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Halls of The Mountain King

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A Pathfinder Roleplaying Game adventure for levels 8 to 12

HALLS of the
MOUNTAIN-KING

Brandon Hodge
Ben Mcfarland
Dan Voyce
Michael Furlanetto
Tim & Eileen Connors
Wolfgang Baur
DEEP UNDER THE MOUNTAIN
An adventure for 8th to 12th-level characters
Halls of the Mountain King is an homage to all the great delves, from the Mines of Moria
on—with a few new twists. The dwarves of the Rygar canton were a hardworking group,
mining ever deeper and pursuing ore into dangerous territory. This dungeon goes from
a snowy mountaintop spire down through the great halls and works of a vanished clan,
and into the depths of the earth.

Rumors of a huge gold strike lured miners and speculators into the mountain,
but as winter came, the old mines grew deadly. The passes are snowed in. Airships
failed to arrive with supplies. New monsters, a sinister brotherhood,
and secrets locked away for centuries all boil to the surface in a series
of challenging and original encounters. True heroes adventuring
in the Ironcrag peaks will find out whether the easy money is,
perhaps, not so easy after all.
A Pathfinder Roleplaying Game adventure for levels 8 to 12

HALLS of the
MOUNTAIN-KING
Summits and Deeps
of the Ironcrag Mountains

Brandon Hodge Michael Furlanetto


Ben Mcfarland Tim & Eileen Connors
Dan Voyce Wolfgang Baur
CREDITS
Written By Playtest Teams
TALESKING

Tim & Eileen Connors, Michael Furlanetto, Brandon Team 1: Caitlin Stamper, Michael P. Cosentino,
Hodge, Ben McFarland, and Dan Voyce Beth A. Oliver, Duncan R. Oliver, Martin Auhagen,
Michael T. Herbert, John Olszewski, David Boruch,
Developed By and Trevor Stamper
OF THE MOUNTAIN

Team 2: Andrea Britz, Carsten Lischke, Bastian Maschke,


Wolfgang Baur
Kate McCane, Doro Schlüter, Thomas Waßmann,
and Lutz Hofmann
Edited By Team 3: Colin Chase, Chris Albert, Adam Daigle,
Mike McArtor and Eytan Berstein Chris Horne, Brandon Hodge
Team 4: Ben McFarland, Tracy Bloom, Jason Isolda,
Layout By Jason Murphy, Ben Ossenfort, Jim Parks
MIDGARD

Team 5: Ben McFarland, Mildred Cady, Jon Choy,


Chris Huth
Tersha Choy, Andrew Lotz
Cover Art By Special Thanks to Jeff Grubb
Malcolm McClinton
Halls of the Mountain King Pathfinder Roleplaying Game
Interior Art By Edition © 2015 Open Design. All rights reserved.
Pat Loboyko, Hugo Solis, Olaus Magnus, Open Design, Ironcrags, Zobeck, Midgard, and all
HALLS

and Arthur Rackham proper names and their associated logos are trademarks
of Open Design.
Cartography By The following content is Open: stat blocks for creatures
Corey Macourek, Lucas Haley, Jonathan Roberts, and the elements labelled New Monster, New Template,
Sean Macdonald or New Item. All other text not designated as Open under
the Open Game License, especially Zobeck, place names
Additional Design By and character names, is designated as Product Identity.
Simon Clements, Matt Cutter, Adam Daigle,
Richard Green, Ben McFarland, Matthew Monteiro,
Trevor Stamper

Updated for the Pathfinder Roleplaying Game by


Nicholas L. Milasich
Kobold Press and Midgard are trademarks of Open Design.
Pathfinder is a registered trademark of Paizo Publishing, and the Pathfinder® Roleplaying Game and the Pathfinder®
Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, and are used under the Pathfinder® Roleplaying
Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility
license. Compatibility with the Pathfinder® Roleplaying Game requires the Pathfinder® Roleplaying Game from Paizo
Publishing. See http://paizo.com/pathfinderRPG for more information on the Pathfinder® Roleplaying Game. Paizo
Publishing does not guarantee compatibility, and does not endorse the product.
Open Game Content: The Open content in this publication includes the new feats, new spells, new gear, and new player
character race abilities. All other material is Product Identity, especially place names, character names, locations, story
elements, and fiction. No other portion of this work may be reproduced in any form without permission.
©2015 Open Design. All rights reserved.
www.koboldpress.com

22
PATRONS OF
HALLS OF THE MOUNTAIN-KING

Jason Alexander Mark Evers Troy Larson Roy Pettitt Trevor Stamper
Mike Alkema Jarrod Farquhar-Nicol DeWitt Latimer Otto Pfefferkorn Robert Stehwien
Sara Ashbaugh Guild Fetridge Kevin Lawrence Tom Phillips Erik Steine
Andrew Baggott John Fetridge Adam Leckie Gavin Phillips Phillip Stepp
Michael Baker Matthew Filla John Leonas Markus Plate Joshua Stevens
Chris Banks Patrick Fitzgerald David Levenstam Patrick Plouffe Benjamin Stowell
John Baxter Clay Fleischer Christian Lindke Gregory Pope Stefen Styrsky
Stefan Beate Gary Francisco John Ling Charles Powell Paul Sudlow
Glenn Bednarek Dale Friesen Ignacio Blasco López Chris Pramas Shannon Sullivan
Mark Bibler Steven Furlanetto Eric Ludy Daniel Gago Prieto Sloan Summerfelt
Robert Biskup Michael Furlanetto Sean Macdonald Callum Prior Brian Suskind
Richard Blair James Alan Gardner Donald MacLean Eric Pullen John Tanzini
Alain Bourgeois Mark Gedak Benjamin Madden Stefan Radermacher Russell Taylor
Sean Bradley Georg Gerleigner Alex Manduley Andreas Reimer Constantin Terton
Daniel Brumme Alex Gersh Will Maranto Mathew Repasky Karl Thiebolt
Simon Bull Thilo Graf Emiliano Marchetti Trent Revis Soren Thustrup
Jesse Butler James Graham Gary McBride Kevin Reynolds Eric Tillemans
David Campbell Richard Green Robert McCreary John Reyst Don Tucker
James Carlson James Groves Silas McDermott Jan Cornelius Keith Unger
Thomas Carpenter Jr. Brian Gute Benjamin McFarland Rodewald Machiel van der Wal
Charles Carrier Patrick Halverson Ken McKinney Toby Rogers Eltjo Veentjer
John Carrington Günther Hamprecht B.T. McTeer Kelley Rogers Giorgio Vergani
Scott Carter Dustin Harbuck Jon Michaels Franz Georg Rösel Oliver von Spreckelsen
John Chastain Geoffrey Hart Brett Michalson Steve Russell Daniel Voyce
Jeremy Chee Kristian Hartmann Francois Michel Stephan Saraidarian Jani Waara
Orville Clark Morgan Hazel Nicholas Milasich Angelo Sargentini Mark Wadlington
Jez Clement Christopher Hill Tony Milici Rowdy Scarlett Michael Waite
Jesse Cole-Goldberg Brandon Hodge Olivier Miralles Chris Schletter Sean Walters
Bill Collins Lutz Hofmann Paul Mollard Robert Schmahl Phil Ward
Brad Colver John Hogland Sean Molley Erich Schmidt Stephen Wark
Tim Connors Ronald Hopkins Matthew Monteiro Eddy Schmidt Oliver Weigel
Liz Courts Kraig Horigan Joff Morgan Steven Schutt Michael Welham
Brian Cross Brandon Horn Matthew Morris Benjamin Sennitt Steve Weston
Adam Crossingham Eric Hortop Chris Mortika Patrick Seymour Liam Whalen
Christopher Graeme Innes Paul Munson John Sharp Daniel White
Cumming Phillip Ives Paul Munson Chris Sharp Robert Whitney
Patrick Curtin Laurent Jeanmeure Charles Myers Richard Shatto Matthew Widman
Matthew Cutter Anthony Jones Juan Natera Frank Shea Andrew Wild
Adam Daigle Christopher Jones Scott Nolan Andrew Shiel Mark Wilkins
Mark Daymude Jay Joyner Andrew Nuxoll Dave Shlafer George Williams
Michael Dean Alex Kanous Britian Oates William Shuster Michael Wilson
David DeRocha Joshua Kaufman Zachary OConnor Sean Silva-Miramon Adam Windsor
James Dezomits Ed Kearns Ronald Olszewski Warren Sistrom Gillian Wiseman
Robert Doran Philip Kendall Mats Ondin Justin Sluder Ed Withers
Randy Dorman Alan Kohler John Overath Robert Smith Paul Woods
Matthias Drexler Brian Koonce Jeff Oyler Bret Smith Jonathan Yeung
Andrew Eakett Jason Kramer Jeff Oyler Hugo Solis Craig Youn
Nikolaus Ehm David Lai Kevin Patterson Jason Sonia
Patrick Enders Jason Laming James Patterson Jeffrey Spencer
Duncan Eshelman James Landry Daniel Petersen Christian Spies

33
Table of Contents
Introduction 8 Part II: The Manticore  19 Part IV: The Great Hall
TALESKING

A Day In The Life 19 of the Golden Citadel  33


Crew Members  19 The Gold Fever  34
Dreams of Moria  8
Vianna’s Secret  20 The Economy of Starvation  35
Rabscuttle Interactions  21 The Refugee Camps  35
Lost Memories 9
OF THE MOUNTAIN

A Roc and a Hard Place (EL 9) 21 Table 1-5: Diplomacy 35


Roc (CR 9)  21 Table 1-4: Inflated Food Prices 35
The Rise and Fall of The Wreck of the Drake (EL 10) 22 21. Merchant Camps and Bazaar  36
the Golden Citadel 10 Main Deck  23 22. Firewood Hoarder Camp  36
2. Captain’s Quarters  23 23. Kobolds (The Knucklebone)  37
3. Forward State Quarters  23 25. Starving Masses Camps  37
The Golden Age 10
4. Storage 23 26. Quarantined Sick Camp  37
MIDGARD

5. Mate Quarters 23 27. Struck It Rich Camp  38


The Coming of Mammon  10
6. The Chart Room  23 29. Dwarf Miners (Griffon
7. The Galley  23 Barding and Tack Warehouse)  38
The Birth Of The Brotherhood  10
Cargo Deck  23 Rabscuttle 39
10. Crew Quarters  24 The Great Adamantine Doors 40
The Fall Of The Golden Citadel  10
11. Crew Quarters  24 Other Areas of the Upper Halls  40
14. Crew Quarters  24
The Angel Of Grajava  11
Steerage Deck  24 Part V: The Outing Of Bragollach  40
16. Cargo Bay  24 The Halls Below  40
HALLS

The Paladin Of Khors  11


Frostgrenze (CR 10) 24 The Lone Survivor  41
The Clues Lay Cold The Forsaken (EL 11) 42
The Gold Rush  11
On The Peaks Below (EL 8)  25 Forsaken (CR 4)  42
Remorhaz (CR 7) 25 Howlers (3) (CR 3)  43
Winter In The High Passes  12
The Evidential Corpses  26 Concluding the Adventure  43
The Captain’s Log  26
Major NPCs and Groups  12
The Spirit Of The Mountain  12 2: Roots of Madness 44
Part III: We Were Dead
Illuminated Brothers  12
Before the Ship Even Sank  26 Adventure Background  44
The Forsaken  12
Sabotage! (EL 10)  27 Adventure Summary  44
Refugees  12
Into the Hold  27 Tracking Important Clues 44
Mammonites  12
Trapped!  27
The Gold Dragon  12
Danger In The Boiler Room  27 Part I: The Upper Halls  44
Ansgar (CR 9) 28 Down The Stair  45
1: Dark was the Night, Catastrophe Progression  29 Travel Down The Great Stair  45
Cold was the Ground 13 Explosion!  29 Table 2-1: Search Results 45
Aftermath  30 Table 2-2: Perception 46
Adventure Summary 13
The Secrets of Ansgar  30
Ansgar’s Bunk  30 Part II: The Hearthforge  46
Part I: Not a Servant
Navigating the Dynamics Ceiling Traps (5) (CR 6)
So Faithful He Found 14
of the Encounter  30 1. Welcoming Party (EL 11)  46
Table 1-1: Recent Events  14
Gold Fever  30 Author’s Note:
It Rang In Alarm
The Crash at the Gates (EL 10)  31 Building Atmosphere  46
In The Dead Of Night (EL 11) 14
The Snow on the Peaks  31 Goldveined Xorn, Elder (CR 9) 48
Engaging the Players 14
The Giant at the Gate  31 Goldveined Dwarf
Mammon Cultist (CR 8) 15
The Storm  31 Fighter (4) (CR 4) 49
Clockwork Curse 16
Frost Giant (CR 9)  32 Speak With Dead  49
The Grandfather Clockwork  16
Airship Crash (CR 7)  32 Seeking The Fire Shepherd  49
Tick, Tock They Wait At The Dock  16
Aftermath  33 2. Warehouse Cavern  49
Captain, My Captain  17
3. Main Furnace Chamber  49
Technology Levels
4. Furnace Gears Chamber:
and Campaign Flavor  17
The Broken Door  50

44
Table 2-3: Craft, Knowledge, Appendix C: Feats  65 4: Deeper Darkness 85
or Disable Device  50 Devour [Monster]  65
Adventure Summary  85
Opening the Door  50 Eater Of The Dead [Monster] 65
Speaking with the Fire Shepherd  50 Envenom Weapon [Monster]  66
Part I: The Upper Halls 85
5. Cistern Cavern  51
The Quake (EL 10)  85
6. Maintenance Forge  51
3: The Eye of Grajava  67 Dust Mephits (3) (CR 3) 87
7. Dormitories  51
Earth Mephits (3) (CR 3) 87
8. Infirmary  51 Adventure Background 67
Explosive Gas  87
9. Kitchen  51 Adventure Summary  67
Keeping the Pressure On 88
10. Dining Hall  51 Clues To Finding
Table 4-1: Diplomacy 88
11. Workshops  52 The Secret Chapterhouse  67
12. Airshaft Bailey (EL 11)  52
Part II: The Royal Residences 89
Ghast Legionnaires (x5) (CR 6) 53 Part I: First Visit to the Forge 68
Into the Darkness  89
Lich Hound (CR 4) 53 Secret Chapterhouse (EL 9)  68
Dungeon Denizens (EL Varies)  89
13. Shrine to Volund (EL 11)  54 Table 2-1: Something is
Forsaken Rivals  89
Indrecalla Bat-Eater (CR 7) 54 wrong with the ore and
Dogmole Patrol (EL 8)  90
Forsaken Marksman (CR 5) 55 the Spirit of the Mountain. 69
Dogmole Juggernaut (CR 6) 90
Ghast Legionaires (2) (CR 6) 55 Table 2-2: The Eye of Grajava
Forsaken Riders (3) (CR 3) 90
14. Shrine Keeper’s Quarters  55 contains something important 69
Forsaken Gang (EL 8)  91
15. Forsaken Bailey  55 Table 2-3: Rabscuttle contains
Forsaken (5) (CR 3) 91
Forsaken (200) (CR 3) 56 the key to finding the
Savant Shriekers (EL —)  91
Eye of Grajava 69
Derro Fetal Savants (4) (CR —) 91
Part III: Lighting The Fires  56 Table 3-1 Caradlather’s Answers 71
A. The Great Stair  91
R1. Ventshaft Boilers (EL 12)  56
B. Undermountain Square  91
The Ritual  57 Part II: The Sanctum of Assaying  72
C. Royal Balconies  91
Erinyes (CR 8) 57 Puzzle Doors (EL 8)  72
D. The Forsaken Pool  91
Journeyman Gearworker (CR 7) 58 Word of Chaos Trap (CR 8) 73
Elder Black Pudding (CR 12) 91
Sebastian Ufastis (CR 7) 58 The Test of Valor (EL 10)  73
E. The Ash Chapel of Volund
Hronogar (CR 8) 59 Greater Fire Elemental (CR 9) 74
(EL 10, 4, and 11)  91
If The Party Delays  60 Fire Mephits (2) (CR 3) 74
Otyugh-Stitched-Slave (CR 3) 92
R2. Elemental Rebellion (EL 12)  60 Magma Mephits (2) (CR 3) 74
Furnace Pin Trap (CR 4) 92
Table 2-5: Elemental Effects 60 The Test of Faith (EL 9)  74
Table 4-2: Metal Spike Damage 92
Gefangak The Upstart (CR 13) 61 Traps and Treasure  74
Metal Quills Trap (CR 11) 93
Restoring The Hearthforge (EL 12)  61 Incendiary Cloud Trap (CR 9) 74
Moral Dilemmas 61 Pit Trap (CR 4) 75
Part III: The Royal Crypt  93
Preparing The Defences  62 Wide Mouth Pit Trap (CR 4) 75
1. Crypt Antechamber  93
The Ritual  62 Table 3-2: Trapped Pedestals  75
2. Hot Bullets (EL 9)  93
Forsaken (30) (CR 3) 62 Ambush at the Test of Lore (EL 10)  75
Thoqqua (10) (CR 2) 93
Concluding The Adventure  62 Paracelix
3. Greedy Xorn (EL 11)  93
the Gilded Dwarf (CR 8) 76
Xorn, Elder (CR 8) 93
Appendix A: The Fire Shepherd  63 Jorunn Flintknapper (CR 8) 76
Xorn, Average (4) (CR 6) 95
Abelard Feuerhirte (CR 11) 63 The Eye Gate 76
4. The Illuminated Stairs (EL 6)  95
The Eye of Grajava (EL —)  77
Glyph Of Warding Trap (CR 6) 95
Appendix B: New Items  64 Rygar (CR 11) 78
5. Scrimshaw Skeletons (EL 11)  95
Alembic of Essential Distillation  64 After the Adventure 80
Scrimshaw Facts  96
Derro Bluetear Poison  64 The Return of Rygar?  80
Scrimshaw Skeletons (CR 5 97
Mindshatter Bombard  64 Sacrifice  82
Shadows (5) (CR 3) 97
Murderous Bombard  64 Forge of the Fire Blessing (EL 14) 82
6. The Delver’s Hole  97
Rod Of Repossession  65 Tanya Hrovitz (CR 9) 82
Sloughide Bombard  65 Tarisaul Eris (CR 9) 83
Concluding the Adventure 84

55
Part IV: The Caverns Below  97 Rusted Equipment Journeyman’s Spectre (CR 5) 127
7. Cavern Entrance  97 Collapse (CR 1) 114 Fellforged (10) (CR 5) 127
8. The Geode (EL 11)  97 Rolling Rocks (CR 2) 114
Cavelight Moss (3) (CR 6) 98 Jagged Rail Shifts (CR 1) 114 Part III: Heartsblood Forge 128
9. Through the Ceiling  98 Rocks from the Ceiling (CR 2) 115 Steamblast Trap (CR 7) 128
TALESKING

10. The Shank (EL 14)  99 Released Winch Chain (CR 2) 115 Sounding the Alarm 130
The Spirit Takes Form  99 Table 5-4: Machinery Mishap! 115 HF1. Base of the Water-Rise (EL 3)  130
Animated Scaffolding The Fiends in the Fog (EL 10)  115 HF2. Main Gate (EL 13)  130
Colossus (CR 14) 100 Belker (CR 6) 115 Ghrysigor (CR 12) 130
OF THE MOUNTAIN

The Shank  101 Morhg (CR 8) 116 Redcloak Riders (CR 7) 131
Concluding the Adventure 101 Dogmole Mounts (2) 131
Part III: The Grand Lodge HF3. Guardroom (EL 11)  132
of the Old Masters 116 Golden Guardsman (8) (CR 5) 132
5: The Grand Lodge The Great Doors  116 HF4. Doorkeeper’s Chamber  132
of the Old Masters 102
32. The Receptory (cr 12)  116 Wail of the Banshee
Adventure Background  102 The Guardians and Trap (CR 10) 133
MIDGARD

Adventure Summary  102 the Riddles They Keep  117 Relic: Masterstrike  133
Table 5-5: Riddle Grid 117 HF5. Smelting Chamber (EL6)  133
Part I: Our Wealth Was Sphinx, Criosphinx (2) (CR 11) 117 Kyton (CR 6) 133
Written into Words 102 33. The Antechamber  118 HF6. Assembly Room (EL 6)  133
A Cabinet of Curiosities (EL 12)  102 The Secret Room (EL 4)  118 Kobolds (35) (CR 1/4) 133
Revelations of Bartholomeus  104 Mimic (CR 4) 118 HF7. The Army of Bronze and Gold  133
Bartholomeus 106 34. Chamber of the HF8. Storeroom  133
Shield Guardian Old Masters (EL 12)  118 HF9. Jangling Cells (EL 9)  134
Suit of Armor (CR 12) 106 The Well and the Kyton (2) (CR 6) 134
HALLS

Golden Bowl (EL 5)  119 Barbarous Goldveined


Part II: The Poisoned Passage  107 Already Sacrificed  119 Chokers (6) (CR 4) 134
The Clockwork Door (EL 7)  107 Not Yet Sacrificed  120 HF10. Laboratory  134
Fusillade Of Greenblood Large Earth Elemental (CR 5) 120 Countess Urzana Dolingen
Oiled Gears (CR 7) 107 The Council Podium (EL 12)  120 Of Morgau (CR 11) 135
1. The Poisoned Passage  108 Fellforged, Dwarven HF10a. Urzana’s Retreat  135
Poison Gas Residue  108 Old Masters (5) (CR 5) 120 HF11. Mess Hall (EL 11 or 8)  136
2. The Collapsing Corridor (EL 8)  109 Wraiths (5) (CR 5) 121 Golden Guardsmen (8) (CR 5) 136
Collapsing Wall (CR 6) 109 40. The Lower Brotherhood Lodge  121 Wynkyn the Imp (CR 2) 136
3. Collapsed Room (EL 9)  109 Concluding the Adventure  121 Anak the Blind (CR 8) 136
Poison Gas Pocket (CR 9) 109 HF12. The Library (EL 8)  137
Glyph Of Warding Palnitoke, Infernal
6: Heartsblood Forge  122
(Blast) (CR 4) 109 Bookkeeper (CR 10) 137
5. The Antechamber (EL 12)  109 Adventure Background  122 HF13. The Hall of
Forsaken (8) (CR 3) 110 Adventure Synopsis  122 Apprentices (EL 10)  137
Forsaken Savants (2) (CR 7) 110 Golden Guardsmen (8) (CR 5) 137
Derro Fetal Savant (CR 7) 111 Part I: The Upper Halls 122 HF14. The Hall of Masters (EL 14)  137
Dogmole Juggernauts (2) (CR 6) 111 A Grim Tithing (EL 1) 122 Golden Curse Trap (CR 8) 138
6. Derro Tunnels  111 Mr. Purse, Gilded Devil (CR 8)  123 Bragollach (CR 14) 138
Collapsing Wall (CR 6) 111 Mr. Cuff and Mr. Bridle, HF15. A Shrine Defiled (EL 8)  139
7. Guard Station  111 Kyton (2) (CR 6) 123 Prismatic Spray Trap (CR 8 139
8. Ruined Waystation (EL 6)  111 Mammon Cultist (CR 8) 123 HF16. The Silent Room  140
Cavelight Moss (CR 6) 111 Once More Unto the Breach  124 Armor of the Geldwyrm  139
9. Collapsed Tunnel  112 HF17. The Prime Forge
10. The Control Room  112 Part II: The Lower Hall (EL 10+ and 13+)  140
Poison Gas Pocket (CR 9) 112 and the Trochil Gate 124 Golden Guardsmen (8) (CR 5) 140
Airlock Opening Instructions  112 LH1. Mule Paddocks  124 Mammon-Possessed Shard of the
Table 5-2: Airtight Suit 113 LH2. The Trochil Gate  126 Mountain (CR 13 141
Table 5-3: Damage 113 LH3. The Pillars of Law  126 The Slag Pits 142
11. The Airlock Chamber  114 LH4. Cablecart Station  126 Environmental Conditions  143
12. The Poisoned Chamber  114 LH5. The Ore Exchange  126 SP1. Entrance (EL 9)  143
Running the Airlock  114 LH6. The Water-Rise (EL 14)  126

66
Barbarous Goldveined Appendix A: Symbolism  149
Chokers (6) (CR 4) 143 The Cult of Mammon Rank, Order, and Degree 150
SP2. Basking Pool (EL 8)  143 in the Golden Citadel 145 Illuminated Brotherhood
Grajava’s Aid  142 Prestige Classes 151
The Counters  145
Magma Mephits (6) (CR 3) 143 Craft of Ordered Degrees 151
Organization And Leadership  145
SP3. The Well of Fire (EL 12)  143 Crafts of 1st Degree 151
Recent History  145
Goldveined Elder Rite of Most Worthy Esoterics 150
The Cult in the Golden Citadel 145
Xorns (2) (CR 10)  143 Preceptory of the Iron Forge 150
A Game of Cards 146
SP4. Crack in the Ceiling  143 Lodge of Trowel and Chisel 150
New Domain: Cupidity  146
Concluding the Adventure 143 Crafts of 2nd Degree 152
Coins of the Miser  146
Failure!  143 Crafts of 3rd Degree 152
Victory!  143 Silent Master 153
Appendix B: Brotherhood Items 154
Further Adventures 144 The Most Honorable Brotherhood Codex 154
Against the Howling City  144 and Righteous Fraternal Mnemonic Fob 154
Castles and Clan Lords  144 Order of Illuminated
Curing the Cursed  144 Brothers 147
Appendix C:
The Agents of Greed  144
Lodges 147 New Templates 155
The Illuminated Brothers 147
Goldveined Template 155
Dress and Ceremonial Attire 147
Stone Dead Template 156
Proceedings 149
Floating The Stone Ritual 157
Mutual Recognition 149

77
Introduction
DREAMS OF MORIA
TALESKING

As far as I’m concerned, Tolkien invented the dungeon When you think about it for a moment, dwarves are the
as we know it. Moria is by far my favorite section of warrior engineers of fantasy, and they are problem solvers.
Lord of the Rings, with its sense of a great civilization in If anyone is going to ever start an Industrial Revolution
OF THE MOUNTAIN

decline, overrun by orcs, goblins, and the Balrog. A small it’s going to be them.
band makes its way through to the other side against the Fortunately, in Zobeck, Volund is not a fan of mass
odds—and the whole thing even starts with a secret door. production or spending too much time at the forge, so
Man, I want to spring that adventure on some newbies. dwarves retain a few other characteristics. The other one
But alas, everyone already knows it, so I put forward that seems obvious in hindsight is their greed. I wasn’t
dwarves, a gold rush, and a title as the starting point of sure how well Mammon would work out (though I
this Open Design project. stumped for the evil SOB every chance I got), but greed
MIDGARD

Moria is excellent, but it was time for a new take on and lust for wealth makes a much stronger theme than
dwarves under the mountain. Little did I know just how anything else I’ve seen in dwarven adventures before.
different it would become. Thank you all for your comments, for your inspiration,
The brainstorms on this project were phenomenal. As and for your faith in this massive project.
usual, you, dear patrons, surprised me with your embrace And thank you most of all for surprising me with your
of some unconventional and even steampunkish elements insight into the heart of the mountain, a bit of territory I
from the very start. thought I knew so well.
Brandon Hodge put his Masonic and steampunk mark
on this adventure, and yet that approach to the Halls
HALLS

seems so completely right in hindsight. Wolfgang Baur


Kirkland, WA
June 9, 2009

88
LOST MEMORIES
“There was an error processing your request: This journal We’re talking dwarven priests tuned up to 33 degrees,
has been deleted and purged.” secret rituals and ruined temples, lots of signs and
What a shame. There was a lot of RPG history that was symbolic glyphs to be deciphered and ancient technology
haunting the halls of the old Open Design LiveJournal and lingering occult ritual energy to contend with, not
forums. There’s a good chance the ghost of one of your to mention the cultists. Some deep, evil stuff long locked
favorite designers wandered through at one point or away and allowed to fester in its own filth.
another. I spent my fair share of time there myself, and if There was more, and the post was pretty presumptuous.
you can’t bring yourself to blame Wolfgang for letting me It was full of swagger borne entirely of naivety, or that
into the industry to rattle some chains, blame Adam Daigle. enthusiastic confidence found only in the ignorant souls
Adam had been trying to talk me into getting involved of those who have no idea what they’re getting into. By
with Open Design for a while, and he really started all rights, patrons could have just disregarded a pompous
turning the thumbscrews as Halls of the Mountain King post from the new kid that didn’t know beans about
got started. He knew I’d played a lot of dwarves in my freelancing. But it struck a nerve. It struck the right nerve.
day, so he worked me hard. “You know what they should I don’t believe its overstating things to say that from the
do, don’t you?” I mused out loud on our drive. “It should germ of that post, Halls of the Mountain King project was
be a dwarven citadel that has eaten itself from the inside irrevocably changed. It didn’t stop with those brainstorms.
out. Illuminati-style conspiracy theories. Secret society To my shock and amazement, I won the initial pitch
dwarves.” It was his reply that got me: “Don’t tell me. Sign round, and before I knew it, I was a paid RPG freelancer. I
up and tell them.” It was one of those put-your-money- also received instant one-upmanship capital over my dear
where-your-mouth-is moments, and he had me. So I friend and incomparable author Richard Pett, who was
signed up. runner-up that voting round, and who I’ll never let live it
These were the days before Kickstarter, and patrons did down. I was hooked, and before the dust settled, I ended
more than just kick into the kitty and wait for the finished up writing a lot more.
product. Instead, you paid your dues and everyone It just took one post—one idea—to change everything.
collaboratively designed the book from the ground up. And I think that sums up the incredible experience of
You never knew what idea might get blurted out here or being a part of Open Design. Everyone got to play ball.
there and totally derail the best laid plans. And my very One minute it’s a Moria tribute, and the next you’re
first post ever—in fact, my very first anything in the RPG elbows-deep in the clandestine manipulations of Illuminati
freelancing world—did just that. Even though we can’t dwarves. You’re holding the outcome of those countless
revisit those forums, I know it was January 4, 2009 that hours of amazing patrons collaborations—strange
I made my first post to Open Design, and the date has Mammon-worshiping cults, Watership Down-inspired
come to mark my anniversary as an RPG freelancer. And automatons, bizarre puzzles, and dark secrets—and
if you don’t think I kept a copy, you’d be wrong: incredible adventures await! What are you waiting for?
I think the perfect villains are dwarves themselves.
Corrupt, Warped, FREEMASON Dwarves.
Brandon Hodge
Austin, Texas

99
The Rise and Fall
of the Golden Citadel
TALESKING

by Wolfgang Baur & Brandon Hodge


OF THE MOUNTAIN

THE GOLDEN AGE Once they established communication, the messages


from the Spirit of the Mountain’s and Volund’s emissaries
Long centuries ago, the dwarves of the Ironcrags discovered
were clear: the dwarves must cease mining the corrupted
a rich vein of intermixed gold and mithral on a caldera they
orichalcum that had brought so many fabulous riches to
called Rygar, or “the high pass.” They named the substance
their people. Knowing their dwarven brothers would never
orichalcum, and mined plentiful veins of this precious
willingly stop the extraction of the tainted ore, and with
MIDGARD

ore, growing wealthy and building a vast set of mines,


the corruption of greed beginning to swell in the hearts
fortifications, and halls to house a kingdom known as the
of their brethren, the seers used their influence over their
Golden Citadel. Of all the dwarven cantons, the Golden
people to mislead miners. They guided the miners away
Citadel prospered and grew fastest. The dwarves carved the
from the richest veins of orichalcum, while they bargained
runes of the law on the pillars at the gates, they buried their
with the gold dragon Satarel to take custody of all the
dead in the vast deeps, honed their skills in working metal
corrupt ore they could gather and protect it far away in her
and stone, and in thanks gave offerings to the Spirit of the
secluded hoard. Within a few short years, the wealth and
Mountain. All was well. For a time.
prestige of the Golden Citadel began to wither.
Even as the citadel’s fortunes waned, these new leaders
HALLS

THE COMING OF MAMMON among the dwarven people became unparalleled masters of
their crafts, taking on apprentices and students. Guided by
As these riches flowed down from the Golden Citadel
the Angels of Volund, and convinced that the morals and
and into the surrounding lands, the arch-devil Mammon
parables learned by all dwarves at work in the forge were the
took notice. In jealousy, he corrupted the orichalcum
purest tenets by which dwarves could live, the seers soon
of the citadel to carry a disease of greed and avarice to
rose in prominence and prestige. Their followers became
those possessing the ore, thinking that in this way, his
a brotherhood seeking enlightenment and illumination
corruptive taint could spread throughout the lands below
from the founding masters. The group met regularly in
the Ironcrags. In response, the slumbering Spirit of the
assemblies called lodges, adding quasi-religious rituals and
Mountain awoke. Realizing Mammon’s plot, the spirit
rites to its proceedings and initiations. Later masters began
drew the curse into itself and called out to those who
to call the founding mystics “the Old Masters.”
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 THE FALL OF THE
patroness of Rygar.
GOLDEN CITADEL
The power of this new Illuminated Brotherhood
THE BIRTH OF THE successfully halted the spread of the corrupted gold,
BROTHERHOOD although the once-rich halls of the Golden Citadel now
stood largely empty, with the exception of the aging
Few dwarves could discern the voice of the mountain
Old Masters, their followers, and desperate dwarven
arising from the depths and the warning cries from on high,
prospectors. The call of the corrupted ore was great,
but a small group of wizards and priests of rare sensitivity
however, and soon miners discovered previously disguised
heard the distant calls above the din of clanging hammers
veins of ore and greedily dug them from the mountain.
and bellowing forges in the halls of the Golden Citadel.
As word of the renewed riches spread, great hordes of
Those mystics able to detect the resonance of the mountain
dwarves descended upon the quiet halls, refusing to heed
and the prophecies of Grajava charged themselves with
the authority of the Old Masters. With the threat of the
answering the voices and heeding their warnings. The king
spread of orichalcum too great, the masters made the
convened the seers as a special secret council.
fateful decision to forever bar the gates and close off the
The council commissioned the famed dwarven engineer
lower mines from all intrusion. The masters gave warning,
Bartholomeus Lodoviceus to create an artifact, the Golden
even as Bartholomeus crafted the impenetrable gates that
Bowl. This would enable them to more clearly act as
would seal the Great Stair and lower holds.
mediums between their peers and the Spirit of the Mountain.

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1
Those already fallen prey to avarice did not heed other dwarven communities, spreading their craft while
the warnings, and so their doom was sealed. In a great at the same time gathering any corrupt ore that managed
ceremony, the Old Masters used a powerful ritual of to previously make its way into the larger world—their
flaming stone pillars, books of arcane formulas, and hidden arts could tell fair ore from foul. The Old Masters
golden sacrifices to forever lock the clockwork gates. succumbed to senility as the ages passed, and a new
When the dwarves’ diseased, tainted cousins dug their order took on their roles, locking away all but one.
way to the surface, the Illuminated Brotherhood slew The symbols of their great crime against their dwarven
them in great numbers, or sent Satarel to drive them brethren eventually formed the foundation of the esoteric
back below the earth. In time, the fallen brethren of the symbolism of the Illuminated Brotherhood, while only
dwarves no longer cared to seek the light, but lived only those of the highest degree of enlightenment became
among the bones of the earth, nursing their hate and aware of the true meaning.
following the call of strange gods toward madness. Eventually, the Golden Citadel was abandoned.

THE ANGEL OF GRAJAVA THE PALADIN OF KHORS


To prevent further bloodshed, Grajava herself offered a One day, about a year ago, a human paladin of the sun god
relic—a teardrop-shaped gem—that would purge the taint Khors returned to Zobeck. His warhorse was dead, his
of Mammon from the mountain if sacrificed. With the fingers frostbitten, and his eyes haunted by the loss of all his
slaughter already finished and the guilt of the act weighing companions. In one hand, he clutched the straps of a bridle.
heavily on the Old Masters, they chose to preserve the gem In the other, he held a nugget of gold as big as his fist.
in the event that history repeated these unfortunate events. The paladin, Sir Ronceval by name, gave the gold to
Some say that Grajava had proclaimed that her precious the Order of Undying Light for the relief of the poor, so
gift was only to be used if the tainted ore directly threated prayers might be said for his fallen companions.
dwarven lives, which was not the case by the time the jewel The story came out slowly: he and his allies went to
was finally given to the Brotherhood. Others claimed that investigate an abandoned dwarven citadel perched atop
the sight of the massive sapphire enflamed the old masters a smoldering caldera, and there they found the nugget.
with covetous greed, and they could not bring themselves Perhaps, thought the paladin, gold returned to that once-
to order its destruction. rich mine or, better still, the paladin had discovered a
A few in the brotherhood whisper that the old new mother lode. And was not Khors the son of Volund?
masters feared that the terrible secret of their Surely this was an omen from
betrayal of the diseased miners would come the divine.
to light if the gem was used and the citadel
restored. In any event, the power of the
sapphire could not restore the forsaken and
so the old masters 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 entrance to the Eye.
By then, the Old Masters were infirm, and
their followers sought to preserve them.
Again the brotherhood called on the master
craftsman Bartholomeus. He then crafted 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. THE GOLD RUSH
As centuries passed, the Illuminated Brotherhood
The rush to the Ironcrags was on, led first and foremost
fashioned the mountain into a reflection of its moral
by the Many-Bearded Elder Madka Podpora, the high
code and values, while protecting the shameful secrets
priestess of Volund in Zobeck. Donkey trains led dwarven
of its history behind a series of slow revelations within
expeditions many miles to stake their claims, and along
itssociety. Small groups were eventually established in
with them came secret members and elders of the
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Illuminated Brotherhood. They did not go alone: hundreds Illuminated Brothers
of human miners and entire kobold mining gangs put their
Description: Dwarven Freemason types who know
picks into oxcarts and set off for the western ranges.
that corrupted gold exists, and whose forefathers
They were not disappointed. Word filtered back of
purposely guided the dwarves away from the richest
great volumes of gold, and the first shipment arrived at
TALESKING

(corrupted) vein and sealed diehard dwarven miners


midsummer. The Golden Citadel would be restored! The
(the “forsaken”) in the mountain.
Many-Bearded Elder declared the dwarven claim to its
Goal: To cause everyone to abandon the gold, even
gold was secure and warned others not to trespass on
at the cost of lives, because they know the effect the
their ancient privileges.
gold’s corruption would have on the world, and to
OF THE MOUNTAIN

And yet, the lust for gold drove hundreds, perhaps even
stop the Mammonites from ushering into the world an
thousands, into the mountains. Merchants sent food and
aspect of Mammon.
supplies after them, until the harvest season, when the
first great storm blew in and snowed in the passes. Later
travelers reported bitter cold and snows deeper than a
The Forsaken
man on horseback could ride through. Description: Originally dwarves who the Illuminated
Since then, communication became sporadic, as a few Brothers sealed in the mountain years ago, As a result,
MIDGARD

daredevil airship captains braved the winter weather and they are degenerate and insane. Also known as the derro.
mountain winds to bring news down and supplies up. Goal: To kill dwarves and generally follow insane paths.
Some miners starved, they say. Others report dangers on
the roads and along the ridges: Ogres, bandits, werebears, Refugees
and even ghouls and wights are said to rob or murder
Description: Human, dwarf, and kobold gold rushers and
travelers on the road. Some consider these a travelers’ tall
their suppliers trapped in the mountain by a winter storm.
tales, but just the same, no sane man travels the Ironcrag
Goal: To escape the mountain and, preferably, take the
passes until summer.
gold with them.
HALLS

WINTER IN THE HIGH PASSES Mammonites


And now, a group of adventurers becomes involved in this Description: Agents of Mammon.
tale of greed and dangerous riches. The resupply airship Goal: To amass the gold into a pile big enough to usher
Drake is several weeks overdue and a magical message into the world an aspect of Mammon.
from the trapped inhabitants reports that the halls have
turned dangerous: the Many-Bearded Elder murdered, The Gold Dragon
dozens inflicted with a mysterious illness, and hundreds
Description: Satarel the gold dragon long ago helped
starving. The spring thaw is not expected for weeks,
the Illuminated Brotherhood seal the Forsaken in the
possibly more than a month, but a small group of selfless
mountain. She guarded an off-site pile of corrupted gold
adventurers might take one of the last available airships to
for ages, but she recently handed off the responsibility to
see the Golden Citadel for themselves and aid the trapped
her daughter, Bragollach. Bragollach is not corrupted but
and desperate miners.
is very tempted and, by this point, very greedy.
Goal: Find out about more gold in mountain. Initially,
MAJOR NPCS AND GROUPS inner struggle to either destroy or cleanse the remaining
gold or possess the gold to “guard it as well.”
The PCs have the ability to meet, interact with, and
After Mammonites pour molten corruption down
aid the various groups fighting in a dwarven mountain
Bragollach’s throat, her goal becomes the same as the
citadel to possess, amass, abandon, or cleanse devil-
Mammonites: to fetch her treasure to amass all the gold
corrupted gold.
into a pile big enough to usher into the world an aspect
of Mammon.
The Spirit Of The Mountain
Description: Faceless spirit that possesses and inhabits
the mountain. Has an affinity 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.

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1
CHAPTER ONE

Dark was the Night,


Cold was the Ground
by Brandon Hodge

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

Nearly two weeks ago, Albricius Everart returned to to steal away Rabscuttle’s body and pry loose the secrets
the Free City of Zobeck from the ruins of the Golden concealed in its gears and pulleys. The PCs become
Citadel, high in the Ironcrag Peaks. While harbored involved just as the cultists begin their grisly work.
there during the onset of a cruel winter, Albricius
uncovered two ancient pillars in the secret storeroom Adventure Summary
of a dwarven inventor. The pillars contained the ancient
In Zobeck, the characters rescue the gilded gearforged
schematics for the creation of a remarkable being. The
Rabscuttle from a group of Mammonite cultists. The
designs were of a clockwork body, constructed ages ago
rescue leads his grateful friends and company to hire the
to house the soul of a dying founder of a secret dwarven
adventurers to take supplies to the struggling Golden
society know as the Illuminated Brotherhood.
Citadel via airship. On the journey to the citadel, several
Albricius knew the Brotherhood well—they were his
encounters raise suspicions that someone is sabotaging
enemies. He served the cult of the arch-devil Mammon
the resupply mission.
that was slowly taking control of the dwarven fortress. The
The PCs investigate the wreck of a gold-laden airship with
schematics in the pillars tempted the greedy Mammonite,
a murdered crew, and a dwarf crewman tries to sabotage
as the creator had incorporated some cryptic knowledge
their own ship before they can arrive at their destination.
into the gears and carapaces of the clockwork. Most
Clues point to occult conspiracies between a group
importantly, Albricius recognized the designs of the
of Mammon worshipers and an opposed fraternity of
creature chiseled into the hard marble of the pillar as the
dwarven craftsmen who are at odds over this ore.
famous clockwork dwarf known as Rabscuttle, whom he
The crew begins showing strange signs of illness similar
knew to reside in Zobeck.
to those found on the bodies of a derelict vessel (see
Desperate to return to the city and possess the secrets
page 26). Feverish, confused, and attacked by a giant,
of Rabscuttle’s clockwork body, Albricius booked passage
the crew crashes the wounded airship at the gates of the
aboard the supply airship Drake with two sympathetic
citadel. The player characters enter the fortress and find
Mammonites. During the journey, the cultists discovered
a large population of starving, sick, and freezing refugees
the ship carried a heavy cargo of orichalcum, a corrupted
splintered into many opposed camps and factions, some
gold ore precious to their unholy deity. The three
of whom have suffered abductions and disappearances.
conspired to poison the crew so that the cargo might be
As the PCs and the survivors of the crash enter this
returned to the Golden Citadel. After this foul deed was
mining camp’s society and debate ways to abandon
accomplished, Albricius reconsidered sharing the secrets
the peak, a crewman goes missing and a set of sealed
he carried, and so he murdered his collaborators before
clockwork gates to the lower hold are destroyed. The PCs
trekking back to civilization.
investigate and find a bizarre, ritualistic murder scene and
Albricius has spent the last several days locating and
evidence that the perpetrator was their sick shipmate, in
trailing Rabscuttle, who now works as an employee of
the form of a golden wyrm. As the mystery deepens, a
the Splitrock Company. The doddering old gearforged is
raiding party of stunted, mutated dwarves swarm out of
a fixture of the Gear District, running erroneous errands
the sundered gates, attacking the characters in a mad fury.
and delivering improper invoices for as long as anyone
This threat from below is momentarily deterred, but the
can remember. Albricius trapped the clockwork dwarf on
surviving refugees need healing, food, and warmth, and
the dark, winter streets of Zobeck. He hired three cultists
larger dangers loom in the dark halls beneath.

