl ex; 1d6 + 5 fi re damage
  [m] Soul of Fire (free, when hit by melee attack; at-will)  � 
   Fire
  +12 vs. Fortitude; 5 fi re damage
  [c] Lavagout Th rash (standard; recharge when bloodied)  � 
   Fire
  Close burst 2; +11 vs. Refl ex; 3d6 + 5 fi re damage, and 
  each target is knocked prone
  Blazing Path  � 
   Fire
  Until a short rest has passed, the Small tunnel wake of 
  a burrowing magmaspike deals 5 fi re damage to any 
  creature that enters or begins its turn inside the tunnel 
  Earthswim Gambit (move; recharge on 5, 6) 
  Th e magmaspike may move up to 3 squares; it gains a +2 
  bonus to all defenses until the end of its next turn, and it 
  gains combat advantage against any target that it ends its 
  move adjacent to
  Sinuous Agility (minor, usable aft er hitting with a melee 
  attack; at-will)
  Th e magmaspike may shift  1 square; it may not burrow 
  with this shift 
  Th irst of Flame
  Th e magmaspike deals an extra 1d6 damage on melee 
  attacks against any target it has combat advantage 
  against
  Alignment unaligned  
  Languages —
  Skills Athletics +14, Dungeoneering +10, Perception +10
  Str 15 (+6)  
  Dex 20 (+9)  
  Wis 12 (+5)
  Con 17 (+7)  
  Int 6 (+2)  
  Cha 10 (+4)
  
  Halls of the Mountain-King
  Halls of the Mountain-King
  113
  Tactics
  A granitewyrm oft en begins combat with a pyroclastic 
  charge, and proceeds to attack with piledriver slams until the 
  pyroclastic charge becomes available again. Th ey tend to pick 
  a target and continue ravaging it until either the prey or the 
  granitewyrm dies.
  Magmaspikes prefer to approach foes using the earthswim 
  gambit and then attack an unsuspecting foe with blisterstrike 
  lunge. When faced with two or more enemies within 
  range, it will use lavagout thrash to knock them prone and 
  vulnerable to other magmaspikes. Canny predators, they use 
  their sinuous agility to create situations that provide combat 
  advantage.
  Area 3: Greedy Xorn 
  As the PCs enter this room, read or paraphrase the following:
  A 10-ft .-wide staircase descends into a square room 
  with a recessed fl oor. Wide, open arches on the other 
  three walls each lead to a shallow nook where a stone 
  sarcophagus rests. In the western nook, the sarcophagus 
  lid is thrown aside. 
  A group of feldspar xorn squabble over the grave goods 
  within the sarcophagus. Even if these xorn become aware of 
  the PCs, they fi ght among themselves over their fi nd. Th eir 
  corundum xorn mother recognizes the threat posed by the 
  PCs, though, and when the PCs arrive, she is earth gliding 
  to a point under their feet. Th e PCs likely have no way of 
  detecting her presence until she attacks.
  10th Level Encounter
  4 PCs (2,050 XP) • 1 corundum xorn, 3 feldspar xorns 
  • 
  5 PCs (2,400 XP) • 1 corundum xorn, 4 feldspar xorns
  • 
  6 PCs (3,050 XP) • 2 corundum xorns, 3 feldspar xorns 
  • 
  Corundum Xorn  
  Level 10 Elite Brute
  Large elemental magical beast (earth)  
  XP 1000
  Initiative +7  
  Senses Perception +7; all-around vision, 
   
   
  darkvision, tremorsense 5
  hp 260 Bloodied 130
  AC 25 
  Fortitude 25 
  Refl ex 21 
  Will 23
  Resist 10 fi re, 10 lightning
  Saving Th rows +2
  Speed 5 (earth walk), burrow 5 (see stone phase)
  Action Points 1
  [mba] Shieldcrusher Claw (standard; at-will)
  Reach 2; +13 vs. AC; 2d6 + 5 damage
  [m] Irongnaw Bite (minor; at-will)
  +13 vs. AC 3d6 + 5 damage
  [m] Savage Rending (standard; at-will)
  Th e xorn can make one shieldcrusher claw attack on each 
  of two adjacent targets; any target hit is pushed 2 squares
  [c] Tectonic Shudder (move; recharge on 5, 6)
  Close burst 1; +9 vs. Refl ex; 4d8 + 5 damage, and the 
  target dazed (save ends)
  Bosom of Earth (immediate reaction, when targeted by 
  melee or ranged attack; at-will)
  Th e xorn sinks partially into ground, gaining a +2 bonus 
  to AC until it moves or until the beginning of its next 
  turn
  Stone Phase
  Th e xorn ignores the movement penalties for burrowing 
  through stone
  Alignment unaligned  
  Languages Common, 
   
   
   
  Primordial
  Str 18 (+8)  
  Dex 15 (+7)  
  Wis 15 (+7)
  Con 20(+10)  
  Int 10 (+5)  
  Cha 10 (+5)
  Tactics
  A corundum xorn initiates combat using tectonic shudder 
  and then strikes dazed targets with savage rending. It tends 
  to stay in the thick of battle, moving away only when it can 
  reuse its tectonic shudder.
  A feldspar xorn initiates combat using burrowing bite and 
  harries targets with hit-and-run tactics. If surrounded by 
  multiple enemies, it uses claw frenzy; otherwise, the feldspar 
  xorn moves or shift s into a position where it can then make 
  another burrowing bite attack.
  
  Deeper Darkness
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  four
  114
  Feldspar Xorn  
  Level 8 Skirmisher
  Medium elemental magical beast (earth)  
  XP 350
  Initiative +9 
  Senses Perception +7; all-around vision, 
   
   
  darkvision
  hp 92 
  Bloodied 46
  AC 22 
  Fortitude 22 
  Refl ex 20 
  Will 20
  Speed 5 (earth walk); burrow 5 (see stone phase)
  [mba] Claw (standard; at-will)
  +13 vs. AC; 1d8 + 5 damage
  [m] Bite (standard; at-will)
  +13 vs. AC 2d6 + 5 damage
  [m] Burrowing Bite (standard: at-will)
  +14 vs. AC; 2d8 + 5 damage, and the target is pushed 
  one square; the xorn shift s into the vacated space 
  [m] Claw Frenzy (standard; at-will)
  Th e xorn can make one claw attack against each of three 
  adjacent targets
  Stone Phase
  A xorn ignores the movement penalties for burrowing 
  through stone
  Alignment unaligned  
  Languages Common, 
   
   
   
  Primordial
  Str 18 (+8)  
  Dex 15 (+7)  
  Wis 15 (+7)
  Con 20(+9)  
  Int 10 (+4)  
  Cha 10 (+4)
  Treasure
  Th e xorns fi ght over two sets of dwarven plate armor, but the 
  PCs can compose only one set  from what remains. Minor 
  gemstones, worth a total of 2,100 gp, are scattered upon the 
  fl oor like crumbs. Th is represents one treasure parcel.
  Area 4: The Illuminated Stairs 
  A grand set of steep stairs narrows as it descends to a set of 
  double-doors. Four statues of dwarves, two on each side of 
  the stairs, stare at each other from recesses in the walls.
  A fl aming pillar is carved into each of the stone double-
  doors (AC 4; Fortitude 12; 80 hp; Break DC 25 or DC 38 
  with Arcane Lock). Th e doors are locked by Arcane Lock 
  and protected by a glyph of warding (trap) (see DMG, page 
  90). A DC 21 Perception check notices that the carvings 
  of all four statues include a necklace with a mnemonic fob 
  charm—a clue that these statues are Illuminated Brothers.
  Anyone who attempts to pass through the doors triggers 
  the glyph of warding (trap). However, a creature that crosses 
  the threshold wielding a mnemonic fob—an item that only 
  Illuminated Brothers typically possess—acts as a password to 
  safely bypass the glyph.
  Area 5: Scrimshaw Skeletons 
  When the PCs enter this room, read or paraphrase the 
  following:
  Unlike the rough-hewn halls of the crypt, this chamber 
  features intricately carved walls and a polished fl oor. 
  Every line is precise. Every shelf is perfectly balanced 
  to stand the test of time. In the center of the fl oor, a 
  ring of tile encircles a mosaic trowel. 
  On each side of the chamber, three tall arches lead 
  into burial nooks. All six nooks hold a closed stone 
  sarcophagus. Atop one sarcophagus is a dark polished 
  stone. Atop the other fi ve, a dwarf skeleton lay. Each 
  skeleton’s teeth are closed tight upon a gleaming 
  sapphire, and every inch of their skull and bones is 
  covered in scrimshawed writing.
  Th e scrimshaw skeletons are those of revered Illuminated 
  Brothers of highest station. Six bodies were originally 
  interred in area 6 (just beyond this chamber’s south wall), 
  but a delver dug up into the chamber and collapsed the fl oor. 
  One of the bodies was lost to the delver’s corrosive slime. 
  Th e dwarves moved the remaining fi ve to this redecorated 
  antechamber. Th e polished stone on the sixth Brother’s 
  sarcophagus is a stone of penance.
  Any PC who succeeds at a DC 10 History or Religion 
  check realizes the scrimshaw writing tells a story, possibly of 
  great importance given the detail involved. 
  As soon as a PC attempts to read, attack, or otherwise 
  disturb a skeleton, though, the skeletons rise up as one in 
  choreographed motion. As they stand up, they crush their 
  sapphires with their teeth and wrap their knuckles around 
  fl aming greataxes that appear in their hands. 
  A truly observant PC who succeeds at a DC 21 Perception 
  check notices that the south wall of this chamber is 
  composed of four pieces of stone, dropped into place and 
  joined with expert skill to seal off  area 6. Th e PCs must break 
  through this wall to get to the original burial chamber on the 
  other side. 
  Th e stone wall separating this chamber from the original 
  burial chamber is 1 ft . thick (AC 13; other defenses 3; hp 90; 
  Break DC 35).
  Tactics
  Th e skeletons summoned their weapons from some distant 
  cache. Th ey attack immediately, preferably from atop their 
  sarcophagi. Th e fi relight from their battleaxes casts jittering, 
  wiry shadows on the walls behind them. Th ese dark shadows 
  represent the shame from the Illuminated Brotherhood’s 
  past. 
  
  Halls of the Mountain-King
  Halls of the Mountain-King
  115
  At the end of the fi rst round, the shadows of all remaining 
  skeletons rise from the ground, detach from their owners, 
  and glide with crackling necrotic energy toward the nearest 
  PC in fl anking position. If the PCs destroy a skeleton, that 
  skeleton’s shadow dissipates.
  Gaining the Knowledge 
  Skill Challenge (500 XP)
  Setup You must read as many bones as possible
  Level 10th level challenge
  Complexity 2 (requires 6 successes before 3 failures)
  Primary Skills Arcana, Athletics, Diplomacy, Religion, 
  Th ievery
  Arcana (DC 21)—You recognize the symbols on the moving 
  bone.
  Arcana or Religion (DC 10)—You recognize the symbols on 
  the moving bone (only available when the character is 
  the recipient of a Comprehend Languages ritual). 
  Athletics (DC 14)—You break off  a bone; while not a success, 
  the next Arcana check gains a +4 bonus to scrutinize the 
  bone (on a failure you lose a healing surge).
  Diplomacy (DC 14)—You cause a skeleton to hesitate before 
  it attacks again (the skeleton may not perform standard 
  actions on its next turn); while not a success, the next 
  Arcana check gains a +2 bonus to scrutinize a bone 
  (dwarves gain a +2 bonus on this skill check).
  Religion (DC 21)—You sanctify a bone, and its information 
  is protected against later erasure.
  Th ievery (DC 14)—You extricate an etched bone, and its 
  information is protected against later erasure (on a 
  failure you are grabbed).
  Special—Intimidating a bloodied skeleton to surrender, 
  counts as a success, but its associated shadow still 
  attacks.
  Success Each success secures an etched writing, revealing 
  one fact (in the order presented in Table 4-2); fact 
  number six is discovered regardless of when eventual 
  failures occurred.
  Failure Each failure or reduction of a skeleton to 0 hp erases 
  the next unread fact from all skeletons, leaving each 
  with an identical patch of bleached bone; total skill 
  failure means that no more facts can be discovered at all
  Note Combat continues regardless of skill challenge success 
  or failure.
  
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  116
   Table 4-2: Scrimshaw Facts
  #
  Fact
  1
  Th e Illuminated Brotherhood learned that Mammon 
  corrupted gold in the Ironcrags.
  2
  In league with the Spirit of the Mountain, the brotherhood 
  steered its clansmen away from the richest veins.
  3
  Th e brotherhood sealed the great doors to the citadel 
  when the dwarves abandoned the fruitless mines.
  4
  A band of dwarves refused to leave the citadel.
  5
  Th is band dug deep and embraced the corruption of 
  Mammon.
  6
  When the corrupted dwarves attempted to dig out of 
  the mountain with their tainted gains, the Illuminated 
  Brothers drove them back inside and sealed them in, 
  knowingly dooming them to darkness and madness. Th us 
  were born the forsaken. (If the PCs read this fact, the shame 
  of the brotherhood is revealed, and all attacking shadows 
  reattach to their owners as normal non-threatening ones.)
  7
  Vague but true directions to the site where the forsaken 
  attempted to exit the mountain centuries ago.
  Illumination 
  Th e darkness is dimly lit by fl aming weapons.
  Features of the Area
  Sarcophagi—Th ese create diffi  cult terrain, and a DC 15 
  Acrobatics or Athletics check is required during a move  
  to treat it as normal terrain.
  11th Level Encounter
  (3,250 XP) • gaining the knowledge (challenge), 5 scrimshaw 
  skeletons, 5 tethered shadows 
  Scrimshaw Skeletons (5) 
  Level 9 Brute
  Medium natural animate (undead) 
  XP 400 each
  Initiative +9 
  Senses Perception +11; darkvision
  hp 116 Bloodied 58
  AC 22 
  Fortitude 21 
  Refl ex 22 
  Will 19
  Immune disease, poison; Resist 10 necrotic; Vulnerable 5 
  radiant
  Speed 8
  [mba] Greataxe Haul (standard; at will)  � 
   Fire, Weapon
  +12 vs. AC; 1d12 + 4 damage (crit 1d12 + 16 damage) 
  plus 5 fi re damage
  [c] Great Sweep (standard; at will)  � 
   Fire, Weapon
  Close burst 1; targets enemies; +12 vs. AC; 1d12 + 4 
  damage (crit 1d12 + 16 damage) plus 5 fi re damage
  Alignment unaligned 
  Languages —
  Str 18 (+8) 
  Dex 20 (+9) 
  Wis 14 (+6)
  Con 16 (+7) 
  Int 3 (+0) 
  Cha 3 (+0)
  Equipment +1 fl aming greataxe
  Tethered Shadows (5) Level 3 Skirmisher
  Medium shadow humanoid (undead) 
  XP 150
  Initiative +7 
  Senses Perception +7; darkvision
  hp 48 
  Bloodied 24
  AC 17 
  Fortitude 15 
  Refl ex 16 
  Will 13
  Immune disease, poison; Resist 10 necrotic, insubstantial; 
  Vulnerable 5 radiant
  Speed 8
  [mba] Greataxe Haul (standard; at will)  � 
   Disease, 
  Weapon
  +8 vs. AC; 1d12 + 4 damage (crit 1d12 + 16 damage), 
  and the target contracts the wasting (see below)
  [m] Lead with Greataxe (standard; at will)  � 
   Disease, 
  Weapon
  Th e shadow shift s 2 squares and makes a greataxe haul 
  attack against a target
  Alignment unaligned 
  Languages —
  Str 10 (+1) 
  Dex 18 (+5) 
  Wis 12 (+2)
  Con 16 (+4) 
  Int 3 (-3) 
  Cha 3 (-3)
  The Wasting
  Level 3 Disease
  Th ose affl  icted by the 
  wasting become weaker 
  and weaker. Th eir energy 
  simply fades away. 
  Attack: +6 vs Fortitude
  Endurance: improve DC 16, 
  maintain DC 11, worsen DC 
  10 or lower. 
  Th e 
  target is 
  cured.
  �Initial Eff ect 
  Th e target 
  takes a -2 
  penalty to 
  attacks.
  �� 
  Th e target 
  takes a -4 
  penalty to 
  attacks. 
   � Final State 
  Target takes 
  a -4 penalty 
  to attacks 
  and are 
  weakened 
  and slowed.
  Development
  Once the PCs dispatch the skeletons and the chamber goes 
  quiet, read or paraphrase the following:
  Th e faint pummeling of fi sts on stone comes from deep 
  inside the south wall. A moment later, the sound stops 
  and a ghostly set of corroded arms reaches through the 
  wall, stretching and straining forward as if the body 
  they connect to is stuck behind in the stone.
  When the skeletons rose, so did the ghost of the 
  Illuminated Brother whose body was lost to the delver’s 
  corrosive slime. Th is ghost poses no threat to the PCs. It 
  merely wishes to escape the chamber of its defi lement and 
  abandonment. Th e wall that separates it from its brothers 
  presently holds back the ghost like a supernatural cage. If 
  the PCs break through the wall, the corroded ghost races 
  through the hole and dissipates mid-room, at last entering its 
  fi nal rest.
  
  Halls of the Mountain-King
  Halls of the Mountain-King
  117
  Treasure
  Th e PCs fi nd the following items inside the sarcophagi: 
  one arcane scroll with four rituals (Hallucinatory Creature, 
  Drawmij’s Instant Summons, Magic Circle, Arcane Lock); 
  one elemental gem (earth) (see below); two elixirs of shield of 
  faith (see below); gauntlets of the ram; immovable shaft ; lyre 
  of building (see below); four potions of vitality; a +2 lightning 
  greataxe; and gems, jewelry, and coins worth 4,200 gp. 
  (Th e +2 lightning greataxe is one treasure parcel. Th e lyre 
  of building is one treasure parcel. Th e ritual scroll and the 
  elemental gem (earth) combined are one treasure parcel. Th e 
  gems, jewelry, and coins are three treasure parcels. Anything 
  further is excess treasure appropriate for level 9 wealth—
  calculated between Eye of Grajava and Deeper Darkness.)
   New Items
  Elemental Gem (earth) 
  Level 10
  The light brown gem pulses with a warm light.
  Wondrous Item  
  200 gp
  Power (standard; consumable) You crush this 
  gem to conjure an earth elemental (see below 
  for statistics); as a free action, you can spend a 
  healing surge when consuming this item to give 
  the creature temporary hp equal to your healing 
  surge value.
  Special Consuming this gem counts as a use of a 
  magic item daily power.
  Earth Elemental 
  (from Elemental Gem)
  Large elemental magical beast (earth)
  Initiative as conjurer 
  Senses Perception +8
  hp 15 
  Bloodied 7
  AC 20 
  Fortitude 20 
  Refl ex 16    Will 18
  Speed 8
  [mba] Slam (standard; at will)
  +11 vs. AC; 1d10 + 7 damage, and the target is 
  pushed 1 square and knocked prone
  [m] Windmill Slam (standard; at will)
  Th e elemental makes one slam attack against 
  each of two adjacent targets
  Elixir of Shield of Faith 
  Level 13
  Your body is enclosed in an aura erected by faith.
  Elixir  
  650 gp
  Power (minor; consumable) You drink the elixir; 
  once before the end of this encounter, you can 
  make an immediate interrupt when you would be 
  hit by an attack to gain an AC of 30 against that 
  attack, replacing your normal AC for that attack
  Special Consuming this elixir counts as a use of a 
  magic item daily power.
  Lyre of Building 
  Level 12
  The lyre is built with a rectangular motif.
  Wondrous Item  
  13,000 gp
  Power (standard; at-will) You play the lyre, and 
  all allies who can hear the music gain a +2 item 
  bonus to Acrobatics, Athletics, Dungeoneering, 
  and Endurance checks for 1 hour made in the 
  construction of buildings of any kind.
  Stone of Penance 
  Level 6
  This is a dark, polished stone.
  Wondrous Item 
  1,800 gp
  Cursed You are considered to be at a heavy load 
  and can carry no additional weight, and once 
  picked up, the stone cannot be disposed of by any 
  nonmagical means until a Remove Affliction ritual 
  has been performed on you.
  Area 6: The Delver’s Hole
  As the PCs enter this room, read or paraphrase the 
  following:
  Numerous 15-ft . arches lead to burial nooks on three 
  walls of this empty chamber. A hole, 10 ft . in diameter, 
  drops through the fl oor of the eastern nook. Th rough 
  it, moist air fl ows up, carrying the unmistakable sweet 
  smell of carrion into the chamber.
  Th e centuries-old delver’s hole falls 30 ft . down into the 
  darkness of area 7. Its smooth sides make climbing extremely 
  diffi  cult, requiring a DC 25 Athletics check to navigate safely.
  PART IV
  The Caverns 
  Below
  U
  nlike the squared, hewn walls of the royal crypts, 
  the caverns below have never felt a dwarven chisel. 
  Natural crevices twist, wind and double back. Mineral 
  rich water slides down the walls, and the slow heartbeat 
  of it dripping from stalactites to stalagmites echoes in the 
  distance. Th e only light in the caverns comes from the 
  occasional phosphorescent puddle where glowworms slither 
  and albino crabs crawl. Although no extraneous tunnels 
  appear on the map, feel free to expand the caverns by adding 
  them wherever desired.
  
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  Deeper Darkness
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  118
  Area 7: Cavern Entrance
  Aft er dropping 30 ft ., the vertical hole pauses at a landing, 
  tilts to a 45 degree angle, and slides further into darkness. 
  Aft er the tilt, the PCs can navigate the hole with relative ease. 
  Here and there, it elbows into steps. Any PC who succeeds 
  on a DC 15 Athletics check traverses the 50-ft . length and 
  reaches a natural cavern with normal footing. 
  Area 8: The Geode 
  When the PCs reach the base of the natural stairs that 
  lead into this cavern, they come to a fi nal blind turn where a 
  pale blue glow thrown from the cavern dances on the walls. 
  Nearby carrion reeks. When they turn the corner, read or 
  paraphrase the following:
  Th is cavern resembles the inside of a massive geode. 
  8-ft . crystals jut in all directions. Th ere is no fl oor, just 
  the angles at which the razor-sharp edges and slippery 
  sides of the crystals come together. Th e cavern itself is 
  squat, rising to barely double the height of a human. It 
  stretches out of view. A powerful phosphorescent light 
  rises through the crystals and bathes the entire cavern 
  in an eerie glow.
  Movement over the severely obstructed, slippery surfaces 
  of the crystals requires a DC 15 Acrobatics or DC 19 
  Athletics check. PCs who succeed move at half speed. PCs 
  who fail by 4 or less make no progress that round. PCs who 
  fail by 5 or more fall, take 1d6 points of damage, 5 ongoing 
  damage from blood loss (the ongoing damage can be 
  stopped with a DC 15 Heal check, a successful saving throw, 
  a healing potion or the expenditure of a healing surge). Th e 
  phosphorescent light throws the PCs’ bloody refl ections on a 
  thousand glass planes, but provides plenty of light. 
  Th e large crystals provide cover against ranged attacks. 
  Inadequate footing severely hampers all creatures attempting 
  melee attacks. Unless a creature is trained in Acrobatics, 
  it grants combat advantage at all times while it is in the 
  room. Whenever a creature takes damage, it must succeed 
  on another DC 15 Acrobatics or DC 19 Athletics check to 
  remain standing. Falling prone deals 1d6 points of damage 
  (it does not deal ongoing damage).
  Beneath the crystals, several large cavelight mosses fl ood 
  the fl oor. Th e bases of the crystals rise through the creatures 
  as if through lace. One cavelight moss fi lls the cavern’s center; 
  the other two fl ank it. A DC 20 Perception check is required 
  to notice that a lacey moss lies under a layer of collected dirt 
  and spores. Th e mosses sit perfectly still until they attack. 
  As the fi rst PC reaches the midpoint of the fi rst moss (about 
  5 squares into the chamber, measured from the stairs), that 
  moss attacks. Th e other mosses writhe in anticipation of a 
  meal and the other creatures come out from hiding to attack. 
  If a PC attacks the mosses with ranged attacks, all of the 
  creatures attack.
  10th Level Encounter
  4 PCs (2100 XP) • 1 briar witch dryad, 2 cavelight 
  • 
  mosses
  5 PCs (2400 XP) • 1 briar witch dryad, 2 cavelight 
  • 
  mosses, 1 vine horror spellfi end
  6 PCs (2950 XP) • 1 briar witch dryad, 3 cavelight 
  • 
  mosses, 2 vine horror spellfi ends 
  (See MM for briar witch dryad on page 96 and vine horror 
  spellfi end on page 260.)
  Cavelight Moss 
  Level 6 Soldier
  Large natural animate (blind, ooze, plant) 
  250 XP
  Initiative +3 
  Senses Perception +4; blindsight 10, 
   
   
  tremorsense 10
  hp 70 
  Bloodied 35
  AC 20 
  Fortitude 22 
  Refl ex 18 
  Will 19
  Immune gaze
  Speed 1
  [mba] Tendril (standard action; at-will) 
  Reach 2; +13 vs. AC; 1d10 + 4 damage, and the target is 
  weakened until the end of the moss’s next turn
  [m] Grasping Tendrils (standard action; recharge on 6)
  Reach 2; +11 vs. Refl ex; 3d8 + 4 damage, and target is 
  restrained and weakened (escape ends both); only one 
  creature can be restrained at a time
  [m] Writhing Tendrils (standard action; at-will)
  Th e moss makes two tendril attacks
  Phosphorescent Light
  Th e moss constantly emits a dim light; as a minor 
  action, it can increase the radius of its light by 1 square 
  (to a maximum of 5 squares) or decrease it by 1 square 
  (to a minimum of 1 square)
  Alignment unaligned 
  Languages —
  Str 19 (+7) 
  Dex 10 (+3) 
  Wis 13 (+4)
  Con 13 (+4) 
  Int 2 (-2) 
  Cha 5 (+0)
  Tactics
  Cavelight moss attempts to remain as unobtrusive as possible 
  until prey approaches within reach. Once a creature has been 
  seized, it uses its extra tendril attack to fend off  would-be 
  rescuers.
  Area 9: Through the Ceiling 
  When the PCs drop down or peer into this room, read or 
  paraphrase the following.
  Stalactites and stalagmites reach for each other in this 
  cavern of pools. A single path leads from the north to 
  sound end, snaking around pools and over natural 
  bridges along the way. Here and there, tiny cave 
  worms drip their mucous lines from the ceiling, hoping 
  to catch a hapless insect.
  
  Halls of the Mountain-King
  Halls of the Mountain-King
  119
  In the south end of this chamber, water spills through a 
  natural conduit to another cavern (area 10). Looking down 
  the hole—1 square in diameter—the PCs see that the hole 
  drops 10 ft . before popping through the ceiling of the 70-ft .-
  tall cavern below. 
  Th ey also see a wooden catwalk bolted 30 ft . below 
  their current position (50 ft . above the fl oor in area 10). 
  Centuries of dripping water has disintegrated the wooden 
  boards directly below the hole and left  only its metal scaff old 
  frame. It is impossible to climb down to the catwalk, but 
  a PC descending a rope (Athletics DC 13 if knotted, 17 if 
  unknotted) can swing himself to a section of catwalk that 
  still has its boards.
  Area 10: The Shank 
  Th is massive kidney-shaped cavern is roughly a 100 
  ft . wide, more than twice as long, and nearly as tall. 
  Two wooden catwalks supported by steel scaff olding 
  are fastened to the walls and encircle the space. One 
  catwalk stands a little higher than halfway above the 
  ground, and the other stands half as high. On the south 
  side of the cavern, at its midpoint, a ladder connects the 
  two catwalks to each other and the ground. Numerous 
  chains and ropes connect to winches and hang from 
  one level to the other.
  Th e room stretches 100 ft . wide, 250 ft . long, and 70 ft . 
  high. Th e higher catwalk is 50 ft . above the fl oor and the 
  lower is 25 ft .
  At ground level, a torrent of water rages into this cavern’s 
  north end. A gate funnels the fl ow into the northernmost 
  of two artifi cial canals. Both canals head west, but the 
  northern canal races the water past a massive waterwheel. 
  Th e wheel appears designed to spin the 100-ft .-tall, 20-ft .-
  diameter, metal-banded oak Shank set in the fl oor and 
  rising up through the ceiling. Presently, the waterwheel is 
  disconnected from the Shank and freewheels at an awkward 
  angle.
  Some of the catwalks’ boards are missing, rotten, or loose. 
  Any PC who moves faster than half speed must succeed at 
  a DC 10 Acrobatics check. If he fails, his weight splinters 
  boards, and he falls 25 ft . down to either the catwalk below 
  or to the ground, and he takes 2d10 points of falling damage.
  Both canals are 10 ft . deep. Th e water in the northern canal 
  is considered rough water for the purposes of Athletics swim 
  checks (DC 15).
  As the PCs traverse the top-level catwalk, the Spirit of 
  the Mountain rages. In a desperate eff ort to prevent the PCs 
  from repairing the Shank and saving the refugees (who, the 
  spirit thinks, want the corrupted gold for themselves), the 
  Spirit of the Mountain invests all its hatred, all its greed, and 
  all its taint into this fi nal battle.
  A quake rocks the cavern. Loose boards fall like 
  missing teeth from the catwalk. Th e pins holding the 
  scaff olding and catwalks to the walls screech as they 
  rip out. Sections of the upper catwalk break from 
  adjacent sections and hang limp. Other sections break 
  away completely, crashing upon the lower catwalk and 
  pulling it down too.
  All PCs must succeed at DC 18 Athletics check to dive 
  to a safe section of catwalk. PCs who fail by 4 or less fi nd 
  themselves dangling over the edge of the catwalk by a rope 
  or chain. PCs who fail by 5 or more fall 25 ft . to the lower 
  catwalk, take 2d10 points of falling damage, and must 
  succeed on a DC 18 Athletics check to avoid falling from 
  the lower catwalk. Th ose who fall a second time take 5d10 
  falling damage.
  Mountain Corruption Made Flesh
  Before the PCs can take further action, the corruption 
  running through the Spirit of the Mountain pulses from the 
  cavern’s walls and into the catwalk superstructure. Th e quake 
  subsides but the catwalks continue to shake. Large sections 
  of catwalk and steel scaff olding rip from the walls with 
  supernatural force. 
  Instead of falling to the ground, the entire connected mess 
  gathers, folds, and transforms itself into a colossal bipedal 
  creature. Th e monstrosity of steel pipes and wooden planks 
  stands more than 60 ft . tall. It swings a thick braided chain 
  in one hand and raises a log-sized steel pipe in the other. 
  Winches on its head lower its metal jaw, and it screams with 
  a voice of steel on steel.
  PCs on a safe section of catwalk are stranded on one 
  of a dozen random catwalk islands: 5-ft .-wide sections 
  disconnected from each other but still anchored to the wall. 
  Th e rest of the catwalk superstructure has integrated into the 
  animated scaff olding’s body.
  PCs dangling from catwalk ropes take a wild ride when 
  the scaff olding animates. Th eir ropes attach to sections of 
  catwalk integrated into the creature’s torso and arms, and 
  these danglers swing in wide arcs around the creature’s body. 
  At the start of their turn, danglers must succeed on a DC 
  17 Athletics check or fall, taking 2d10 damage. As a move 
  action, they may attempt to climb to a safe section of the 
  colossus (DC 20 Athletics check). If characters fail by 5 or 
  more, they fall; characters who succeed end on a solid part of 
  the colossus (see colossal ability below). 
  
  Deeper Darkness
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  chapter
  four
  120
  
  Halls of the Mountain-King
  Halls of the Mountain-King
  121
  Animated Scaffolding Colossus 
  Level 10 Solo Brute
  Gargantuan natural animate (construct)  2500 XP 
  Initiative +6  
  Senses Perception +9; tremorsense 20
  Crumbling Colossus (only when bloodied) aura 10; 
  enemies starting their turn in the aura take 7 damage; 
  the colossus takes 10 damage at the start of each turn it 
  begins bloodied 
  hp 448 Bloodied 224 (see crumbling colossus)
  AC 24 
  Fortitude 25 
  Refl ex 22 
  Will 22
  Immune disease, poison, sleep
  Saving Th rows +5
  Speed 6
  Action Points 2
  [mba] Braided Chain (standard; at-will)
  Reach 5; + 17 vs. AC; 3d6 + 5 damage
  [m] Double Attack (standard; at will)
  Th e colossus makes a braided chain and a steel pipe 
  attack
  [m] Mountain Fury (minor; recharge on 5, 6)
  +13 vs. Fortitude, targets creatures sharing its space; 
  target is pushed 3 squares and falls, and the colossus 
  may move its speed +2. Th e colossus can move into 
  the squares of Large or smaller creatures (provoking 
  opportunity attacks); if it enters another creature’s space, 
  it makes a secondary attack. 
  Secondary Attack +15 vs. AC; 3d8 + 5 damage
  [m] Steel Pipe (standard; at will)
  Reach 3; +17 vs. AC; 2d6 + 5 damage
  [c] Constriction (minor 1/round; at will)
  Close Burst 0; targets creatures sharing its space; +13 vs. 
  Refl ex; 1d8 + 5, and target is restrained (save ends)
  [c] Scaff olding Spawn (immediate reaction, when hit by 
  ranged or area attack; at will)
  Close burst 10, targets creature who hit it; +15 vs. refl ex; 
  2d6 + 5 damage 
  Miss—Th ree scaff olding spawn appear adjacent to 
  target, sharing the colossus’s initiative
  Colossal 
  Th e colossus occupies a 5 x 5 square space, and Large 
  or smaller creatures may enter the colossus’s area 
  (provoking opportunity attacks) and climb it with a DC 
  18 Athletics check. Characters who climb 20 ft . or higher 
  can fi nd a safe place to stand, gaining combat advantage 
  and a +5 bonus to damage with melee attacks.
  Alignment evil  Languages Primordial
  Skills Athletics (+15)
  Str 21 (+10)  
  Dex 12 (+6)  
  Wis 18 (+9)
  Con 24 (+12)  
  Int 18 (+9)  
  Cha 12 (+6) 
  Scaffolding Spawn 
  Level 8 Minion 
  Medium natural animate (construct) 
  XP 88 
  (or 0 if created by animated scaff olding colossus)
  Initiative +6 
  Senses Perception +6 ; tremorsense 5
  AC 23 
  Fortitude 24 
  Refl ex 20 
  Will 19
  Immune disease, poison, sleep
  Speed 5
  [mba] Slam (standard, at will)
  +11 vs. AC; 9 damage
  Alignment evil  Languages Primordial
  Skills Athletics (+13)
  Str 18 (+8)  
  Dex 14 (+6)  
  Wis 14 (+6)
  Con 20 (+9)  
  Int (6) (+2)  
  Cha 10 (+4)
  
  Deeper Darkness
  Deeper Darkness
  chapter
  four
  122
  Development
  When the PCs fi nally deal the fi nal blow to the animated 
  scaff olding, read or paraphrase the following:
  Th e animated scaff olding’s knees buckle and twist. Its 
  winch lines reel out, and its jaw slacks open and snaps 
  off . With a sideways lurch, the great construct collapses 
  in a heap of splintered logs and bent steel. 
  In the dust of its destruction, a cloud of iridescent light 
  rises. For a moment it hovers, pulsing out waves of 
  palpable hatred. Th en, it rushes at a cavern wall and 
  disappears into the mountain.
  The Shank
  Th e Shank itself is the colossal trunk of a once-mighty oak 
  tree, nearly 20 ft . thick (AC 2; Fortitude 20; 600 hp; Break 
  DC 50).
  Repairing the Shank
  In the north end of the cavern, on a thin island between the 
  two canals, a winch connects to a series of oblong gears and 
  pulleys. By cranking the winch for 1 minute, a PC can lift  
  the water gate into the air and drop it down again to redirect 
  the water fl ow to one canal or the other. If the PCs direct the 
  water to the southern canal, the northern canal drains, the 
  water wheel stops spinning, and the PCs gain enough space 
  to begin repairing the wheel-to-Shank connection.
  Th e 30-ft .-diameter water wheel weighs 4 tons, and the 
  PCs must carefully lever it back into place. Th e job requires 
  pulleys, winches, and sweat. It takes a total of 12 hours 
  to gather the equipment from the colossus’s heap, repair 
  the necessary parts, rig them together, and use them to 
  reconnect the water wheel to the Shank. Every contributing 
  PC trained in Arcana, Dungeoneering, Endurance, or 
  Th ievery reduces the time by 2 hours.
  Once the PCs reconnect the water wheel and redirect the 
  water to the northern canal, the rushing water smashes into 
  the wheel and sprays everywhere. A few moments later, the 
  Shank begins to turn slowly in its base.
  Concluding the 
  Adventure
  I
  f the PCs repair the Shank, the billows in the old 
  forge, the fountains in the royal residences, and the air 
  circulatory system throughout the complex start working 
  again. In a few hours, the explosive gases collected in the 
  upper halls dissipate to safe levels. Th e PCs successfully 
  neutralize the imminent threat of suff ocation, and the 
  refugees can begin the long, slow process of digging their 
  way out of the mountain without risk of explosion.
  If the PCs die, selfl ess dwarf penitents crawl through the 
  great hall to the griff on tower (area 7 in the topmost hold) 
  and sacrifi ce themselves in an explosion that rips a new exit 
  from the mountain. A fi reball races through the topmost 
  hold and second hall level, consuming the explosive gas and 
  scorching everything in its wake. When it is over, the citadel’s 
  griff on tower welcomes silently falling snow and the next set 
  of PCs to the scene.
  
  THE GRAND LODGE
  THE GRAND LODGE
  OF THE OLD MASTERS
  OF THE OLD MASTERS
  chapter five
  Halls of the Mountain King
  Halls of the Mountain King
  123
  A deep cavern delve for four 11th-level characters
  by Brandon Hodge and Ben McFarland 
  with Brett McLean, Richard Green, and Dan Voyce
  Background
  L
  ong ago, the six Old Masters of the Illuminated 
  Brotherhood, the founders of the organization, devised 
  a means of attaining immortality. Bartholomeus, one 
  of the greatest craft smen of the time, constructed golden 
  clockwork to house the souls of the Old Masters, so the 
  brotherhood’s founders achieved immortality.
  Time passed and gave rise to complacency, and the Old 
  Masters lost control of the brotherhood they founded to 
  newly illuminated masters. As the years dragged on, the 
  sextet lost their relevancy and were shut away in a room, 
  neglected and mostly forgotten. Mammon’s taint infected 
  the Spirit of the Mountain and, ever so slowly, it befouled 
  the souls of the fi ve Old Masters who remained behind. Th e 
  Stonethrower Clan smuggled Rabscuttle out before he met 
  this terrible fate. 
  Summary
  F
  ollowing the events of Deeper Darkness, the PCs return 
  to the ruined upper halls to fi nd a small group of 
  survivors investigating a previously unknown doorway 
  now exposed by the earthquake. Exploring the chamber 
  beyond, the party discovers a long-sealed repository of 
  Illuminated Brotherhood artifacts and galleries of the secret 
  society’s history, as well as the caretaker of the museum: the 
  stone-dead gearmaster Bartholomeus, creator of Rabscuttle 
  and the clockwork doors. Th rough questioning the lich-like 
  dwarf, the PCs learn of secrets concealed by the adamantine 
  doors of the Grand Hall as well as the means to pass through 
  the portal and obtain them. 
  Armed with this knowledge, the party ventures into 
  the depths of a sealed-off , partially collapsed mineshaft  to 
  reach the control mechanism that unlocks the otherwise 
  impenetrable doors, all the while fending off  the forsaken 
  who rule this “poisoned passage.” Reaching the control 
  mechanism, the players must use teamwork to navigate a 
  poison gas chamber while dodging the many dangers that 
  lurk within. Once they work the controls, the PCs return 
  to the surface to enter the Grand Lodge of the Old Masters, 
  where they must overcome riddles, guardians, and traps to 
  fi nally encounter the corrupted founders of the Illuminated 
  Brotherhood and the secrets they keep! 
  PART I
  Our Wealth Was 
  Written into Words
  T
  he PCs return to the ruined upper halls, which are still 
  wracked by distressing tremors and aft ershocks. While 
  most survivors hail the PCs as returning heroes and 
  saviors, one group is distracted by something else entirely. 
  Th ese survivors are gathered around a deep crack in a wall of 
  the former merchant camp (area 21) that appeared aft er the 
  earthquake. 
  Several surviving refugees investigated the crevice and 
  report there seems to be the outline of a previously hidden 
  door set into the wall, now crooked and disturbed from 
  its frame. Th e miners are unable to open it. Choose a bold 
  survivor to relate this discovery to the party. 
  Events of the Grand Lodge of the Old Masters occur after Deeper Darkness. Old 
  mysteries and older shames come to light in this adventure and pave the way for the 
  campaign arc’s conclusion in Heartsblood Forge. If the PCs are not yet 10th level, 
  delay the beginning of this adventure and allow them to perform a few side tasks 
  until they earn enough experience to gain a level. 
  
  The Grand Lodge of the Old Masters
  The Grand Lodge of the Old Masters
  chapter
  five
  124
  If the PCs investigate, read or paraphrase the following:
  A large crack has opened up the stone wall, and indeed, 
  the outline of a hidden door is visible due to the terrible 
  shift ing of the mountain. Th ere does not appear to be 
  any obvious mechanism to open the portal. 
  A DC 26 Perception check uncovers a tiny golden gear 
  inset into the stone. When turned, the gear unlocks the door, 
  which nonetheless must still be forced open with a DC 16 
  Athletics check.
  A CABINET OF CURIOSITIES 
  Beyond the door lies a long-sealed chamber, well lit by a 
  cold magical fi re in a damaged fi replace. Th e earthquake 
  uncovered this forgotten repository of Illuminated 
  Brotherhood artifacts and galleries of the secret society’s 
  history. Bartholomeus Lodoviceus spent decades scouring 
  the citadel for any trace of brotherhood knowledge, 
  collecting every decaying scrap, every crumbling book, every 
  memento of the organization. Displays of ancient ceremonial 
  uniforms, disintegrating tomes, and rotting tapestries were 
  arranged with great care, evident even aft er the earthquake’s 
  destruction. 
  In some instances, entire blocks of stone engraved with 
  symbols of the fl aming pillar and barred doors were chiseled 
  from their original settings and placed in this chamber. 
  Th e esoteric symbolism of the secret society is etched into 
  every stone surface of the room, predominantly scenes of 
  morality for those seeking knowledge and enlightenment. 
  Dusty scrolls, tapestries, and tomes display indecipherable 
  arcane formulas and diagrams that seem to illustrate the 
  construction of not only physical creations, but also the less 
  tangible lessons that such artistic pursuits teach the creator. 
  Two stone pillars are also in this room. Unusually 
  embossed, they display deeply inset engravings of gears, 
  wheels, and armor-like plates. A DC 16 Dungeoneering 
  or Th ievery check identifi es these indentations and the 
  markings around them as metalworking molds. In fact, some 
  of the plates and gears they contain are quite familiar and 
  match parts and pieces of Rabscuttle. Th ey are the partial 
  molds with which his body was constructed, and several 
  sections match any rubbings found on the bodies of cultists 
  encountered in Zobeck, in the quarters of Albricius, or near 
  the wreck of the Drake. 
  A tall golden suit of armor rests in a stone and glass 
  case near the fi replace. Th e massive, beautifully engraved 
  plate armor is sized for a troll. A DC 23 Perception check 
  reveals that it is an automaton with clockwork gears visible 
  in the seams. Th is is an inert shield guardian, identifi able 
  by a monster knowledge Nature check (PHB, page 180). 
  Originally constructed by the guardian Bartholomeus for 
  the Old Masters, he now holds the chest piece amulet that 
  controls the creation. 
  A massive ceremonial chair carved of solid stone and 
  etched with the tools of the stonecutter’s craft  near the 
  fi replace faces the door. Th e seat is covered in a crumpled 
  collection of brotherhood ritual dress—an embroidered 
  apron, soiled cloth gauntlets, a dirty sash, a gilded robe, and 
  a belt of chain—all moldering atop a mound of hard, stony 
  earth. A great blacksmith’s hammer lies discarded on the 
  fl oor nearby. 
  A large ceremonial breastplate, golden and square and 
  unlike anything the PCs have yet seen, tops the heap. It is 
  segmented into 16 squares. Each square is adorned with 
  a single rune or symbol, and large half-spherical gems 
  of various colors top each one, magnifying the character 
  beneath.
  A DC 23 Arcana or Th ievery check, or a Comprehend 
  Language ritual, properly interprets the symbols as numbers 
  in the following grid. 
   Table 5-1: Numbered Grid
  1
  14 14
  4
  11
  7
  6
  9
  8
  10 10
  5
  13
  2
  3
  15
  Th is artifact is +3 dwarven armor, but more importantly, it 
  is a ceremonial adornment of a 33rd-degree Silent Master that 
  also serves as the shield guardian’s controlling amulet. Each 
  row, column, and diagonal carries the symbolic sum of 33, as 
  does the sum of the four corners. 
  If PCs touch the armor or the hammer, interfere with 
  the remains, or approach the chair or shield guardian, the 
  dirt slowly shift s and takes humanoid form. Bartholomeus 
  Lodoviceus, the ancient architect of the clockwork doors and 
  the gearforged bodies of the Old Masters, is still here, now an 
  ancient stone-dead dwarf. Read or paraphrase the following:
  Th e fi ne dirt and grit heaped upon the great chair 
  begins to shift  and fl ow, quickly taking a humanoid 
  form, fi lling out the tattered clothing and adornments 
  found on the seat there. Th e gentle shift ing of silt 
  confers the still countenance of an earthen dwarf, bits 
  of refuse and spider web interrupting the otherwise 
  perfect dusty rendition. A shudder knocks loose dirt to 
  the fl oor, and gemlike eyes pop open and scrutinize the 
  surroundings with a furrowed earthen brow. Teeth of 
  stone seem to chew the air, as the creature sits upright 
  on the seat.
  Bartholomeus is an ancient dwarven architect, engineer, 
  and inventor who refused to leave the hall’s fi rst exodus, 
  having since achieved the lich-like state of stone death. 
  Although once the great mind behind the creation of 
  the clockwork gates, the dwarven gearforged, and the 
  
  Halls of the Mountain-King
  Halls of the Mountain-King
  125
  preservation of the Old Masters, Bartholomeus long ago 
  succumbed to the corruption of the mountain and the 
  temptations of Mammon. He spent countless hours roaming 
  the abandoned halls, greedily acquiring the forgotten 
  knowledge of the brotherhood and storing it in this secret 
  chamber. 
  Creaking uncomfortably in his seat and leaning forward, 
  his stone jaw opens for the fi rst time in ages to speak to those 
  before him as spiders scurry and crawl all over his earthen 
  skin. Bartholomeus asks in a low, slow, and resonant tone, 
  “Who seeks Bartholomeus, and what would you have me 
  do?” 
  Bartholomeus addresses the PCs as a proud caretaker, 
  shuffl  ing slowly from his seat and pointing out the 
  meanings of symbols the party might fi nd interesting, such 
  as the recurring display of symbolic doors matching the 
  impenetrable adamantine portal seen in the Great Hall. He 
  encourages the PCs to research the nearby codices and hints 
  at the marvels the Grand Lodge contains that he longs to 
  visit again, although his current state no longer allows him to 
  roam as he once did. 
  Bartholomeus’s initial attitude is friendly, but aft er each 
  question the PCs ask, he slides toward hostility. At some 
  point, the senile creature realizes he isn’t even talking to 
  members of the Illuminated Brotherhood, at which point he 
  becomes hostile and attacks. Th e base number of questions 
  the PCs can ask is ten before Bartholomeus attacks. If a 
  dwarven PC asks the questions, he can ask three additional 
  questions before Bartholomeus turns hostile. In addition, the 
  PCs may make one DC 26 Diplomacy check to ask two more 
  questions of Bartholomeus before he loses his patience and 
  attacks. If the PCs do not ask enough questions to anger him, 
  Bartholomeus becomes indiff erent to them and they may 
  look through his collection at their leisure, with him off ering 
  random and unbidden insights into the chamber’s holdings.
  REVELATIONS OF 
  BARTHOLOMEUS
  Focus on providing the hook for this adventure through 
  Bartholomeus, to lure the PCs down to the poisoned 
  passage to unlock the adamantine doors and beyond 
  them to discover the council chamber of the Old Masters. 
  Bartholomeus tends to meander through the chamber 
  and discuss topics of interest to himself anyway, ignoring 
  questions that do not interest him. 
  
  The Grand Lodge of the Old Masters
  The Grand Lodge of the Old Masters
  chapter
  five
  126
  On Albricius 
  Bartholomeus can confi rm that several weeks ago, he caught 
  two masked dwarves and a human in the chamber taking 
  rubbings from a nearby pillar. Th ey ran away before he could 
  pursue. He admits, though, that in any case, his “old bones of 
  earth and silt can’t move that fast, anyhow.” 
  On the Golden Armor
  Th e stone-dead dwarf seems to disdain the display case, 
  calling the armor a failure. He explains that he sought to 
  create a protector for the Old Masters of the brotherhood, 
  but it was a mere automaton and had no soul. Th e lessons 
  he learned in its creation led to great breakthroughs in other 
  clockwork creations.
  On Rabscuttle and the Creation Pillar
  Bartholomeus does not remember any names, so mention 
  of “Rabscuttle” stirs no memories. He does reveal, however, 
  that he perfected a technique for creating new bodies for 
  dying dwarves and that the blessing of Volund allowed their 
  souls to make the transition into clockwork bodies. Because 
  he long ago forgot, he in no way reveals that the bodies he 
  constructed were masters of the brotherhood or that more 
  than one exists. 
  If shown Rabscuttle, Bartholomeus focuses on his 
  memories of the techniques of the construction and forging 
  of the body, and talks about the clever inclusion of symbols 
  and maps on the creation with pride. He does not seem to 
  remember what the maps led to or even that Rabscuttle is 
  a living being, manhandling the gearforged as if Rabscuttle 
  were a piece of hot metal on an anvil. He ignores Rabscuttle 
  if the gearforged addresses him and instead gives the other 
  PCs a peculiar look, like a veterinarian annoyed by a barking 
  dog. 
  Rabscuttle, for his part, does not remember his creator 
  either, although he shakes Bartholomeus’s hand heartily as 
  he marvels in familiarity at the objects of the chamber—the 
  names and lesson of each revelation just on the tip of his 
  tongue, just out of reach of his senile mind. 
  On Doors
  Th e crowning achievement of Bartholomeus was his 
  clockwork and adamantine doors: “Th e ones that hide secrets 
  worth keeping.” He discusses at length the incredibly tough 
  construction of the adamantine doors. “Have you tried to 
  get past them? You can’t! I dare you! Impossible! You’ve got 
  to unlock them, fi rst! And you can’t speak to the mountain 
  unless you get by them! You want to speak to the mountain, 
  do you not? Th e Old Masters can stop these tremors! You’ve 
  got to get past the poisoned passage to open them!” 
  In his excitement, Bartholomeus strides throughout the 
  chamber, pointing out the various door symbolisms rife 
  in brotherhood allegory. He proudly exclaims how each 
  door featured in the numerous tapestries and codices are 
  all his creations, although representations of the unique 
  adamantine doors seem the most prevalent.
  He also has dark thoughts about the ultimate use of those 
  doors to seal away his cousins, who, like him, refused to leave 
  the citadel. His memories are faint about these events, but he 
  can reveal that he never intended for his doors to be used to 
  lock away these forsaken brethren and could not blame them 
  for not wanting to leave the halls. He carries some guilt for 
  his contribution to this crime.
  The Old Masters
  If questioned about the Old Masters, Bartholomeus 
  points out a tapestry depicting six dwarven statues, each 
  afl ame with the Fires of Knowledge and wielding various 
  implements and symbolic tools of the order. Each a master 
  craft sman in his own right, the founders of the brotherhood 
  passed on their knowledge to their dwarven brethren and 
  allowed the Golden Citadel to fl ourish. 
  Eventually, even the succession of dwarven kings bowed 
  before their enlightenment, and the Old Masters ruled 
  the citadel from beyond the adamantine doors, where 
  they communed with the Spirit of the Mountain through 
  the power of the golden bowl to seek guidance in their 
  endeavors. 
  The Golden Bowl
  Bartholomeus makes constant reference to a golden bowl, 
  calling it, “the prettiest, most perfect thing you ever saw.” 
  Th e bowl rests beyond the adamantine doors, which were 
  built to protect the device, housed within a special well. Th e 
  well was used for sacrifi ces to Rygar, to summon the Spirit 
  of the Mountain. He concludes by saying, “You have more 
  questions? You’ll have to speak to the mountain. Listen to the 
  silt. All the answers to why are behind those doors.” 
  The Poisoned Passage
  Th e dwarf points to a tapestry that shows a dark cave, 
  billowing with clouds of acid, and mentions “dark tunnels of 
  forbidden knowledge.” He relates how his people asked him 
  to stem the fl ow of a deadly gas that seeped from a mine, 
  the explosion that rocked the citadel, and how he saved his 
  people by creating a gate to cap the destroyed tunnels. In his 
  ramblings, he also mentions an airlock to access the mines, 
  “because the only way to unlock the doors was down there.” 
  He further explains that the controls to open the 
  adamantine doors were originally in a lower chamber for 
  defensive purposes, but now, the airlock must be navigated 
  and the poisonous gas chamber crossed to reach the controls 
  and unlock the door. Th e PCs have seen the door sealing off  
  this area before, which is at area 37 on level 2 of the citadel. 
  
  Halls of the Mountain-King
  Halls of the Mountain-King
  127
  Further Questions
  If the PCs start to inquire on topics other than the proud 
  accomplishments of Bartholomeus, he becomes annoyed, 
  and steers the conversation back toward doors and the 
  secrets they guard. If pressed, he becomes hostile and attacks.
  Conclusion
  Th e PCs should learn that the adamantine doors in the upper 
  halls conceal a secret lodge as well as an important artifact 
  known as the golden bowl that once allowed the Old Masters 
  to summon the Spirit of the Mountain and communicate 
  with it. With the tremors of the earthquake as constant 
  reminders of the wrath of the Spirit of the Mountain, the 
  characters may realize that the chamber beyond might be 
  their only chance to negotiate with the spirit to prevent 
  further collapse. Th ey should know that the only way to 
  open the doors to the Grand Lodge is to descend into the 
  poisoned passage. Th ey must go past the airlock and operate 
  the controls found there. 
  As the PCs tour the chamber with the dwarf, he becomes 
  increasingly taciturn and suspicious. Eventually, he turns on 
  them and begins demanding explanations: What are they 
  doing here? Who are they? What do they seek? Why don’t 
  they stop these tremors? Madness and greed well up inside 
  the suddenly hostile creature, and the once-forthcoming 
  inventor attempts to destroy the party. As his mind snaps and 
  he turns on the PCs, he seizes his great hammer in his stony 
  fi sts, and the golden automaton steps forward in his defense. 
  Against larger groups, many of the tools and weapons in the 
  cage animate and attack. For a greater challenge, an eidolon 
  rises up next to Bartholomeus. 
  11th Level Encounter
  4 PCs (2,400 XP) • Bartholomeus, shield guardian
  • 
  5 PCs (3,000 XP) • Bartholomeus, 6 craft shard sentinels, 
  • 
  shield guardian
  6 PCs (3,600 XP) • Bartholomeus, 4 craft shard sentinels, 
  • 
  eidolon, shield guardian
  Bartholomeus Stone-Dead 
  Level 10 Elite Brute
  Medium magical construct (undead)  
  XP 1,000
  Initiative +5  
  Senses Perception +10; darkvision
  Whispers from Peaks and Caverns aura 3; allies within 
  aura gain +2 bonus to hit and damage
  hp 252 Bloodied 126
  AC 26 
  Fortitude 20 
  Refl ex 26 
  Will 24
  Immune disease, poison; Resist 10 acid, 10 necrotic; 
  Vulnerable 5 radiant
  Saving Th rows +2
  Speed 6
  Action Points 1
  [mba] Ancestor’s Maul (standard; at-will)  � 
   Weapon
  +13 vs. AC; 3d6 + 5 damage
  [m] Avalanche’s Treachery (minor; at-will)  � 
   Weapon
  +11 vs. Refl ex; 1d8 + 5, and target is knocked prone
  [m] Flurry of Mountain Steel (standard; recharge on 4, 5, 
  6)  � 
   Weapon
  Reach 2; +11 vs. Fortitude; 2d6 + 5 damage, and target is 
  knocked prone 
  Miss—Half damage, and target is not knocked prone
  [m] Remorseless Stone Rain (immediate reaction, when 
  a foe is blinded, immobilized, knocked prone, or 
  restrained; at-will)  � 
   Weapon
  Reach 2; +13 vs. AC; 1d8 + 5 damage
  [c] Th e Living Rock Obeys Me (move; recharge when 
  bloodied)
  Close burst 2; +9 vs. Refl ex; 1d8 + 5 damage, and target 
  is immobilized (save ends) 
  First failed save—Target is restrained (save ends)
  Adverse Ballot (immediate reaction, when a roll is made; 
  daily)
  Bartholomeus may reroll one roll that he has just 
  made, but the result of the reroll must be taken, even if 
  it’s worse than the original roll.
  All Seeing Eye
  Flanking Bartholomeus does not grant combat 
  advantage
  Bound by Choice
  Bartholomeus deals an extra 1d6 damage against foes 
  standing on the ground; he deals an extra 2d6 damage 
  against foes knocked prone
  Alignment unaligned  
  Languages Common, Dwarven 
  Skills Arcana +13, Athletics +14, Nature +10, 
  Perception +10
  Str 18 (+9)  
  Dex 10 (+5)  
  Wis 10 (+5)
  Con 16 (+8)  
  Int 16 (+8)  
  Cha 15 (+7)
  
  The Grand Lodge of the Old Masters
  The Grand Lodge of the Old Masters
  chapter
  five
  128
  Craftshard Sentinel 
  Level 9 Skirmisher Minion
  Small magical construct  
  XP 100
  Initiative +9  
  Senses +4
  hp 1; a missed attack never damages a minion
  AC 23 
  Fortitude 23 
  Refl ex 21 
  Will 19
  Speed 6 
  [mba] Betraying Handiwork (standard; at-will)  � 
   Weapon
  +14 vs. AC; 9 damage
  [c] Smith’s Regret (when killed)
  Close burst 1; +10 vs. Fortitude; 9 damage, and target is 
  blinded (save ends)
  Alignment evil  Languages Common, Dwarven
  Str 20 (+9)  
  Dex 16 (+7)  
  Wis 11 (+4)
  Con 13 (+5)  
  Int 7 (+2)  
  Cha 13 (+5)
  Eidolon
  (See MM, page 101) 
  Shield Guardian
  (See MM, page 149)
  Tactics
  Bartholomeus batters enemies with ancestor’s maul or fl urry 
  of mountain steel while using avalanche’s treachery and the 
  loss of any craft shard minions to provoke his remorseless 
  stone rain. If in the thick of battle and surrounded by 
  enemies, he uses the living rock obeys me power and 
  considers using an action point to attempt killing any 
  bloodied foes within reach.
  Treasure
  Art objects (symbols of the brotherhood worth 1,500 gp), +3 
  dwarven armor, ritual text with Consult Mystic Sages (worth 
  1,000 gp)
  (Th is represents two treasure parcels.)
  Bartholomeus’s belongings discorporate along with his 
  form, including his shield guardian amulet. Despite the 
  apparent wealth contained in the room, a DC 23 Perception 
  or a DC 16 Th ievery check reveal the gaudy gold artifacts 
  of the Illuminated Brotherhood—gold trimmed vestments, 
  gem-encrusted chalices, silver medals of commendation, 
  brass tablets and copper plates (all adorned with the esoteric 
  symbols of the brotherhood)—are only worth 1,500 gp. 
  Only a single book remains intact among dozens 
  of volumes pertaining to clockwork construction and 
  maintenance. Th is reference is a ritual text of Consult Mystic 
  Sages.
  PART II
  The Poisoned 
  Passage
  Th e PCs should easily locate the door to the poisoned 
  passage, as they know its existence and location. Th ey pass 
  the clockwork door whenever they enter the lower halls of 
  the citadel and they faced the forsaken there for the fi rst 
  time.
  37. The Clockwork Door 
  Cogs and gears litter the fl oor surrounding the great 
  clockwork door. Over the many years, most gears from 
  the portal were stripped in an attempt to disable the door, 
  although many other gears (obviously not a part of the 
  original door) were placed within it in an altogether diff erent 
  confi guration than the builders originally intended. 
  Since the sundering of the central clockwork door in this 
  lower ward, the forsaken took steps to ensure they are never 
  again trapped beneath the halls. Aft er their initial assault, 
  a small band disabled the door leading into the poisoned 
  passage, an area they long ago claimed. Th e craft y creatures 
  reconfi gured the clockwork gears of the door in hopes that 
  only they might open it, although a DC 26 Th ievery check 
  can make sense of the bizarre arrangement of gears and 
  unlock the door. In addition, the forsaken trapped the door.
  Fusillade of Greenblood Oiled Gears 
  (poison)
  Use stats for black lotus (poison), except attack is +15 vs. 
  Fortitude and does not require ingestion (see DMG 51). 
  1. The Poisoned Passage 
  Once the PCs open the clockwork door, read or paraphrase 
  the following:
  Th e distant howling that prevents habitation of the 
  lower halls is much louder here, a droning distraction 
  that muddles the mind and dulls the senses. A moist, 
  cloying green vapor hovers low over the fl oor and 
  clings to every surface of the passage, stinging the eyes, 
  irritating the skin, and piercing the lungs. A thick, green 
  sludge accumulated over the fl oor, ceiling, and walls of 
  the stone hallway, dripping down occasionally with a 
  faint, sickening plop. Th e corridor displays a massive 
  amount of damage, obviously from an explosion, and 
  the tunnel is collapsed in many areas. 
  Th e poisoned passage is what remains of a large mine and 
  lower substation where a particularly rich vein of orichalcum 
  
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  129
  THE POISONED PASSAGE
  1 SQUARE = 5 FEET
  
  The Grand Lodge of the Old Masters
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  130
  was extracted. One of the earliest discovered veins, this area 
  was once used as a nexus of communications between the 
  upper and lower citadel and included a master control panel 
  to unlock the doors to the Grand Lodge above. Centuries 
  before the fall of the Golden Citadel, a group of miners 
  excavated a massive pocket of highly compressed, poisonous 
  gas that exploded upon release. So great was the devastation 
  that the entire citadel had to be abandoned until a solution 
  could be found. To answer this crisis, Bartholomeus invented 
  and constructed the airlocks, which kept the poisonous 
  vapors at bay. 
  Th e passages leading to the airlock chamber are 
  treacherous. Th e forsaken invaded these tunnels from their 
  nearby Howling City, traversing the mist with alchemical 
  items and setting traps in the hallways to drive out any 
  interlopers. Residue of the gases lingers throughout these 
  hallways. A thick green mist settles on the fl oor, although 
  its acidic qualities are irritating but not damaging. Th e 
  accumulated scum that layers the walls and objects of this 
  area in poisonous fi lth is another matter (see the “Poison Gas 
  Residue” sidebar). 
  Th e poison gas is not fl ammable.
  Once the PCs pass through the clockwork door, they hear 
  the distant wails of the forsaken howlers. While unnerving, 
  they have no other eff ect.  
   Poison Gas Residue
  The slick, olive-colored film is a contact poison. 
  This film covers every wall, door, and object in 
  the area, including the control panel, so great care 
  must be taken to prevent contact with the virulent 
  substance (a DC 21 Thievery check cleans one 
  square in 10 minutes).
  Poison Gas Residue  
  Level 10 Poison
  Reduced from the thick, billowing vapors of the 
  corrupted vents within Rygar, the forsaken use this 
  toxic oil to trap areas and help capture slaves.
  Poison  
  1,250 gp
  Attack +13 vs. Fortitude; ongoing 5 poison 
  damage, and the target takes a -2 penalty to 
  saving throws and is immobilized (save ends both)
  First Failed Save—Target is stunned (save ends)
  Aftereffect—The target is weakened (save ends) 
  2. the Collapsing Corridor 
  Th e forsaken set a trap to warn them of approaching 
  intruders. Th ey rigged a very unstable wall to collapse if the 
  area is not properly navigated. 
  Collapsing Wall
  Level 5 Lurker (Hazard XP 250) 
  An acrid, burning smell draws your attention to an unstable 
  looking wall of piled stones and talus.
  Hazard A portion of precariously stacked stone brick wall 
  is coated with a poisonous gelatin.
  Perception 
  DC 17—Th e character detects the slight odor of the 
  poison when within 2 squares of the wall
  DC 22—Th e character detects the slight odor of the 
  poison when within 3 squares of the wall
  DC 27—Th e character detects the slight odor of the 
  poison when within 4 squares of the wall
  Additional Skill (Nature, Dungeoneering)
  DC 22—Th e character recognizes the danger of the 
  unstable wall or poison residue before approaching 
  within 3 squares of the wall
  Trigger When a living creature enters or begins its turn 
  within 1 square of the wall, the hazard is triggered and 
  attacks, toppling to crush the targets. 
  Standard Reaction 
  Close blast 4
  Target All creature within burst
  Attack +7 vs. Refl ex
  Hit 2d8 + 5 damage
  Countermeasure 
  A character aware of the collapsing wall can enter the 
  • 
  area without triggering the attack by making a DC 22 
  Acrobatics or Dungeoneering check
  Upgrade to Elite (500 XP)
  Increase all skill check DCs by 2
  • 
  Increase the attack bonus by 2, and change the damage 
  • 
  to 3d6 + 5 damage
  Note Any PC hit by this trap is also aff ected by the poison 
  gas residue (see sidebar)
  3. Collapsed Room 
  Once the PCs enter or look into this room, read or 
  paraphrase the following:
  Th is rubble-fi lled room displays the massive devastation 
  that long ago wrecked these chambers. Patches of slime 
  drape the fl oors and ceiling, while a slime-encrusted 
  dwarf skeleton is half-buried in the stones of the 
  collapsed wall, iron helm crushed. Th e golden hilt of 
  a fi nely wrought sword protrudes from the rubble, 
  fl ames dancing lightly along the visible portion of the 
  blade, casting odd shadows at weird angles throughout 
  the room. 
  
  Halls of the Mountain-King
  Halls of the Mountain-King
  131
  Th is area contains a cleverly constructed trap set by 
  the forsaken. Five patches of green slime grow on the 
  ceiling throughout the room and blend in so well with the 
  surrounding sludge that it takes a DC 21 Dungeoneering or 
  Perception check to pick them out. Th e enticing sword is the 
  subject of magic rituals to appear as a +2 fl aming sword. In 
  fact, the “sword” is simply an intricately fabricated plug for 
  a gas leak emanating from a fi ssure beyond the rubble. Even 
  if the gas pocket it contains is discovered, it is incredibly 
  diffi  cult to remove the sword without also releasing the high-
  pressure poison gas from the fi ssure. Once removed, the false 
  sword’s true nature is easily discerned.
  4. Glyphs and Wards 
  Th e forsaken placed another trap here to warn them of the 
  approach of interlopers. 
  Glyph of Warding (Trap) 
  (see  DMG 90)
  Canaries in the Coalmine
  PCs can purchase canaries and white mice from 
  the dwarves for 1 gp each. These useful creatures 
  act as early detection devices for poisonous gases 
  and provide characters with a +5 bonus on related 
  checks.
  5. The Antechamber 
  Th e forsaken guards of the poisoned passage chose this room 
  to stop the party’s intrusion. Th e forsaken use a combination 
  of foul-tasting antitoxins and crude gasmasks to navigate the 
  poisonous passages from their Howling City to these safer 
  chambers, although these precautions do little to protect 
  against the high pressure gas chamber the airlock cordons 
  off  from the rest of the mines. Th ey confront the party and 
  defend their territory to the death. As the PCs enter, read or 
  paraphrase the following:
  Heavy mist swirls lazily about the fl oor of this 
  chamber, occasionally interrupted by small, brief jets 
  of the sickly green vapor from concealed fi ssures in the 
  walls and fl oor. Old mining equipment and ore carts—
  rusted, pitted, and deteriorating in the corrosive 
  environment—lay scattered throughout the room. 
  Many of the walls are collapsed into rubble, although 
  a roughly hewn tunnel, thick with poison gas, leads 
  downward into the darkness below.
  Two forsaken reaver minions, a forsaken raider, and a 
  deathspittle bombardier stand watch in area 7 with one 
  savant attacking from the room beyond. Th e remaining 
  forsaken reavers and deathspittle bombardiers protect the 
  other savant positioned near the fi ssure opening at area 6. 
   The Poison Gas
  The poisonous fumes that erode these chambers 
  were long trapped in a highly compressed 
  gas pocket far below, spreading catastrophe 
  throughout these tunnels when the dwarves 
  inadvertently mined too closely. The thick fumes 
  provide concealment as heavily obscured squares 
  (PHB 280) and act as difficult terrain. The gas is 
  poisonous and acidic. Obviously, the fumes are 
  unbreathable, and any unprotected creatures 
  introduced to the gas immediately suffer the 
  effects of suffocation (see DMG 159). The gas is 
  not flammable or combustible. 
  Poisonous Gas
  Level 9 Blaster (Hazard XP 400)
  A faint sulfurous smell and a burning at the back 
  of your throat lets you know you’ve ventured into 
  an area fi lled with colorless, poisonous fumes.
  Hazard Poisonous gas concentrates in an isolated 
  cavern, fi lling up to 20 contiguous squares
  Perception 
  DC 28—Th e character detects the slight odor of 
  the gas before entering the area
  Additional Skill (Dungeoneering, Nature)
  DC 24—Th e character recognizes the danger of 
  the gas before entering the area
  Trigger When a living creature enters or begins 
  its turn within the area, the hazard is triggered 
  and attacks, releasing its poisonous fumes 
  Opportunity Action  
  Melee
  Target Living creature within the area
  Attack +12 vs. Fortitude
  Hit 2d8 + 5 poison damage, and target takes 
  ongoing 5 poison damage and is slowed  (save 
  ends both)
  Countermeasure 
  A DC 20 Endurance check allows characters 
  • 
  aware of the gas to hold their breath and avoid 
  damage when entering area; characters can 
  hold their breath for 3 minutes, but will need 
  to make another Endurance check each round 
  they take damage 
  Upgrade to Elite (800 XP)
  Increase the Perception and Dungeoneering 
  • 
  check DCs by 2
  Increase the ongoing damage to ongoing 10 
  • 
  poison
  
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  132
  14th Level Encounter
  4 PCs (4,000 XP) • 1 dogmole juggernaut, 2 forsaken 
  • 
  deathspittle bombardiers, 1 forsaken fetal savant, 1 
  forsaken raider, 5 forsaken reaver minions, 2 forsaken 
  savants
  5 PCs (5,000 XP) • 1 dogmole juggernaut, 2 forsaken 
  • 
  deathspittle bombardiers, 1 forsaken fetal savant, 2 
  forsaken raiders, 10 forsaken reaver minions, 2 forsaken 
  savants
  6 PCs (6,000 XP) • 1 dogmole juggernaut, 2 forsaken 
  • 
  deathspittle bombardiers, 1 forsaken fetal savant, 2 
  forsaken raiders, 10 forsaken reaver minions, 2 forsaken 
  savants
  Dogmole Juggernaut  Level 7 Elite Brute 
  Large natural beast (blind, mount)  
  XP 600
  Initiative +6  
  Senses Perception +9; blindsight 20
  Scent aura 2; dogmoles automatically detect invisible 
  enemies and those with concealment (including total 
  concealment) within their aura
  hp 192 Bloodied 96
  Regeneration 5
  AC 21 
  Fortitude 23 
  Refl ex 21 
  Will 18 
  Resist 15 poison
  Saving Th rows +2 
  Speed 6, burrow 4 
  Action Points 1
  [mba] Gouging Teeth (standard; at-will) 
  +11 vs. AC; 2d8 + 6 damage
  [m] Ferocious Charge (standard; usable only when 
  charging; at will)
  +9 vs. Ref; 4d8 + 4 damage; target pushed 2 squares and 
  knocked prone; the dogmole may continue its move if it 
  has any remaining this turn, but it must fi nish its move 
  in an unoccupied square
  [m] Rabid Rebuke (immediate reaction, when hit by melee 
  attack; at will)
  Th e dogmole makes a basic melee attack against 
  whoever hit it
  [c] Forsaken Frenzy (standard; recharge on 5, 6) 
  Close burst 1; targets enemies; +9 vs. Armor Class; 4d8 
  + 5 damage
  Murderous Frenzy
  Th e dogmole gains 1 action point the fi rst time it reduces 
  an enemy to 0 hp in an encounter
  Alignment unaligned  
  Languages —
  Str 21 (+8)  
  Dex 16 (+6)  
  Wis 14 (+5)
  Con 16 (+4)  
  Int 2 (-1)  
  Cha 8 (+2)
  Forsaken Deathspittle Bombardier 
  Level 10 Artillery 
  Small natural humanoid   
  XP 500
  Initiative +10  
  Senses Perception +11; darkvision, 
   
   
  low-light vision
  hp 84 
  Bloodied 42
  AC 22 
  Fortitude 22 
  Refl ex 20 
  Will 24
  Resist 15 poison (see sidebar), 5 psychic
  Speed 5
  [mba] Shortsword (standard; at-will)  � 
   Weapon
  +17 vs. AC; 1d8 + 5 damage
  [m] Desperate Cover (immediate interrupt, when hit by a 
  ranged, melee, or close attack; encounter)  � 
   Weapon
  Th e forsaken gains resist 10 against the attack
  [a] Murderous Bombard (standard; recharge on 6)  � 
   
  Charm, Poison, Weapon
  Area wall 8 within 8; +13 vs. Will; 2d6 + 5 poison 
  damage and ongoing 5 poison damage, and target is 
  dominated (save ends)
  [a] Sloughide Bombard (standard; recharge on 5, 6)  � 
   
  Acid, Poison, Weapon
  Area wall 8 within 8; +13 vs. Refl ex; 3d6 + 5 acid 
  damage, and target is immobilized until end of forsaken’s 
  next turn
  [a] Weeping  Bombard (standard; at-will)  � 
   Poison, 
  Weapon
  Area wall 8 within 8; +13 vs. Fortitude; 2d6 + 5 poison 
  damage, and target is slowed (save ends); if target is 
  already slowed, target becomes weakened (save ends)
  Clarity of Madness
  Th e forsaken cannot be dominated
  Cruel Blow
  Th e forsaken deals an extra +1d6 damage if it has 
  combat advantage
  Alignment chaotic evil  
  Languages Deep Speech, 
   
   
   
  Dwarven
  Skills Athletics +12, Dungeoneering +12, Perception +11
  Str 15 (+7)  
  Dex 21 (+10)  
  Wis 13 (+6)
  Con 18 (+9)  
  Int 15 (+7)  
  Cha 18 (+9)
  Equipment chainmail, forsaken tower bombard (with 3 
  each of murderous, sloughide, and weeping canisters), 
  shortsword, forsaken gasmask
  
  Halls of the Mountain-King
  Halls of the Mountain-King
  133
  Forsaken Fetal Savant 
  Level 10 Controller
  Tiny natural humanoid  
  XP 500
  Initiative +5  
  Senses Perception +14; darkvision, 
   
   
  low-light vision
  hp 94 
  Bloodied 47
  AC 22 
  Fortitude 20 
  Refl ex 23 
  Will 25
  Resist 15 poison (see sidebar), 5 psychic
  Speed 1, forsaken fetal savant cannot shift 
  [mba] Brainbleeder Rebuke (minor; at-will)  � 
   Psychic
  Reach 2; +14 vs. Will; 1d8 + 5 psychic damage
  [c] Wail from the Utter Black (standard; at-will)  � 
   Psychic
  Close burst 6; +12 vs. Will; 2d8 + 5 psychic damage, and 
  target is dazed (save ends)
  [r] Despairing Prison of Flesh (standard; recharge when 
  fi rst bloodied)  � 
   Psychic, Reliable
  Ranged 7; +14 vs. Will; 4d10 + 5 psychic damage, 
  and target is dazed (save ends); targets already dazed 
  are instead dominated (save ends); commanding a 
  dominated target is a free action
  First Failed Save—If not already dominated, target is 
  dominated (save ends)
  Clarity of Madness
  A forsaken fetal savant cannot be dominated.
  Precious Cargo (move; at-will)
  Another creature may carry a fetal savant in a specially 
  prepared cage. Doing so requires the fetal savant’s move 
  action, but allows it to move when that creature moves. 
  Carrying the cage reduces the bearer’s speed by three 
  squares unless otherwise noted.
  Alignment chaotic evil  
  Languages Common, 
   
   
   
  Deep Speech, Dwarven 
  Skills Arcana +13, Insight +14, Perception +14, Stealth +10
  Str 6 (+3)  
  Dex 10 (+5)  
  Wis 18 (+9)
  Con 6 (+3)  
  Int 16 (+8)  
  Cha 16 (+8)
  Equipment forsaken gasmask
  Forsaken Raider  
  Level 10 Brute
  Small natural humanoid  
  XP 500
  Initiative +9  
  Senses Perception +6; darkvision, low-
  light vision
  hp 131 Bloodied 65
  AC 21 
  Fortitude 24 
  Refl ex 23 
  Will 20
  Resist 15 poison (see sidebar k), 5 psychic
  Speed 5
  [mba] Guisarme (standard; at-will)  � 
   Weapon
  Reach 2; +13 vs. AC; 3d6 + 5 damage
  [m] Goading Slash (standard; at-will)  � 
   Weapon
  Reach 2; +11 vs. Fortitude; 2d6 + 5 damage, and the 
  target is marked until the end of the forsaken’s next turn
  [m] Guisarme Hook (standard; at-will)  � 
   Weapon
  Reach 2; +11 vs. Refl ex; 2d6 + 5 damage, and target is 
  knocked prone
  [c] Weeping Steel Blossom (standard; encounter)  � 
   Weapon
  Close burst 1; +9 vs. Refl ex; 2d6 + 5 damage
  Clarity of Madness
  A forsaken cannot be dominated
  Cruel Blow
  Th e forsaken deals an extra +1d6 damage if it has 
  combat advantage
  Alignment chaotic evil  
  Languages Deep Speech, 
   
   
   
  Dwarven
  Skills Athletics +15, Endurance +15
  Str 21 (+10)  
  Dex 18 (+9)  
  Wis 13 (+6)
  Con 21 (+10)  
  Int 11 (+5)  
  Cha 12 (+6)
  Equipment forsaken gasmask, guisarme, hide armor
  Forsaken Gasmask
  These ill-fitting, barely functional gasmasks 
  provide their wearers with a +2 bonus on saving 
  throws made against ongoing poison damage 
  for an encounter. The gasmask also provides the 
  wearer resist 15 poison against gaseous poisons, 
  such as the poisonous gas (hazard). Afterward, the 
  canister is expended and the mask provides only 
  the +2 to saving throws. 
  