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PART I: Engaging the Players
NOT A SERVANT Most players want to care about the victims and hate
SO FAITHFUL HE FOUND the villains of an adventure. Consider introducing
Clovis and Rabscuttle early to allow the adventurers
TALESKING

Halls of the Mountain-King begins on the frozen streets


to get to know the characters, and maybe even owe
of Zobeck during a harsh winter that has shut down
them a favor. Perhaps Clovis ferries them to Zobeck
commerce and forced the citizenry to eke out a miserably
on a riverboat (after all, the Manticore and Drake
cold existence. The PCs roam the dark, iced-over streets
need not be the only craft the Splitrock company
of nighttime Zobeck seeking warmth and shelter from
OF THE MOUNTAIN

owns), which allow the group to get to know


the incessant, driving sleet. They then stumble into an
Rabscuttle and his wacky ways as well.
unpredictable chain of events.
If a GM knows he or she is going to run Halls of
Rumors and stories of the recent gold rush have spread
the Mountain-King later, introducing characters and
quickly through the city’s taverns and inns. Whether the
rumors about the gold rush is a powerful technique.
characters are just arriving in town or have been here for
Furthermore, having NPCs known and liked by the
some time, allow them to catch up with recent events with
party going to the Golden Citadel as part of the gold
MIDGARD

a Knowledge (Local) Check:


rush really makes the situation more emotionally
powerful to players.
Table 1-1: Recent Events
DC Knowledge (local)
It Rang In Alarm
14 Ever since Sir Ronceval returned to Zobeck
clutching a king’s ransom in one fistful of gold,
In The Dead Of Night (el 11)
settlers have been pouring into the Ironcrags As the PCs trudge through the dark streets, emphasize the
HALLS

from the city, trying to strike it rich quick. Before miserable weather conditions and frozen rains.
the winter storms blew in, many miners returned
with pockets laden with gold.
Through the penetrating cold and driving, frozen sleet, a
Many more did not return, and dark rumors
deep hum resonates briefly along the dimly lit, empty street.
hint of the desperate measures those trapped in
It rises quickly and ends in a low, relatively quiet implosion.
the Ironcrags take to survive. Deceit. Murder.
From an alley ahead, a metallic voice screeches in
Even cannibalism.
terrible pain, while several rough voices shout out,
punctuated by dull, repetitive thuds.
19 The only way to bring aid to the stranded refugees
is by airship, and the news from the survivors was
positive until the airship Drake failed to return A DC 22 Spellcraft check identifies the disquiet as a
several weeks ago. Another desperate expedition clockwork curse spell (see new spells, below). The spell
is being mounted, but hopes are not high. As disrupted Rabscuttle’s (LN gearforged expert 7) moving
difficult as it is to stay warm and find food in the parts, immobilizing him in a dark alley about 30 feet away.
city during this horrendous winter, many citizens Any decent illumination reveals several golden gears
of Zobeck have already assumed their relatives scattered at the entrance to an alley nearby. A few moments
and loved ones trapped in the mountains are dead. later, the air is pierced with more sounds of violent struggle
Others cling to hope, knowing the Golden Citadel and strange metallic cries pleading for help.
might provide refuge. When the PCs investigate, they see three hooded men
assaulting a battered, immobile clockwork construct of
24 Many merchants of Zobeck have reported rich gilding and antique design. Wielding stiff iron bars
delirious, feverish customers are attacking and wearing leering, distorted copper masks, they are
peddlers and shopkeepers in the marketplaces prying the dwarf-like creature apart, scattering golden
in disputes over refunds for wildly outrageous gears and flywheels. One of the men holds a dim lantern
claims, demanding their money back. and sputters croaking commands in Dwarvish to the
Merchants say that some longtime loyal others between bouts of coughing. The hooded figures
customers are the culprits, many of whom continue tearing and ripping at the helpless gearforged,
recently returned from the Ironcrags with more who screams in great, agonizing wails.
wealth than they could ever hope to spend. The assault takes place near the far side of a dead-end
Some call it a plague of avarice. alley 15 feet wide and 60 feet deep, abutted by shuttered,
empty shops and homes. One cultist stands 25 feet from the
back, between the approaching characters and the struggle.
Unless the PCs attempt to quiet their actions, the cultists
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turn to protect their prize. The intervening cultist shines 4th—cure critical wounds (DC 18), divine power,
his bullseye lantern at the approaching PCs. If the party is images of great wealth (DC 18), rainbow pattern (DC 18),
not carrying a light source, PCs are dazzled for 1d4 rounds unholy blight (DC 18),
(DC 15 Fort save negates). The area behind the cultist 3rd—bestow curse (DC 17), blindness/deafness (DC 17),
is plunged into darkness while he gives the interlopers a glyph of warding (DC 17) (already cast on purse),
single warning as the others prepare spells to attack. inflict serious wounds (DC 17), protection from energy
2nd— clockwork curse (DC 16) (already cast),
Environment: The alley is choked with trash and slick
cure moderate wounds (DC 16), hold person (DC 16),
with ice. The weather is sleet (per the core rules). The
hypnotize (DC 16), owl’s wisdom (already cast)
cultist’s bullseye lantern has a 25% chance of being
1st—bless, command (DC 15)cure light wounds (DC 15),
extinguished each round, plunging the alley into
entropic shield (DC 15), protection from good (already cast),
darkness if no other light source exists.
sanctuary (DC 15)
0 (at will)—detect magic, read magic, light, stabilize
Mammon Cultist CR 8
STATISTICS

Male Human cleric 8/rogue 1 Str 10, Dex 14, Con 12, Int 13, Wis 19, Cha 8
LE Medium humanoid (human) Base Atk +6; CMB +6 (+12 Disarming);
Init +6; Senses Perception +4 CMD 18 (20 vs. Disarm)
DEFENSE Feats Combat Casting, Combat Expertise, Improved
AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex) Disarm, Improved Initiative, Toughness, Weapon Finesse
hp 64 (9d8+18) Skills Acrobatics +5, Bluff +7, Climb -3, Diplomacy +11,
Fort +7, Ref +6, Will +10 Escape Artist +3, Fly -1, Intimidate +7, Knowledge (local)
OFFENSE +7, Knowledge (religion) +7, Ride -1, Sense Motive +9,
Spd 20 ft. Spellcraft +8, Stealth +9, Swim -3
Ranged dart +8/+3 (1d4/x2) Languages Common, Infernal
Melee light mace +8/+3 (1d6/x2) SQ aura (Ex), cleric channel negative energy 4d6 (2/day)
Special Attacks scythe of evil for 4 rounds, 1/day, (DC 13) (Su), devil, envy variant channeling (±2 Profane),
sneak attack +1d6 hell’s corruption (4 rounds) (7/day) (Su), spontaneous
Cleric Spells Prepared (CL 8th, +6 melee touch, casting, trapfinding +1
+8 ranged touch):

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15
Combat darts (12), potion of cure moderate wounds, scroll to the fact that the parts even belong to him, and doesn’t
of obscuring mist, blue whinnis poison (1 dose); Other seem in pain or even distraught now that the attack is over.
Gear light mace, masterwork breastplate, boots of the He is immobile without aid, and someone well versed in his
winterlands, bag of holding I (containing 500 gp), coin of construction is required to put the poor creature back together.
the miser (copper), copper mask of Mammon, holy symbol The unusual clockwork dwarf is badly wounded and
TALESKING

of Mammon, 100 gp can’t move. Healing spells are fruitless, as so many


SPECIAL ABILITIES of his scattered parts are missing that he is treated as
unwound: immobile until repaired, a process that takes
Aura (Ex) The cultists have auras of evil and law.
4 hours (Zobeck Gazetteer 26) by someone trained in
OF THE MOUNTAIN

Cleric Channel Negative Energy (Su) 4d6 (2/day) (DC Craft (clockwork). Helpless without aid, the clockwork
13), The cultist can channel negative energy to injure suddenly seems to sharpen his focus, and recognizes
the living and heal the undead. that he is gravely injured; it asks the characters to gather
his strewn parts, but seems to have trouble recalling
Combat just where he belongs. A DC 15 Perception check
successfully gathers up all of his gears and uncovers a
Scythe of Evil (Su) for 4 rounds, 1/day. A melee weapon
courier satchel containing invoices and passage requests
MIDGARD

you are holding becomes unholy.


Rabscuttle was delivering for Splitrock Company.
Rabscuttle remembers that the company is located in
Tactics the Gear District near the Steamworker’s Union, and can
Before Combat Spells cast in preparation for the ambush offer a 50 gp reward if the PCs simply carry him home.
are marked and included in the stat block. Rabscuttle offers no explanation for the attack, merely
stating that he was delivering documents to a customer
During Combat As the PCs approach, the cultists
and was lured into the alley by his friends.
abandon Rabscuttle and turn their efforts against the
The PCs may learn the name of Albricius Everart
characters, concentrating on disarming and disabling
from the satchel’s denial-of-passage contract, but if they
HALLS

the characters with blindness, bestow curse, unholy blight,


investigate the nearby address listed, they discover an
and hold person spells. The cultists hope to discourage
empty, uninhabited room adjacent to the alley where
the rescuers so they can flee with the body of Rabscuttle.
the attempted abduction took place. Albricius watched
The cultists attempt to flank if forced into melee.
the failed abduction from nearby and, a coward at heart,
Morale Cornered, the cultists fight to the death if they could not bring himself to intervene. He fled the scene in
must, but flee if they can. If interrogated, the cultists fear without confrontation and hopes to claim his prize
reveal only that they were hired by a man named another time.
Albricius to abduct the clockwork for his golden plates,
and know nothing else of the matter. They were paid Tick, Tock They Wait At The Dock
well for their trouble.
When the PCs head for the warehouse district to return
Rabscuttle to his rightful owners, read or paraphrase
Clockwork Curse the following:
School Clockwork (evocation)
Level: Cleric 2, Sorceror/Wizard 2
With street lamps fighting a losing battle against the
Casting time 1 standard action
damp fog and chill of winter, the warehouses of Splitrock
Components V,S
Company begin to stubbornly come into focus. In the
Range Close (25 ft. +5ft. / 2 levels)
central courtyard, an impressive wooden galleon hovers
Target One construct or clockwork being
some 20 feet from the ground, held aloft by a series of
Duration Instantaneous
cables and ropes tethered to a massive conical balloon as
Saving Throw None; Spell Resistance yes
large as the galleon itself. The warehouses are a hive of
An invisible force rips gears and sheets of plating from a frenzied activity. In every direction, dwarves hustle back
construct or clockwork creature, doing 1d8 hp damage + and forth, sweating heavily despite the chill, loading large
1 per 2 caster levels. crates onto substantial wooden ramps and hoisting items
via pulleys toward the cargo hold of the ship.
The Grandfather Clockwork
The ruined mess of the gearforged lies still in the rear of If the characters approach the docks with the body
the alley, his parts mixed with trash. Despite his battered of Rabscuttle, several shirtless, tattooed dwarves stop
condition, he is alert, and the clockwork dwarf coos with in their tracks and stare in disbelief, their mouths
each delicate gear and engraved flywheel recovered from agape. Without averting their gaze from the eyes of the
the alleyway, admiring each piece of himself in wide-eyed, characters or moving to assist, one dockworker lets out
childlike amazement as if hypnotized. He seems oblivious a shrill whistle. Moments later, a burly dwarven foreman
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1
steps from the fog and lowers a folder of manifests, his to differ! Another fortune we Stonethrowers got cheated
eyes widening in disbelief. out of! And, speaking of fortunes—it’s high time we talk
about some proper compensation for your troubles.”
Captain, My Captain Clovis’s dying clan has long cared for the venerable,
senile old gearforged. Observing the rambling clockwork
Clovis Stonethrower (LG dwarf fighter 6) is both one
dwarf, the captain sheepishly observes, “His watch might
of the owners of Splitrock Company and captain of
be wound, but it ain’t keeping time.” The mechanical
the Manticore—the weathered airship currently being
marvel is his valued advisor, servant, and friend, though,
outfitted. He recently lost most of his company stake to
and he is quick to defend Rabscuttle’s dignity.
a new senior partner, but has contented himself as dock
If the characters voice suspicions about Rabscuttle’s
foreman and ship captain for the company regardless.
abduction, Clovis claims the greedy men were out for
Clovis is a proud, stout dwarf, but carries the burden
revenge after he denied them passage to the citadel or
of his past failures, especially the recent loss of the Drake,
were simply after Rabscuttle’s valuable parts, noting that
heavy on his shoulders. His slate blue eyes often display a
the clockwork is rather eccentric and not as well-made as
resigned hesitation to take the chances he might have in
newer gearforged constructs.
his youth, and his brown beard and unkempt hair show a
Rabscuttle has, after all, been in his family for centuries.
few more gray streaks than they should. Clovis is a talented
“No time to worry about that now anyhow. We’ve got to
pilot and navigator, and cares deeply for his ship and crew.
get this old bird up and away. Say, you wouldn’t be looking
As Clovis questions the PCs on exactly how they came
for a job, would ya’?”
to rescue Rabscuttle, a gruff company doctor called
Clovis invites the characters “into the warm belly of
Sawbones arrives and manhandles the clockwork. After
Splitrock” for a drink to stave off the cold, and to discuss
a brief inspection, Sawbones assures those present that
some form of proper compensation for the PCs’ deeds.
“The old boy will be rewound and causing trouble again
Clovis becomes more and more impressed by the story of
in no time.” Rabscuttle happily yaps away during the
Rabscuttle’s rescue. Since he is short on daring adventurers
examination, just as naïve and oblivious as when the
to protect his precious cargo during shipment, he offers
characters found him.
the party a rich payment in return for “an investment of
Clovis then turns to the PCs and says, “Thank you
your time and energy” as escort for the Manticore on its
for coming to the aid of my old boy Rabscuttle here.
trip to the Golden Citadel and back. He offers 5% of the
You know, he’s been here in the city with my family for
total profits of the venture, which he thinks should be
many years—way back when we dwarves locked up the
a substantial amount—an estimated 4,000 gold for the
citadel when the veins ran dry. He’s old even by dwarven
group—in exchange for a little guard duty.
standards. Wasn’t anything like him ‘til those other
The dwarf leans in close and whispers: “You’ve heard
gearforged came along during the Revolt.
the tales of those settlers. We all have. They struck it rich
For the longest time we had clockwork mages and
up there, but they didn’t prepare. Snowed in, you see?
wizards poking and prodding him, trying to figure him out.
Worst in decades. Desperate. Dying. They’re rich, but they
Well, I ran them off, but before you knew it that Orlando
can’t eat gold! They’ll pay whatever we ask, but we’ll be
fellow announced he ‘invented’ the gearforged. Well, I beg
fair and honest about it, and do a good deed to boot! We’ll
take the risk, and the reward!
Technology Levels “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
and Campaign Flavor
the crew handles the flying. Usual stuff— rogue griffons,
Many campaigns do not use clockwork magic and occasional giants, big birds -nothing a stout bunch like
airships as found in the Zobeck campaign setting, yourselves couldn’t handle. We’ll feed you and get you
and many GMs might shy away from such content. there and back safe, if you’ll do the same for us. Besides, I
To suit the needs of your playing style, you can make think Rabscuttle likes you folks.”
a few changes. If the PCs agree to the terms, Clovis is thrilled and
The modified aerial galleons, as presented in shakes their hands roughly, promising contracts in hand
this adventure, could be considered exceptional, by morning if the party can be prepared to leave the
prototype examples of desperate dwarven following afternoon. He offers shelter in the company
engineering to save their kin. As neither vessel boarding house, which is quite accommodating, if not a
survives the adventure, the status quo of your little threadbare and rundown.
campaign’s flavor is easily retained. The following morning is a flurry of activity around
If gearforged are not prevalent, then again, the airship, and Clovis wakes the characters early with a
Rabscuttle is an easy exception—an ancient construct fresh pot of some stout concoction. He encourages those
of retained intelligence—hardly a stretch in a fantasy who have any last-minute affairs to please attend to them
world where golems are common. promptly, and he puts the rest to work packing crates
and loading cargo for the arduous journey. Early that

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HALLS OF THE MOUNTAIN
MIDGARD TALESKING

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1
afternoon, with a meager crowd of onlookers braving the Clovis requires at least one PC be on guard duty during
cold to see the ship off, the Manticore drops ballasts and these evening hours. A single dwarf crewman, usually
begins the long journey into the Ironcrags. Guigo or Otto, keeps the night watchman company.
Clovis instructs the night guards to watch carefully from
the deck for the distant fires of giant camps and listen for
PART II: the particular cries of rocs and griffons, which have been
THE MANTICORE known to attack at night when food is scarce.
Allow the characters to get acquainted with the curious
and dynamic crew that operates the Manticore for the
Crew Members
first couple days to set a rhythm (see A Day in the Life Besides Clovis and Rabscuttle, 10 crew members
for more information). On account of unfavorable winds currently serve on the Manticore, including two mates,
and the horrible weather, the journey takes one week, so a ship surgeon and the owner of Splitrock Company—
the characters should experience the lively, chaotic life Vianna Geldenhoff. Interactions with the crew should be
aboard the ship without forgetting the miserable weather lively in order to establish a firm emotional connection
and desperation to rescue the settlers before they starve. to losses suffered later. Rabscuttle should be inserted
Clovis, Guigo, or even Rabscuttle should give the party discreetly in these interactions in an effort to downplay
a complete tour of the vessel and assign the PCs their his importance somewhat and take some of the emphasis
rooms (Cargo Deck, Rooms 10 and 11). The ship is an old off of the gearforged until his part in the story returns.
oceangoing vessel specially retrofitted for flight, lending a The crew consists of the following colorful members:
bit of familiarity to those accustomed to life at sea.
Zangen Billens (LN male dwarf warrior 4): Proud,
Fire of any type outside of the engine furnace is
stoic, and rarely seen without his sooty mask, Zangen is
forbidden, and lamps with continual flame are used
the ship’s engineer. He stokes the furnaces, primes the
throughout the ship. An ever-present rumbling resonance
boiler, and sees to the overall safety of the complicated
comes from the steam engine that powers the vessel from
engines that fill the gas bladders and power the propeller.
the lowest deck of the ship.
Bjorn “Sawbones” Burkhardt (LN male dwarf cleric
A Day In The Life 6): “Sawbones” is the gray-haired, hardnosed surgeon
of the Manticore, responsible for the health of her crew
A typical day aboard the Manticore begins two hours
and passengers. Dour, short tempered, and aggressive,
before sunrise. In the dull gray of morning, the crew rises
Sawbones often refuses to tend crewmen who are injured
and takes breakfast in the mess—usually a thick porridge
as the result of careless accidents. He says the suffering
heated over the engine boilers by Guigo and a bitterly
of such unfortunates helps prevent further incidents.
strong invigorating brew of tar-like consistency.
Sawbones possesses an impressive reservoir of healing
The furnace is then stoked and the gas bags filled,
magic and is a skilled brewer and scribe, although he
having been lowered in the evening to stabilize the ship’s
uses his Healing skill (+13) to tend most patients without
mooring. The lethargic crew chips accumulated ice from
spells. He remains a cleric undevoted to a single deity,
the ship’s rails and spreads sand on the decks to provide
as he has his entire life. His domains are Healing and
sure footing. Ropes are secured, sails unfurled, and
Repose. Sawbones typically prepares:
steering fins deployed as the Manticore and her crew
comes back to life. 3rd—cure serious wounds, remove blindness/deafness,
The PCs are assigned watch duty, two at a time remove disease
throughout the day, primarily on the lookout for rocs and 2nd—calm emotions, cure moderate wounds, delay poison,
hungry griffons. A well-maintained ballista is mounted on lesser restoration, remove paralysis
the front forecastle to combat such intrusions, while three 1st—cure light wounds (x2), deathwatch, protection from
potions of enlarge person are openly stashed nearby to evil, remove fear
assist users in her operation. Lunch is taken on the hoof 0— create water, guidance, mending, stabilize
when Boso prepares sausage, chicken, or other simple
In addition, Sawbones provides the characters with
foods easily consumed while working aloft.
alchemical pills that alleviate the effects of high altitude. A
The ship is anchored using ropes around an enormous
creature who consumes a single pill becomes acclimated
boulder before sunset, as nighttime navigation is
to altitudes as if it lived at high altitude for a month.
treacherous. Once the Manticore is properly moored, the
crew takes a more complete meal of a spicy boar stew
and coarse bread, afterward 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.

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19
Giroldus Felsenfaust (LN male dwarf expert 5): A Boso Hammerfall (LG male dwarf expert 4): Lively
shock of white-blonde hair and beard distinguish the and humorous, the rigsman Boso usually has a bawdy
helmsman, whose main responsibility is the piloting and joke to share when the captain is not within earshot. He
steering of the vessel. acts as the midday and evening mate.
TALESKING

Ansgar Flintknapper (LN male dwarf wizard 5/ Guigo Ironglove (LG male dwarf bard 4): Guigo is
Illuminated Brother, Rite of Most Worthy Esoterics 3/ entertaining and charismatic, beloved by all who meet
Silent Master 1): Taciturn, gruff, and entirely unfriendly, him for his colorful language and inspiring collection of
Ansgar does not speak at all. He seems to have little shanties. That he is missing an eye, a hand, and a leg from
trouble communicating through perpetual sneers and an unfortunate griffon attack doesn’t seem to dampen his
OF THE MOUNTAIN

scowls that he’d rather just be left alone to do his job as he spirits as morning mate and night watchman.
mans the rigging and stokes the boilers.
Otto Motzger (LG male dwarf warrior 3): More ape
There is no indication of his true nature as a secret
than dwarf and ugly beyond measure, this lovable oaf
member of the Illuminated Brotherhood or as a Silent
spends his days climbing the rigging of the airship and
Master of that group. His plans and motivations are
hollering insults at the crew below. Immensely strong,
outlined in the Sabotage section (page 27).
he frequently shows off “Matta” and “Pompilina,” his two
MIDGARD

Vianna Geldenhoff (LG female young gold dragon, named and tattooed biceps.
disguised as dwarf expert 6): Most recognizable by her
Rabscuttle: Rabscuttle is an ever-present personality
monocle and dreadlocked blonde hair, Vianna is the
aboard the Manticore, who often finds himself in the way
kind yet professional new owner of Splitrock and has the
of operations. The crew accepts the interferences as a fact of
ignoble job of company accountant, spending most of
life and regard the old clockwork with the utmost respect.
her days tracking inventory and cataloging revenue. The
To add flavor to the characters’ interactions with the
shortage of company workers has brought the normally
gearforged, liberally use the Rabscuttle Interactions table.
reclusive dwarf here, and she is somewhat distant from
the resentful crew (a few of the older dwarves consider it Matheus Segelnetz (LE male dwarf cleric 4): Matheus
HALLS

unlucky to have a woman aboard—the younger ones seem is slender, tall, and wiry for a dwarf, recently hired on
to want to court her). Vianna usually seems distracted an earlier Golden Citadel journey to work a return
and slightly perturbed. She wears an amulet of proof trip as a carpenter and a rope and sail mender. No one
against detection and location. suspects that he is a even a cleric, much less 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.
Vianna’s Secret Brill Stamper (LG male human expert 5): A salty
When the gold rush started, a young gold dragon by and coarse former seaman, Brill spends most of his
the name of Bragollach had recently assumed her idle minutes reminiscing about his three lovely young
mother’s role of protecting an ancient quarantined daughters. The rest of his hours are spent cursing their
hoard of corrupted gold. Contacting Silent Master mother for taking them from him.
Bradobaraxas of the Illuminated Brotherhood, the
Mykrin Understone (LN male dwarf warrior 4):
two agreed that the dragon, with the help of an
Horribly scarred, terribly tattooed, and entirely toothless,
acquired shipping company, would supply the citadel
with a patchwork of wiry tufts for a beard, Mykrin is
with food and equipment, taking the corrupt ore
never without his two trusty handaxes, “Olga” and
back to the protective hoard.
“Bromhilda.” Myrkin is disdainful of magic users, whom
Bragollach, disguised as the merchant Vianna
he refers to as “bazzakers.” (a dwarven slur for arcanists
Geldenhoff, then bought out the Splitrock Company,
and foolish magery generally).
using their two airships to transport the corrupted
gold from the Citadel and into hiding. There is Brunerius Weitesland (LN male dwarf expert 4):
some animosity between Vianna and Clovis, as he Exceptionally neat and tidy, Brunerius constantly
has yet to see the payoff of these resupply missions. bellows at the entire crew whenever anything is out of
Bragollach is quick to dismiss the accusations of place or disorderly. His days are a flurry of cleaning
paying off creditors and conceals the whereabouts of and straightening.
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.

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Rabscuttle Interactions check hints that the symbols are instructions of some sort,
but not even magic reveals their true meaning—legend
Once per watch shift or whenever the PCs directly interact
lore reveals them as secret dwarven language, but not
with Rabscuttle, roll 1d6 and consult the table. Feel free
their meaning. A DC 30 Linguistics check reveals what
to repeat results, as it only adds to the surreal nature of
seem to be directions to a location, although they are
dealing with a centuries-old senile clockwork dwarf.
rife with esoteric symbolism and are contradictory and
Anytime Rabscuttle is aided closely, such as in results
indecipherable in their current configuration. Clovis
2 and 4, allow the characters a DC 25 Perception check
dismisses the markings as “decorations of a bygone era.”
to notice the tiny, intricate engravings embossed on his
gears, parts and plates, heavily worn by time. A DC 35

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 offering 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 leftover 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 Disable Device 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 first 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, wondrous amazement
over each one. Oblivious to the great harm he has inflicted, he proudly shows off his constituent
components, which take four hours to replace with the Craft (clockwork) skill.

5 Rabscuttle suddenly scurries around the deck, grabbing and pawing at everyone’s money pouches or bags,
jingling the coins within. He cries out, “The 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.” The gearforged then sneers and says, “Not all
doors are meant to be opened, master.”

A Roc And A Hard Place (el 9) Roc CR 9


On the third day, just as the crew finishes lunch, the hp 160; Bestiary 1
distracted sailors fail to notice a large shadow passing
briefly over the bow of the ship. Allow any PCs on the top Tactics
deck a DC 23 Perception check to see the shadow, cast
Before Combat The roc circles the ship in a blur of wings
by a large roc swooping down to collect some lunch of its
and feathers for 2 rounds from a distance of 160 feet
own. Any characters who successfully spot the roc may
before making a dive attack toward the ship.
act in the surprise round. The massive bird dives swiftly
down from the cover of clouds above, spinning toward the During Combat The roc is not here for a fight–it is
ship before most of the crew realizes what is happening. here to eat. Its initial dive attack sweeps past the ship
The only clue, a piercing cry that chills the soul more than and tries to snatch anyone within 15 feet of the ship’s
any winter wind, comes much too late. railing or on its rigging or masts. The dive attack
action provides double movement, while Flyby Attack
allows the roc to move, attack, and move again, the
snatch attack dealing double damage.
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MIDGARD
HALLS TALESKING
OF THE MOUNTAIN

The roc then spends 2 rounds regaining altitude before as the swift winds of winter batter the vessel. A long rope
making another identical attack, repeating until it ladder dangles listlessly behind the ship, marking a trail
has snatched prey in each talon before retreating to through the snow below. As the Manticore approaches, a
devour the unfortunate victims. name can be made out painted in tall, golden letters along
Any captured prey dealing at least 20 hp damage is the bow. It is the Drake.
dropped to the rocks 80 feet below. The Drake has been adrift for two weeks, ever since
Albricius poisoned the crew and escaped with a portion
Morale The hungry roc attacks until it has snatched two
of the corrupt gold on his way back to Zobeck. Clovis
victims or takes 50 hp damage, at which point it retreats
displays a grim concern at the sight of the bodies in the
to its nest.
rigging and instructs the characters to investigate the fate
The crew takes cover below decks or behind rigging, of his company’s ship. Grappling hooks are deployed and
providing a +4 cover bonus against the attacks. The roc’s the ships are tethered, the crew waiting for the “all-clear”
formidable reach otherwise makes anyone remaining on from the PCs.
the upper decks fair game, although you should choose Boarding the Drake requires a DC 15 Acrobatics or
expendable crew, such as Brill or Boso. Any characters or a DC 13 Climb check. Use of the Climb skill, which
crewmembers you see fit can man the ballista to ward off requires getting down awkwardly on all fours and
the bird’s attack. clamoring across the moorings, results in an eruption of
Any crew members lost to the bird’s attack are catcalls and laughter from the nervous crew. Any failure
recognized for their service in a brief benediction by by 10 or more and the character loses his grip and falls,
Sawbones. The survivors return to work in silence and plummeting to the mountainside 80 feet below.
have little to share until the following morning, at which The Drake, like the Manticore, is an outdated cargo
point a tentative good spirit returns. ship similar to a cog. Due to the Drake’s partially deflated
air bladders, the vessel shifts and sways. After the PCs
The Wreck of the Drake (el 10) spend several minutes onboard, they must succeed at DC
14 Fortitude saves or become sickened for the rest of the
In the dawn mists on the fifth day of the journey, a harsh
time they are aboard.
cry echoes from the top deck: “Captain! I think we’ve
Allow the PCs to roam the ship freely to investigate
got our bird!” An almost identical airship flounders
the tragic circumstances of the airship. Clovis and crew
hopelessly in the distance, hovering at anchor and gently
wait impatiently for the all-clear from the characters,
tugging against its moorings alongside a mountain peak,
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calling out often, eager to resolve the grim scene before Without them, there is no way to determine crew count
them. When the PCs finally call them over, Clovis, or passenger numbers. The body of Captain Stimme
Sawbones, and two crew members board the Drake and Amboschlag is not present. His is the half-eaten corpse in
search for any clues the characters’ investigations might the steerage deck (see area 16).
have missed. Feel free to reveal the ship’s fate through
these NPCs. Rooms and areas not described here 3. Forward State Quarters
contain nothing of interest.
A murdered family of five humans occupies this room,
and a casual search reveals their throats were cut while
Main Deck sleeping. They do not display signs of illness or poison.
After days of the constant buzz of activity aboard the
Manticore, the Drake’s decks are eerily silent. Slumped 4. Storage
along the deck and hanging from the rigging are the
This small storage room contains extra rope and canvas
unfortunate dwarven crew, their bodies rigid and
sail, as well as small quantities of tools. Nothing especially
lifeless, each rimed in hoarfrost. Besides the wind that
unusual or valuable.
whistles through the rigging, the only sound is the abrupt
knocking of the stiff, frozen bodies, bumping the rails of
5. Mate Quarters
the ship as it is carried by the occasional northern gust.
Five corpses are present on the top deck, all of The first mate’s room is a jumbled mess of clothes,
which are iced over and frozen solid. Another body bedding, and furnishings. No clues to be found here.
lies in the stairwell of the sterncastle. A bloody smear
spreads beneath the accumulated ice, running from the 6. The Chart Room
sterncastle, over the steps, and down through the smashed
Nothing seems out of place in the chart room besides the
cargo doors of each deck. Climbing this slippery cargo
normal dishevelment found throughout the rest of the
opening requires a DC 20 Climb check. A failure indicates
ship, with maps, charts, sextants and compasses scattered
the character loses footing and falls 20 feet to the steerage
in disarray. A DC 23 Perception check, however, reveals
deck below, taking 2d6 hp damage.
several empty packets of a dark purple powder. A DC 20
If the PCs inspect the bodies carefully, they might
Heal check identifies it as dark reaver powder.
determine the cause of death of the unfortunate crew.
A DC 18 Heal check reveals the bodies actually died
of poisoning, while a success of DC 25 or more reveals
7. The Galley
the symptoms of dark reaver powder (See Pathfinder The body of a single dwarf crewman, identified as Broffo,
Roleplaying Game Core Rules). The deceased crewmen is crumpled on the floor here, having died consuming
were at morning mess, as bowls of frozen porridge his breakfast.
lay disposed or dropped nearby, barely eaten. Several
dead crows litter the decks as well. An inspection of the Cargo Deck
porridge confirms the presence of a suspicious powder on
Unlike the Manticore’s cramped and stuffed cargo hold,
a DC 23 Perception check.
the upper bay of the Drake is largely barren, save for a
Two of these crewmen display strange pus-filled sores
few scattered tools and several damaged crates that might
on their arms and faces. A DC 25 Heal check confirms
once have held supplies.
this is a symptom of disease, but not of any recognizable
Dim gray light leaks into the cargo deck from the
illness. When so examined, the pustules ooze an oily
smashed bay doors above. Any characters succeeding on
pus with an almost metallic sheen, like oil on water. The
a DC 22 Perception check detect a shuffling in the deck
crewmen’s frozen eyes have a similar cast to them.
below, followed by a thump, which sounds vaguely like
falling ice. If the PCs investigate the noise, they encounter
2. Captain’s Quarters the frostgrenze in the Steerage Deck (see page 24).
With each icy gust, the door to the captain’s quarters swings In this main hold is a single body dressed as an arcanist.
open or slams shut with a meaty thwack. The frozen body This was Belvedore, the company’s sole aeromancer. His
of a dwarf crewman blocks the portal to the dark room body is partially burned and he appears to have been
beyond, preventing the door from closing, although the severely bludgeoned. A DC 24 Spellcraft check reveals
constant slamming of the door has pulped his upper torso. the material components of the black tentacles spell in his
The crewman in the doorway was murdered, his body hand (an octopus tentacle).
showing many puncture wounds. The furniture within A dwarf crewman lies dead at the bottom of the fore
was either ransacked or violently tossed about due to the stairs, his bowl still in his hand and a spoon hanging from
airship’s motions. The captain’s log lays open on the floor, his rigor-hardened jaw. Nearly a dozen dead rats litter the
but a quick search reveals that many pages from the last floor near the stairwell, and the metallic tinge of spilled
several weeks have been ripped out. blood is heavy in the stale air below decks. A dark ichor

23
23
has spread out from under each door here, staining the Steerage Deck
deck in a thick, viscous sludge. This was a crewman by
the name of Malbic, who died of poisoning along with his 16. Cargo Bay
mates. The rats died eating him.
Many broken, empty crates lay scattered here in the dark
TALESKING

recess of the lowest cargo hold. Two massive, iron-bound


10. Crew Quarters chests sitting back-to-back are the only intact items
This room contains eight humans, comprising two present. Below the cargo bay hatch lies the frost-rimed
families. The corpses are poorly dressed and seem to upper torso of a once-stout dwarf, his head cleanly
have been extremely malnourished, indicating they were severed from his body. The corpse has been eaten from
OF THE MOUNTAIN

probably refugees rescued from the Golden Citadel. the chest down; even the leg bones are gone.
All here show signs of the unidentified illness. While This is the final resting place of Captain Stimme, and is
two of the bodies succumbed to the illness, the others the nest of a very old and grizzled chimera by the name of
were murdered while they slept. A man and a woman Frostgrenze. The chimera waits in the shadows, charging
both clearly died in a struggle, as they display extremely the party when the opportunity present itself.
precise, scalpel-like cuts across their arms, face and neck.
MIDGARD

Frostgrenze  CR 10
11. Crew Quarters Advanced chimera
This room holds the bodies of nine dwarven passengers, CE Large magical beast
malnourished and diseased like those in area 10. Four Init +7; Senses darkvision (60 ft.), low-light vision, scent;
died fighting after being cornered in this room and bear Perception +13
the seared residue of intense heat (a DC 23 Spellcraft DEFENSE

check confirms the wounds are consistent with a searing AC 23, touch 12, flat-footed 20 (+3 Dex, -1 size, +11
light spell or similar magical flame) and multiple small natural)
puncture wounds. A DC 14 Heal check finds the wounds hp 155 (13d10+78)
HALLS

have a distinctive blue hue, the tell-tale mark of blue Fort +15, Ref +10, Will +9
whinnis poison. OFFENSE

Spd 30 ft., fly 50 ft., (poor)


14. Crew Quarters Melee bite +19 (2d6+7), claws x2 +19 (1d8+7), gore +19
(1d8+7)
Most of the crew quarters and storage rooms of this area
Space 10 ft.; Reach 5 ft.
are empty and abandoned, the contents in disarray but
STATISTICS
nevertheless eerily familiar—mirror reflections of the
Str 24, Dex 16, Con 21, Int 8, Wis 17, Cha 14
lively halls and corridors of the Manticore.
Base Atk +13; CMB +21; CMD 34 (38 vs. Trip)
The door leading to this chamber fails to yield if tested,
Feats Hover, Improved Initiative, Improved Natural Attack,
as it is blocked by a heavy dwarven body. A DC 16
Iron Will, Multiattack, Skill Focus: Perception,
Strength check is needed to force open the door, revealing
Toughness +13
the corpses of two dwarven crewmen.
Skills Fly +6, Perception +13, Stealth +7;
A DC 18 Perception check confirms that the two
Modifiers +4 Stealth in winter conditions
dwarves died in a fight. There is no trace of poison,
Languages Draconic
but a DC 18 Heal check reveals the same strange
SQ breath weapon (DC 21) (Su)
symptoms seen on some of the crew above. One died
SPECIAL ABILITIES
of strangulation, while the other bled to death as the
result of a series of puncture wounds caused by a small Breath Weapon (Su) (DC 21) Frostgrenze’s breath
screwdriver, leaving little doubt that the two killed one weapon is a 20 ft. cone of cold, usable once every 1d4
another in a struggle. rounds, that deals 6d8 points of cold damage and allows
A DC 17 Perception check reveals that one corpse has a DC 21 Reflex save for half damage.
several rough gold nuggets lodged in his mouth, as if
The chests are not trapped. One is locked with a good
vomited up. A floor plank has been pulled up, revealing a
lock (DC 30) and is so full it bulges nearly to bursting.
small, tipped coffer. The distinctive gold ore, worth about
A DC 18 Perception check reveals several scores in the
500 gp, is spilled onto the floor. These two dwarves can be
wood, indicating that a small plank had previously been
confirmed as crewmen aboard the Drake.
removed from the backside. Once the PCs open the chest,
In addition, consider placing Belvedore’s spellbook
they can see that some gold was removed in this manner,
here, especially if the PCs are short on magic or treasure.
with a cloth stuffed into the cavity and the plank replaced.
The book includes a selection of aeromancer spells up
Approximately 500 gp worth of the precious gold ore
to 5th level (see Kobold Quarterly #7 or the Southlands
mined from the Golden Citadel has been removed (see
hardcover).
area 5), and about 50,000 gp remain.

24
24
1

This is likely the party’s first view of orichalcum, the The Clues Lay Cold
brilliantly sheened, pure alchemical gold mined by the
dwarves of the Golden Citadel and the impetus of the
On The Peaks Below (el 8)
gold rush. If the characters investigate the dragging rope ladder, or if
The other chest has been battered open and stripped of they succeed on a DC 20 Perception check from the main
any wealth it once contained. Clovis and Vianna are visibly deck of either ship, they see a valuable clue to the fate of
stunned at the amount of gold in the chests. If the other the vessel on the peak below. The long rope ladder dangles
chest contained as much gold, it would have far exceeded from the forecastle and drags in the fresh snow of the
the profits they hoped to garner for the expedition. peak far down below, tracing a circular trail in the snow.
A DC 18 Perception check reveals the key on a golden A flash of bright copper glints from the drifts, drawing
chain concealed under the body of Captain Stimme. attention to what look like two frozen bodies.
A speak with dead spell cast on the captain or any crew Any movement near these bodies attracts the attention
members imparts similar information to that found in the of a remorhaz buried in the snow, totally concealed,
captain’s log (see the Captain’s Log section). 10 feet behind the corpses. It attacks when anyone
The crew died eating morning mess. Some crew and approaches within 10 feet of the bodies. Treat the
passengers died in a struggle with the cultists and can mountainside as steep stairs.
describe them as a human and two dwarves wearing
leering golden masks. Two of the bodies below the ship Remorhaz  CR 7
match their descriptions.
hp 94; Bestiary 1

25
25
Tactics The Captain’s Log
Before Combat The remorhaz waits in the snow hoping The missing pages from Captain Stimme’s logbook
to ambush approaching prey. It has total cover and provide a valuable glimpse into the airship’s fate. The
can only be spotted on a DC 32 Perception, although journey is described in Dwarven with short, simple
TALESKING

a DC 17 Perception check reveals something large entries. The report from the Golden Citadel, which dates
stirring beneath the snowbank, preventing surprise for to almost three weeks ago, mentions a fairly desperate
characters making the check. situation there.
According to the logbook, droves of refugees had been
During Combat The hungry remorhaz attacks ferociously
taken in by the dwarves as the winter storms increased
OF THE MOUNTAIN

with its bite attacks, attempting to grab opponents and


and the passes snowed in. Apparently, the rescue efforts
use its swallow whole ability.
were coordinated by an exceptionally kind and generous
Morale The remorhaz flees if reduced below a quarter of man named Halston. Captain Stimme (who had been
its hit points. unknowingly charmed) dealt with Halston exclusively,
turning a profit well beyond the expectations of the
The Evidential Corpses company. Some 130,000 gp was received for a shipment
MIDGARD

estimated at half that value.


Albricius murdered his two collaborators immediately
Several dozen passengers are listed, including Albricius
after dispatching the crew. Their corpses lie buried in the
Everart. Most of the settlers intended to wait out the
snow of the mountainside near the dangling rope ladder.
winter storms and return to their mines once the snows
Both are dwarven and wear familiar leering masks
subsided. The ship also carried very ill passengers in
of beaten copper. They were not crewmen and were
quarantine (areas 10 and 11). Laden with gold, the Drake
not aware of the motivations of Albricius in regards to
set flight again only a few hours after arrival, which Clovis
Rabscuttle. In addition to white, furred robes, they each
notes as unusual.
carry a sash containing concealed darts coated in blue
From there, the entries grow shorter again, with little
whinnis poison and wear a brass, coin-like symbol with
HALLS

to report other than cabin fever and growing aggravation


a devilish face in cast in relief. A DC 15 Knowledge
among the crew. The captain begins to worry when
(religion) reveals these as holy symbols of Mammon.
several of his crew contract the settler’s illness, despite
A DC 20 Heal check reveals the cause of death to be
the care taken to quarantine the sick. The last entry reads:
skull fractures from a blunt object. If the corpses are
“A pall of discontent has fallen on the ship. Gorfred was
successfully questioned via speak with dead, they reveal
confined to quarters. The crew is getting ill.”
only that they knew they would be rewarded for returning
That evening, PCs who succeed at DC 25 Perception
such a sum of gold to their masters. The acolytes are
checks hear snippets of a heated argument in the captain’s
unaware of the greater scheme at hand or why Albricius
quarters between Clovis and Vianna. Vianna believes they
killed them, although they know he was on his way
should return to Zobeck immediately with the shipment
to Zobeck to seek out the whereabouts of some great
and recovered cargo, while Clovis wants to go to the aid
treasure. If questioned about the nature of the cult in
of his endangered kinsmen. The journey continues the
the Citadel, the acolytes reveal that unchecked greed has
following morning, and Vianna is not seen on decks after
attracted the cold eye of Mammon.
breakfast, as she sulks in her quarters.
Albricius neglected to retrieve the crew manifest
and log entries his conspirators had collected from the
captain’s log. They can be found on one of the bodies, PART III:
their contents detailed below. In addition, one of the
bodies has several parchment rubbings of an engraved
WE WERE DEAD
mechanical device—an armor-like plate and a few BEFORE THE SHIP EVEN SANK
complicated gears. A DC 14 Craft (blacksmithing),
The Splitrock Company hired Ansgar Flintknapper
Craft (clockwork), or Knowledge (engineering)
during a recent supply run to the Citadel. Unknown even
check identifies these rubbings as having come from
to Vianna, he was sent to secretly monitor the safety of
Rabscuttle, although they are oddly backwards, as if
shipments for the Illuminated Brotherhood.
rubbed in relief. Several notes, scrawled in Dwarven,
Even he is not aware of the true nature of Vianna. A
read: “Where is the Eye?” and “Tears wash away greed.”
Silent Master of the Brotherhood, he understands the
These had been stolen from Albricius.
danger in allowing the orichalcum cargo from the Drake
A very difficult Perception check (DC 35) of the area
to be returned to the hands of the Mammonites in the
reveals almost 70,000 gp in orichalcum ore buried in the
Golden Citadel. To prevent the cult from acquiring
snow near the corpses. This orichalcum was removed
this gold, he has made the fateful decision to sabotage
from the empty chest in the ship’s hold and is as much as
and crash the Manticore to prevent the ship from ever
the lazy Albricius was willing to remove.
reaching its destination.

26
26
1
In the hours before dawn, on the morning of the splintering of the door to area 13, as Mykrin attempts to
seventh day of the journey, the Silent Master rises and break out of the crew compartment.
goes about his foul business. After preparing himself with PCs can assist the crew members trapped in their
spells and potions, he casts hold portal on the doors of quarters, in the hope of bringing the careening vessel back
areas 12, 13, and 14 of the cargo deck, trapping the eight under control. They can also or instead investigate the
sleeping crew members there before making his way problems in the engine room.
quietly down into the engine room to set the boilers to Unlike the wreck of the Drake, the large cargo bay
dangerously explosive levels. loading grates on the Manticore are securely fastened on
both levels. If a PC insists on taking this route rather than
Sabotage! (el 10) the stairs, it takes four consecutive DC 18 Escape Artist
checks (one per round) to unfasten the bindings, and a DC
Guigo is on the final shift of guard duty before dawn.
25 Strength check to lift the heavy doors (treat as a wood
As the dark of night gives way to the first gray glow of
portcullis in the Pathfinder Roleplaying Game Core Rules).
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
Trapped!
us!” Rabscuttle laughs as the disabled pilot leers with a The PCs might also try to rescue the trapped dwarven
hesitant grin and a nervous wink. crewmembers. To do so, they must cross the cluttered
Suddenly, a great shudder jolts the anchored airship, cargo bay (all movement considered squeezing) and break
and Guigo is knocked violently back and forward from through the doors to the crew quarters, which include
the rails. The airship lurches before veering sharply Boso and Otto in area 12; Mykrin, Zangen, and Matheus
starboard, leaning precariously as it gains momentum. in area 13; and Brill, Brunerius, and Giroldus in area 14.
The boilers are firing! Any characters present on the top Adjust for any losses to the roc. The break DC for the
deck must take a DC 15 Acrobatics check to avoid falling good doors of the Manticore is currently 23 due to the
prone when the ship unexpectedly fires to life. Guigo hold portal spell, with a hardness of 5 and 15 hit points.
hobbles to the ship’s wheel and attempts to control the Any dwarves who become aware of the rescue
quickly spiraling craft while shouting, “Get down to the attempt shout, “Get down to the engines and see what’s
engines and see what’s going on!” happening!” If the characters take this strongly worded
Anyone present on the top deck 3 rounds after the initial hint, they should be penalized by 3 rounds on the
lurch sees Clovis, Vianna, and Sawbones exit their quarters Catastrophe Progression table.
on the main deck and begin trying to control the vessel as Without player aid, Mykrin hacks his way out of area 13
best they can in the absence of the rest of the crew. in 6 rounds. Taking Strength and aid another actions into
No matter the characters’ whereabouts, you should call account, Otto can force open area 12 on a roll of 17-20
for initiative to give some order to the chaos that is about due to his high Strength, while the crew trapped in area
to result and to keep better track of player actions and 14 can break out with a roll of 19-20 each round. To avoid
movement. It also alerts PCs that there is something that these rolls, just assume that the crew members of area 14
they should be acting against. The sequence of events is (Brill, Brunerius, and Giroldus) fail to escape and perish if
somewhat mutable but should take 9-12 rounds before the boilers explode.
the boilers ultimately explode. Characters who opt to rescue the crew have probably
Sleeping characters below deck are instantly saved their lives, but cannot prevent the explosion of
awakened by the sudden movement and are thrown the boilers in the engine room. On the 6th round, any
from their hammocks and mats. Loud, metallic clangs crew members or characters in the immediate stern area
ring through the steerage deck below, followed by the (areas 12, 13, 14, and 17) are subject to the results of the
hiss of escaping steam rising up from the stairwell explosion (see Explosion!).
leading into the lowest hold near their quarters’ doors.
A DC 10 Knowledge (engineering) reveals that the Danger In The Boiler Room
boilers are firing at dangerous levels. Any characters
PCs can stop Ansgar by rushing through the disheveled
succeeding on a DC 23 Perception check can hear the
lower cargo hold (treat all movement as squeezing) to
shouting and banging of the trapped crew trying to
the engine room (area 17) to investigate and, potentially,
break out of their held doors.
reverse the sabotage.
As the PCs descend the stairs, a loud barking erupts
Into the Hold as Ansgar’s faithful hound spell discharges and attacks.
When the characters open the door or peer below deck, The spell is centered at the base of the stairs and lasts
a great rush of hot air blasts them from the stairwell. for 9 rounds once activated (+10 attack bonus; 2d6+3
Something is going terribly wrong in the engine room. piercing damage). The faithful hound can only attack
Any character on the cargo deck succeeding on a DC adjacent squares from its placement at the base of the
21 Perception check catches a glimpse of the forceful stairs and cannot move throughout the hold. A Perception

27
27
check (DC 20+1 per 10 feet from the doorway) reveals OFFENSE

the presence of the invisible Ansgar, who is currently Spd 20 ft.


disrupting the engines to set them to dangerous pressure Melee club +5 (1d6-1/x2)
levels. This check does not reveal his exact location— only Wizard Spells Known (CL 10th, +5 melee touch,
that a creature is present. +9 ranged touch):
TALESKING

The door to the engine room hangs loosely from its 5th—interposing hand (x3)
hinges, knocked asunder by the intense pressure of the 4th—greater invisibility (x2) (DC 19),
coal-powered furnace. Over the din of an ominous, summon monster IV (x2)
high-pitched squeal and through the hot gouts of steam, 3rd—heroism, hold person (DC 18), lightning bolt (DC 18),
OF THE MOUNTAIN

an invisible Ansgar swings a large wrench, crashing it ray of exhaustion (DC 18)
dangerously onto a pressure release valve, severely denting 2nd—acid arrow, cat’s grace, false life, mirror image,
the pipe and sending a shower of sparks dancing across resist energy
the chamber. Red-hot iron rivets pop and ricochet from 1st—grease (x2) (DC 16), mage armor, magic missile (x2),
the large iron boiler as Ansgar swings again and again. shield
After several strikes, he drops the tool to the floor 0 (at will)—daze (DC 15), open/close, read magic, touch of
with a loud metallic clang and turns a large release valve, fatigue (DC 15)
MIDGARD

releasing another gout of pressurized steam. Ansgar can STATISTICS

swing the wrench once per round and needs to strike Str 8, Dex 17, Con 16, Int 21, Wis 16, Cha 6
the boiler four times before he can turn the release valve. Base Atk +4; CMB +3; CMD 18
Ansgar needs 2 rounds to turn the release valve enough to Feats Combat Casting, Dodge, Eschew Materials,
ensure the boiler’s explosion, beginning the Catastrophe Improved Initiative, Lightning Reflexes, Scribe Scroll,
Countdown on the second round. Silent Spell, Skill Focus: Knowledge (Arcana), Still Spell
Skills Acrobatics +5, Appraise +7, Bluff +0, Climb +1,
Environment: A character who enters the room
Craft (armor) +19, Craft (Stonemasonry) +19, Diplomacy
wearing metal armor is affected as if by the spell heat
+10, Disguise +0, Escape Artist +5, Fly +5, Heal +5,
HALLS

metal. In addition, anyone breathing in the choking


Intimidate +13, Knowledge (arcana) +26, Knowledge
smoke and scalding steam without adequate protection
(religion) +19, Linguistics +19, Perception +10, Ride +5,
(such as Zangen’s gasmask) must make a Fortitude
Sense Motive +7, Spellcraft +20, Stealth +15, Survival +5,
save each round (DC 13, +1 per previous check) or
Swim +1
spend that round choking and coughing. A character
Languages Abyssal, Common, Cyclops, Draconic,
who chokes for 2 consecutive rounds takes 1d6 hp fire
Dwarven, Elven, Giant, Gnome, Goblin, Ignan, Infernal,
damage, and anyone leaving the room for 1 round resets
Necril, Shadowtongue, Sylvan, Terran, Undercommon
this save progression. The steam obscures vision, giving
SQ arcane familiar nearby; audi, vide, tace (Ex); deliver
concealment (20% miss chance) to characters within it.
touch spells through familiar (Su); empathic link with
Terrain: Movement through the lower cargo bay is familiar (Su); for love of money (3/day) (Sp); greed; hand
considered squeezing for Medium characters due to the of the apprentice (8/day) (Su); hardy +2; hatred; share
disarray of boxes, crates and supplies. Ansgar cast a grease spells with familiar; slow and steady; speak with familiar
spell in the 10-foot area in front of the engine room door. (Ex); stability; stonecunning +2
Combat Gear lesser metamagic rod of extend; Other Gear
Ansgar  CR 9 cloak of resistance +2, ring of protection +1
SPECIAL ABILITIES
Male dwarf wizard 6/rite of most worthy esoterics/
3 silent master 1 Audi, Vide, Tace (Ex) The silent master may not make
LN Medium humanoid (dwarf) a single utterance or loses all illuminated brotherhood
Init +7; Senses darkvision (60 ft.); Perception +10 and silent master class abilities, including spell level
DEFENSE increases gained through advancement in this class, and
AC 23, touch 15, flat-footed 19 (+4 armor, +4 shield, is then struck with a powerful modify memory effect
+3 Dex, +1 deflection, +1 dodge) that scrambles the moments of revelation to an extent
hp 79 (1d8+9d6+30) that specific rites and mysteries cannot be recalled
Fort +10, Ref +12, Will +15, +2 vs. poison, spells, and with any clarity. In return for the silence of secrets,
spell-like abilities the silent master gains the ability to understand any
Defensive Abilities defensive training, house not made intelligent creature and communicate in return through
with hands, lux e tenebris, neither naked nor clothed, glares, body language, and silent stares that grant a +5
sprig of Acacia; DR 10/adamantine; Resist fire 30 inherent bonus on Intimidate checks. In addition, the
silent master gains the Silent Spell feat, usable with no
increased cost in spell levels.