  The Grand Lodge of the Old Masters
  The Grand Lodge of the Old Masters
  chapter
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  134
  Forsaken Savant 
  Level 10 Artillery
  Small natural humanoid  
  XP 500
  Initiative +10  
  Senses Perception +13; darkvision, low-
  light vision
  hp 84 
  Bloodied 42
  AC 24 
  Fortitude 20 
  Refl ex 21 
  Will 23
  Resist 15 poison (see sidebar on forsaken gasmask), 15 
  psychic
  Speed 5
  [mba] Longsword (standard; at-will)  � 
   Weapon
  +17 vs. AC; 1d8 + 5 damage
  [m] Brainbleeder Rebuke (standard; at-will)  � 
   Psychic
  Reach 2; +15 vs. Will; 2d6 + 5 psychic damage
  [r] Vision of the Unspeakable Truth (standard; at-will)  � 
   
  Psychic
  Ranged 7; +15 vs. Will; 2d8 + 5 psychic damage, and 
  target is dazed until the end of forsaken’s next turn
  [r] Wrath of Chaos (standard; recharge when fi rst 
  bloodied)  � 
   Charm, Psychic 
  Ranged 7; +15 vs. Will; 4d8 + 5 psychic damage, and 
  target is stunned; a stunned target is instead dazed (save 
  ends)
  First Failed Save—Target is dazed if not already dazed 
  (save ends)
  Clarity of Madness
  Th e forsaken cannot be dominated
  Cruel Blow
  Th e forsaken deals an extra +1d6 damage when it has 
  combat advantage
  Mule for the Twisted (move; at-will)
  Th e forsaken may move 4 squares while carrying an 
  occupied forsaken fetal savant’s cage 
  Alignment chaotic evil  
  Languages Deep Speech, 
   
   
   
  Dwarven
  Skills Arcana +14, Dungeoneering +13, Insight +13, 
  Religion +14
  Str 15 (+7)  
  Dex 15 (+7)  
  Wis 17 (+8)
  Con 18 (+9)  
  Int 19 (+9)  
  Cha 21 (+10)
  Equipment forsaken gasmask, hide armor, holy symbol, 
  long sword 
  Forsaken Reaver  
  Level 8 Brute Minion
  Small natural humanoid  
  XP 88
  Initiative +4  
  Senses Perception +8; darkvision, 
   
   
  low-light vision 
  hp 1; a missed attack never damages a minion
  AC 20 
  Fortitude 20 
  Refl ex 18 
  Will 22
  Resist 15 poison (see sidebar on forsaken gasmask), 5 
  psychic
  Speed 5
  [mba] Shortsword (standard; at-will)  � 
   Weapon
  +11 vs. AC; 10 damage
  [rba] Crossbow (standard; at-will)  � 
   Poison, Weapon 
  Ranged 10/20; +11 vs. AC; 5 damage plus 5 poison
  Cruel Blow
  Th e forsaken deals an extra +1d6 damage if it has 
  combat advantage
  Alignment chaotic evil  
  Languages Deep Speech, 
   
   
   
  Dwarven
  Skills Athletics +12, Dungeoneering +9, Perception +8
  Str 17 (+7)  
  Dex 10 (+4)  
  Wis 8 (+3)
  Con 16 (+7)  
  Int 11 (+4)  
  Cha 12 (+5)
  Equipment chainmail, light crossbow (20 bolts), 
  shortsword 
  shortsword 
  
  Halls of the Mountain-King
  Halls of the Mountain-King
  135
  Tactics
  During Combat Forsaken reavers and raiders charge into 
  melee, attempting to fl ank the party while deathspittle 
  bombardiers fi re bombards from a distance. Savants try to 
  work in concert with fetal savants, dazing targets and using 
  despairing prison of fl esh. Fetal savants reserve wail from 
  the utter black until a foe engages them, instead relying on 
  brainbleeder rebuke.
  Morale Th e maddened forsaken fi ght until killed.
  6. Derro Tunnels
  Th e pile of rubble near the fi ssure opening is trapped to 
  collapse in case the forsaken need to cover their escape. In 
  madness, a forsaken might choose to collapse the wall on 
  himself and enemies if he thinks he can harm numerous 
  enemies by doing so.
  Built-to-Collapse Wall 
  (see encounter 2)
  If the PCs wish to investigate the passages leading to the 
  Howling City, they fi nd themselves deterred by the noxious 
  fumes, which resemble the poisonous gas chamber fog (see 
  the “Poison Gas” sidebar), with the exception of the slowing 
  quality. Th e treacherous home city of the forsaken stands 
  more than a quarter mile down these passages. Expand or 
  defi ne the Howling City in any way appropriate to your 
  campaign, or simply dissuade the PCs from investigating 
  it. Map and details on the city are available in Kobold 
  Quarterly #11.
  7. Guard Station
  Once the PCs defeat the guards in  area 5 and look into this 
  room, read or paraphrase the following:
  Th is room is a disheveled mess, serving as guard 
  quarter, kitchen, hearth, and home for the acid-scarred 
  forsaken stationed here. Pervasive litter lies scattered 
  throughout the room, with piles of rusted junk as 
  maddened attempts at artistic decoration. Rough mats 
  of woven cave moss fi bers make do as beds.
  Beyond the normal accoutrements of habitation by the 
  forsaken, there appears to be little of value here, although a 
  DC 26 Perception check uncovers a worn effi  gy of Volund 
  worth 100 gp. A stack of used scroll parchments used as a 
  pillow contains one scrap still holding a Passwall ritual. 
  Treasure
  2 bombard canisters (weeping), 10 forsaken gasmasks, ritual 
  scroll with Passwall, +3 safewing amulet, a silver effi  gy of 
  Volund (worth 100 gp)
  Th is is two treasure parcels.
  8. Ruined Waystation 
  Several enormous patches of tangled, feathery cavelight 
  moss cover this room, giving off  a faint illumination. As the 
  PCs approach it, the glow intensifi es as dusty motes fall from 
  it and drift  to the fl oor in a muted sparkle of luminescence. 
  A DC 19 Dungeoneering or Nature check correctly identifi es 
  cavelight moss for what it is. Th e forsaken allowed it to 
  prosper here and learned to bypass the creatures here by 
  feeding them scraps and slaves.
  8th Level Encounter
  4 PCs (1,400 XP) • 4 cavelight moss, 1 dryad 
  • 
  5 PCs (1,750 XP) • 5 cavelight moss, 1 dryad 
  • 
  6 PCs (2,100 XP) • 4 cavelight moss, 1 dryad, 1 
  • 
  shambling mound 
  (See MM for dryad on page 96 and shambling mound on 
  page 232.)
  Cavelight Moss 
  Level 6 Soldier
  Large natural animate (blind, ooze, plant) 
  250 XP
  Initiative +3 
  Senses Perception +4; blindsight 10, 
   
   
  tremorsense 10
  hp 70 
  Bloodied 35
  AC 20 
  Fortitude 22 
  Refl ex 18 
  Will 19
  Immune gaze
  Speed 1
  [mba] Tendril (standard action; at-will) 
  Reach 2; +13 vs. AC; 1d10 + 4 damage, and the target is 
  weakened until the end of the moss’s next turn
  [m] Grasping Tendrils (standard action; recharge on 6)
  Reach 2; +11 vs. Refl ex; 3d8 + 4 damage, and target is 
  restrained and weakened (escape ends both); only one 
  creature can be restrained at a time
  [m] Writhing Tendrils (standard action; at-will)
  Th e moss makes two tendril attacks
  Phosphorescent Light
  Th e moss constantly emits a dim light; as a minor 
  action, it can increase the radius of its light by 1 square 
  (to a maximum of 5 squares) or decrease it by 1 square 
  (to a minimum of 1 square)
  Alignment unaligned 
  Languages —
  Str 19 (+7) 
  Dex 10 (+3) 
  Wis 13 (+4)
  Con 13 (+4) 
  Int 2 (-2) 
  Cha 5 (+0)
  Tactics
  Cavelight moss remains as unobtrusive as possible until prey 
  approaches within reach. Once a creature has been seized, it 
  uses its extra tendril attack to fend off  rescuers.
  
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  Treasure
  6 canisters for forsaken gasmasks; a carefully decorated 
  dogmole skull encrusted with semi-precious gems and 
  clockwork castoff s (worth 200 gp); a collection of golden 
  gears and cogs (worth 800 gp); and raw orichalcum ore 
  (worth 400 gp; bearers risk gold fever (disease) aft er each 
  extended rest)
  Th is is one treasure parcel.
  9. Collapsed Tunnel
  Th is section of tunnel caved in enough to block Medium or 
  larger creatures and requires even Small creatures to squeeze. 
  Removing enough debris to allow Medium creatures to pass 
  requires four successful DC 16 Athletics, Dungeoneering, or 
  Endurance checks. Each check requires 10 minutes to clear. 
  Failure by 5 or more causes part of the tunnel to further 
  collapse, adding one additional check to the total needed to 
  clear enough space. 
  10. The Control Room 
  A massive explosion scarred this chamber. Most of the stout 
  stone walls shift ed and settled in the centuries since, forming 
  deep cracks that barely contain the poisonous fumes beyond. 
  A circular brass door 10 ft . in diameter and 8 inches thick is 
  set into the far wall; when opened, the door rolls into a recess 
  in the surrounding rock. A small, iron-rimmed porthole 
  of thick glass to the side of the circular door looks into the 
  airlock beyond, revealing an identical door and porthole 
  beyond. 
  A control panel composed of various pressure gauges and 
  stiff  iron levers, along with simple, pictographic instructions, 
  fi lls one wall of this room. Th e twin seesaw handles of a 
  large bellows pump spouts from the stone fl oor within, with 
  a worn leather hose snaking to the wall and into the gas 
  chamber beyond. Two airtight suits hang on hooks fl anking 
  the door. Th e suits are composed of thick-but-pliable leather, 
  iron reinforcements, and heavy copper helmets with small 
  glass portholes. 
  Th e pictograms contain numerous warnings about the 
  toxic nature of the gas beyond. Lewd vandalism and graffi  ti, 
  written by the forsaken in Dwarven, cover most of the signs, 
  warning of the dangers and madness of being trapped behind 
  closed doors. Th e control panel is covered in poison gas 
  residue (see the “Poison Gas Residue” sidebar on page 130). 
  A DC 21 Arcana check by someone who can read Dwarven 
  correctly interprets the airlock opening instructions.
   Table 5-3: Airlock Opening Instructions
  Step
  Instruction
  1.
  Worker to put on suit and secure helmet. Two crew 
  prime air pump to clear airlock by working bellow 
  handles in back-and-forth action.
  2.
  Open outer door with marked lever. DANGER! ONLY 
  worker in secure suit should enter airlock. 
  3.
  Outside crew close outer airlock door with marked 
  lever. Inside worker opens inner airlock door from 
  inside chamber using properly marked lever.
  4.
  Inside worker enter chamber and turn right. Close 
  inner airlock door with properly marked lever. 
  Attach hose there to proper socket on face of helmet 
  to provide air. Proceed carefully while working in 
  chamber.
  5.
  Prevent snagging hose in hazardous environment. 
  DANGER! Low visibility!
  6.
  Outside crew work pump by operating bellow handles 
  to provide fresh air to inside worker. Use marked lever 
  to open door when airlock secure.
  Working any lever to open an airlock door is a standard 
  action. Failure to disconnect the hose from the helmet before 
  re-entering the airlock results in it being kinked and trapped 
  in the door, leaving the wearer with a 3-round supply of air. 
  It takes 2 rounds of pumping to clear the airlock of poison 
  gas with the pump mechanism before a worker exits the 
  chamber, otherwise a 20-foot burst of pressurized poison gas 
  aff ects all within range of the outer door when it opens. 
  Poison Gas Pocket 
  (see “Th e Poison Gas” sidebar page 130)
  The Airtight Suits
  Th e suits provide access to the important controls beyond 
  the airlock. Th ere are two suits present, resembling antique 
  diving suits made of thick, magically enhanced leather 
  augmented by a metal collar that securely fastens a large, 
  heavy copper helmet. Th ey radiate magic and fi t any 
  Medium creature. Th e bulkiness and thickness of the suits, as 
  well as the metal fi ttings, require the plate armor profi ciency 
  to don without penalty and insulate their wearers from 
  all gas damage while whole. In addition, the suits protect 
  the wearer from acid and counteract the slow eff ect of the 
  noxious fumes. 
  Unlike armor, however, the suits were not constructed to 
  withstand the rigors of combat, and take untyped damage 
  equal to that dealt to their wearers (the suits take no damage 
  from ongoing damage other than fi re). A punctured suit 
  retains the ability to move without hindrance but leaves the 
  wearer vulnerable to some eff ects of the gas—the eff ects 
  increasing with every 5 points of damage the suit takes. 
  Th e enhancements fail completely if the suit takes 30 hp. 
  
  Halls of the Mountain-King
  Halls of the Mountain-King
  137
  If the connecting air hose is signifi cantly punctured, the 
  wearer only has a 3-round air supply before the eff ects of 
  suff ocation begin (see DMG 304). Due to the bulkiness of the 
  suits, a character can wear light armor under them without 
  additional penalty, but only the greater armor bonus of the 
  two applies.
  As soon as the fi rst PC puts on a suit, two others must 
  operate the pump to provide air. Roll for initiative and begin 
  tracking the number of rounds it takes for the PCs to activate 
  the door controls in area13. 
  The Air Pump
  Th e pump requires a two-person team to properly operate, 
  each crewmember working one end of the seesaw of the 
  bellows handle to provide clean, fresh air to the workers 
  wearing the suits. A stout hose (AC 7 + wearer’s Dexterity 
  modifi er; 20 hp) runs from the pump and into a socketed 
  recess on the wall, feeding the other end of the 150-ft . coiled 
  hose on the far side of the airlock. Working the pump also 
  clears the poison gas from the airlock in 2 rounds. Without 
  pumping, suits only have 3-round air supplies. 
  new Item
  Airtight Suit 
  —Base Speed—
  Heavy 
  armor
  Cost
  Armor 
  Bonus
  Armor 
  Check 
  Penalty
  6 squares 4 squares Wgt
  Pressure 
  Suit
  250 gp +2
  -6
  4 squares 3 squares 40 lb.
  Damage
  Eff ects 
  0–4
  Immune to poison and acid damage, +2 
  AC, -6 armor check penalty
  5–9
  +3 save vs. ongoing poison, 2 ongoing 
  acid damage, +2 AC, -5 armor check 
  penalty failure
  10–14
  +2 save vs. poison, 3 ongoing acid 
  damage, +1 AC, -4 armor check penalty
  15–19
  +1 save vs. poison, 4 ongoing acid 
  damage, +1 AC, -3 armor check penalty
  20–24
  +0 save vs. poison, 5 ongoing acid 
  damage, +0 AC, -2 armor check penalty
  25–29
  +0 save vs. poison, 8 ongoing acid 
  damage, +0 AC, -1 armor check penalty
  30+
  Suit destroyed; full eff ects of fumes 
  and acid, and suff er all penalties for 
  movement through gas.
  11. The Airlock Chamber
  To protect the upper chambers from the deadly gas, the 
  dwarves built a failsafe into this door. Th e outer door can 
  only be unlocked and opened from the outside, while the 
  inner door can only be unlocked and worked from inside the 
  airlock and the greater chamber. Only one door can be open 
  at any time, and from diff erent locations, to prevent sabotage. 
  Four consecutive successful DC 45 Th ievery checks can 
  change these failsafes. 
  12. The Poisoned Chamber
  Once the PCs make their way through and beyond the 
  airlock, read or paraphrase the following:
  Th e chamber beyond the airlock is littered with the 
  remnants of the previous mining operations torn 
  apart when the gas pocket ruptured. Visibility is 
  extremely limited due to the green, poisonous vapor, 
  although many light stones provide ample, if muted, 
  illumination. Several air hoses lay coiled near the door. 
  Creaks, screeches and other unusual, unidentifi able 
  noises resonate throughout the chamber. Mining carts, 
  torn and jagged rails, rusted lanterns, picks, shovels, 
  and hammers all lay in scattered disarray, pitted and 
  useless. 
  Everburning torches provide illumination. Th e coiled air 
  hoses stretch to 150 ft ., but three of the hoses that lead off  
  into the chamber have been severed. Th e oppressive, cloying 
  dampness weighs heavily on those in the chamber, and all 
  squares are heavily obscured. 
  Th e jumbled mess on the fl oor makes the entire chamber 
  diffi  cult terrain. In addition, obstacles spring up at random 
  intervals, threatening the safety of the workers and their 
  vulnerable suits. Th e following hazards act as traps although 
  they are consequences of the environment and were not 
  deliberately set. Most of these events can aff ect fl ying PCs as 
  well. Any attacks that damage a PC deal an equal amount to 
  the suit (see the “Airtight Suit Damage” sidebar). Add events 
  to create drama and tension, but avoid killing a PC with a 
  hazard. Consider rolling a d10 each round. On a 1, have 
  a hazard eff ect occur to a random target in the room. See 
  DMG pages 87-89 for details
  Rusted Equipment Collapse
  • 
  . Use attack block for 
  whirling blades (trap). 
  Rolling Rocks
  • 
  . Use attack block for rockslide (hazard). 
  Jagged Rail Shift s
  • 
  . Use attack block for spear gauntlet 
  (trap). 
  Rocks from Ceiling
  • 
  . Use attack block for magic 
  crossbow turret (trap).
  Released Winch Chain
  • 
  . Use attack block for pendulum 
  scythes (trap). 
  
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  The Control Panel.
  Th e control panel for the adamantine doors in the upper 
  halls stands at the back of the chamber. Many complicated 
  levers and switches adorn the pitted and rusted interface. 
  Some of these levers and switches power the airship dock 
  functions, release pressure in the upper halls’ chimneys, 
  and control several lift s and rails in an area too damaged for 
  the controls to aff ect anything. A DC 16 Perception check 
  locates a series of pictograms that identify the proper door 
  mechanism. Th e rusted lever requires a DC 16 Acrobatics or 
  Th ievery check. Shift ing the lever unlocks the doors in the 
  halls above. 
  The Air Pump
  Th e characters operating the pump do not have an easy 
  time of it, either. Operating the antique pump is incredibly 
  strenuous work. 
  Aft er pumping for a number of rounds equal to half their 
  Constitution score, PCs must make a DC 16 Athletics or 
  Endurance check at the beginning of their next turn to 
  continue pumping.  On a failure, PCs are weakened. In this 
  case, spending a healing surge eliminates the weakened 
  condition in addition to restoring hp. Th ereaft er, PCs must 
  make checks every other round, and each additional check 
  increases the DC by +1. Weakened PCs who continue 
  pumping and fail a second check become dazed and can no 
  longer pump. 
  PCs who rest for a number of rounds equal to half their 
  Constitution score can resume pumping as though they had 
  pumped for 0 rounds. 
  In addition, the machinery is altogether unreliable, and 
  every 2d4 rounds a mishap occurs, creating a few moments 
  of havoc (for three-character parties, roll once every 3d6 
  rounds; for parties larger than six, roll every 1d4 rounds). 
  All of these events halt airfl ow until they are addressed and 
  corrected.
   Table 5-5: Machinery Mishap!
  d6
  Event
  1–2
  Detached hose! Air supply is interrupted. A DC 13 
  Dexterity check replaces the hose in its socket.
  3–4
  Leak! One bellow rips, disrupting the mechanism 
  until repaired. A Make Whole ritual immediately 
  repairs the damage and prevents it from occurring 
  again. Otherwise, patching a bellow requires 1d6 
  rounds of work, and this result can reoccur. 
  5–6
  Jam! Th e device jams, requiring a DC 19 Athletics 
  check to dislodge the bellow handles before 
  operation can continue. 
  Running the Airlock
  Players do not like to split the party, and they 
  might take extreme measures to magically 
  circumvent the lack of breathable air, no 
  communication, impenetrable double-locked 
  doors, acidic fumes, deadly poisonous vapor, and 
  the slow effect of the gas, just to keep the group 
  from splitting up. However unlikely, groups who 
  concoct such solutions should reap the rewards of 
  such innovation and be fairly allowed to proceed. 
  For those without such resources, you must deal 
  with a split party, as there are only two suits 
  available to enter the dangerous chamber safely. 
  This is by design, and can be run a number of 
  ways if you want to maximize the surprise and 
  impact of the hidden creatures that lurk in the 
  mist, especially the deception of the returning 
  venomtongue mohrg. 
  You can split the players into two groups and 
  place them in separate rooms until the mohrg 
  makes his appearance, at which point the table 
  can be recombined and the attacks both inside 
  and out run concurrently. Alternatively, careful 
  word choice, clever timing, and deceptive 
  descriptions can fool even the most suspicious 
  party, allowing you to keep all party members at 
  the same table without splitting them up. 
  Wait until the suited PCs are on the return trip 
  after operating the door lock. As the belker 
  prepares to make its appearance inside, let the 
  pump operators reach their own conclusions as 
  the inner door opens and the concealed mohrg 
  knocks on the glass. Even the players of the 
  returning characters might assume their trial is 
  over and you are wrapping up the events! At this 
  point, if the pump operating characters are fooled, 
  stay in initiative and roll for the belker and mohrg. 
  The Fiends in the Fog 
  Aft er the PCs traverse the poisonous gas chamber and 
  operate the lever to unlock the door, they must navigate the 
  treacherous terrain back to the control room. Emphasize the 
  claustrophobic confi nes of the damp suit, the unusual noises 
  that echo throughout the chamber, and the oppressive mist 
  that conceals it all. Perception checks in this environment 
  are fruitless, due to the concealment of the gas, but the 
  characters quickly become aware of a belker that makes its 
  home in the mist. It attacks when the lead character reaches 
  the middle of the room on his return trip.
  Development
  While the suited PCs deal with the smoky menace within the 
  poisoned chamber (area 12), the PCs left  in the control room 
  
  Halls of the Mountain-King
  Halls of the Mountain-King
  139
  (area 10) hear the inner airlock door open. A suited creature 
  shuffl  es through the inner door, closes it, and with a gloved 
  hand taps on the porthole glass, motioning to open the outer 
  door. Hide as best you can that this creature is not one of the 
  PCs returning to the airlock. 
  Th is creature is all that remains of a human tomb robber 
  who entered this chamber weeks ago in search of riches. 
  When he was attacked, his friends at the pump abandoned 
  him. Slain by the belker, the poisonous mist of the chamber 
  infused him with a foul sentience, rising as a mohrg that 
  now inhabits the suit. Th e cunning mohrg attempts to trick 
  anyone outside into letting him out of the airlock, tapping 
  patiently on the glass but allowing the remnants of the fog 
  and a subtle turn of his helmeted head to conceal his true 
  nature. His suit currently has taken 15 hp damage, calculated 
  as appropriate on the table above. In addition, this particular 
  mohrg is immune to the acid eff ects of the fog. Because the 
  mohrg’s undead existence is so inexorably tied to the suit, it 
  suff ers no ill eff ects from wearing it, but it does gain the suit’s 
  armor bonus to AC.
  Lung-render Belker 
  Level 10 Elite Controller
  Large elemental magical beast (air)  
  XP 1,000
  Initiative +10  
  Senses Perception +13, darkvision
  hp 212  Bloodied 106
  AC 26  Fortitude 24  
  Refl ex 26  
  Will 20
  Immune disease, poison; Resist 15 acid 
   
   
   
  (see breath of the wind)
  Saving Th rows +2
  Speed 8 (hover)
  Action Points 1
  [mba] Howling Bite of the Zephyr (standard; at-will)  � 
   
  Acid
  +14 vs. Refl ex; 3d6 and ongoing 5 acid damage
  [m] Driving Whirlwind Claw (minor; at-will) 
  Reach 2; +15 vs. AC; 1d8 + 5 damage, and target slides 
  1 square
  [m] Engulfi ng Smokeclaws (standard; at-will)  � 
   Acid
  Targets one or two Medium or smaller targets; +12 vs. 
  Refl ex, automatically hits an immobilized creature; 
  target is grabbed and pulled into the belker’s space, 
  and target is dazed and takes ongoing 10 acid damage 
  (escape ends); a creature that escapes the grab shift s to a 
  square of its choosing adjacent to the belker; the belker 
  moves normally while creatures are engulfed within it
  [m] Wing of the Blustering Gale (standard; at-will)  � 
   Acid
  Reach 2; +14 vs. Refl ex; 2d6 + 5 acid damage, and target 
  is blinded (save ends) 
  First missed save—Target is immobilized (save ends)
  Breath of the Wind (minor; recharge when bloodied)
  Th e belker becomes insubstantial until the end of its 
  next turn; those grabbed by it are immediately freed, 
  but remain dazed and continue to take ongoing 10 acid 
  damage (save ends)
  Alignment evil   Languages Common, Dwarven, 
   
   
  Primordial 
  Skills Perception +13, Stealth +15
  Str 16 (+17)   
  Dex 21 (+10)   
  Wis 16 (+8)
  Con 18 (+13)   
  Int 8 (+4)   
  Cha 8 (+4)
  Venomtongue Mohrg 
  Level 10 Elite Skirmisher
  Medium natural humanoid (undead)  
  XP 1,000
  Initiative +12   
  Senses Perception +11, darkvision
  hp 208  Bloodied 104
  AC 26  Fortitude 20  
  Refl ex 26  
  Will 24
  Immune disease, poison; Resist 15 necrotic; 
  Vulnerable 5 radiant
  Saving Th rows +2
  Speed 6
  Action Points 1
  [mba] slam (standard; at-will)  � 
   Necrotic
  +15 vs. AC; 2d6 + 5 necrotic damage
  [m] Killer’s Dance (standard; recharge when bloodied)  � 
   
  Necrotic
  Th e mohrg may shift  up to 6 squares and make one slam 
  attack against each adjacent foe along the move
  [m] Murderous Feint (move; at-will)  � 
   Necrotic
  +13 vs. Refl ex; 1d8 + 5 damage, and target is knocked 
  prone; mohrg shift s 3 squares 
  Miss—Half damage, and target is not knocked prone; 
  mohrg may still shift  3 squares
  [m] Poison Tonguestrike (standard; recharge on 4, 5, 6)  � 
   
  Poison
  Reach 2; +13 vs. Fortitude; 2d6 + 5 poison damage and 5 
  ongoing poison damage, and target is slowed (save ends) 
  First failed save—Target is immobilized (save ends)
  Second failed save—Target is restrained (save ends)
  Killer Instincts
  Th e mohrg deals an extra +2d6 damage when it has 
  combat advantage
  Alignment evil   Languages Common, Dwarven 
  Skills Athletics +14, Nature +13, Perception +11, 
  Stealth +15
  Str 18 (+9)   
  Dex 21 (+10)   
  Wis 13 (+6)
  Con 16 (+8)   
  Int 16 (+8)   
  Cha 16 (+8)
  
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  Lung-render Belker Tactics
  Th e lung-render belker likes to use its driving whirlwind claw 
  and wing of the blustering gale or howling bite of the zephyr 
  attacks in combination until foes have been moderately 
  wounded, using breath of the wind to shift  positions and 
  reduce damage from hard-hitting or missile-fi ring foes. Th en 
  it will try catching enemies with its engulfi ng smokeclaws.
  Th e venomtongue mohrg pummels enemies with its 
  skeletal fi sts while using its murderous feint to improve 
  its position and create situations where it might use killer 
  instincts. It utilizes its poison tonguestrike as oft en as the 
  power recharges, trying to hinder as many foes as possible.
  If the PCs defeated the forsaken guards, traversed the 
  treacherous airlock, overcame the threats of the poisonous 
  chamber, and manipulated the controls found there, the 
  adamantine doors above are unlocked. Th e secrets they 
  conceal await.
  PART III
  The Grand Lodge 
  of the Old Masters 
  W
  hen the PCs return to the Great Hall, they fi nd the 
  adamantine doors to the Grand Lodge are now 
  unlocked, although with the structural damage of 
  the earthquake, it takes a DC 19 Athletics check to swing 
  them open. 
  32. The Great Doors
  Th ese doors and the Grand Lodge chambers beyond are 
  enhanced with a Forbiddance eff ect and are sealed against 
  all planar travel into or within the chambers, including all 
  teleportation, plane shift ing, astral travel, ethereal travel, 
  and all summoning spells. Such eff ects simply fail. Th e Well 
  is exempt from this eff ect. Th e alignment restriction eff ects 
  long ago faded away, and all may now pass freely. 
  33. The Receptory 
  When the PCs open the adamantine doors, read or 
  paraphrase the following:
  Beyond the doors is a once magnifi cent chamber, now 
  ruined by the earthquake and the ages. Brotherhood 
  symbols adorn every surface, from the intricately 
  carved pillars to the massive dais and throne that 
  dominate the north wall. Th e fl oor is constructed 
  of alternating black and white marble tiles in a 
  disorienting checkerboard arrangement. Posted just 
  above eye level along the periphery of the room are 
  more than two dozen stations—each a colorful, framed 
  mosaic depicting some lesson of this secret society. Th e 
  six embossed pillars do not support the arched ceiling 
  of the room, but rather stop just short of the ceiling, 
  each topped with a fl ickering orange fl ame. Two large 
  statues fl ank a passageway leading away from the 
  chamber toward a smaller set of adamantine doors 
  similar to those leading into the room. 
  Th is chamber was originally designed as the upper 
  throne room for the dwarven kings, but over the years, 
  the successive rulers’ devotion to their secret society 
  transformed the chamber, until the brotherhood completely 
  took over the rooms and suites. Members of the Council of 
  the Old Masters sat on the throne to address members of the 
  brotherhood. 
  Most of the treasures here decayed long ago, although two 
  golden curtain rods and various golden vessels, silver badges, 
  engraved cups, golden chains, and other gaudy brotherhood 
  paraphernalia lie scattered about. Th e rods are worth 100 gp 
  each and the paraphernalia is worth a total of 200 gp. 
  The Mosaic Stations
  A total of 33 delicately designed tile mosaics adorn the walls. 
  Framed in gilded settings, each mosaic is approximately 3 ft . 
  square and labeled with a golden plaque beneath. Th e tiled 
  pictures depict allegorical scenes of dwarven life, mythology, 
  and legend, with each selection fi lled with symbolism and 
  obviously important posturing of the subjects’ actions 
  within. Th e entire dwarven lifespan is depicted, with each 
  subject growing in knowledge, wealth, age, and adornments 
  as the mosaics progress. 
  Th ese mosaics metaphorically depict the 33 degrees 
  on the path to illumination. Some of the more important 
  degrees are described here, but feel free to add additional 
  descriptions if your players seem curious.
  
  Halls of the Mountain-King
  Halls of the Mountain-King
  141
  1st Degree—A naked, blind, and crippled dwarf child 
  wanders through a dark, smoldering cave clutching a blunt 
  chisel and broken hammer. A light shines far in the distance.
  5th Degree—A young dwarven smith holds a pair of 
  metalworking tongs in denial away from his body, while his 
  other hand clutches a golden medallion within the fl ames 
  of a hot forge. Several blindfolded dwarves stand beside, 
  threatening the smith with bared axes.
  17th Degree—Clad in rich red robes lined in white fur, a 
  dwarf stands before a set of silver doors. A scroll lies at his 
  feet. His gloved left  hand holds a key placed within one door, 
  while his right hand thrusts a large book into the fi res of a 
  fl aming pillar adjacent to the doors. 
  21st Degree—A dwarven stonemason stands atop a massive 
  pillar, constructing a nearly-complete statue of a king out of 
  stone blocks. An intense fi re burns from within the statue, 
  and the dwarf is preparing to trowel mortar into the fi nal 
  opening and place the last stone. Th e mason’s apron and 
  gloves are dirty with labor. 
  33rd Degree—A dwarf with eyes and hair ablaze with the 
  fi res of knowledge is seated on a throne before a set of fully 
  open silver doors, a shattered pillar lies in ruins about his 
  feet. He holds a silver chisel and a golden hammer and wears 
  a golden plate across his chest composed of 16 squares, each 
  carrying a numeric symbol. (Th e plate matches the shield 
  guardian amulet worn by Bartholomeus.) 
  The Guardians and the Riddles They Keep
  Four large stone statues, two pairs standing side by side, fl ank 
  a passageway leading to a set of tarnished doors. Th e statues 
  are sculpted in white marble as great perching creatures with 
  winged leonine bodies and rams’ heads. Th ey stare forward, 
  mute and stoic. On the fl oor between them is a slightly raised 
  4-ft .-by-4-ft . grid composed of 16 tiles, each 1 ft . square and 
  displaying a single esoteric symbol. 
  Some of the statues are actually criosphinxes in a special 
  stasis that keeps them inert and ageless. Th ey guard the doors 
  leading into the council chambers. When anyone approaches 
  within 10 ft . of the statues, the criosphinxes awaken. Th eir 
  eyes and mouths open, ablaze with fi re, and they speak the 
  following riddle in tandem in a dated Dwarven dialect:
  “One by one in fi ves and threes, brothers pass through 
  strange degrees. When fl esh and blood fail but the spirit 
  remains, which degree must all someday obtain?”
  When they fi nish the riddle, the criosphinxes’ eyes and 
  mouths close and the symbols on the grid glow with a faint 
  light similar to that of the criosphinxes’ mouths and eyes. In 
  addition, the pillars fl anking the door burst into fl ame.
  Treasure
  Gold and silver art objects (worth 400 gp total). Th is is one 
  treasure parcel.
  The Magic Square Riddle
  Th e fl oor grid contains a magic square of 16 digits, arranged 
  so that, with careful intuition, all columns, rows, four-square 
  diagonals, and corners add up to 34. To cross this threshold, 
  the PCs must correctly answer the riddle. In a secret society 
  where the highest degree a living member might obtain is the 
  33rd, the next rank—the one obtained by all when “fl esh and 
  blood fail but the spirit remains”—is death, the 34th degree. 
  To open the door without incident, the PCs must fi rst 
  correctly interpret the symbols on the grid, equating them 
  with numbers, then step on the symbols corresponding fi rst 
  with “3” and then “4” as their answer. Doing so opens the 
  door and maintains the stasis on the criosphinxes. Failure to 
  do so properly animates the creatures (as needed, the excess 
  statues shatter to become the Craft shard Sentinel minions, 
  based on party size), which immediately attack. 
  A DC 21 Arcana check properly interprets the symbols 
  as numbers, as does a Comprehend Languages ritual. Th e 
  numbers are arranged as shown.
  Table 5-6: Riddle Grid
  16
  3
  2
  13
  5
  10 11
  8
  9
  6
  7
  12
  4
  15 14
  1
  Th e tiles are raised about 1 in. above the fl oor. When 
  stepped upon, a tile lowers level with the fl oor and clicks, 
  springing back up when released. If the correct answer is 
  given in proper sequence (“3,” then “4”), all tiles lower fl ush 
  with the fl oor and the doors swing open, resetting only when 
  the doors close automatically 1 minute later. 
  If  an incorrect tile is pressed, the puzzle’s magic attacks  
  the character making the erroneous step:
  Puzzle Attack
  +15 vs. Fortitude; target is immobilized (save ends) 
  First failed save—Target is stunned (save ends) 
  If an incorrect answer is given, allow the party DC 
  21 Perception checks to detect a subtle change in the 
  criosphinxes. Th ose who succeed can take part in a surprise 
  round as normal, while those who fail are surprised when 
  the criosphinxes attack.
  If the PCs subsequently defeat the sphinx guardians, the 
  squares reset but the doors do not open. Th e sequence of 
  grid events repeats (including the immobilization eff ect), 
  resetting aft er two incorrect tiles are depressed, until the 
  correct answer is given. 
  Chunks of toppled pillars and fallen ceremonial sconces 
  riddle the fl oor and lie scattered about, making the entire 
  room diffi  cult terrain. 
  
  The Grand Lodge of the Old Masters
  The Grand Lodge of the Old Masters
  chapter
  five
  142
  8th Level Encounter
  4 PCs (1,400 XP) • 2 grimvigil criosphinxes
  • 
  5 PCs (1,750 XP) • 3 craft shard sentinels, 2 grimvigil 
  • 
  criosphinxes
  6 PCs (2,100 XP) • 3 grimvigil criosphinxes
  • 
  Grimvigil Criosphinx  
  Level 12 Soldier 
  Medium immortal beast  
  XP 700
  Initiative +9  
  Senses Perception +9; darkvision
  hp 120 Bloodied 60
  AC 28 
  Fortitude 22 
  Refl ex 20 
  Will 26
  Speed 6, fl y 6 (clumsy), overland fl ight 8
  [mba] Obsidian Claw (standard; at-will) 
  +19 vs. AC; 2d6 + 5 damage
  [m] Furious Onslaught (standard; encounter)
  If rush of the ram has not recharged, it recharges; the 
  criosphinx may make a rush of the ram attack and an 
  obsidian claw attack against the same target
  [m] Rush of the Ram (standard; recharge on 6) 
  Th e criosphinx can move 3 squares before making this 
  attack; +13 vs. Refl ex; 3d6 + 5 damage, and target is 
  knocked prone
  Strength of Dedication (minor; encounter)  � 
   Healing 
  Th e criosphinx spends a healing surge and regains 30 hp; 
  the sphinx gains a +2 bonus to all defenses until the start 
  of its next turn
  Alignment unaligned  
  Languages Common, Dwarven, 
   
   
   
  Supernal
  Skills Insight +14, Intimidate +13, Religion+14, 
  Stealth +12
  Str 17 (+9)  
  Dex 13 (+7)  
  Wis 17 (+9)
  Con 14 (+8)  
  Int 12 (+7)  
  Cha 14 (+8)
  Tactics
  Th e grimvigil criosphinxes are simple combatants, wading 
  in against foes and tending to focus on the opponent who 
  hit it hardest most recently. Th ey reserve their furious 
  onslaught for a ranged attacking foe—possibly using strength 
  of dedication, then moving, then using rush of the ram and 
  obsidian claw.
  33. The Antechamber
  Once the PCs pass by the criosphinxes and enter the room 
  beyond their riddle, read or paraphrase the following:
  Like the fl oor of the Grand Lodge, the antechamber 
  is tiled in a checkerboard pattern. Six pillars once 
  rose from the fl oor here, although only fi ve still stand, 
  all stopping short of the ceiling and fl aming with a 
  continuous fi re. 
  Th e walls are heavily draped in red velvet curtains 
  fl ecked with gold dust that might once have formed 
  discernable pictures. Th e banners hang like shrouds 
  from golden rods and chains. Fallen stone blocks litter 
  the fl oor and appear to have crushed several rows of 
  stone pews. 
  Th ree large, raised steps lead to a set of stone doors 
  engraved with silver and gold symbols of the tools of 
  the craft  of the brotherhood, such as the trowel, the 
  hammer, the chisel, and the book. Th ese doors are not 
  fl anked by the usual fl aming pillars.
  Th ese stone doors (leading to area 34) are locked by an 
  Arcane Lock ritual (Th ievery DC 30). Carefully chiseled 
  in the stone tiles before the door is a small, coin-shaped 
  recess, engraved with a depiction of the fl aming pillar. Th e 
  circular recess is inset into the middle of a larger, 2-ft . square 
  indention in the fl oor. Th e key to opening this door lies in 
  the mnemonic fobs carried by the Illuminated Brotherhood. 
  If the disc is removed and placed in the circular recess, an 
  actual pillar springs into existence and the doors open for as 
  long as the pillar remains. 
  The Secret Room
  Th e secret door to this room is a missing 5-ft . section of 
  wall replaced with a deathshroud mimic in a stony form. 
  Th e PCs make Perception checks against the mimic’s Stealth 
  skill (+14) to realize something unusual about the texture of 
  the wall. Th e mimic attacks only if anyone approaches this 
  specifi c section of wall to search or investigate. A second 
  mimic is spread across the fl oor in front of the fi rst. For 
  larger groups, an iron cobra hides just behind the mimic, 
  and a third mimic possibly grips the ceiling above the other 
  two.
  6th Level Encounter
  4 PCs (1,000 XP) • 2 deathshroud mimics
  • 
  5 PCs (1,250 XP) • 2 deathshroud mimics, 1 iron cobra 
  • 
  6 PCs (1,500 XP) • 3 deathshroud mimics
  • 
  (See MM page 157 for iron cobra.)
  Deathshroud Mimic  
  Level 10 Lurker
  Large aberrant beast  
  XP 500
  Initiative +13  
  Senses Perception +12; darkvision
  hp 87 
  Bloodied 43
  AC 25 
  Fortitude 24 
  Refl ex 20 
  Will 21
  Resist 5 acid
  Speed 6, climb 3 (spider climb)
  [mba] Pseudopod Slam (standard; at-will) 
  Reach 3; +15 vs. AC; 2d6 + 5 damage, and the target is 
  grabbed (escape ends); a target takes a -4 penalty to the 
  escape check; the mimic can grab up to three creatures 
  at once
  
  Halls of the Mountain-King
  Halls of the Mountain-King
  143
  [m] Devouring Gullet (move; encounter)  � 
   Acid, 
  Reliable
  Targets one grabbed creature; +13 vs. Fortitude; 4d8 + 5 
  acid damage, and target is restrained (save ends)
  [m] Hungry Maw (standard; recharge on 5, 6)  � 
   Acid
  Targets grabbed creatures; +11 vs. Fortitude; 3d6 + 5 
  damage and ongoing 5 acid damage; the mimic makes 
  an attack against each grabbed target
  Change Shape (minor; at-will)  � 
   Polymorph
  Th e mimic can alter its physical form to take on the 
  appearance of any mundane object from Small to Large 
  size, including a unique object (see change shape, MM 
  page 280)
  Fool’s Gambit (immediate interrupt, when targeted 
  against Refl ex or AC; recharge on successful pseudopod 
  slam attack)
  Th e mimic forces its grabbed victim to become the 
  target of the incoming eff ect instead of itself; the mimic 
  cannot use this power to redirect attacks made by a 
  creature it is currently grabbing
  Malleable Cloak (minor; at-will)
  Th e mimic gains concealment until the start of its next 
  turn; it can’t use this power while grabbing a creature or 
  while being grabbed
  Alignment evil  Languages —
  Skills Athletics +19, Perception +12, Stealth +14
  Str 21 (+14)  
  Dex 18 (+9)  
  Wis 15 (+7)
  Con 21 (+14)  
  Int 6 (+3)  
  Cha 10 (+5)
  Tactics
  A deathshroud mimic pummels enemies with its pseudopod 
  slam, trying to grab and feed them to its hungry maw 
  while using them for its fools’ gambit power. It reserves its 
  devouring gullet for bloodied foes.
  Development
  Th e protected room took a heavy pounding from the 
  earthquake. Once a comfortable library and lounge for 
  discussion of the path to illumination, it is now little more 
  than a trash-strewn room destroyed by a partially collapsed 
  ceiling and the passage of too many years. Th e crumbled 
  remains of rotten furniture litter the fl oor and most of the 
  books decayed long ago beyond worth. 
  A mosaic depicting barred doors fl anked by fl aming pillars 
  craft ed into the fl oor here, damaged only minimally in the 
  earthquake. In addition, a bureau contains a Brotherhood 
  Codex. 
  34. Chamber of the Old Masters
  Th is was once the chamber where the six founding council 
  members of the Illuminated Brotherhood met with their 
  brethren. As old age set in, the founders and their followers 
  sought immortality for the masters, and the great craft sman 
  Bartholomeus constructed the golden clockwork receptacles 
  that would house the souls of the dwarves. 
  Aft er several centuries, newly illuminated masters slowly 
  took over the secret society, and the Old Masters, as they 
  were called, became mere ornaments. Neglect and the 
  corruption of the mountain weighed upon them, senility 
  crept into their preserved minds, and their souls soured. 
  Only Rabscuttle, smuggled away by the Stonethrower 
  Clan, escaped this fate. Th e new Silent Masters barred this 
  chamber, locking in the founders and repeating a cycle of 
  history begun by the Old Masters themselves.
  When the PCs open the doors, read or paraphrase the 
  following:
  Beyond the doors stretches a large, circular chamber. 
  A massive stone well sits in the center of the room, 
  fi lled with a dark glittering dust. An ill-formed 
  arm, composed of the fi ne grit, rises from the center 
  of the well, holding aloft  a simple golden bowl. Past 
  this unusual setting, a stepped platform leads up to 
  an immense curved stone podium. Golden plaques 
  engraved with esoteric script are evenly spaced on the 
  face of the dais.
  The Well and the Golden Bowl 
  A DC 21 Religion check recognizes the golden bowl as an 
  off ering plate, and a DC 11 Perception check reveals some 
  small crumbs of gold dust settled at the bottom of the 
  receptacle. Th e well itself radiates strong conjuration magic. 
  Placing gems or uncorrupted valuable metals worth 
  at least 10 gp in the bowl causes it to sink into the earth 
  and summon a large earth elemental. What happens next 
  depends on whether the PCs have already properly sacrifi ced 
  the Teardrop. 
  Already Sacrificed
  If the Teardrop was already properly sacrifi ced, the 
  quartzbone earth archon speaks to the PCs with the 
  authority of the Spirit of the Mountain. It stares forward 
  without expression and suddenly bellows in Primordial, “Th e 
  Old Masters call and the Old Mountain answers.”
  Th e archon is more lethargic and cryptic than Rygar, the 
  oracle encountered in Eye of Grajava. Its initial attitude is 
  indiff erent, and regardless of character eff orts, its attitude 
  does not improve (although failed checks can make its 
  attitude worse). Answers to any questions the PCs ask seem 
  
  The Grand Lodge of the Old Masters
  The Grand Lodge of the Old Masters
  chapter
  five
  144
  disconnected and disinterested. Th e elemental speaks with 
  a similar tone and infl ection as the oracle, although more 
  monotone and with no emotion. Possible questions and their 
  answers follow. Th e quartzbone earth archon speaks only in 
  Primordial, although it understands Dwarven. 
  What is causing the tremors and 
  aftershocks? 
  Th e mountain shudders as the messenger says, “Th e 
  heartsblood of Rygar carries much corruption. A graven 
  image with foulness in its belly stands there, where the 
  sickness has taken form.”
  Corruption? But we already sacrificed the 
  Teardrop.
   “You mistake the symptom for the disease. Th e sickness is 
  rooted deep in my heartsblood. It tears fl esh from me for its 
  womb of infernal gold and it would be born into your world.” 
  Where is your heartsblood? 
  “Betwixt blood of earth and liquid air.” 
  What happened to the Old Masters? 
  “Th e Old Masters were locked away behind hard doors and 
  cold stone, their souls left  to sour.” 
  Th e quartzbone archon gives similar cryptic references 
  to the cult’s machinations and idolatry in the Heartsblood 
  Forge, but it speaks of little else. Once the PCs run out of 
  questions, the elemental settles back into the well without 
  a farewell. Th e earthquake tremors subside for the next 48 
  hours.
  Not Yet Sacrificed
  If the Teardrop remains intact, the Spirit of the Mountain, as 
  well as this messenger, remains corrupt. Th e arm holding the 
  bowl suddenly and violently lashes out, tossing the bowl at 
  the nearest PC (or one at random if several are close to it).
  Th e pervasive corruption of the Old Masters taints this 
  once-sacred chamber. A potent dark aura applies to the area:
  Dreams of Greed and Failure (aura): Living creatures suff er 
  a -2 penalty to saving throws, and elemental, construct, 
  and undead creatures may roll twice for any saving 
  throw, taking the better of the two rolls.
  Th e arm holding the bowl has the following statistics:
  Keeper of the Sacrificial Bowl 
  (Init +5; AC 25; 100 hp) 
  +12 vs. AC; 2d8 + 7 damage 
  Th e following round, the earth archon arises as a move 
  action and attacks anyone within reach for 5 rounds. On 
  being summoned, the archon attacks the party ferociously, 
  lamenting in Primordial the “greed and path of selfi shness” 
  taken by the PCs for refusing to calm the disquiet of the 
  tremors. Th e elemental is obviously hostile at this point, but 
  it can be made indiff erent with successful Diplomacy checks 
  (take into account the limited time the PCs have).
  Quartzbone Earth Archon 
  Level 10 Soldier
  Medium elemental humanoid (thunder)  
  XP 500
  Initiative +8  
  Senses Perception +6; darkvision
  hp 109 Bloodied 54
  AC 26 
  Fortitude 26 
  Refl ex 20 
  Will 24
  Immune disease, poison; Resist 15 acid, 15 thunder
  Speed 6
  [mba] Stonesplitter Pick (standard; at-will)  � 
   Th under, 
  Weapon 
  +17 vs. AC; 1d8 + 5 damage plus 1d8 + 5 thunder 
  damage
  [c] Righteous Furrow of Earth (move; encounter)  � 
   
  Reliable, Th under, Weapon
  Close wall 2; +15 vs. Refl ex; 3d6 + 5 damage plus 1d8 
  thunder damage, and target is knocked prone; already 
  prone targets are instead dazed (save ends) 
  Miss—Half damage, and target is knocked prone
  [c] Tectonic Smash (standard; recharge on 6)  � 
   Th under
  Close burst 3; +13 vs. Fortitude; 3d8 + 5 damage plus 
  1d8 thunder damage, and target is knocked prone; 
  already prone targets are instead dazed (save ends) 
  Miss—Half damage and target is knocked prone
  [r] Tooth of the Earth (standard; at-will)  � 
   Weapon
  Ranged 10/15; +17 vs. AC 1d10 + 5 damage, and target is 
  marked until the end of the archon’s next turn
  Combat Superiority
  Th e archon gains a +5 bonus to opportunity attacks and 
  slows any creature that it hits with an opportunity attack
  Alignment unaligned  
  Languages Primordial 
   
   
   
  (understands Dwarven)
  Str 21 (+10)  
  Dex 12 (+6)  
  Wis 13 (+6)
  Con 21 (+10)  
  Int 12 (+6)  
  Cha 15 (+7)
  Equipment 6 crystal javelins, heavy shield, plate armor, 
  war pick
  Tactics
  During Combat A quartzbone earth archon throws javelins 
  as it closes, wading into the thick of combat before utilizing 
  its tectonic smash followed by its righteous furrow of earth. 
  It hammers at foes with its stonesplitter pick, focusing on 
  lightly armored and bloodied enemies.
  
  Halls of the Mountain-King
  Halls of the Mountain-King
  145
  Morale If the PCs properly summon the archon and 
  it remains indiff erent, or if they summoned it with 
  cursed metal but made it indiff erent through Diplomacy, 
  the elemental helps them fi ght off  fellforged attacks (it 
  cannot leave this area, though). Aft er 5 rounds, or once 
  the elemental is defeated, it settles back into the well, at 
  which time the stone arm recovers the bowl and returns 
  to its state of rest. Th e elemental can be resummoned with 
  another donation, at which point it reappears with its full 
  complement of hp. 
  Development
  If a PC picks up the bowl, the arm reforms as before, sans the 
  bowl. At some point in the next 24 hours, though, when the 
  PC isn’t paying attention, the bowl suddenly fades from the 
  PC’s possession and reappears here. 
  Regardless of how oft en the PCs summon and defeat the 
  elemental, grant them experience for the fi rst time only. 
  The Council Podium 
  Th e immense stone podium rises 8 ft . from the fl oor and 
  is carved out of the solid rock of the mountain. Two stone 
  steps lead up to the front of the podium, and a set of stairs 
  provides entry behind from each end. If the PCs ascend these 
  stairs onto the podium, they can make  Perception checks 
  (against the +11 Stealth bonus of the fellforged) to see several 
  slumped forms in the shadows of the structure. Th e bodies 
  of the fellforged lay here, inert, behind the cover of their old 
  offi  ciating dais, until the presence of the living awakens them 
  from their unquiet rest. 
  As long as at least one PC thoroughly investigates the dark 
  podium or succeeds on a Spot check, read or paraphrase the 
  following:
  Several slumped forms lie crumpled and battered on 
  the dark fl oor behind this raised podium. Each form 
  looks like Rabscuttle, dismantled again, with gears and 
  cogs scattered in disarray around it. Th e gearforged 
  bodies smoke slightly, as if recently burned. 
  Once one of the PCs stands adjacent to one of the 
  fellforged, their gears and fl ywheels suddenly spin to life, and 
  the creatures quickly rise. Any PC who can see the fellforged 
  can make a DC 21 Perception check to act on the surprise 
  round (the round the Old Masters stand up). Th e fellforged 
  speak to one another in harsh metallic voices in a secret 
  language (Comprehend Languages allows PCs to understand 
  that the fellforged are coordinating their tactics). Although 
  they share the construction and form of Rabscuttle, these 
  creatures burn with a blackness and seep an oily black 
  miasma—a sour malevolence felt throughout the chamber. 
  Unlike the fellforged found in the back alleys of the Gear 
  District of Zobeck, where errant wraiths fi nd discarded 
  clockwork bodies to inhabit, the Old Masters are the result 
  of centuries-old dwarven souls in stoutly forged clockwork 
  bodies slowly souring and fragmenting with the progress of 
  eons. Built to house the spirits of the dead, these fellforged 
  frames hold trapped souls cursed with immortality and 
  an imprisonment they cannot escape. Th e orichalcum 
  in their gears, along with the mountain’s corrupting 
  radiation, twisted these once-proud beings into spiteful 
  creatures willing to destroy even their own bodies to see 
  life extinguished. Th e only means of separating the spirits 
  from their receptacles is through powerful turning attempts, 
  which expels the spirit from the clockwork but leaves the 
  sour soul free to roam as a wraith. Even reducing their 
  bodies to 0 hp does not free the souls from their mechanical 
  prisons; they merely lay motionless, forever trapped in 
  cursed gears.
  
  The Grand Lodge of the Old Masters
  The Grand Lodge of the Old Masters
  chapter
  five
  146
  13th Level Encounter
  4 PCs (3,200 XP) • 5 fellforged old masters, 3 tattersoul 
  • 
  wraiths
  5 PCs (4,000 XP) • 5 fellforged old masters, 4 tattersoul 
  • 
  wraiths
  6 PCs (4,800 XP) • 3 craft shard sentinels, 5 fellforged old 
  • 
  masters, 5 tattersoul wraiths
  Th e aura, dreams of greed and failure, aff ects this area: 
  Dreams of Greed and Failure aura; living creatures suff er a 
  -2 penalty to saving throws, and construct, elemental, 
  and undead creatures may roll twice for any saving 
  throw, taking the better of the two rolls
  Fellforged Old Masters  Level 9 Soldier
  Medium natural animate (construct, undead)  XP 400
  Initiative +8  
  Senses Perception +6; darkvision
  hp 98 
  Bloodied 49
  AC 25 
  Fortitude 23 
  Refl ex 20 
  Will 20
  Immune disease, poison, sleep; Resist 10 necrotic, 10 
  radiant
  Speed 6
  [mba] Melee Slam (standard; at-will)  � 
   Necrotic
  +16 vs. AC; 2d6 + 5 damage plus 1d6 necrotic damage
  [m] Lifedrinker Strike (standard; encounter)  � 
   Necrotic
  +14 vs. Fortitude; 3d10 + 5 damage and ongoing 5 
  necrotic (save ends), and target is knocked prone 
  Miss—Half damage, and target is not knocked prone
  [c] Scornful Gearblast (free; when fi rst bloodied)  � 
   Necrotic
  Close burst 1; +14 vs. Refl ex; 3d8 + 5 damage and 
  ongoing 5 necrotic damage (save ends), and target is 
  pushed 2 squares
  [c] Unnatural Resonance (standard; recharge on 4, 5, 6)  � 
   
  Psychic 
  Close burst 3; +14 vs. Will; 1d8 + 5 damage plus 
  1d6 psychic, and the target is dazed (save ends); the 
  Fellforged’s speed is reduced by 2 for its next move 
  action
  Alignment evil  Languages Common, Dwarven
  Skills Insight +11, Stealth +11
  Str 20 (+9)  
  Dex 14 (+6)  
  Wis 15 (+6)
  Con 18 (+8)  
  Int 13 (+5)  
  Cha 12 (+5)
  Tattersoul Wraith  Level 10 Skirmisher
  Medium shadow humanoid (undead)  
  XP 500
  Initiative +13  
  Senses Perception +10; darkvision
  hp 208 Bloodied 104
  AC 26 
  Fortitude 20 
  Refl ex 26 
  Will 24
  Immune disease, poison; Resist 15 necrotic, insubstantial; 
  Vulnerable 5 radiant
  Speed 6 fl y, phasing
  [mba] Frozen Caress (standard; at-will)  � 
   Necrotic
  +15 vs. AC; 2d8 + 5 necrotic damage
  [m] Crushing Grip of Frost (standard; recharge on 5, 6)  � 
   
  Necrotic
  +13 vs. Fortitude; 3d6 + 5 necrotic damage, and target is 
  slowed (save ends) 
  First failed save—Target is weakened (save ends)
  [m] Lingering Icy Feast (standard; encounter)  � 
   Necrotic
  +13 vs. Refl ex; 4d10 + 5 necrotic damage, and the wraith 
  shift s 3 squares 
  Miss—Half damage, and target is knocked prone; the 
  wraith may still shift  3 squares
  Deathly Vigil 
  Th e wraith’s attacks deal an extra 1d8 damage against 
  targets it has combat advantage against
  Skirt the Shadows (move; encounter) 
  Th e wraith shift s 4 squares
  Alignment evil  Languages Common, Dwarven 
  Skills Perception +10, Stealth +16
  Str 8 (+4)  
  Dex 22 (+11)  
  Wis 10 (+5)
  Con 14 (+7)  
  Int 13 (+6)  
  Cha 20 (+10)
  Tactics
  During Combat Th e Old Masters attack furiously, 
  supporting one another with fl anking. One fellforged 
  summons the Spirit of the Mountain’s incarnation with a 
  fi stful of corrupted gold gears, causing the berserk elemental 
  to attack randomly for 5 rounds.
  Th e tattersoul wraiths tire seek only warm souls to 
  consume. Each wraith maneuvers to take combat advantage 
  and utilizes its crushing grip of frost as oft en as possible, 
  alternating with its frozen caress when needed and oft en 
  choosing to skirt the shadows rather than just move. It saves 
  its lingering icy feast for a bloodied opponent providing 
  combat advantage and, then, shift s to allow one of its fellows 
  to do the same.
  Morale Th e Old Masters, so disdainful of this existence, 
  hate life and fi ght until destroyed.
  
  Halls of the Mountain-King
  Halls of the Mountain-King
  147
  Development
  Evenly spaced behind the podium stand six stone seats, 
  corresponding to the six gold plaques on the face of the 
  dais; however, only fi ve of the sitters are here. Th e plaques 
  are written in an archaic form of Dwarven, and even a 
  dwarf needs to make a DC 11 Arcana or History check to 
  understand them. Each plaque bears a name with a long and 
  grandiose title. From left  to right, the titles and names are as 
  follows:
  Grand Illuminated and Worthy Founder 
  Albertus Christopholus
  Most Illustrious and Knowledgeable Master 
  Daigilius Adamandorax
  Mastermind of the Sanctum and Sealer of Gates 
  Verubious Rabscuttle
  Wise Gearfi tter of the Hidden Works 
  Mersicus Ailessoxan
  Master Keeper of the Most Worthy Esoterics 
  Loremus Ipsumius
  First Ascendant of the Righteous Enlightenment 
  Girtson Rokthemin
  One name among those six should stand out to the PCs. If 
  they later bring Rabscuttle to the council chamber, his sanity 
  and memories return briefl y, and he becomes suddenly 
  stoic, well spoken, and wise. He can recount the history 
  of the Old Masters and how the Silent Masters took over 
  the brotherhood. Th e once-pure souls of the Old Masters 
  were left  to sour and rot in their immortal mechanical 
  bodies. Only he was saved, smuggled from the citadel by the 
  Stonethrower clan and forgotten over time. 
  Rabscuttle recounts the guilt and shame of his part in 
  the fi nal locking of the clockwork gates. It was he who 
  used fl aming pillars in the sealing ceremony, which at once 
  became a powerful symbol to the dwarves who knew of the 
  signifi cance of these objects. Use Rabscuttle to fi ll in any 
  holes in the party’s knowledge of the history of the complex 
  or the preceding events or hints to a particular problem or 
  reward, before he reverts to his senile old self and forgets the 
  entire episode.
  40. The Lower Brotherhood Lodge
  Th e area from room 40 and beyond is left  undefi ned to 
  allow you to customize as you feel appropriate. Th ese suites 
  were once the royal lodgings for the upper citadel, but as 
  the authority of the kings gradually shift ed to loyalty to 
  the secret society to which they belonged, the chambers 
  were yielded to the group and modifi ed into use by the 
  Illuminated Brotherhood. 
  Th e rooms should refl ect this opulence, but it can be 
  inhabited by any creatures you see fi t to include. If you lack 
  the time or inclination to customize, leave the chambers 
  as they are—decaying former residences, dusty, cold, and 
  abandoned. 
  Concluding the 
  Adventure
  T
  he golden bowl is the ultimate purpose for the PCs to 
  undertake the perilous journey into the Grand Lodge, 
  and once they arrive and receive answers to their 
  questions, their work here is done. Fighting the Old Masters 
  is not necessary, although it is likely. Once they fi nish their 
  activities in the Grand Lodge, they fi nd the journey back 
  to the upper halls a relatively simple aff air (aside from the 
  poisoned passage, of course). Unless you feel the characters 
  need more experience, they can return to the halls above 
  without additional altercations along the way. 
  
  HEARTSBLOOD FORGE
  HEARTSBLOOD FORGE
  chapter six
  148
  by Dan Voyce
  Background
  T
  he soul of Rygar, its beating heart and pounding blood, 
  can be found in the blazing depths of its oldest smithy. 
  Here, Grajava forged the alliance between the dwarves 
  and the mountain, sealing the covenant with creations of the 
  Prime Forge, forgeworks imbued with Volund’s power. Built 
  around lift gas-impregnated water and magma that sparkled 
  with traces of adamantine, the forge combined divine might 
  and the raw energies of the Spirit of the Mountain to create 
  potent artifacts. Among these craft smen the organization 
  later known as the Illuminated Brotherhood fi rst took shape, 
  and they feel the forge’s loss as an unforgivable aff ront. 
  Mammon, meanwhile, considers it the perfect venue for his 
  rise to power—a symbolic and literal corruption of Rygar’s 
  soul, enslaving it for the glory of Hell. 
  By this point, the PCs should know that Mammon is the 
  root of all their woes. Th ey might have freed the Spirit of the 
  Mountain and learned the truth behind the forsaken, but the 
  dragon Bragollach has fallen to corruption and the cult of 
  Mammon has quietly gathered enough cursed orichalcum 
  to draw its master into the world. Of course, things might 
  not have gone quite so smoothly. If the PCs were unable to 
  sacrifi ce the Teardrop at the Forge of the Fire Blessing, the 
  mountain remains corrupted and Mammon is poised on 
  the brink of victory. Th e party might need an alternative 
  location to sacrifi ce the Teardrop or an opportunity to steal 
  it back from the cult. Either way, the cult’s headquarters is 
  the natural target.
  Summary
  T
  he PCs are pressed into service once more. If the party 
  carries so much as a single piece of orichalcum, it is 
  beset by a group of devils and Mammonites intent 
  on claiming every bit of the cursed metal to summon their 
  archdevil master.
  Th e PCs descend into the lower halls, where they pass 
  through the Trochil Gate and come upon the site of a 
  slaughter. Numerous forsaken lie dead in a room containing 
  a water-rise. Th e survivors provide precious few clues, but 
  as the PCs make to depart, they once again meet an old 
  opponent. Th e ghost of the Journeyman gearworker they 
  slew earlier appears and tempts them to quit their errand 
  and leave. When the PCs refuse, they are beset by several 
  hidden fellforged. 
  Descending through the water-rise, the PCs must 
  overcome several guardians at the entrance gate to the 
  Heartsblood Forge complex and work their way through 
  the new home of the Mammonite cult. Along the way, they 
  encounter a vampire noblewoman who they can make 
  into an ally if they choose to parley. Th ey can also recover 
  the cult’s account books, which reveal the names of its 
  supporters. 
  Bragollach, once their ally in her dwarven disguise, 
  stricken mad by Mammon’s avarice plague, now opposes 
  their progress through the complex in her true, draconic 
  form. At last, the PCs reach the Prime Forge, where they 
  must deal with an incarnation of Mammon himself.
  In the ruins of the upper halls, clearing rubble and extracting the dead slowly 
  continues. Two unfortunate facts soon become apparent. First, many people seem to 
  have vanished, their bodies and many of their possessions simply gone. Second, more 
  than one colonist was killed not by falling stones, but by a slit throat. 
  When the PCs exit the Grand Lodge, if they are not careful, they too might find 
  their throats in jeopardy.
  
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  PART I
  The Upper Halls
  T
  he truth behind the missing residents and slit throats 
  lies with the cult of Mammon. Many of the Mammonite 
  cultists quietly retreated to Heartsblood Forge even 
  before the earthquake, and the rest disappeared in the 
  ensuing chaos. Th ey took with them every ounce of cursed 
  orichalcum in the upper halls, killing anyone who refused to 
  part with it. If the PCs still carry any of the tainted mineral, 
  they too receive a visit from the cult.
  A GRIM TITHING
  Charged with recovering all cursed metal from the upper 
  halls is a gilded devil who calls himself Mr. Purse. If the PCs 
  carry even a single coin of orichalcum, they receive a visit 
  from him shortly aft er returning to the upper halls following 
  their actions in “Th e Grand Lodge of the Old Masters.” Two 
  cultists of Mammon and a pair of chain devil bodyguards 
  that he calls Mr. Cuff  and Mr. Bridle accompany Mr. Purse. 
  All three devils are disguised in winter garb and voluminous 
  cloaks, and the kytons carry backpacks fi lled with chains.
  11th Level Encounter 
  (3,000 XP) • 2 chain devils (Mr. Bridle & Mr. Cuff ), 4 dwarf 
  converts, Mr. Purse
  Mr. Purse, Gilded Devil
  Level 9 Controller 
  Medium immortal humanoid (devil)  
  XP 400
  Initiative +6  
  Senses Perception +7; low-light vision
  hp 100 Bloodied 50
  AC 23 
  Fortitude 22 
  Refl ex 21 
  Will 23
  Resist 10 fi re
  Speed 6
  [m] Heavy Flail (standard; at-will)  � 
   Weapon
  +14 vs. AC; 2d6 + 3 damage
  [m] Scourge of Avarice (free, encounter)  � 
   Charm
  If Mr. Purse hits a target with heavy fl ail, that target 
  must use its next turn to steal the most valuable item 
  from its nearest ally
  [r] Amass All Th ings (standard; daily)  � 
    Teleportation
  Range 10; +13 vs. Refl ex; the target’s most valuable item 
  (determined by gp value) teleports from the target’s 
  possession and into the hands of Mr. Purse 
  [r] Betrayal of Riches (standard; recharge on 4, 5, 6)
  Range 10; +13 vs. Fortitude; 2d8 damage, and an item of 
  the target is aff ected; the target suff ers a secondary eff ect 
  based on the item’s location 
  1. Arm—Receives -2 penalty to attack rolls (save ends)
  2. Feet—Slowed (save ends)
  3. Hand/Ring—Drops held items
  4. Head—Blinded (save ends)
  5. Neck/Waist—Dazed (until the end of the target’s 
  next turn)
  6. Other item—Additional 1d8 damage
  [a] Th e Wealth beneath Your Feet (standard; recharge 
  when bloodied)  � 
   Conjuration
  Burst 3 within 10; +13 vs. Refl ex; 3d8 + 5 fi re damage, 
  and the target is restrained until the end of the Mr. 
  Purse’s next turn 
  Miss—Target takes half damage and is not restrained
  Greed’s Many Forms (move; at-will)  � 
   Polymorph
  Mr. Purse takes the form of any humanoid of its size or 
  smaller; it may remain in this form until damaged or 
  until it dispels the eff ect 
  Alignment evil  Languages Common, Supernal
  Skills Bluff  +16, Diplomacy +16, Intimidate +16 
  Str 16 (+7) 
  Dex 14 (+6) 
  Wis 16 (+7)
  Con 20 (+9) 
  Int 18 (+8) 
  Cha 22 (+10)
  Equipment golden heavy fl ail, golden plate mail
  nverts, Mr. Puurse
  
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  Mr. Bridle & Mr. Cuff (Chain Devils)
  Level 11 Skirmisher
  (See MM page 62.)
  Dwarf Convert  
  Level 8 Soldier
  Medium natural humanoid 
  XP 350 
  Initiative +9  
  Senses Perception +4; low-light vision
  hp 89 
  Bloodied 44
  AC 24 
  Fortitude 22 
  Refl ex 20 
  Will 20
  Speed 5
  [mba] War Pick (standard; at-will)  � 
   Weapon
  +17 vs. AC; 2d6 + 5 damage 
  [m] Spiking Strike (standard; recharge on 6)  � 
   Weapon
  +17 vs. AC; 3d8 + 5 damage, and target slowed (save ends)
  [r] Th rowing Hammer (standard; at-will)  � 
   Weapon 
  Ranged 5/10; +17 vs. AC; 2d6 + 5
  Stand Your Ground
  When an eff ect forces the dwarf to move—through a 
  pull, a push, or a slide—the dwarf moves 1 square less 
  than the eff ect specifi es. When an attack would knock 
  the dwarf prone, the dwarf can roll a saving throw to 
  avoid falling prone.
  Alignment evil  Languages Common, Dwarven
  Skills Dungeoneering +11, Endurance +14
  Str 20 (+9) 
  Dex 17 (+7) 
  Wis 10 (+4)
  Con 17 (+7) 
  Int 10 (+4) 
  Cha 16 (+6)
  Equipment chain shirt, throwing hammer, war pick
  Setup
  Th e PCs spot Mr. Purse and his entourage at work while 
  traveling to and from the Lodge of the Old Masters. Th is 
  encounter can take place just about anywhere. Choose a 
  suitable location in the upper halls for Purse’s ambush, 
  adding any required terrain or hazards as normal. 
  Bring back enemies that survived previous battles, 
  replacing the generic dwarf converts with Hronagar 
  Corpsegrinder or Sebastian Ufastis from Roots of Madness, 
  Jorunn Flintknapper or Tanya Hrovitz from Eye of Grajava, 
  or Vanessi and her thugs from Dark Was the Night, Cold Was 
  the Ground.
  Tactics
  Mr. Purse tries to keep enemies at a 10-square range. His 
  fi rst attack is wealth beneath your feet on the largest group of 
  enemies followed by amass all things and betrayal of riches. 
  If he recovers any orichalcum, he departs as soon as possible 
  leaving the kytons and cultists to cover his withdrawal. 
  Otherwise, he fi ghts to the death for Mammon.
  Mr. Cuff  and Mr. Bridle concentrate on guarding Mr. 
  Purse, restraining anyone who tries to close with him. 
  Unwavering in their dedication, the chain devils fi ght to the 
  death. On the other hand, if Mr. Purse recovers orichalcum 
  and departs, the kytons make a fi ghting withdrawal.
  Hardship and despair has driven the dwarf converts to 
  swear loyalty to Mammon. Some embrace his faith with 
  fanatical zeal, others with dead-eyed resignation. Th e PCs 
  may well recognize them as former refugees. Th ey fi ght to 
  the death using spiking strike to cripple moving foes.
  Development
  Mr. Purse is not interested in killing the PCs, only acquiring 
  their orichalcum. If they cached it, he uses divinations and 
  spying to fi nd it. If one or two PCs carry the metal on their 
  person, he attacks them as soon as he can catch them alone. 
  If this fails, he tries kidnapping a PC or NPC to bargain for 
  it. 
  If the PCs are defeated, Purse mocks them while looting 
  the possessions of their fallen comrades (being sure to take 
  any magic items and cursed orichalcum). PCs will get a 
  chance to even the score (and retrieve their goods) later in 
  Heartsblood Forge.
  ONCE MORE 
  INTO THE BREACH
  Th e party might already be pursuing the cult on their own, 
  but if they need a nudge in the right direction, either Clovis 
  or one of the NPCs from Roots of Madness can act to spur 
  them on. Th ese patrons have nothing but gratitude to off er 
  the PCs at this point, although they can impress on reluctant 
  characters the need for a fi nal resolution. 
  Major Quest: 
  Defeating the Cult of Mammon
  Find the Mammonite lair and break their power over the 
  citadel. Foil Mammon’s plans and see that the cursed 
  orichalcum is destroyed or neutralized. 
  Reward: 3,000 XP 
  PCs can fi nd the Mammonite base in various ways. Th e 
  most likely sources of information are summarized here. 
  Rituals. Consult Mystic Sages, Consult Oracle and similar 
  rituals can be used to gather intelligence on the cult and 
  its location. Commune with Nature easily locates the place 
  where’s Rygar’s spirit burns with corruption, and if the 
  adventurers recover a cultist’s body, they can subject it to a 
  Speak with Dead ritual to pry the information from it. 
  Rabscuttle. Since the earthquake, Rabscuttle 
  intermittently mutters, “My heartsblood is tainted by 
  