28
28
1
For Love of Money (Sp) (DC 20) Three times a day, Ansgar of the engine progresses the countdown by 1 round.
can mentally coerce an opponent to protect him just by Multiple cold spells cast in the same round do not stack
looking into the target’s eyes. This is similar to a gaze their duration.
attack, except that Ansgar must use a standard action, As long as Ansgar remains conscious, he uses his
and those merely looking at him are not affected. Anyone standard actions to undo any halting the PCs accomplish
Ansgar targets must succeed on a Will save or becomes and push the catastrophe progression toward explosion.
unable to harm Ansgar and makes nearly every effort If he is defeated, the PCs can undo the sabotage without
to prevent others from harming it as well. The affected great effort.
target does not fight to the death, perform any obviously
suicidal action, or draw attacks of opportunity if Round Effect
reasonably able to avoid them on behalf of Ansgar, but he
does otherwise put Ansgar’s safety and well-being above
1 A spray of boiling water erupts from the furnace,
his own. The ability has a range of 30 feet.
dealing 1d6 hp scalding damage to all within 10
Lux E Tenebris (Ex) If Ansgar is affected by an feet who fail a DC 14 Reflex saving throw.
enchantment and fails her saving throw, 1 round later
he can attempt a second saving throw. If it fails, the 2 The blastpipe overloads and lets out a
spell has its normal effect. tremendous cacophony. All in a 20-foot radius
take 2d6 hp sonic damage and must succeed on a
Sprig of Acacia (Ex) So secretive are the actions
DC 15 Fortitude save or be stunned for 1 round.
of initiates that if a brother is ever the target of a
divination spell, or the target of bardic knowledge,
3 The door to the firebox bursts open, filling the
Gather Information, Knowledge, or similar check and it
room with burning embers and dealing 3d6
succeeds by less than 10, the person making the check
hp fire damage to all those within the engine
learns entirely false information.
room. A successful DC 16 Reflex save halves
this damage
Catastrophe Progression
Make the escalation toward catastrophe very obvious 4 The smokebox ruptures in an explosion of
to the players, as well as the opportunity to reverse superheated acrid smoke, dealing 4d6 hp
the sabotage and prevent impending disaster. If the damage to anyone in the room or adjacent to the
progression reaches Round 5, make it clear that an doorway (DC 17 Reflex halves).
explosion is imminent, and that anyone in the engine
room is in extreme peril. 5 Popping rivets and bolts fly in all directions,
The countdown starts once Ansgar turns the release dealing 5d6 hp bludgeoning damage to anyone
valve for 2 rounds. Unless the PCs move unusually slowly in the engine room or adjacent to the doorway.
to the engine room, assume the countdown begins 6 A DC 18 Reflex save results in half damage. Any
rounds after you ask them to roll for initiative. If they characters adjacent to the door take half damage,
delay going to the engine room despite your hints, push or save for none.
back the beginning of countdown, but make sure they
have at least a few rounds in which to act once they arrive. 6 Explosion! The boilers explode, dealing 8d6
A DC 23 Disable Device or Knowledge (engineering) bludgeoning + 6d6 hp fire damage to all within a
check made as a full-round action allows the character to 40-foot radius (DC 19 Reflex halves). A cave-in
shut off valves and release pressure gauges. This stops the results as the stern crumbles.
countdown, buying the PCs an additional round to act.
Even characters untrained in Knowledge (engineering)
may attempt this check. Ansgar has set the catastrophe
in motion, and unless characters counteract it, the
Explosion!
countdown proceeds automatically each round. If the PCs fail to stop Ansgar (either by failing to stop him
Spells with the cold descriptor, such as ice storm or cone in the engine room or by simply not going down to it for
of cold, halt the progression for 2 rounds. They also pop 20 rounds), a tremendous explosion rips the ship asunder,
rivets and bolts, causing 5d6 hp bludgeoning damage to sending shards of red-hot boilerplate and showers of
all in the room (DC 18 Reflex halves) or adjacent to the hardwood splinters in all directions. The rear hull of the
door. A pyrotechnics, create water or similar spell without airship is blown to pieces as it violently collapses in a
the cold descriptor cast at the furnace immediately jumbled array of engine parts, support beams, nearby
quenches the flame (along with other listed effects of the cargo, and dwarven crewmen unable to escape the
spell) and resets the catastrophe progression to round 1. compartments above.
A gust of wind spell is insufficient to affect the protected The explosion destroys the stern sections of the two
flames of the furnace. Any fire spell cast within 20 feet lowest decks (areas 12, 13, 14, and 17) and severely
29
29
Navigating the Dynamics The Secrets of Ansgar
With the crew compartment possibly destroyed in the
of the Encounter
blast, and Ansgar himself blown out and slain with the
Several environmental factors contribute to the force of the explosion, investigation alone reveals the
TALESKING

dynamic nature of this encounter. Assign a separate reasoning behind his sabotage. His body, if recovered,
initiative count for the environmental effects of the provides as many mysteries as it solves. Ansgar’s body
engine room. The characters might face the following bears many unusual tattoos, including a set of fiery pillars
effects each round: and arcane symbols on his chest and relatively fresh and
• The effects of the Catastrophe Progression, intricate tattoo of a crypt on his back. A DC 10 Heal check
OF THE MOUNTAIN

adjusted each round for player interventions. reveals that the crypt was applied within the last three
• Concealment of steam creates 20% miss chance. weeks. Rabscuttle coos in awe of the elaborate design.
• Heat metal on characters wearing metal armor.
Ansgar’s Bunk
• Steam inhalation (DC 13 Fort, +1 per previous
check prevents) forces full round spent choking. If the crew quarters survived, the characters can search
Ansgar’s footlocker, which is fastened with a good lock
MIDGARD

• Squeezing constricts all movement in the steerage


(DC 30). In addition to the accoutrements of a normal
deck (area 16)
crewman’s footlocker, Ansgar’s contains a pair of stark-
white cloth gauntlets neatly folded atop anda richly
embroidered blacksmith apron, though it is obvious from
damages the mate quarters and galley on the main deck the intricately fine quality that it was never intended for
(area 15 is destroyed up to the stairs). Characters in or actual use. Beneath these items is a voluminous maroon
adjacent to the engine room, Ansgar, and any dwarves robe trimmed with a belt of gold chain worth 20 gp.
in the crew compartments above take 8d6 points of The robe, apron, and gloves all display the flaming pillar
bludgeoning damage and 8d6 hp fire damage from the and many other neatly worked and sometimes cleverly
HALLS

explosion and subsequent collapse (DC 15 Reflex save concealed esoteric symbols (some are duplicated on the
halves). A character failing the save by 5 or more or tattoo on Ansgar’s back). A potion of invisibility and an
reduced to fewer than 0 hp is thrown from the exploding elixir of sneaking are tucked away under the garments with
wreckage of the ship, landing on the mountain side 80 two identical empty vials found on Ansgar’s bunk. At the
feet below, taking falling damage as normal. Normal bottom rests a black leather-bound book, a flaming pillar
failure results in the character becoming trapped in the embossed in gold on its cover. This is Ansgar’s personal
wreckage, where he is buried as if in a cave-in. Each
square contains 500 pounds of debris and characters can
free themselves with DC 18 Strength checks.
Gold Fever
Aftermath Type disease, (contact); Fort Save DC 18
Onset: 1 day;
If the explosion occurred, the characters can shamble
Frequency 1/day
through the wreckage and witness the destruction.
Effect 1d6 wisdom damage.
Roughly 10 tons of cargo is lost (half of the original 20
tons). After careful evaluations of the damage by Clovis Creatures carrying more than 20 gp worth of
and his remaining crew, liftgas reserve tanks are recovered corrupted gold ore or in the prolonged immediate
from the disarray of the cargo and the gas bags refilled. vicinity (30 feet) of more than 500 gp of orichalcum
The Manticore carries a complicated backup must succeed on a DC 18 Fortitude save or
mechanism consisting of a winding lever, a central gear become infected with gold fever after only
housing and a propeller. While it is an efficient machine, 24 hours of exposure.
two crewmen must work in tandem to drive the propeller, The disease causes a debilitating fever and
and as there is a shortage of able bodies due to the disorientation on the first day, followed by the
explosion, the dubious honor falls upon the characters. eruption of pustules when tiny gold flecks appear
While operating the crank, PCs must succeed on a in the afflicted’s eyes and under his skin the next. A
Fortitude save each half hour (DC 15, +1 per previous delirious and unnatural compulsion to handle and
check) or become fatigued. possess gold follows on the third day. A creature
whose Wisdom drops to 0 as a result of gold fever
gains the goldveined template (see below). For
every 100 gp value of corrupted gold over the
initial amount that triggers the disease, increase the
Fortitude save by +1, to a maximum of DC 23.

30
30
1
Brotherhood Codex (see the Gazetteer), which resembles Allow PCs on watch or working as spotters in the
a normal spellbook containing his listed spells plus any crows’ nests to make DC 10 Perception checks (keep in
you feel appropriate. mind the –8 penalty from the storm). The PC with the
Clovis has no idea what to make of these events, and highest succeeding check is the first to see the Golden
Vianna—along with most of the crew—is furious and Citadel appear to the right of the ship. If none of the PCs
saddened at any losses suffered by the crew. No one in the are watching or they all fail the check, one of the other
crew can identify the symbols on Ansgar’s possessions. crew members spots the Golden Citadel instead. The
If the Drake cargo was brought on board, all aboard the crew, weary, sick, and exhausted, rises with a renewed
Manticore are subject to gold fever due to their proximity energy when the cry goes out: “Captain Clovis! Citadel
to the corrupted cargo, with a saving throw made each off starboard!”
morning to resist the effects for another day. The Golden Citadel straddles the thin rim of the caldera
Be as discreet about the illness as possible, and try to of an extinct volcano. Massive towers push skyward and a
keep the disease—and especially its source—a mystery, golden pallor gleams through the gray gloom.
and remain aware of the characters’ ability to potentially
thwart the illness with spells, although spells do not The Snow on the Peaks
prevent further chances of infection.
As the PCs peer through the increasingly heavy flurry of
Cure: The afflicted being must succeed on three
snow, allow for DC 20 Perception checks on the approach
consecutive Fortitude saves to flush the disease and
to the Golden Citadel (keep in mind the –8 penalty from
become immune to future infections. Choose three
the storm). A large bank of snow on the otherwise bare
surviving crewmen to become infected with gold fever.
stone of the caldera seems to have taken some unusual
If they survived the catastrophe, Brill, Brunerius, and
form, like symbols or letters. Anyone proficient in Terran
Giroldus are excellent candidates. If those members
can read the word “cursed” mysteriously spelled out by
perished in the explosion, Boso, Otto, and Zangen
the fallen snow on the peak below.
are most likely to succumb to the disease. Disarm the
characters’ suspicions with offhand remarks, for only
as they approach the citadel should the crew begin
The Giant at the Gate
displaying the more advanced delirium that puts the ship A ravenous frost giant has harassed the settlers at the
in jeopardy. upper gates of the Golden Citadel for the last two days.
Vianna contracts the disease immediately. It is Unable to penetrate the stronghold, he sees the crippled
crucial to the adventure that Vianna remain sick. If and storm-tossed Manticore as an easy mark from which
the characters cure her, she relapses the following he can collect supplies and food.
day. Although the PCs only have a brief few hours to Clovis notices that no mooring team is stationed on
act in any case, Sawbones can certainly intervene if the docking tower and imparts this information in a
the characters become too cure-happy, as he prefers curse-riddled yell to the crew. At this point, PCs and crew
non-life-threatening illnesses to run their course—it members on watch can make DC 5 Perception checks
toughens his crew. As the ship remains under his care, (keep in mind the –8 penalty from the storm) to see the
he sees to it that the characters defer to his decision until frost giant down below, just as he picks up a boulder.
he decides his crew needs magical treatment. Even if someone sees the giant, the first boulder slams
into the ship’s hull just as a warning cry goes out. The
The Crash at the Gates (el 10) pilot grunts and moans, straining to control the vessel, as
the tremendous force of the hurled boulder jars the ship.
As the seventh day progresses, the mood grows grim. The
Allow the PCs to roll initiative if they wish. The giant is
winds keep picking up and flurries of snow blow across
100 feet away on the side of the mountain.
the ship’s bow and accumulate on the deck. The hours
lost either repairing the boiler or relying on the manual
propeller have cost the expedition valuable time, and the
storm is catching up despite the crew and Cs’ best efforts.
The Storm
Read or paraphrase the following. The snowstorm currently tossing the ship imposes
a –8 penalty on Perception checks. Ranged weapon
attacks are impossible, except for those using siege
The battle against the accumulation of ice is fruitless—
weapons (including the ballista and giant-tossed
the weather is winning. An already powerful wind
boulders), which take a –4 penalty on attack rolls.
became unbearable, making it difficult to work and even
The storm is accompanied by severe wind (per the
more difficult to concentrate. Buffeted by the storm, the
Core Rulebook). In addition, spellcasters are subject
Manticore strains under the pressure. The crew scrambles
to violent motion for the duration of the airship’s
to keep the airship aloft, while snow flurries make
troubles and must make a Concentration check (DC
spotting the treacherous peaks difficult.
15 + the level of the spell) or lose the spell.

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Frost Giant CR 9
hp 133; Bestiary 1

Tactics
TALESKING

During Combat: The giant throws one


boulder a round until the Manticore
crashes or the PCs stop him. Assume his
first two thrown boulders strike true, but
OF THE MOUNTAIN

make attack rolls thereafter (the Manticore


has an AC of 4, but keep in mind the –4
penalty from the storm). Any successful hit
automatically penetrates the ship’s hull.
Morale: The proud giant is desperately hungry and
unafraid to die.
MIDGARD

At this point, nothing the PCs do can prevent the


Manticore from crashing into the side of the mountain.
How badly it crashes, though, depends on the PCs’
actions and their successes and failures. The basic damage
dealt to everyone aboard the ship when it crashes depends
on if the PCs prevented the sabotage earlier: if so, the base
damage is 6d6 points of crushing damage; if not, the base
damage is 8d6. The PCs can reduce this damage by as
much as 3d6 hp damage by their actions. In any event, a
HALLS

DC 15 Reflex save halves the damage.


For each round a character spends assisting the crew,
whether on board or from the docking tower (assuming
mooring ropes are dropped to the PC), allow that PC to
make a DC 20 Escape Artist check to minimize the impact
damage with careful bracing. If successful, the crashing
damage is reduced by 1d6 points. If the PC fails by 5 or
more, the damage is instead increased by 1d6 points.
After the giant’s second boulder strikes the Manticore,
the ship crashes into the mountainside 5 rounds later.
For every successful boulder strike thereafter, the crash The giant’s boulders and the heavy winds are too much
duration goes down by an additional round (thus, the for the Manticore. The dirigible rips and liftgas rapidly
giant can force the Manticore to crash in as little as evacuates the gas bladders as the ship quickly loses
3 rounds). Every round the ship stays airborne, the altitude. The damage and the storm have taken their toll
pilot attempts a DC 20 Profession (airship pilot) check on the vessel, and even as it disintegrates in midair, the
(Giroldus has a +10 bonus, while the best of other crew walls of the docking tower loom ahead.
members is only a +3). If he succeeds, the pilot can
counteract one boulder strike and keep the Manticore
After the ship crashes, the giant continues attacking
airborne for another round (to a maximum of 5 rounds
the surviving party and crew members. If the ship
after the giant’s second boulder strike).
crushed the giant, he extracts himself on the following
Characters on board might think to steer the ship’s
round and stands up. He then exacts his vengeance on
path into the attacking giant. The pilot of the ship can
the pilot and PCs.
make DC 25 Profession (airship pilot) check to crush
the giant. PCs can aid the pilot by makingDC 20 Disable
Device or Knowledge (engineering) check, (each
Airship Crash (cr 7)
success grants the pilot a +2 bonus). A successful check When the ship crashes, everyone on board takes damage
crushes the giant under the ship as it crashes, dealing as described above. Those who fail their Reflex saves are
to the giant 8d6 hp damage (Reflex save for half ) and buried in the resulting wreckage. Treat the crash site as
knocking him prone. Such an action negates any crash a cave in (see Core Rulebook), except that each 5–foot
damage deduction actions taken by the characters up to square contains 1,000 pounds of debris and characters
that point, though. When the ship finally crashes, read may free themselves with DC 20 Strength checks.
or paraphrase the following.

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PCs can abandon ship before impact, but doing so PART IV:
might be even more deadly than simply riding the ship
to its crash. A PC who jumps from the ship falls 2d4x10
THE GREAT HALL
feet, taking the appropriate amount of damage. Note OF THE GOLDEN CITADEL
that the fall is in midair, eliminating the chance for a
In the chaos following the crash, the settlers bring in
monk to use slow fall. Once the character lands, he
the supplies from the storm. As the final supplies make
must immediately make a DC 15 Reflex save to avoid
it inside, the PCs see that a dozen heavily armed guards
2d6 points of crushing damage from falling debris. The
have taken posts around the supplies, keeping the
character lands a distance downhill from the crash site
voracious rabble at bay. As the gates shut, the crowd parts
equal to twice the distance he initially fell.
and the charismatic Halston makes his introduction.
Unless mitigated by some great magic, the crash
Halston is a man of incredible bulk with a humongous
destroys 5 tons of cargo that cannot be recovered, leaving
fat belly, and he frequently adjusts a pair of tiny spectacles
either 15 tons (if the characters stopped the sabotage) or 5
at the end of his pudgy nose. He steps to the front of
tons (if Ansgar was successful). The ship comes to its final
the crowd, bowing as low as his great girth allows. In a
rest in a ruined heap between the airship docking tower
booming voice he calls out, “Welcome, my friends, to
and the guard tower that flanks the front gate (area 18), as
the Golden Citadel. My name is Halston. Captain Clovis!
noted on the map.
Captain Stimme said we should expect you! Please allow
Delirious dwarven crewmen pick their way out of the
me to offer my services.
wreckage, dodging giant boulder attacks as best they
“As you can see, we do have a great many mouths
can. Once the giant is eliminated as a threat, the dwarves
to feed and the job can be somewhat... ahem...
attempt to free the buried survivors and recover the
intimidating. My men and I have administrative services
bodies of the deceased. The storm rages, and although
in place to see to the needs of all as best we are able. I
there is little time for grief, the survivors cry out in grief.
am prepared to purchase your entire shipment at an
Anyone who makes a simple DC 5 Survival check realizes
extraordinarily generous sum so that we can help those
that unless they all find shelter soon, there will be no
who cannot help themselves.”
survivors of the crash. Treat the storm as a blizzard (see
The PCs certainly have a stake here, and may negotiate
PFRPG Core Rulebook ) with windstorm-force winds.
and weigh in on the transaction and the moral dilemma
From between the imposing towers of the citadel, a
of selling food in front of hundreds of starving onlookers.
massive gate moans as it slowly creaks open. Several
As the owner of the cargo, Clovis is eager to sell it and
dozen thin and ragged humans, some obviously afflicted
leave the Golden Citadel. A DC 25 Sense Motive check
and all armed, nervously shuffle through the massive
reveals Clovis acts a little too eager to sell the goods
gateway, staring at the scene in disbelief. One moves to
to Halston, who used his eyes of charming. A DC 21
the fore of the rabble and extends a nervous, shaking
Spellcraft check identifies the magic used on the dwarf.
hand. As he approaches he says, “Thank the gods you’ve
The merchant lord’s gold collection effort is in serious
come. Thank the gods. May they have mercy on you all.”
jeopardy, and he offers 50,000 gp in gems and platinum
per 5 tons of recovered cargo (50,000 gp for 5 tons
Aftermath or 150,000 gp for 15). This far exceeds Vianna’s profit
Casualties among the Manticore’s crew are severe and estimations and increases the size of the characters’ cut
depend entirely on fiat and the needs of later adventures. too. Halston warns the survivors not to simply release the
Rabscuttle and a sick Vianna survive for future food to the public. Doing so likely leads to uncontrollable
adventures, as do Clovis and Sawbones. Matheus should riots, with the formation of a black market for food. If the
survive to provide information on Bragollach to the cult, characters prevent Halston’s acquisition of the shipment
but it is not essential. Except for those you wish to save, and reject his offer, he views them as enemies.
the others perish. Vianna strongly urges the sale of the entire shipment,
The storm does not subside, and the PCs must get the but requests payment in orichalcum, a suggestion that
remaining supplies indoors before they are buried in seems (with a DC 20 Sense Motive check) to make Halston
thick snow. The refugees help move the cargo, although very uncomfortable. While Vianna’s insistence might have
many stop to gorge themselves on the spilled contents been a deal breaker for Halston if the crew had the means
of some cracked crate or collapse in the wreckage from to leave, he relents, trusting that he can earn the money
exhaustion. At some point, the PCs find the recovered back by charging inordinate sums from the new arrivals
chest from the Drake in the wreckage. An injured Clovis for services and goods. If it looks like the deal is about to
lays a firm hand on a character’s shoulder and whispers, go through, read or paraphrase the following:
“We’d best leave that buried for now.” He attempts to
conceal the chest with wreckage and does not say no if
A cry goes up from the throng: “What are we waiting for?
the PCs offer to help. Shortly thereafter, night falls and the
What about the starving poor?” A thin, clearly overtaxed
winds grow even fiercer.
It is time to move inside.
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33
MIDGARD
HALLS TALESKING
OF THE MOUNTAIN

man stumbles through the crowd, averting his eyes from are only enough supplies for 10 to 30 days, depending on
the party with a downward cast. “Halston’s prices are too the losses suffered in the crash and sabotage. With careful
high! How can anyone think of gold anymore? What of rationing, the food can last double this duration, although
the poor? What of the sick? Please give us food!” Halston cares nothing for conservation.
If Halston buys the entire shipment, the PCs soon
learn of the inflation that runs rampant in the settlement
In response, Halston steps forward confidently, and
and have to suffer the consequences of their greed. If
his guards nudge the man back into the crowd. “You’ll
they decline and start opening crates and passing out
have to excuse Father Jappe. He is quite burdened by his
food for free, or turn the duties over to another, a riot
ministrations to the sick, poor, and dying. Please tell us,
might start (see the adventure hook, Riot!). In that case,
Father Jappe—what of the dead? Where are their bodies?
prices plummet to only 100 times the standard costs (as
You have yet to offer satisfactory information. Do you truly
presented in the CRB), but the PCs make a lethal enemy
think we believe they just got up and walked away, as you
in Halston. His camp, as well as his cult, opposes the
suggest? Hmmmm?” The gathered rabble responds with
characters at every turn.
japes and jeers at the cleric, who leaves without response.
If the crew sells the entire shipment to Halston, Clovis
At that, Halston turns to the PCs and other survivors
gives the group their 5% share of the profits as agreed. In
with a wide grin and the desire to close the deal. At
the aftermath of the crash, the PCs are free to do as they
this point, the characters are most likely unaware of
please. They might feel some loyalty to Clovis, and he
the incredible inflation within the halls, but they might
certainly feels loyal to them.
nevertheless try to convince Clovis not to sell the supplies
to Halston. They can also take their cut in food rather
than gold (at the credit of 10,000 gp per ton).
The Gold Fever
For purposes of this adventure, a ton of food can Gold fever consumes the upper halls. No faction goes
feed 100 people for one week without rationing. With untouched by the corruption of the tainted gold–at least
morethan 400 people inhabiting the halls (both those in a quarter of the settlers are afflicted. At this time, no one
the upper halls and the dwarves and cult below), there outside of the cult knows that the gold is the source of the
34
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1
disease, and most have simply accepted it as a physical Table 1-4: Inflated Food Prices
manifestation of greed and a plague of the gods for their
Item Price
shallow materialism. In fact, the chosen term for the
disease in the halls is “greed fever.”
Ale, mug 50 gp
The Economy of Starvation Cured Hamhock 300 gp
The laws of supply and demand determine almost every
NPC action in the refugee camps of the citadel. When the Poor wine, bottle 200 gp
PCs arrive the cost of food is 1,000 times normal thanks
to the greed of the merchants, who are loyal to the cult of Small wheel of cheese 100 gp
Mammon. The prices stay at that level if Halston acquires
the entire shipment. Presently, a common daily meal of Stale Loaf of bread 20 gp
stale bread and stew to feed a family of four costs 1,200 gp.
Daily meals (per person)
The Refugee Camps
Poor 100 gp
The vast, cavernous Great Hall of the Golden Citadel is
home to dozens of cold, hungry, and desperate miners
Common 300 gp
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 hovels sprang up around these warm vents, each a faction
outside storm itself. of like-minded or opportunistic settlers and each with
Initially, the upper halls were kept warm by the Eight different circumstances, means, and motivations.
Great Pillars: great brass and iron columns intricately The various factions and camps are presented below.
molded with bizarre symbolism and dwarven deities with The upper halls are a home base for the characters,
glowing eyes and mouths, which are the warm chimneys allowing them to rest and integrate into the complex
of deeper forges (Area 39). Lean-tos, shacks, tents, and society of the large group of desperate, stranded
Table 1-5: Diplomacy
DC Knowledge (local)

16 Just after 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. The dwarves
disappeared, although some scouts report seeing their settlement deep below, where they have girded
for war against some deep 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 Three 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. The 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.
They disappear soon afterward, leading converts to their cause below. These same priests confronted
Halston after the Drake departed, and he afterward 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 hold that a brotherhood of strange, hooded Silent Masters infused with mystical power rule the
dwarves. Their 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-
controlling meanings behind the bizarre runes, flaming pillars, and occult symbols. Other miners tell of
vast caverns full of strange howling and glimpses of stunted humanoids in the lower holds.

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35
Balin Krotov (N male dwarf rogue 1): The voice, eyes,
and ears of Halston, Balin has a tongue that likes to
gossip, but useful tidbits slip only when the price is right.
In the halls, Balin owes a hundred favors and likewise
a hundred favors are due to him as he barters for food,
TALESKING

materials, and rumors. If the characters seek goods in the


halls, he can make the deal happen.
Adventure Hooks: If the PCs did not agree to Halston’s
initial terms or catch his attempted enchantment, the
OF THE MOUNTAIN

merchant pays a cohort to poison a portion of the food


supplies with dark reaver powder in an attempt to re-
corner the market.

22. Firewood Hoarder Camp


In recent days, before the arrival of the frost giant at the
MIDGARD

gate, Jorgen and his group of ten heartless, hardened


loyalists braved the harsh winter on the slopes to collect
what little firewood was available at this altitude. The
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 flammable scraps for
individuals. Many adventure hooks are provided as
inventory, many refugees are openly hostile toward the
springboards to further excitement, as well as sample
firewood hoarders. They suspect their young sorceress
HALLS

NPCs who provide excellent flavor for the settlement.


set the elementals of the lower hold free, shutting off the
Some are kind and generous, others selfish and violent.
warm chimneys and increasing the demand for fuel.
Customize it to fit your style of group play.
Jorgen Stravbard (N male dwarf warrior 4): A grizzled
21. Merchant Camps and Bazaar old miner, whose cries of “Well ye curs be durned”
from behind his hired guards and roaring fireplace echo
Many of the settlers are secretly Mammonites with the
through the halls with each freezing settler seeking
foresight to hoard food and necessities in order to charge
warmth. Five human thugs (LE male and female warrior
outrageous prices for these precious supplies. When the
3) rotate guard duty to protect the merchant’s inventory,
PCs arrive, the Mammonites charge more than 1,000
and another four scoundrels (NE male human rogue
gold per day to feed a family. The merchant class here,
1), led by a young sorceress named Vanessi (NE female
including Halston, numbers only six individuals, although
human sorcerer 4) round out the camp.
they buy the loyalty of a healthy retinue of bodyguards
These scoundrels are Jorgen’s gatherers, who sneak away
with full bellies. Each merchant retains at least six such
late at night to explore the deeper halls for more fuel.
guards (LE male and female human fighter 4) at any one
These trips serve a double purpose, as Vanessi and her
time, bringing the number of their camp to more than
four devotees are Mammonite cultists who disrupted the
40 individuals. If confronted, they prattle on about “free
elemental wards at the suggestion of a mysterious lurker
markets” and “supply and demand” and cleverly sidestep
known as the Journeyman (see Chapter 2).
the moral conundrums that result. This group controls the
portcullis access to the lower halls (Area 31). Adventure Hooks: After the crash, the characters see
Vanessi beguile one of the crewmen of the Manticore
Halston the Just (LE male human expert 7, use
with a charm person spell to sell her boss the leftover
Gamemastery Guide travelling merchant stats): Grossly
supply crates. The potential source for free firewood from
obese, Halston’s gaudy jewelry glints as he plays with the
the crash signals the beginning of the end of Jorgen’s
loose wattle under his multiple chins. His smug, purring
profitable enterprise here in the halls.
voice and mouthful of gold-capped teeth make Halston
Encountering Jorgen near his camp, the PCs may make
look like a fat feline ready to pounce on wounded prey.
DC 20 Perception checks to note that the dwarf tries to
The leader of the Inflationists, Halston is a recent convert
hide his secret passion—embroidering in needlepoint.
of the Mammonites, who “coerced” him into joining
Jorgen is quick to succumb to blackmail, lest his secret
them after he allowed so much orichalcum to slip out
be revealed. In return for their discretion, he can confirm
through the Drake. He is now loyal to the cult, funneling
that Vanessi met with someone called the Journeyman,
the vast sums of collected gold into the massive project in
and the elemental wards broke shortly thereafter.
Heartsblood Forge (see Chapter 6). His eyes of charming
help immensely in his effort.
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23. Kobolds (The Knucklebone) trap-building, which they practice all over the halls—
much to everyone’s annoyance.
Just as the human miners came to the Golden Citadel
seeking aid, so too did some five dozen kobolds. Initially Dalm Grendshood (LN male dwarf expert 3): Former
turned out by the dwarves, the kobolds nevertheless Brewmaster in the halls, Dalm is now grudgingly
worked their way inside the citadel. Once they established partnered with the Knucklebone. He desperately seeks out
a foothold, the tide of tiny, ankle-biting refugees was any travelers who might spare some grain or hops, so he
unstoppable. Led by Old Ossa, the “Squinting King,” the can continue his brewing duties. Dalm maintains a healthy
kobolds wasted no time setting up a camp for the harlots, colony of yeast but knows his future batches are doomed
drunkards, and parasites that followed at a bar known as to fail without much-needed grain. Some customers claim
the Knucklebone. Dalm hoards his ales and demand they be served, but
After weaseling their way into the dwarven halls, Old Dalm retorts that they are not yet properly aged.
Ossa and his gang swiftly installed themselves in the
Adventure Hook: Captain Clovis calls on the
crumbling remains of the airship mooring tower. Using
characters to investigate the airship mooring tower to
spare parts for silverware, propellers for benches, cut
gather supplies and spare parts in a vain attempt to repair
gasbags for tablecloths, and patch planks for tables and
the Manticore and rescue as many refugees as possible.
bars, they set up a makeshift tavern offering the very
Unfortunately, most of the spare propellers, boilers, and
worst kind of cheap liquor, harlots of various races,
steerage fins were dismantled and converted into bar
and entertainments such as dire weasel fights, dogmole
furniture, fight cages, stills, and dancing poles for the
baiting, and bare-knuckle boxing.
kobold entertainment. Clovis’s anger needs tempering,
Although loathed by the dwarves, Ossa’s people held
and any negotiations for the return of these vital supplies
their own and the result has been quite popular, especially
must be handled gingerly.
for those with gold to spend and a taste for gambling
or violence. At all hours, a motley assemblage of tomb
robbers, black marketeers, traitors, drunkards, and fools
25. Starving Masses Camps
congregate in the Knucklebone, and roguish adventurers These unfortunates either squandered their fortunes
looking for contacts inevitably find themselves at Old buying the dwindling and hugely inflated firewood and
Ossa’s door. If the PCs need a guard to look the other way, food from the Mammonites or never struck it rich to
a smuggled forsaken artifact, or just some decent food begin with. Making up the majority of the settlement,
Ossa can supply it or else knows someone who can. these people all tell the same sad tale of moving their
families to the mountains in hopes of finding a new,
Old Ossa, the Squinting King (NE male kobold rogue
fruitful life in the shadow of Mount Rygar. With the onset
4/barbarian 2): King Ossa, also known as Old Ossa, is
of winter, they discovered the worst qualities of human
determined to keep the halls entertained. Hobbling and
and dwarf. The starving masses number just over 100,
hoary, the Squinting King still maintains a gambler’s
although there were twice that in recent weeks. While all
love of life. His eyes glitter at any opportunity for profit
of this camp is starving, few of them are sick due to their
or mischief and he can rarely resist a bet. Physically, he’s
lack of orichalcum. This might be notable because the
an unimpressive, stooped, and venerable kobold with a
camp stands next to the quarantine camp of the ill.
severe squint, but what he lacks in appearance he makes
Adventure Hook: If the PCs investigate Albricius’s
up in bombastic bravado. Verbose and creatively abusive,
former lodging, they discover more of the rubbings
Ossa’s mocking tones are unmistakable.
that match engravings, parts, and gears of Rabscuttle’s
Ossa’s goals are to keep his business running and the
body almost perfectly. Scrawled on these parchments,
halls stable and secure. He forged a formidable position
in Common, are the messages “They put it inside him,
in the underbelly of the halls and is not about to give it up
hidden in plain sight. The answer is the gears!” and “Tears
to dwarves, forsaken, or Mammon himself. Despite the
of the Maiden will wash away the greed! The mountain
worsening situation it’s become a point of pride for Old
cannot be cured of the curse it caught!”
Ossa to leave only of his own volition and with bulging
sacks of loot. This defiant attitude and drive for order is
26. Quarantined Sick Camp
slowly turning him into a figure of authority among the
refugees. He is earning their genuine respect and in return Gold fever took hold of these unfortunate souls, and no one
developing a paternal (if abusive) relationship toward his yet realizes that the corrupt gold is the cause. Many of those
fellow squatters. present in this foul-smelling camp were once part of the
upper echelon of the settlers, but due to their illness their
Lazy Toe-Belcher (LE male kobold rogue 4): Kicked
peers abandoned them completely. More go missing from
out of Zobeck for his incessant need to construct
this camp every day, as they succumb to the goldveined
annoying traps throughout the Kobold Ghetto, this
curse and, under the sway of Mammon, sneak into the lower
talented kobold tinkerer joined the gold rush to find some
halls at night. Some three dozen beds make up this camp, all
shiny coin. He brought along his 16 offspring, and along
of which hold sickly folk in various advanced stages of the
the way he is training his fledgling swarm the fine art of
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37
illness. Both these unfortunates and the starving are tended affliction, many camps believe that greed and selfishness
with care by Father Jappe and his acolytes. are the real cause of the illness.
Father Jappe (LG male human cleric 7), Brother Fiver Hazelwood (CG male human commoner 1): An
Yensal (LG male human cleric 5), and Brother Haywood interesting character among this faction is a fresh-faced
TALESKING

(LG male human cleric 5): These priests of the Golden young orphan by the name of Fiver Hazelwood. This
Goddess Lada bear a heavy burden, as they are the only lovable scamp has endeared himself to these refugees
ones who administer to the sick and keep the gold fever with his cute hijinks and charming nature, and everyone
at bay and cast create food and water, which is hardly makes sure he gets the best possible care and morsels of
enough to sustain every parishioner in their flock. When food. The “child,” however, has everyone fooled—his real
OF THE MOUNTAIN

they can, they briefly open up a small soup kitchen for the name is Mardibiddle Schumeli (CG male gnome bard 4),
less fortunate. Even then, they cannot possibly meet the a rather clever gnome who is using his hat of disguise to
demand of their hungry charges. pass himself off as a human orphan.
Lisbet (CG female gnome expert 4): Lisbet is a lovely Teskallarin (CN male human adept 4): With his wild
gnome with a gift for animal training. Father Jappe cares stare, unkempt attire and grubby nails, Teskallarin is an
for her in exchange for the protection her guard animals evangelical in the strictest sense. He spends more time
MIDGARD

provide. She leads a small pack of loyal dogmoles, a dire ranting and raving from his primitive lectern against the
weasel, and her pet boar, Figgillin. The intimidating pack rampant greed consuming the settlement than he does
keeps thugs away, so only those in the greatest need are helping those in need. Spittle flies as he races through the
administered the charity of Lada. Dishonest interlopers camps, raising his bony hands to the sky and deploring
looking for a free meal long ago learned not to try to take the “plague of greed” gripping the pass for any reason.
advantage of the clerics’ generosity.
Adventure Hooks: The kobolds discover Mardibiddle’s
Figgillin (LE imp): Lisbet is absolutely unaware of her ruse when a playful child of Lazy Toe-Belcher
boar’s true nature as an imp in the service of Mammon. inadvertently removes his hat of disguise. The PCs may
HALLS

The starving settlers would gladly devour the boar, but choose to protect the gnome from an enraged rabble
Lisbet fends them off. Figgillin is largely responsible for determined to get its revenge on the “orphan” who took
the distractions that allow newly goldveined to sneak advantage of their generosity for the last several weeks.
off undetected in the night. Occasionally, the imp takes
spider form and scuttles off to report on the camps to his 29. Dwarf Miners
true masters.
(Griffon Barding and Tack Warehouse)
Adventure Hooks: Both of Father Jappe’s acolytes go
For now, the dwarves remain largely out of sight, isolated
missing and he suspects Halston’s guards are the guilty
in the lower halls with only the most tenuous control
culprits. Halston has long wanted to shut down Jappe’s
of their ancestral holdings. Many have succumbed to
weekly charity meals, and the absence of the brothers’
the greed of Mammon and gold fever, fracturing the
create food and water spells puts a great strain on the poor,
original population. The murder of the Many-Bearded
who must instead negotiate with the merchants for food.
Elder brought further chaos to the miners, who have
The characters witness the transformation of Figgillin,
since had to deal with the increased exodus, the loss of
and can follow him into the second level forge (Area 39)
control of Heartsblood Forge to a growing faction of
for a liaison with a mysterious dwarven gearworker, who
cultists, and the bizarre appearance of the forsaken—an
might be the infamous Journeyman.
aggressive, corrupted race that strikes an uncomfortable
Riot! Upset over the rumors of desecration of the
chord of familiarity. The remaining dwarves who have
dead or unfair food distribution, the weak, poor, and
not succumbed to greed and temptation number less than
the starving take up simple arms (36 N male and female
100, and many of those joined the mining camps.
human commoner 1). They attempt to seize food for
The dwarves are currently led by the Silent Masters of
themselves from Halston and the Mammonites.
the Illuminated Brotherhood, who are usually dismissed
as rumors of the more conspiratorially minded. Since
27. Struck It Rich Camp the death of the elder, the leaders cut off the dwarven
This once well-to-do faction set up a prosperous camp habitations from contact with the refugees. They hope
within the halls, but with so much hoarded wealth, to consolidate power internally before moving on to
gold fever took hold of this group faster than any other, developing a plan to deal with the refugees and gold fever.
drastically reducing their numbers. Their camp is now a As a result, the rampant inflation in the upper chambers
fetid wasteland rather than the opulent and comfortable goes unchecked, while the political shifting in the dwarf-
space of a few days before. The group consists of 20 controlled lower halls forced many dwarven Mammonites
humans of all ages and backgrounds, all squandering into the open. When dwarven leadership forced their
fortunes that could buy them palatial estates in Zobeck, hand through revealing them, the Mammonites took
on meager supplies and vital necessities. Due to their control of the Heartsblood Forge by force.
38
38
1
The dwarven camps are currently accessible only Rabscuttle
through a heavily guarded stairwell in Area 29 of the
Partially constructed from corrupt gold ore, the eccentric
upper halls, and the guards, led by Varden Redfel (NG
Rabscuttle slides further into dementia and insanity,
male dwarf fi ghter 4/aristocrat 2), allow no one to pass
although many of his insane insights are based on
for any reason. The former dignitary suites on the second
memories and nuggets of truth. As the DM, attempt to
level house four dozen dwarves, with another four dozen
work in all of the following events in the first few days
stationed near the Heartsblood Forge, where they fight
after the PCs arrive at the citadel. Try to make these
sporadic battles to reclaim the territory controlled by the
events as innocuous as possible, giving them nogreater or
traitorous Mammonites.
lesser attention than any other roleplaying encounter. Roll
Adventure Hook: In an attempt to control their randomly for the order in which they occur or present
stronghold, an armed retinue of 12 dwarves (LN male and them in any order you think best.
female fighter 4) led by Silent Master Bradobaraxas arrive
in the Great Hall and end the food hoarding immediately.
Outnumbered by the merchants and their guards, the
dwarves retreat under fire unless the PCs intervene.

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 crew members 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 flaming pillars represent angels.

2 The PCs notice Rabscuttle has been standing inert before the massive, impenetrable adamantine 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, then returns to his day, offering no explanation.

3 Rabscuttle ascends Teskallarin’s lectern in the Struck it Rich Camp and puffs up as if he is about to
give some grand lecture to the gathered crowd of curious onlookers. For the next 10 minutes 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 minutes 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! They seek to poison the liftgas and turn all of the fleshed-ones into
snakes! Go to the liftgas caverns and take their relic of impurification! Go quickly, they plan to release
the sibilant fumes. Thousands 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 softly to the stone floor with rapt attention. The screeches are rhythmic but
teeth-rattling. For those who can understand Terran, his cooing sounds equivalent to a gentle lullaby
wooing the stone to peaceful slumber.

6 Rabscuttle screams in an unidentifiable 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! Pinned! 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, after roughly 15 minutes, he falls silent, stands up, and walks away as if nothing happened.