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  151
  infernal ash. Th ey see my brothers naked in bronze at the 
  silent room…”
  Th e Spirit of the Mountain. If the PCs summoned and 
  conversed with the Spirit of the Mountain at the end of Th e 
  Grand Lodge of the Old Masters, it gave them a signifi cant 
  clue to the cult’s location. If your players seem frustrated by 
  the confusing and cryptic answers provided, their characters 
  may make DC 15 Arcana checks for a clue.
  Dwarves. Any surviving dwarf from the Golden Citadel 
  can direct PCs to Heartsblood Forge: descend the Great 
  Stair, go through the lower hall, and take an elevator down 
  the water-rise. Th e hall is the site of the main forsaken 
  encampment, but there have been no incursions into the 
  upper halls for some days. Th e refugees hope this means the 
  forsaken have suff ered at least as much as the miners have in 
  the quake.
  Illuminated Brotherhood. Th e Brotherhood longs to 
  see the cult removed from Heartsblood Forge. If neutral or 
  friendly toward the party, the Brotherhood might simply 
  tell the PCs where to fi nd the cult. If actually friendly with 
  the group, they inform the PCs that one of their agents 
  disappeared there months ago, beginning a minor quest.
  Minor Quest: 
  Find the Illuminated Agent
  Uncover the fate of Brother Ulricus, the Brotherhood spy. 
  Reward: 600 XP.
  PART II
  The Lower Hall 
  and the Trochil Gate
  L
  ocated some way below the upper halls, the Trochil 
  Gate was the citadel’s original entrance. Less prestigious 
  than the upper halls, the gate nonetheless served as a 
  busy hub for miners, trappers, merchants, and traders. Th e 
  gate was sealed by the Brotherhood during the abandonment 
  and remains closed and warded to this day. For the last few 
  months, a forsaken army has used it as a staging ground. 
  Th e door from the Great Stair leads into a stepped cavern, 
  with each step about 10 ft . higher than the last. Th e rotting 
  remains of carts and cargo dot the fl oor, alongside debris 
  created by forsaken and chunks of fallen rubble. Th e shaded 
  areas are under the eff ects of a Guards and Wards ritual (see 
  Arcane Power, page 155) used to seal the Trochil Gate 
  long ago. Th ese areas are fi lled with dense fog that makes 
  the area heavily obscured. All doors, windows, and other 
  sealable nonmagical portals are sealed by Arcane Locks and 
  half a dozen illusionary walls, doors may confound explorers.
  LH1. Mule Paddocks
  Th e lowest level was used for unloading caravans and 
  contains corrals that once held pack mules and ponies, as 
  well as the mechanism to turn the Trochil Gate.
  LH2. The Trochil Gate
  Th is area is under the eff ect of the Guards and Wards ritual. 
  A marvelous feat of ancient artifi ce, the Trochil Gate is one 
  of the great engineering wonders of the world. A central shaft  
  turns orichalcum walls that control access to the citadel, 
  herding visitors to the lower hall, to a guard station for 
  questioning, or into a dead-end laced with traps and murder 
  holes. Th e door is strong enough to resist a dragon’s breath 
  or the battering of a storm giant, and the tons of orichalcum 
  used in its creation make the gate priceless. Despite centuries 
  of forsaken attack, it shows only the slightest damage.
  Th e door is currently immoveable; the great cogs that drive 
  it are damaged beyond repair (AC/Refl ex 2, Fortitude 20; hp 
  1,000; Break DC 39).
  LH3. The Pillars of Law
  A carved dwarven face stares imperiously down at visitors 
  as they approach the entrance, which is fl anked by Rygar’s 
  Pillars of Law. White runes on black stone make the citadel’s 
  laws plain to all who approach, magically translating their 
  words for visitors.
  Soldiers once watched from behind the eyes of the 
  dwarven face, and the mouth serves as a murder hole to 
  dispatch boiling lead onto approaching enemies. Th e arch, 
  pillars, and face are all covered by a thick layer of ice.
  LH4. Cablecart Station
  Th is area is under the eff ect of the Guards and Wards ritual. 
  A huge iron wheel and the remains of thick steel cables 
  dominate this chamber, which once opened to the air 
  but has since partially collapsed and is blocked by ice. 
  From here, cablecarts once trundled up and down 
  the mountain on toothed tracks, raised and lowered 
  by engines connected to the Shank far below the 
  mountain.
  LH5. The Ore Exchange
  Ore, fi nished goods, cattle, and foodstuff s were all traded 
  here. Th e auctioneer’s podium leads into an offi  ce and 
  storeroom, then out to the water-rise.
  LH6. The Water-Rise
  Lift gas-impregnated geysers thunder upwards like reverse 
  waterfalls. Th e southernmost column of the water-rise 
  is blocked by rubble from the earthquake, but the other 
  remains clear. Water blasts upwards around the elevator, 
  
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  153
  which is docked at this level. A series of wheels and levers 
  on the platform control its ascent and descent, but activating 
  them merely produces screams of tortured machinery: the 
  fellforged have sabotaged the platform’s mechanism and the 
  platform isn’t going anywhere without repairs. 
  Fixing the Water-Rise
  Skill Challenge (1,000 XP)
  Setup Th e PCs must fi x get the elevator moving
  Level 10th level challenge
  Complexity 2 (requires 6 successes before 3 failures)
  Primary Skills Dungeoneering, Perception, Th ievery
  (Each check requires one round of eff ort and may 
  subject the character to an attack of opportunity if there 
  are still enemies within reach.) 
  Athletics (DC 25)—You apply brute force to free some of the 
  jammed machinery; to use this skill, you or someone 
  else must fi rst make a DC 17 Perception or Th ievery 
  check to identify a suitable part for removal.
  Dungeoneering (DC 25)—You use your knowledge of 
  dwarven machinery to bypass some of the damage.
  Nature (DC 17)—You use your knowledge of the water-rise 
  and how it powers the lift  to advise your companions 
  (+2 bonus to their next check).
  Perception (DC 17)—You spot one of the removed pieces of 
  machinery 3d6 squares away (if recovered this grants a 
  +4 to someone’s next check; there are only 2 such pieces 
  to be found, however).
  Religion (DC 17)—You pray to Volund or the Gear Goddess 
  for aid, and their power fl ows through you (you may 
  expend one healing surge or one use of the channel 
  divinity class feature to add one success to the challenge; 
  the gods will only aid you here once, however).
  Th ievery (DC 21)—You undo a signifi cant piece of sabotage, 
  repairing the machine.
  Miscellaneous—Dwarf and kobold characters gain a +2 
  bonus; each fellforged body that is pillaged for parts 
  grants a +2 bonus .
  Success Once repaired and activated, the platform starts to 
  descend; the controls on the platform can pause this 
  journey but cannot reverse it.
  Failure Th e mechanism becomes irrevocably damaged and 
  the elevator permanently stuck, and the PCs will have 
  to make their own way down to Heartsblood Forge. 
  Clambering down requires a DC 20 Climb check each 
  round (the shaft  is 100 ft . deep, but characters only take 
  half damage from any fall thanks to the cushioning 
  eff ect of the geyser-churned waters below).
  THE FATE OF THE FALLEN
  As the PCs approach the lower hall, they notice the 
  unpleasant smell of something rotting mixed with the acrid 
  stench of smoke and burnt meat. Read or paraphrase the 
  following:
  Th e lower hall has become a charnel house. Every space 
  is scattered with bodies, wreckage, or smoldering fi res. 
  Something has torn the forsaken army into bloody 
  chunks. Only a handful of living forsaken huddle here, 
  and they clutch numbly at the bodies of their former 
  comrades, seemingly oblivious to your presence. 
  Th e PCs’ initial examination of the room reveals more 
  graffi  ti like that seen near the Hearthforges (see Roots of 
  Madness) and, more importantly, the bodies of forsaken 
  scattered throughout the hall, along with a few live ones 
  huddled about. Th e dark souls of many derro still inhabit 
  their corpses, and these pitiful creatures exist now as 
  forsaken shades.
  PCs can investigate unmolested, at least until they attempt 
  to leave (see A Deal with the Devil section page 154). Allow 
  the PCs to make a variety of skill checks to learn what 
  happened. 
  Table 6-1: Heal
  DC
  Result 
  15
  Th ey were slaughtered around the time of the 
  earthquake.
  20
  Th ey have been burned with magical fi re and torn 
  apart by a large beast. Some victims were fi nished off  
  with weapons.
  Table 6-2: Perception
  DC 
  Result
  16
  You think you hear whispering but can’t make out 
  its source. What sounds like a waterfall can also be 
  heard echoing off  to the east.
  20
  Th ere are several medium sized boot prints and signs 
  of a clawed beast. 
  25
  Th e beast that did this was a large quadruped, 
  possibly a dragon. It moved somewhat clumsily, as if 
  encumbered. 
  Questioning the Forsaken
  Interrogating the survivors requires a Diplomacy or 
  Intimidation check to pierce their shock and insanity. 
  A DC 21 check coerces a survivor to mutter in Dwarven, 
  “Th e gold came alive and took them into the dark, where 
  the mother croons and the gibber soothes. Father Gold is 
  coming soon, she sang from our bones.” 
  A DC 25 check forces a survivor to cry out in Dwarven, 
  “Demons with golden faces! Th e shining juggernaut! Th ey 
  took everything and fl ew down to Hell on a fountain of 
  
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  blood. Yellow blood for the golden god! I’m faithful and was 
  spared!” Th e Speak with Dead ritual provides similar results, 
  but each question has a cumulative 10% chance of conjuring 
  forth a forsaken shade from the body.
  A Deal with the Devil
  As the PCs fi nish their investigations and turn to leave, an 
  old adversary reveals himself. Th e ethereal face and familiar 
  sly smile of the gearworker Journeyman the PCs slew in the 
  halls above glides into view from the darkness. His spectral 
  body still bears the wounds dealt to him. He holds up his 
  ghostly hands and says, “I come in peace. We should talk. 
  How are my murderers today?”
  Th e Journeyman is here to tempt the PCs, promising 
  great rewards if they abandon their quest. Ultimately, only 
  you know what might truly tempt the PCs, but Mammon 
  is off ering each character a signifi cant boon (with the usual 
  “deal with the devil” side-eff ects of course). One of the 
  following might be appropriate.
  Return a companion or loved one to life
  • 
  Reveal a long-hidden secret or piece of lost lore
  • 
  Feed the entire population of the upper halls and 
  • 
  provide everything required for them to survive until 
  spring
  Gain the services of a regiment of infernal legionnaires
  • 
  Gain the character’s weight in gold
  • 
  Gain Skill Training or Skill Focus (thievery) as a bonus 
  • 
  feat
  Gain 13 years of prosperity for the character’s family, 
  • 
  home city, or other group
  Gain a promise that Mammon will use his divine might 
  • 
  to do one magical favor for a character at a later date
  If any PC agrees to the deal, a sweltering heat passes 
  through the room and anyone of good alignment knows as 
  instinctively as breathing that something wicked has stepped 
  into the world. When the heat-haze passes, the deal-making 
  PC vanishes, appearing back at the alley in Zobeck where the 
  party fi rst encountered Rabscuttle.
  As well as possible consequences to his alignment and 
  mortal soul, the PC automatically gains a geas to stay away 
  from Mount Rygar and a tattoo of Mammon’s coin over 
  his heart. Th e character suff ers a -2 penalty to all defenses 
  against creatures with the devil type and the component cost 
  of using Raise Dead on the character doubles, as Mammon 
  must be bribed into ignoring his claim on the target’s soul. 
  Th e mark can be removed only by Mammon or an obscure 
  variant of the Remove Affl  iction ritual that requires the 
  discovering secret lore skill challenge (see DMG, page 80). 
  Such brands are well known to scholars, inquisitors, and 
  witch hunters as the mark of those who have sold their soul 
  to Hell.
  The Devil Spurned
  PCs who refuse the journeyman’s off er encounter the cult’s 
  second line of defense—a group of fellforged that, up to 
  this point, remained concealed near the water-rise. Th ese 
  fellforged vaguely resemble Rabscuttle and the Old Masters, 
  but their bronze features have a devilish cast and their 
  bodies gleam as though newly forged. Tenebrous vapors lick 
  around their gaping clockwork mouths and from every joint 
  and gear comes a frightful shrieking, as if each movement 
  caused the creatures utter agony. As if in answer to this 
  noise, forsaken shades start to rise from the open mouths of 
  corpses all around the PCs.
  Setup
  In the fi rst round of combat, fi ve forsaken shades rise up 
  from corpses around the party, gaining surprise unless the 
  PCs are already aware that shades inhabit the derro corpses. 
  Th ey appear within 5 squares and immediately move to 
  attack while the fellforged charge over from the water-rise. 
  Five more shades appear each round.
  10th Level Encounter 
  (2,680 XP) • 3 fellforged, 10 forsaken shades, Journeyman’s ghost
  Fellforged 
  Level 9 Soldier
  Medium natural animate (construct, undead)  XP 400
  Initiative +8  
  Senses Perception +6; darkvision
  hp 98 
  Bloodied 49
  AC 25 
  Fortitude 23 
  Refl ex 20 
  Will 20
  Immune disease, poison, sleep; Resist 10 radiant, 10 necrotic
  Speed 6
  [mba] Slam (standard; at-will)
  +16 vs. AC; 2d6 + 5 damage plus 1d6 necrotic damage
  [m] Lifedrinker Strike (standard; encounter)  � 
   Necrotic
  +14 vs. Fortitude; 3d10 + 5 damage and ongoing 5 
  necrotic damage (save ends), and target is knocked 
  prone 
  Miss—Half damage, and target is not knocked prone
  [c] Scornful Gearblast (free, when fi rst bloodied; 
  encounter)  � 
   Necrotic
  Close burst 1; +14 vs. Refl ex; 3d8 + 5 damage and 
  ongoing 5 necrotic damage (save ends), and target is 
  pushed 2 squares
  [c] Unnatural Resonance (standard; recharge on 4, 5, 6)  � 
   
  Psychic 
  Close burst 3; +14 vs. Will; 1d8 + 5 damage plus 
  1d6 psychic, and the target is dazed (save ends); the 
  fellforged’s speed is reduced by 2 for its next move action
  Alignment evil  Languages Common, Dwarven
  Skills Insight +11, Stealth +11
  Str 20 (+9) 
  Dex 14 (+6) 
  Wis 15 (+6)
  Con 18 (+8) 
  Int 13 (+5) 
  Cha 12 (+5)
  
  Halls of the Mountain-King
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  155
  Forsaken Shade
  Level 8 Skirmisher Minion 
  Small shadow humanoid (undead)  
  XP 88
  Insane Whispers aura 1; enemies within aura suff er -2 
  penalty to attack rolls and skill checks
  Initiative +11  
  Senses Perception +2; darkvision
  hp 1; a missed attack never damages a minion
  AC 22 
  Fortitude 20 
  Refl ex 22 
  Will 20
  Resist necrotic 10
  Speed fl y 5, phasing
  [mba] Necrotic Rake (standard; at-will)  � 
   Necrotic
  +13 vs. AC; 4 necrotic damage
  Possess Fellforged (move; at-will)
  Th e shade enters the body of a fellforged with 0 hp, 
  reanimating it; the reanimated fellforged suff ers a -2 
  to attack rolls and defenses, has 1 hp, and follows the 
  normal rules for damaging minions
  Alignment chaotic evil 
  Languages Deep Speech, 
   
   
   
  Dwarven
  Str 17 (+7) 
  Dex 20 (+9) 
  Wis 6 (+2)
  Con 11 (+4) 
  Int 7 (+2) 
  Cha 17 (+7)
  The Journeyman’s Ghost
  Level 7 Elite Lurker 
  Medium shadow humanoid (undead)  
  XP 600
  Initiative +12  
  Senses Perception +9; darkvision
  hp 128 Bloodied 64
  AC 23 
  Fortitude 19 
  Refl ex 23 
  Will 22
  Saving Th rows +2
  Immune disease, poison; Resist necrotic 10, insubstantial; 
  Vulnerable radiant 10
  Speed fl y 5, phasing
  Action Points 1
  [mba] Phantom Fists (standard; at-will)
  +12 vs. AC; 1d8 + 5 damage, and target is grabbed 
  (escape ends)
  [m] Ghostly Possession (standard; encounter)  � 
   Charm
  Target must be a living humanoid or fellforged; +10 vs. 
  Will; the Journeyman enters the target’s space and is 
  removed from play, and the target is dominated (save 
  ends). Th e Journeyman can use this power against only 
  one creature at a time. When the target is no longer 
  dominated, or when the Journeyman chooses to end 
  its ghostly possession (a free action), he reappears in a 
  square of his choice adjacent to the target.
  [m] Soul Choke (minor; at-will)  � 
   Necrotic
  Grabbed target only; +10 vs. Fort; 1d8 + 5 necrotic 
  damage
  [m] Wrath of Mammon (immediate reaction, when hit by 
  a melee attack; at-will)  � 
   Fear
  +10 vs. Will; 1d8 + 5 psychic damage, and target is 
  pushed 1 square
  [r] Entangling Ectoplasm (standard; at-will)  � 
   Cold
  Ranged 10; +10 vs. Ref; 1d8 + 5 cold damage, and target 
  is slowed (save ends)
  Wraith’s Retreat (move; recharge when fi rst bloodied) 
  Th e Journeyman shift s 5 squares
  Alignment evil 
  Languages Common, Dwarven, 
   
   
  Supernal 
  Str 11 (+3) 
  Dex 20 (+8) 
  Wis 14 (+5)
  Con 16 (+6) 
  Int 12 (+4) 
  Cha 18 (+7)
  Tactics
  Fellforged use unnatural resonance and lifedrinker strike to 
  hinder PC movement. If a fellforged’s possessing spirit is 
  exorcised, another forsaken shade takes its place next round 
  (assuming any remain).
  Forsaken shades rush forward and attack, striking 
  frenziedly at the nearest living creature. Only the temptation 
  of an empty fellforged shell distracts them from violence 
  against the living.
  Th e Journeyman uses entangling ectoplasm to hinder 
  foes while the forsaken shades advance, then tries ghostly 
  possession on a PC hoping to force the other adventurers to 
  kill them.
  PART III
  Heartsblood Forge
  H
  eartsblood Forge stands at the mountain’s spiritual 
  heart, above a churning sea of magma known as 
  the Well of Fire. Once home to master smiths and 
  Illuminated Brothers, the cult of Mammon now defi les its 
  sacred forges, craft ing unholy symbols and infernal artifacts.
  Th e walls and fl oors in Heartsblood Forge are made 
  of superior masonry. Unless otherwise noted, all doors 
  are unlocked iron doors. Most are decorated with brass, 
  bronze, copper, and steel. Th e walls are periodically set with 
  glass pots containing immature cavemoss, which provide 
  shadowy illumination throughout the entire chamber. Many 
  cavemosses have outgrown their jars and the ground below is 
  littered with luminous spores. Infernal prayers echo through 
  the corridors, mixing with the rhythmic clunk of machinery 
  and an occasional tortured scream. All Perception checks are 
  made with a -4 penalty.
  
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  Speaking Tubes. Each of these wall-mounted racks, 
  labeled in Dwarven, connects to a specifi c room. Th e 
  speaking tubes consist of two fl ared bronze funnels (one 
  for speaking, one for listening) attached to segmented pipes 
  running through the walls. A cork-mounted whistle can be 
  inserted into the speaking tube to alert a room to incoming 
  messages. PCs can use speaking tubes to make Perception 
  checks into the location each tube connects.
  Steam Pipes. Th e forge is dotted with thin metal pipes 
  (AC/Refl ex 10, Fortitude 5; hp 10; Break DC 18) carrying 
  lift gas steam. Puncturing a steam pipe releases a 20-ft . radius 
  cloud of scalding steam that creates obscured terrain and 
  deals 1d8 fi re damage per round. Th e cloud lasts until the 
  end of the encounter.
  Steam Whistles. Th ese inverted cups mounted on stems 
  scream shrill notes (and puff s of steam) when their chains 
  are pulled. Th ey can be heard from anywhere in the forge 
  area (no Perception checks necessary).
  Trapped Gratings. Th ese grates (AC/Refl ex 5, Fort 12; hp 
  60; Break DC 22) lead down to the slag pits. A crank near 
  each one opens it, but an ancient dwarven steam trap guards 
  the grates from creatures below.
  Scalding Water Trap
  Level 6 Blaster (Trap XP 250)
  Blasts of scalding water shoot in all directions, drenching the 
  area beneath the grate.
  Trap Once per round when someone attempts to open the 
  grate by force, the trap makes an attack
  Perception
  DC 22—Th e character notices small holes in the ceiling 
  and walls
  DC 27—Th e character notices that moving the grate 
  triggers the trap
  Trigger Creature tries to force the grating open. 
  Immediate Reaction 
  Close blast 2
  Targets Creatures in blast
  Attack +11 vs. Refl ex
  Hit 1d8 + 5 fi re damage, and target dazed (save ends)
  Miss Half damage
  Countermeasures
  An adjacent character can disarm the trap with a DC 30 
  • 
  Th ievery check
  SOUNDING THE ALARM
  Once the alarm is raised, most cultists secure their areas 
  and await further instruction, while the Golden Guardsmen 
  from area HF3 (or another group if these have been killed) 
  take position at the entrance while the main gate is closed 
  and its mechanism dismantled, trapping PCs within. Use the 
  water-rise skill challenge to handle repairing this, if the PCs 
  try (page 153). 
  Ghrysigor and the Redcloak riders remain on watch 
  outside—much to the devil’s chagrin—while Bragollach 
  assembles some reinforcements and comes looking for the 
  PCs (see below). If they can’t locate the party in their initial 
  sweep, Bragollach summons the Redcloak riders into the 
  forge, trying to sniff  out their location using the olfactory 
  senses of the murreymount dogmoles.
  CONFRONTING BRAGOLLACH
  As soon as she becomes aware of intruders, Bragollach 
  guesses it’s the PCs and comes looking for them. She prefers 
  to confront the PCs in the corridor running around the main 
  forge so her shieldbearers can circle behind them.
  Th e golden dragon has changed greatly since last you 
  met. She’s clad in golden armor that bristles with 
  spikes and blades and crawls with infernal runes, 
  secured so tightly that her wings are pinned and its 
  scales are cracked and bloody. Her limbs are slick with 
  fever-sweat, her lips are foam-fl ecked, and there’s a 
  look of bloodshot madness in her eyes.
  Bragollach is a creature of passion—and that passion is 
  avarice. Weighed down by cursed armor and driven mad 
  by gold fever and Mammon’s whispering, she’s far from 
  thinking clearly. Her natural draconic greed has been 
  corrupted into a rabid belief that every precious thing in 
  the world belongs to her. She’s not yet beyond redemption, 
  however. If the adventurers try to reason with her, they can 
  try the skill challenge below. 
  Redeeming Bragollach 
  Skill Challenge (2,100 XP)
  Level 12th level challenge 
  Complexity 3 (requires 8 successes before 3 failures)
  Primary Skills Athletics, Diplomacy, Th ievery
  Despite her madness, Bragollach’s noble nature rails 
  against Mammon’s taint and it’s possible to temporarily 
  bring her back to her right mind. PCs need to either 
  reason with Bragollach or cut the cursed armor from 
  her body.
  For every two successes the PCs get by Athletics or 
  Th ievery, lower the dragon’s AC and the attack power 
  of her armor of the geldwyrm by 1. Once they accrue 5 
  successes in the challenge (by any method), Bragollach 
  is visibly confused and counts as dazed for the rest of 
  the encounter.
  Arcana (trained only; DC 25)—You identify the magic 
  fl owing through the devilish runes on Bragollach’s 
  armor, and know that it’s probably aff ecting her mind.
  
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  Athletics (DC 21)—You tear a cursed piece of armor from 
  Bragollach, lessening its insidious power (attempting 
  this check subjects the character to an opportunity 
  attack from the dragon).
  Bluff  (DC 17)—You distract the dragon while one of your 
  companions moves in to remove some of her armor, 
  negating Bragollach’s attack of opportunity and 
  granting a +2 bonus to their check (if the character 
  grabs Bragollach’s attention with a chunk of cursed 
  orichalcum, they get a +5 bonus to the Bluff  check).
  Diplomacy (DC 25)—You reason with the corrupted dragon, 
  calling for her to throw off  Mammon’s infl uence.
  Heal/Insight (DC 15)—You spot that Bragollach is suff ering 
  from a severe case of gold fever (this check does not 
  count towards the success or failure of the challenge).
  History (DC 20)—You remind Bragollach of the ancient pacts 
  between her clan and the people of Rygar.
  Perception (DC 17)—You spot that Bragollach’s armor is 
  made from glittering orichalcum covered with infernal 
  runes and that it seems to be weighing her down and 
  digging painfully into her fl esh (success opens the 
  possibility of identifying the runes with Arcana and 
  using Athletics or Th ievery to cut it off  the dragon; this 
  check does not count towards the success or failure of 
  the challenge).
  Religion (DC 15)—You issue a rousing speech denouncing 
  Mammon’s ways.
  Th ievery (DC 23)—You skillfully unbuckle a piece of armor 
  or slash a strategic strap (attempting this check subjects 
  the character to an opportunity attack from the dragon).
  Success Bragollach comes to her senses for a time and 
  ceases to attack the PCs; she pounces on any remaining 
  enemies and tears them apart, before breaking down 
  in horror at what she’s become (see “Development” 
  section).
  Failure Bragollach is consumed by gold fever and cannot be 
  reasoned with.
  10th Level Encounter 
  (2,600 XP) • Bragollach, 8 dwarf shieldbearers
  Bragollach, Corrupted Gold Dragon 
  Level 9 Solo Controller
  Large natural magical beast (dragon) 
  XP 2,000 
  Initiative +7  
  Senses Perception +12; darkvision
  hp 380 Bloodied 190
  AC 23 
  Fortitude 21 
  Refl ex 23 
  Will 21
  Resist 15 fi re 
  Saving Th rows +5
  Speed 8, fl y 10 (hover), overland fl ight 15
  Action Points 2
  [mba] Bite (standard; at-will)  � 
   Fire
  Reach 2; +14 vs. AC; 2d8 + 6 damage plus 2d6 fi re 
  damage
  [m] Armor of the Geldwyrm (immediate reaction, when 
  hit by an adjacent creature; at-will)  � 
   Poison
  +13 vs. Ref; 1d8 + 5 damage, and target takes ongoing 5 
  poison damage (save ends)
  [m] Claw (standard; at-will) 
  Reach 2; +14 vs. AC; 2d6 + 6 damage
  [m] Double Attack (standard, at-will) 
  Bragollach makes two claw attacks
  [m] Hornblade Charge (standard; usable only when 
  charging; at-will)
  Reach 2; +12 vs. AC; 2d8 + 6 damage, and target is 
  impaled (treat as grabbed); an impaled character cannot 
  be targeted by Bragollach’s bite, but otherwise follows the 
  normal rules for being grabbed
  [c] Breath of Molten Gold (standard; recharge on 5, 6)  � 
   
  Disease, Fire
  Close blast 5; +11 vs. Fortitude; 2d6 + 5 fi re damage and 
  ongoing 5 fi re damage, and target is slowed (save ends 
  both); this attack counts as exposure to gold fever
  Miss—Half damage
  [c] Golden Glory (standard; encounter)  � 
   Charm
  Close burst 5; targets enemies; +11 vs. Will; target is 
  stunned until the end of Bragollach’s next turn
  Aft ereff ect—Target takes a -2 penalty to attack rolls 
  (save ends)
  [r] Seized by Greed (standard; encounter)  � 
   Charm
  Ranged 5; +11 vs. Will; target is dominated until the end 
  of target’s next turn
  Fatal Bequest
  Upon death, Bragollach vomits up 9 gp of cursed gold
  Alignment unaligned 
  Languages Common, Draconic
  Skills Arcana +8, Athletics +15, Diplomacy +13, 
  Insight +10, Intimidate +13
  Str 23 (+10) 
  Dex 16 (+7) 
  Wis 12 (+5)
  Con 15 (+6) 
  Int 8 (+3) 
  Cha 18 (+8)
  Equipment golden draconic plate armor
  
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  159
  Dwarf Shieldbearer
  Level 7 Controller Minion
  Medium natural humanoid (dwarf)  
  XP 75
  Initiative +3 
  Senses Perception +5; low-light vision
  hp 1; a missed attack never damages a minion
  AC 22 
  Fortitude 19 
  Refl ex 17 
  Will 20
  Speed 5
  [mba] Shield Bash (standard; at-will)  � 
   Weapon
  +12 vs. AC; 4 damage, and target is pushed 1 square
  [m] Reactive Smash (immediate interrupt, when targeted 
  by a melee attack; at-will)
  Targets attacker; +11 vs. Fort; target takes 4 damage and 
  is stunned until the start of target’s next turn
  Fatal Bequest
  Upon death, a dwarf vomits up 7 gp of cursed gold
  Stand Your Ground
  When an eff ect forces the dwarf to move—through a 
  pull, a push, or a slide—the dwarf moves 1 square less 
  than the eff ect specifi es, and when an attack would 
  knock the dwarf prone, the dwarf can roll a saving throw 
  to avoid falling prone.
  Alignment evil 
  Languages Common, Dwarven
  Skills Endurance +9, Dungeoneering +11
  Str 17 (+6) 
  Dex 10 (+3) 
  Wis 14 (+5)
  Con 16 (+6) 
  Int 11 (+3) 
  Cha 12 (+4)
  Equipment chainmail, large shield
  Tactics
  Bragollach begins combat with her breath weapon, followed 
  by her hornblade charge. She uses seized by greed to draw in 
  ranged PCs and reserves golden glory for when she’s pressed 
  by foes in melee. Unless redeemed, she fi ghts to the death, 
  consumed by greed and Mammon’s promises.
  Shieldbearers form a wall to cut off  the party’s retreat. Th ey 
  shield bash anyone who tries to break their line but otherwise 
  let Bragollach deal with the PCs.
  Development
  If the PCs redeem her, Bragollach is distraught. Exhausted 
  and barely clinging to sanity, she refuses to linger in the 
  forge or go near Mammon’s avatar but otherwise helps the 
  PCs however she can. Gold fever soon begins to creep over 
  her again, and to avoid falling into Mammon’s clutches once 
  more, she departs the forge. 
  HF1. Base of the Water-Rise 
  Th e base of the water-rise is a mass of thundering geysers. 
  Th e platform the PCs ride comes to rest level with a corridor 
  covered in mold and giant mushrooms, shuddering from 
  the constant impact of water. Th e fl oor of the shaft  is 15 ft . 
  further down, fi lled with churning water to a depth of 10 
  ft . Th e dim light and fi ne spray hides the PCs’ arrival; the 
  blue-shaded area around the water-rise counts as obscured 
  terrain.
  Th ere are two exits from this chamber, but only the 
  corridor is immediately apparent. A hidden egress exists half 
  concealed by spray in the wall (SP1). A DC 22 Perception 
  check is required to spot this grating, as well as numerous 
  humanoid and animal tracks in the mold. A character 
  examining the large mushrooms can make a DC 17 Nature 
  check to determine that they are harmless but infested with 
  cloudspores (terrain) (see DMG, page 67).
  HF2. The Gates of 
  Heartsblood Forge
  Once the PCs navigate the fungus patch, read or paraphrase 
  the following:
  Giant bronze lanterns fl ank the entrance to Heartsblood 
  Forge, its rune-carved arch edged in silvery metal. 
  Th e points of a raised portcullis are visible above the 
  doorway. 
  Pacing this room is a double-headed, boar-faced giant 
  in gleaming golden armor, pacing as if impatient. A pair of 
  Redcloak kobolds sit astride Dogmoles and, in contrast to 
  the giant, they sit neatly at attention, their eyes glitteringly 
  alert. 
  Setup
  Ghrysigor and the Redcloaks are charged with guarding the 
  entrance to Heartsblood Forge. Although not visible to the 
  PCs, a unit of golden guard are also nearby (HF3) and come 
  running if a fi ght breaks out. Flame jet (trap) nozzles are 
  concealed in the giant lanterns, ready to fi ll the area in front 
  of the gate with fames, but they are not yet activated. Th e 
  control panel is just inside the gate.
  Illumination
  Th e lanterns shed bright light in an 8-square radius. 
  Environment
  Dwarven runes around the door read “from faith and 
  heartsblood comes the glory of our people. Work well, 
  craft er.” A steam whistle is mounted by the gate, near the 
  southernmost rider.
  Th e rumbling and thundering of the water-rise interferes 
  with the senses of the dogmoles in this area, eff ectively 
  halving their blindsight. 
  Squares occupied by giant mushrooms count as diffi  cult 
  terrain. Th ey’re also infested with cloudspores (terrain) that 
  create concealment if disturbed. If lowered, the main gate 
  counts as an adamantine portcullis. Th e latticework provides 
  superior cover (-5 to hit rolls) to creatures on either side.
  
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  If they approach peaceably, there’s a chance that the party 
  can bluff  its way into the forge. Like all devils, Ghrysigor is 
  vulnerable to fl attery and bribery, but he’s a loyal servant 
  of Mammon, and the PCs will also need a convincing ruse: 
  most likely pretending to be cultists.
  Bluffing the Gate Guards 
  Skill Challenge (XP 700)
  Setup Th e PCs must get past the gate guard
  Level 12th level challenge 
  Complexity 1 (requires 4 successes before 3 failures)
  Relegation to guard duty has left  Ghrysigor in a foul 
  mood. He’s spoiling for a fi ght and looks for any excuse 
  to bully and extort treasure from those who pass. If the 
  PCs accrue 2 fails in the challenge, Ghrysigor becomes 
  suspicious and readies his horn of summons.
  Primary Skills Bluff , Diplomacy, Religion
  Bluff  (DC 21)—You claim to be a cultist of Mammon or some 
  other ruse designed to gain entry without a fi ght.
  Diplomacy (DC 16)—You fl atter Ghrysigor’s ego or off er him 
  a bribe; attempts to appeal to the devil’s better nature or 
  turn him against the cult are automatic failures.
  If you have successfully interrogated a living or 
  dead cultist earlier in the adventure, you can use the 
  information learned to banter with Ghrysigor about 
  the movers and shakers in the cult, easing the devil’s 
  suspicions.
  Insight (DC 16)—You accurately analyze Ghrysigor’s mood, 
  noting that he is unhappy to be on guard duty and 
  looking for any excuse to pick on visitors (this check 
  does not aff ect the outcome of the skill challenge).
  Intimidate (DC 22)—You threaten retribution from one 
  of the cult’s senior members or look too tough for 
  Ghrysigor to bully (if you fail this check, Ghrysigor 
  deliberately picks on you for the rest of the encounter).
  Religion (DC 20)—You know the correct rituals and forms of 
  address for worshippers of Mammon, and the best way 
  to converse with devils. 
  Streetwise (DC 14)—You recognize the Redcloaks as an 
  infamous gang of Mammon-worshipping kobolds; a 
  successful check adds nothing to the challenge but opens 
  up the possibility of making a Diplomacy or Bluff  check 
  with the kobolds, persuading them to vouch for the PCs 
  (only 1 success is possible by this method, as Ghrysigor 
  puts little stock in their opinion).
  Optional Modifi ers—If you are dressed in cult regalia you 
  gain a +2 bonus to Bluff , Diplomacy, and Religion 
  checks; if you bribe Ghrysigor with 500 gp or more of 
  treasure, a magic item, or a lump of cursed orichalcum, 
  you gain a +4 on all checks.
  Success Ghrysigor allows you to enter the forge but for every 
  failure accrued, he demands 500 gp worth of treasure or 
  a magical item as a tithe.
  Failure Ghrysigor blows his horn of summons and the guards 
  attack. 
  If the guards to raise the alarm, the PCs hear multiple 
  steam whistles going off  deeper in the forge as the alert 
  spreads from room to room. No other reinforcements arrive 
  during the course of the battle, but a few minutes later (just 
  enough time for a short rest), Bragollach comes looking for 
  the PCs. 
  12th Level Encounter 
  (3,676 XP) • 2 dogmole murreymounts, fl ame jet trap, 
  Ghrysigor, 6 golden guard templars, 2 Redcloak riders
  Flame Jet
  Level 8 Blaster (Trap XP 350)
  Trap Th e nozzle of a fl ame jet (trap) is mounted in each 
  lantern; controls behind the portcullis control it (see 
  DMG page 64)
  Perception
  DC 16—A spiraling ivory horn hangs from the belt of 
  the giant
  DC 24—Th ere’s a suspicious-looking nozzle built into 
  each lantern
  DC 28—Th e control panels are on the far side of the 
  doorway
  Religion
  DC 20—Th e character recognizes Ghrysigor as some 
  kind of devil
  Dogmole Murreymount 
  Level 6 Minion
  Medium Natural Beast (blind) 
  XP 63
  Initiative +5 
  Perception +14; blindsight 20 (but see 
  setup)
  Scent aura 2; dogmoles automatically detect invisible 
  enemies and those with concealment (including total 
  concealment) within their aura
  hp 1, a missed attack never damages a minion
  AC 18 
  Fortitude 18 
  Refl ex 17 
  Will 18
  Speed 6
  [mba] Gouging Teeth (standard; at-will) 
  +11 vs. AC; 4 damage
  Shift y Mount (immediate reaction, when rider is missed 
  by melee attack; while mounted by a friendly rider of 6th 
  level or higher; at-will)  � 
   Mount
  Th e dogmole may shift  1 square 
  Alignment unaligned  
  Languages —
  Str 19 (+7) 
  Dex 14 (+5) 
  Wis 16 (+6)
  Con 14 (+5) 
  Int 4 (0)  
  Cha 8 (+2)
  
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  161
  Ghrysigor, Slaver of the Golden Hell 
  Level 11 Elite Soldier
  Large immortal humanoid (devil) 
  XP 1,200
  Initiative +8 
  Senses Perception +9; darkvision
  hp 238 Bloodied 119
  AC 28 
  Fortitude 26 
  Refl ex 18 
  Will 19
  Resist fi re 20
  Saving Th rows +2
  Speed 6
  Action Points 1
  [mba] Huge Spiked Chain (standard; at-will)  � 
   Weapon
  Reach 3; +18 vs. AC; 1d10 + 9 damage
  [c] Flailing Chains (standard; recharge on 5, 6)  � 
   Weapon
  Close burst 3; +14 vs. Fort; 3d8 + 5 damage, and target 
  pushed three squares and knocked prone 
  [r] Chain Net (standard; at-will)  � 
   Weapon
  Range 10/20; +16 vs. Ref; 1d8 + 5, and target is 
  restrained (save ends); Ghrysigor must recover his net 
  before it can be thrown again.
  [r] Seized by Greed (standard; encounter)  � 
   Charm
  Ranged 4; Level + 16 vs. Will; target is dominated until 
  the end of target’s next turn 
  Double Actions
  Ghrysigor rolls initiative twice, gets two turns during 
  a round, and has a full set of actions (standard, move, 
  minor) on each turn; each set of actions corresponds to a 
  diff erent head 
  Dual Brain
  At the end of his turn, Ghrysigor automatically saves 
  against dazed and stunned conditions, and against 
  charm eff ects that a save can end.
  Alignment evil 
  Languages Common, Giant, Supernal
  Str 28 (+14) 
  Dex 12 (+6) 
  Wis 9 (+4)
  Con 23 (+11) 
  Int 8 (+4) 
  Cha 15 (+7)
  Equipment chain net, gold-plated breastplate, horn of 
  summons, huge spiked chain, key to area HF4
  Golden Guard Templar  Level 6 Soldier
  Medium natural humanoid 
  XP 250
  Initiative +8  
  Senses Perception +9
  hp 69 
  Bloodied 34
  AC 23 
  Fortitude 19 
  Refl ex 18 
  Will 18
  Speed 5
  [mba] Trident (standard; at-will)  � 
   Weapon
  +13 vs. AC; 1d10 + 4 damage 
  [m] Blazing Shield (immediate interrupt, when hit by 
  melee attack; encounter)  � 
   Radiant, Weapon 
  Targets attacker; +11 vs. Fort; 3d6 + 4 damage, and 
  target blinded until the end of target’s next turn.
  [r] Hellish Litany (standard; at-will)  � 
   Psychic
  Range 10; +11 vs. Will; 1d10 + 4 psychic damage
  Esprit de Corps (free; at-will)
  Th e templar grants a +2 bonus to one defense score, 
  attack roll, or saving throw of one adjacent templar.
  Alignment evil  Languages Common
  Skills Religion +11
  Str 19 (+7) 
  Dex 16 (+6) 
  Wis 16 (+6)
  Con 13 (+4) 
  Int 13 (+4) 
  Cha 13 (+4)
  Equipment golden plate armor, holy symbol of Mammon, 
  large shield
  Redcloak Rider Kobold
  Level 6 Artillery
  Small natural humanoid 
  XP 250
  Initiative +4  
  Senses Perception +12; darkvision
  hp 55 
  Bloodied 27
  AC 18 
  Fortitude 18 
  Refl ex 19 
  Will 18
  Speed 6
  [mba] Crimson Cutlass (standard; at-will)  � 
   Weapon
  +12 vs. AC; 1d6 + 4 damage 
  [r] Ruby Ray (standard; at-will)  � 
   Fire
  Ranged 20; +13 vs. AC; 1d10 + 4 fi re damage
  [r] Scarlet Salvo (standard; recharge on 4, 5, 6)  � 
   Force
  Ranged 10; +11 vs. Refl ex; 3d6 + 4 damage, and the 
  kobold makes a secondary attack against each creature 
  adjacent to the target
  Secondary Attack +11 vs. Refl ex; 1d10 + 4 damage
  Shift y (minor; at-will) 
  When dismounted, the kobold shift s 1 square.
  Alignment evil 
  Languages Common, Draconic
  Skills Ride+9
  Str 16 (+6) 
  Dex 13 (+4) 
  Wis 16 (+6)
  Con 13 (+4) 
  Int 19 (+7) 
  Cha 13 (+4)
  Equipment exotic saddle (dogmole), red mask and cloak, 
  small cavalry saber
  Tactics
  Th e templars emerge from area HF3 on the 2nd round of 
  combat, sounding the steam whistle alarm as they leave 
  their chamber. On arrival, they take up position in the 
  entranceway (safe from the traps), forming a shield wall and 
  using hellish litany against the PCs. If the adventurers seem 
  to have the upper hand, one of them activates the fl ame jets 
  
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  (trap) and another closes the gate. If the PCs look vulnerable 
  however, four guardsmen advance to engage them while two 
  remain to guard the gate controls.
  Ghrysigor is the off spring of a chain devil and shares 
  his father’s love of torture, violence, and chain fi ghting. 
  He sounds his horn of summons at the fi rst sign of trouble 
  and then holds the center of the chamber to engage the 
  adventurers with his superior reach. He throws his net at the 
  most mobile-looking enemy and, if the traps are activated, 
  tries to push PCs into their reach. He fi ghts to the death to 
  prevent adventurers interrupting Mammon’s plans.
  Redcloak riders try to stay out of melee, peppering the 
  group with ruby rays and scarlet salvos. Th ey retreat if 
  bloodied, trying to lower the portcullis and activate the trap.
  Murreymounts act as steeds for the Redcloak riders, and 
  bite enemies who come within melee range.
  HF3. Golden Guardroom
  Mammon’s golden guard templars make their home here. 
  Read or paraphrase the following:
  Perched on a table is a statue of a frog-faced devil the 
  size of a grown dwarf. It seems to be made of solid 
  gold.
  A steam whistle is mounted on a pipe opposite the door 
  to this chamber. Within the room, banners marked 
  with Mammon’s seal bedeck the walls and relics like 
  holy symbols and Mammonite bibles dot the shelves. 
  Th e room is also a barracks and armor stands, kit 
  bags, and the smell of polish are everywhere.
  Once the alarm has been raised, the golden guardsmen 
  move to reinforce the main gates (HF2). Th e tithe eater 
  initially resembles treasure rather than a monster, although 
  PCs may be rightly suspicious of a grinning golden statue in 
  Mammon’s lair.
  Table 6-4: Perception
  DC
  Result
  11
  Th e statue seems to be hollow.
  16
  Th ere’s no sign of a trap or any other 
  mechanisms built into this statue.
  28
  You could swear the statue just moved, ever so 
  slightly.
  Special
  Anyone looking into the tithe eater’s open mouth 
  will just be able to make out that its hollow belly 
  seems to be fi lled with coins, gems, and valuable-
  looking objects. Strangely, it looks bigger on the 
  inside than it does from the outside.
  
  Halls of the Mountain-King
  Halls of the Mountain-King
  163
  Table 6-5: Religion
  DC
  Result
  21
  It’s a statue of a tithe eater: a minor functionary of 
  the Mammon court that deals with the collection of 
  tribute. Th ese statues are oft en used as repositories 
  for treasure and unholy relics.
  25
  Tithe eaters are devilish constructs that resemble 
  gold statues.
   8th Level Encounter
  (1,850 XP) • 6 golden guard templars (see page 161 for 
  statistics), golden tithe eater
  Golden Tithe Eater 
  Level 8 Brute
  Medium immortal animate  
  XP 350
  Initiative -1  
  Senses Perception +12 
  hp 109 Bloodied 54
  AC 20 
  Fortitude 21 
  Refl ex 5 Will 20
  Resist all damage 10
  Speed 0
  [mba] Clamping Jaws (standard; at-will)  � 
   Teleport
  +9 vs. Ref; 2d6 + 5 damage, and target is restrained 
  (escape ends); all escape checks must made against the 
  tithe eater’s Fortitude
  First Failed Escape—Target ½ devoured 
  Second Failed Escape—Target ¾ devoured 
  Th ird Failed Escape—Target devoured and transported 
  to Hell 
  [m] Grinding Maw (immediate reaction, when hit by close 
  or melee attack while a target is restrained; at-will) 
  +11 vs. AC; restrained target takes 1d8 + 5 damage
  [r] Evil Eye (minor action; at-will)  � 
   Fear, Gaze, Psychic
  Ranged 5; +9 vs. Will; 2d6 + 5 psychic damage, and 
  target stunned (save ends); the tithe eater cannot target 
  an opponent in its clamping jaws
  [r] Malefi cent Misdirection (immediate interrupt, when 
  hit by area or ranged attack while a target is restrained; 
  at-will)  � 
   Charm
  Ranged 10; +9 vs. Will; the redirected attack hits the 
  restrained victim instead
  Devil’s Lunge (standard; recharge on 6)  � 
   Teleport
  Th e tithe eater teleports 6 squares and may make an 
  attack with its clamping jaws
  Greed’s Retreat (free; while bloodied)  � 
   Teleport
  Th e tithe eater releases any restrained victim and seems 
  to devour itself, vanishing back to Mammon’s Golden 
  Hell along with anything it has consumed.
  Stubborn Squat
  Th e tithe eater is immune to forced movement via 
  powers that pull, a push, or a slide it; when hit by an 
  attack would knock it prone, the Tithe Eater can make 
  an immediate saving throw with a +4 bonus to avoid 
  falling prone.
  Alignment evil 
  Languages Common, Supernal
  Str 16 (+7) 
  Dex 1 (-1) 
  Wis 16 (+7)
  Con 19 (+8) 
  Int 16 (+7) 
  Cha 6 (+2)
  Tactics
  Th e tithe eater sits motionless, unmoving and uncaring even 
  if the PCs are slaughtering golden guardsmen around it. It 
  hopes that one of the PCs will stick their hand in its mouth. 
  If no one takes the bait, it uses devil’s lunge on a PC. If the 
  players do not specify that they are watching the tithe eater 
  carefully, it surprises them.
  Treasure
  Among the devotional items, here is a ritual candle (level 11).
  HF4. Doorkeeper’s Chamber
  A steam whistle is mounted on a pipe opposite the door 
  to this chamber. Th e door is locked (DC 30 Th ievery), but 
  Ghrysigor has the key. When the PCs open the door, read or 
  paraphrase the following. 
  Th is room is buried under layers of tarnished armor, 
  fi lthy clothes, discarded food, and other rubbish. 
  Here and there, an item of gold or silver sparkles 
  amid the detritus. An ancient-looking forge-hammer, 
  locked between the lips of a hideous stone face of a 
  decrepit female elf apparently growing out of one wall, 
  dominates the treasures of this room.
  A rack of speaking tubes connects to HF6, HF10, HF12, 
  HF13, and HF14. Th e stone face’s jaws are locked tight 
  around the hammer. Attempts to remove it activate the trap 
  below and the noise automatically alerts Ghrysigor (HF2), 
  the Golden Guardsmen (HF3), and (thanks to her keen 
  draconic senses) Bragollach.
  
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  Wailing Guardian 
  Level 10 Blaster (Trap XP 500)
  Th e stone face depicts a wrinkled female elf; her jaws are 
  locked tight around the mighty hammer. As you try to pull 
  the weapon loose, it snorts a blast of green smoke into your 
  face.
  Trap Th e face animates once triggered and attacks every 
  round on its initiative 
  Perception
  DC 16—You get the uncanny feeling that the stone face 
  is watching you
  Initiative +3
  Trigger Th e wailing guardian (trap) rolls for initiative 
  when someone moves adjacent to it
  Opportunity Action  
  Blast 1
  Targets All within blast
  Attack +13 vs. Refl ex
  Hit 3d8 + 4 acid damage and secondary attack
  Secondary Attack +10 vs. Fortitude
  Hit Ongoing 5 poison damage (save ends)
  Attack (once hammer removed)
  Standard Action 
  Burst 6
  Target All creatures in burst
  Attack +13 vs. Fort
  Hit 3d10 thunder damage
  Miss Half damage
  Countermeasures
  If attacked, the Wailing Guardian has AC/Refl ex/
  • 
  Fortitude 8 and hp 30
  Freeing the hammer from the jaws of the stone face is a 
  • 
  move action requiring a DC 25 Athletics check
  Treasure
  Clasped in the stony jaws of the wailing guardian (trap) is 
  Masterstroke, an ancient artifact of Volund.
  New Artifact
  Masterstroke, Hammer of Grajava
  Artifact (Heroic Level)
  This ancient forge hammer has been forged from a 
  single piece of orichalcum. Its haft is engraved with 
  Dwarven runes, its head with the symbol of Volund.
  Masterstroke is a +3 warhammer.
  Enhancement Attack rolls and damage rolls
  Critical +3d6
  Property This weapon has the heavy thrown 
  property and scores critical hits on 19 and 20.
  Property (minor) You may call Masterstroke to 
  your hand from up to 10 squares away.
  Power (free; encounter) Masterstroke gains the 
  cold, fire, lightning, or thunder keyword and deals 
  an extra 1d10 damage of the chosen type for the 
  rest of the encounter.
  Power (standard; daily) You gain the following 
  attack:
  Close burst 2; Constitution or Strength +3 vs. 
  Fort; 3d8 + 9 damage, and targets are knocked 
  prone.
  Goals of Masterstroke
  Protect Heartsblood Forge and the ancient 
  • 
  covenant between Grajava and Rygar’s 
  people.
  Serve the Illuminated Brotherhood.
  • 
  Help its master construct mighty artifacts for 
  • 
  the glory of Volund.
  Slay servants of Mammon.
  • 
  Roleplaying Masterstroke
  Masterstroke has the solemn demeanor of an ancient pontiff  
  and oft en quotes from Volund’s scripture. It can provide 
  PCs with details of the forge’s layout (including HF16) 
  and history. Masterstroke claims to have been wielded by 
  Grajava herself and to have forged the Prime Anvils from 
  the mountain’s fi ery heartsblood—no amount of honor and 
  respect is too much to show it. Th e forge’s desecration makes 
  it burn for vengeance against Mammon’s servants.
  Table 6-6: Concordance
  Action
  Score
  Starting score
  6
  You are a dwarf
  +2
  You are a stone pact warlock or is of a divine class 
  that worships Volund 
  +2
  You kill a goldveined creature (once per encounter) +2
  You kill a devil in Mammon’s service (once per 
  encounter)
  +1
  You kill a Minion in Mammon’s service (once per 
  encounter)
  +1
  You engage in excessive looting 
  -1
  You leave the Forge (per day)
  -1
  You retreat before the forces of Mammon
  -1
  You were initially dressed as a cultist of Mammon
  -2
  You carry cursed orichalcum
  -3
  
  Halls of the Mountain-King
  Halls of the Mountain-King
  165
  Table 6-7: Masterstroke’s Reactions
  Pleased (16-20)
  “United we are Grajava’s unstoppable wrath!”
  Masterstroke throws its power fully behind your eff orts.
  Property You gain the dwarf racial feature Stand your Ground; 
  if you already possess this power, you resist one more square of 
  movement and gain a +1 bonus to saves against being knocked 
  prone.
  Property You gain +5 to saves against powers with the fear or 
  charm keyword.
  Power (immediate interrupt; daily) You gain resist 20 to all 
  damage and may ignore any eff ects that pull, push, slide, or knock 
  prone until the end of your next turn .
  Satisfi ed (12-15)
  “You are worthy. Together we will smite the enemies of Volund”
  Masterstroke is happy that you are fi ghting the forces of hell and 
  bolsters your determination with its own.
  Property You gain a +2 bonus to Will defense against powers 
  with the fear or charm keyword.
  Normal (5-11)
  “Mammon is rising; we must beat him back down into hell”
  Masterstroke urges you to destroy the forces of Mammon.
  Property Masterstroke grants you profi ciency (+2 bonus) with 
  itself if you do not already have it.
  Unsatisfi ed (1-4)
  “Your cowardice off ends the Shieldmaiden of Rygar”
  Masterstroke berates you for your lack of resolve.
  Special Masterstroke ceases to return when thrown and no longer 
  fl ies to your hand when called. You gain vulnerable 5 to fi re and 
  cold and to attacks from creatures with the elemental type.
  Angered (0 or lower)
  “You are an enemy of Grajava and must die”
  Masterstroke perceives you as an enemy. None of Masterstroke’s 
  properties and powers function for you.
  Special Whenever you take an action that provokes opportunity 
  attacks, Masterstroke makes an attack against you: +19 vs. AC; 
  1d10 + 3 damage, and Masterstroke may also apply any of its 
  powers to this strike.
  Moving On
  Masterstroke moves on aft er the Prime Forge is cleansed of 
  Mammon’s taint. If pleased, it allows you to forge one magical 
  item of your level +4 with it on the Prime Anvils (assuming 
  Mammon is defeated, of course). You also gain a permanent +1 to 
  Diplomacy checks with dwarves.
  Treasure
  Amid the rubbish are looted jewelry and scattered coins 
  worth 600 gp and a golden statuette of a grinning frog-
  mouthed devil (looking identical to the tithe eater next door) 
  worth 200 gp.
  HF5. Smelting Chamber
  Th is extremely hot room contains the forge’s smelting 
  operation, which still runs perfectly to this day. As the PCs 
  enter, read or paraphrase the following:
  Th is workroom contains every tool, machine, and 
  component required for smelting. Th e machinery 
  moves with clockwork precision and the forges glow, 
  heated not by coals but vents of magma. Glowing 
  molten metal pours out of buckets suspended from 
  rattling chains and into barrel-shaped vessels. Cooling 
  molds throw steam into the air and waste materials 
  are sluiced away into gratings in the fl oor.
  A steam whistle is mounted on one of the pipes. Th is room 
  counts as a very hot environment (see DMG, page 158). Th e 
  machinery is non-magical and is being guided around by 
  a kyton using chains and pulleys that criss-cross the 20-ft . 
  high ceiling. 
  Setup
  Th e chain devil is hidden in the ceiling’s web of chains (a 
  DC 23 Perception check spots it). Th e other dangers are 
  malfunctions it deliberately causes rather than actual traps, 
  and cannot be detected in advance by the PCs. 
  Terrain. Machinery can be scrambled over as if it was 
  diffi  cult terrain, but is extremely hot: each square passed 
  through infl icts 1d6 fi re damage. Th e web of chains dangling 
  from the ceiling allows the chain devil to ignore this terrain, 
  and whenever it shift s, it may move an extra square.
  Fiery Affi  nity. Th e air prickles with magical energy, 
  producing a tingly, slightly itchy sensation that can be 
  recognized with a DC 16 Arcana check. Attacks with the fi re 
  keyword made in this chamber gain a +2 bonus to attack 
  rolls, and attacks with the cold keyword deal half damage 
  (ongoing damage is unaff ected). Th e room counts as stifl ing 
  heat but this is unlikely to impact on the PCs unless they try 
  to take an extended rest here. 
  9th Level Encounter 
  (2,150 XP) • burst of sparks (hazard), chain devil, scalding 
  blast (hazard), torrent of molten gold (hazard).
  Chain Devil
  (See MM, page 62)
  Tactics
  Th e chain devil remains hidden until PCs are partway 
  through the room, then activates a scalding blast (hazard) 
  in its surprise round. Its favored strategy is to restrain a 
  character near one of the molten ore converters using its 
  hellish chains and then release a torrent of molten gold 
  (hazard) on them.
  
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  Scalding Blast 
  Level 7 Blaster (Hazard XP 300)
  A blast of scalding steam erupts from a nearby steam pipe.
  Hazard Th e scalding blast (hazard) becomes active when 
  the chain devil forgoes one of its chain attacks to activate 
  it, and it fi lls its blast area for the duration of the fi ght
  Trigger Once activated, the trap attacks whenever a 
  creature enters or begins its turn in the blast area
  Standard Action 
  Close blast 2
  Targets Creatures in blast 
  Attack +11 vs. Ref
  Hit 2d10 + 5 fi re damage
  Miss Half damage
  Eff ect Th e blast area provides light concealment until the 
  start of the steam blast’s next turn
  Countermeasures
  Shutting off  the valve is relatively simple and requires 
  • 
  a DC 11 Th ievery check from an adjacent character; 
  it can also be deactivated with brute strength, but this 
  requires a DC 16 Athletics check
  Burst of Sparks
  Level 6 Blaster (Hazard XP 250)
  A nearby machine showers you with searing sparks, stinging 
  your face like a thousand fi ery wasps.
  Hazard Th e hazard becomes active when triggered and 
  makes a single attack
  Trigger Th e blast attacks when the devil forgoes one of its 
  chain attacks to activate it
  Standard Action 
  Close blast 1
  Targets One creature adjacent to a square containing 
  machinery
  Attack +11 vs. AC
  Hit 1d8 + 5 fi re damage, and the target is blinded (save 
  ends)
  Torrent of Molten Gold
  Level 10 Elite Blaster (Hazard XP 1,000)
  A wave of searing, golden death rushes towards you!
  Hazard Th e torrent becomes active when triggered, and 
  it makes a single attack, creating a hazard in the area 
  of eff ect until the end of its next turn (each molten ore 
  converter in the room can launch a single attack)
  Initiative +5
  Trigger Th e torrent of molten gold (hazard) rolls for 
  initiative when activated and attacks on it next turn
  Standard Action 
  Close burst 1
  Targets Creatures adjacent to a converter
  Attack +14 vs. Refl ex 
  Hit 4d6 fi re damage and 10 ongoing fi re damage, and 
  target is slowed (save ends both)
  Special Th e area of eff ect remains covered by a pool of 
  molten gold and slag until the end of the hazard’s next 
  turn; creatures entering or beginning their turn in the 
  area of eff ect take 4d6 damage
  Countermeasures 
  If the area is subject to an attack with the cold 
  • 
  keyword that does more than 10 damage, the torrent 
  immediately cools and becomes harmless
  Treasure
  Hung on a peg among many other tools (DC 18 Perception 
  check to locate it) are a pair of bronze mail gauntlets, long 
  disused and forgotten.
  New Item
  Gloves of the Forgemaster
  These scaled gloves are made from enchanted 
  bronze that stays perpetually warm.
  Item Slot Hands
  Level 6 
  1,800 gp
  Property +1 to Endurance checks to resist 
  environmental cold damage
  Power (minor; daily)  � 
   Fire 
   You grant a melee or thrown weapon you wield 
  the fire keyword until the start of your next turn; 
  the weapon does an extra 1d6 fire damage
  Development
  If the PCs are disguised as cultists the creature initially 
  ignores them but attacks if the characters do or say anything 
  suspicious while within the room. 
  
  Halls of the Mountain-King
  Halls of the Mountain-King
  167
  HF6. Assembly Room
  Th is workshop produces constructs based on Rabscuttle’s 
  blueprints. Th e cult plans to unleash a horde of fellforged on 
  the upper halls—a golden army to accompany Mammon’s 
  avatar into battle. Th e room is littered with elaborate 
  machinery and workbenches fi lled with bronze and steel 
  parts. Several dozen kobolds are crammed in here and hard 
  at work, busy assembling some kind of construct. 
  Setup
  Small creatures can move beneath the workshop tables 
  with no penalty. Medium-sized or larger PCs treat them as 
  diffi  cult terrain. A speaking tube connects to area HF4.
  Th e kobolds are suspicious but engage in artful banter if 
  approached peaceably. Although loyal to Mammon, they’re 
  more than happy to murder and rob even fellow cultists. 
  Unless the PCs make a DC 21 Intimidate or a DC 25 
  diplomacy check, the kobolds try to ambush the PCs.
  8th Level Encounter 
  (1,725 XP) • 23 Redcloak rascals
  Redcloak Rascal Kobold
  Level 7 Skirmisher Minion
  Small natural humanoid 
  XP 75
  Initiative +9  
  Senses Perception +12; darkvision
  hp 1; a missed attack never damages a minion
  AC 21 
  Fortitude 19 
  Refl ex 20 
  Will 19
  Speed 6
  [mba] Improvised Weapon (standard; at-will)  � 
   Weapon
  +12 vs. AC; 4 damage
  [m] Loot the Stunned (standard; at will)
  Requires stunned target; +10 vs. Refl ex; the kobold steals 
  a magic item and attempts to escape with it; roll 1d8 to 
  determine the slot pillaged: 
  1. Weapon
  2. Arm
  3. Foot
  4. Hand
  5. Head
  6. Neck
  7. Ring
  8. Waist
  [a] Volley of Gears (standard; daily per kobold group)
  Requires volley of gears not used previously during this 
  encounter; burst 1 within 10; targets enemies; +12 vs. 
  AC; 1 damage per rascal within 10 squares of the target, 
  and kobold makes a secondary attack 
  Secondary attack +10 vs. Fortitude; target is stunned
  Shift y (minor; at-will) 
  Th e kobold can shift  1 square as a minor action
  Trap Sense
  Th e kobold gains a +2 bonus to all defenses against traps
  Alignment evil 
  Languages Common, Draconic
  Skills Intimidate +11, Th ievery +12
  Str 13 (+4) 
  Dex 19 (+7) 
  Wis 12 (+4)
  Con 16 (+6) 
  Int 15 (+5) 
  Cha 16 (+6)
  Equipment artisan’s tools, handful of cogs, improvised 
  weapon
  Tactics
  Th e kobolds open with a volley of gears and run forward to 
  loot what they can from stunned enemies. If more than 15 
  kobolds are slain, the rest try to retreat.
  Treasure
  Pinned to one wall are etchings taken from Rabscuttle’s 
  schematic pillar in Bartholemeus’ lair (worth 600 gp to an 
  interested sage), stolen personal eff ects, and a pair of goggles 
  of the gearworker.
  New Item
  Goggles of the Gearworker
  This delicate-looking circlet mounts a series of 
  crystal prisms that slide one over another. Even the 
  tiniest object appears larger and more detailed 
  when viewed through the lens.
  Item Slot Head
  Level 7 
  4,200 gp
  Property You gain a +2 item bonus to Perception 
  checks when looking for traps
  Power (minor; encounter)
  You can identify the origin, type, and keywords of 
  any creature with the construct type
  HF7. The Army of Bronze and Gold
  Th is large room is devoid of furnishings or fi xtures. It is far 
  from empty, though:
  Gleaming constructs stand in neat rows, each bronze 
  face a mask of infernal wickedness. Th ey stand at 
  attention like perfect soldiers, not an inch out of 
  alignment.
  Th ese 30 inanimate fellforged are newly created. Th eir 
  shells are complete, but their clockwork hearts and damned 
  souls are not yet in place. Mammon promised that any loyal 
  cultist who falls in battle would be restored to eternal life as a 
  clockwork warrior.
  
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  168
  HF8. Storeroom
  Both doors to this chamber are locked (DC 30 Th ievery 
  check; Break DC 25). Th e stone giant Anak (HF11) and the 
  gilded devil Palnitoke (HF12) have the keys.
  Th is room is piled high with chests and boxes spaced 
  between stacks of processed iron ore. PCs can load 
  themselves down with largely worthless iron and help 
  themselves to any kind of common equipment that costs less 
  than 50 gp. Also present are 100 newly forged holy symbols 
  of Mammon and 10 sets of cult regalia with gleaming copper 
  masks.
  Buried among the supply of bandages and medicines 
  is a tub of Keoghtom’s ointment, which requires a DC 19 
  Perception check to locate.
  HF9. Jangling Cells
  Th is converted smelter is unlit, but light is visible from area 
  HF10. Five cages dangle from the ceiling, holding captive 
  chokers. Another choker hunches beneath the bars of the 
  slag grate in this room, crooning soulfully at its fellows. A 
  steam whistle is mounted in the SE corner.
  A DC 23 Perception check spots a chain devil lurking in 
  the web of chains above the cages.
  Setup
  A choker occupies each cage, while the chain devil lurks 
  in the ceiling (a DC 23 Perception check spots it). A DC 15 
  Heal check identifi es signs of both gold fever and prolonged 
  torture on the chokers. Th e room also contains two trapped 
  gratings, but since they’re harmless from this side they are 
  not included in the XP of the encounter.
  Squares containing cages are obstructions for Medium-
  sized creatures. Small creatures can run unhindered beneath 
  the cages, but are subject to opportunity attacks from the 
  chokers.
  6th Level Encounter
  (1,225 XP) • 5 caged goldveined chokers, 1 chain devil
  Chain Devil
  (See MM page 62)
  Goldveined Choker 
  Level 10 Controller Minion
  Small natural humanoid  
  XP 125
  Initiative +11       Senses Perception +14; darkvision
  hp 1, a missed attack never damages a minion 
  AC 24 
  Fortitude 23 
  Refl ex 22 
  Will 22
  Resist psychic 5
  Speed 6
  [mba] Flailing Tentacles (standard; at-will)
  Reach 2; +15 vs. AC; 5 damage, and target is grabbed 
  (escape ends); a target trying to escape the grab takes a 
  -4 penalty to their check
  [m] For Love of Money (immediate interrupt, when 
  targeted by a melee attack; at-will)
  +14 vs. Will; instead of attacking the choker, the attacker 
  makes a melee basic attack against an adjacent target of 
  the choker’s choice. If no such target exists, no attack is 
  made.
  Fatal Bequest
  Upon death, each choker vomits up 10 gp of cursed 
  orichalcum
  Alignment evil 
  Languages Common
  Skills Athletics +15, Stealth +14
  Str 21(+10) 
  Dex 18(+9) 
  Wis 6 (+3)
  Con 15 (+7) 
  Int 6 (+3) 
  Cha 18 (+9)
  Tactics
  Th e chain devil uses a move action to move up to 4 cages 10 
  squares around the room.
  Chokers begin by howling and thrashing in their cages. 
  Th ey lunge at anyone passing within two squares of their 
  cage, and if released by the chain devil, charge the nearest 
  creature, trying to strangle them and loot the body. If a 
  choker incapacitates a PC, it spends 1 round tearing any 
  valuables from the body before running off . Two or more 
  chokers looting the same body may well come to blows.
  Development
  If the PCs are disguised as cultists the chain devil observes 
  them briefl y before greeting them in a hissing voice. It 
  demands to know why they are troubling the countess and 
  interfering with the Golden Lord’s holy work. Th e devil is 
  practically Urzana’s jailer and a DC 17 Bluff  check is needed 
  before it will let the PCs pass without a fi ght. 
  If any battle continues for 3 rounds or more then 
  Lady Urzana arrives from area HF10 to investigate the 
  disturbance.
  
  Halls of the Mountain-King
  Halls of the Mountain-King
  169
  HF10. Laboratory
  Dissected corpses, bubbling solutions, and half-fi nished 
  constructs all compete for space here. Urzana uses the lab to 
  create undead and fellforged and refi ne the gold fever plague 
  into ever more virulent strains. A speaking tube connects to 
  area HF4. A rune resembling a twisted coil of barbed wire 
  sits above the doorway to area HF10a.
  Setup 
  If the party passed through area HF9 without alerting 
  Urzana, they surprise her assembling a clockwork fellforged 
  heart in the lab. Th e guardian effi  gies are currently fl anking 
  her throne (in area HF10a) in their statue form.
  Trap
  Th e glyph of warding (trap) (see DMG, page 90) activates if 
  a living creature touches it or passes through the doorway to 
  area HF10a without Urzana’s invitation. 
  9th Level Encounter 
  (2,000 XP) • glyph of warding (necrotic) (trap), 2 guardian 
  effi  gies, Lady Urzana Dolingen
  Lady Urzana Dolingen
  Level 11 Elite Controller
  Medium natural humanoid (undead) 
  XP 1,200
  Initiative +7  
  Senses Perception +17; darkvision 
  hp 214 Bloodied 106
  Regeneration 10 (does not function while exposed to 
  direct sunlight)
  AC 27 
  Fortitude 25 
  Refl ex 26 
  Will 25
  Immune disease, poison
  Resist necrotic 10 Vulnerable radiant 10
  Saving Th rows +2
  Action Points 1
  Speed 6
  [mba] Tonderil’s Claw (standard; at-will)
  +16 vs. AC; 1d8 + 5 damage (see Tonderil’s claw)
  [m] Blood Drain (standard; recharge when an adjacent 
  creature becomes bloodied)  � 
   Healing
  Requires combat advantage against bloodied target; +13 
  vs. Fortitude; 2d12 + 7 damage, and target is weakened 
  (save ends); Urzana regains 53 hp
  [a] Red Queen’s Wrath (standard; encounter)  � 
   Necrotic
  Burst 1 within 10; +14 vs. Will; 3d8 + 5 damage, and 
  target is stunned (save ends)
  [r] Bolt of Ague (standard; at-will)
  Ranged 10/20; +15 vs. Fortitude; 1d8 + 5 damage, and 
  target is dazed until the end of Urzana’s next turn
  [r] Dominating Gaze (minor; recharge on 6)  � 
   Charm
  Ranged 5; +14 vs. Will; target is dominated (save ends, 
  with a -2 penalty on the saving throw); Urzana can 
  dominate only one creature at a time
  Aft ereff ect—Target is dazed (save ends) 
  [r] Heartclutch (standard; encounter)
  Ranged 10; +14 vs. Fort; 3d8 + 5 damage, and target is 
  helpless (save ends)
  Mist Form (standard; encounter)  � 
   Polymorph
  Urzana becomes insubstantial and gains a fl y speed of 
  12, but cannot make attacks; she can remain in mist 
  form for up to 1 hour or end the eff ect as a minor action
  Alignment evil 
  Languages Common, Deep Speech, 
   
   
  Dwarven, Supernal
  Str 18 (+9) 
  Dex 15 (+7) 
  Wis 15 (+7)
  Con 15 (+7) 
  Int 21 (+10) 
  Cha 18 (+9)
  Equipment Tonderil’s claw
  Tactics
  Urzana fi ghts with her dominating gaze and ranged attacks, 
  calling her guardian effi  gies from area HF10a only if pressed. 
  She tries to parley if bloodied. If destruction looms, she 
  assumes mist form and makes for the nearest speaking tube.
  