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39
The Great Adamantine Doors ways. First of all, it is difficult for the cult to move large
amounts of orichalcum down to their headquarters
The far end of the Great Hall features a set of delicately
through the narrow passages they control. Secondly,
engraved great adamantine doors. They have no knobs,
breaching the clockwork gate will bring the predations of
latches, locks, or handles and are flanked by two massive
the forsaken down upon the trapped miners, hopefully
TALESKING

flaming pillars, similar to Ansgar’s tattoos. These doors


drawing attention away from the cult itself. None of the
are impenetrable, carry a powerful forbiddance effect, and
minor passages down are accessible to the adventurers.
can only be opened through very specific means, outlined
The cult ceases to use its hidden ways once the door is
in Chapter 5, Into the Grand Lodge of the Old Masters
breached, and the dwarves will not reveal their secrets,
(see page 102).
OF THE MOUNTAIN

even to others of their own race. However, there’s a small


chance to find it if the PCs use divination magic—such as
Other Areas of the Upper Halls detect thoughts—or a spell that locates a particular place.
Many areas in the immediate vicinity of the miner camps The lively activities of the halls are interrupted by a
are unused by dwarves and refugees alike. The Feast tremendous reverberation from the lower hold. The
Hall (Area 28) and adjoining kitchen are good examples, citadel quivers as if some great knife has been dragged
although the massive stone tables are sometimes used across the side of the mountain. The miners stare in
MIDGARD

as emergency beds when the number of sick and dying stunned disbelief as the tremendous cacophony echoes
grows too great. The elemental-powered forges of the in a teeth-rattling, bone-jarring chorus. A final metallic
second level were built in antiquity as a place where clang shakes the halls and quiet settles across the camps.
dwarven craftsmen could show off their substantial If the PCs investigate, they learn that the only way
skills to visiting dignitaries. When the elementals left down available to them is through a locked and barred
the Hearthforges far below (see Roots of Madness, page portcullis (Area 31) controlled by Halston’s armed guards.
44), so too did these forges grow cold. As a result, These guards collect a toll from those seeking food in
the chimneys in the halls above no longer provide their the depths but allow goldveined creatures to freely pass.
warmth to the camps. When the PCs approach, Blithus the gatekeeper confronts
HALLS

In the heyday of the Golden Citadel, areas 29 and 30 in them and demands payment.
the upper hall housed a mighty flock of griffon mounts Blithus tells the PCs the toll is 20 gp per person to
used by the dwarves in an age before airships. The current pass through the gate (one way), and he only accepts
occupants continue in this tradition, although the mounts orichalcum. If the PCs are still on good terms with Halston,
are a far cry from their glorious ancestors. Only a half he intervenes to give the PCs free passage through and
dozen mangy and mite-ridden griffons remain in area back this one time as, he says, “a gesture of good faith.”
30. They grow wilder each day, as they cannot hunt in the Otherwise, the PCs must pay. The PCs might consider
current blizzard and the dwarves leave them untended. forcing the gate, but make sure they realize that doing so
Several griffons recently went missing from their stalls, would bring the entire merchant camp against them.
and some dwarves are beginning to wonder where With a slight sneer as he accepts the payment, Blithus
Brothers Haywood and Yensal acquire the meat for their adds, “Going to fetch your friend, are you? She the one
weekly charity meals. 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
PART V: means, Blithus mutters about the “blonde dwarf woman
THE OUTING OF BRAGOLLACH who crashed with the rest of you” but he has nothing
further of importance to say.
While the PCs are distracted late on the second day after
their arrival, the cult of Mammon makes its move on
Vianna (Bragollach). If Matheus survived the crash, he is
The Halls Below
the spy who alerts them. Otherwise, a previous sending Descending into the lower hold, the characters enter
spell informed the cult of Vianna’s actions. the massive gateway chamber (Area 36). Unlike the
The dragon, increasingly delirious from gold fever, exceptional stonework of the upper hall, this first chamber
wanders off early on the second day and is easily is rough-hewn. At the far end, three incredible clockwork
subdued by the cultists via a charm monster spell. The and rune-graven gates are deeply inset into the stone.
cult then escorts her down into the lower halls for an The closest door to the stairs (Area 37) leaks noxious
intricate binding ritual that also forces her to take her green gas that hovers in the space near the door. On
true form. The cultists command the dragon to sunder the stone wall above, scribbled grafitti in dwarven says:
the Master Clockwork Gate and enter the forbidden “Danger! Poisoned Passage” and “Volund save us! Crying
areas of the citadel. eyes are our salvation!” The Master Clockwork Gate
While the dwarves and the cult can access the lower (Area 38) is the largest of the gates, and has been severely
levels through minor stairways, breaching the clockwork damaged. After describing the area, read or paraphrase
gate and opening the great stairs serves the cult in two the following.
40
40
1

The larger middle gate was recently torn asunder, the subjected to modify memory in order to provide a false
once-magnificent gears bent and broken, engraved runes cover story to anyone investigating the disappearance. The
still smoldering. This is apparently the source of the man looks witless but reveals the following false account
recent pandemonium. A grisly scene is laid out before of events when confronted.
the gates. Several emaciated refugees are arranged in a “We were down here shuffling around for food when a
circle on the stone floor, their throats slit and their chests dwarf came through, acting real strange and messing with
exposed, displaying some bizarre rune carved into their that big gate. The poor girl looked terrible—definitely had
flesh. Several small candles have burned to nubs near the greed fever. We started talking to her, but she spouted
the bodies, and more runes—these smeared as if by some out some gibberish and we couldn’t move! She’d put some
giant brush—are painted in what appears to be blood in kind of spell on us! She tossed me aside like a rack of
the center of the group. 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.
A DC 25 Spellcraft check reveals that some intricate
She lit those candles and started muttering a bunch
binding ceremony took place here, and that many of
of funny words, then she just went wild and started
these symbols match Ansgar’s tattoos (a clever ruse by
changing! I mean, she started getting big. Real big. Before
the cultists to shift blame to the Brotherhood). A DC
you knew it, she was growing a tail and wings and, well,
23 Perception or Survival check reveals that something
I don’t know how to explain this exactly, but she turned
very large moved through this chamber, although a pass
into a big ‘ol dragon. You might not believe me, but she
without trace spell from a wand obscures the trail and
tore through that gate. Just peeled it like an onion. It made
prevents any further tracing of the creature’s whereabouts.
a terrible racket! When she was done, she changed back
to the way she was and walked down those stairs, just as
The Lone Survivor pretty as you please. Not long after that, all that howling
As the PCs take in the scene, they see a wounded and started and, you know, I just don’t feel right.”
hobbled man dragging himself across the floor from the
forge area toward the stair. This is Ogdred, a Mammonite
injured in the abduction and abandoned after being
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41
MIDGARD
HALLS TALESKING
OF THE MOUNTAIN

The Forsaken (el 11) OFFENSE

Spd 20 ft.
A DC 15 Listen check does reveal a distant, but rapidly
Melee shortsword +6 (1d4/19-20/x2)
approaching, disconcerting howling that clouds the mind,
Ranged repeating light crossbow +7 (1d6/19-20/x2)
emanating from the middle gate. Ogdred crawls toward
Special Attacks sneak attack +1d6
the stairs in terror. The forsaken, long ago locked into the
Spell-Like Abilities (CL 3)
heart of the mountain, waited millennia for release, and
At will—darkness, ghost sound
they know the time has come. Allow the PCs 3 rounds to
1/day—daze, sound burst
prepare themselves before the forsaken arrive.
STATISTICS
The raiding party consists of nine forsaken soldiers.
Str 11, Dex 15, Con 18, Int 10, Wis 5, Cha 16
Three of these soldiers hold howlers on leashes, which
Base Atk +4; CMB +3; CMD 15
they release as they near the sundered gates, charging into
Feats Blind-Fight, Improved Initiative, Point Blank Shot,
the room to confront anyone they see.
Precise Shot, Weapon Finesse
Skills Climb -2, Escape Artist +0, Perception +1, Ride +0,
Forsaken  CR 4
Stealth +8, Swim -2
Male Derro fighter 2 Languages Aklo, Undercommon
CE Small humanoid (derro) SQ madness (Ex), poison Use (Ex)
Init +6; Senses Perception +1 Combat Gear repeating crossbow bolts (15), medium
DEFENSE spider venom poison (8 doses); Other Gear repeating
AC 19, touch 13, flat-footed 17 (+3 armor, +1 shield, light crossbow, shortsword, studded leather, buckler
+2 Dex, +1 size, +2 natural) SPECIAL ABILITIES

hp 47 (2d10+3d8+20)
Madness (Ex) These derro use their Charisma modifier
Fort +8, Ref +3, Will +6
on Will saves instead of their Wisdom modifier, and
Defensive Abilities bravery +1; SR 14
are immune to insanity and confusion effects. Only a
Weakness vulnerability to sunlight
miracle or wish can remove a derro’s madness. If this
occurs, the derro gains 6 points of Wisdom and loses 6
points of Charisma.
Poison Use (Ex) The derro do not risk poisoning

42
42
1
themselves accidentally while poisoning a weapon. Concluding the Adventure
Vulnerability to Sunlight (Ex) The derro take 1 point of With the gates sundered, the lower halls are now filled
Con damage after every hour they are exposed to sunlight. with the distant echoes of nearby howlers’ insanity-
inducing caterwaul. Areas 35–41 remain inhospitable
Tactics for the duration of the adventure due to the maddening
effects the howls have on those in such close proximity.
During Combat The three packmasters charge with the
The mountain’s interior now lies open to both the PCs
howlers and flank with them, while the remaining
and to other interests within the citadel. Halston moves
forsaken move within 30 feet and fire their crossbows.
quickly to find a way to profit from this new development,
The archers rush to replace the fallen in melee. In
increasing the fee to move through the portcullis at Area
addition, a single forsaken fires a weeping bombard
31 to 100 gp per person, per trip. He sees no increase in
(see Roots of Madness, page 44) from beyond the
profit from this move, however, as the people in the upper
archer’s position, hitting allies if he must. He has 4
halls for the most part see no reason to travel deeper into
shots, and the surrounding archers protect him in
the mountain.
melee if approached.
Their distrust of the dwarves, fear of the noise that
Morale The forsaken fight madly to the death. rent the clockwork doors, and outrage over Halston’s
fee increase kill the curiosity in most of the upper hall
Howlers (3) CR 3 residents. Those few who do venture downward over the
next few days do not return.
hp 37; Bestiary 2

Tactics
During Combat The howlers charge, then flank with
their masters in melee.
Morale Loyal to the end, the howlers fight until slain. If
the forsaken perish first, the howlers flee.

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43
CHAPTER TWO:

Roots of Madness
TALESKING

By Ben McFarland
OF THE MOUNTAIN

Adventure Background The following tables outline where the various clues
appear that the PCs might notice. In the tables, “DN”
“Dark was the Night” ends at a clockwork gate to the
refers to Dark is the Night and “RM” refers to this
lower halls. Encamped in the upper halls of the Citadel,
adventure, Roots of Madness.
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 threaten to shatter it. If the PCs PART I: THE UPPER HALLS
MIDGARD

are not yet 9th level at the end of Dark was the Night,
The leaders of the dwarven citadel and the miners
they have enough down time between the events of that
camps realize that to stay alive, they need to restore the
adventure and the beginning of this one.
Hearthforges that recently went cold. Scouting indicates
Provide them enough additional adventures and side
the elementals that provided the heat left the furnaces
treks as needed to reach 9th level. The dwarves, kobolds,
and are roaming one of the lower halls. Several priests
and humans brought together in the frigid upper halls
of the Healing Goddess Lada ask the party to go to the
should provide plenty of opportunities for adventure,
Hearthforges, speak to the dwarves to determine why
especially as their resources, supplies, and food dwindle.
the elementals left their furnaces, and convince the Fire
HALLS

Shepherd to restore the truant elementals, while making


Adventure Summary sure that none escape to threaten the Citadel.
This adventure takes the PCs into the mountain, where At the group’s quarters, Varden Redfel (NG dwarf
they find the ancient secret of Rygar’s past and the cult fighter 4/expert 2) approaches the party with Father Jappe
that wants to decide its future—all while trying to save the (LG human cleric of Lada 7), Brother Yensal (NG human
recently arrived miners seeking shelter. cleric of Lada 5), and Brother Haywood (NG human
The PCs travel to the Hearthforges and meet the cleric of Lada 5) in tow. Redfel and the clerics bring a
Fire Shepherd, learn of the false gearworker and his small meal of unspoiled food for the player characters and
journeyman, discover the strange sickness that follows ask for a moment of their time.
in their wake, and then plan to sabotage the connection Varden Redfel is a genial dwarf wearing a polished but
between the Hearthforges and the Shank. Along the way, tested breastplate. Redfel waits a moment for the clerics
they may interact with Imperial ghasts, who lurk with to distribute the food before he clears his throat and says,
unknown intentions. The forsaken constantly harass the “I am Varden Redfel, First of the Stair Guard. I apologize
PCs as they explore large sections of the Hearthforges for the intrusion. We come to petition you for a favor. I’m
complex, which is overrun and despoiled by the crazed sure you’ve noticed that the halls have grown no warmer
and foul creatures. since the blizzard resumed. Indeed, as most of the fuel
In the depths of the Hearthforges, the PCs witness the is spent, and the situation will only grow worse when
Journeyman’s corruption of the gold dragon Bragollach hungry people grow cold and tempers flare.” The air has
and the dragon’s flight into the ventilation shafts leading certainly grown chill in the past few hours.
to the Shank. After defeating the Journeyman and his “We need someone to go to the Hearthforges, in the
co-conspirators and foiling the false gearworker, the PCs roots of the mountain, and determine why the elemental
can help the Fire Shepherd restore the elementals to the furnaces no longer generate heat. Abelard, the Fire
Hearthforges. To do so, though, they must hold back Shepherd, usually tends them with a cadre of devotees to
a ravening mob of forsaken until the furnaces are lit. Volund, but we’ve not heard back from either group we sent
Their task complete, the characters return to the Citadel to investigate and fear the worst. Are you willing to go?”
accompanied by the Fire Shepherd. Some probable questions, and their corresponding
answers, follow:
Tracking Important Clues What’s it worth to you? Varden and the clerics grimace.
The dwarf looks as if he’s bitten into something foul. He
Several clues in this adventure and the prior one will be
answers, “Well, if you need pay we can work something
important in Chapter Three. These are listed here so that
out. We have plenty of gold to carry back to Zobeck, and
you are aware of their importance and can make sure that
we can trade with some of the craftsmen.”
the party has a shot at finding at least some of them.

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2
Brother Yensal adds, “Lada smiles on those who aid Down The Stair
the suffering. You can count on our gifts and meager
As the PCs descend into the darkness of the Great Stair:
resources when you return.”
The passage spirals around a great open shaft, then
Father Jappe says, “This duty would serve the whole
becomes more of a tunnel—turning posts and corners,
population of the Citadel. It is the right thing to do.
with the hum of the shank carried on gusts of cold wind.
Do you really require pay to help those who cannot
That wind is sharp enough to leave a hint of frost on
help themselves?”
beards and collars.
Why us? Father Jappe answers, “You’re as close to a
The stairs are abandoned but not empty. Vast halls and
neutral party as we have here. There’s been some… strong
galleries stretch into darkness and show signs of old battles.
discussion that perhaps the groups sent down the Great
Fragments of weapons, bits of shattered bones, and blasted
Stair were ambushed to weaken the positions of those
marks of soot litter the path. An eerie silence hangs behind
who stayed behind. Ludicrous, but we need this and no
the soft drone of the distant dwarven gearworks.
one objects to your selection.”
Redfel adds, “Captain Stonethrower mentioned that
you acquitted yourselves quite well during the journey
Travel Down The Great Stair
here. Since the other two groups disappeared, we think Travel from the Citadel to the Hearthforges requires the
something dangerous is lurking in the deeper halls of the better part of a day, including short breaks for rest and
Citadel. We thought it best to send down veterans.” food. If the party decides to venture off of the Great Stair,
Who was in the other groups? Redfel answers: “We Perception checks reveal one or more of the following.
sent two small expeditions down to the Hearthforges.
One of the Journeymen gearworkers led the first group. Table 2-1: Search Results
The second was a group of volunteers. Neither party has
DC Result
returned or sent word.”
How do you even know anyone’s alive down there? Did
5 Graffiti. “The orichalcum—it destroyed us!”
you communicate with them? Brother Haywood answers:
“Our divinations show that dwarves still live within the
7 Graffiti. “Balik, we’re headed for the place we
Hearthforges, and that the Fire Shepherd is trapped
agreed. We wait until the supplies demand we go.”
inside, as well. Is not that enough?”
Elementals? Are they enslaved? Redfel answers: “The
9 Graffiti. “Only the forsaken have a claim here
elementals entered into a bargain with the Lords of the
anymore.”
Halls long ago. They are not enslaved, but must serve in the
Hearthforges for some time to come. We know they left the
10 A skeleton behind some fortification, armored
furnaces because the air from the ventshafts is cold.”
but unarmed.
What do we need to do when we get there? How do we
get elementals back to work? Redfel answers: “You must
11 Graffiti. “Neherak’s Hall: Trespas<bloodsmear>ill
find Abelard. He has run the Hearthforges for generations
be gutted!”
and knows how to keep the Elementals in line. Whatever
happened, it’s keeping him from the furnaces.”
12 Scorch marks from a large fire.
How will we recognize Abelard? Redfel answers: “He’s
the senior cleric of Volund in the Hearthforges. You
13 Graffiti. “Mine mine MiNe MINE mine MinE! YOURS!”
cannot mistake him.”
What if we find treasure? Redfel answers: “Unless
14 A last stand—a broken-in door, skeletons with
you take it from the corpse of some creature who is not
obvious wounds, and dark blood smears.
a dwarf or from the Citadel, you can be certain it’s an
heirloom of our people. While we would not object to
15 Graffiti. “This is Volund’s punishment for us!”
your using them to perform your duty, this place is our
home; try to respect it. Do not worry about your reward;
16 Scorch marks, possibly from spells.
we will make sure you are fairly compensated.”
Development: The emissaries ask the PCs to depart
17 Graffiti. “Beware! They take prisoners, kill your
as soon as possible. The storm outside is growing
wounded!”
stronger, and the upper halls are becoming even less
hospitable. Varden Redfel provides a map of the route and
18 Melted stone spots, possibly from spells.
enough foodstuffs for two days, as the trip down to the
Hearthforges can take some time. Other considerations,
20 Remnants of a previous trip—a cold fire circle
like weapons, magic, or other specialty gear, is subject to
and some trash. A DC 15 Survival check reveals
the inflationary economy that grips the population.
that these remnants are recent.

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PART II: THE HEARTHFORGE
Author’s Note: The Hearthforge is the working section of the Rygar Halls
Building Atmosphere where ore was smelted into metal; metal was worked
into alloys; and goods were forged with fire, sweat, and
This encounter showcases the initial descent into
TALESKING

magic. Much of this area has been a place for the forsaken
the ancient dwarven halls. The long-ago infighting
and the fire elementals for decades, since the halls were
is recorded in the graffiti of doomed holdouts and
abandoned. The presence of Abelard, the fire shepherd,
survivors; whatever happened here was desperate
kept the area from complete abandonment and decay.
and vicious. Feed the players doubts to build on
Some encounters within the Hearthforges call for
OF THE MOUNTAIN

later in the adventure. Who built the Halls? Who


Perception checks. To simplify play, ask the players to roll
should answer for the ancient tragedy, or are all
eight Perception checks, then record their results for later
survivors long dead?
use in the Hearthforges.
AC (High) 11, touch –1, flat-footed 11
(–8 size, –3 Dex, +12 natural)
Roughly six hours into the journey, read or paraphrase
MIDGARD

the following: AC (Low) 23, touch –1, flat-footed 23


(–8 size, –3 Dex, +24 natural)
At long last you arrive at the end of the gallery that your
Ceiling Traps (5) CR 6
map shows leading up to the Hearthforges. The air is
warmer here, and a sliver of dull, copper-colored light Type Mechanical; Perception DC 16; Disable Device DC 18
glimmers up ahead. Effects trigger action (thunderstone, shatter, or sound burst
within 10 ft.); Atk +20 melee (8d6, stone blocks; blocks
passage); multiple targets (all targets in a 10-ft.square
A DC 10 Perception check reveals shouting, a terrible
area);.
HALLS

grinding sound, and screams of pain. It sounds like a


battle is taking place up ahead. Allow the PCs to create The ceiling traps are marked “T” on the map outside areas
battle plans or scout around. Once at least one PC moves 1, 10, 12, 15, and between 5 and 9. When triggered, each
forward to investigate, read or paraphrase the following: creates a deadfall of rock and debris that seals the passage.
This hall looks like some kind of bailey. Several broken A thunderstone, or any other spell or effect that does
barricades yet stand, partially dismantled and stained sonic damage or causes an explosion (DM’s discretion
with long red splatters and smears along the walls and concerning other effects that might set it off) within 10
floors. A few bodies lay scattered and unmoving about the feet of the marked square activates the trap there.
shattered fortifications.
The light from the chamber ahead grows stronger, and 1. Welcoming Party (el 11)
the sounds of battle grow louder. Now, the DC to hear the
Approaching the Hearthforges, the PCs hear combat
battle is reduced to 0. Allow those who move quickly to
and see the signs of a limited siege—a series of broken
the door to make Perception checks on Table 2-2.
barricades and finally, the smashed doors that lead into
the Hearthforges. Advancing, they see a strange, golden
Table 2-2: Perception elder xorn battling a pair of wild golden-eyed dwarves. At
DC Result least a dozen corpses are underfoot.
As a PC crosses the threshold or attacks through the
15 None of these corpses are armed or armored, but doorway, the dwarves notice, give a great shout, and turn
they all show signs of participating in battle. their attention to the interruption. The dwarves operate
a jerry-rigged molten metal sprayer. This requires a
25 There are some loose leather straps and belts, all two-dwarf crew: one operating the sprayer and the other
of which might be used on armor or weapons, but working the bellows pump.
they appear slightly chewed. Left unmolested by the PCs, the elder xorn kills all
the dwarves without being wounded. He remains in the
hall, consuming the molten metal sprayer until defeated
Once the PCs move to the door, they reach Area 1 and
by the PCs. In this case, award experience for an EL 10
the encounter there. For each round that the party delays,
encounter instead of an EL 11 and have the elder xorn
add another corpse of a dwarven forgeworker at the elder
vomit up an additional 8 gp of cursed gold when killed.
xorn’s feet. These freshly killed goldveined dwarves are
A lantern with continual flame provides illumination
not scavenged by the elder xorn, and do not modify the
at the doors. The metal sprayer creates a burst of light
EL of the encounter.
that provides shadowy illumination in its area of effect
while it is fired.

46
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2

47
47
Goldveined Xorn, Elder  CR 9
NE Large outsider (earth, evil, extraplanar)
Init +1; Senses all-around vision, darkvision (60 feet),
tremorsense (60 feet); Perception +12
TALESKING

DEFENSE

AC 26, touch 10, flat-footed 25 (+1 Dex, -1 size, +16 natural)


hp 130 (15d8+63 HD)
Fort +13, Ref +9, Will +11
Defensive Abilities 50% chance to ignore a critical hit; DR
OF THE MOUNTAIN

5/bludgeoning, DR 5/silver or gold, Immune flanking,


cold, fire, confusion and insanity effects;
Resist electricity 10; SR 25
OFFENSE

Spd 20 ft., burrow (20 feet)


Melee bite +21 (6d6+7/x2), claw x3 +19 (1d6+7/x2)
MIDGARD

Spell-Like Abilities (CL 5th)


1/day—charm person (DC 12), rusting grasp
Space 10 ft.; Reach 10 ft.
STATISTICS

Str 25, Dex 12, Con 25, Int 14, Wis 15, Cha 14
Base Atk +7; CMB +15 (+17 Bull Rushing); CMD 26 (28
vs. Bull Rush)
Feats Cleave, Diehard, Improved Bull Rush, Power Attack,
Toughness
HALLS

Skills Appraise +18, , Intimidate +19, Knowledge


Molten Metal Sprayer: 15-foot cone or a 40-foot line; (dungeoneering) +18, Perception +18, Stealth +14
2d6 + 2d6 fire; DC 18 Reflex halves; DC 15 Fortitude or Survival +18 (+20 following tracks or underground)
entangled for 1d4 rounds. Roll 1d20 when fired. On a Languages Dwarvish, Terran
natural 1 it explodes, dealing 4d6 points of bludgeoning SQ all-around vision, all that glitters, earth glide (Ex), fatal
and 2d6 hp fire damage to any creature within 15 feet. bequest, like treasure piled high, madness, strength of
The sprayer is easy to figure out. Any character who metal, the spaces between
examines or attempts to use it need only make a DC SPECIAL ABILITIES

7 Intelligence check. It fires for only 1 round unless


All-Around Vision The goldveined xorn can see in all
a second person operates the bellows. Operating the
directions and cannot be flanked.
bellows or the sprayer uses a full-round action that does
not provoke attacks of opportunity. Earth Glide (Ex) A goldveined xorn can glide through
Terrain: The area within 15 feet of the barricade any sort of natural earth or stone as easily as a fish
is littered with rubble and corpses, and acts as rough swims through water. Its burrowing leaves no sign of
terrain—the elder xorn ignores the rough terrain with its passage nor hint at its presence to creatures that
its earthglide ability, but the dwarves utilize it, hiding don’t possess tremorsense. A move earth spell cast on
behind barricades. There are 15 forsaken corpses and an area containing a xorn moves the xorn back 30 feet,
eight goldveined dwarf corpses. The elder xorn consumed stunning the creature for 1 round unless it succeeds on
the gold from any killed before this battle, so the only a DC 15 Fortitude save.
cursed gold available from this room comes from the
two dwarves manning the molten metal sprayer and any Tactics
corpses that result from earlier delays.
During Combat While it likes to preserve as much of a
The ceiling is 30 feet high.
meal as possible, the goldveined xorn uses its rusting
grasp against heavily armed or armored foes.
Morale The goldveined xorn is insane and fights to the
death to garner more wealth.

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2
Goldveined Dwarf Fighter 4  CR 4 Seeking The Fire Shepherd
Male Dwarf fighter 4 The first PC to approach the doors into the citadel hears a
LE Medium humanoid (Dwarf) voice say suddenly in Common, “Hello? You there! Hello!
Init +6; Senses darkvision (60 feet); Perception -1 I am Abelard—can you hear me? Come to the furnaces
DEFENSE and free me! I hear you, you know. Come to the Chamber,
AC 19, touch 12, flat-footed 17 (+7 armor, +2 Dex) set me free!”
hp 55 (4d10+20) The voice seems to originate out of thin air and
Fort +9, Ref +4, Will +1 belongs to the Fire Shepherd, speaking through one of
Defensive Abilities bravery +1, defensive training, ignore the many tiny tunnels that honeycomb the Hearthforges.
critical hits 50% chance; DR 5/bludgeoning, 5/silver or He gives his basic directions to the chamber, but he does
gold; Immune confusion and insanity effects not consider the characters’ lack of familiarity with the
OFFENSE area. While he can hear the PCs, he cannot guide them
Spd 20 ft. after they leave Room 1 unless they enter Room 3, 4,
Melee +1 dwarven waraxe +7 (1d10+4/x3) 8, 10, 12, or 13. If the PCs question him, see possible
Spell-like Abilities (CL 4th) questions and answers in the Speaking with the Fire
1/day—rusting grasp. Shepherd section in Room 4.
STATISTICS Unless otherwise noted, the ceiling is 10 feet high
Str 13, Dex 14, Con 18, Int 10, Wis 8, Cha 12 in all rooms and the corpses bear the marks of gold
Base Atk +4; CMB +5; CMD 17 fever infection.
Feats Diehard, Improved Initiative, Power Attack,
Toughness, Weapon Focus: Dwarven Waraxe, Weapon 2. Warehouse Cavern
Specialization: Dwarven Waraxe
Crates fill this arched cavern. Three rows of wooden boxes
Skills Appraise +7 Acrobatics +0, Climb -1, Craft
stretch back into darkness.
(blacksmith) +7, Escape Artist +0, Fly +0, Intimidate +8,
The PCs can hear the soft chitter and squeak of a rat,
Ride +0, Stealth +0, Swim -1
but play up player paranoia if the PCs search through
Languages Common, Dwarven
the crates. The PCs can find two recent corpses here,
SQ armor training 1 (Ex), greed, fatal bequest. hardy +2,
both dwarves caught in the western corners and stabbed
madness, slow and steady, stability, stonecunning +2,
multiple times. Their belt pouches are missing, and
strength of metal
they wear blood-soaked artisan’s outfits. The one in the
Combat Gear potion of resist fire 10; Other Gear +1
southwestern corner has a gear from the Furnace Gear
dwarven waraxe, +1 breastplate, cloak of resistance +1
Chamber (Room 4) on a cord around his neck.
Development: After they die, the elder xorn and the two More than 75 crates are stacked up to the 15-foot high
dwarves vomit small pools of quickly cooling gold. This ceiling and contain enough food for 45 people for 14 days.
gold stays in liquid form for 2 minutes after death and then Others contain a large amount of iron rod stock. The PCs
becomes a chip of solid gold. If the party delayed outside to can find mundane equipment here at your discretion.
search the bodies, add 2 gp of tainted gold per round of delay.
The lich hounds’ lifesense ability keeps the Imperial 3. Main Furnace Chamber
ghasts aware of the party’s presence once the PCs pass
A great network of huge air ducts enters this room from
beyond the doors within the dwarves’ barricade (see area
the western wall and feeds into the three enormous
12 for ghasts and lich hounds). They know when the party
furnaces there. It continues overhead to the lone furnace
approaches and are prepared when the PCs open the
on the eastern wall, and joins a junction that reenters
doors to area 12. The ghasts cannot be surprised.
the bedrock of the mountain. The furnaces are great
rectangular constructions, crafted to resemble great
Speak With Dead towers, with the ducts shaped like billowing plumes of
If the PCs question these corpses using speak with dead, smoke. They sit, cool and unoccupied.
the dead have a +3 Will save against the spell. All of them Smooth hexagonal paving stones cover the floor,
can explain that a sickness infected the workers, and even and the stones are inlaid with silvery dwarven runes.
those who seemed to improve one day woke insane the The ceiling is 40 feet high. The runes spell names of
next. Before long, everyone was infected. The dead do not previous Hearthforge workers. Prying them up requires
all know of the forsaken attacking, and most do not realize 2 hours and recovers 200 sp worth of silver in total. A
what the forsaken are, other than perhaps crazed dwarves. DC 20 Perception check reveals a gear for the Furnace
Multiple speak with dead spells may be required to Gear Chamber (Room 4) hanging on a hook beside the
make the connection. eastern forge.
From this room, the PCs can hear and attempt to speak
to the Fire Shepherd.

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4. Furnace Gears Chamber: The Broken Door If the PCs cut through or bust down the door instead,
they face a steel door with hardness 8, 400 hit points, and
A short dogleg passage ends at a massive door,
a break DC of 32. The room’s walls have a sheet of metal
fashioned from an enormous cog mechanism. The
plating preventing stone shape or passwall. A permanent
door has more gears embedded within it, but they look
hallow with a dimensional anchor protects the room
TALESKING

sabotaged and broken.


beyond, as well as the door itself. Other solutions might
The goldveined dwarves sabotaged the door and tore
work at your option.
apart its inner workings in their greed.
A configuration of three slightly smaller gears thread
this massive cog set on edge to act as a door.
Speaking with the Fire Shepherd
OF THE MOUNTAIN

A mechanism of hand-sized gears overlays part of it, The PCs might have some questions for the Fire
apparently for unlocking and opening the door, but someone Shepherd, Abelard Feuerhirte (LN male azer cleric 10
sabotaged it, leaving large gaps evident among the cogs. of Volund; see Appendix). Some likely questions and
As the PCs consider the door and its inner workings, answers follow.
the Fire Shepherd hears them and speaks up again. His How do we open the door? “My divinations tell me
voice sounds tinny and seems to come from above the that all the parts of the door mechanism are within the
MIDGARD

door. “Hello,” he says, “I’m glad you made it! I hope you Hearthforges. Find them, repair the door, and it will open.
can open the door, so we can speak face to face.” Opening spells might work as well. If you tell me what it
The PCs must rummage through the piled dead to find looks like now, perhaps I can tell you what’s missing.”
the parts to open it and release the Fire Shepherd. They Abelard confirms the missing parts, describes them,
can attempt Craft (trapsmith), Knowledge (engineering), and explains how to repair them if they are returned. This
or Disable Device checks to correctly judge what will be advice provides a +4 circumstance bonus on any Craft
required to repair the door. (trapsmith), Knowledge (engineering), or Disable Device
checks made during the repair process.
Table 2-3: Craft, Knowledge, Who are you? “I am Abelard, the Fire Shepherd,
HALLS

caretaker of the Hearthforges.”


or Disable Device
What does that mean? “It is my responsibility to watch
DC Result after the fire elementals who keep these halls warm.”
Why aren’t they doing their jobs, then? “A powerful
15 Several gears are missing, and perhaps elemental, part stone, part fire, convinced them to
another component. abandon the Hearthforges after the dwarves gave in to
madness. When I went to stop them, his gilded tongue
20 Several gears are missing, and the handle. deafened them to my logic.”
How did you get trapped back there? “I came to direct
25 Six gears and the handle are missing the defense of the Hearthforges. As madness took the
last of my assistants, they stole the gears and trapped me
here.”
Why did not you cure the madness? “At first, we took it
Opening the Door for a normal sickness, and it spread faster than my spells
The party can open the door by one of three methods, or could halt it. Then the forsaken attacked. That, combined
a combination of all three, although they might possess with my entrapment, doomed the good dwarves here. I
other means of bypassing or opening it. For the purpose could only listen to what unfolded.”
of opening this door, a successful skill check, knock spell, Can’t you just cast a spell to escape? “Long ago, when
or charge from a chime of opening effectively counts as we established this chamber, the Elders hallowed and
replacing two of the missing gears or one gear and the warded it to provide a secure place where the defense
key handle. of the Hearthforges could be safely and effectively
Repairing the door by finding and replacing the coordinated. I cannot leave except by the door. We did not
six missing gears and key handle returns it to true expect our own cleverness to turn against us. Had you not
functionality. The gears are scattered about the arrived when you did, I would have attempted to dispel
Hearthforges in Rooms 2, 3, 6, 7, 8, and 11. The key the protective magics. I was loath to do so.”
handle is located in Room 9. Why should we believe you? “You have nothing but
Alternatively, the PCs can make five Disable Device DC my words to trust. True, this might be a clever ruse and I
25 checks, each with an accompanying DC 23 Strength might be an awful evil sealed away, desperate for escape.
check. Up to three characters (who must be different from But no abjuration magic wards the door. If I were some
the character performing the skill check) can cooperate demon, the dwarves would have used more than a door
on the Strength check—one is primary and two assist. and a magical anchor to bind me!”
Finally, the PCs can cast four knock spells or use four A DC 20 Sense Motive check reveals that the Fire
charges from a chime of opening. Shepherd seems sincere.
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2
Once released, the Fire Shepherd explains that forsaken between the two floors. There are 20 total rooms. A DC 15
attacked his forge after his dwarven assistants got sick. Perception check reveals a gear for the Furnace Gear
Just before that, a gearworker and his Journeyman came Chamber (Room 4) on the desk of one undisturbed room.
asking about the Hearthforge and how it distributes heat
through the ventshafts to the Shank. 8. Infirmary
Abelard did not trust them, though, as they asked
This long room once housed the sickened and injured. It
questions to which they should have known the answers.
contains nine beds, all covered with bloodstains. Two of
The azer gave the gearworkers inaccurate directions. If
the beds are overturned and eight corpses lie scattered in
the PCs leave the Hearthforge with the Fire Shepherd,
the wreckage.
he informs them that if they hurry, they can prevent the
Two doors stand open to the east. One is a supply
sabotage of the interface between the ventshafts and the
closet, with ransacked pots, boxes, and pouches lying
Shank. If asked who the forsaken are, Abelard calls them
about the floor. The other is an office. The desk within is
“degenerate, filthy undermountainers, invaders of our
overturned as if to form a barrier to the door, although it
realms,” and refuses to speak further on the matter.
looks as though it was split with an axe. Much of the office
is splattered with blood.
5. Cistern Cavern The supply closet holds enough herbs for two
Two 20-foot-wide wells dominate this room. Their dark, masterwork healing kits and three antitoxin doses.
glassy surfaces betray an occasional ripple from a falling Assembling them requires a DC 20 Heal check. A DC
drop of water. The two wells fill from a natural spring. 15 Perception reveals a metal pan underneath one bed
Overflow provides running water in the kitchen and containing a cooled disk of cursed gold worth 5 gp, under
infirmary (Room 8) and steam powered trip hammers in which lays a gear for the Furnace Gear Chamber (Room 4).
the maintenance forge (Room 6). The wells are 25 feet deep.
A dwarven corpse fouls the southern well; the back of 9. Kitchen
his head is crushed, his pockets and boots weighed down
The kitchen is large enough to accommodate preparations
with iron rod stock. His 4 gp of cursed gold sits on the
for dozens of dwarves. In addition to the two doors that
well bottom between his feet as four small spheres.
lead to the dining hall, a third door leads through a small
passage into the cistern chamber. As the PCs enter, read
6. Maintenance Forge or paraphrase the following.
A large forge and anvil dominate this square room. The
upper half of a scorched body lies in the cooling forge
What was once a kitchen now serves as the final resting
cinders. Another lies over the anvil with a hammer buried
place for at least two dwarves. One is stuffed in a stone
in his ribcage. A third corpse hangs from the side of the
oven, booted feet hanging out the front.
workbench, her head pinched in a heavy vise.
The other lies slumped against a countertop, a vicious
The ceiling is 15 feet high in this room. The forge can be
cleaver wound splitting his skull, his apron stained with
cleaned up and put to use, if needed. A set of masterwork
dark, port-colored blood. Pots, pans, and cooking utensils
smith’s tools is available. A DC 15 Perception check
of all kinds lay scattered around the room.
reveals 8 gp of cursed gold on the floor. A control gear
for the Furnace Gear Chamber (Room 4) is hidden in the
pocket of the corpse draped over the anvil. The sinks provide running water and the still-edible
food can feed 10 people for three days. A DC 20
7. Dormitories Perception check reveals the key to Room 4, which is
stuffed in a sack of flour inside a cabinet. The dwarf on the
These rooms once housed 60 dwarves. When the PCs
floor has 2 gp worth of cursed gold in his pockets, and his
enter the first, read or paraphrase the following.
hands are covered in flour.

This small room has clearly been searched. Some doors 10. Dining Hall
are shut tight, others hang open, and a few are smashed
The massive dining hall was the scene of intense but short-
open like a child’s toy bank. The room holds a three-
lived fighting. In better times, the hall could seat half the
tiered bunk bed, three footlockers, and a writing desk.
dwarves of the citadel, but now it merely hosts four corpses.
As the PCs enter, read or paraphrase the following.
This area has two floors, identical to one another
and one directly over the other. All of the rooms are
Six enormous tables occupy the bulk of this room. Two
identically furnished, although those behind smashed
tables are overturned, and the broken remains of benches
doors contain signs of a struggle, with furniture and
and chairs lie scattered around the room.
clothing scattered and tossed about. These rooms have
a total of 12 corpses and 6 gp of cursed gold scattered
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51
MIDGARD
HALLS TALESKING
OF THE MOUNTAIN

Walking through the room reveals the four dwarven If the PCs search the room, they find cursed gold on the
corpses spread throughout it. They remain where they floor next to the corpse worth 3 gp. In his hand is one of
fell, with two still gripping the knives they stuck into each the gears for the Furnace Gear Chamber (Room 4) and a
other. Small lumps of cursed gold worth 14 gp lie about light crossbow with a bolt loaded in it. The dwarven corpse
the room. The ceiling is 20 feet high. has a bolt quiver on his belt with 7 bolts remaining.

11. Workshops 12. Airshaft Bailey (EL 11)


The doors to these two workshops bear the same label Departing from the Hearthforges for the airshafts takes
of “Workshop” in Dwarven. Both are equipped with fine about 5 hours after the PCs pass another barricade—
sets of tools for many trades, all of which have been rifled this one facing away from them. The embossed metal
through and cast aside. As the PCs enter the open room, door is closed and barred from this side, making it easy
read or paraphrase the following. 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
This room once obviously served as a workshop, likely
successful DC 10 Perception check. Those with scent can
well organized and tidy. Now, however, its tools are
automatically detect the smell.
scattered in a terrible mess. Two dwarven corpses lay
A DC 18 Knowledge (religion) check identifies the odor
here, one with an awl stabbed through his eye and the
as ghast stench. A DC 20 Knowledge (dungeoneering)
other slouching against the far wall with a dark crimson
check eliminates troglodytes as the source. A DC 23
smear behind his head.
Knowledge (planes) check eliminates hezrou as the source.
Anyone who passes through the door must make a DC 15
The closed door is locked. Opening it requires a DC 15 Fortitude save or become sickened for 1d6+4 minutes.
Disable Device check or a DC 23 Strength check. As the A DC 26 Perception check reveals that someone
PCs open the door, read or paraphrase the following. is whispering on the other side of the door. A DC 36
Perception check further reveals the words. If the listener
who makes such a check can understand the language
This workshop looks very similar to the other, including
Darakhul, he understand the speaker to say, “Be ready,
the mess scattered about and the corpse of a dwarf. The
they’re on the other side!”
dead dwarf is stretched out against one workbench, with
Beyond the door stands an encampment manned by
a crossbow bolt in his belly.
Imperial Ghouls hunting forsaken who captured several
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2
of their own kind. Since the ghasts and lich hounds can OFFENSE

see in darkness, they do not bother to light the room. Spd 20 ft.
The ceiling is 30 feet high, and the enclosed barricade Melee masterwork greatsword +13/+8 (2d6+7/19-20/x2),
requires a DC 15 Climb check to ascend. Failure by more bite +8 (1d6+2/x3)
than 5 indicates a slip and fall on the spikes studding Ranged shortbow +9/+4 (1d6/20/x3)
the edifice, dealing 1d4 points of piercing damage. A Special Attacks paralysis (1d4+1 rounds) (DC 16)
wide step on the ghasts’ side gives them the ability to STATISTICS

attack over the barricade, which provides cover to those Str 18, Dex 17, Con -, Int 13, Wis 14, Cha 16
standing behind it. Base Atk +6; CMB +10; CMD 22
As the first PC steps into the room, with or without a light Feats Lunge, Multiattack, Power Attack, Vital Strike,
source, one of the ghasts calls out in Common, “Hold! Stand Weapon Finesse, Weapon Focus: Greatsword
fast in the name of the Empire of the People!” The ghasts Skills Acrobatics +4, Climb +6, Escape Artist -1, Fly -1,
hold their actions to see if the party attacks. Aside from the Intimidate +11, Perception +10, Ride -1, Stealth +7, Swim +5
stench (which is not easily identified as originating with Languages Common
them), the ghasts’ nature is not immediately obvious, as they SQ Armor Training 1 (Ex), Disease (DC 16) (Su)
wear armor and wield weapons. Combat Gear arrows (20); Other Gear +1 armor spikes
The ghasts are not opposed to speaking with the party, banded mail, masterwork greatsword, shortbow
although their initial attitude is unfriendly. Should SPECIAL ABILITIES
the PCs decide to fight their way through, they face a
Envenom weapon (Ex) As a move action, the ghasts can
hard-fought battle, as they must push against a fortified
cover a weapon with poison.
position held by an organized and prepared foe.
Improving the ghasts’ attitude to friendly leads the Ghoul Fever (Su) Bite-injury; save Fort DC 13; onset
barricade’s leader, who spoke to the PCs originally, to 1 day; frequency 1/day; effect 1d3 Con and 1d3 Dex
offer a deal to the PCs. “We do not often deal with those damage; cure 2 consecutive saves. The save DC is
we might better enslave,” he says, “but perhaps we can Charisma-based. A humanoid that dies of ghoul fever
help one another. If you can recover our fellows from the rises as a ghoul at the next midnight.
hands of the forsaken in the shrine to the south, we are
Stench (Ex) The stink of death surrounds ghasts. (Fort
willing to depart without battle, allowing you to continue
DC 15 negates, sickened for 1d6+4 minutes)
on your way. Surely you would slay those who defile your
shrines, regardless? Bring back our brothers unharmed,
Tactics
and we can all go our separate ways. Betray us and you
will learn the true might of the Empire.” Before Combat The ghasts prepare their weapons using
If the PCs agree, he provides a code word that an the Envenom Weapon feat. They prepare two arrows
uncontrolled ghast recognizes as signaling an ally, and so and their greatswords, so the first attacks with those
does not attack. Choose a phrase or term incongruous with weapons can paralyze their targets.
the nature of ghasts, such as “mercy” or “moderation.”
During Combat The ghasts ignore all paralyzed foes until
after combat. Until the PCs see them, the ghasts stand
Ghast Legionnaires (x5)  CR 6
and make full-attack actions with their bows. Once the
Male ghast fighter 5 PCs indicate that they can see the ghasts (by shouting
CE Medium undead or attacking), the ghasts use the barricade as protection,
Init +3; Senses darkvision (60 feet); Perception +10 dropping down to gain full cover as a free action and
Aura Stench (10 feet, 1d6 + 4 minutes) (DC 16) standing up to attack as a move action. If the ghasts
DEFENSE paralyze at least half the party with their initial volley of
AC 24, touch 12, flat-footed 22 (+8 armor, +2 Dex, arrows, they take move actions to use Envenom Weapon.
+4 natural)
Morale The ghasts cannot leave comrades in the hands of
hp 65 (5d10+2d8+21)
the forsaken, and must go through the party to reach them.
Fort +7, Ref +4, Will +6
Defensive Abilities bravery +1, channel resistance +2;
Lich Hound  CR 4
Immune ability drain, bleeds, death effects, energy drain,
exhaustion, fatigue, physical ability damage, disease, Midgard Bestiary for PFRPG page XX
mind-affecting, non-lethal damage, paralysis, poison,
Development: If the party negotiates and agrees to
sleep, stunning, undead traits
return the ghasts’ comrades from captivity, the undead
open the barricade and allow the PCs to pass. They are
gone when the group returns from dealing with the
gearworker and elementals. If the party completes the
rescue, award experience for an EL 11 encounter.