  Heartsblood Forge
  Heartsblood Forge
  chapter
  six
  170
  Treasure
  Among the reagents here are 2d6 vials of drow poison, and a 
  ritual scroll of Consult Mystic Sages. 
  New Item
  Tonderil’s Claw
  This ornate silver gauntlet mounts long blades on 
  the fingers. Ghouls still recognize it as an icon of 
  their first king.
  Level 13+3  
  17,000 gp
  Weapon Superior Light Blade (High Crit, Off-
  Hand)
  Damage 2d4
  Enhancement Attack and damage rolls
  Critical 5 ongoing damage (save ends)
  Property +2 to diplomacy checks with ghouls
  Power (free; daily)
  The gauntlet injects potent venom into its target; 
  the target is immobilized (save ends, with a -2 
  penalty) 
  Guardian Effigy 
  Level 7 Lurker
  Medium natural animate 
  XP 300
  Initiative +11 
  Senses Perception +10; darkvision
  hp 64 
  Bloodied 32
  AC 21 
  Fortitude 20 
  Refl ex 19 
  Will 19
  Immune petrifi cation
  Regeneration 3 (statue form only)
  Speed 6
  [mba] Bite (standard; at-will)
  +12 vs. AC; 1d10 + 5 damage 
  [m] Gnawing Grapple (standard; at-will)
  +12 vs. AC; 1d10 + 5 damage, and target is grabbed and 
  takes ongoing 5 damage (escape ends both); the effi  gy 
  can take statue form while grabbing a foe, imposing a -4 
  penalty to the target’s escape check
  [r] Hypnotic Stare (minor; recharge on 6)  � 
   Charm, Gaze
  Ranged 10; +8 vs. Will; target is dazed (save ends)
  [r] Word of Recall (move; encounter)  � 
   Teleport
  Ranged sight; the effi  gy teleports back to beside to 
  Urzana’s throne
  Statue’s Resilience (standard; at-will)
  Th e effi  gy returns to statue form, gaining resist all 
  damage 20, regeneration 3, and tremorsense 10; it loses 
  its other senses and can take no actions other than to 
  return to normal form (a minor action)
  Alignment unaligned 
  Languages — 
  Str 19 (+7) 
  Dex 16 (+6) 
  Wis 17 (+6)
  Con 16 (+6) 
  Int 6 (+1) 
  Cha 10 (+3)
  Tactics
  Th e guardian effi  gies begin the encounter in statue form but 
  attack if directed by Urzana or if someone enters area HF10a 
  without her invitation. Th ey use their hypnotic stare and 
  gnawing grapple to immobilize foes, assuming statue form to 
  restrict their movement.
  HF10a. Urzana’s Retreat
  Urzana (or rather, her servants) expended great eff ort 
  to make this chamber not just livable, but luxuriously 
  comfortable. Read or paraphrase the following:
  Th ick carpets and draperies obscure the stonework, 
  trinkets and treasures dot the room, and the chamber 
  is dominated by a throne-like chair fl anked by two life-
  sized statues of jackals—one made of ebony, the other 
  alabaster. Books sit on a table near the chair, beside 
  which an ornate brazier sends scented smoke spiraling 
  lazily into the air.
  A tiny crack here leads into the slag tunnels beneath the 
  complex. Th e crack is far too small for even Tiny creatures to 
  traverse, but Urzana makes use of the crack if she chooses or 
  is forced to assume gaseous form.
  Treasure
  Among Urzana’s less valuable knickknacks are a jeweled 
  golden goblet worth 2,000 gp and gothic silver jewelry worth 
  500 gp. Th e most fascinating treasure, however, is Urzana’s 
  notebooks and diaries, which detail hundreds of encounters 
  with monsters below the earth. Th ese are worth 2,000 gp to 
  a collector and grant a +2 item bonus to monster lore checks 
  on subterranean creatures when referenced.
  Development
  Th e Countess is a Morgau noblewoman, forced into exile 
  aft er an attempted coup against her brother. She serves the 
  cult as an expert in magic and a guide to the kingdoms 
  beneath the earth, but her position is a precarious one. 
  She guided the Mammonites into the citadel from below, 
  negotiating passage through the subterranean empire of the 
  ghouls, and has been researching the gold fever plague and 
  craft ing fellforged for the cult. 
  She’s not a worshiper of Mammon, though, and knows 
  she becomes expendable once the avatar emerges from the 
  golden idol. If the PCs fi nd a way to uncover this and play on 
  it, Urzana is a potential ally.
  
  Halls of the Mountain-King
  Halls of the Mountain-King
  171
  HF11. Mess Hall
  Th is former smelter was converted into a kitchen. Pots cook 
  over hot coals and dirty dishes are heaped in smelting pots, 
  and a steam whistle is mounted to one of the pipes. An iron 
  spit skewers the glazed carcass of a steaming roast in the 
  center of a long table. A slate board written on with chalk 
  mounted to one wall reads, in Common:
  TODAY: GRIFFON
  TOMORROW: HUMAN
  Th e mess hall is run by Wynkyn, an imp with a genuine 
  fl air for catering. He’s assisted by Anak the Blind, a captured 
  stone giant. A steam whistle is mounted in the corridor 
  heading east from this room. If the alarm hasn’t been 
  sounded then sounds of combat and excited shouts are 
  issuing from the northernmost exit of this room.
  Setup
  If the alarm hasn’t been raised then the PCs catch these 
  enemies by surprise. Anak is doing the washing up while 
  Wynkyn (perched on Anak’s head) and the berserkers banter 
  about the valuable cultists killed by the adventurers and brag 
  about what they’d do to the PCs if they ever came face to face 
  with them. 
  9th Level Encounter 
  (1,850 XP) • Anak the Blind, 2 trollheim dwarf berserkers, 
  Wynkyn
  Anak the Blind 
  Level 10 Elite Brute
  Large elemental humanoid (giant, blind) 
  XP 1,000
  Initiative +4  
  Senses Perception +4 (blind)
  hp 250 Bloodied 125
  AC 24 
  Fortitude 25 
  Refl ex 18 
  Will 24
  Saving Th rows +2
  Speed 6
  Action Points 1
  [mba] Stonefi st Slam (standard; at-will)
  Reach 2; +8 vs. AC; 3d6 + 5 damage 
  [m] Double Attack (standard; at-will)  
  Anak makes two stonefi st slam attacks
  [m] Grapple and Hurl (standard; recharge on 6)
  Reach 2; +7 vs. Ref; 3d8 + 5 damage, and target is 
  pushed 3 squares and knocked prone
  [c] Earth Shock (standard; recharge when bloodied)
  Close burst 2; +11 vs. Fortitude; 3d8 + 5 damage, and 
  target is stunned until the end of Anak’s next turn 
  Miss—Half damage, and target not stunned
  Blind
  Anak cannot fl ank an opponent and grants combat 
  advantage to all enemies; he takes a -10 penalty to 
  Perception checks, and all targets have total concealment 
  from him (-5 to attacks, included above)
  Alignment unaligned 
  Languages Common, Deep 
  Speech, Giant, Primordial
  Skills Dungeoneering +10
  Str 21 (+10) 
  Dex 8 (+4) 
  Wis 18 (+9)
  Con 15 (+7) 
  Int 11 (+5) 
  Cha 10 (+5)
  Equipment key to area HF8
  Trollheim Dwarf Berserkers 
  Level 7 Brute
  Medium natural humanoid 
  XP 300
  Initiative +7  
  Senses Perception +3, low-light vision
  hp 79 
  Bloodied 39
  AC 23 
  Fortitude 20 
  Refl ex 19 
  Will 18
  Speed 5
  [mba] Greataxe (standard; at-will)  � 
   Weapon
  +14 vs. AC; 1d12 + 6 damage
  [m] Bearkiller Blow (standard; recharge on 5, 6)  � 
   
  Weapon
  +14 vs. AC; 1d10 + 9 damage
  [m] Blooded Fury (free, when fi rst bloodied; encounter) 
  Th e dwarf makes a melee basic attack with a +4 bonus to 
  the attack roll and deals an extra 1d6 damage on a hit
  Th ousand Yard Stare (immediate reaction, when hits with 
  a melee attack or is hit by a melee attack; encounter)
  Th e dwarf’s opponent is marked (save ends)
  Alignment evil 
  Languages Common, Dwarven
  Skills Intimidate +9, Nature +8
  Str 16 (+6) 
  Dex 14 (+5) 
  Wis 11 (+3)
  Con 15 (+5) 
  Int 10 (+3) 
  Cha 12 (+4)
  Equipment chain shirt, greataxe, ornate mead horn
  
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  Heartsblood Forge
  chapter
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  172
  Wynkyn  
  Level 8 Lurker
  Tiny immortal humanoid (devil) 
  XP 350
  Initiative +13  
  Senses Perception +7; darkvision
  hp 69 
  Bloodied 34
  AC 22 
  Fortitude 19 
  Refl ex 21 
  Will 20
  Resist 15 fi re
  Speed 4, fl y 7 (hover)
  [mba] Barbed Whip (standard; at-will)  � 
   Weapon
  Reach 1; +11 vs. AC; 1d4 +1 damage 
  [m] Master’s Lash (standard, while riding or adjacent to 
  Anak; at-will)  � 
   Weapon
  Anak takes 5 damage and makes a melee basic attack or 
  takes a move action of Wynkyn’s choosing.
  [m] Rider’s Retreat (immediate interrupt, when targeted 
  by an attack while riding Anak; at-will))
  +12 vs. Ref; the attack hits Anak instead of Wynkyn.
  [r] Master’s Wand of Hellish Rebuke (standard; 
  encounter)  � 
   Arcane, Fire, Implement 
  Range 10; +12 vs. Ref; 1d10 + 8 damage (see 
  Adventurer’s Vault, page 110).
  Vanish (Standard, at-will)  � 
   Illusion
  Wynkyn becomes invisible until the end of its next turn 
  or until he attacks
  Alignment evil 
  Languages Common, Supernal
  Skills Arcana +10, Bluff  +11, Stealth +12
  Str 12 (+4) 
  Dex 18 (+7) 
  Wis 12 (+4)
  Con 16 (+6) 
  Int 15 (+5) 
  Cha 16 (+6)
  Equipment barbed whip, master’s wand of hellish rebuke 
  (level 8)
  Tactics
  Enslaved by the cult and his spirit broken long ago, Anak 
  obeys Wynkyn’s instructions numbly. If the imp is killed, 
  Anak curls into a ball and cowers for the rest of the fi ght.
  Wynkyn rides Anak into battle, goading him with verbal 
  abuse and his master’s lash power. While Anak engages 
  foes in melee, Wynkyn targets ranged combatants with his 
  master’s wand of hellish rebuke. If he is bloodied or Anak is 
  reduced below 50 hp, Wynkyn tries to fl ee. 
  Th e dwarves Ulrik and Grimhuld charge enemies with 
  glee, preferring to target armored warriors over other 
  “inferior” combatants.
  Development 
  If the fi ght lasts longer than 3 rounds, the inhabitants of area 
  HF13 hear it and come running. If Wynkyn is killed, Anak 
  curls into a fetal ball. He expects nothing but abuse from all 
  around him and suspects a trick if the PCs try to befriend 
  him. 
  Anak’s initial attitude is unfriendly, but if convinced they’re 
  genuinely friendly, he helps the PCs however he can. Anak 
  knows that a spy of the Illuminated Brotherhood infi ltrated 
  the forge several months ago, hiding in a secret room, but 
  not where the chamber is or what became of him.
  Treasure
  Wynkyn is carrying a master’s wand of hellish rebuke (8th 
  level). Anak has the key to the storeroom (HF8) dangling 
  from his belt.
  HF12. The Library 
  Th e library’s double doors are made from petrifi ed wood 
  stained with iron oxides in angular patterns of red, brown, 
  and orange. Runes carved above read, “Th e Book is the Anvil 
  of Knowledge.” If the alarm has been raised, Palnitoke locks 
  the door (DC 20 Th ievery check; Break DC 16) and begins 
  an Arcane Lock ritual to seal it further (which adds +5 to its 
  DC).
  Half a dozen tiny spheres fl oat in mid-air, spotting the 
  otherwise dark chamber with pools of illumination. Beneath 
  them, long tables are fl anked by threadbare chairs. Shelves of 
  petrifi ed wood line the walls, their contents quite varied—
  books, sheets of metal, ceramic tablets, and the occasional 
  mechanical object all share space here.
  Speaking tubes here connect to areas HF14 and HF4. Th e 
  shelves are fi lled with books, manuscripts, schematics, and 
  other materials. Most are written in Dwarven but a few are in 
  ancient Common, Elven, Giant, Primordial, and Supernal. 
  At the far end of the room, a small fi gure is hunched over 
  a pile of books, making occasional tuts and exasperated 
  mutterings. 
  Setup
  If the PCs gain entry to this room quietly, they may catch 
  Palnitoke unawares, but it’s far more diffi  cult to evade the 
  tiny scrivener imps that lurk among the bookshelves (a DC 
  26 Perception check is required to spot them—this includes a 
  -4 penalty for the dim light).
  10thLevel Encounter
  (2,500 XP) • Palnitoke (gilded devil), 6 scrivener imps 
  
  Halls of the Mountain-King
  Halls of the Mountain-King
  173
  Palnitoke, Infernal Bookkeeper 
  (Gilded Devil)  
  Level 9 Controller 
  Medium immortal humanoid (devil) 
  XP 400
  Initiative +6  
  Senses Perception +7; low-light vision
  hp 100 Bloodied 50
  AC 23 
  Fortitude 22 
  Refl ex 21 
  Will 23
  Resist 10 fi re
  Speed 6
  [mba] Poisoned Quill (standard; at-will)  � 
   Poison, 
  Weapon
  +14 vs. AC; 1d4 +3 poison damage and target weakened 
  (save ends).
  [m] Devil’s Mark (standard; encounter)  � 
   Arcane, Poison
  +17 vs. AC; 3d8 + 5 poison damage and all creatures 
  with the devil type gain +2 to hit the character (no save). 
  Th e Devil’s Mark can be removed only by Palnitoke, the 
  Dispel Magic power, or a similar ritual. Overzealous 
  inquisitors and witchunters may believe the mark 
  indicates that the character has sold his soul to Hell.
  [r] Amass All Th ings (standard; daily)  � 
    Teleportation
  Range 10; +13 vs. Refl ex; the target’s most valuable item 
  (determined by gp value) teleports from the target’s 
  possession and into the hands of Palnitoke 
  [r] Betrayal of Riches (standard; recharge on 4, 5, 6)
  Range 10; +13 vs. Fortitude; 2d8 damage, and an item of 
  the target is aff ected; the target suff ers a secondary eff ect 
  based on the item’s location 
  1. Arm—Receives -2 penalty to attack rolls (save ends)
  2. Feet—Slowed (save ends)
  3. Hand/Ring—Drops held items
  4. Head—Blinded (save ends)
  5. Neck/Waist—Dazed (until the end of the target’s 
  next turn)
  6. Other item—Additional 1d8 damage
  [r] Th rown Inkwell (standard; at-will)
  Ranged 5; +13 vs. Ref; the target is blinded until the 
  beginning of Palnitoke’s next turn.
  [a] Th e Wealth beneath Your Feet (standard; recharge 
  when bloodied)  � 
   Conjuration
  Burst 3 within 10; +11 vs. Refl ex; 3d8 + 5 fi re damage, 
  and the target is restrained until the end of the 
  Palnitoke’s next turn 
  Miss—Target takes half damage and is not restrained
  Greed’s Many Forms (move; at-will)  � 
   Polymorph
  Palnitoke takes the form of any humanoid of its size or 
  smaller; it may remain in this form until damaged or 
  until it dispels the eff ect 
  Alignment evil 
  Languages Common, Supernal
  Skills Bluff  +16, Diplomacy +16, Intimidate +16 
  Str 16 (+7) 
  Dex 14 (+6) 
  Wis 16 (+7)
  Con 20 (+9) 
  Int 18 (+8) 
  Cha 22 (+10)
  Equipment cape of the mountebank (level 10), keys to areas 
  HF8 and HF10, poisoned quill
  Scrivener Imp 
  Level 8 Lurker
  Tiny immortal humanoid (devil) 
  XP 350
  Initiative +13  
  Senses Perception +7; darkvision
  hp 69 
  Bloodied 34
  AC 22 
  Fortitude 19 
  Refl ex 21 
  Will 20
  Resist 15 fi re
  Speed 4, fl y 7 (hover)
  [m] Poisoned Quill (standard; at-will)  � 
   Poison, Weapon
  +13 vs. AC; 1d3 + 2 damage and ongoing 5 poison 
  damage,  and target is marked (save ends both)
  [m] Hobbling Strike (standard; recharge on 5, 6)  � 
   
  Poison, Weapon
  +13 vs. AC; 3d8 + 5 poison damage, and target is slowed 
  (save ends)
  [r] Tailspray (standard; at-will)  � 
   Poison
  Ranged 5; +11 vs. Ref; 1d8 + 5 poison damage, and 
  target is blinded until the start of the imp’s next turn
  Quick Escape (immediate reaction, when fi rst bloodied; 
  encounter) 
  Th e imp uses vanish as an immediate reaction
  Vanish (standard; at-will)  � 
   Illusion
  Th e imp becomes invisible until the end of its next turn 
  or until it attacks
  Alignment Evil Languages Common, Supernal (can read 
  and write any language)
  Skills Stealth +14, Th ievery +14
  Str 6 (+2) 
  Dex 20 (+9) 
  Wis 16 (+7)
  Con 15 (+6) 
  Int 8 (+3) 
  Cha 12 (+5)
  Equipment poisoned quill
  Tactics
  Palnitoke disdains combat but stabs with his poisoned quill if 
  anyone comes within range. His fi rst thought in any combat 
  is to escape and raise the alarm. He uses his cape of the 
  mountebank to head for the door.
  Th e imps use their attacks to protect Palnitoke from the 
  PCs by blinding, slowing, and marking them. Half of them 
  use their vanish power each round, trying to keep the PCs 
  guessing about their numbers.
  
  Heartsblood Forge
  Heartsblood Forge
  chapter
  six
  174
  Treasure
  Th ree tomes are of particular interest to the PCs: 
  Th e Cult Accounts. A massive tome written in coded 
  Supernal, with vital portions hidden by the Secret Page 
  ritual. A DC 30 Arcana check eventually deciphers layers of 
  false accounting, double-dealing, deliberate miscalculations, 
  and other embezzlement. PCs can learn the cult’s income 
  and outgoings, an approximate tally of their total treasure, 
  and the locations of secret chapels in nearby realms. 
  Palnitoke’s Notebook. Th ese notes represent months of 
  work by Palnitoke cracking various secrets of the Illuminated 
  Brotherhood. A bookmarked page makes reference to a 
  secret chamber he suspects is somewhere in the forge, 
  containing “the bronze schematics” but its location is not 
  mentioned (Palnitoke never found it). 
  Infernal Contracts. Scrolls of cured skin detail souls 
  recently sold to Mammon. Among the names here are those 
  of Halston the Just, Vanessi and her thugs, and Sebastian 
  Ufastis, and possibly a PC, if one accepted the devil’s bargain.
  Development
  Mammon demands that every copper spent by his 
  worshippers be accounted for, and it’s Palnitoke’s job to 
  see that the cult’s labyrinthine accounts are kept in order. 
  Palnitoke loathes this assignment, believing it suited to a 
  devil of lesser ability. He seeks a loophole out of his contract 
  and might collude with the PCs if they approach him 
  diplomatically. Unless obviously hostile, Palnitoke answers 
  PC questions curtly in the hopes of being rid of them as 
  quickly as possible. If he suspects they might aid him, the 
  gilded devil makes subtle overtures of alliance.
  HF13. The Hall of Apprentices
  A door of fi ligreed adamantine (AC/Refl ex 4 Fortitude 
  12; hp100; Break DC 25), its surface carved with anvils, 
  hammers, and other symbols of the forge (see area HF14), 
  leads to this chamber. Th e gate doesn’t quite block line of 
  sight but provides superior cover to anyone behind it. Runes 
  on the arch above read, “Th e fi nest steel begins with raw 
  iron.” Speaking tubes connect to areas HF4 and HF14.
  Setup
  If the alarm is not yet raised, the PCs can clearly hear the 
  clash of arms from within even before they open the door. 
  Members of the golden guard are sparring here, with several 
  cultists making bets on the outcomes. If the alarm was raised, 
  the cultists wait inside, ready to ambush.
  8th Level Encounter 
  (1,700 XP) • 3 fellforged prototypes, 12 goldspawn dwarves, 
  Longhand Lohengrin
  Fellforged Prototype
  Level 9 Soldier Minion
  Medium natural animate 
  XP 100
  Initiative +8 
  Senses Perception +11 
  hp 1, a missed attack never damages a minion
  AC 25 
  Fortitude 23 
  Refl ex 20 
  Will 20
  Speed 6
  [mba] Clumsy Slam (standard; at-will)
  +11 vs. AC; 2d6 + 5 damage
  [m] Clumsy Grab (standard; at-will)
  +9 vs. Ref; 1d8 + 5 damage, and target is grabbed (escape 
  ends)
  Alignment unaligned 
  Languages —
  Str 20 (+9) 
  Dex 14 (+6) 
  Wis 14 (+6)
  Con 18 (+8) 
  Int 3 (+0) 
  Cha 1 (-1)
  Goldspawn Dwarf 
  Level 7 Controller Minion
  Medium natural humanoid  
  XP 75
  Initiative +3  
  Senses Perception +5; darkvision, 
   
   
  low-light vision 
  hp 1; a missed attack never damages a minion
  AC 22 
  Fortitude 19 
  Refl ex 17 
  Will 20
  Speed 5
  [mba] Forgehammer (standard; at-will)  � 
   Weapon
  +12 vs. AC; 9 damage 
  [rba] Crossbow (standard; at-will)  � 
   Weapon
  +12 vs. AC; 9 damage
  [m] For Love of Money (immediate interrupt, when 
  targeted by a melee attack; at-will)
  +11 vs. Will against the attacker; instead of attacking the 
  dwarf, the attacker makes a melee basic attack against an 
  adjacent target of the dwarf’s choice (if no such target 
  exists, no attack is made)
  Fatal Bequest
  Upon death, the dwarf vomits forth 7 greed-tainted gold 
  pieces 
  Stand Your Ground
  When an eff ect forces the dwarf to move—through a 
  pull, a push, or a slide—the dwarf moves 1 square less 
  than the eff ect specifi es, and when an attack would 
  knock the dwarf prone, the dwarf can roll a saving throw 
  to avoid falling prone
  Alignment evil  Languages Common, Dwarven
  Skills Dungeoneering +11, Endurance +9
  Str 17 (+6) 
  Dex 10 (+3) 
  Wis 14 (+5)
  Con 16 (+6) 
  Int 11 (+3) 
  Cha 12 (+4)
  Equipment chainmail, crossbow (20 bolts), warhammer
  
  Halls of the Mountain-King
  Halls of the Mountain-King
  175
  Longhand Lohengrin, 
  Captain of the Golden Guard
  Level 6 Elite Soldier (Leader)
  Medium natural humanoid 
  XP 500
  Initiative +5  
  Senses Perception +8
  Captain’s Aura aura 3; allies in the aura gain a +1 bonus to hit
  hp 140 Bloodied 70
  AC 23 
  Fortitude 20 
  Refl ex 20 
  Will 17
  Saving Th rows +2
  Speed 5
  Action Points 1
  [mba] Longspear (standard; at-will)  � 
   Weapon
  Reach 2; +13 vs. AC; 1d10 + 7 damage, and target is 
  marked until the start of the captain’s next turn
  [m] Leading Strike (standard; at-will)  � 
   Weapon
  Requires longspear; the captain makes a longspear attack, 
  and one ally within 3 squares of him makes a melee basic 
  attack as a free action (+11 vs. AC; 1d10 + 4 damage)
  [m] Sweeping Strike (standard; recharge on 6)  � 
   Weapon
  Requires longspear; reach 2; +11 vs. Ref; 2d10 + 4 
  damage, and target is knocked prone
  [c] Captain’s Command (minor; recharge when fi rst 
  bloodied) 
  Targets two allies; close burst 5; target makes a charge 
  attack as a free action
  Captain’s Glory (immediate reaction, when an ally within 
  5 squares bloodies an enemy; at-will) 
  Th e captain gains 5 temporary hp and can shift  1 square 
  as a free action.
  Alignment evil 
  Languages Common
  Skills Diplomacy +9, Bluff  +9, Insight +8, Intimidate +9
  Str 19 (+7) 
  Dex 10 (+3) 
  Wis 11 (+3)
  Con 14 (+5) 
  Int 18 (+7) 
  Cha 13 (+4)
  Equipment choker of eloquence (level 12), golden plate 
  armor, holy symbol of Mammon, longspear
  Tactics
  Fellforged prototypes are nearly mindless. Th ey stand 
  motionless unless given an instruction. Th ey obey the last 
  command given by anyone present and take their orders 
  literally.
  Goldspawn dwarves throw themselves at Mammon’s 
  enemies with fanatical zeal, trusting their god (and for love of 
  money) will protect them.
  Longhand fends off  enemies with his longspear, mocking 
  them with sarcastic comments and being sure to keep a 
  minion or two in his aura ready for a leading strike. He fi ghts 
  with intelligence and cunning but would rather cut a deal 
  than die for his god. He likes to feint in combat.
  Development
  If captured by the PCs, Lohengrin is more than happy to 
  bargain for his life. He’ll happily tell the party about the 
  other cultists in the forge (how Bragollach devoured their 
  former leader, that Palnitoke is unhappy with his job, etc) 
  and how Mammon’s ascension is unstoppable. 
  He makes every eff ort to appear amiable and as a man 
  whose loyalty is wavering but, if given the opportunity 
  (using his choker of eloquence to enhance any bluff  or 
  diplomacy checks), he will try to feed the party misdirection 
  and misinformation until he sees the opportunity to escape.
  Treasure
  Th e loot being gambled here amounts to 1,000 gp. About 
  half of this is crude derro jewelry, the rest is trinkets stolen 
  or traded for food in the upper halls. Lohengrin wears a 
  choker of eloquence (level 13).
  The Hall of Masters
  A door of fi ligreed adamantine (AC/Refl ex 4 Fortitude 
  12; hp 100; Break DC 25), its surface carved with anvils, 
  hammers, and other symbols of the forge, leads to this 
  chamber. It is protected by an Arcane Lock ritual that can be 
  bypassed by touching specifi c symbols in the correct order. 
  Only Bragollach and (unknown to her) Palnitoke know the 
  combination. 
  Runes on the arch above read, “Mastery is not the end of 
  the journey but the beginning.” Speaking tubes connect this 
  room to areas HF4, HF12, and HF13. 
  Th is room once housed the private forges of the master 
  smiths. Bragollach claimed it as her lair recently.  
  Th e walls of this hall contain numerous niches, each 
  containing a small forge, anvils, and racks of tools. 
  Like a golden carpet lay coins, jewelry, candlesticks, 
  statuettes, and countless other precious things spread 
  throughout the room.
  If the PCs have gotten here without the alarm being 
  raised, there’s a 50% chance that Bragollach is resting fi tfully 
  on her hoard, mumbling of madness, paranoia, and greed. 
  Otherwise, she’s prowling the forge or communing with 
  Mammon’s avatar and returns in 1d6 hours. (See Confronting 
  Bragollach on page 157 for her statistics.)
  Among the heaped treasure is the severed hand of a thief 
  who tried to steal from Mammon and was caught in the 
  avatar’s golden grasp. Th e hand infl icts a curse on anyone 
  daring to purloin the dragon’s hoard.
  
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  Hand of Gold
  Level 11 Elite (Trap XP 1,000)
  Touching this horde triggers a devilish curse that turns 
  intruders into statues of fool’s gold.
  Trap Th e trap consists of a single heap of treasure 
  occupying up to 10 conterminous squares
  Arcana 
  DC 26—You identify the hand of gold (trap) as the 
  source of the magic, and recognize its origins and power
  Initiative +5
  Trigger Th e trap rolls for initiative when a character enters 
  one of the aff ected squares, and it attacks everyone in the 
  aff ected area each round. 
  Opportunity Action 
  Melee
  Targets Creature in trapped square
  Attack +15 vs. Fortitude
  Hit Target is slowed (save ends)
  First Failed Save—Target is immobilized (save ends) 
  Second Failed Save—Target is petrifi ed as a pyrite statue 
  (no save)
  Countermeasures
  Removing the hand from any nearby valuable items 
  • 
  negates its magic.
  Note If a PC picks up the hand while carrying any treasure 
  or magical items, the hand’s curse will continue to 
  aff ect them. Once removed from the horde, the hand 
  reactivates if any valuable object is brought into an 
  adjacent square; the ring is currently on the hand.
  Treasure
  Bragollach has claimed most of the cult’s treasure as her 
  personal hoard. It amounts to a considerable fortune in 
  ingots, coins, and raw ore (total value 6,000 gp) and countless 
  pieces of dwarven arms and armor, scattered among which 
  are all the parts for a suit of dwarven armor (level 12 plate). 
  Th ere’s also a golden ceremonial chalice studded with shards 
  of emerald (1,000 gp), a silver and gold chess set whose 
  pieces are dwarven tools and weapons (600 gp), and a large 
  sphere of jade on a golden stand that is actually an orb of 
  mental dominion (see Adventurer’s Vault page 95). 
  HF15. A Shrine Defiled
  Th e fi rst time the PCs look into this room, read or 
  paraphrase the following:
  A massive statue of Grajava stands opposite doors 
  of bronze and electrum. Someone vandalized the 
  statue, painting her face with crude “make up” and 
  hammering gold coins into cracks in her stone fl esh. 
  Her broken hands are outstretched but whatever they 
  once held is gone. Streaks of mineral water drip from a 
  ring of stalagmites around the statue’s head. Grajava’s 
  ruined face seems to be weeping.
  Religious frescos cover the walls, but they have been 
  thoroughly vandalized. Large golden icons of Mammon 
  adorn the walls. PCs who pass this area more than once 
  might notice (with DC 15 Perception checks) the slow 
  spread of Mammon’s features and iconography throughout 
  the room. 
  A DC 24 Perception check reveals, on the wall behind 
  the statue, the tiny words “Audi, Vide, Tace” (“Hear, See, Be 
  Silent”) written using Dwarven runes on one of the stones. 
  Th is marks the mechanism for the secret door to area HF16.
  Th e bronze and electrum doors (AC/Refl ex 3 
  Fortitude 15; hp 100; Break DC 30) leading to area HF17 
  are locked. Th eir surface once depicted Volund’s face, 
  but as Mammon’s power grows, the archdevil’s grinning 
  visage slowly replaces the smith god’s features. Dwarven 
  runes above the doors read, “Fire burns at the heart of our 
  community. Here shall the master set down his artifi ce with 
  good runes, and the wise shall know the path to travel.”
  Six formidable locks prevent access to the Prime Forge, 
  although Mammon can open and close the doors as a swift  
  action merely by concentrating. Each lock has a set of images 
  carved around it: craft ing tools, dwarves with linked hands, 
  fl ames, celestial fi gures, runic patterns, and galloping horses. 
  Th e writing above the doors is a clue to the correct sequence 
  in which the locks should be opened. 
  Th ere are three ways to pass the bronze and electrum 
  doors: PCs can use the master keys found in area HF16, they 
  can off er up the Teardrop or Masterstroke to Grajava’s statue, 
  or they can break in using the skill challenge below.
  The Bronze & Electrum Door
  Skill Challenge (2,100 XP)
  Setup Th e PCs must successfully open the doors
  Level 12th level challenge
  Complexity 3 (requires 8 successes before 3 failures)
  Primary Skills Arcana, Religion, Th ievery
  Arcana (DC 21)—Th ere’s something odd about the message 
  carved above the door, as if it had been designed to 
  communicate more than the obvious words.
  Dungeoneering (DC 17)—You advise your companions with 
  your knowledge of dwarven culture and machinery, 
  adding +2 to their next check (this check does not count 
  as success or failure for the challenge).
  History (DC 25)—Th e prime anvils were originally guarded 
  by six master craft smen, each of which possessed a 
  master key.
  
  Halls of the Mountain-King
  Halls of the Mountain-King
  177
  Perception (DC 24)—You spot the trap, opening the 
  possibility of disarming it.
  Religion (DC 17)—Volund’s traditional attributes are the 
  Unmatched Craft er, the Lord of Community, the Master 
  of Fire, the Champion of Good, the Sage of Runes, and 
  the Captain of Travel.
  Th ievery (DC 30)—You pick a lock or disarm the trap.
  Special—Turning the correct master key in the correct 
  lock automatically adds 1 success to the challenge; an 
  incorrect selection counts a 1 failure.
  Miscellaneous—Devout worshippers of Volund gain a +4 
  bonus to the Religion check.
  Success You open the door to the Prime Anvils.
  Failure Th e door remains locked and you activate the trap 
  unless it’s been spotted and dealt with; Mammon also 
  becomes aware of PCs interfering with the doors.
  Grajava’s Wrath 
  Level 10 Elite Blaster (Trap XP 1,000)
  A blast of scalding steam and poisonous volcanic vapor 
  erupts all around you.
  Trap Sulfurous fumes and hot lift gas are channeled into 
  the area
  Perception
  DC 24—You detect the concealed pipes that channel 
  Grajava’s Wrath (trap)
  Additional Skills (Dungeoneering)
  DC 16—You recognize the distinctive smell of volcanic 
  gas
  Trigger A creature tries to force the doors or fails the 
  bronze and electrum doors (skill challenge) above.
  Opportunity Action 
  Close blast 5
  Targets Creatures in Blast
  Attack +12 vs. Refl ex
  Hit 3d10 + 6 fi re damage and 5 ongoing poison damage, 
  and the target it weakened
  Miss Half damage, no ongoing damage or weakness
  Special When the trap goes off , it also triggers a steam 
  whistle, raising the alarm
  Development
  If a PC places Masterstroke or the Teardrop of Grajava 
  into the statue’s hands, Volund’s power temporarily breaks 
  through the desecration of its shrine. Th e ravaged statue 
  of Grajava shudders suddenly to life, its fi st closing around 
  the off ering as it staggers from its podium. With every step, 
  pieces of its body slough off , but it makes unerringly for the 
  bronze and electrum doors. With a mighty blow, it smashes 
  them open and collapses there in a pile of rubble.
  If PCs off ered Masterstroke the hammer is visible in the 
  rubble. Sacrifi cing the Teardrop here is the same as sacrifi cing 
  it at the Forge of the Fire Blessing, cleansing the Spirit of the 
  Mountain of its Mammonite taint.
  HF16. The Silent Room
  Th is room was a meditation chamber for the ancient masters 
  of Heartsblood Forge, all of whom were members of the 
  Illuminated Brotherhood. Rituals of Silence and Forbiddance 
  blanket this room. Th e chamber is unlit. 
  A single carving adorns the center of each of this 
  chamber’s seven walls: a compass, three cogs, an anvil 
  of fl ame, an adze, a fl int, a broken pillar, and a ribbon. 
  In the center of the room stand four bronze pillars 
  covered in intricate carvings. Between them is the base 
  for another, but it stands empty. Hunched in one corner 
  is a dwarven corpse in robes of maroon and gold, one 
  fi nger pressed to its lips as if requesting silence.
  Th e corpse is Brother Uldricus of the Illuminated 
  Brotherhood. He is wedged in the corner between the 
  symbols of the fl int and the ribbon. Grasped in his desiccated 
  hands are a sprig of acacia and fi ve large keys.
  His body is immune to the Speak with Dead ritual. If the 
  symbol of the ribbon is touched with the sprig of acacia, it 
  activates a variant Magic Mouth that produces text on the 
  wall rather than spoken words saying: “Th e Master Keys 
  remain untainted and will grant us access to the Prime Forge. 
  Th e giant might help. Good luck my brothers, know that I 
  was faithful to the last.”
  Th e PCs recognize the various symbols in this room 
  as minor icons of the Illuminated Brotherhood. A DC 20 
  Religion check reveals the meaning of the symbols: the 
  compass represents order; the cogs, the Brotherhood’s three 
  orders; the anvil of fl ame is passion; the adze is power; the 
  fl int, history; the pillar represents preparation; and the 
  ribbon symbolizes their oath of silence. A DC 16 Arcana 
  check reveals that the carved pillars contain the blueprints 
  for the Old Masters (see Th e Grand Lodge of the Old Masters).
  Treasure
  Brother Ulricus holds the Master Keys that unlock the door 
  to the Forge of the Prime Anvils. Each bears the name of one 
  of Volund’s aspects in Supernal:
  Key of the Unmatched Craft er
  • 
  Key of the Clan Lord
  • 
  Key of Fire’s Master
  • 
  Key of Good’s Champion
  • 
  Key of the Runic Sage
  • 
  Key of the Travel Captain
  • 
  
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  Th ey are icons of offi  ce for the former master-smiths of 
  Rygar and can also be used as implements by stone pact 
  warlocks (see Iron Gazetteer, page 26) and classes that 
  utilize holy symbols.
  HF17. The Prime Forge 
  Once the PCs breach the door from room HF15, read or 
  paraphrase the following:
  A giant golden statue looks imperiously over the Prime 
  Forge. Th e statue is not an icon of Volund, however, 
  but a grinning infernal dwarf. Flanked by silver pillars 
  spiraled by blue-white fl ame, the statue looks down on 
  the Great Forge and the six mighty anvils surrounding 
  it. Steam and a red glow rise from a narrow moat 
  around the Great Forge dais. Th e walls are hung 
  with Mammonite coins and masks, gleaming with 
  unnatural brightness from every corner of the room.
  Four gold-masked dwarves toil at the prime anvils, and 
  before the statue stands a pair of gold- tiefl ing priests in 
  cloth-of-gold robes. A sneering gilded devil stands on the 
  bridge of arching stone between the anvils and doors. If 
  they did not slay him in the halls above, this is Mister Purse, 
  armed with any items he took from the group. 
  PCs are likely to attack immediately, so if the GM would 
  like to engage in some villainous banter with the PCs, 
  Mammon should address them straight away: his booming 
  baritone issuing from the mouth of his statue but echoing 
  from every coin, jewel, and precious item in the room: 
  “Ah, adventurers: looters, pillagers, killers for hire. 
  My favorite kind of people. It seems some vacancies 
  recently opened in our ranks. Can I interest your 
  resourceful group in a very profi table position?”
  If they allow him, Mammon embarks on a fi nal attempt 
  to corrupt the PCs. By this point in the campaign, you 
  should have a fairly good idea of what motivates each 
  character in the party. Use some of that information to 
  your advantage, and let Mammon tempt some of the non-
  good PCs with whatever it is they seek, from power (both 
  within and outside the cult) to wealth (his specialty) to 
  comfortably settling down with family (of course, Mammon 
  might require such a character to occasionally come out of 
  retirement for him). 
  A PC taking up Mammon on his off er can radically 
  change the dynamics of the party, to say nothing with how 
  the adventure arc concludes. Th is possibility lies outside 
  the scope of this adventure, but see the “Concluding the 
  Adventure” section for directions regarding Mammon’s 
  victory.
  It is far more likely, however, that none of the PCs believe 
  Mammon or are willing to sacrifi ce their souls for what he 
  promises. If they do, they gain a mark as described in the A 
  Deal With Th e Devil section on page 154.
  Once he believes he has no chance of tempting the PCs, 
  Mammon decides to take more direct measures. His voice 
  suddenly falls silent without any farewell, and as the PCs 
  (and their players) wonder what has happened to it, read or 
  paraphrase the following:
  Th e statue at the back of the chamber glitters suddenly 
  as if hit by bright sunlight and its surface peels away 
  like gold leaf. In moments, a whirlwind of sparkling 
  gold fl ecks surrounds it. With a ponderous thud, the 
  fi gure steps off  its plinth, golden statue transformed into 
  gold-skinned giant. Gems mottle its fl esh in serpentine 
  patterns, rubies fall from its smiling lips, and its eyes 
  glow like infernal emeralds. Diamonds and platinum 
  coins fall like sweat from its fl esh.
  “Before you raise your hands against me, know this: the 
  fi rst weapon that wounds me shall be utterly destroyed. 
  Th e fi rst power that harms me shall be lost to you 
  forever. He who stands aside from this fi ght will gain 
  all that the others lose. Th is is the word of Mammon, 
  your glorious and immortal mountain king.”
  As befi ts an archdevil’s appearance, there is more here than 
  meets the eye. Th e PCs are actually facing two enemies: one 
  physical and one not. Th e golden giant is a corrupted shard 
  of the Spirit of the Mountain, its body twisted by gold fever. 
  Filled with pain and madness, the shard simply wants to 
  lash out at everything around it, but it does not control its 
  own limbs. A sliver of Mammon’s will possesses the shard, 
  whispering lies to it, prompting it ever forward in battle. If 
  the PCs bloody the Mountain King, Mammon’s tenuous hold 
  on his avatar’s body is lost.
  13th Level Encounter
  (4,200 XP) • 1 gilded devil, 4 goldspawn dwarves, the 
  Mountain King, 2 tiefl ing preachers.
  