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53
13. Shrine to Volund (EL 11) characters into sludge within the alembic, starting with
the largest creature first.
As they pushed their way through the complex, the
forsaken found this holy site dedicated to Volund. Their
Indrecalla Bat-Eater  CR 7
contemptuous ways led them to blasphemy. They are in
TALESKING

the long, slow process of converting it to a site honoring Female Forsaken derro cleric 5
Addrikah. The doors to the shrine are closed when the CE Small humanoid (derro)
PCs arrive at them. Init +3; Senses Perception +4
A pair of heavy metal doors, embossed with the holy DEFENSE

horse and anvil of Volund, end this short passage. Scorch AC 21, touch 10, flat-footed 21 (+9 armor, -1 Dex, +1 size,
OF THE MOUNTAIN

marks and long red smears leave terrible arcs along the +2 natural)
walls. More wide, crimson smears stain the floor and hp 51 (8d8+8)
lead inside. Fort +6, Ref +1, Will +12
A DC 20 Perception check reveals the presence of a lone Defensive Abilities SR 14
voice beyond the door, while a DC 36 Perception check Weakness vulnerability to sunlight
allows the PC to make out what is said. Unfortunately, OFFENSE
MIDGARD

unless that PC speaks Derro (the language of the forsaken) Spd 15 ft.
he cannot understand the words. If he can understand Melee longsword +7 (1d6+1/19-20/x2)
Derro, he hears the voice say, “Yes, like that. Prepare the Ranged repeating light crossbow +5 (1d6/19-20/x2)
corpses as it shows here. Perfect. For Addrikah!” Special Attacks sneak attack +1d6, touch of chaos (4/day),
Unless the PCs all make at least a DC 10 Stealth check, vision of dadness (4/day)
the forsaken beyond the door hear the PCs outside and Spell-Like Abilities (CL 5)
fall silent. The doors are not locked and push open with At-will—darkness, ghost sound
relative ease. 4/day—touch of chaos, vision of madness
Opening the doors reveals a horrific sight. Bodies 1/day—daze, sound burst
HALLS

are strewn about in twisted poses, their hands and feet Cleric Spells Prepared (CL 5th, +7 melee touch,
maimed and impaled with nails and spikes. A small +5 ranged touch):
pyramid of drying skulls and wilting purple organs is 3rd—cure serious wounds (DC 14), rage
stacked to one side. A thick red slurry churns inside a 2nd—cure moderate wounds (DC 13), sound burst (DC 13),
large, glass-sphere alembic standing above the remnants touch of idiocy (DC 13)
of the cracked and sundered altar, around which flicker a 1st—bless, cure light wounds (DC 12), entropic shield (DC 12),
half dozen lit candles. lesser confusion (DC 12), protection from law (DC 12),
The candles provide shadowy illumination for 5 feet 0 (at will)—create water, detect magic, guidance, resistance
around the altar. The ceiling of this once-grand room rises STATISTICS

30 feet. The overturned pews act as rough terrain. Str 13, Dex 8, Con 12, Int 10, Wis 13, Cha 20
As the PCs enter, a gore-painted forsaken woman drops Base Atk +5; CMB +5; CMD 14
a dwarven body into the enormous alembic, where the Feats Improved Channel, Improved Initiative,
liquid froths and boils. At her feet, a gagged, armored male Weapon Finesse
dwarf grovels, his blackened hands slapping the floor. A Skills Acrobatics -6, Bluff +7, Climb -4, Escape Artist
DC 23 Perception check uncovers the vague shapes of -6, Fly -4, Knowledge (Forbidden Lore) +2, Knowledge
three forsaken marksmen hiding in the shadows. (Religion) +7, Perception +4, Ride -6, Stealth +3, Swim -4
Four bodies are positioned on the overturned pews, Languages Derro, Undercommon
marked with an X on the map. If anyone approaches SQ aura (Ex), cleric channel negative energy 3d6 (8/
within 5 feet of a body, it explodes in a shower of gore and day) (DC 19) (Su), cleric domain: chaos, cleric domain:
poisonous residue. Anyone adjacent to or within a square madness, madness (Ex), madness variant channeling (±2
marked X when a trapped body explodes takes 1d4 hp Profane), poison use (Ex), spontaneous casting
damage and is poisoned with both bloodroot (Type poison Combat Gear repeating crossbow bolts (20); Other Gear
(injury); Save Fortitude DC 12 Onset 1 round; Frequency repeating light crossbow, longsword, masterwork full plate
1/round for 4 rounds Effect 1 Con damage and 1 Wis SPECIAL ABILITIES

damage; Cure 1 save) and greenblood oil (Type poison


Aura (Ex) Indrecalla has an aura of chaos and evil.
(injury); Save Fortitude DC 13 Frequency 1/round for 4
rounds Effect 1 Con damage; Cure 1 save ). A DC 16 Reflex Cleric Channel Negative Energy (Su) 3d6 (8/day)
save halves the damage, but as long as a character takes at (DC 19) Indrecalla can channel negative energy to
least 1 point of damage, he is subjected to the poison. injure the living and heal the undead.
The large sets of spheres make up an alembic of
Madness (Ex) Indrecalla uses her Charisma modifier
essential distillation, which was set up to convert bodies
on Will saves instead of her Wisdom modifier, and
into useful slurry. The forsaken make use of the alembic if
is immune to insanity and confusion effects. Only a
they completely disable the party. Forsaken turn captured
54
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2
miracle or wish can remove Indrecalla’s madness. If this Poison Use (Ex) Marksman do not risk poisoning
occurs, Indrecalla gains 6 points of Wisdom and loses 6 themselves accidentally while poisoning a weapon.
points of Charisma.
Vulnerability to Sunlight (Ex) Marksmen take 1 point of
Poison Use (Ex) Indrecalla does not risk poisoning Con damage after every hour they are exposed to sunlight.
herself accidentally while poisoning a weapon.
Development: With the shrine clear and the elementals
Vulnerability to Sunlight (Ex) Indrecalla takes 1 point of recovered, the Hearthforge’s restoration can continue.
Con damage after every hour she is exposed to sunlight. Once the PCs resolve this encounter, they can move on to
Restoring the Hearthforge, which also occurs in this room
Tactics (see page 63). Two of the bound figures on the floor are
the ghasts that the party of imperial ghasts is interested in.
During Combat Indrecalla wants to capture prisoners, and
so leaves incapacitated foes alone until after combat. If
Ghast Legionaires (2) CR 6, see room 12 above.
she cannot directly affect a PC with a spell, she moves
closer to a marksman and supports him with buffing and A large mural dominates the rear wall of this room.
healing spells. It shows a dwarf warrior maiden placing a glowing
sapphire within a giant spherical ruby. The maiden is
Morale To maintain face, Indrecalla fights to the death.
shedding tears as she places the blue gem within the red.
Forsaken Marksman  CR 5
14. Shrine Keeper’s Quarters
Male Forsaken fighter (archer) 3
This is the room where the shrine keeper slept and to which
CE Small humanoid (derro)
he often retreated to rest, relax, and—in his final act—die.
Init +7; Senses Perception +4
This sparsely decorated room contains a small shrine
DEFENSE
to Volund, a small writing desk and chair overturned and
AC 22, touch 14, flat-footed 19 (+6 armor, +3 Dex, +1 size,
battered, and a thick red-and-gold curtain dividing the
+2 natural)
room. Rips in the curtain reveal a large shape behind it.
hp 46 (3d10+3d8+12)
A bed stands behind the curtain and upon it sprawls
Fort +6, Ref +5, Will +6
the body of the shrine keeper, his neck slit from ear to
Defensive Abilities SR 14
ear. A DC 15 Perception check uncovers a holy symbol of
Weakness vulnerability to sunlight
Volund mixed in with the bed sheets.
OFFENSE

Spd 15 ft.
15. Forsaken Bailey
Melee longsword +7 (1d6+1/19-20/x2)
Ranged repeating light crossbow +9 (1d6/19-20/x2) The doors to this hall hang open, the bar shattered on the
Special Attacks sneak attack +1d6 floor before them. Dried bloodstains and a few broken
Spell-Like Abilities crossbow bolts lie splattered and scattered about the
At will—darkness, ghost sound floor near the doors. A few shattered wooden planks
1/day—daze, sound burst and mortarless square stones here and there are all that
STATISTICS remain of a barricade.
Str 13, Dex 16, Con 14, Int 10, Wis 6, Cha 14 This ceiling of the long hall beyond the doors is 30 feet
Base Atk +5; CMB +5; CMD 18 high. Read or paraphrase the following.
Feats Improved Initiative, Point Blank Shot, Precise Shot,
Rapid Shot, Weapon Finesse
The room beyond is quite high, with a ceiling 30 feet
Skills Acrobatics +0, Bluff +4, Climb -2, Escape Artist +0,
high—and it stretches out over a large crowd of wild-
Fly +2, Perception +4, Ride +0, Stealth +9, Swim -2
eyed forsaken, over 100 of them. At the southern end of
Languages Derro, Undercommon
the hall, an arched tunnel sinks further into the depths of
SQ madness (Ex), poison use (Ex), trick shot: disarm
the mountain.
Combat Gear repeating cross bolts (20); Other Gear
repeating light crossbow, longsword, masterwork
breastplate The southern passage leads to the warrens of the
SPECIAL ABILITIES forsaken, more than a quarter mile underground. The
scope of this adventure does not include exploring the
Madness (Ex) Marksmen use their Charisma modifier
warrens, as they are little more than dozens of additional
on Will saves instead of their Wisdom modifier, and
galleries, caverns, and caves filled with forsaken.
are immune to insanity and confusion effects. Only a
Discourage further exploration in this direction by
miracle or wish can remove a marksman’s madness. If
indicating that the quality of workmanship noticeably
this occurs, the derro gains 6 points of Wisdom and
drops once they leave room 15. If the PCs do insist on
loses 6 points of Charisma.
exploring, let them encounter increasing resistance from
55
55
MIDGARD
HALLS TALESKING
OF THE MOUNTAIN

the forsaken, who come at them in larger waves (but room just beyond this large, open metal door. Beyond
never with any usable treasure) until the PCs get the point the door, several huge boilers connect to wide ducting
and turn back. and strange contraptions. Two large bellow-cramps
alternately rise and fall. A small waterwheel and a
Forsaken (200) CR 3 stream of lava feed down portions of the wall, powering
the odd gearworkings. The noise is deafening.
hp 17; Bestiary 1 (Derro)

A DC 35 Perception check reveals the sound of voices


PART III: from within, barely evident above the din and racket,
LIGHTING THE FIRES while a DC 25 Perception check catches glimpses of non-
mechanized movement within. Allow the PCs to take
The party reaches a split in the tunnel. Abelard offers
whatever precautions they choose, as the cultists cannot
to go check on the state of the elementals in the ruined
hear them. Unless the PCs take more than 30 minutes
Lower Market, confident in his ability to rebuke them, and
preparing, the events described here occur just as they
suggests the party go stop the saboteurs. Abelard insists on
enter. If the PCs delay for more than 30 minutes, the ritual
remaining behind, if only to ensure that no one escapes to
is complete and Bragollach escapes, with the PCs only
sabotage the Hearthforges further. He further insists the
witnessing some parts of the events through the door.
party rests, if it looks battered or the PCs seem tired and
The noise is so loud that PCs must make a DC 15
depleted. Emphasize to them that Abelard thinks it too
Perception check to communicate by voice (they gain a
dangerous to proceed in anything other than full capacity.
+2 circumstance bonus on any saving throw made against
a sonic effect). Flickering, mirror-backed continual flames
R1. Ventshaft Boilers (el 12) set in small recesses in the ceiling provide shadowy
Clanking, roaring, churning machinery fills this room. illumination throughout the room.
The PCs can hear the echoing din long before they reach The ceiling here is 25 feet high. The boilers and their
this point, but usually only as the faintest hum. 5-foot-diameter filter ducts, as well as the ducts from
As they approach the door outside of this room, read or the Hearthforges, rise to 20 feet, allowing for 5 feet of
paraphrase the following. clearance above them. The 10-foot-diameter main duct
into the airshafts is flush with the ceiling.
PCs can grab the spinning waterwheel, the rising and
The thrum of the machinery that has grown steadily
falling bellows, the ladders, the turning gears, and the
louder for the past several minutes, emanating from the
piston arms with DC 7 Climb checks. If a PC fails this check
56
56
2
Ufastis. An erinyes 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.
The older dwarf calls out, “Bring the blessing. The
ceremony is complete!” At that, the erinyes pulls back
Bragollach’s head and pries open her mouth as the
Journeyman gearworker pours the contents down her throat.
Hronagar and Ufastis callously drop her to the floor.
Bragollach writhes and clutches her chest, then arches her
back and screams again, opening her eyes wide. They glow
with golden fury. The older dwarf stands over her, telling her
to accept her transformation, while the kobold capers and
leers next to him. Bragollach bellows defiantly, 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. She
completes her transformation and claws a narrow rent in the
metal of an airshaft cover as she leaps inside and escapes.
The remaining cultists are dumbfounded for several
seconds before the Journeyman gearworker says, “No
matter, we can deal with her later. Let us finish our
work here. Destroy it.” With that, the four remaining
conspirators turn with malicious eyes upon the
machinery in the room.
by 5 or more, however, he is crushed in the machinery and Let the PCs arrive just as the doomed older dwarf
takes 6d6 hp damage (DC 15 Reflex for half ). A successful says his piece and the journeyman gearworker pours the
Climb check puts the PC halfway up the room and requires molten gold down Bragollach’s throat. This allows them to
a move action. From that position, a successful DC 12 see the most important part of the ceremony and prevents
Climb check lets the PC reach the tops of the boilers. them from interrupting it early. If they charge into battle
Walking around on the 5-foot-diameter ductwork requires at that point, roll for initiative but place Bragollach at the
a DC 7 Acrobatics check to avoid slipping. top of the initiative order so she may breathe the molten
While the PCs are up in the machinery, a DC 15 gold onto the older dwarf and kobold without fear of
Acrobatics or Climb check made during a move action striking an intervening PC.
allows lateral movement through the maze of gears, pistons, Even if the PCs come to her rescue, Bragollach flies into
bellows, and belts. A PC who fails falls to the ground, the airshaft to sulk and fight off the effects of the cursed
taking 1d6 points of falling damage and ending his move gold, leaving the PCs to their fates.
action. Failing by 5 or more means the PC fell into the
machine, taking 6d6 hp damage (DC 15 Reflex for half ). Erinyes  CR 8
As a full-round action, a PC can open a steam release
hp 93; Bestiary 1
valve, creating a 15-foot cone that deals 4d6 hp fire
damage and causing blindness for 1d4 rounds. A DC 18
Tactics
Reflex save halves the damage and prevents the blindness.
During Combat The erinyes takes to the air, flying on
The Ritual top of the boiler that feeds the airshafts. From there,
she proceeds to Rapid Shot, or Shot on the Run, as she
When the PCs arrive, the Mammonite cultists are in the
moves into position to use her rope against a spellcaster
final stage of conducting a ritual of transformation, seeking
but always staying on top of the mechanisms.
to turn Bragollach into a corrupted goldveined dragon. If
the PCs act within 30 minutes of arriving, they can see the Morale The erinyes fights fearlessly until either Sebastian
unplanned end of the ritual and Bragollach’s escape. or both of the other two combatants fall, at which point
Otherwise, they merely witness parts of the events she also flees out a ventshaft (although not the one
described herein, as the machinery in the room does Bragollach took).
much to block their view. Unless the PCs intervene at
some point, the Mammonite ritual ends as follows.
Bragollach, in the guise of a blonde dwarven female,
sags in the arms of Hronagar the darakhul and Sebastian
57
57
Journeyman Gearworker  CR 7 STATISTICS

Str 14, Dex 10, Con 14, Int 13, Wis 8, Cha 15/17
Male Dwarf bard 8
Base Atk +6; CMB +8 (+12 Disarm); CMD 18 (20 vs. Disarm)
NE Medium humanoid (dwarf)
Feats Combat Expertise +/-2, Eschew Materials, Greater
Init +0; Senses darkvision (60 feet); Perception -1
Disarm, Improved Disarm
TALESKING

DEFENSE
Skills Acrobatics +14, Bluff +13, Climb +11, Diplomacy +14,
AC 16, touch 10, flat-footed 16 (+6 armor)
Escape Artist +10, Fly +14, Knowledge (engineering) +9,
hp 74 (8d8+16)
Knowledge (history) +9, Knowledge (local) +9,
Fort +4, Ref +6, Will +5, +2 vs. poison, spells, and spell-
Knowledge (nobility) +9, Knowledge (religion) +9,
like abilities
OF THE MOUNTAIN

Perform (dance) +14, Perform (oratory) +14, Ride -1,


Defensive Abilities defensive training
Sense Motive +14, Stealth +10, Swim +1, Use Magic Device +10
OFFENSE
Languages Common, Dwarven
Spd 30 ft.
SQ bardic knowledge +4 (Ex), greed, hardy +2, hatred,
Melee +1 whip +9/+4 (1d3+3/x2)
lore master (1/day) (Ex), slow and steady, stability,
Special Attacks bardic performance (move action) (21
stonecunning +2, versatile dance +14 (Ex), versatile
rounds/day) countersong, dirge of doom, distraction,
oratory +14 (Ex), well versed (Ex)
MIDGARD

fascinate (DC 21), inspire competence +3, inspire courage


Combat Gear -; Other Gear +1 whip, +2 chain shirt, boots
+2, suggestion (DC 21)
of striding and springing, headband of alluring charisma +2
Bard Spells Known (CL 8th, +8 melee touch, +6 ranged touch):
3rd (3/day)—glibness, gaseous form, haste
Tactics
2nd (5/day)—cure moderate wounds (DC 15), detect
thoughts (DC 15), glitterdust (DC 15), invisibility During Combat The Journeyman uses Acrobatics to
1st (5/day)—disguise self, hideous laughter (DC 14), grease ascend and utilize the strange terrain. He tries to
(DC 14), expeditious retreat, lesser confusion (DC 14) disarm the heavy fighters using his rod of repossession
0 (at will)—daze (DC 13), detect magic, mage hand, (which grants him a +4 bonus on disarm attempts, for a
HALLS

mending, message, resistance total of +17 with his whip).


Morale The Journeymen allows himself to be captured, if
the PCs wish to take him prisoner. He sees no reason to
fight to the death.

Sebastian Ufastis  CR 7
Male dwarf sorcerer 8
NE Medium humanoid (dwarf)
Init +4; Senses darkvision (60 feet); Perception +2
DEFENSE

AC 11, touch 11, flat-footed 11 (+1 deflection)


hp 61 (8d6+24)
Fort +5, Ref +2, Will +10, +2 vs. poison, spells, and spell-
like abilities
Defensive Abilities defensive training; Resist fire 5
OFFENSE

Spd 20 ft.
Melee masterwork shortspear +4 (1d6-1/x2)
Ranged masterwork light crossbow +5 (1d8/19-20/x2)
Sorcerer Spells Known (CL 8th, +3 melee touch,
+5 ranged touch):
4th (4/day)— enervation
3rd (6/day)—dispel magic, suggestion (DC 17),
lightning bolt (DC 17)
2nd (7/day)—create pit (DC 16), pyrotechnics (DC 16),
scorching ray, touch of idiocy
1st (7/day)—grease (DC 15), mage armor, magic missile,
protection from good, ray of enfeeblement (DC 15),
true strike
0 (at will)—daze (DC 14), detect magic, disrupt undead,
mage hand, mending, message, ray of frost, read magic

58
58
2
STATISTICS Defensive Abilities bravery +2, defensive training; DR 5/
Str 8, Dex 10, Con 16, Int 12, Wis 14, Cha 16/18 Magic, undead immunities
Base Atk +4; CMB +3; CMD 14 Weaknesses daylight
Feats Empower Spell, Eschew Materials, Improved OFFENSE

Initiative, Iron Will, Point Blank Shot, Weapon Focus: Ray Spd 20 ft., burrow 10 ft.
Skills Bluff +12, Knowledge (Arcana) +12, Sense Motive Melee masterwork dwarven waraxe +15/+10 (1d10+10/
+6, Spellcraft +12 x3), bite +12/+7 (1d6+7 plus paralysis and disease)
Languages Common, Dwarven, Undercommon Special Attacks paralysis: (1d4+1 rounds, DC 15, elves are
SQ corrupting touch (4r) (7/day) (Sp), for love of money immune to this effect)
(3/day) (Ex), greed, hardy +2, hatred, infernal, slow and STATISTICS

steady, stability, stonecunning +2 Str 22/24, Dex 17, Con —, Int 16, Wis 18, Cha 14
Combat Gear crossbow bolts (20), necklace of fireballs I; Base Atk +7; CMB +14 (+15 Sundering); CMD 26 (28 vs.
Other Gear masterwork light crossbow, masterwork Sunder)
shortspear, headband of alluring charisma +2, ring of Feats Devour, Eater of the Dead, Improved Initiative,
protection +1 Improved Sunder, Iron will, Lighting Reflexes, Multiattack,
SPECIAL ABILITIES Power Attack -2/+4, Weapon Focus: Dwarven Waraxe,
Weapon Specialization: Dwarven Waraxe
Corrupting Touch (Sp) Melee touch attack leaves target
Skills Acrobatics -2, Climb +5, Escape Artist -9, Fly -9,
shaken and -2 save vs. enchantment spells for 4 rounds.
Intimidate +12, Perception +11, Ride -9, Sense Motive +7,
Can be used 7/day.
Stealth -9, Survival +11, Swim -5
For Love of Money (Sp) (DC 15) Three times a day, Languages Common, Dwarven
Sebastian can mentally coerce an opponent to protect SQ armor training 1 (Ex), greed, hardy +2, hatred, slow
him just by looking into the target’s eyes. This is similar and steady, stability, stonecunning +2
to a gaze attack, except that Sebastian must use a Combat Gear -; Other Gear masterwork dwarven waraxe,
standard action, and those merely looking at him are masterwork full plate, masterwork tower shield, belt of
not affected. Anyone Sebastian targets must succeed giant strength +2
on a Will save or becomes unable to harm Sebastian SPECIAL ABILITIES

and makes nearly every effort to prevent others from


Darakhul Fever (Su) bite — injury; save: Fortitude DC
harming it as well. The affected target does not fight
15, onset one day, Effect: 1d6 Con and 1d3 Dex damage;
to the death, perform any obviously suicidal action, or
cure 2 consecutive saves
draw attacks of opportunity if reasonably able to avoid
them on behalf of Sebastian, but he does otherwise put
Sebastian’s safety and well-being above his own. The
Tactics
ability has a range of 30 feet. During Combat Hrongar tries to keep the attention
of heavily armored fighters and uses a full +6 Power
Before Combat Sebastian casts mage armor before the
Attack against lightly armored foes. If he misses more
ritual begins and has plenty of mage armor remaining
often than hits, he halves the amount of his Power
when the PCs attack.
Attack. If he still misses, he drops it completely. He also
During Combat Sebastian tries to weaken the tries to sunder spell component pouches.
heavily armored fighters with empowered rays
Morale Hronogar fights until destroyed, as he knows that
of enfeeblement, making them vulnerable to the
captured undead tend to not survive long anyway.
Journeyman’s disarms. He attempts to hit spellcasters
with empowered touch of idiocy. Development: Only the false gearworker truly knew
why they were attempting to perform the ritual. With him
Morale Sebastian prefers not to be captured, but he
killed in such a way that not even speak with dead can
prefers it to death and trusts he can escape.
extract information, the PCs learn nothing useful from
any prisoners they might take.
Hronogar  CR 8
Abelard arrives shortly after the battle, wearing a kilt of
Male Dwarf Darakhul fighter 7 polished bronze, his great glaring eyes of melted copper
NE Medium undead (dwarf) taking in all details, and a brilliant flaming beard. He casts
Init +7; Senses darkvision (60 feet); Perception +11 make whole on the rent in the air duct if the PCs don’t
DEFENSE do it themselves. He expresses his concerns about the
AC 29, touch 12, flat-footed 23 (+9 armor, +4 shield, dragon’s presence in the vent, but he sees no easy way of
+4 natural +2 Dex) extracting her.
hp 60 (8d10+16)
Fort +6, Ref +7, Will +8

59
59
If The Party Delays uncertainty, and conflict! Return with me and let us
continue our duty!”
If the party insists on pursuing the Elemental Rebellion
Gefangak punctuates his retort with a breath of flame
(see next section) before resolving this encounter, let
when he snorts, “Duty to whom? Service for what? Send
them, but use Abelard to impress on them that such a
your worst, azer. When I have crushed it, we will leave
TALESKING

decision is unwise. If the PCs choose that path anyway,


this place!”
they find this room quieted and heavily damaged. With
Abelard turns to the PCs and, in Common, says, “I had
minimal effort they notice the sprayed blast of now-
hoped to reason with them, but it seems we have no choice.
cooled gold and the extent of damage to the machinery.
Only the death of that troublemaker can settle this matter.”
Abelard can repair all of the damage in the room with
OF THE MOUNTAIN

The fire elementals are uncertain of what to do and


make whole and mending spells, but in order to prepare
remain neutral throughout this encounter, bunched into
enough he must wait until the next morning. This
three groups. They neither participate in combat nor
displeases him greatly, and he makes no effort to hide his
hinder the PCs except by creating the areas of great heat
anger and disappointment. Thanks to the delay, the PCs
(see below). Abelard moves to one side of the groups
do not learn the fate of Bragollach (although they do find
and addresses the elementals while the PCs engage
a few small golden scales under the airshaft she uses to
Gefangak. Elementals of all sizes watch and wait. Should
MIDGARD

escape) or more about the nature of the saboteurs. Worse,


a PC consider attacking them for some reason, the party
the delay adds to the burdens of the starving populace,
finds itself suddenly opposed by hundreds of elementals,
with 1d6 more people dying from the cold and hunger.
including at least two-dozen elder fire elementals. Unless
they find a way to end a fight with fire elementals quickly,
R2. Elemental Rebellion (el 12) the PCs do not survive such folly.
Abelard returns as the party recovers from the battle with Although battling Gefangak might seem like a relatively
the Mammonites. He found the elementals, loose in a lower straight-forward decision to many, some PCs might
hall but led by a corrupted elemental of both earth and fire. justifiably agree with Gefangak, or at least want to more
Abelard can round up the elementals, but he needs the PCs fully hear his side of the story. Rather than blindly rushing
HALLS

to deal with the ringleader while he is doing so. To ensure in to slay the enhanced elemental, they might wish to
the PCs are protected, Abelard casts all of his protective and talk to him (see the Moral Dilemmas sidebar). Gefangak
enhancing spells—primarily cool fire shield and protection begins the encounter with an initial attitude of hostile.
from fire—on them before leading them into the next room. Bringing his attitude up to indifferent prevents combat,
Beyond the closed metal door, the PCs can only hear while making him friendly or helpful convinces him to
the roar of hundreds of fires. The door is warm to the lead the elementals back to the Hearthforges. As long as
touch but opens easily. When they do open it, read or the elementals return to their duties, Abelard is content
paraphrase the following. 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.
A domed ceiling roughly 40 feet high and supported by
Award full XP for the encounter whether resolved by
nearly a score of thick pillars caps this massive chamber.
combat or diplomacy.
At the far side of the gallery stand the scorched remains
The three areas where the elementals congregate are
of what appear to be market stalls, some more damaged
intolerably hot. A character who enters or begins his turn
than others. The entire chamber is awash in an eerie,
in one of these areas suffers one of the following effects.
dull orange light.
Table 2-5: Elemental Effects
The light originates from three crowds of fire elementals
Area Effect
gathered around Gefangak, a large elemental of cinders
and charcoal who stands atop a great pile of burning
1 DC 15 Fortitude save or suffer from a constant
timbers and glowing rubble in the center of the room.
heat metal effect, beginning with the round 2 effects.
Gefangak calls out to the elementals around him, his great
anvil-like hands outstretched and pleading to the others
2 DC 15 Fortitude save or become fatigued. If
in a gesture of entreaty. He speaks Ignan in a crackling,
already fatigued, become exhausted.
roaring voice.
If a PC can understand Ignan, he hears Gefangak say,
3 DC 15 Fortitude save or become desiccated,
“We need not remain here any longer! See the greed
taking 1d6 points of nonlethal damage. A
that grips the dwarves? Why stay? Let us abandon our
character who takes nonlethal damage greater
contract with them as they abandoned us and return to
than his remaining hit point total take lethal
our true home!”
damage on the following round.
Abelard replies in Ignan, “Do not believe Gefangak,
my friends! He is confused! His mind is filled with rage,

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Moral Dilemmas STATISTICS

Str 30, Dex 12, Con 23, Int 14, Wis 15, Cha 15
Gefangak’s cause is not an immoral one. He believes Base Atk +17; CMB +29 (+33 Bull Rush, Overrun); CMD
the dwarves, in their current greedy state, no longer 40 (42 vs. Bull Rush, Overrun)
honor the spirit of the agreement made so long ago. Feats Awesome Blow, Cleave, Greater Bull Rush, Greater
He thinks that leading the elementals to a planar Overrun, Improved Bull Rush, Improved Initiative,
portal and back to the Elemental Plane of Fire is the Improved Overrun, Power Attack, Vital Strike
right thing to do. Skills Climb +29, Diplomacy +14, Fly -3, Intimidate +21,
The question put to the PCs, then, is whether Knowledge (dungeoneering) +21, Knowledge (planes)
the contract was violated. If the players care to, let +21, Perception +21, Perform (oratory) +18, Sense Motive
them work out the answer with Gefangak. This can +17, Stealth +12
provide an excellent roleplaying encounter rather Languages Common, Dwarven, Ignan
than a combat one. If the players show no interest in SPECIAL ABILITIES

contracts and moral quandaries, let them decide the


Breath Weapon (Su) Gefangak can breathe a 30-foot long
answer through combat.
cone of fire once every 1d4 rounds. Every creature in the
Ultimately, whether or not Gefangak is right does
area takes 10d6 hp fire damage (DC 26 Reflex for half).
not impact the larger story of Halls of the Mountain
King, as long as the PCs can restore the escaped Burn (Ex) (3d6) (DC 22) If Gefangak hits an opponent or
elementals to the Hearthforges. they touch him, he inflicts fire damage.
Earth Glide (Ex) Burrowing leaves no tunnel or hole or
evidence of the movement.
A cool fire shield, protection from fire, or resist fire spell (or
Lava Puddle (Su) Once per day as a full-round action, a
similar spell or effect)protects a PC from damage in area 1
Gefangak can vomit forth a puddle of lava that fills its
and area 3 and the effects of area 2. An endure elements spell
space to a depth of 2-3 inches and counts as difficult
protects its recipient from the effects of area 2. Inside any
terrain. Any creature that moves through this puddle of
of the areas of intense heat, the mist from an obscuring mist
lava takes 10d6 hpf fire damage per round of immersion.
spell lasts only 1 round, while the effects of a fog cloud or wall
of ice spell lasts 1 round per level. The fog from a solid fog Vulnerability to Cold Gefangak is vulnerable (+50%
spell lasts the normal duration and still imposes penalties on damage) to Cold damage.
attack and damage rolls, but does not hinder movement.
The burning debris pile is rough terrain, and anyone Tactics
who enters one of its squares or begins her turn in one of
During Combat Once engaged, Gefangak attacks the
its squares takes 2d6 hp fire damage and must make a DC
most heavily armored character. If attacked with cold
15 Reflex save or catch fire. While standing in the burning
spells, Gefangak earthglides into the ground then shifts
rubble, Gefangak heals 1 point per round and receives a
to full attack the caster, using Power Attack to its fullest
+2 bonus on any saving throw made against a cold-based
to drop the spellcaster as quickly as possible. He attacks
attack. The high temperature areas do not heal Gefangak.
the caster until someone hits him either for more
damage than the cold spell or with a different cold-
Gefangak The Upstart  CR 13
based attack. If possible, Gefangak uses Awesome Blow
Male Elemental, Magma, Elder or bull rush to knock foes into heat-effect areas or onto
N Huge outsider (earth, elemental, extraplanar, fire) the pile of burning rubble.
Init +5; Senses darkvision (60 feet); Perception +21
Morale Gefangak fights until destroyed or convinced to
DEFENSE
stand down.
AC 25, touch 9, flat-footed 24 (+1 Dex, -2 size, +16
natural) Development: If the PCs convince Gefangak and the
hp 195 (16d10+102) elementals to return to the Hearthforges through
Fort +16, Ref +6, Will +12 diplomacy, grant them XP as if they defeated Gefangak
Defensive Abilities DR 10/-; Immune elemental traits, in combat. In the end, regardless of how they do it, the
bleeds, flanking, critical hits, fire, paralysis, poison, PCs need to reheat the Hearthforges.
precision damage, sleep, stunning
Weakness vulnerability to cold Restoring The Hearthforge (el 12)
OFFENSE
This encounter occurs in Room 3, but only after the
Spd 20 ft., burrowing (20 feet), earth glide
PCs clear the cultists in Room 13. If the party did not
Melee slam x2 +25 (3d6+10)
search the room already, Abelard pauses at the junction
Space 15 ft.; Reach 15 ft.
of passageways, just outside and turns his head as if
Special Attacks burn (3d6) (DC 22), lava puddle (1/day)
listening. PCs can also make DC 10 Perception checks
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to hear the chanting occurring within the room. Abelard entry passage. If all other routes are blocked to them, the
whispers, “Someone is in the Shrine to Volund! Please, go forsaken swarm down the main passage.
and secure the Shrine. I will guide the elementals to the
furnaces and prepare the ritual.” Forsaken (30)  CR 3
Abelard leaves the PCs here while he goes to restore
TALESKING

hp 17; BESTIARY 1, p. 70 (Derro)


the elementals to the Hearthforges. He tells them to set
up any defenses they want, as long as he can get back Development: Before departing, Abelard recommends
into the chamber. It takes Abelard 10 minutes to lead the sealing off the Hearthforges. He intends to teleport back
elementals to the Hearthforges, restore them, and return in later with a group of dwarves to clear the cave-ins and
OF THE MOUNTAIN

to Room 13. About 5 minutes after he leaves, a great collect any supplies.
whoosh of air can be heard within the walls and after With the Hearthforges lit and functioning, the party
several more minutes a quiet hum of machinery begins in can ascend to the citadel with Abelard in tow and receive
the distance, rising in volume until Abelard returns. The the cheers and accolades of dwarf and refugee alike. They
noise imparts a –5 penalty on Perception checks. are asked of their exploits, and Abelard recommends
they share the news of the mobs of forsaken, the cultists’
Preparing The Defences existence, and the corruption of Bragollach.
MIDGARD

Something sinister is brewing deep within Rygar, and


When he returns, Abelard says, “I need to complete the
things will get worse before they get better.
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
Concluding The Adventure
I do so. If the forsaken are about, they might well attack.” The PCs can enjoy some downtime before the events in “The
Abelard gives the PCs 10 more minutes to finish setting Eye of Grajava.” Use this time for side adventures if the PCs
up their defenses, giving them a total of 20 minutes of aren’t yet 10th level, especially to answer some questions they
preparation time. Moving a barricade from Rooms 1, 10, might have about the Illuminated Brotherhood, the history
HALLS

or 12 takes four PCs 10 minutes each (using additional of Rygar, the forsaken, and the source of the corruption that
characters does not speed up the process). Setting up the taints the Halls of the Mountain King.
tables from Room 10 or the beds from Room 8 takes four Keep track of how much cursed gold each PC carries.
PCs only 5 minutes apiece. Let the PCs set up any other Between the Hearthforges and airshaft saboteurs, more
defenses they can think of, and allow them to be creative than 100 gp of cursed gold are in play, especially if the
in their endeavors. PCs delayed before the Welcoming Party encounter. Every
While the PCs busy themselves with final preparations, day the PCs keep the cursed gold, those characters with
Abelard himself also prepares for what lies ahead. He 20 gp or more must make DC 18 Fortitude saves to stave
moves to stand in front of the center furnace on the off gold fever. See the Gold Fever sidebar on page 30.
western wall and meditates. After 10 minutes of quiet Barring complete failure on the part of the PCs, Abelard
contemplation, he turns to the PCs and says, “It is time.” returns with them and speaks highly of their actions,
assuming they don’t release the elementals. Using teleport, he
The Ritual returns to the Hearthforge periodically to check on its status.
If the PCs released the elementals from their contract,
Abelard’s ritual takes 10 minutes to complete, and the first
the Hearthforges do not produce enough heat to warm
wave of forsaken arrive 4 minutes into it. The forsaken come
the structures of Rygar. After only a day, the citadel
in three waves of 10. In each wave, two carry murderous
becomes a place of cold weather (DMG 302). This
bombards, two carry mindshatter bombards, and two carry
leaves many of the NPCs there fatigued and suffering
sloughide bombards. Each forsaken with a bombard has
from nonlethal damage. Abelard makes it known why
one additional cylinder to reload the bombard. The forsaken
the elementals no longer heat the Hearthforges, and
equipped with bombards do not care if they hit their
the PCs can expect that every NPC in the citadel is at
comrades. Each wave attacks 1d4 rounds after the previous
least indifferent, although most are unfriendly, and a
wave is reduced to two or fewer creatures.
growing number become hostile. Abelard reports the PCs’
The PCs can end a wave quickly by destroying the
actions to the Brotherhood and attempts to find a way to
keystone in the cistern passage—but doing so with any
summon new elementals to the Hearthforges.
wave other than the third means the next wave breaks
Despite his disappointment in them, Abelard asks the
through 5 rounds later. Otherwise, the PCs must hold the
PCs to help him bring in new elementals, telling them
line. The forsaken are desperate to stop Abelard, but the
that doing so will redeem them in his eyes and the eyes of
only way to do so is to kill or incapacitate him. He cannot
their fellow refugees.
fight back or defend himself without interrupting the ritual
If the party acted without expectation of compensation,
and is considered flat-footed for the entire encounter.
it is provided real rations to feed each member for
If the party sealed the passage outside room 11, the
three days and a token appreciation of 100 untainted gp
forsaken swarm out of either the cistern door or the main
each. Varden is willing to assist them in some requested
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endeavor, should they ask. If the Hearthforges are elementals, including one elder elemental by the name of
repaired when the party returns and the characters Gefangak (newly reconciled to its role as a servant of the
accepted Varden’s assurances of compensation, then they dwarven forges). Abelard has promised to release them
are paid 500 untainted gp each and provided real rations from their forge homes, so long as they first destroy those
to feed each member for three days. If they negotiated who dare invade the sanctity of the halls.
some other payment, Varden and the clerics pay as
agreed, although they maintain an indifferent attitude Abelard Feuerhirte  CR 11
toward the characters.
Male azer cleric 10
A large amount of foodstuffs exists down in the
LN Medium outsider (extraplanar, fire)
Hearthforges. If the party transports even some of it back
Init +0; Senses darkvision (60 feet); Perception +8
to the citadel, their actions might affect later events—
DEFENSE
depending on whether the characters donate or sell
AC 20, touch 10, flat-footed 20 (+8 armor, +2 natural)
the surplus. If the PCs sell the food, they gain only the
hp 94 (2d10+10d8+24)
resulting gold. On the other hand, if the PCs donate the
Fort +12, Ref +3, Will +13
food, they gain considerable social capital— becoming
Defensive Abilities Resist fire 10; SR 13
popular and well liked by everyone except the food-
Weaknesses vulnerability to cold
hoarding inflationists (see area 21: Merchant Camp and
OFFENSE
Bazaar on page 36). The attitudes of all other NPCs
Spd 30 ft., dimensional hop (100/day)
increases by one step, to a maximum of friendly.
Melee +1 frost whip, Scorpion +12/+7 (1d4+3/x2)
If the party successfully returned the captured ghast
Special Attacks agile feet (6/day), heat (1d6 fire)
unharmed to the Imperial ghasts in room 12, the Watcher
Spell-Like Abilities dimensional hop (100 feet/day in
provides them with a useful gift. This could be a single
increments of 5 feet), fire bolt (6/day)
gift for each member, such as a potion of cure moderate
Cleric Spells Prepared (CL 10th,+11 melee touch, +9
wounds, or a single sustaining spoon for the whole party.
ranged touch):
He delivers it silently in a canvas envelope, sealed with the
5th —fire shield, flame strike (DC 18), insect plague
skull emblem of the Empire of the Ghouls. Inside, along
4th—cure critical wounds (DC 17), imbue with spell ability,
with the gifts, is a note, written in excellent calligraphy,
neutralize poison (DC 17), wall of fire
that says simply, “Our thanks.”
3rd—cure serious wounds (DC 16), dispel magic, fly,
protection from energy, stone shape
APPENDIX A: 2nd—cure moderate wounds (DC 15), lesser restoration,
locate object, make whole, resist energy, shield other
THE FIRE SHEPHERD 1st—bless, divine favor, entropic shield, longstrider, shield of
Known throughout the Golden Citadel as the “Fire faith, sanctuary (DC 14)
Shepherd,” Abelard has roamed these halls for as long as 0—create water, detect magic, guidance, mending
any dwarf can remember. Loyal to the rulers of the halls STATISTICS

and the dwarves who depend on forge-fires, Abelard Str 15, Dex 10, Con 14, Int 12, Wis 17, Cha 17
commands the fire elementals that power the great Base Atk +9; CMB +11; CMD 21
forges of the Golden Citadel. He is their brother, their Feats Combat Casting, Elemental Channel: Fire, Exotic
caretaker, and their shepherd. Abelard performs his duties Weapon Proficiency: Whip, Extra Channel, Power Attack,
humorlessly and with a deeply abiding reverence. Spell Penetration
Long-forgotten contracts between the Illuminated Skills Acrobatics +2, Appraise +8, Craft (blacksmith) +14,
Brotherhood and powerful elemental lords brought Craft (smelting) +5, Diplomacy +9, Escape Artist -3, Fly
Abelard to the halls, and it has never occurred to -3, Knowledge (history) +9, Knowledge (nobility) +7,
the cleric that he should have any other purpose. He Knowledge (religion) +9, Perception +8, Ride -3, Stealth
maintained the forges even during the centuries-long +2, Swim -1
absence of his dwarven cousins. As he herds bound Languages Common, Dwarven, Ignan
elementals from one forge to another, he always speaks to SQ cleric channel positive energy 5d6 (8/day) (DC 18)
them in low, even tones, eyes averted in reverence. (Su), cleric domain: fire, cleric domain: travel,
Abelard prefers to guide his charges with promises of fire bolt (1d6+5) (6/day) (Sp), fire variant channeling,
rich tinder, although he must occasionally rebuke them spontaneous casting
through his mastery of the Fire domain. Even more rarely, Combat Gear -; Other Gear +1 frost whip, Scorpion, +2
a disobedient elemental demands greater use of force, and bronze breastplate
Abelard must wield Eiswasser, his +2 frost scourge. On the SPECIAL ABILITIES
rare occasions he must, he does so with great regret.
Agile Feet (Su) (6/day) For 1 round, Abelard ignores
When the Golden Citadel faces threats from outside
difficult terrain.
its walls or deep below its halls, Abelard is a fierce and
merciless defender. He commands a full dozen Large
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Cleric Channel Positive Energy (Su) 5d6 (8/day) (DC 18) Derro Bluetear Poison
Abelard can channel positive energy to heal the living
Brewed from a potent combination of mineral toxin
and injure the undead.
and vermin venom, derro bluetear, or weeping poison,
Dimensional Hop (Sp) (at will) Teleport 100 ft./day (in is a powerful injected poison only made by derro elders
TALESKING

hops of 5 feet each or any combination). and alchemists. It is named for the copious tears that its
paralyzed victims shed, both when they are captured and
Fire Bolt (Sp) (1d6+5) (6/day) 30’ Ranged touch attack
when the derro begin their vile tortures.
deals 1d6+5 Fire damage.
Heat (Ex) (1d6 fire) Abelard generates so much heat that Derro Bluetear Poison
OF THE MOUNTAIN

his mere touch deals additional fire damage. Abelard’s


Type Poison (injury); Save Fortitude DC 17
metallic melee weapons also conduct this heat.
Frequency: 1 per minute for 6 minutes
Vulnerability to Cold Abelard is vulnerable (+50% Initial effect: 2 Dex damage;
damage) to cold damage. Secondary effect: 1d2 Dex damage, paralysis for
1d6 rounds
Cure: 1 save; 750 gp.
MIDGARD

APPENDIX B:
NEW ITEMS Mindshatter Bombard
A number of magic and mundane items appear in this Aura faint necromancy; CL 9th
adventure. They are collected here for ease of reference. Slot none; Price 2,750 gp; Weight 4 lbs.
This brass and crystal cylinder has a funnel on one end
Alembic of Essential Distillation and a wooden plunger on the other. A vermilion solution
Aura strong transmutation CL 11th sloshes and boils inside the canister.
Slot none; Price 25,000 gp; Weight 1,500 lbs. As a standard action, you can fire the bombard in a
HALLS

DESCRIPTION 45-foot-long line, emptying the cylinder of the solution


This massive contraption of connected pipes and glass within. All creatures on this line must make a DC 15
globes features a central sphere spacious enough to seal a Fortitude save or take 1d2 points of Wisdom drain,
large creature inside. followed by another 1 point of Wisdom drain every
Activating this device requires a three-step process. First, minute thereafter. Once begun, the effect lasts for a victim
the use must place a living creature within the alembic, until it makes two consecutive successful saving throws
then he or she must half-fill the spheres with water (about or its Wisdom is reduced to 0. A single successful saving
200 gallons), and finally the center chamber must be heated throw prevents Wisdom drain for that minute. Those who
to boil (this takes 10 minutes). It can be used once per day. fail and are reduced to 0 Wisdom enter a vegetative state,
A living creature inside the alembic when it is activated able to shuffle along if led.
must make a DC 16 Fortitude save or take 5d6 hp damage Similar to the chaos beast’s corporeal instability ability,
each round until dead. Bodies of creatures killed within the a mindshatter bombard’s Wisdom drain is not a disease,
alembic are converted to a sludge. Placing an already dead curse, or poison, and so is hard to remove. A shapechange
body into the alembic and activating it has no effect. or stoneskin spell does not cure an afflicted creature but
When utilized to render certain creatures, the resulting does prevent Wisdom drain (and the need to make saving
sludge can fill the canisters of derro bombards, negating throws) for the duration of the spell.
the spell requirements and halving the cost for creation. A greater restoration, heal, or restoration spell removes
The alembic can hold one Large, two Medium, or eight the affliction, but a separate restoration is necessary to
Small creatures at a time. restore any Wisdom drain.
Chaos Beast: A single Medium chaos beast provides A mindshatter bombard is a single-use item.
enough sludge for two mindshatter canisters, while a large Requirements Craft Wondrous Item, baleful
chaos beast fills four. polymorph; Cost 1,375 gp;
Humanoids: Each Small creature produces enough
sludge for two murderous bombard canisters, a Medium Murderous Bombard
creature fills four, and a Large creature fills eight canisters.
Aura moderate enchantment; CL 7th
Oozes: A Medium ooze provides enough sludge for two
Slot none; Price 2,150 gp; Weight 4 lbs.
sloughide bombards, while a Large ooze fills four.
Requirements Craft Wondrous Item, curse water, This crystal and brass cylinder is tipped with a silver
disintegrate; Cost 12,500 gp; funnel and sports a plunger on the opposite end. A
gruesome crimson slurry sloshes inside with strange
floating bits of ivory.

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2
As a standard action that provokes attacks of APPENDIX C :
opportunity, the murderous bombard creates a 40-foot
line of spewed blood, emptying it of the slurry within.
FEATS
Creatures along the line must make DC 16 Will saves or The following feats appear in this adventure and are
suffer from a homicidal rage for 5 rounds. collected here for ease of reference. All of them originally
A victim suffering from homicidal rage always appeared in Empire of the Ghouls.
attacks the nearest target (even allies) using the best
items and tactics available. This murderous frenzy Devour [Monster]
prevents spellcasting but not magic item activation
Your bite strikes deep and your fangs tear flesh more
requiring spell completion.
readily than most, your foe’s blood and vitality slurping up.
A murderous bombard is a single-use item.
Requirements Craft Arms and Armor, confusion, rage; Prerequisites: Str 13, corporeal undead
Cost 1,075 gp;
Benefit: Whenever you successfully damage your opponent
with a bite attack, your victim must make a Fortitude save
Rod Of Repossession (DC 10 + half your HD + your Strength bonus) or take an
Aura moderate Transmutation; CL 9th additional 1d4 points of Constitution damage.
Slot none; Price 24,000 gp; Weight 5 lbs.
Special: Creatures immune to critical hits are immune
The appearance of this rod depends on the preferences to this feat. If you have the feat Eater of the Dead, you
of its crafter, but regardless of appearance, all rods of may regain 1d8+5 lost hit points if your victim takes
repossession bring items to their wielders’ hands. As a Constitution damage.
standard action, three times per day, you can command
the rod to draw an object weighing up to 25 pounds to Eater Of The Dead [Monster]
itself from up to 30 feet away as a standard action. If
You can replenish your strength from the corpses of
you have a free hand, you can direct the object directly
your enemies.
to it. Otherwise, the object adheres to the rod until
removed or the effect is dismissed as a free action. An Prerequisite: Corporeal undead.
item adhering to the rod cannot be used and does not
Benefit: As a full-round action you may feed from the
function while so adhered.
flesh of a Tiny or larger corpse less than one week old.
Clothing, cloaks, capes, belts, footwear, and all worn
You consume residual negative energy from their death
magic items automatically resist the effect. Other objects
along with the flesh restoring 1d8+5 lost hit points.
that are held, worn, or otherwise attended to receive a DC
Each corpse can provide this benefit a limited number
20 Will save to resist the effect. You can use the rod as part
of times based on its size. Any undead using this feat on
of a disarm attempt, gaining a +4 bonus on the disarm
the corpse reduces the number of times it can be used by
roll. This is a part of the disarm action and counts toward
any other undead for this purpose.
the daily limit of the rod’s power.
Requirements Craft Rod, telekinesis; Cost 12,000 gp. Corpse Size Uses
Tiny 1
Sloughide Bombard Small 2
Medium 4
Aura faint evocation; CL 3rd
Large 8
Slot none; Price 600 gp; Weight 4 lbs.
Huge 16
This brass and crystal cylinder has a funnel on one end Gargantuan 32
and a wooden plunger on the other. The bombard is filled Colossal 64
with a clear gelatin-like solution.
As a standard action, you can fire the bombard in a
45-foot line attack, emptying the cylinder of the solution
within. Creatures along the line that fail a DC 15 Reflex
save are paralyzed for 5 rounds and take 1d6 points of
acid damage per round.
A sloughide bombard is a single-use item.
Requirements Craft Wondrous Item, acid splash, hold
person; Cost 300 gp

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Envenom Weapon [Monster] missile damages an opponent, the opponent is affected
by your extraordinary ability as if you had delivered the
You can lick, slime, spit, or drool on a ranged weapon so it
attack in the normal fashion.
can deliver one of your extraordinary ability effects.
Special: If you have more than one qualifying ability you
Prerequisite: Extraordinary ability normally delivered
TALESKING

must choose only one to apply when using this feat. This
by a physical attack or physical contact, which allows a
feat does not work with breath weapons, gaze attacks,
Fortitude Save to resist.
or any extraordinary ability that cannot be logically
Benefit: As a move action, you may envenom a single smeared on a weapon but otherwise meets the criteria.
weapon or missile you are holding. The weapon remains Ghouls can use this feat with paralysis, but not with
OF THE MOUNTAIN

envenomed for 3 rounds or until it hits someone in ghoul fever.


combat, whichever comes first. When the weapon or
MIDGARD
HALLS

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3
CHAPTER 3:

The Eye of Grajava


By Michael Fulanetto

Not long after the orichalcum began to flow from the halls they acquire the Teardrop from a representative of the
of the Golden Citadel, Mammon wove a powerful curse Spirit of the Mountain.
into the ore, such that a representative of the archdevil Returning to the Forge of the Fire Blessing, the party
would appear if enough of it were collected in one place. must overcome a diabolical ambush in order to sacrifice
the Teardrop and cleanse Rygar of Mammon’s taint.
Adventure Background This is a trap and roleplaying scenario for four PCs
of 10th level. The events take place after the Roots of
The Spirit of the Mountain realized the danger and,
Madness adventure.
together with Grajava, Shield Maiden of Volund and
patroness of Rygar, warned the dwarven priests of
the Forge god. The priests formed a secret society, the
Clues To Finding
Illuminated Brotherhood, and ruled the mountain from The Secret Chapterhouse
within as Silent Masters. They steered their brethren away
In the first two adventures, the PCs found many subtle
from the veins of ore, while their gold dragon ally Satarel
clues that likely seem unconnected and random.
took custody of the cursed ore already dug from Rygar’s
To begin this adventure the PCs need to have three
roots. Over time, the dwarves largely abandoned the
pieces of information.
Golden Citadel, and the threat seemed contained.
1. Something is wrong with the orichalcum ore and the
Grajava herself offered a relic—the Teardrop—to purge
Spirit of the Mountain.
the taint of Mammon, but the dwarves chose to preserve
2. The Eye of Grajava contains something important.
it rather than use it immediately. The abandoned mines
3. Rabscuttle contains the key to finding the Eye
and the cursed gold within were no immediate danger,
of Grajava.
and the old masters of the brotherhood looked upon the
The PCs might also be curious about the Illuminated
gem with greed in their hearts.
Brotherhood, the Silent Masters, the cult of Mammon,
They placed the gem in a sacred shrine they called
the dragon, or the forsaken. Because the exploration of
the Eye of Grajava and guarded it with a servant of the
the Eye of Grajava helps explain all of these things, guide
Spirit of the Mountain. To prevent Mammonites from
the party’s investigations to focus on the three pieces of
stealing the Teardrop, the original Silent Masters devised
information above.
a series of tests, known as the Sanctum of Assaying, to
The clues are collected in tables 3-1, 3-2, and 3-3,
protect the entrance to the Eye of Grajava. The builder of
ranging from the hardest to discover to the easiest. Skill
this Sanctum—the priest who later became Rabscuttle—
checks need not be made if the players have already
instructed crafters of his future body to engrave the
figured out the significance of the clue. Likewise, if the
details of the sanctum’s trials upon it, as a safeguard
PCs have already deduced one of the facts, omit later clues
against his capture or death.
related to that fact.
Over time, the details of the Sanctum of Assaying, Eye
Divination spells can also help the party by providing
of Grajava, and Teardrop were lost to later Silent Masters.
missed clues, with higher-level divinations revealing
Now that the priests are desperate for help against the
multiple clues per spell. Stone tell and commune with
cultists, they see the fabled weapon left in the Eye as their
nature are particularly helpful, granting extra clues
best hope for victory and the PCs as their perfect pawns.
because they connect directly with the Spirit of the
Mountain. Note that both the Eye of Grajava and the
Adventure Summary Teardrop are warded against some divinations.
The PCs discover that Rabscuttle’s inner workings contain After the PCs discover that Rabscuttle contains vital
long-lost instructions for reaching the Eye of Grajava, a information, they still must decode his internal writings
shrine containing a relic of great power. Following these with three DC 25 Linguistics checks. Dwarves gain
clues, the party finds the secret chapter house of the Silent a +2 racial bonus on these checks, while characters
Masters and learns the hidden history of the Illuminated of any race can gain a +5 insight bonus for the use of
Brotherhood and the curse afflicting Rygar. comprehend languages and a +2 circumstance bonus if
Passing into the Sanctum of Assaying, the PCs face they have at least 5 ranks in Craft (clockwork), Craft
guardians, traps, temptation, and betrayal by Mammonite (gearwork), or Knowledge (engineering). Because the
infiltrators. Finally, they reach the Eye of Grajava, where PCs cannot know if they successfully decipher the
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meanings in the symbols and runes until it is too late, The Forge of the Fire Blessing is a vast room of worked
they cannot take 20 on these checks. stone. One wall connects to the Shank. Stone wheels
Rabscuttle’s inner workings contain three pieces of run up it, bringing quenching water and burning lava
information the PCs need: the existence of the Eye of from the depths of Rygar. On a ledge perched halfway up
Grajava beyond the Sanctum of Assaying, the location another of the walls stands the Altar Forge of Volund,
TALESKING

of the secret door in the forge leading to the sanctum, site of the most holy rituals to the forge god. After flowing
and the passphrase for the forbiddance effect protecting around the altar-forge, the lava and water cascade
the sanctum. down to the floor of the main hall, where they split into
His innards also contain five clues providing bonuses rivulets to supply each of the seven smaller forges. Chains
OF THE MOUNTAIN

to skill checks: the order of actions required to open the hang from block and tackle on the ceiling, allowing even
puzzle doors; the nature of the gear key; the “Volund” the largest forgings to be moved about the room with
password; the “Fire,” “Smoke,” and “Ash” passwords; and relative ease. Ventilation shafts pierce the walls, bringing
the guidance requirement. refreshingly cool air to the temple. Three doors lead to
See the list of clues on page 69 for additional clues rooms carved under the ledge.
the party may find.
What if Rabscuttle has been destroyed?
MIDGARD

The Forge of the Fire Blessing was once the greatest


Although some of the clues come from Rabscuttle’s
temple to Volund in the Golden Citadel. Several features
consciousness, all of the details of the Sanctum of
of the room are important later (see Encounter 7), so
Assaying are etched on the gears, plates, and components
make every effort to ensure that the PCs learn about
of his body. As a result, the party only needs the pieces
them now. Most can be discovered by simple observation.
of Rabscuttle, not his survival as a sentient being. If
The primary exception—the controls to the ventilation
Rabscuttle has been completely destroyed, enough
system—can be explained by the PCs’ guide to the forge
alternative clues exist to complete the adventure, although
or by information in a room under the ledge. These
the sanctum presents a greater challenge.
rooms also contain vestments, tools, and other religious
Getting Access to Rabscuttle
HALLS

paraphernalia for ceremonies, as well as some personal


Clovis Stonethrower is Rabscuttle’s official guardian.
effects of Abelard.
Parties on good terms with Clovis have no trouble
Finally, the walls of these side rooms are decorated
“borrowing” the gearforged. Other groups should
with mosaics depicting the forge and the worship of
be able to bargain for access. If Clovis perished in an
Volund. Several mosaics provide clues describing the
earlier adventure, the PCs could be named guardians of
proper operation of the puzzle doors (see Puzzle Doors
Rabscuttle if they remained on good terms with Clovis
on page 75), showing clerics approaching an anvil and
and other dwarves, thereby avoiding any problems.
casting a spell. Another mosaic shows the location of
the secret door to the chapter house (the beginning of
PART I: the priestly procession in the other mosaics). A DC 15
Intelligence, Profession (blacksmith), or Knowledge
FIRST VISIT TO THE FORGE (religion) check suffices to deduce the location of the
Eventually the PCs should learn from the clues that the secret door from the mosaics.
path to the Eye of Grajava leads through the Forge of the To reveal the secret door and allow entrance, characters
Fire Blessing. If they are stuck, the Silent Masters could must each intone a brief prayer to Volund while
become desperate enough to take the PCs into their sacrificing precious metal worth at least 10 gp to the
confidence or Abelard could share memories of Silent lava of the forge. Servants of deities other than Volund
Masters entering the Forge of the Fire Blessing through a suffer no penalties for this action, except for servants of
secret door. Mammon, who lose all class abilities until an atonement
The PCs might have visited the forge before. In any spell (CL 15th) returns them to Mammon’s evil graces.
case, the adventure proceeds more smoothly if they have Details of this sacrifice are available from Rabscuttle’s
a knowledgeable local guide on one of their trips before etchings, through appropriate divination magic, or with a
entering the chapter house. Either Abelard Feuerhirte or DC 30 Knowledge (religion) or Knowledge (local) check.
Varden Redfel make appropriate companions. Note that the secret door is impossible to detect by
Abelard could ask for an escort to the forge to retrieve mundane means until a sacrifice is made.
some belongings, while Redfel could ask for the party’s
help investigating reports of Mammonite spies or else Secret Chapterhouse (el 9)
accompany the party as far as the forge at the beginning
Once the PCs make their sacrifices and prayers, the wall
of Roots of Madness. Read or paraphrase the following.
of the forge shimmers and a hidden door reveals itself.
The door opens with a touch, revealing the Great Hall
beyond. When the PCs look inside, read or paraphrase
the following.

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Table 2-1: Something is wrong with the ore and the Spirit of the Mountain.
Clue Scene Primary Check Secondary Check

“Cursed” Crash at the Gates (DN) DC 25 Perception Terran

Orichalum ore Any with gold fever (DN) DC 25 bardic knowledge Knowledge (local)*
causes gold fever.

Cursed ore inside Any with goldveined DC 20 Perception DC 20 Knowledge (local)*


goldveined creatures. creatures (RM)

“The orichalcum— Down the Stair (RM) DC 20 Perception DC 20 Knowledge (local)*


it destroyed us!” Dwarven

“The mountain The Refugee Camps (DN) DC 15 Perception DC 15 Knowledge (religion)*


cannot be cured…” Albricius’s lodging

Table 2-2: The Eye of Grajava contains something important


Clue Scene Primary Check Secondary Check

Murals show a sapphire Hearthforges (RM) DC 10 Perception Dwarven Language*


within a ruby

Volund save us! Crying The Outing of Bragollach (DN) DC 10 Perception Dwarven Language*
Eyes are our salvation

“Tears of the Maiden will The Refugee Camps (DN) — —


Wash away the Greed!” Albricius’s lodging

The path to the Eye runs Rabscuttle Linguistics DC 25 Dwarf Language*


through the Forge of the
Fire Blessing

Table 2-3: Rabscuttle contains the key to finding the Eye of Grajava
Clue Scene Primary Check Secondary Check

Writing on Rabscuttle’s Any when Rabscuttle is DC 25 Perception DC 25 Linguistics*


gearworks wounded or disassembled (DN)

A silent master is Any with Silent Masters DC 25 Sense Motive —


surprised by the sight of (Ansgar or Bradobaraxas)
Rabscuttle

Rubbings in Albricius’s The Refugee Camps (DN) DC 20 Perception DC 20 Craft (clockwork)


quarters match Or Knowledge (engineering)*
Rabscuttle’s parts

“They put it inside him, The Refugee Camps (DN) DC 15 Perception DC 15


hidden in plain sight …” Knowledge (Religion)*

* Or Intelligence or bardic knowledge check.

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With a touch, the secret door opens to a vast, brightly Bradobaraxas (LN male dwarf illusionist 5/ illuminated
lit great hall. The room is supported by pair after pair brother of the rite of most worthy esoterics 5/Silent
of pillars reaching upward to the ceiling high above. Master 1) sits on the Council of Masters.
Covering every surface—even the checkerboard floor— Illuminated Sister Jorunn Flintknapper (female LE
are the same esoteric symbols from the Upper Halls. The dwarf fighter 5/illuminated brother of the preceptory of
TALESKING

walls contain a number of normal doors, while opposite the iron forge 3) is the sister of Ansgar (saboteur of the
the entrance stands a large door of reddish-gold metal. 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).
One of the Silent Brothers greets the PCs at the door.
OF THE MOUNTAIN

The fourth dwarf is not a member of the brotherhood’s


He is dressed in maroon robes trimmed in embroidered
leadership, but he seems to have a close working
gold. This adventure assumes Bradobaraxas survived to
relationship with Jorunn. He is Paracelix Zhedan, who
this point and is the dwarf who greets the PCs at the door.
appears to be a diviner-for-hire, recently retained by the
If Bradobaraxas did not survive, use one of the other
brotherhood to spy on the Mammonite cult. Secretly,
dwarves listed below.
Paracelix is a gilded devil polymorphed into dwarven
Bradobaraxas beckons the PCs forward, using several
form (see Ambush at the Test of Lore, page 75). Both
MIDGARD

solemn gestures that somehow communicate his desire


Jorunn and Paracelix are the subject of misdirection spells
to introduce them to his superiors. He leads them to a
cast by Paracelix.
featureless orichalcum door. As Bradobaraxas approaches,
If the PCs attack the dwarves, all but Jorunn and
the door splits into four quadrants with a slight click. The
Paracelix flee, with Caradlather using teleport to return
sections slide silently into the walls, ceiling, and floor.
to the Upper Halls and report their treachery. Likewise,
Read or paraphrase the following.
if the PCs see through Paracelix’s deception and
attack, the Silent Masters flee. In either case, the battle
Beyond the door is a hidden temple 50 feet on a side and scheduled for the Test of Lore occurs here, leaving that
20 feet high. Pillars support the ceiling and symbols cover room devoid of encounters.
HALLS

all surfaces, just as in the Great Hall. Development: The Silent Masters are desperate and
The floor is decorated in a mosaic showing dwarven see the Teardrop of Grajava as their last hope, but they
priests of Volund carrying a sacred hammer across a do not want to risk the few surviving brothers in the
forge and then using it to strike an anvil. The far 15 feet Sanctum of Assaying. They see the arrival of a party
of the room is a raised dais, on which stands a small of adventurers who both oppose the cult and seek the
altar. Behind the altar is a carved orichalcum door. Teardrop as divine providence. The Silent Masters want
the PCs to retrieve the Teardrop to use against the cult,
which benefits them all. In exchange, they offer to answer
On the dais stand three dwarves, two of whom wear the
some of the PCs’ questions. Caradlather does almost all of
maroon and gold robes of the Illuminated Brotherhood.
the communicating with the PCs. He uses a minor image
These three are the brotherhood’s leaders, who have
spell to make letters of fire that communicate his more
followed the party’s progress through various divinations.
complex ideas.
The main rooms of the chapter house are brightly lit
Caradlather is silent and laconic by nature, but the
with continual flame spells. The walls, floors, and ceiling
recent events in the Golden Citadel have made him
are made of dressed stone of high quality. Doors are all of
somewhat desperate. Caradlather also knows all the
excellent quality, although none save the puzzle doors can
information in the Adventure Background (see page 67),
be locked.
although he does not reveal the origin of the forsaken or
This entire level of the chapter house is protected by
the fate of the old masters, and he truly does not know
a variant forbiddance spell. Chaotic good creatures can
either the nature of the Teardrop or the true history of
enter without penalty, as can those carrying brotherhood
Rabscuttle. Caradlather’s initial attitude is indifferent.
fobs (magical or nonmagical) or those who sacrifice
If the PCs offer to help bring down the cult, they gain
precious metal worth at least 10 gp while intoning
a +5 circumstance bonus on Diplomacy checks made
a prayer to Volund (see Forge of the Fire Blessing).
to improve his attitude. Asking for payment gives them
The current brothers do not know about the sacrifice
a –2 penalty. Intimidate checks automatically fail and
key and never use the secret door to the forge, having
move Caradlather one step closer to hostile. If reduced
another secret route. Although the brotherhood is lawful
to hostile, he leaves, and Bradobaraxas continues the
neutral, it chose chaotic good for the warding in order to
conversation, with an initial attitude of unfriendly.
maximize the effect on diabolists.
Likely questions and Caradlather’s answers follow. The
Bradobaraxas joins the other three dwarves on the dais
friendlier he is toward the PCs, the more information
and nods mutely to the party. With him are Most Silent
he provides. Information marked as friendly or helpful
Master Caradlather (LN male dwarf abjurer 5/illuminated
is provided only if his attitude is at least that level, and
brother of the rite of most worthy esoterics 5/silent
more friendly attitudes also receive the answers for less
master 3), who leads the brotherhood. Silent Brother
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friendly attitudes. The entries marked as “opposed” that Caradlather is hiding something but does not reveal
require opposed Sense Motive checks; success reveals precisely what it is.

Table 3-1 Caradlather’s Answers


Question Answer

Who are you? “Caradlather, leader of the Silent Masters, hidden rulers of the Illuminated Brotherhood.”
Friendly: “We protect the world from the cursed orichalcum.”

What is wrong with “An archdevil cursed it.” He punctuates this with a spit.
the orichalcum? Friendly: “It causes the plague you’ve witnessed.”
Helpful: “And the devil’s cult wants to use it to summon him to Rygar.”

Which archdevil? “The greediest of all, Mammon.”


Friendly: “Mammon’s is the realm of greed and avarice.”

Why is your order so “So the cult does not know its opponents.” Opposed.
secret?

What is the Eye of “A shrine through the puzzle doors and the Sanctum of Assaying.”
Grajava? Friendly: “It holds the . The sanctum tests your worthiness to wield it.”

What is the ? “A great weapon.”


Friendly: “Particularly effective against Mammon, the archdevil who cursed the
orichalcum.”
Helpful: “We no longer know its precise nature.” Opposed.

What do you want us to “Get the Teardrop.”


do? 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 “Not much.”


about the puzzle Friendly: “We can open those in the chapter house, although we have never been
doors? successful in opening the doors to the sanctum.”

Why are not you “Why should we?”


helping the refugees? Friendly: “They are infiltrated by the cultists.”
Helpful: “They are part of the problem—more miners means more ore.”

Where do you “A safe place.”


keep the cursed Friendly: “We do not speak of that for fear of infiltration.”
orichalcum?

Who are the “Who?”


forsaken? Helpful: “Dwarves who were punished for apostasy.” Opposed.

What happened on “A misunderstanding.”


the Manticore? Friendly: “We had to keep the ore out of the hands of the cult.”
A DC 15 Sense Motive check reveals that Jorunn is upset by the question. If confronted,
she admits to being angry about her brother’s death at the hands of the PCs.

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If the PCs wish to rest before attempting the puzzle doors, codes are incredibly convoluted, reflecting the esoteric
and they remain on good terms with Caradlather and nature of the Illuminated Brotherhood.
the brotherhood, Caradlather offers them lodging in the Finally, three doors lead to the various rooms of the
chapter house. After the PCs leave, Jorunn and Paracelix Sanctum of Assaying. When the PCs approach the first of the
monitor their progress, and enter the sanctum in pursuit sanctum puzzle doors, read or paraphrase the following.
TALESKING

of the PCs as soon as the PCs enter the Test of Faith.


This door stands as a marvel of dwarven craftsmanship.
PART II: The ten-foot-square door of refined orichalcum gleams
in the magical light of the hidden temple. A series of
THE SANCTUM OF ASSAYING
OF THE MOUNTAIN

scenes is carved in relief on the door’s surface. At the top


The Sanctum of Assaying was designed by the old masters is a large hammer surrounded by scenes from a smithy
of the Illuminated Brotherhood to prevent the cult— preparing for work: flames dance in the forge fires as
and unauthorized members of the brotherhood—from dwarves prepare tools and metal. At the edges of the door
reaching the Eye of Grajava. All walls, floors, and ceilings are carved pillars topped by mithral flames. The pillars
are made of dressed stone of excellent quality. rest on a vast relief anvil etched with another set of
MIDGARD

To prevent cultists of Mammon from reaching the dwarven runes. The stone surrounding the door has been
Eye of Grajava, the entire sanctum is warded. A variant carved as well, continuing the scene depicted on the door.
forbiddance effect (CL 15th) on each room wards all
dimensional travel. Only creatures who open the puzzle
The doors are 6 inches thick, with hardness 15, 200 hp,
door to a given room may enter that room. Those who
and a break DC of 30. They automatically close 2 rounds
manage to enter without passing through the appropriate
after being opened. The back sides of the doors are plain,
puzzle door take 6d6 points of damage (DC 22 Will
with an engraved anvil in the center. Pressing that anvil
save for half). The rooms are also sheathed in six inches
opens the door. These doors were created from uncursed
of lead, blocking spells of the scrying subschool from
ore and so do not cause gold fever.
HALLS

targeting the rooms or those within them.


Operation: Four standard actions are required to open
The Sanctum of Assaying consists of three tests: the Test
a puzzle door, and they must be performed correctly and
of Valor, the Test of Faith, and the Test of Lore. Puzzle
in the proper order to avoid the door’s trap (see Failure
doors separate the rooms.
on next page). If the PCs decoded the instructions on
Rabscuttle, they gain a +15 competence bonus on checks
Puzzle Doors (el 8) marked with an [R]. Dwarves gain a +2 racial bonus on all
Six puzzle doors protect the secret chapter house and the checks and worshipers of Volund gain a +2 sacred bonus
Sanctum of Assaying. One leads from the Great Hall to the on all checks. Note that these three bonuses stack.
hidden temple, and opens with a touch. Two more lead to Careful examination reveals the doors’ hidden features.
the lower council chambers of the silent priests. Although A successful DC 25 Perception check [R] reveals that the
these two doors are not described in this adventure, their carved hammer rotates, and around it are the runes of the
dwarven language; these runes are also carved on the anvil,
and each of these runes can be depressed; and a gear-
shaped depression is hidden in the carvings on the door.
A DC 26 Perception check also reveals the trap detailed
in Failure. Finally, a DC 26 Spellcraft check reveals the
variant forbiddance effect cast on the puzzle door (see
Sanctum of Assaying).
To discover the proper order of actions requires a
DC 20 Knowledge (religion) check; DC 25 Knowledge
(engineering), Knowledge (local), or bardic knowledge
check; or DC 30 Disable Device or Intelligence check [R].
Clues to this order can also be found in the Broken Door
encounter in Roots of Madness (key before hammer),
the mosaics in the side rooms of the Forge of the Fire
Blessing (anvil before guidance), and the mosaic floor of
the hidden temple (hammer before anvil). Each clue can
be recalled with a DC 15 Intelligence check.
First, a gear-shaped key must be placed flat on a specific
part of the carving and turned counterclockwise. On
the sanctum doors this key is the central golden gear of
Rabscuttle (or one of the other fellforged old masters);

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with this gear removed a gearforged can follow simple Success: Opening the door deactivates the wards on
directions but cannot speak or otherwise communicate. the next section of the sanctum, although only for those
The location of the keyhole can be found with a DC 25 creatures passing through the doorway. Award ad hoc
Perception check. The lock can be opened with the key, a experience for a CR 8 encounter for the first door, but no
knock spell, a chime of opening, or with a DC 30 Disable experience for subsequent doors.
Device check. Using the key takes 1 round. Failure: If the PCs fail any check, the puzzle door
Second, the hammer must be turned to the proper triggers an altered word of chaos trap.
runes to spell “Volund.” The hammer points to a random
rune when the party arrives. A DC 20 Knowledge Word of Chaos Trap CR 8
(religion); DC 25 Linguistics, Knowledge (local), or
Type magic ; Perception DC 32; Disable Device DC 23
bardic knowledge check; or DC 20 Intelligence check
EFFECTS
reveals this clue [R]. Depressing the runes takes 1 round.
Trigger special; Duration instant; Reset automatic
Third, the runes on the anvil must be pressed in the
Effect spell effect (word of chaos), CL 13
proper order to spell “fire,” “smoke,” or “ash,” depending
The puzzle door then resets to its initial state, and the PCs
on the door. “Fire” opens the first puzzle door. This
must begin again.
echoes the central tenet of Volund’s worship—that his
followers “have no fear of fire, smoke, and ashes.” A DC
20 Knowledge (religion); DC 25 Linguistics, Knowledge
The Test of Valor (EL 10)
(local), or bardic knowledge check; or DC 20 Intelligence Once the PCs open the first puzzle door, they enter the
check reveals this clue [R]. Test of Valor. Read or paraphrase the following.
Depressing the runes takes 1 round.
Finally, guidance must be cast on a person next to the
With a soft click, the orichalcum door splits into four
door within a round of the anvil rune activation. A DC
quadrants. The gear key falls to the floor as the sections
20 Knowledge (religion); DC 25 Linguistics, Knowledge
slide silently into the walls, ceiling, and floor. Beyond
(local), or bardic knowledge check; or DC 20 Intelligence
is a 15-foot-high passageway filled with thick black
check reveals this clue [R]. A spellcaster can substitute
smoke, blocking vision completely beyond about 10 feet.
another 0-level divination spell with a DC 10 Spellcraft
Engraved in mithral on the floor are dwarven runes.
check or a 0-level spell of another school with a DC 15
Spellcraft check. A DC 25 Use Magic Device check opens
the door without spellcasting.

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The first room of the sanctum is a warren of tunnels Beyond is a 10-foot-high passageway extending
filled with smoke. The dwarven runes read: “First, the into darkness. Engraved in mithral on the floor are
faithful of Volund master flame and fear not fire, just as dwarven runes.
they fear not their enemies.” This room tests the combat The dwarven runes read: “Second, the faithful of
prowess of any who seek the Eye of Grajava. Volund do not bow to the smoke of temptation, but
TALESKING

This room is filled with smoke (as per Core Rulebook), rather seek their goal fearlessly and quickly, just as
which grants total concealment beyond 10 feet and they shape metal fearlessly and quickly for the greater
concealment within that range. Creatures with the fire glory of Volund.”
subtype (including all of the guardians) ignore all effects
OF THE MOUNTAIN

of the smoke—a PC with Knowledge (planes) or (arcana)


This room was designed to ensnare the greedy. PCs who
realizes this with a DC 15 skill check. A DC 10 Perception
proceed directly to the exit are unharmed by all but one
check reveals the hissing and popping of multiple fires.
trap. The main trap activates after 13 rounds, so track the
The starting locations of the room’s guardians are
number of rounds the party spends in this chamber. There
marked on the map: FE is the greater fire elemental, F are
is no illumination in this room. The secret doors can be
the two fire mephits, and M are the two magma mephits.
found with DC 20 Perception checks.
MIDGARD

Greater Fire Elemental CR 9


Traps and Treasure
hp 123, Bestiary 1
This room is filled with treasure to tempt and traps to
punish those who enter it.
Fire Mephits (2) CR 3
Incendiary Cloud Trap: The main trap in the chamber
hp 19, Bestiary 1 is an altered incendiary cloud trap that activates 13 rounds
after any living or sentient creature enters the room. It is
Magma Mephits (2) CR 3 centered 25 feet away from the exit puzzle door. Characters
next to the exit door are outside the area of effect of the
HALLS

hp 13, Bestiary 1
trap; those 10 feet from the door gain a +5 circumstance
bonus to their saves. The cloud stays in place for 2 rounds
Tactics and then moves down the main corridor until its effects
Before Combat The magma mephits begin in their just reach the entrance door. It stays in that location for
magma pool form. its remaining duration. If any living or sentient creatures
remain in the room 5 rounds after the trap deactivates, it
During Combat After the PCs pass the magma mephits,
activates again, and this process continues until the room is
the fire elemental attacks from the front while the
empty of living or sentient creatures.
mephits use their ranged attacks from the rear.
The elementals and mephits strike and move away, Incendiary Cloud Trap CR 9
coordinating their actions in Ignan and using the
Type magic; Perception DC 33; Disable Device DC 33
visibility to their advantage. The mephits fly through
Effects
the tunnels above the ceiling. When injured, the
Trigger special; Duration 15 rounds; Reset Automatic
mephits use the fire elemental itself to activate their fast
Effect spell effect (incendiary cloud), 15th-level wizard, 4d6/
healing. The mephits do not summon more mephits.
round, DC 22 Reflex save for half damage.
Morale These guardians fight to the death. Mind Traps: Two mind traps (Kobold Quarterly #8)
block the hallway. Although designed to look like deadly
Development: Every PC can attempt a DC 20
traps, these actually pose no physical threat to the party.
Intelligence check, with successful checks revealing
They were placed in the corridor to raise the suspicions of
Paracelix’s scrying sensor.
any intruders and delay their advance.
At the other side of the maze is a second locked puzzle
Because no trap actually exists, Perception checks
door. The carvings on the door and the surrounding
always fail.
alcove depict a bevy of blacksmiths hard at work within a
The first trap (M1) is a conical pile of dust underneath
smoky forge. This door opens just as the first (see Puzzle
an old white and gold robe. A DC 25 Spellcraft check
Doors), although the code word for this anvil carving is
determines that the dust was planted and was not the
“Smoke”.
result of a disintegrate spell. The second trap (M2) is a
cleanly beheaded skeleton underneath a slot in the ceiling.
The Test of Faith (EL 9) A DC 25 Heal check determines that the skeleton was not
When the second door opens, the gear key falls to the decapitated where it lies.
floor. Read or paraphrase the following. Pit Traps: The two pit traps in the main hallway (area
1) are standard pit traps. Note that there is no floor-level
path remaining in the side corridors once the pits open.
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Pit Trap  CR 4 ** The crystal hypnosis ball is cursed to compel the
user to do his utmost to purge the taint of Mammon
Type Mechanical; Perception DC 20; Disable Device DC 20
from Rygar, even at significant cost to himself or others.
Effects
This means that the user attempts to seize all corrupted
Trigger location; Reset Manual
orichalcum and destroy it, and works with all forces to
Effect 80 ft. deep (8d6, fall); DC 20 reflex save avoids.
this end, even against former allies. This curse can be
Multiple targets (all in 5 by 10 ft rectangle)
removed by a remove curse or by successful dispel magic
Wide-Mouth Spiked Pit Traps: The two pit traps in the
against a 20th level caster.
side corridors (area 2) are wide-mouth pit traps. Note that
Ad Hoc XP Award: Award experience for the CR 9
there is no floor-level path remaining in the side corridors
incendiary cloud and two CR 4 pit traps, but not for the
once the pits open.
avoidable traps in the side corridors.
Development: Every PC may once again make a DC 20
Wide Mouth Pit Trap CR 4
Intelligence check to notice Paracelix’s scrying sensor.
Type Mechanical; Perception DC 18; Disable Device DC 24 At the other side of the room is a third locked puzzle
Effects door. The carvings on the door and the surrounding
Trigger location; Reset Manual alcove depict the end of the day at a smithy. Dwarves
Effect 20 ft. deep (2d6, fall multiple targets (first target in return tools to their holders and shovel ash from the
each of two adjacent 5-ft. squares); pit spikes (Atk +10 furnaces. This door opens just as the first (see Puzzle
melee, 1d4 spikes per target for 1d4+2 each) Doors), although the code word for this anvil carving is
Trapped Pedestals: Each of these bronze pedestals “Ash”.
contains both an apparent treasure and a magical spell
trap. Details on the various traps are available in the Core Ambush at the Test of Lore (EL 10)
Rulebook. All traps are triggered by contact with the
The third and final test awaits the PCs in this chamber.
pedestal or the item on it.
The test does not go as planned, however, as the PCs are
attacked while they navigate the room. As the PCs open
Table 3-2: Trapped Pedestals this third puzzle door, the gear key falls once more to
Pedestal Trap Treasure the floor. Beyond is a dimly-lit room. If the PCs have
Number darkvision or provide their own light source, read or
paraphrase the following.
T1 Energy Drain Lyre of building
Beyond is a square room lit by magical flames topping
T2 Insanity mist vapor Crystal hypnosis ball carved pillars. Along the side walls, iron racks hold
dozens of graven copper tablets, while in the center of the
T3 Flame Strike Adamantine dwarven room sit an iron table and chair.
urgrosh Directly across from the door is a bas-relief eye, fully
five feet in diameter, carved in carnelian. Beneath the
T4 Shocking Floor Orichalcum chalice thin layer of dust on the floor you see inlaid mithral
(worth 10,000 gp) runes. More runes encircle the carved red eye.

T5 Maximized Fireball Bag of 1,000 pp


The dwarven runes read: “Third, the faithful of Volund
atone for the ashen sins staining their souls and the souls
T6 Chamber of Blades Bag of devouring with
of their forefathers.”
orichalcum ore lure
Originally, Rabscuttle or one of the other old masters
inhabited this room, where they personally tested the
T7 Cone of Cold Golden horn of blasting
knowledge of any who desired entrance to the Eye of
Grajava. When the rest of the Silent Masters imprisoned
T8 Frost Fangs Brooch of adaptation,
the old masters, Rabscuttle escaped Rygar, leaving this
as necklace
room unguarded.
A DC 25 Perception check detects the sound of a trap
The adamantine urgrosh, orichalcum chalice, bag of 1,000 activating 13 rounds after the PCs enter the room (though
pp, and golden trumpet are masked by veil (CL 11th, they do not know it is an incendiary cloud trap).
DC 19) or magic aura (CL 11th, DC 14) spells to make Let the PCs make this check each round until the door
relatively worthless items appear valuable. The items listed opens, although the DC increases by +1 every round
are what they appear to be to PCs who do not see through after the second. The door opens 7 rounds later and the
the illusions. In reality, they are wooden or low-quality Mammonites enter.
iron items of no worth.
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Paracelix the Gilded Dwarf CR 8 SQ armor training 2 (Ex); arts, parts, and points; greed;
hardy +2; hatred; house not made of hands; lux e tenebris;
hp 95, Midgard Bestiary, p. 33 (gilded devil)
slow and steady; sprig of acacia; stability; stonecunning
Other Gear maroon and gold robes, nonmagical
+2
brotherhood fob
Combat Gear crossbow bolts (20); Other Gear +1 silver
TALESKING

dwarven urgrosh, masterwork light crossbow, +1 full plate


Tactics SPECIAL ABILITIES

Before Combat Paracelix is still polymorphed into


Lux E Tenebris (Ex) If Jorunn is affected by an
dwarven form. He cast misdirection on both himself
enchantment and fails her saving throw, 1 round later
OF THE MOUNTAIN

and Jorunn, and already cast all of his greater scrying


she can attempt a second saving throw. If it fails, the
spells to follow the party’s progress through the
spell has its normal effect.
sanctum.
Sprig of Acacia (Su) If a check of bardic knowledge, a
During Combat: The two attempt to bluff the party
Diplomacy check to gather information, or Knowledge
into believing that they came to help. Once they reach
check that succeeds by less than 10 is made to discover
flanking positions around a lightly armored PC,
more about Jorunn, the person making the check learns
MIDGARD

Paracelix attempts to dominate a PC who doesn’t look


entirely false information. Jorunn is immune to speak
like a spellcaster. Then they attack, concentrating on
with dead and other post-mortem divinations.
one PC at a time.
Morale: Paracelix consumes his jewels to heal if reduced Tactics
to 25 hp or less. If Jorunn has already fallen, he flees by
Before Combat Jorunn already consumed a potion of
foot if reduced to 10 hp or less. Otherwise, he joins her
resist energy (fire) 30 and two of cure serious wounds
in fighting to the death. Note that he cannot teleport
to heal the damage from the incendiary cloud trap. She
within the sanctum.
expended the final use of her chime of opening to pass
HALLS

through the sanctum.


Jorunn Flintknapper CR 8
During Combat Jorunn and Paracelix attempt to bluff
Female dwarf fighter 6/illuminated brother of the
the party into believing that they came to help. Once
preceptory of the Iron Forge 3
they reach flanking positions around a lightly armored
LE Medium humanoid (dwarf)
PC and Paracelix casts his dominate person spell, the
Init +5; Senses darkvision (60 feet); Perception -1
two of them attack. They coordinate their attacks and
DEFENSE
positions, flanking with one another whenever possible.
AC 21, touch 11, flat-footed 20 (+10 armor, +1 Dex)
hp 85 (9d10+18) Morale Dedicated to the very end, Jorunn fights to
Fort +8, Ref +4, Will +8 +2 vs. poison, spells, and spell- the death.
like effects,
Development: The copper plates contain much of the
Defensive Abilities bravery +2, defensive training, lux e
secret history of the Illuminated Brotherhood, etched
tenebris, sprig of acacia
in Dwarven. DC 25 Perception checks reveal all of the
OFFENSE
information available from Caradlather as if he were
Spd 20 ft.
friendly (see Secret Chapter House). DC 10 Perception
Melee +1 silver dwarven urgrosh +17/+12 (1d8+10/x3)
check reveals the section labeled “Satarel” is empty. A
Ranged masterwork light crossbow +11/+6 (1d8/19-20/x2)
DC 20 Perception check reveals that the section labeled
STATISTICS
“Forsaken” contains a random assortment of tablets,
Str 19, Dex 13, Con 14, Int 10, Wis 8, Cha 10
none of which actually mention the forsaken.
Base Atk +9; CMB +13 (+15 Sundering); CMD 24 (26 vs.
Sunder)
Feats Cleave, Improved Initiative, Improved Sunder,
The Eye Gate
Iron Will, Lunge, Power Attack -3/+6, Skill Focus: The runes around the carved eye read, “Gather and
Craft (Weapons), Vital Strike, Weapon Focus: Dwarven prepare yourselves to enter the great shrine to the
Urgrosh, Weapon Specialization: Dwarven Urgrosh valorous Shield Maiden. Touch the eye together and
Skills Bluff +9, Climb +1, Craft (gemcutting) +6, Craft allow yourselves to be transported.” When all creatures
(weapons) +12, Swim +1 in the room are touching the carving of the eye, they are
Languages Common, Dwarven teleported to the Eye of Grajava. If any creature in the
room cannot be transported (because of a dimensional
anchor spell, for instance), no one is teleported.

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3
The Eye of Grajava (EL —)
Once all the PCs in the room touch the eye, it is quickly
apparent to the PCs 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 fine dust wafting upward
from the mines. Instead, the air smells as clean as that
outdoors, over the Ironcrags. The light here is cast in
a red glow, as what appears to be a sphere of red glass
encloses the area. Three bridges, evenly spaced around
the sphere, rise to a circular platform in the center.

The Eye of Grajava is a spherical cavity in a vast ruby,


fully 680 feet in diameter. At the center of the sphere
stands a circular platform 100 feet in diameter supporting
a large altar. Guarding the platform is Rygar, the Voice
of the Mountain, an immense behir. Three 20-foot-wide
bridges descend from and support this platform, ending
at a 20-foot-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. Opposite
the eye is a carving of an anvil. The room is brightly lit
by red-cast light diffusing through the ruby from all
directions.
PCs gain a +2 circumstance bonus on their Diplomacy
The Eye of Grajava is subject to the same CL 15th
checks, while evil PCs suffer a –10 penalty. Attempts at
variant forbiddance effect as the Sanctum of Assaying
changing Rygar’s attitude with Intimidate automatically
and is further hidden from discern location spells by
fail and instead push her one step toward hostile.
the combined power of the Spirit of the Mountain
Rygar claims to be an aspect of the Spirit of the
and the Shield Maiden Grajava. All details of the
Mountain. This ancient behir is a garrulous and relatively
Teardrop of Grajava—save its existence and its use as a
unbiased source of information about the history of
weapon against Mammon—are likewise shielded from
the Golden Citadel. Her loyalty is solely to the Spirit
divinations. Rygar can pass freely through the wards on
of the Mountain, viewing the cult of Mammon as the
the Eye of Grajava.
ultimate enemy and the Illuminated Brothers as allies
The carved eye in front of which the PCs appear is only
of questionable loyalty. She wanted to use the Teardrop
a carving and does not function as a portal from this
centuries ago, was convinced by the old masters to wait to
direction. The runes around the carved anvil read, “Rest
see if the Spirit of the Mountain could overcome the curse
and recover under the Shield of Grajava. Then gather and
itself, though she suspects their greed.
prepare yourselves to enter the great shrine to Volund
Rygar begins by asking the PCs several questions in
himself. Touch the anvil together and allow yourselves
Dwarven. The answers she seeks are described after each
to be transported.” When all creatures in the room (save
question. Lying irritates her, and she uses her high Sense
Rygar) are touching the carving of the anvil, they are
Motive skill to detect any deception. The PCs’ answers
teleported to the Forge of the Fire Blessing, as by the eye
determine her subsequent attitude to them. For every lie
gate in Ambush at the Test of Lore (see page 75).
the PCs tell that she detects, her attitude moves one step
Rygar, the Voice of the Mountain, waits on the central
closer to hostile. If the PCs say they work for Mammon,
platform and casts detect evil and detect law as soon as the
she immediately becomes hostile and attacks.
PCs arrive (they can make Spellcraft checks as normal).
Who are you? Any true answer satisfies Rygar, so long
Her initial attitude is friendly, although if she detects evil
as the PCs are not working for the Mammonites.
in even one PC she becomes unfriendly. If the majority
Why have you come to this twice-holy place, sacred
of PCs are not lawful she becomes curious, as the PCs
to both the stones and the Shield Maiden? Rygar hopes
are clearly not members of the Illuminated Brotherhood,
that the PCs intend to save the Spirit of the Mountain
but her attitude does not change. If her attitude becomes
from Mammon’s curse. Acquiring the Teardrop is also
hostile, she attacks. If the PCs improve her attitude to
an acceptable answer, as long as the PCs do not express
helpful, she gives them the Teardrop of Grajava.
a desire to keep or profit from it. If they do intend to
As long as the PCs act politely toward Rygar, she
keep or profit from it, and either admit as much or Rygar
welcomes their attempts at Diplomacy. Non-evil lawful
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deduces it, treat this response as a lie for the purpose of Special Attacks breath weapon (20-ft. line, 7d6 elec, Ref 18
changing Rygar’s attitude. half, evasion, grab, swallow whole (2d8+9, AC 16, 9 hp)
Are you Illuminated Brothers? Rygar is merely Spell-Like Abilities (CL 10th)
curious, and does not care what the PCs say, as long as At-will—dimension door (within sacred site)
they do not lie. 3/day—alarm, blacklight, detect evil, detect law, knock,
TALESKING

Have the minions of Mammon finally penetrated the mental alarm (2 used)
Citadel? The presence of Mammonites constitutes the 1/day—arcane lock, augury, clairaudience/clairvoyance,
imminent threat Rygar needs to release the Teardrop. If commune, dismissal (DC 15), hold portal, holy word (DC
Jorunn appeared here, Rygar does not ask this question, 15), true strike, vision, word of chaos (DC 15)
OF THE MOUNTAIN

since the answer is obvious. STATISTICS

What happened to that sesquipedalian bore, Satarel? Str 24, Dex 11, Con 19, Int 17, Wis 24, Cha 12
If the PCs look confused or say they don’t know who Base Atk +10; CMB +19 (+23 Grappling); CMD 29 (can’t
that is, Rygar adds, “Her dwarven form is tall and blonde be Tripped)
and her natural form has a missing horn.” If the PCs still Feats Alertness, Blind Fight, Cleave, Great Cleave, Power
express uncertainty, she concludes with, “She’s a gold Attack -3/+6, Weapon Focus: Bite, Track
wyrm. I guess you have not seen her around? Given how Skills Bluff +6, Climb +15, Diplomacy +6, Intimidate
MIDGARD

much she loves the sound of her own voice, I suspect that +8, Knowledge (history) +10, Knowledge (local) +10,
if you had ever met her, you would have spent decades on Knowledge (nature) +10, Perception +16, Sense Motive
the pleasantries alone. +16, Stealth +4
The absence of Satarel—and the capture of Bragollach— Languages Common, Dwarven, Ignan
is another grave threat to the Spirit of the Mountain. SQ blessed life, bound to the faith, combat insight,
If Rygar is satisfied with the answers to these questions, deductive leap, sacred site, skill mastery [Linguistics,
her attitude shifts two steps closer to helpful, if it were not Disable Device, Knowledge (local—Ironcrags),
already. If she detected lies in the PCs, or they otherwise Knowledge (nature), Sense Motive, terrain insight,
provided answers that displeased her, they must make uncanny dodge
HALLS

Diplomacy checks to change her attitude. Once Rygar SPECIAL ABILITIES


becomes helpful, she gives the Teardrop to the party and
Ability Healing (Ex) Rygar heals one point of ability
explains its use.
damage per round in each damaged ability score.
If the PCs arrive at the Eye before Jorunn catches up
to them, she arrives a few rounds later and attempts to Blessed Life (Ex) Rygar does not age, breathe, eat, drink,
steal the Teardrop. In that case, Rygar fights to protect or sleep.
the Teardrop and attacks the gilded devil when its nature
Breath weapon 20-ft. line, 7d6 elec, Ref half, every 1d4
becomes clear. Fighting against the gilded devil grants a
rds. Creatures in area must make a DC 19 Reflex saving
+5 bonus on subsequent Diplomacy checks. Otherwise,
throw or take listed damage.
Rygar only helps parties who already improved her
attitude to helpful. Combat Insight (Ex) Rygar gains a +2 insight bonus on
attack and damage rolls and a +2 insight bonus to AC
This slithering, multilegged blue reptile has a fearsome
against any creature she has watched in combat for at
head crowned with two large, curling horns.
least 3 rounds.
Rygar CR 11 Deductive Leap (Ex) Once per round Rygar can choose
to substitute her Intelligence modifier for the ability
Unique Female Divine Guardian Savant Behir
modifier usually associated with a saving throw she is
Bestiary 1 and Advanced Bestiary
about to make. The decision to use this ability must be
N Huge magical beast
made before the saving throw is rolled, and this ability
Init +4; Senses blindfight, darkvision, low-light vision;
can be used even if Rygar does not know the cause of
Perception +16
the saving throw.
DEFENSE

AC 20, touch 8, flat-footed 20 (-2 size, +12 natural) Grab (Any) (Ex) Rygar can start a grapple as a free action
hp 95 (10d10+40) if she hits with the designated weapon.
Fort +11, Ref +10, Will +12
Sacred Site (Ex) Rygar is charged with protecting the
Defensive Abilities blessed fire; Immune disease, does not
roncrags from harm. Should she ever leave the Ironcrag
breathe, electricity, mind-affecting effects, poison, trip
Mountains, she immediately loses the divine guardian
OFFENSE
template.
Spd 80 ft., burrow (20ft), climb (40 feet)
Melee bite +16 (2d6+10), constrict +15 (2d6+10), 6 rakes Swallow Whole (2d8+9, AC 16, 9 HP) (Ex) Rygar can
+15 (1d4+10) swallow smaller targets whole.
Space 15 ft.; Reach 10 ft.