  Halls of the Mountain-King
  Halls of the Mountain-King
  179
  Gilded Devil  
  Level 9 Controller
  Medium immortal humanoid (devil) 
  XP 400
  Initiative +6  
  Senses Perception +7; low-light vision
  hp 100 Bloodied 50
  AC 23 
  Fortitude 22 
  Refl ex 21 
  Will 23
  Resist 10 fi re
  Speed 6
  [mba] Scourge of Avarice (standard; at-will)  � 
   Heavy Flail
  +14 vs. AC; 2d6 + 3 damage
   [r] Amass All Th ings (standard; daily)  � 
    Teleportation
  Range 10; +13 vs. Refl ex; the target’s most valuable item 
  (determined by gp value) teleports from the target’s 
  possession and into the hands of Palnitoke 
  [r] Betrayal of Riches (standard; recharge on 4, 5, 6)
  Range 10; +13 vs. Fortitude; 2d8 damage, and an item of 
  the target is aff ected; the target suff ers a secondary eff ect 
  based on the item’s location 
  1. Arm—Receives -2 penalty to attack rolls (save ends)
  2. Feet—Slowed (save ends)
  3. Hand/Ring—Drops held items
  4. Head—Blinded (save ends)
  5. Neck/Waist—Dazed (until end of target’s next turn)
  6. Other item—Additional 1d8 damage
  [a] Th e Wealth beneath Your Feet (standard; recharge 
  when bloodied)  � 
   Conjuration
  Burst 3 within 10; +11 vs. Refl ex; 3d8 + 5 fi re damage, 
  and the target is restrained until the end of the devil’s 
  next turn 
  Miss—Target takes half damage and is not restrained
  Greed’s Many Forms (move; at-will)  � 
   Polymorph
  Th e gilded devil takes the form of any humanoid of 
  its size or smaller; it may remain in this form until 
  damaged or until it dispels the eff ect. 
  Alignment evil 
  Languages Common, Supernal
  Skills Bluff  +16, Diplomacy +16, Intimidate +16 
  Str 16 (+7) 
  Dex 14 (+6) 
  Wis 16 (+7)
  Con 20 (+9) 
  Int 18 (+8) 
  Cha 22 (+10)
  Equipment golden heavy fl ail, golden plate mail
  Goldspawn Dwarf 
  Level 7 Controller Minion
  Medium natural humanoid 
   XP 75
  Initiative +3  
  Senses Perception +5; darkvision, 
   
   
  low-light vision 
  hp 1; a missed attack never damages a minion
  AC 22 
  Fortitude 19 
  Refl ex 17 
  Will 20
  Speed 5
  [mba] Forgehammer (standard; at-will)  � 
   Weapon
  +12 vs. AC; 9 damage 
  [rba] Crossbow (standard; at-will)  � 
   Weapon
  +12 vs. AC; 9 damage
  [m] For Love of Money (immediate interrupt, when 
  targeted by a melee attack; at-will)
  +11 vs. Will against the attacker; instead of attacking the 
  dwarf, the attacker makes a melee basic attack against an 
  adjacent target of the dwarf’s choice (if no such target 
  exists, no attack is made)
  Fatal Bequest
  Upon death, the dwarf vomits forth 7 tainted gold pieces 
  Stand Your Ground
  When an eff ect forces the dwarf to move—through a 
  pull, a push, or a slide—the dwarf moves 1 square less 
  than the eff ect specifi es, and when an attack would 
  knock the dwarf prone, the dwarf can roll a saving throw 
  to avoid falling prone.
  Alignment evil  Languages Common, Dwarven
  Skills Dungeoneering +11, Endurance +9
  Str 17 (+6) 
  Dex 10 (+3) 
  Wis 14 (+5)
  Con 16 (+6) 
  Int 11 (+3) 
  Cha 12 (+4)
  Equipment chainmail, crossbow (20 bolts), warhammer
  
  Heartsblood Forge
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  180
  [m] Curse of the First Strike (immediate reaction, when 
  hit by a power with the weapon keyword; encounter)
  +15 vs. Ref; the weapon is destroyed; if Mammon is 
  struck by a ranged attack, both weapon and ammunition 
  used are destroyed.
  [m] Curse of the Purloined Power (immediate interrupt, 
  when struck by a non-martial power; encounter) 
  +15 vs. Will; the Mountain King steals the power (no 
  save) and can use it once; the target cannot invoke that 
  power again until the Mountain King either uses it or 
  becomes bloodied; use statistics for the power as if it had 
  been used by the PC it was stolen from.
  [m] Golden Grasp (standard; encounter) 
  Reach 2; +15 vs. Fort; the target is slowed (save ends)
  First Failed Save—Target is immobilized (save ends)
  Second Failed Save—Target is petrifi ed as a pyrite 
  statue (no save)
  [m] Stamp and Smash (standard; at-will)
  Th e Mountain King makes two bejeweled blow attacks.
  [r] Archdevil’s Glare (minor; at-will)  � 
   Fear, Gaze
  Ranged sight; +15 vs. Will; 1d8 + 5 psychic damage, and 
  target is marked until the start of the Mountain King’s 
  next turn.
  [r] Plutokinesis (standard; recharge on 4, 5, 6)
  Ranged 20; +15 vs. Fort; 3d8 damage and extra point for 
  every magical item carried by the target, and target slides 
  3 squares and is knocked prone. 
  [a] Visions of Wealth (standard; encounter)  � 
   Charm, 
  Illusion
  Burst 5 within 20; +13 vs. Will; 3d8 psychic damage 
  and 5 ongoing damage, and target is stunned (save ends 
  both).
  Bloodied Disjoin
  When bloodied, Mammon’s spirit is cast from the 
  corrupted fl esh of the mountain spirit and they become 
  two separate entities: the Will of Mammon and the 
  Corrupted Shard.
  Stand Your Ground
  When an eff ect forces the Mountain King to move—
  through a pull, a push, or a slide—the dwarf moves 1 
  square less than the eff ect specifi es, and when an attack 
  would knock the Mountain King prone, the dwarf can 
  roll a saving throw to avoid falling prone.
  Alignment evil 
  Languages Common, Dwarven, 
   
   
  Supernal
  Str 18 (+9) 
  Dex 13 (+6) 
  Wis 18 (+9)
  Con 16 (+8) 
  Int 18 (+9) 
  Cha 21 (+10)
  The Mountain King
  Level 11 Solo Controller
  Huge immortal humanoid (devil) 
  XP 3,000
  Initiative +6 
  Senses Perception +19; truesight
  Aura of Glittering Gold aura 1; creatures infected by gold 
  fever suff er a -2 penalty to all defenses
  hp 448 Bloodied 224
  AC 25 
  Fortitude 23 
  Refl ex 23 
  Will 24
  Saving Th rows +5
  Resist fi re 20
  Speed 8
  Action Points 2
  [mba] Bejeweled Blow (standard; at-will)
  Reach 2; +16 vs. AC; 2d6 + 4 damage, and Mammon 
  sheds precious stones (worth 100 gp x damage infl icted), 
  all of which are infected with gold fever.
  
  Halls of the Mountain-King
  Halls of the Mountain-King
  181
  Tiefling Preacher 
  Level 6 Artillery 
  Medium natural humanoid  
  XP 250
  Initiative +8  
  Senses Perception +6; low-light vision
  hp 55 
  Bloodied 27
  AC 18 
  Fortitude 18 
  Refl ex 19 
  Will 18
  Resist 8 fi re
  Speed 6
  [mba] Golden Flail (standard; at-will)  � 
   Weapon
  +13 vs. AC; 1d6 + 4 damage
  [m] Debase (standard; encounter)
  +11 vs. Will; a magic item touched by the tiefl ing loses 
  enhancement bonus, properties, and powers (save ends)
  [r] Hellfi re (standard; at-will)  � 
   Fire
  Ranged 20; +11 vs. Ref; 1d6 + 4 damage and ongoing 5 
  fi re damage (save ends)
  Bloodhunt
  Th e tiefl ing gains a +1 racial bonus to attack rolls against 
  bloodied foes
  Infernal Wrath (minor; encounter) 
  Th e tiefl ing gains a +1 power bonus to its next attack roll 
  against an enemy that hit it since the tiefl ing’s last turn; if 
  the attack hits, it deals an extra 5 damage
  Plea for Deliverance (immediate reaction, when hit by a 
  melee attack while Mountain King is unbloodied; at-
  will)  � 
   Teleportation
  Th e tiefl ing slides 10 squares; this power is not 
  functional when the Mountain King becomes bloodied
  Alignment evil 
  Languages Common, Supernal
  Skills Insight +11, Religion+11
  Str 16 (+6) 
  Dex 19 (+7) 
  Wis 16 (+6)
  Con 13 (+4) 
  Int 15 (+5) 
  Cha 15 (+5)
  Equipment cultist mask and robes, gold-etched fl ail
  Tactics
  Th e gilded devil fi ghts to the death to defend his god avatar. 
  His fi rst attack is wealth beneath your feet on the largest 
  group of enemies followed by amass all things and betrayal of 
  riches. If the devil is Mister Purse and he stole any items from 
  the party in their previous encounter, he delights in using 
  them against the PCs now.
  Goldspawn dwarves throw themselves at Mammon’s 
  enemies with fanatical zeal, trusting their god (and for the 
  love of money) will protect them.
  Th e Mountain King fl ings PCs around using plutokinesis 
  and especially enjoys hurling them into the pillars of fl ame 
  or the gap around the Prime Anvils. He fi xes his archdevil’s 
  glare on enemies targeting either Mr. Purse or the tiefl ing 
  preachers, and uses visions of wealth to distract the party. Use 
  the Mountain King’s action points early in the combat since 
  he loses them once bloodied.
  Tiefl ing preachers prefer to blast the PCs with hellfi re. 
  If engaged in melee, they fi rst use debase on the target’s 
  weapon, then cry for a plea of deliverance to escape.
  Sundering the Mountain King
  When the Mountain King is bloodied, Mammon’s Will loses 
  control of its host, and the two become separate entities. Th e 
  Shard is stunned during this round of transformation.
  Th e Mountain King’s golden fl esh sloughs away to 
  reveal a twisted half-elemental creature: an ugly giant 
  with hair of tangled roots, a beard of icicles, and eyes 
  that fl ow like magma. Its skin is marred by sores and 
  pustules and golden veins pulse in its fl esh. It thrashes 
  out at you ferociously, a mindless horror of pain and 
  madness.
  Mammon’s Will also remains to threaten the PCs. It 
  gathers up the scattered treasure to form a rough humanoid 
  body of coins, gems, jewelry, and forge tools, appearing 
  anywhere it wants in the chamber.
  
  Heartsblood Forge
  Heartsblood Forge
  chapter
  six
  182
  The Corrupted Shard 
  Level 11 Brute 
  Large fey magical beast (earth) 
  XP 600
  Initiative +8  
  Senses Perception +8; tremorsense 20
  hp 124 Bloodied 62
  AC 23 
  Fortitude 24 
  Refl ex 22 
  Will 23
  Immune petrifi cation, sleep
  Speed 6
  [mba] Smash (standard; at-will)
  Reach 2; +14 vs. AC; 3d6 + 5 damage
  [m] Avalanche Rush (standard; recharge on 4, 5, 6) 
  Th e shard moves up to its speed, entering enemies’ 
  spaces and provoking opportunity attacks; the shard 
  must end its move in an unoccupied space; when it 
  enters an enemy’s space, the shard makes a trample 
  attack: +12 vs. Refl ex; 3d8 + 5 damage, and target is 
  knocked prone.
  [m] Sunder Floor (standard; at-will)
  Reach 2; targets 2 squares; the shard smashes holes in the 
  ground over the Well of Fire; characters occupying either 
  square must make a DC 15 Acrobatics or Athletics check 
  Succeed Check—PC shift s 1 square.
  Fail Check—PC ends up dangling by their fi ngertips 
  over the Well of Fire; a DC 15 athletics check is 
  required to climb back up.
  [c] Wrath of Mountain Spirit (standard; recharge when 
  bloodied)  � 
   Cold, Fire, Th under
  Close blast 3; +10 vs. Fort; Target takes 3d10 cold, fi re, 
  and thunder damage.
  Miss—Half damage
  Rygar Restoration (move; encounter)  � 
   Healing, Teleport
  Th e shard collapses into a churning mass of elements, 
  reforming 6 squares away and regaining 31 hp.
  Alignment unaligned  
  Languages —
  Str 21 (+10) 
  Dex 16 (+8) 
  Wis 6 (+3)
  Con 15 (+7) 
  Int 4 (+2) 
  Cha 18 (+9)
  Mammon’s Will 
  Level 11 Skirmisher
  Large immortal animate (construct) 
  XP 600
  Aura of Glittering Gold aura 1; creatures infected by gold 
  fever suff er a -2 penalty to all defenses
  Initiative +10  
  Senses Perception +17; truesight
  hp 124 Bloodied 62
  AC 25 
  Fortitude 23 
  Refl ex 24 
  Will 23
  Immune disease, poison, sleep
  Speed fl y 7, phasing
  [mba] Rain of Riches (standard; at-will)
  Reach 2, +16 vs. AC; 2d6 + 5 damage
  [m] Embezzle Implement (immediate reaction, when 
  struck by a power with the weapon or implement 
  keyword; recharge when bloodied)
  Reach 2; +15 vs. Ref; 3d8 + 5 damage, and the weapon 
  or implement fl ies from the wielder’s grasp and becomes 
  part of Mammon’s Will’s body. Mammon’s Will  adds any 
  item bonus to attack and damage to all powers (subject 
  to his magic threshold of +2) and can use any powers 
  of the item as normal. PCs can grab back an embezzled 
  item with a DC 25 Th ievery check.
  [r] Archdevil’s Glare (minor; at-will)  � 
   Fear, Gaze
  Range sight; +15 vs. Will; 1d8 + 5 damage, and target is 
  marked until the start of the Mountain King’s next turn
  [r] Seized by Greed (standard; recharge on 6)  � 
   Charm
  Ranged 5; +15 vs. Will; the target is dominated until the 
  end of their next turn
  [c] Fires of the Golden Hell (standard; encounter)  � 
   Fire
  Close burst 5; +12 vs. Fortitude; 3d8 fi re damage plus 
  an extra point of ongoing fi re damage for every magical 
  item carried by the target (save ends)
  Alignment evil 
  Languages Common, Dwarven, 
  Supernal
  Str 15 (+7) 
  Dex 21 (+10) 
  Wis 15 (+7)
  Con 18 (+9) 
  Int 15 (+7) 
  Cha 19 (+9)
  Tactics
  Driven mad by gold fever, Mammon’s whispering, and exile 
  from its parent spirit, the shard is little more than a rabid 
  animal. It attacks like a berserker.
  If anyone has a particularly powerful looking weapon, 
  Mammon taunts them with archdevil’s glare and tries to 
  embezzle implement as quickly as possible. Unfortunately 
  for Mammon, stealing and wielding Masterstroke angers the 
  artifact (see page 164). Mammon uses fi res of the golden hell 
  if surrounded by PCs and prefers to use his second embezzle 
  implement on an item with a ranged attack, allowing him to 
  retreat from trouble. 
  Grajava’s Aid
  If the PCs sacrifi ced the Teardrop during Eye of Grajava or 
  in area HF16, or do so now by smashing it against an anvil 
  or dropping it into the lava, Volund’s shieldmaiden lends 
  them her power for the fi nal fi ght. While Grajava does not 
  physically appear, the presence of her divine power is enough 
  to weaken Mammon’s grasp of the mountain and its shard. 
  As long as at least one PC remains in the room, fi ghting, 
  modify the encounter in the following ways. If all of the PCs 
  fl ee or are defeated, the shieldmaiden departs and does not 
  return.
  
  Halls of the Mountain-King
  Halls of the Mountain-King
  183
  Eff ects of the Shieldmaiden’s Presence:
  Every PC regains 1 healing surge and gets a +2 untyped 
  • 
  bonus to their defenses against Mammon and his 
  servants
  PCs become immune to the Mountain King’s g
  • 
  olden 
  grasp power
  Exiled from its parent spirit, the shard loses its 
  • 
  Rygar 
  restoration power while in or on Mount Rygar
  THE SLAG PITS
  Beneath the forge a series of tunnels carry waste runoff . Th e 
  cramped, uneven tunnels are lined with mineral waste—
  streaks of bauxite, copper, and other minerals stain the walls 
  and pollute the lukewarm water that gathers in toxic puddles. 
  Sulfur encrusts cracks that periodically vent scalding steam, 
  and the air is stifl ingly hot, especially near the Well of Fire.
  Environmental Conditions
  Th e tunnels pose the following environmental challenges. 
  Cramped Conditions—Even where the tunnels are wide 
  enough to fi ght, the roof is so low a human must bend 
  almost double. Creatures of medium size or greater lose 
  their Dexterity adjustment to AC and Refl ex defenses 
  while in the slag pits and cannot run. Large slashing 
  and bludgeoning weapons cannot be used at all, and 
  characters using Medium sized slashing or bludgeoning 
  weapons suff er a -4 penalty to hit and damage.
  Heat Danger—Th e tunnels count as stifl ing conditions (see 
  DMG page 158)
  Lava—Falling into lava deals 4d6 fi re damage and ongoing 
  20 fi re damage per round (save ends, only if the 
  character is out of the lava).
  Th e Slag Pits are also home to a clan of chokers that haunt 
  the citadel stealing what they can. Th ey interbreed with the 
  forsaken and are largely insane, thoroughly wicked, and 
  totally consumed by gold sickness. Th e cult of Mammon 
  uses them as laboratory animals. PCs who venture into the 
  pits will swift ly attract their attention.
  
  Heartsblood Forge
  Heartsblood Forge
  chapter
  six
  184
  Queen of the Slag Pits
  Th e slag pits are the lair of an ancient and cunning choker 
  matriarch, which the forsaken call Baba Ruzna (“widow of 
  the caves”). Th ey fear and revere her as a priestess of the 
  Mother of Madness and most of her sons were fathered by 
  crazed forsaken devotees. Baba Ruzna and her goldveined 
  off spring make their home on the rock shelf in area SP2, but 
  rove throughout the tunnels. 
  Setup
  Chokers spy on the PCs, lurking around corners and in 
  shadowy cracks and crevices. A DC 20 Perception check 
  spots them, although no roll is needed to hear the simian 
  shrieks and chittering they use to communicate (DC 20 
  Dungeoneering identifi es this). Once aware of the PCs, 
  chokers move to surround them before charging the group in 
  a frenzied rush.
  11th Level Encounter
  (3,000 XP) • Baba Ruzna, 16 goldveined chokers
  Baba Ruzna, 
  Goldveined Widow of the Caves
  Level 10 Elite Lurker
  Small natural humanoid 
  XP 1,000
  Initiative +14 
  Senses Perception +13; darkvision
  hp 180 Bloodied 90
  AC 24 
  Fortitude 21 
  Refl ex 21 
  Will 21
  Resist psychic 5
  Saving Th rows +2
  Speed 6, climb 6 (spider climb)
  Action Points 1
  [mba] Tentacle Claw (standard; at-will) 
  Reach 2; +15 vs. AC; 1d8 + 4 damage, and target is 
  grabbed (escape ends); a target trying to escape the grab 
  takes a -4 penalty to the check
  [m] Choke (standard; at-will) 
  Requires grabbed target; +13 vs. Fortitude; 1d8 + 4 
  damage
  [r] Seized by Greed (standard; encounter)  � 
   Charm
  Ranged 5; +12 vs. Will; target is dominated until the end 
  of their next turn
  Body Shield (immediate interrupt, when targeted against 
  Refl ex or AC; recharge when the choker makes a 
  successful melee attack) 
  Baba Ruzna makes her grabbed victim the target instead. 
  Baba Ruzna cannot use this power to redirect attacks 
  made by a creature she is currently grabbing.
  Chameleon Hide (minor, at-will) 
  Baba Ruzna gains concealment until the start of its next 
  turn; it cannot use this power while grabbing a creature 
  or while grabbed
  Fatal Bequest
  Upon death, Baba Ruzna vomits 10 gp of cursed gold
  Madness of the Mines  � 
   Psychic
  If Baba Ruzna is hit by a charm aff ect, her insane mind 
  causes painful psychic feedback to rebound on the caster, 
  infl icting 6 psychic damage. Th is counts as exposure to 
  gold fever.
  Alignment chaotic evil 
  Languages Deep Speech, 
   
   
   
  Dwarven 
  Skills Athletics +15, Dungeoneering +13, Stealth +15
  Str 20 (+10) 
  Dex 20 (+10) 
  Wis 16 (+8)
  Con 17 (+8) 
  Int 10 (+5) 
  Cha 12 (+6)
  Goldveined Choker 
  Level 10 Controller Minion
  Small natural humanoid  
  XP 125
  Initiative +11       Senses Perception +14; darkvision
  hp 1, a missed attack never damages a minion 
  AC 24 
  Fortitude 23 
  Refl ex 22 
  Will 22
  Resist psychic 5
  Speed 6
  [mba] Flailing Tentacles (standard; at-will)
  Reach 2; +15 vs. AC; 5 damage, and target is grabbed 
  (escape ends); a target trying to escape the grab takes a 
  -4 penalty to their check
  [m] For Love of Money (immediate interrupt, when 
  targeted by a melee attack; at-will)
  +14 vs. Will; instead of attacking the choker, the attacker 
  makes a melee basic attack against an adjacent target of 
  the choker’s choice.
  Fatal Bequest
  Upon death, each choker vomits up 10 gp worth of 
  cursed orichalcum
  Alignment evil 
  Languages Common, Deep Speech
  Skills Athletics +15, Stealth +14
  Str 21(+10) 
  Dex 18(+9) 
  Wis 6 (+3)
  Con 15 (+7) 
  Int 6 (+3) 
  Cha 18 (+9)
  Tactics
  Baba Ruzna lures a PC to her using seized by greed, then uses 
  them as a body shield while dragging them off  and strangling 
  them. She retreats using chameleon hide if bloodied but 
  follows the PCs determined to avenge her fallen “sons” and 
  acquire the party’s gold. 
  
  Halls of the Mountain-King
  Halls of the Mountain-King
  185
  Goldspawn chokers attack the PCs in a rabid wave hoping 
  to swamp them in a tangle of limbs. If they incapacitate a PC 
  they start tearing away valuables (possibly coming to blows 
  with each other over choice items) before running off  into 
  the tunnels. 
  Development
  It’s possible to reason with Baba Ruzna, but only just—she’s 
  mad, savage, and has no concept of honor or keeping her 
  word. Only a fellow stone pact warlock earns her genuine 
  regard, and this soon turns to an obsession that the character 
  must become her consort. All Baba Ruzna really wants is 
  gold, mayhem, and to rule more chokers. 
  She hates the cult for what it’s done to her sons and 
  daughters, and she would dearly like to rescue them from 
  area HF9. If the PCs open a grating for her, the Queen and 
  her followers will happily rampage through the halls causing 
  a chaotic but brief distraction.
  SP1 Rusted Grating
  Th e air is cooler here, where the slag pits meet the icy 
  spray of the water-rise. A lattice of rusted iron bars seal the 
  entrance. Small creatures can fi t through them with a DC 15 
  Acrobatics check (Medium creatures with a DC 20 check), 
  but unlike the gratings in the forge itself, this one is not 
  trapped (AC 5, Fortitude 10; hp 60; Break DC 22).
  SP2. Basking Pool
  Th is pool and the Well of Fire are fed via the same lava 
  tube, which branches in two some 100 ft . below this level. 
  Although they fear the xorns that make their home nearby, 
  Baba Ruzna and her clan make their lair in the stone shelf of 
  this chamber. Among the heaps of detritus and bones is Lady 
  Urzana’s secondary coffi  n, left  here by special arrangement 
  (a combination of intimidation and domination) with Ruzna 
  Baba.
  Treasure
  Baba Ruzna and her clan have assembled quite a collection 
  of stolen goods here, which they squabble over constantly. 
  As well as chunks of silver and adamantine ore (1,000 gp) 
  and a pile of semi-precious stones (amber, jasper, malachite, 
  and the like worth another 600 gp) there are various artifacts 
  and off erings of forsaken manufacture, many of which defy 
  identifi cation. 
  SP3. The Well of Fire
  Heat and an incredible radiance spill out into the tunnels 
  from here. Miniscule fl ecks of adamantine sparkle in the 
  walls and fl ows of lava, and far above, the ceiling is broken 
  by the narrow opening into Prime Forge. Two powerful 
  goldveined xorns swim in the lava, commanded by Mammon 
  to keep watch for adventurers and Volund’s elemental 
  servants. 
  Chunks of volcanic rock ride the sea of magma. PCs can 
  leap between these fl oating islands, but they are dangerously 
  unstable. Characters moving or hit by an attack must make 
  DC 17 Acrobatics checks or fall prone. If they fail this check 
  by 10 or more points, they fall into the lava. If two or more 
  Medium characters occupy the same island, it begins to sink 
  into the lava, disappearing beneath it in 2 rounds.
  Setup
  Th e xorns patrol the central pillar, occasionally taking time 
  to frolic in the lava and sieve adamantine fl akes from the lava 
  with their teeth.
  12th Level Encounter
  (3,800 XP) • 2 goldveined pyroclastic xorns, 6 unstable 
  fl oating rocks (hazard)
  Unstable Floating Rocks 
  Level 9 Obstacle (Hazard XP 100)
  Th e ground shift s alarmingly and you realize you’re stood on 
  an uneven chunk of rock fl oating in lava.
  Hazard Each of the islands shown on the map except the 
  central column are unstable fl oating rocks (hazard).
  Perception
  DC 20—Th e islands bob up and down in the lava like 
  they’re fl oating on it.
  Additional Skills (Dungeoneering) 
  DC 17—Th e Islands will probably support one 
  character’s weight, but not two or more.
  Trigger A character moves while on one of the fl oating 
  rocks.
  Attack
  Th e character must make a DC 17 Acrobatics check or 
  fall prone.
  
  Heartsblood Forge
  Heartsblood Forge
  chapter
  six
  186
  Goldveined Pyroclastic Xorn
  Level 13 Elite Brute
  Large elemental magical beast (earth) 
  XP 1,600
  Searing Heat (Fire) aura 1; creatures moving into or 
  starting their turn within the aura take 5 fi re damage
  Initiative +10 
  Senses Perception +16; 
   
   
  all-around vision, darkvision
  hp 284 Bloodied 142
  AC 26 
  Fortitude 26 
  Refl ex 25 
  Will 26
  Resist fi re 30, psychic 5, Vulnerable cold 10
  Saving Th rows +2
  Speed 5, burrow 5
  Action Points 1
  [mba] Claw (standard; at-will) 
  +16 vs. AC; 3d6 + 3 damage 
  [m] Flurry of Claws (standard; at-will) 
  Th e xorn makes one claw attack against up to three 
  targets.
  [m] Undermine (standard; recharge on 5, 6) 
  Th e xorn burrows its speed and attacks one nonfl ying 
  enemy whose space it passes under; +14 vs. Refl ex; 4d8 + 
  3 damage, and target is restrained (save ends).
  [r] Fling Lava (standard; recharge minor when adjacent to 
  lava square)  � 
   Fire
  Ranged 5/10; +16 vs. AC; 2d6 + 4 fi re damage and 
  ongoing 5 damage.
  [c] Volcanic Breath (standard; recharge when bloodied)  � 
   
  Fire, Poison
  Close blast 2; +12 vs. Fort; 3d10 + 6 damage and ongoing 
  5 fi re and poison damage (save ends both).
  Miss—Half damage, and no ongoing damage.
  Earth Glide
  Th e xorn can burrow through solid stone as if it were 
  loose earth.
  Fatal Bequest
  Upon death, the xorn vomits up 13 tainted gold pieces.
  Madness of the Mines  � 
   Psychic
  If the xorn is hit by a charm aff ect, its insane mind 
  causes painful psychic feedback to rebound upon the 
  caster, infl icting 8 psychic damage and this counts as 
  exposure to gold fever.
  Retreat (immediate reaction, when missed by a melee 
  attack; at-will) 
  Th e xorn burrows its speed.
  Submerge (minor; at-will) 
  Th e xorn sinks partially into the ground and gains a +2 
  bonus to AC until it moves.
  Alignment unaligned 
  Languages Common, 
   
   
   
  Primordial
  Str 17 (+9) 
  Dex 18 (+10) 
  Wis 18 (+10)
  Con 20 (+11) 
  Int 10 (+6) 
  Cha 14 (+8)
  Tactics
  If engaged at range, the xorns throw globs of lava at the PCs 
  for a few rounds (fl ing lava), then charge them using their 
  undermine power. Th ey devour any magical item they can 
  lay their hands on and fi ght to the death to protect their new 
  god. Th ey do not leave the Well of Fire.
  Development
  It’s possible to climb directly into the Prime Forge from 
  here, but it’s a DC 23 Athletics to scale the crumbling walls. 
  Falling into lava infl icts 4d6 fi re damage and ongoing 10 fi re 
  damage (save ends, only when the character is out of the 
  lava).
  A noisy fi ght here draws the attention of Mammon’s 
  servants in area HF17 above. Although Mammon himself 
  does not deign to appear, the PCs must deal with ranged 
  attacks from the tiefl ing preachers and gilded devil. 
  Concluding the 
  Adventure
  T
  he entire adventure arc rests on the PCs’ success 
  or failure in this fi nal adventure. If the PCs defeat 
  Mammon in the Prime Forge, they become heroes 
  of the citadel and the surrounding lands. If they fall, their 
  failure is not limited to their own deaths but, instead, 
  encompasses an entire region for years to come.
  FAILURE!
  If the PCs are defeated, Mammon’s cult soon conquers 
  Mount Rygar, and all who refuse to bow before him are 
  killed. Any surviving PCs end up dangling in area HF9, 
  although Lady Urzana might free them if they agree to escort 
  her to safety. 
  Th e cantons mobilize their armies as soon as word spreads 
  of Rygar’s fate, but by then, the cult is too fi rmly entrenched. 
  Only a permanent siege of the mountain conducted by all 
  the neighboring cantons and their allies holds Mammon’s 
  cult in check. Years, perhaps decades might pass before a 
  band of heroes successfully brings down the Hellish hordes, 
  but until then, Rygar becomes a blight on the world.
  
  Halls of the Mountain-King
  Halls of the Mountain-King
  187
  VICTORY!
  Th e shard is the anchor that allows Mammon to remain in 
  the mortal realm. Once the PCs destroy it, the archdevil’s 
  psyche is swift ly drawn back to Hell. As the shard’s body 
  crumbles, an infernal vortex greedily sucks up the tainted ore 
  and the gold and gems shed by the avatar before vanishing 
  in a burst of hellfi re. Mammon’s last act is to deliver a dire 
  threat, his voice echoing through the forge:
  “Do not think that you have seen the last of me, 
  mortals. Steal but one copper, scorn one beggar’s plea, 
  plunder a single tomb for naught but greed, and we 
  shall meet again. My eye is upon you and Mammon 
  does not forget!”
  Surviving cultists (including those who once were a part 
  of the refugee camp) fl ee once Mammon is banished, and the 
  refugees can reclaim the lower halls and Heartsblood Forge. 
  Much work must be done if the miners hope to survive until 
  spring, but no more signifi cant dangers remain. 
  When the thaw comes, the dwarf cantons send 
  reinforcements to the citadel and the PCs are hailed as 
  saviors. When the shrine in Heartsblood Forge is repaired, 
  their images are added to the frescos alongside that of 
  Volund and Grajava. Rewards off ered to the PCs include a 
  magical weapon of the PC’s level +4 forged on the Prime 
  Forge to replace any destroyed by the avatar, and the chance 
  for PC wizards and clerics to study with the cantons’ most 
  powerful mystics. Each PC is also given a specially craft ed 
  medallion of orichalcum in commemoration of their deeds. 
  Many of the stranded miners swear oaths of eternal 
  friendship with the adventurers, and their families shower 
  the characters with gift s, business opportunities, and off ers 
  of marriage. Impressed with the PCs’ eff orts, the Illuminated 
  Brotherhood might even off er them membership. Th e only 
  limits to the dwarves’ generosity are Masterstroke and the 
  forge keys, which they politely insist must be returned to 
  Heartsblood Forge.
  FURTHER ADVENTURES
  Once the PCs are bored with victory feasts and pats on the 
  back, there are plenty of loose ends they might follow.
  Against the Howling City. All those forsaken must have 
  come from somewhere, and it’s up to the PCs to fi nd out 
  where. Deep in the lightless expanse beneath the citadel 
  exists a city where the forsaken gather to gibber and wail and 
  worship the primeval dark. Th e citadel cannot aff ord enemies 
  massed on its doorstep, so it turns once more to its saviors to 
  end the forsaken menace forever.
  Castles and Clan Lords. With a citadel to be rebuilt, 
  repopulated, and ruled, dwarf adventurers might well 
  think about putting down some roots. Th ey do not get to 
  enjoy a quiet life, however, as they must politick with vying 
  clan lords, put kobold kings in their place, and open trade 
  relations. Some might even aspire to use their newfound 
  fame to be named Many-Bearded Elder, or even king.
  Curing the Cursed. Sadly, freeing the mountain from 
  Mammon’s grasp does not cure those who became 
  goldveined creatures. If she lives, Bragollach is among those 
  still infl icted with devil-induced madness. Only powerful 
  magic can cure her, but when a gold dragon’s distraught 
  mother begs for aid, what’s a hero to do?
  Th e Agents of Greed. Armed with Palnitoke’s account 
  book, the names and locations of a dozen devil-worshipping 
  cults are available to the PCs. Paladins and would-be 
  inquisitors can spend months kicking down doors and 
  making the world a better place, while slyer types might 
  use what they learned to infi ltrate the cults and relieve 
  Mammonites of their treasures.
  
  What is Open Design?
  Patrons commission Open Design adventures for their sole use. 
  Th ey are not sold in stores.
  Written with frequent feedback and critique by the patrons, 
  the adventures off er what players and DMs really want. 
  Th at’s Open Design.
  To become a patron, please visit koboldquarterly.com.
  Open Design is a trademark of Open Design LLC.
  TM
  danger above
  danger above
  SECRETS BELOW
  SECRETS BELOW
  Halls of the Mountain-King is an untraditional dungeon, an homage 
  to all the great delves, from the Mines of Moria on
  —with a few new twists.
  Th e dwarves of the canton of Rygar were 
  a hard-working group, whose mining 
  lured them ever-deeper and whose 
  pursuit of ore led them into dangerous 
  territory. Th is dungeon goes from a 
  snowy mountaintop spire and an airship 
  dock down through the great halls and 
  works of a vanished clan, and into the 
  depths of the earth.
  Th e rumors of a huge mass of gold 
  lured miners and speculators into the 
  mountain, but when winter came, the 
  old mines were suddenly a much more 
  diffi  cult place to survive. Th e passes are 
  snowed in. Th e airships struggle to arrive 
  with supplies. 
  Halls of the Mountain-King breaks new ground for 
  Open Design, reimagining the original OGL version to bring 
  out the best of 4th Edition gameplay. 
  Deadly new creatures, a sinister 
  brotherhood, and secrets kept 
  locked away for centuries all boil to 
  the surface in a series of challenging 
  and original encounters that take 
  the party from 8th to 12th level.
  Now the party is asked to go up into 
  the Ironcrag peaks and see whether 
  the easy money is, perhaps, not so 
  easy aft er all.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Party/4th Edition/Open Design/Halls of the Mountain-King.pdf