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3
Tactics
Before Combat Rygar uses two mental alarm spells
a day in front of the entrance gate so that one is
always active. Once anyone enters the Eye, Rygar
casts detect evil and then detect law.
During Combat Rygar uses dismissal against any
opponents who appear to be outsiders, following
with holy word or word of chaos. If she can catch
several of her foes in a line, she uses her breath
weapon. Otherwise, Rygar casts blacklight and
uses her mobility to attack weakly-armored
opponents first. She uses her deductive leap
ability for Reflex saves.
Morale Rygar fights to the death to protect the
Teardrop of Grajava.
Treasure: On the altar rests the Teardrop of
Grajava. This is an enormous flawless sapphire,
roughly the size of a dwarf ’s head. A DC 20
Appraise check reveals that it is worth 100,000 gp.
As a holy object of Volund, followers of his faith or
that of his son, Khors, refuse to buy it, as do any
good-aligned merchants who recognize its origin.
See the Forge of the Fire Blessing (page 82) for
the Teardrop’s powers.
Also on the altar are the Writings of the Voice, a
collection of observations and prophecies recorded
by Rygar in her centuries of isolation. The copper
tablets from the “Satarel” section of the Test of Lore
are stacked next to the altar. If the PCs fight and
kill Rygar instead of talking to her, they can learn
all of the information otherwise gained through
simple conversation with three successful DC 25
Linguistics checks.
Development: If Rygar becomes helpful and
gives the Teardrop to the PCs, she explains its use.
Given her extensive knowledge skills, Rygar
should be able to answer other questions
about the area and its history. Reveal any
information the PCs might have missed
before, although the origin of the
forsaken and the fate of the old
masters should remain unknown
to the PCs for now. Some likely
questions and her answers follow.
What is the Teardrop? “This 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 offered 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 sacrifices it freely—knowingly giving

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with xorn—sooner or later their greed for shiny things
The Return of Rygar? overcomes their supposedly good nature.
Although Rygar refuses to accompany the PCs, you Anyway, Satarel took away the cursed ore and stood
could use her to help a party that finds itself in dire guard over it. If she’s out of the picture, then her egg must
straits through poor luck. Such aid should only be finally have hatched. The daughter—Bragollach, I think
TALESKING

available once, if at all. Alternatively, if the PCs’ they named her—was going to take charge of the cursed
subsequent adventures involve the Ironcrags, Rygar orichalcum. I certainly hope she’s less long-winded than
can make an excellent recurring source of adventure her mother.”
hooks and information. What do you think of the Silent Masters? “The
OF THE MOUNTAIN

original lot was tolerable, I suppose. They did not


appreciate my superior wisdom—witness their reluctance
up a lifetime of riches in order to fight Mammon—then to use the Teardrop and their insistence on working with
the Teardrop will purge the corruption from the Golden Satarel—and they hid something from me, I think. One
Citadel. The Spirit of the Mountain will be whole again, and day they suddenly stopped visiting. I know nothing of the
it will purge the taint from its veins of ore. Also, the grace modern group.”
of Grajava will also cure those avaricious souls who fell Rygar offers to watch over the party if the PCs look
MIDGARD

victim to the plague. After that, it should be a simple matter particularly beat up or if they fought off Jorunn in her
to drive off the cult and round up the remaining cursed ore. presence. If asked, Rygar refuses to accompany the
Remember this, though—the sacrifice must occur on a holy party. After they depart, she plans to make contact with
altar of Volund within the Golden Citadel. Willingly break the Spirit of the Mountain and help it recover from
the sapphire on the altar and victory is at hand!” Mammon’s curse.
Who are you? “I am Rygar, the Voice of the Mountain. Before the PCs leave, though, Rygar gathers them
I am a shard—an aspect, if you will—of the Spirit of the together and says, “The Mammonites are sure to know that
Mountain. I serve all the Ironcrags, really. When the someone has reached the Eye of Grajava—the wards are
dwarves shortsightedly—hmm, or was it greedily?— powerful, but so are the forces of the Greedy Prince. That
HALLS

refused to use the Teardrop, I volunteered to stand guard, gate will take you back to the Forge of the Fire Blessing. If
and so I have for centuries. If the corruption of Mammon I were you, I would gird myself for battle before I ventured
has spread as widely as it sounds, I might be the only forth, for cultists of greed might be lying in wait.”
uncorrupted part of the spirit left.” If asked for more details, Rygar uses vision to confirm
What is the Spirit of the Mountain? “Think of it as the ambush, although she gains no details about its
part deity, part elemental essence, and part location. It particulars. Rygar can also explain the operation of the
welcomed the dwarves to the Ironcrags, not knowing they ventilation system in the forge.
would bring this infernal curse upon its roots.”
What is Mammon’s curse? “Ugh, devils—always After the Adventure
concocting some overly complicated and overly
The precise location of the Eye of Grajava is unspecified.
showy plan to prove themselves. Mammon cursed the
If you wish to remove the Eye from possible PC use after
orichalcum lying within Mount Rygar. Lesser beings who
the adventure, perhaps the earthquake destroys it, Grajava
are exposed to it succumb to their native avarice.
moves it elsewhere to aid other dwarves, or the Spirit of
Initially, that appears to be a disease with gold-sheened
the Mountain reabsorbs the Eye. You need not explain
pustules. Showy, right? Then the afflicted change into
to the PCs why they cannot access the Eye of Grajava,
twisted, gold-veined mockeries. Horrible as that is, ‘tis but
merely that it is now inaccessible to them. You can allow
a distraction. If enough cursed ore is gathered together,
them to investigate its disappearance if you like, leading
then an aspect of Mammon himself can be summoned
to further adventures in the Ironcrags.
to the Ironcrags. I’m sure the summoning itself would
If, on the other hand, you prefer to leave the Eye of
require the usual tedious rituals and sacrifices—which
Grajava available for further adventures, you can place
worthies like yourselves could stop—but as long as the
it somewhere convenient for the latter parts of your
orichalcum remains cursed, the threat of Mammon’s
campaign. Some possibilities are:
arrival remains.”
1. The Eye is buried deep within Mount Rygar, and to
Who is the dragon? “Well, the dwarves had a problem.
reach it, the PCs must mine through the territory of
They could prevent their brethren from mining any
the remaining forsaken and the Imperial ghouls
more ore, but the orichalcum they already mined from
2. The Eye is easy to find, but remains sacred to followers
Mount Rygar was a real danger—at any moment cultists
of Volund, and PCs who exploit it face the ire of pious
could steal it and summon their sulfurous master. So the
worshippers
dwarves found an ally—the gold wyrm, Satarel.
3. The Eye is easy to find, but any attempt to profit from it
To be fair, she had a sterling reputation for fighting
causes Mammon’s curse to return
evil, but only I appreciated the danger of having a dragon
4. The Eye is not within Mount Rygar at all, and is instead
guard precious metals. Dragons are like magpies bred
in a location more convenient to your plans.
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81
Sacrifice A DC 15 Climb check is required to climb up or down the
chains, while creatures can hold at one height with one
The cult learned that the Teardrop needs to be taken
DC 5 Climb check per round as a free action. Creatures
to the Altar-Forge but does not know the Teardrop is
can swing on the chains with DC 10 Strength checks and
a gemstone. Instead, the cultists assume they seek a
leap from chain to chain with Acrobatics checks (DC
TALESKING

powerful magic weapon. The PCs must fight their way to


10 + 10 per 5 feet of horizontal distance + 5 per 5 feet of
the Altar-Forge through several cultists and their diabolic
change in height). Characters can use Acrobatics checks
allies. After using the gate in the Eye of Grajava, the PCs
to drop from the chains.
are teleported directly to the Forge of the Fire Blessing.
Ventilation shafts cover the ceiling and outer walls of
OF THE MOUNTAIN

the room, except for the Shank wall and the wall segments
Forge of the Fire Blessing (el 14) where the doors, secret door, and passageways enter the
The PCs appear in the Forge of the Fire Blessing just chamber. These shafts contain magically bound spirits of
outside the secret door to the chapter house. Feel free to air and cold. Each round, each 10 foot square of wall or
refresh the memories of your players by rereading the ceiling can generate one of the following effects at CL 10th,
read-aloud text in the section, First Visit to the Forge directed straight ahead: gust of wind, obscuring mist, sleet
(page 68). storm, or wind wall. These effects are triggered as swift
MIDGARD

The forge is dimly lit by the lava. Unless another light actions through prayers to Volund, and DC 15 checks
source is present all creatures have concealment from the of Knowledge (religion) or (arcana) may reveal that the
PCs. Characters with darkvision or low-light vision can walls have such bound powers linked to Volund. There
see as normal for those abilities. Note that all the devils is one such command word combination for each wall
can see perfectly in darkness. segment for each spell, but the pattern of prayers is simple
All four doors in the forge—including the secret door enough that any creature with at least an 8 Intelligence
to the chapter house—are under the effects of arcane lock can remember it. Any shaft can be commanded from
spells cast by Tarisaul (CL 10th). One of the passageways anywhere within the forge. Dispel magic suppresses the
leaving the room was blocked by an ancient earthquake, effect of a given shaft as if it were a magic item.
HALLS

while the other leads to the Great Stair. The PCs are blocked from reaching the Altar-Forge
Seven forges stand on the lower level while the Altar- at the top of the room by a handful of devils and
Forge sits on the ledge. One Medium or smaller creature Mammonite cultists. Tanya Hrovitz leads this particular
can stand on each of the lower forges, and two Medium group of Mammonites. She is a thin, middle-aged woman
or one Large creature can stand on the Altar-Forge, wearing brightly polished armor and wielding a richly
gaining the +1 bonus to melee attacks for fighting from filigreed flail. Off to her side is Tarisaul Eris, a brown-
higher ground. haired man with a pudgy face and a short-cropped beard.
One side of the chamber connects to the Shank. He wears expensive robes and a bored expression.
Creatures can ride the wheels carrying water or lava to or One hamatula and one kyton guard the entrance to
from the ledge; the trip requires a DC 10 Dexterity check the forge and another pair guards the secret door. Tanya
per round for 3 rounds. Failure leads to a fall of 1d6x10 stays near the Altar-Forge as a last line of defense, while
feet in the first and third rounds or 1d8x10 feet in the Tarisaul and the two remaining kytons wait at the top
second round. Falls in the third round leave the creature of the stairs. Tarisaul destroyed the top of the stairs with
on the ledge if he started on the floor, or on the floor if he stone salve. The cultists discussed their tactics before the
started on the ledge. The heat of the lava wheel deals 1d4 PCs arrive, so their initial actions proceed without any
hp fire damage per round to anyone on it. Creatures on direction from Tarisaul, the leader of this group.
one wheel can engage those on the same wheel in melee Note that none of the cultists are initially aware
combat, but not those on the other wheel. of the ventilation system, but they avoid the affected
The thin layers of lava in the troughs deal 2d6 hp fire squares once they realize the threat. They do not use the
damage per round of exposure. Half damage continues for ventilation system against the PCs.
1d2 rounds after exposure. Total immersion is impossible, If the cultists learn the true nature of the Teardrop
and merely passing near the lava deals no damage. (through overheard PC conversation, for instance), they look
The water troughs are 1 foot deep. If mixed with the for and focus their attention on the holder of the gemstone.
lava—by destroying a trough (10 hp, hardness 5), for
instance—the water generates a 10-foot-wide cube of Tanya Hrovitz  CR 9
steam, which provides total concealment and deals 1d6
Female human cleric 10
hp fire damage to anyone within the steam. The steam
LE Medium humanoid (human)
dissipates in 1d3 rounds, unless the lava and water
Init +1; Senses Perception +11
continue to come into contact.
DEFENSE
Chains hang from the ceiling down to 5 feet above the
AC 19, touch 11, flat-footed 18 (+8 armor, +1 Dex)
floor of the room. Except for the 10 feet nearest each wall,
hp 73 (10d8+20)
everywhere in the chamber can be reached by the chains.
Fort +9, Ref +4, Will +14
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OFFENSE Tarisaul Eris CR 9
Spd 20 ft.
Male Human wizard 10
Melee +1 wounding flail +10/+5 (1d8+2/x2)
LE Medium humanoid (human)
Special Attacks charming smile (DC 20), dazing touch (8/
Init +7; Senses Perception +5
day), scythe of evil for 5 rounds (1/day)
DEFENSE
Spell-Like Abilities charming smile (10 rounds/day) (DC
AC 13, touch 13, flat-footed 10 (+3 Dex)
20, CL 10), dazing touch (8/day)
hp 61 (10d6+10)
Cleric Spells Prepared (CL 10th, +8 melee touch, +8
Fort +6, Ref +6, Will +8
ranged touch):
OFFENSE
5th—dispel good (x2) (DC 20), flame strike (x2) (DC 20),
Spd 30 ft.
righteous might (DC 20)
Melee dagger +5 (1d3/19-20/x2)
4th—dimensional anchor (x3), unholy blight (DC 19)
Wizard Spells Prepared (CL 10th, +5 melee touch, +8
3rd—dispel magic (x2), invisibility purge, speak with dead
ranged touch):
(DC 18), suggestion (DC 19)
5th— feeblemind (x2) (DC 21), telekinesis (DC 20), teleport
2nd— calm emotions (DC 18), cure moderate wounds (DC
4th—black tentacles (x2), dimension door, fire shield,
17), lesser restoration, shield other, spiritual weapon, zone
stone shape
of truth (DC 18)
3rd—dispel magic (x2), fly, haste (x2)
1st—charm person (DC 17), entropic shield (DC 16), forbid
2nd—arcane lock (x3), spider climb (x2), whispering wind
action (x2) (DC 17), murderous command (x2) (DC 17),
1st—animate rope, expeditious retreat, magic missile (x5)
sanctuary (DC 16),
0 (at will)—detect magic, mage hand, open/close, read magic
0 (at will)—detect magic, detect poison, read magic (DC 15),
STATISTICS
resistance (DC 15)
Str 10, Dex 14/17, Con 12, Int 17/21, Wis 13, Cha 8
STATISTICS
Base Atk +5; CMB +5; CMD 18
Str 13, Dex 12, Con 14, Int 10, Wis 17/21, Cha 16
Feats Brew Potion, Combat Casting, Craft Wand, Great
Base Atk +7; CMB +8; CMD 19
Fortitude, Heighten Spell, Improved Initiative, Scribe
Feats Combat Casting, Extend Spell, Improved Channel,
Scroll, Spell Focus: Enchantment, Spell Penetration
Iron Will, Spell Focus: Enchantment, Weapon Focus: Flail
Skills Diplomacy +5, Fly +12, Knowledge (arcana) +18,
Skills Acrobatics -2, Climb -2, Diplomacy +11, Escape
Knowledge (history) +18, Knowledge (local) +18,
Artist -2, Fly -2, Heal +13, Knowledge (religion) +13,
Linguistics +18, Perception +5, Stealth +8
Perception +11, Ride -2, Sense Motive +13, Spellcraft +12,
Languages Common, Draconic, Dwarven, Ignan
Stealth -2, Swim -2
SQ bonded object: ring (1/day) (Su), change shape
Languages Common
(10 rounds/day) (Sp), opposing schools illusion and
SQ aura (Ex), cleric channel negative energy 5d6 (6/day)
necromancy, physical enhancement +3: dexterity (Su),
(DC 20) (Su), cleric domain: charm, devil, envy variant
telekinetic fist (8/day) (Sp)
channeling (±3 profane), hell’s corruption (5 rounds) (8/
Other Gear +4 headband of vast intelligence, platinum
day) (Su), spontaneous casting
mask, bonded ring
Combat Gear +1 wounding flail, +2 Breastplate; Other
SPECIAL ABILITIES
Gear +4 headband of inspired wisdom
SPECIAL ABILITIES Bonded Object: Ring (Su) Use object to cast any spell
in your spellbook 1/day. Without it, Concentration
Aura (Ex) Tanya has an aura of evil and law.
required to cast spells (DC20 + spell level).
Charming Smile (Sp) (DC 20) Use charm monster as a
Change Shape (Sp) (10 rounds/day) Use beast shape II or
melee touch attack.
elemental body I as a spell-like ability.
Cleric Channel Negative Energy 5d6 (Su) (6/day) (DC
Telekinetic Fist (Sp) (8/day) 30’ ranged touch attack, 1d4+5
20) Tanya can channel negative energy to injure the
living and heal the undead. Development: The Mammonites try to prevent
any PC from reaching the Altar-Forge. If one PC is
Dazing Touch (Sp) (8/day) Melee touch attack dazes
incapacitated, they attempt to ransom that PC’s life for
target.
the Teardrop. If the PCs agree, the Mammonites leave
Hell’s Corruption (Su) (5 rounds) (8/day) Touch attack the helpless PC unharmed but return to the Heartsblood
inflicts -2 save vs. your spells and take the worse of 2 Forge with their prize. Recovering the Teardrop is
rolls for skill checks. outside the scope of this adventure, but see Heartsblood
Forge for more information.
Scythe of Evil (Su) (5 rounds) (1/day) A melee weapon
A PC can sacrifice the Teardrop as a standard action by
you are holding becomes unholy
breaking it either with a held weapon while it rests upon
the Altar-Forge or by striking the Teardrop against the
Altar-Forge itself. The PC may also attempt to shatter the
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Teardrop against the Altar-Forge by throwing the gem at As a reward for their sacrifice, each PC gains Volund’s
it. In that case, the PC must make a ranged touch attack Boon—a permanent inherent +1 increase in an ability
against the Altar-Forge (AC 2) The PC suffers the normal score of his choice. PCs who died in the final battle in the
–4 penalty for an improvised weapon, and the Teardrop Forge of the Fire Blessing are returned to life through true
has a range increment of 10 feet. resurrection, but do not receive the ability boost. Interpret
TALESKING

If this attack fails, use the splash weapon rules to this reward in the way most favorable to the PCs—for
determine where the Teardrop lands. As a divine relic, instance, if a PC gains Volund’s Boon but later dies in
it is impervious to damage from falling, lava, or other combat, allow the player to choose between keeping the
environmental hazards, but as it was meant to be broken ability boost and gaining the true resurrection.
OF THE MOUNTAIN

on the Altar-Forge, it breaks if the PC’s aim strikes true. If the PCs do not sacrifice the Teardrop now, they have
If the PCs sacrifice the Teardrop, the human cultists other opportunities to do so later, although they forever
retreat and return to their base in the Heartsblood lose their chance at Volund’s Boon. The sacrifice of the
Forge, leaving the devils behind to punish the PCs for Teardrop must occur on an altar holy to Volund within
their selflessness. If the PCs leave the room with the Rygar; such altars are located in the Forge of the Fire
Teardrop, the Mammonites remain here to block access Blessing, the Ash Chapel in Deeper Darkness, and the
to the Altar-Forge. Prime Anvils in Heartsblood Forge. The PCs can deduce
MIDGARD

that a given altar is appropriate with a DC 20 Knowledge


Concluding the Adventure (religion) check, with worshipers of Volund gaining a
+10 circumstance bonus on this check. The greed of the
If the PCs sacrifice the Teardrop, it shatters in a rapidly
PCs’ choice (or the victory of the Mammonite cultists, if
expanding sphere of cerulean light. As this sphere passes
the PCs were prevented from sacrificing the Teardrop)
through Mount Rygar, visible to all within the Golden
resonates in the corrupt ore, and the Spirit of the
Citadel, the magical light purges the unmined orichalcum
Mountain begins to awaken.
of Mammon’s curse. Mined ore is outside the influence
In either case, the actions of the PCs awaken the Spirit
of the Spirit of the Mountain, and so is unaffected. All
of the Mountain. Allow the party time to rest and heal
HALLS

creatures afflicted with gold fever are cured completely,


(but not more than 12 hours). Afterwards, the walls of the
although they are subject to re-infection by cursed ore.
Golden Citadel begin to mutter in Terran, “The curse, the
Goldveined creatures are unaffected. The change in the
curse!” Soon thereafter, the Spirit of the Mountain cries out
unmined ore awakens the Spirit of the Mountain.
and Mount Rygar shakes. Deeper Darkness has begun.

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4
CHAPTER 4:

Deeper Darkness
By Tim & Eileen Connors

The Spirit of the Mountain still thinks of itself as the and transform into a colossal Spirit-possessed bipedal
benevolent spirit it once was. It tells itself that the world construct that swings massive chains and log-sized pipes
depends on it to quarantine Mammon’s cursed gold. But at the PCs.
this old motivation died long ago. Deeper Darkness is a dungeon crawl adventure suitable
The devil’s curse snaked through the mountain’s veins for four PCs of 10th level. The events of this adventure
and twisted the spirit’s soul. Greed, not benevolence, take place after the Eye of Grajava adventure.
drives the Spirit of the Mountain to contain the corrupted
gold, and it suffers no one to escape the mountain with
even an ounce of its precious metal. For what the Spirit
PART I: THE UPPER HALLS
of the Mountain calls the “greater good,” everyone in the After the Eye of Grajava adventure, the PCs likely return
Halls of the Mountain King must perish. to the Upper Halls. This adventure assumes the PCs are
in the Great Hall in the Upper Halls when the quake
Adventure Summary hits. Give them the opportunity to rest and recover their
resources before bringing down the ceiling. The PCs have
Desperate to contain the corrupted gold, the enraged
few opportunities to rest without consequence during the
mountain spirit rumbles to life. The polished ceilings
course of this demanding adventure.
of the Upper Halls crash to the floor in great shattering
chunks, burying gold-rushers, crushing supplies, and
trapping everyone inside the ancient dwarven citadel.
The Quake (el 10)
Explosive gases rise through newly opened rifts and fill The encounter begins with shudders and groans from
the halls from bottom to top. A sustained screech echoes the living stone of Mount Rygar. Begin combat with the
from the mountain’s belly as the water-driven shank that first shock of the quake, and have the mephitis appear on
distributes power and circulates air grinds to a halt. their next initiative step, rising from the floor. A group of
The entombed dare not dig out for fear that a spark nearby refugees suffer attacks from the mountain as well,
from a glancing pick ignites the collected gas and and the adventurers can choose to attempt a rescue.
incinerates everyone. To get the air flowing and the gases This encounter occurs in the main chamber of the
dispelled, the PCs must brave the deeper darkness and upper halls.
repair the Shank. The earthquake collapsed the main There are 7 refugees scattered around the battlemap.
tunnel to the Shank, but the Illuminated Brothers describe Use commoner statistics from the Gamemastery Guide or
a dangerous alternative route. Miner (commoner lvl 3) statistics from the NPC Codex.
The PCs must take the Great Stair to the long- Refugees will either stand still in terror or run about,
abandoned Royal Residences. In this massive complex, avoiding mephits and searching for safety. Feel free to
forsaken and their dogmole juggernauts patrol the have these NPCs be friends or acquaintances of the party.
darkness. At the Ash Chapel of Volund, slaves of the At the beginning of each round for 6 rounds, select
forsaken, a curtain of lava, and a test of Volund stand a PC or refugee. The quake attacks the square that PC
between the PCs and the entrance to the Royal Crypts. begins the round in. The Spirit of the Mountain invested
In the catacombs of the dwarven kings, thoqqua spring some of its power into the mephits, making them immune
from holes like hot bullets and xorn earth glide under the to the attacks of the hazards.
PCs’ feet. On the scrimshawed skeletons of Illuminated Treat the quake as an event that occurs on an initiative
Brothers, the PCs discover an alternative way out of the of 18. It acts as a 15-ft. radius burst that attacks each
mountain and a secret shame of the brotherhood. creature within range at +15 for 4d10 hp bludgeoning
As the PCs descend farther, hewn halls give way to damage and entangles a PC that fails a reflex save of DC
natural caverns. Deep in the mountain, water rages past 19. If you can mark the battlemap, or have tokens, areas
a waterwheel that the earthquake disconnected from already hit by the quake become difficult terrain for the
a 100-foot-tall oak shank. Before the PCs can turn the remainder of the fight.
massive water gate to divert the flow long enough to A successful DC 24 Knowledge (dungeoneering or
repair the connection, the Spirit of the Mountain takes engineering) check reveals the next space to be attacked
one final step to stop them. The shank’s support structure, by the quake. If this occurs after the quake has gone for
wooden catwalks, and steel scaffolding rip from the walls the turn, randomly select an individual on the battlemap

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HALLS OF THE MOUNTAIN
MIDGARD TALESKING

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top floor

bottom floor
4
at that point and tell the player who succeeded on the Everywhere, screams of pain and calls for help issue from
check where the quake will occur. billowing clouds of dust.
A DC 25 Perception check identifies a safe area (2-4
squares total) such as near a pillar or under a doorway, GM
All told, the earthquake kills half of the refugees and
decides. A character in such a spot receives a +4 to their AC
obliterates 3/4 of the already meager food and water
and reflex save against the quake. Consider 5 feet out from
supplies. Hundreds of tons of rubble block the exits from
each pillar and next to each doorway a safe space.
the citadel, making areas of the upper halls impassable.
Mephits rise from the ground on their first initiative
Everyone is now trapped inside the mountain.
after the quake hits. They can make a full move and attack
on their first round. Rescuing the Quake Victims: Keep the battlemap
out, and place 1 additional NPC on the map per party
Dust Mephits (3) CR 3 member. Fallen stone pins them to the ground, and one
randomly selected NPC has lost their leg and will bleed to
hp 27; Bestiary 1
death in 3 rounds. If possible, these should be NPCs that
OFFENSE
the PCs know well. The PCs will have to decide who to
Melee 2 claws +5 (1d3)
attend to first, and how to get the NPCs free.
Breath weapon: 15-ft. Cone of dust (1d4 slashing damage
The following skills can be used to free trapped NPCs:
and sickened for 3 rounds, reflex DC 13 for half damage
and not sickened.) • Acrobatics or Escape Artist (DC 21)—You squeeze
through the spaces made by fallen beams and rock slabs
Tactics to pull a victim free and to a healer.
• Knowledge (dungeoneering) or (engineering) (DC 20)—
During Combat Mephits attack with their claws and use You shore and reinforce unstable cavern locations to
their breath weapons as often as possible (once every 1d4 help the NPC return to be healed.
rounds).
• Heal (DC 18)—You treat the injuries sustained by a
trapped individual as other workers dig at the debris.
Earth Mephits (3) CR 3
• Diplomacy or Intimidate: (DC 20) – You either yell at
hp 33; Bestiary 1 or gently convince other survivors to help dig out the
OFFENSE
pinned victim.
Melee 2 claws +7 (1d3+3)
• Perception (DC 20) —You find victims under the rubble
Breath weapon: 15 ft cone of rocks (1d8 bludgeoning
by hearing their cries, and are able figure out how to
damage)
free them.
Tactics A spellcaster can cast spells such as telekinesis and stone
shape to help, roll a Spellcraft (DC 15) for each spell to see
During Combat Mephits attack with their claws and use
if it helps.
their breath weapons as often as possible (once every
If the PCs save their number or more of survivors in
1d4 rounds).
4 rounds, they will enjoy a +5 to all diplomacy checks
The quake and the mephits’ attack lasts for mere involving refugees in the halls. A major NPC may also
seconds, but it is more than enough to cause destruction loan the party a magic item or provide a +3 bonus to
throughout the Great Hall. Fallen debris extinguishes future Bluff, Diplomacy, and Intimidate checks with
all natural fires, leaving the Great Hall in dust-choked other NPCs in the citadel as a reward for rescue. PCs who
darkness. The muffled screams of the buried fill the air. ignore all NPCs never forget this moment, for the NPCs’
When the ceiling collapses entirely, the PCs and other beseeching faces and outstretched arms haunt the PCs’
survivors find themselves lying prone in a maze of dreams (and possibly their waking lives).
crawlspaces and fallen pillars. Massive ceiling slabs lie just If PCs seem especially callous, they may suffer a
inches above their heads. If the PCs shed light or can see penalty on interactions with survivors (either -5 or -10 to
in the dark, read or paraphrase the following. Otherwise, Diplomacy and Bluff) for the rest of the adventure.
describe just the sounds of the falling ceiling and the
echoes of frightened screams: Explosive Gas
The survivors eventually gather in an area where the
What was once a soaring ceiling is now a mosaic of ceiling held firm, although its floor did not fare so well.
cracked stone slabs precariously balanced 30 feet from Explosive gases rise through newly opened rifts and
the ground by pillars leaning against each other at slowly fill the Upper Halls.
haphazard angles. Every few seconds, the tremendous Sensing the humanoids still alive in the halls, the Spirit
overhead weight kicks a pillar aside and the whole ceiling of the Mountain rages again, and a second tremor rocks
slips a few feet further down before catching again. the mountain’s core. A sustained screech echoes from

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the mountain’s belly where the water-driven shank that Table 4-1: Diplomacy
distributes power and circulates air grinds to a halt. If the
DC Result
Spirit of the Mountain cannot crush the interlopers, it
intends to suffocate them instead.
Given time, the entombed could dig out, but dwarven 0 Deep in the mountain, a subterranean water
TALESKING

penitents (named for the crawling posture they assume wheel turns a massive, vertical, metal-banded,
when burning dangerous gases from the heights of oak shank that distributes power throughout the
chambers) warn the huddled survivors that a spark from a halls. Various levels of the citadel use its power
glancing pick could ignite the collected gas and incinerate to drive bellows, pump water, power fountains,
OF THE MOUNTAIN

everyone. The dwarves legislate an immediate fire ban, and and even play carillon music. All levels require it
in the darkness, surviving humans begin to panic. After a to circulate air.
quick discussion, the remaining dwarves and humans with
any degree of authority quickly discuss their options. They 5 Dwarven penitents estimate that the Upper
conclude that there is one way out of this dilemma: to get Halls have no more than 48 hours of breathable
the air flowing and the gases dispelled, someone (and at air. After that, short-term survival depends
this point they unanimously indicate the PCs) must brave on marshalling the refugees deeper into
MIDGARD

the deeper darkness and repair the Shank. And they must the mountain.
hurry. It is only a matter of time before the refugees are
squeezed between gas filling the Upper Halls and twisted 10 Scouts report that the quake destroyed the
creatures rising from the lower ones. path to the Shank (the leftmost stair of Area
Allow the PCs to discuss their options with the 4 on the Second Hall Level), but rumor has it
NPCs and to try to uncover what information they can. that the Illuminated Brotherhood knows of an
Diplomacy checks can reveal a bounty of information. alternative route.
PCs who attempted to help the refugees gain an automatic
+5 bonus on their checks (making some information all 15 Despite reproachful stares from his brethren,
HALLS

but automatic), +2 for each NPC they rescued. a frightened Illuminated Brother named Sigil
Members of the Illuminated Brotherhood attempt to divulges the alternative route to the Shank:
solicit promises from the PCs to never reveal any secrets Down the Great Stair, into the abandoned Royal
discovered in the crypts. If the PCs request a guide to Residences, under the Ash Chapel of Volund,
the Shank, the near-panicked, non-combatant Brother through the Royal Crypts, and into the caverns
Sigil reluctantly volunteers. Be sure to kill him in the below the citadel.
next encounter.
If the PCs request a map, Sigil draws them a crude map 20 Long ago, a creature burrowed from the
of the Royal Residences—a square with Xs marking the caverns into the burial chamber of six revered
locations of the Great Stair and the Ash Chapel of Volund. Illuminated Brothers. The creature’s tunnel
Centuries have passed since any Illuminated Brother connected the Royal Crypts to the caverns
knew how to enter the Royal Crypts, what the layout of below the citadel. Of the six bodies, five were
the Royal Crypts is, or how to enter the caverns. All that subsequently moved to an undefiled resting
remains is Sigil’s fragmented knowledge that these areas place within the Royal Crypts. The sixth brother
once connected. was lost to the creature.

Keeping the Pressure On 30 The bones of the six brothers are said to “collect
the hidden shame of the brotherhood.”
If the PCs dally, perhaps to rest and recover spells 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 his dead wife in the Great Hall, and he can bear to look
the PCs to pray over his saviors. A young woman comes upon it no more. He offers to loan the glass to the PCs,
to show the face of a child whose life depends on the so they can see him while they are away to monitor the
PCs’ success. All remind the PCs of the consequences of refugees’ situation. If they take it, the image of the crushed
inaction and procrastination with as much politeness as wife ripples into an image of Roen bursting into tears.
they can muster. Treat the glass as a crystal ball whose subject is always
Before the PCs leave, a man named Roen approaches the previous creature to possess the glass willingly. The
with swollen eyes and a curious glass. Silver filigree current possessor cannot hear the subject and cannot see
surrounds the glass’s mirrored surface, and when the a subject on another plane.
PCs gaze upon it, it ripples into a dark scene featuring a In 12 hours, the glass shows Roen and the refugees
crushed body. Roen tells them that the image is always coughing through cloth handkerchiefs in the Upper Halls.
that of the last possessor of the glass. Presently, it shows In 24 hours, it shows Roen and other refugees descending
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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 flashes: silent close-up screams, forsaken, cruel
weapons, and—finally—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 fills with gas. During all rest periods, the grind of
shifting stone, the rising smell of sulfur, and the sound
of distant liftgas explosions remind the PCs that while
they recover, the sands of the hourglass drain.

PART II:
THE ROYAL RESIDENCES
To reach the Royal Crypt, the PCs must descend
the Great Stair, enter the Royal Residences
(at area A), and make their way to the Ash
Chapel of Volund (area E). They might have
a dwarven guide or a hand-drawn map of
the Royal Residences, and this is critical,
because the entire 600-foot-by-400-
foot pitch-black complex is overrun by
forsaken.
map in the Appendix (page 90) indicates the initial
positions of all dogmole patrols, forsaken gangs, and
Into the Darkness savant shriekers. Each of these group’ss stat blocks lists its
The Royal Residences are a long-abandoned, long- tactics both before and during battle.
forgotten masterpiece of negative space. Everywhere A strategy of stealth and sniping repays PCs who pass
that there is now air, there was once rock. A century of through the Royal Residences. PCs who do not know
labor carted it all away, and what remains—the floor, the where the crypt is, who insist on using light, or who do
60-foot ceilings, the floor-to-ceiling stone buildings, the not move with stealth encounter resistance. Every time a
pillars, the fountain bases—is all one continuous stone. dogmole patrol or forsaken gang detects and engages the
Even the extravagantly carved stone furniture inside PCs, an EL 8 battle begins. Unless the PCs dispatch these
the buildings is an extension of the walls and floor. All foes quickly and make a clean break, another nearby EL 8
buildings stand three stories tall, feature complex facades, patrol or gang arrives and joins the fray.
and offer arched entrances with fluted legs. Windows Such reinforcements arrive every 1d4+2 rounds, up to
and second story balconies are common. If you wish three times per battle, thereby escalating each fight to a
to increase the difficulty of the adventure, the forsaken maximum of EL 12. More groups do not join the battle
utilize secret tunnels above the ceiling or below the floor because they consider the PCs doomed or because they
to pass between adjacent buildings. entertain a petty rivalry with forsaken already engaging
Condensation and slime cling to the walls and lie in the intruders.
thin sheets on the floor, making running hazardous
(DC 5 Acrobatics check every time a creature uses its Forsaken Rivals
full speed in a move action to avoid falling prone).
Two rival forsaken groups vie for control of the Royal
Disturbing sounds—hordes of squeaking bats,
Residences. The Red Eyes have scooped phosphorescent
screaming children, tortured cries—created by the ghost
pus from fire beetle glands and used it to paint overlarge
sound ability of the forsaken—constantly echo through
red eyes on their faces. This gives them a +1 circumstance
the darkness of the complex.
bonus on Intimidate checks but frequently reveals their
position in the darkness granting a +2 bonus on Perception
Dungeon Denizens (EL Varies) checks made to see them). They paint the same false eyes
Run this section of the adventure in a freeform style. Treat throughout the complex—on balconies, on walls behind
the Royal Residences as one giant room where distance, open doorways, on pillars, and elsewhere—to frighten their
darkness, and blocked lines of sight separate the PCs from rivals and disguise their dwindling numbers. Each Red
a fractured horde of adversaries. The Royal Residences Eye member fights with an insane ferocity to prove to his
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MIDGARD
HALLS TALESKING
OF THE MOUNTAIN

comrades that he deserves to replace their dead leader. Dogmole Patrol (EL 8)
The Red Eyes’ rivals have no name—only a common
These wandering patrols typically consist of the
disease and a mad affinity. Covering the skin of their face,
following beings.
chest, and arms are hundreds of bloody potholes, each
containing a wriggling bot fly larva. Atop these, dozens of
Dogmole Juggernaut CR 6
bats perch, jostle, and stretch their wings like some hellish
black leather coat. In a dead quiet room, the sound of the hp 85; Midgard Bestiary p 36
bats’ tongues eating worms and licking blood sometimes
give away the position of the host forsaken (granting Forsaken Riders (3) CR 3
a +2 bonus on Perception checks made to hear them).
hp 16; Bestiary 1 (derro)
What twisted ecstasy these grinning forsaken gain from
their pets is quite unknowable to the sane observer, but a
Tactics
symbiosis does evidence itself. As a full-round action, a
bat-coated forsaken can throw his bats into the face of a Before Combat Dogmole patrols move at 30 feet
foe up to 10 feet away (DC 12 Reflex save or be blinded per round and take random turns at intersections.
for 1 round). These forsaken use ghost sound to create the Blindsight and scent allow the dogmole juggernauts to
sound of squeaking bats, give away a false position, and detect any PC within 30 feet.
encourage their quarry into an ambush.
During Combat Juggernauts attack with the ferocity of
The PCs are equally likely to encounter Red Eyes or their
rabid animals, beginning with a bull rush and overrun
bat-coated rivals. Neither group ever reinforces the other.
if possible. Forsaken riders leap from the juggernauts’
To liven up an encounter, have the PCs interrupt a
mangy flanks with short swords drawn. If the
battle between the two rival groups, turning the encounter
juggernauts attempt bull rushes, the riders’ initial leap
into a three-way bloodbath.
attacks are considered charges.

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One of the forsaken riders has Ride +4 instead of B. Undermountain Square
Stealth +8 and the Mounted Combat feat instead of
Stone buildings surround a central square where two
Improved Initiative. He may make a DC 10 ride check
massive pillars, carved to look like well-muscled dwarven
once per round to avoid a successful hit to the dogmole.
forearms, stretch to the ceiling. Their great stone hands
hold aloft the bottom half of a 100-foot diameter stone
Forsaken Gang (EL 8) globe that merges into the ceiling at its equator.
Forsaken gangs move less than the dogmole patrols,
choosing to let opponents come to them. C. Royal Balconies
Each of these two buildings features numerous windows
Forsaken (5) CR 3
that face the fountains and pillars of Undermountain
hp 16; Bestiary 1 (derro) Square. The best view, however, can be found from a
second-story balcony that cantilevers an incredible 25 feet
Tactics toward the square. Viewed from the balcony’s railings, a
stone hand of the square’s forearm pillars appears to offer
Before Combat Forsaken gangs (darkvision 60 ft.,
the privileged spectator the great stone world it holds.
Perception +1) initially remain stationary. When they
detect a target, they close to melee range, leveraging
their Stealth (+10) to remain unseen
D. The Forsaken Pool
Black water half-fills a 50-foot-by-100-foot artificial pool.
During Combat Forsaken gangs soften enemies with
Enormous shelf fungi grow from the sides and reach for
sound burst if at range but within 30 feet. As they close,
the center, where bodies float face down in a field of oily
one forsaken places darkness upon a pebble and tosses
black muck. Two piers extend into the “water” but a rope
it among their opponents, while the rest close to blind-
of intestines blocks passage.
fight. Once engaged, they enter melee with wild abandon,
The forsaken frequent this old pool to discard their
attacking with short swords and giant stag beetle
dead and the unused body parts of torture victims. PCs
mandibles (treat as scimitars) with equal proficiency.
who probe the pool discover dead forsaken, thoqqua
entrails, and otyugh feet.
Savant Shriekers (EL —) The oily black muck that covers most of the pool is an
These bizarre creatures act as living alarms. They do not elder black pudding. It attacks anyone who walks on a
move from their indicated positions. pier or looks over the pool’s edge.

Derro Fetal Savants (4) CR — Elder Black Pudding CR 12


Midgard Bestiary p. 31 hp 290, Bestiary 1
These derro fetal savants lack the soul exchange ability.
The pudding has no treasure.
Tactics E. The Ash Chapel of Volund
Before Combat The savants still make excellent
watchdogs. The forsaken set each caged savant
(el 10, 4, and 11)
(darkvision 60 feet, Perception +6) in a wall nook, The Ash Chapel sits upon a raised platform with steps
where they are considered hidden (Stealth +0). on all sides. There are no windows. On the north side, a
set of great stone double doors stand closed. Inscribed
Whenever one detects a PC, it babbles and violently
on the doors, above inlaid iron anvils, are the phrases,
shakes its cage, alerting all dogmole patrols and forsaken
“Fear not flame” and “Fear not ash.” Metal spikes driven
gangs within 100 feet of the intruder.
into the floor ensure that the unlocked doors do not open
outward as they should. Tortured screams and wailing
A. The Great Stair sobs issue from inside.
As the PCs descend the Great Stair, they hear the ghost Ceremonial ash covers the floor of this once Royal
sounds created by the forsaken of screaming children, Chapel. At the far end, a massive Anvil-Altar sits in front
squeaking bats, and maddened laughs echoing from the of a curtain of magma that drips in viscous chunks from
Royal Residences. When they get to the landing, read or the 60-foot-tall ceiling. From the center of the room, 10
paraphrase the following. wailing dwarf-things rise from the floor. Where once they
had arms, only bloody-stumps twitch in shoulder sockets.
Thick black thread snakes in and out of their skin, stitching
The Great Stair reaches a landing where twin statues of
the head, hide, and tentacles of a living otyugh over each of
ten-foot-tall dwarves in dress armor flank a large open
their heads and down their backs. The dwarves’ horrified
arch. Beyond the arch, a dark complex beckons.
faces look out of gnashing otyugh maws, and they laugh
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and cry from inside their stitched-skin helmets. As the Table 4-2: Metal Spike Damage
spiked tentacles of their worn creatures flail, the maddened
Piercing
dwarves beg for mercy and close to attack.
Damage
This age-old holy place is now where the forsaken
Item Time to Unequip per Round
weave black thread and foul magic upon their slaves.
TALESKING

If a dwarven refugee with whom the PCs previously


interacted went missing from the Upper Halls, consider Weapon/metal object Free action 1d4
reintroducing him here as a begging otyugh-stitched slave
to increase the horror of this encounter. Locked gauntlet Full-round action 1d4
OF THE MOUNTAIN

weapon
Otyugh-Stitched-Slave CR 3
Metal Shield Move action 1d4
N Medium aberration
Init +0; Senses Darkvision; Perception +9
Locked gauntlet Full-round action 1d4
DEFENSE

AC 18, touch 10, flat-footed 18 (+8 natural)


Full plate or half plate 1d4 + 1 minutes* 1d8
MIDGARD

hp 48 (6d8+12)
Fort +3, Ref +2, Will +6
Other metal armor 1 minute* 1d6
Immune disease
OFFENSE

Spd 30 ft. * someone doing nothing else can help remove armor from
Melee bite +4 (1d4), constrict +4 (1d6), 2 tentacles +0 up to two others in half the normal time.
(1d6)
Special Attacks grab the handle, causing stone slabs to retract in the chapel’s
STATISTICS floor and form a spiral staircase to the Royal Crypts.
HALLS

Str 11, Dex 10, Con 13, Int 10, Wis 12, Cha 6 Whether the PC retracts his unprotected arm voluntarily
Base Atk +4; CMB +4 (+8 Grappling); CMD 14 or otherwise, he finds it instantly magically healed of the
Feats Alertness, Toughness +6, Weapon Focus: Tentacle furnace’s points of fire damage.
Skills Perception +9, Sense Motive +3, Stealth +6 PCs naturally immune or resistance to fire can pull the
Languages Common handle without much effort.
SQ disease (DC 14) (Ex) If the PC puts anything else in the furnace or magically
SPECIAL ABILITIES protects himself before sticking his hand in the furnace,
he triggers two traps before he gets a chance to pull the
Filth Fever (Ex) Bite-injury; save Fortitude DC 14; onset
handle. The first trap consists of sharp metal tines that
1d3 days; frequency 1/day; effect 1d3 Dex damage and
shoot from the inner walls of the furnace, dealing 3d6
1d3 Con damage; cure 2 consecutive saves. The save
points of piercing damage. Unless the target makes a
DC is Constitution-based.
DC 28 Reflex save, the tines pin it in place and subject
Grab (Ex) You can start a grapple as a free action if you it to prolonged exposure to the furnace’s intense heat. A
hit with the designated weapon. successful DC 20 Strength check rips the pinned object
free and deals it 1d4 hp slashing damage.
Traps: Behind the altar and just inches from the wall,
The second trap causes metal tines to grow from all
magma falls in a 10-foot-wide sheet from the ceiling. The
metal objects in the chapel at the rate of 1 inch per round.
magma curtain deals 2d6 hp fire damage per round of
The effect lasts 6 rounds before reversing at the same pace.
exposure plus an additional 1d6 points of fire damage for
The Anvil-Altar becomes a porcupine of metal quills.
each of the subsequent 1d3 rounds.
Spikes grow from the PCs’ metal weapons and shields.
Occasionally, it clumps and parts as it falls, and
Metal armor becomes iron maidens. Magic items that
allowing DC 20 Perception checks to notice a decorative
succeed on DC 20 Fort saves avoid this magical effect.
metal plate on the wall behind it. This plate is 5 feet tall
Consult the following table for the time required to
and molded to look like a dragon’s glaring face. A small
remove weapons and armor and the damage dealt every
door covers the dragon’s mouth and conceals a white-hot
round such items are held or worn.
furnace with a metal handle at arms-length inside it.
If a PC reaches an unprotected arm into the furnace,
Furnace Pin Trap CR 4
he experiences excruciating pain as the skin of his hand
and forearm sears, blisters, and burns away. He takes 3d6 Type mechanical; Perception DC 20; Disable Device DC 25
hp fire damage per round. In the face of such agony, he EFFECTS
must succeed on a DC 20 Fortitude save to keep his hand Trigger proximity; Duration see above; Reset Automatic
in long enough to grasp and pull the handle. A PC who (1 minute)
fails the check withdraws his arm. The successful PC pulls Effect Atk metal tines +24 melee (2d6) plus pin (see above).

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Metal Quills Trap CR 11 Thoqqua (10) CR 2
Type magical; Perception DC 32; Disable Device DC 32 hp 22 Bestiary 2
EFFECTS

Trigger visual; Duration 12 rounds (see above); Reset Tactics


Automatic (12 rounds)
During Combat Treat the initial attack of these ten
Effect magic; see above.
thoqqua as a charge. The thoqqua work together to
attempt to flank their foes and try to swarm around
PART III: only one or two opponents at a time.
THE ROYAL CRYPT Morale Desperate for nourishment, the thoqqua fight to
the death.
Unlike 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
3. Greedy Xorn (el 11)
dust puffs around footfalls. Recesses in nearly every wall A ten-foot-wide staircase descends into a square room
form shelves where the bones of ancient dwarves lie in with a recessed floor. Wide, open arches on the other
disarticulated repose. These 6-foot-tall recesses stack four three walls each lead to a shallow nook where a stone
high, and anyone succeeding on a DC 10 Climb check can sarcophagus rests. In the western nook, the sarcophagus
scale them to within reach of the 35-foot ceiling. There is lid is thrown aside.
no light. There are no sounds. Four xorn squabble over the grave goods found within
If Sigil is alive and still with the party, he refuses to enter the sarcophagus. Even if these xorn become aware of the
the Royal Crypt and indicates that he shall wait for the PCs, they remain content to fight among themselves over
PCs up above, guarding their rear from anyone who might their find. Their elder xorn mother recognizes the threat
try to sneak in behind them. No form of coercion short posed by the PCs, though, and when the PCs arrive she
of dominate person can force Sigil to join the party down is earth gliding to a point under their feet. The PCs likely
below, and later encounters all assume he is not present. have no way of detecting her presence until she attacks.

1. Crypt Antechamber Xorn, Elder CR 8


The spiral stair curves down from the Ash Chapel, pauses Female Xorn, Elder
at a landing, and then splits into two parallel staircases N Large outsider (earth, extraplanar)
that proceed another 15 feet down. Between these twin Init +1; Senses all-around vision, darkvision (60 ft.),
stairs and directly in front of the landing, a statue of tremorsense (60 ft.); Perception +12
Volund stands on the lower level, its chin and arms raised DEFENSE

to accept the newcomer. AC 26, touch 10, flat-footed 25 (+1 Dex, -1 size, +16
Two more statues stand side by side deeper in the natural)
room. The left statue is a larger-than-life dwarf dressed hp 94 (7d10+56)
in stone military regalia and posed in a battle stance. The Fort +9, Ref +6, Will +7
statue on the right depicts a simply attired dwarven miner Defensive Abilities DR 5/bludgeoning; Immune flanking,
with a pick at his feet and a large nugget held aloft in both cold, fire; Resist electricity 10
hands. Between the statues, an arched entry to another OFFENSE

room beckons. Spd 20 ft., burrowing (20 feet)


Melee bite +13 (6d6+7), 3 claws +13 (1d6+7)
2. Hot Bullets (EL 9) Space 10 ft.; Reach 10 ft.
STATISTICS
Recessed shelves line the north side of this hall. At the
Str 25, Dex 12, Con 25, Int 14, Wis 15, Cha 14
hall’s midpoint, a passage proceeds north down a flight
Base Atk +7; CMB +15 (+17 Bull Rushing); CMD 26 (28
of steps. All along the south side of this hall, gray-black
vs. Bull Rush)
smoke and the hiss of steam issue from numerous holes,
Feats Cleave, Improved Bull Rush, Power Attack -2/+4,
each the size of a dinner plate. As the PCs pass, read or
Toughness +7
paraphrase the following.
Skills Appraise +12, Bluff +12, Disguise +9, Fly -1,
Five-foot-long worm creatures, segmented and glowing
Intimidate +12, Knowledge (dungeoneering) +12,
red, spring from the holes like hot bullets. Steam rises
Perception +12, Stealth +7, Survival +12
from their bodies, and their front tips glow like orange-
Languages Dwarven, Terran
white arrowheads.
SQ earth glide (Ex)

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HALLS OF THE MOUNTAIN
MIDGARD TALESKING

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SPECIAL ABILITIES A flaming pillar is carved into each of the stone
All-Around Vision The elder xorn can see in all directions double-doors (hardness 8, hp 60, Break DC 28 [DC 38
and cannot be flanked. with arcane lock]). The doors are locked by arcane lock
Earth Glide (Ex) The elder xorn can glide through any sort and protected by a glyph of warding. A DC 20 Perception
of natural earth or stone as easily as a fish swims through check notices that the carvings of all four statues include
water. Its burrowing leaves no sign of its passage nor hint a necklace with a mnemonic fob charm—a clue that these
at its presence to creatures that don’t possess tremorsense. statues are Illuminated Brothers.
A move earth spell cast on an area containing a xorn Anyone who attempts to pass through the doors
moves the xorn back 30 feet, stunning the creature for 1 triggers the glyph of warding. Creating a pillar of flame
round unless it succeeds on a DC 15 Fortitude save. using a mnemonic fob—an item that only Illuminated
Brothers typically possess—acts as a password to safely
Tactics bypass the glyph.
During Combat The elder xorn plans to kill the PCs first
Glyph Of Warding Trap CR 6
and eat all of their metal afterward. She uses power
attack until she fails twice times in a row. Thereafter, she Type magical; Perception DC 28; Disable Device DC 28
makes more accurate regular attacks. EFFECTS

Trigger spell; Reset None


Morale Once reduced to 40 hit points, she retreats by
Effect Glyph of warding [blast], 16th level cleric, 8d8 sonic,
taking a 5-foot step into the earth. Still desperate for
DC 14 Reflex save half damage; multiple targets (all
the PCs’ metal, she follows them underground, earth
within 5 feet); bypass (see above)
gliding until some opportune moment when she can
make another surprise attack, preferably against a lone
PC or when they face some other foe.
5. Scrimshaw Skeletons (el 11)
Unlike the rough-hewn halls of the crypt, this chamber
Xorn, Average (4) CR 6 features intricately carved walls and a polished floor.
Every line is precise. Every shelf is perfectly balanced to
hp 66 each; BESTIARY 1
stand the test of time. In the center of the floor, a ring of
tile encircles a mosaic trowel.
Tactics On each side of the chamber, three tall arches lead
During Combat If the PCs threaten these xorn or into burial nooks. All six nooks hold a closed stone
reduce the elder xorn to half her hit points, they sarcophagus. Atop one sarcophagus is a dark polished
each sink into the floor, earth glide to advantageous stone. Dwarven skeletons rest atop the other five. Each
positions, and erupt to attack. These xorn are only skeleton’s teeth are closed tight on a gleaming sapphire,
interested in defending themselves and eating all of and every inch of their skull and bones is covered in
the PCs’ precious metals, including weapons, armor, scrimshawed writing.
and minerals. They attempt to take metal weapons, The scrimshaw skeletons are those of revered
necklaces, and other loosely secured items via Illuminated Brothers of highest station. Six bodies
disarm attacks. If they take something tasty, they eat were originally interred in Area 6 (just beyond this
it as a standard action. This automatically destroys chamber’s south wall), but a delver dug into the chamber
nonmagical items; a magic item must succeed at a DC and collapsed the floor. One of the bodies was lost to
20 Fortitude save (its unattended save bonus equals 2 the delver’s corrosive slime. The dwarves moved the
+ half its caster level) to avoid destruction. remaining five to this redecorated antechamber. The
polished stone on the sixth Brother’s sarcophagus is a
Morale Extreme greed and insatiable gluttony drives
stone of weight.
the xorns’ actions, and clever PCs can distract them
A truly observant PC who succeeds at a DC 30
with discarded metal or turn them against each other
Perception check notices that the south wall of this
by pointing out how much more food one has over
chamber is actually composed of four pieces of stone,
the other.
dropped into place and joined with expert skill to seal off
The xorns fight over two sets of dwarven plate armor. area 6. The PCs must break through this wall to get to the
The PCs can compose only one set (16,500 gp value) from original burial chamber on the other side.
what remains. Minor gemstones, worth a total of 400 gp, The stone wall separating this chamber from the
are scattered upon the floor like crumbs. original burial chamber is 1 foot thick (hardness 8, hp 90,
Break DC 35).
4. The Illuminated Stairs (el 6) Any PC who succeeds at a DC 10 Knowledge (history),
Knowledge (religion), or bardic knowledge check realizes
A grand set of steep stairs narrows as it descends to a set of
the scrimshaw writing tells a story, possibly of great
double-doors. Four statues of dwarves, two on each side of
importance given the detail involved. A single DC 25
the stairs, stare at each other from recesses in the walls.
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MIDGARD
HALLS TALESKING
OF THE MOUNTAIN

Linguistics check (or comprehend languages) is required to


make sense of all of the symbols. Scrimshaw Facts
As soon as a PC attempts to read, attack, or otherwise
1. The Illuminated Brotherhood learned that
disturb a skeleton, though, the skeletons rise up as one in
Mammon corrupted gold in the Ironcrags.
choreographed motion. As they stand up, they crush their
2. In league with the Spirit of the Mountain, the
sapphires with their teeth and wrap their knuckles around
Brotherhood steered its dwarven clansmen away
flaming battle axes that appear in their hands.
from the richest veins.
The skeletons summon their weapons from some
3. The Brotherhood sealed the Great Doors to
distant cache via instant summons. They attack
the citadel when the dwarves abandoned the
immediately, preferably from atop their sarcophagi,
fruitless mines.
granting them the +1 bonus for higher ground.
4. A band of dwarves refused to leave the citadel.
The light from their battleaxes casts jittering, wiry
5. This band dug deep and embraced the corruption
shadows upon the walls behind them. These dark shadows
of Mammon.
represent the shame from the Illuminated Brotherhood’s
6. When the corrupted dwarves attempted to dig
past. At the end of the first round, the shadows of all
out of the mountain with their tainted gains, the
remaining skeletons peel up from the ground, detach
Illuminated Brothers drove them back inside
from their owners, and glide with crackling negative
and sealed them in, knowingly dooming them
energy toward the nearest PC. If the PCs destroy a
to darkness and madness. Thus birthed the
skeleton, that skeleton’s shadow dissipates, but the PCs
forsaken. If the PCs read this fact, the shame of the
gain no XP for the shadow.
Brotherhood is revealed, and all attacking shadows
Only those PCs who manage to hold the skeletons still
reattach to their owners as normal non-threatening
and scrutinize the tiny scrimshaw text can read the etched
ones. (Grant the PCs experience as if they defeated
writing. Each full-round action spent reading a pinned
the shadows in combat.)
or otherwise immobilized skeleton reveals one fact (in
7. Vague but true directions to the site where
the order presented in the table). The destruction of a
the forsaken attempted to exit the mountain
skeleton erases the next unread fact from all skeletons,
centuries ago.
leaving each with an identical patch of bleached bone.

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Scrimshaw Skeletons CR 5 6. The Delver’s Hole
NE Medium undead Numerous fifteen-foot-tall arches lead to burial nooks on
Init +4; Senses darkvision (60 feet); Perception +8 three walls of this empty chamber. A ten-foot-diameter
DEFENSE hole drops through the floor of the eastern nook. Through
AC 12, touch 10, flat-footed 12 (+2 natural) it, moist air flows up, carrying the unmistakably sweet
hp 69 (3d10+2d8+20) smell of carrion into the chamber.
Fort +6, Ref +1, Will +5 The centuries-old delver’s hole falls 30 feet down into
Defensive Abilities channel resistance +4, defensive the darkness of Area 7. Its smooth sides make climbing
training; DR 5/bludgeoning; Immune cold, undead traits extremely difficult, requiring a DC 25 Climb check to
OFFENSE navigate safely.
Spd 20 ft.
Melee +1 flaming dwarven waraxe +12 (1d10+10/x3); or 2
claws (1d4+3)
PART IV:
STATISTICS THE CAVERNS BELOW
Str 23, Dex 10, Con -, Int 10, Wis 12, Cha 16
Unlike the squared, hewn walls of the Royal Crypt, the
Base Atk +4; CMB +10; CMD 20
caverns below have never felt a dwarven chisel. Twisting
Feats Cleave, Furious Focus, Improved Initiative, Power
paths of natural crevices wind and double back like
Attack -2/+4, Toughness +5, Weapon Focus:
a blind man groping for a way out of the mountain.
Dwarven Waraxe
Mineral rich water slides down the walls, and the slow
Skills Climb +13, Perception +8, Stealth +7, Swim +11
heartbeat of it dripping from stalactites to stalagmites
Languages Common, Dwarven
echoes in the distance.
SQ armor training 1 (Ex), greed, hardy +2, hatred, slow
The only light in the caverns comes from the occasional
and steady, stability, stonecunning +2
phosphorescent puddle where glowworms slither and
Gear +1 flaming dwarven waraxe
albino crabs crawl. Although no extraneous tunnels
appear on the map, feel free to expand the caverns by
Shadows (5) CR 3
adding them wherever desired.
hp 19 each; Bestiary 1
The PCs find the following items inside the sarcophagi:
7. Cavern Entrance
two potions of shield of faith +4, four potions of cure After dropping 30 feet, the vertical hole pauses at a
serious wounds, a ring of the ram, an immovable rod, a landing, tilts to a 45 degree angle, and slides further into
lyre of building, an elemental gem (earth), an arcane scroll darkness. After the tilt, the PCs can navigate the hole with
with four spells (transmute mud to rock, wall of force, wall relative ease. Here and there, it elbows into steps. Any PC
of iron, wall of stone), an adamantine battleaxe, and gems, who succeeds on a DC 10 Climb check traverses the 50’
jewelry, and coins worth 3,615 gp. length and reaches a natural cavern with normal footing.
Once the PCs dispatch the skeletons and the chamber
goes quiet, read or paraphrase the following. 8. The Geode (EL 11)
When the PCs reach the base of the natural stairs that
The faint pummeling of fists on stone comes from deep lead into this cavern, they come to a final blind turn. A
inside the south wall. A moment later, the sound stops pale blue glow thrown from the cavern dances on the
and a ghostly set of corroded arms reaches through the walls of the turn. Nearby carrion reeks. When they turn
wall, stretching and straining forward as if the body they the corner, read or paraphrase the following.
connect to is stuck behind in the stone.
This cavern resembles the inside of a massive geode.
When the skeletons rose, so did the ghost of the Myriad eight-foot long crystals jut in all directions. There
Illuminated Brother whose body was lost to the delver’s is no floor, just the acute angles at which the razor-sharp
corrosive slime. This ghost poses no threat to the PCs. It edges and slippery sides of the crystals come together. The
merely wishes to escape the chamber of its defilement and cavern itself is squat, rising to barely double the height of
abandonment. The wall that separates it from its brothers a human. It stretches out of view to the west. A powerful
presently holds back the ghost like a supernatural cage. If phosphorescent light rises through the crystals and bathes
the PCs break through the wall, the corroded ghost races the entire cavern in an eerie glow.
through the hole and dissipates mid-room, at last entering
its final rest.
Movement over the severely obstructed, slippery
surfaces of the crystals requires a DC 15 Acrobatics
check. PCs who succeed move at half speed for 1 round.

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The large crystals provide cover against
ranged attacks. Inadequate footing
severely hampers all creatures
attempting melee attacks. Unless
a creature has 5 or more ranks in
TALESKING

Acrobatics, it is considered flat-footed


at all times in the room. Whenever a
creature takes damage, it must succeed
on another DC 15 Acrobatics check to
OF THE MOUNTAIN

remain standing. Falling prone deals


1d6 hp slashing damage (the creature
does not take bleed damage from this fall).
Beneath the crystals, three 20-foot-
diameter cavelight mosses flood the
floor. The bases of the crystals rise
through the creatures as if through lace.
MIDGARD

One cavelight moss fills the cavern’s


center; the other two flank it. A
DC 20 Perception check is required
to notice that a lacey moss lies under
a layer of collected dirt and spores.
The mosses sit perfectly still until
they attack. As the first PC reaches
the midpoint of the first moss (about
25 feet into the chamber, measured
HALLS

from the stairs), that moss attacks.


The other two mosses writhe in
anticipation of a meal.

Cavelight Moss (3) CR 6


hp 76; Midgard Bestiary p 19.

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 south 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.
PCs who fail by 4 or less make no progress that round.
PCs who fail by 5 or more fall, take 1d6 points of slashing
In the south end of this chamber, water spills through
damage, and bleed 1 point of Constitution damage per
a natural conduit to another cavern (Area 10). Looking
round from blood loss. The bleeding can be stopped with
down the 5-foot-diameter hole, the PCs see that the hole
a DC 15 Heal check or the application of at least 1 point of
drops 10 feet before popping through the ceiling of the
healing magic. The phosphorescent light throws the PCs’
70-foot-tall cavern below. They also see a wooden catwalk
bloody reflections on a thousand glass planes, but provides
bolted 30 feet below their current position (50 feet above
plenty of light.
Area 10’s floor).
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Centuries of dripping water have disintegrated the
wooden boards directly below the hole and left only its
metal scaffold frame. It is impossible to climb down to
the catwalk, but a PC descending a rope (Climb DC 5 if
knotted, 15 if unknotted) can swing himself to a section
of catwalk that still has its boards.

10. The Shank (EL 14)


This massive kidney-shaped cavern is roughly 100 feet
wide, more than twice as long, and nearly as tall. Two
wooden catwalks supported by steel scaffolding fasten
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 at the first.
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.
The room stretches 100 feet wide, 250 feet long, and 70
feet high. The higher catwalk is 50 feet above the floor and
the lower is 25 feet.
At ground level, a torrent of water rages into this
cavern’s north end. A gate funnels the flow into the
northernmost of two artificial canals. Both canals
head west, but the northern canal races the water past
a massive waterwheel. The wheel appears designed to
spin a 100-foot-tall, 20-foot-diameter metal-banded oak
shank set in the floor and rising up through the ceiling.
Presently, the waterwheel is disconnected from the
All PCs must succeed at DC
shank and freewheels at an awkward angle. Some of the
20 Reflex saves to dive to a safe
catwalks’ boards are missing, rotten, or loose. Any PC
section of catwalk. PCs who fail by 4
who moves faster than half speed must succeed at a DC
or less find themselves dangling over
14 Reflex save. If he fails, his weight suddenly splinters
the edge of the catwalk by a rope or
boards, and he falls 25 feet down to either the catwalk
chain. PCs who fail by 5 or more fall 25
below or to the ground, where he takes 2d6 points of
feet to the lower catwalk, taking 2d6 points
falling damage.
of falling damage, and must save again to avoid falling
Both canals are 10 feet deep. The water in the northern
from the lower catwalk.
canal is considered rough water for the purposes of
Before the PCs can take further action, the corruption
Swim checks.
running through the Spirit of the Mountain pulses from
the cavern’s walls and into the catwalk superstructure. The
The Spirit Takes Form quake subsides but the catwalks continue to shake.
As the PCs traverse the top-level catwalk, the Spirit of the Large sections of catwalk and steel scaffolding rip from
Mountain rages. In a desperate effort to prevent the PCs the walls with supernatural force. Instead of falling down,
from repairing the Shank and saving the refugees (who, the entire connected mess gathers, folds, and transforms
the spirit thinks, want the corrupted gold for themselves), itself into a colossal bipedal creature. The monstrosity of
the Spirit of the Mountain invests all its hatred, all its steel pipes and wooden planks stands more than 60 feet
greed, and all its taint into this final battle. tall. It swings a foot-thick braided chain in one hand and
Read or paraphrase the following. 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.
A quake rocks the cavern. Loose boards fall like missing
PCs who ended up on a safe section of catwalk
teeth from the catwalk. The pins holding the scaffolding
are now stranded on one of a dozen random catwalk
and catwalks to the walls screech as they rip out. Chunks
islands, 5-foot-wide sections disconnected from each
of the upper catwalk break from adjacent sections
other but still anchored to the wall. The rest of the
and hang limp. Other sections break away completely,
catwalk superstructure has integrated into the animated
crashing upon the lower catwalk and pulling it down too.
scaffolding’s body.

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PCs who ended up dangling from catwalk ropes take a STATISTICS

wild ride when the scaffolding animates. Their ropes now Str 30, Dex 4, Con -, Int -, Wis 1, Cha 1
attach to sections of catwalk integrated into the creature’s Base Atk +36; CMB +54 (+58 Grappling); CMD 61
torso and arms, and the danglers swing in wide arcs Feats none
around the creature’s body. Skills Stealth -19
TALESKING

Languages none
Dangling from the Colossus: Each round, a dangler
SPECIAL ABILITIES
must succeed on a DC 17 Strength check to continue
holding onto a rope connected to the creature. Those who Armor Class (Ex) The animated scaffolding’s various
fail fly off at great velocity, taking 1d8 hp falling damage pieces are tougher and more tightly packed in its lower
OF THE MOUNTAIN

per 10 feet of height, and landing 1d6x10 feet away (use half (from the ground to 30 feet above), giving it a
the splash weapon rules to determine where the PC natural armor bonus of +24. Its upper half (30 feet to 60
lands). A PC who hangs on can climb up the rope and feet) is less well-protected, and only has a natural armor
onto the creature if he succeeds on a DC 24 Climb check. bonus of +12.
Riding the Colossus: PCs who mount the creature, Constrict (Ex) As a full-round action, the animated
jump onto it, climb up its innards, or otherwise ride the scaffolding can wrap its ropes and chains around
MIDGARD

animated scaffolding must make DC 19 Acrobatics checks anyone who rides it, dealing 4d6+15 crushing damage.
each round to avoid falling off. If the target is hanging from a rope, the animated
scaffolding automatically hits. Constricting other riders
Fighting the Colossus: PCs of size Large or smaller
requires a successful touch attack. It can target up to
may occupy the same space as the animated scaffolding.
three riders.
Such PCs may not take a withdrawal action. Two or more
PCs in the scaffolding’s space provide each other (and all Convulse (Ex) As a free action once per round on its turn,
allies outside the scaffolding’s space) with the benefit of the creature can convulse with such force that riders
flanking. If the scaffolding moves out of a space occupied must make an immediate DC 25 Acrobatics check to
HALLS

by a PC and does not take a 5-foot step or withdraw avoid falling. PCs who fail by 4 or less find themselves
action, that PC gets an attack of opportunity. Because the dangling from swaying ropes connected to the lurching
animated scaffolding’s weapons are part of its body, they monstrosity. See Dangling from the Colossus.
are considered natural weapons and part of its natural
Grab (Colossal) (Ex) The animated scaffolding can
reach. The scaffolding creature can attack all foes up to 30
start a grapple as a free action if it hits with the
feet away, including those in its own space.
designated weapon.
Animated Scaffolding Colossus CR 14 Trample (Ex) The animated scaffolding can trample
creatures of size Huge or smaller, dealing 4d6+15 points
Animated object (colossal)
of crushing damage. Any number of creatures within
LE Colossal construct
30 feet of the animated scaffolding and within 20 feet
Init -3; Senses darkvision (60 ft.), low-light vision;
of each other can be trampled at once. Opponents who
Perception -5
do not make attacks of opportunity against the creature
DEFENSE
can attempt DC 35 Reflex saves to halve the damage.
AC (High) 11, touch –1, flat-footed 11 (–8 size, –3 Dex,
+12 natural)
Tactics
AC (Low) 23, touch –1, flat-footed 23 (–8 size, –3 Dex, +24
natural) During Combat The animated scaffolding targets PCs
hp 330 (13d10) standing on isolated sections of catwalk first. It deals
Fort +12, Ref +9, Will +7 with riders by convulsing to shake them off and
Defensive Abilities construct traits (+80 HP), hardness then trampling them as a standard action. It ignores
10; Immune ability damage, ability drain, bleeds, energy dangling PCs, but if they attack it while dangling, it
drain, exhaustion, fatigue, death and necromancy effects, constricts them. In the absence of targets, the animated
disease, mind-affecting, non-lethal damage, paralysis, scaffolding lurches toward the Shank and begins
poison, sleep, stunning attacking it so that no one can ever repair it. Assuming
OFFENSE the scaffolding deals average damage on every hit, it
Spd 30 ft. takes 60 rounds (6 minutes) to destroy the Shank.
Melee constrict +38 (4d8+15), or slam +38 (4d8+15), or
Morale The corruption of the Spirit of the Mountain
trample (DC 38) +38 (4d8+15)
possesses the scaffolding and fights to the end.
Space 30 ft.; Reach 30 ft.
Special Attacks grab

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4
The Shank Concluding the Adventure
The Shank itself is the colossal trunk of a once-mighty oak Once the PCs reconnect the water wheel and redirect the
tree 20-feet thick (AC 2; hardness 5; 2,400 hp; Break DC 50). water to the northern canal, the rushing water smashes
Repairing the Shank: In the north end of the cavern, into the wheel and sprays everywhere. A few moments
on a thin island between the two canals, a winch connects later, the Shank begins to turn slowly in its base.
to a series of oblong gears and pulleys. If the PCs repair the Shank, the bellows in the old
By cranking the winch for one minute, a PC can lift the forge, the fountains in the Royal Residences, and the air
water gate into the air and drop it down again to redirect circulatory system throughout the complex start working
the water flow to one canal or the other. If the PCs direct again. In a few hours, the explosive gases collected in the
the water to the southern canal, the northern canal drains, Upper Halls dissipate to safe levels. The PCs successfully
the water wheel stops spinning, and the PCs gain enough neutralize the imminent threat of suffocation, and the
space to begin repairing the wheel-to-Shank connection. refugees can begin the long, slow process of digging their
The 30-foot-diameter water wheel weighs 4 tons, and way out of the mountain without risk of explosion.
the PCs must carefully lever it back into place. The job If the PCs die, selfless dwarven penitents crawl
requires pulleys, winches, and sweat. It takes a total of 12 through the Great Hall to the Griffon Tower and sacrifice
hours to gather the equipment from the colossus’s heap, themselves in an explosion that rips a new exit from the
repair the necessary parts, rig them together, and use mountain. A fireball races through the Upper Halls and
them to reconnect the water wheel to the Shank. Second Hall Level, consuming the explosive gas and
Every contributing PC who has at least 5 ranks in scorching everything in its wake. When it is over, the
Profession (engineer) or Knowledge (engineering) citadel’s Griffon Tower welcomes silently falling snow and
reduces the time by 2 hours. the next set of PCs to the scene.

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CHAPTER 5:

The Grand Lodge


TALESKING

of the Old Masters


OF THE MOUNTAIN

By Brandon Hodge

Events of the Grand Lodge of the Old Masters occur after dodging the many dangers that lurk within. Once they
the adventure Deeper Darkness. Old mysteries and older work the controls, the PCs return to the surface to
shames come to light in this adventure, and pave the way enter the Grand Lodge of the Old Masters, where they
for the campaign arc’s conclusion in Heartsblood Forge. must overcome riddles, guardians, and traps to finally
MIDGARD

If the PCs are not yet 11th level, delay the beginning of encounter the corrupted founders of the Illuminated
this adventure and allow them to perform a few side tasks Brotherhood and the secrets they keep.
until they earn enough experience to gain a level.

Adventure Background PART I: OUR WEALTH WAS


Long ago, the six Old Masters of the Illuminated
WRITTEN INTO WORDS
Brotherhood, the founders of the organization, devised The PCs return to the ruined Upper Halls, which are
a means of attaining immortality. Bartholomeus, one of still wracked by distressing tremors and aftershocks.
the greatest craftsmen of the time, constructed golden While most survivors hail the PCs as returning heroes
HALLS

clockwork bodies to house the souls of the Old Masters, and saviors, one group is distracted by something else
and so the Brotherhood’s founders achieved immortality. entirely. These survivors are gathered around a deep crack
Time passed and gave rise to complacency, and the Old in a wall of the former merchant camp (Area 21) that
Masters lost control of the Brotherhood they founded to appeared after the earthquake. Several surviving refugees
newly illuminated Masters. As the years dragged on, the investigated the crevice and report that there seems to be
sextet lost their relevancy and were shut away in a room, the outline of a previously hidden door set into the wall,
neglected and mostly forgotten. now crooked and disturbed from its frame. The miners
Mammon’s taint infected the Spirit of the Mountain are unable to open it. Choose a bold survivor to relate
and, ever so slowly, it befouled the souls of the five Old this discovery to the party. If the PCs investigate, read or
Masters who remained behind (the Stonethrower Clan paraphrase the following.
having smuggled out Rabscuttle before this terrible fate).
A large crack has opened up the stone wall here, and
Adventure Summary indeed there appears to be the outline of a hidden door,
Following the events of Deeper Darkness, the PCs return to now visible due to the terrible shifting of the mountain.
the ruined Upper Halls to find a small group of survivors There does not appear to be any obvious mechanism to
investigating a previously unknown doorway now exposed open the portal.
by the earthquake. Exploring the chamber beyond, the
party discovers a long-sealed repository of Illuminated
A DC 25 Perception check uncovers a tiny golden gear
Brotherhood artifacts and galleries of the secret society’s
inset into the stone. When turned, the gear unlocks the
history, as well as the caretaker of the museum: the stone-
door, which nonetheless must still be forced open with a
dead gearmaster Bartholomeus, creator of Rabscuttle
DC 16 Strength check.
and the clockwork doors. Through interaction with the
lich-like dwarf, the PCs learn of secrets concealed by the
adamantine doors of the Grand Hall as well as the means to
A Cabinet of Curiosities (el 12)
pass through the portal and obtain them. Beyond the door lies a long-sealed chamber, well lit by
Armed with this knowledge, the party ventures into continual flame in a damaged fireplace. The earthquake
the depths of a sealed-off, partially collapsed mineshaft to uncovered this forgotten repository of Illuminated
reach the control mechanism that unlocks the otherwise Brotherhood artifacts and galleries of the secret society’s
impenetrable doors, all the while fending off the forsaken history. Bartholomeus Lodoviceus spent decades scouring
who rule this “poisoned passage.” the citadel for any trace of Brotherhood knowledge,
Reaching the control mechanism, the players must collecting every decaying scrap, every crumbling book,
use teamwork to navigate a poison gas chamber while every memento of the organization. Displays of ancient
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5
ceremonial uniforms, disintegrating tomes, and rotting
tapestries were arranged with great care, evident even 1 14 14 4
after the earthquake’s destruction.
In some instances, entire blocks of stone engraved
11 7 6 9
with symbols of the flaming pillar and barred doors
were chiseled from their original settings and placed
in this chamber. The esoteric symbolism of the secret 8 10 10 5
society is etched into every stone surface of the room,
predominantly scenes of morality for those seeking
13 2 3 15
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
This artifact is a +2 breastplate, but more importantly it
that such artistic pursuits teach the creator.
is a ceremonial adornment of a 33rd-degree Silent Master
Two stone pillars are also in this room. Unusually
that also serves as the shield guardian’s controlling amulet.
embossed, they seem to carry not the usual symbols,
Each row, column, and diagonal carries the symbolic sum
but rather deeply inset engravings of gears, wheels and
of 33, as does the sum of the four corners.
armor-like plates. A DC 12 Knowledge (engineering),
If any attempt is made to remove the breastplate or the
Craft (blacksmithing), or Craft (clockwork) identifies
hammer, to interfere with the remains, or if the chair or
these indentations and the markings around them as
shield guardian are approached, the dirt slowly shifts and
metalworking molds. In fact, some of the plates and
takes humanoid form. Bartholomeus Lodoviceus, the
gears they contain are quite familiar, and match parts
ancient architect of the clockwork doors and creator of the
and pieces of Rabscuttle. They are the partial molds with
gearforged bodies of the Old Masters, is still here, now an
which his body was constructed, and several sections
ancient stone-dead dwarf. Read or paraphrase the following.
match any rubbings found on the bodies of cultists
encountered in Zobeck, in the quarters of Albricius, or
near the Drake’s wreck. The fine dirt and grit heaped upon the great chair begins
A tall golden suit of armor rests in a stone and glass to shift and flow, quickly taking a humanoid form, filling
display case near the fireplace, partitioned from the out the tattered clothing and adornments found on
rest of the room by a line of velvet ropes. The massive, the seat there. The gentle shifting of silt confers the still
beautifully engraved plate armor is sized for a troll. A countenance of an earthen dwarf, bits of refuse and spider
DC 20 Perception check reveals that it is some sort of webs interrupting the otherwise perfect dusty rendition.
automaton, with clockwork gears visible in the seams. A shudder knocks loose dirt to the floor, and gemlike
This is an inert shield guardian, identifiable by a DC 30 eyes pop open and scrutinize the surroundings with a
Knowledge (arcana) check. Originally constructed by the furrowed earthen brow. Teeth of stone seem to chew the
guardian Bartholomeus for the Old Masters, it now holds air, as the creature sits upright on the chair.
the chest piece amulet that controls the creation.
A massive ceremonial chair carved of solid stone is
Bartholomeus is an ancient dwarven architect, engineer,
near the fireplace and faces the door, etched with the
and inventor who refused to participate in the hall’s first
tools of the stonecutter’s craft. The seat is covered in a
exodus, having since achieved the lich-like state of stone
crumpled collection of recognizable accoutrements of
death. Although once the great mind behind the creation
Brotherhood ritual dress—an embroidered apron, soiled
of the clockwork gates, the dwarven gearforged, and
cloth gauntlets, a dirty sash, a gilded robe, and a belt of
the preservation of the Old Masters, Bartholomeus long
chain, all moldering atop a mound of hard, stony earth.
ago succumbed to the corruption of the mountain and
A great blacksmith’s hammer lies discarded on the floor
the temptations of Mammon. He spent countless hours
nearby. A large ceremonial breastplate, golden and square
roaming the abandoned halls, greedily acquiring the
and unlike anything the PCs have yet seen, tops the heap.
forgotten knowledge of the Brotherhood and storing it in
It is segmented into 16 squares.
this secret chamber.
Each square is adorned with a single rune or symbol,
Creaking uncomfortably in his seat and leaning
and large half-spherical gems of various colors top each
forward, his stone jaw opens for the first time in ages to
one, magnifying the character beneath.
speak to those before him as spiders scurry and crawl all
A DC 20 Linguistics check, read magic, or comprehend
over his earthen skin. Bartholomeus asks in a low, slow,
languages properly interprets the symbols as numbers in
and resonate tone, “Who seeks Bartholomeus, and what
the following grid.
would you have me do?”
Bartholomeus addresses the PCs as a proud caretaker,
shuffling slowly from his seat and pointing out the
meanings of symbols the party might find interesting,
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103
MIDGARD
HALLS TALESKING
OF THE MOUNTAIN

such as the recurring display of symbolic doors matching Old Masters. Bartholomeus tends to meander on his own
the impenetrable adamantine portal seen in the Great throughout the chamber and discuss topics of interest to
Hall. He encourages the PCs to research the nearby himself anyway, ignoring questions that do not interest him.
codices, and hints at the marvels the Grand Lodge
On Albricius: Bartholomeus can confirm that several
contains that he longs to visit again, although his current
weeks ago, he caught two masked dwarves and a human
state no longer allows him to roam as he once did.
in the chamber taking rubbings off of a nearby pillar. They
Information in the Appendix about the Brotherhood
ran away before he could pursue. He admits, though, that
should be liberally distributed here.
in any case, his “old bones of earth and silt can’t move that
Bartholomeus’s initial attitude is friendly, but after each
fast, anyhow.”
question the PCs ask, he slides toward hostility.
At some point, the senile creature realizes he isn’t even On the Golden Armor: The stone-dead dwarf seems
talking to members of the Illuminated Brotherhood, to disdain the display case, calling the armor a failure.
at which point he becomes hostile and attacks. The He explains that he sought to create a protector for the
base number of questions the PCs can ask is ten Old Masters of the Brotherhood, but that it was a mere
before Bartholomeus attacks. If a dwarven PC asks the automaton and had no soul. The lessons he learned in its
questions, he can ask three additional questions before creation led to great innovative breakthroughs in other
Bartholomeus turns hostile. In addition, the PCs may clockwork creations.
make one DC 25 Diplomacy check to ask two more
On Rabscuttle and the Creation Pillar: Bartholomeus
questions of Bartholomeus before he loses his patience
does not remember any names, so mention of
and attacks. If the PCs do not ask enough questions to
“Rabscuttle” stirs no memories. He does reveal, however,
anger him, Bartholomeus becomes indifferent to them
that he perfected a technique for creating new bodies
and they may look through his collection at their leisure,
for dying dwarves, and that the blessing of Volund
with him offering random and unbidden insights into the
allowed their souls to make the transition into clockwork
chamber’s holdings.
bodies. Because he long ago forgot, in no way does he
reveal that the bodies he constructed were masters of
Revelations of Bartholomeus the Brotherhood or that more than one exists. If shown
Focus on providing the hook for this adventure through Rabscuttle, Bartholomeus focuses on his memories of
Bartholomeus, with the intention of luring the PCs down the techniques of the construction and forging of the
to the Poisoned Passage to unlock the adamantine doors body, and talks about the clever inclusion of symbols
and beyond them to discover the council chamber of the and maps on the creation with pride. He does not
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5
seem to remember what the maps led to or even that the silt. All the answers to why are behind those doors.”
Rabscuttle is a living being, manhandling the gearforged
The Poisoned Passage: The dwarf points to a tapestry
as if Rabscuttle were a piece of hot metal on an anvil.
that shows a dark cave, billowing with clouds of acid,
He ignores Rabscuttle if the gearforged addresses him
and mentions “dark tunnels of forbidden knowledge.”
and instead gives the other PCs a peculiar look, like a
He relates how his people first called upon him to stem
veterinarian annoyed by a barking dog.
the flow of a deadly gas that seeped from a mine, the
Rabscuttle, for his part, does not remember his creator
explosion that rocked the citadel, and how he saved his
either, although he shakes Bartholomeus’ hand heartily as
people by creating a gate to cap the destroyed tunnels. In
he marvels in familiarity at the objects of the chamber—
his ramblings, he also mentions an airlock to access the
the names and lesson of each revelation just on the end of
mines, “because the only way to unlock the doors was
his tongue, just out of reach of his senile mind.
down there.”
On Doors: The crowning achievement of Bartholomeus He further explains that the controls to open the
was his clockwork and adamantine doors: “The ones that adamantine doors were originally in a lower chamber for
hide secrets worth keeping.” He discusses at length the defensive purposes, but now the airlock must be navigated
incredibly tough construction of the adamantine doors. and the poisonous gas chamber crossed to reach the
“Have you tried to get past them? You can’t! I dare you! controls and unlock the door. The PCs have seen the door
Impossible! You’ve got to unlock them, first! And you sealing off this area before, which is at Area 37 on Level 2
can’t speak to the mountain unless you get by them! You of the citadel.
want to speak to the mountain, do you not? The Old
Further Questions: If the PCs start to inquire on topics
Masters can stop these tremors! You’ve got to get past the
other than the proud accomplishments of Bartholomeus,
poisoned passage to open them!”
he becomes annoyed, and steers the conversation back
In his excitement, Bartholomeus strides throughout the
toward doors and the secrets they guard. If pressed, he
chamber, pointing out the various door symbolism rife
becomes hostile and attacks.
in Brotherhood allegory. He proudly exclaims how each
door featured in the numerous tapestries and codices are Conclusion: The PCs should learn that the adamantine
all his creations, although representations of the unique doors in the Upper Halls conceal a secret lodge as well
adamantine doors seem the most prevalent. as an important artifact known as the Golden Bowl that
He also has dark thoughts about the ultimate use of those once allowed the Old Masters to summon the Spirit of
doors to seal away his cousins, who, like him, refused to the Mountain and communicate with it. With the tremors
leave the citadel. His memories are faint about these events, of the earthquake as constant reminders of the wrath of
but he can reveal that he never intended for his doors to be the Spirit of the Mountain, the characters soon realize
used to lock away these forsaken brethren, and could not that the chamber beyond might be their only chance to
blame them for not wanting to leave the halls. He carries negotiate with the spirit to stop the tremors and prevent
some guilt for his contribution to this crime. further collapse. They should now know that the only way
to open the doors to the Grand Lodge is to descend into
The Old Masters: If questioned about the Old Masters,
the Poisoned Passage, an area created when a violent gas
Bartholomeus points out a tapestry depicting six dwarven
pocket erupted in the mines of the lower ward. They must
statues, each aflame with the Fires of Knowledge and
go past the airlock sealing off this area and operate the
wielding various implements and symbolic tools of the
controls found there.
order. Each a master craftsman in his own right, the
As the PCs continue to tour the chamber with the
founders of the Brotherhood passed on their knowledge
dwarf, he becomes increasingly taciturn and suspicious.
to their dwarven brethren and allowed the Golden Citadel
Eventually, he turns on them and begins demanding
to flourish.
explanations: What are they doing here? Who are they?
Eventually, even the succession of dwarven kings bowed
What do they seek? Why don’t they stop these tremors?
before their enlightenment, and the Old Masters ruled
Madness and greed well up inside the suddenly hostile
the citadel from beyond the adamantine doors, where
creature, and the once forthcoming inventor attempts to
they communed with the Spirit of the Mountain through
destroy the party.
the power of the Golden Bowl to seek guidance in their
As his mind snaps and he turns on the PCs, he seizes
endeavors.
his great hammer in his stony fists, and the golden
The Golden Bowl: Bartholomeus makes constant automaton bursts through its glass cage in his defense.
reference to a golden bowl, calling it, “the prettiest,
most perfect thing you ever saw.” The bowl rests beyond
the adamantine doors, which were built to protect the
device, housed within a special well. The well was used
for sacrifices to Rygar, in order 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
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Bartholomeus is reduced to 0 hit points, disintegrated, or otherwise
destroyed. Rather, his soul retreats into the fettered
Male stone-dead dwarf fighter 5/illuminated brother,
location and must reconsolidate itself in 1d10 days. During
preceptory of iron forge 5
this time, Bartholomeus is totally isolated from the world
LN Medium outsider (earth)
and cannot perceive or interact with its surroundings at all.
TALESKING

Init +0; Senses darkvision (60 feet); Perception +7


He loses all other special qualities during this period.
DEFENSE

AC 24, touch 11, flat-footed 23 (+8 armor, +1 Dodge, +5 Sprig of Acacia (Su) So secretive are the actions of
natural) initiates that if Bartholomeus is ever the target of
hp 103 (10d10+30); shield other a bardic knowledge, Diplomacy check to gather
OF THE MOUNTAIN

Fort +12, Ref +5, Will +7 information, Knowledge, or similar check and it
Defensive Abilities bravery +3, defensive training succeeds by less than 10, the person making the check
OFFENSE learns entirely false information. This secrecy carries
Spd 20 ft. over even into death: Bartholomeus gains immunity to
Melee +2 adamantine warhammer +18/+13 (1d8+11/×3); speak with dead and other similar divinations cast after
or power attack with +2 adamantine warhammer +14/+10 the brother has passed beyond the veil.
MIDGARD

(1d8+17/×3)
Stone Homunculus Bartholomeus usually does not have
Special Atk stone touch +16 touch (Fort DC 16)
a corporeal body but may form one from the earth and
STATISTICS
stone of his fettered location once per day. This body looks
Str 18, Dex 10, Con 16, Int 16, Wis 10, Cha 10
just like the dwarf did in life and is used by Bartholomeus
Base Atk +10; CMB +14 (+16 Sunder); CMD 24 (26 vs.
to interact with the world around him, including wielding
Sunder)
weapons or objects. His belongings are formed with the
Feats Cleave, Great Cleave, Improved Sunder, Power Attack,
homunculus. Such items can be taken from the dwarf
Skill Focus: Craft (Clockwork), Vital Strike, Weapon Focus:
while the homunculus is intact, but once it reverts to it’s
Warhammer, Weapon Specialization: Warhammer
constituent elements, the items disappear as well and
HALLS

Skills Acrobatics -1, Appraise +11, Climb +3, Craft


reform the next time the he creates his homunculus.
(blacksmith) +16, Craft (clockwork) +22, Disable Device
+7, Escape Artist -1, Fly -1, Knowledge (engineering)
Tactics:
+12, Perception +7, Ride -1, Sense Motive +7, Stealth -1,
Swim +3 During Combat Bartholomeus alternates among his
Languages Common, Dwarven stone touch attack, and damaging or sundering power
SQ armor training 2 (Ex), greed, hardy +2, hatred, slow attacks with his +2 adamantine warhammer. He stays
and steady, stability, stonecunning +2 adjacent to the shield guardian at all times to grant the
Combat Gear -; Other Gear+2 adamantine aarhammer, –2 penalty on all enemy attacks. Neither Bartholomeus
+2 breastplate; nor the shield guardian cross the threshold of this
SPECIAL ABILITIES room if the party chooses to flee. He is quick to use his
adverse ballot ability on a failed roll.
Adverse Ballot (Ex) Once per day, Bartholomeus may
“recast” his fate and reroll one roll that he has just Morale With the knowledge that only his form, not his
made. The result of the reroll must be taken, even if it’s spirit, can be destroyed, Bartholomeus fights until his
worse than the original roll. homunculus body and possessions crumble into their
constituent earth and ash.
All Seeing Eye (Ex) Bartholomeus can no longer be flanked.
This defense denies rogues the ability to sneak attack the
Shield Guardian Suit of Armor CR 12
character by flanking him, unless the attacker has at least
four more rogue levels than Bartholomeus, who uses his N Large construct
class level to determine his equivalent rogue level. Init -1; Senses darkvision (60 ft.), low-light vision;
Perception +0
Stone Touch (Su) As a standard action while in
DEFENSE
homunculus form, Bartholomeusmay make a touch
AC 24, touch 8, flat-footed 24 (-1 Dex, -1 size, +16 natural)
attack against a living creature. If it succeeds, its target
hp 101 (13d10); fast healing 5
must immediately succeed on a Fort save or be turned
Fort +4, Ref +3, Will +4
to stone. This effect can be reversed with flesh to stone
Defensive Abilities Construct Traits (+30 HP), DR 10/
or any other effect that reverses petrification.
adamantine and bludgeoning; Immune ability damage,
Fettered: Bartholomeus is attached to the repository. He ability drain, bleeds, energy drain, exhaustion, fatigue,
cannot leave this location. See the Floating the Stone death and necromancy effects, disease, immunity to
Ritual section for more information. magic, mind-affecting, non-lethal damage, paralysis,
poison, sleep, stunning
Non-Death Bartholomeus is not slain when his homunculus

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OFFENSE During Combat The shield guardian intervenes in
Spd 20 ft. combat by immediately initiating its shield other ability
Melee 2 slams (2d10+7) on its master. It remains adjacent to Bartholomeus to
Space 10 ft.; Reach 10 ft. give opponents a –2 penalty on attacks made against
Special Attacks cursed wound, haste the stone-dead dwarf and nearby opponents. This shield
guardian currently stores no spells.
STATISTICS
Morale The shield guardian knows nothing of retreat
Str 24, Dex 9, Con -, Int -, Wis 11, Cha 1
or mortality and fights until destroyed. It falls inert
Base Atk +13; CMB +21; CMD 30
if Bartholomeus is reduced to 0 hit points, since its
Feats -
controlling amulet temporarily discorporates.
Skills Stealth -5
Languages - As explained under the stone homunculus ability, the
SQ find master (Su), guard (Ex) possessions of Bartholomeus discorporate along with his
SPECIAL ABILITIES form, including the shield guardian amulet. Despite the
apparent wealth contained in the room, a DC 20 Perception
Cursed Wound (Ex) The damage the shield guardian
check and a DC 15 Appraise reveal the gaudy gold artifacts
deals doesn’t heal naturally and resists magical healing.
of the Illuminated Brotherhood—gold trimmed vestments,
A character attempting to use magical healing on a
gem-encrusted chalices, silver medals of commendation,
creature damaged by the shield guardian must succeed
brass tablets and copper plates (all adorned with the
on a DC 26 caster level check, or the healing has no
esoteric symbols of the Brotherhood)—are only worth
effect on the injured target.
1,500 gp. Only a single book remains intact among dozens
Find Master (Su) As long as a shield guardian and its of volumes pertaining to clockwork construction and
amulet are on the same plane, the shield guardian can maintenance. This reference is a flesh golem manual.
locate the amulet’s wearer (or just the amulet, if it is
removed after the guardian is called).
PART II:
Guard (Ex) If ordered to do so, a shield guardian moves
to defend the wearer of its amulet. All attacks against
THE POISONED PASSAGE
the amulet wearer take a –2 penalty when the shield The PCs should easily locate the door to the Poisoned
guardian is adjacent to its master. Passage, as they know its existence and location. They pass
the clockwork door whenever they enter the lower halls of
Haste (Su) After it has engaged in at least 1 round of
the citadel and faced the forsaken there for the first time.
combat, a shield guardian can haste itself once per
Day as a free action. The effect lasts 3 rounds and is
otherwise the same as the spell.
The Clockwork Door (el 7)
Cogs and gears litter the floor surrounding the great
Immunity to Magic (Ex) A shield guardian is immune to
clockwork door. Since the sundering of the central
any spell or spell-like ability that allows spell resistance.
clockwork door in this lower ward, the forsaken took a
Shield Other (Sp) The wearer of a shield guardian’s amulet number of steps to ensure they are never again trapped
can activate this defensive ability as a standard action if beneath the halls. After their initial assault, a small band
within 100 feet of the shield guardian. Just as the spell sneaked here and disabled the door leading into the
of the same name, this ability transfers to the shield Poisoned Passage, an area they long ago claimed. The
guardian half the damage that would be dealt to the crafty creatures reconfigured the clockwork gears of the
amulet wearer (note that this ability does not provide door in hopes that only they might open it, although a
the spell’s AC or save bonuses). Damage transferred in DC 25 Disable Device check can make sense of the bizarre
this manner bypasses any defensive abilities (such as arrangement of gears and unlock the door.
immunity or damage reduction) the golem possesses. In addition, the forsaken rigged the gears of the door to
spring out as poison darts if tampered with.
Spell Storing (Sp) A shield guardian can store one spell of
4th level or lower that is cast into it by another creature.
Fusillade Of Greenblood Oiled Gears CR 7
It “casts” this spell when commanded to do so or when
a predefined situation arises. Once this spell is used, the Type mechanical; Perception DC 28; Disable Device DC 25
shield guardian can store another. EFFECTS

Trigger location; Reset manual


Tactics Effect Atk +18 ranged (1d4+1 plus poison, poisoned gears,
treated as darts); poison (greenblood oil; Type poison
Before Combat The shield guardian stands inert in its
(injury); Save Fortitude DC 13 Frequency 1/round for 4
display case until called upon by Bartholomeus when
rounds Effect 1 Con damage; Cure 1 save); multiple targets
his attitude shifts to hostile.
(1d8 sharp gears per target in a 10-ft.-by-10-ft. area)
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MIDGARD
HALLS TALESKING
OF THE MOUNTAIN

1. The Poisoned Passage Poison Gas Residue


Once the PCs open the clockwork door, read or
The slick, olive-colored film is a contact poison. This
paraphrase the following.
film covers every wall, door, and object in the area,
including the control panel, so great care must be
The distant howling that prevents habitation of the lower taken to prevent contact with the virulent substance
halls is much louder here—a droning distraction that (a DC 20 Disable Device check cleans a 5-foot square
muddles the mind and dulls the senses. A moist, cloying area in 10 minutes).
green vapor hovers low over the floor and clings to every
surface of the passage, stinging the eyes, irritating the Poison Gas Residue
skin, and piercing the lungs. A thick, green sludge on
Type poison; Save Fortitude DC 14.
the floor, ceiling, and walls of the stone hallway drips
Frequency 1/minute for 2 minutes
down with a faint, sickening plop. The corridor displays a
Initial Effect 2d6 acid damage; Secondary effect 1d2
massive amount of damage, obviously from an explosion,
Con damage; Cure 1 save
and the tunnel is collapsed in many areas.
It becomes inert roughly 10 minutes after being
removed from the poisonous halls, at which time it
The Poisoned Passage is what remains of a large
dries. The poison gas that hovers in the hallways and
mine and lower substation where a particularly rich
beyond the airlock is not flammable.
vein of orichalcum was extracted. One of the earliest
discovered veins, this area was once used as a nexus of
communications between the upper and lower citadel
abandoned due to the pervasive gas until a solution could
and included a master control panel for other parts of
be found. To answer this crisis, Bartholomeus invented
the halls, including the levers to unlock the doors to
and constructed the airlocks, which provide access to the
the Grand Lodge above. Centuries before the fall of the
vital controls left in the areas while keeping the poisonous
Golden Citadel, a group of miners accidentally excavated
vapors at bay.
a massive pocket of highly compressed, poisonous gas
The passages leading to the airlock chamber are
that subsequently exploded upon release, collapsing most
treacherous. The forsaken invaded these tunnels from
of the mine shafts and the operations area. In fact, so
their nearby Howling City, traversing the mist with
great was the devastation that the entire citadel had to be
alchemical items and setting traps in the hallways to drive
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5
out any interlopers who dare to enter. Residue of the
The poisonous fumes in areas 3, 6 and 12 were
surrounding gases lingers throughout these hallways.
long trapped in a highly compressed gas pocket
A thick green mist settles on the floor of the area,
far below, spreading catastrophe throughout these
although it is inert enough that its acidic qualities are
tunnels when the dwarves inadvertently mined too
irritating but not damaging. The accumulated scum that
closely. The thick fumes provide concealment as fog
layers the walls and objects of this area in poisonous filth
(Core Rulebook).
is another matter (see below).
The poison gas is poisonous (like burnt othur
In addition, once the PCs pass through the clockwork
fumes) and acidic.
door, they are subject to the distant sounds of the
Obviously, the fumes are unbreathable, and
forsaken howlers, the wails of which echo throughout
any unprotected creatures introduced to the gas
these chambers.
immediately suffer the effects of suffocation. The gas
Howl (Ex) All beings other than outsiders that hear the
is not flammable or combustible.
creatures’ howling for an hour or longer are subject to its
effect. Anyone within hearing range of a howler for a full Poison gas; (Type poison (inhaled); Save Fortitude DC 18
hour must succeed on a DC 12 Will save or take 1 point Frequency 1/round for 6 rounds
of Wisdom damage. The save DC is Charisma based. The Initial Effect 1 Con damage; Secondary Effect: 1d3 Con
save must be repeated for each hour of exposure. This is damage plus 1d6 acid damage per round and slowed as
sonic mind-affecting effect. solid fog while exposed) Cure 2 consecutive saves

2. The Collapsing Corridor (el 8)


rubble. Even if the gas pocket it contains is discovered, it
The forsaken set a trap to warn them of approaching
is incredibly difficult to remove the sword without also
intruders. They rigged a very unstable wall to collapse if
releasing the high-pressure poison gas from the fissure.
the area is not properly navigated.
Once removed, the false sword’s true nature is obvious.
Collapsing Wall CR 6
Poison Gas Pocket CR 9
Type mechanical; Perception DC 14; Disable Device DC 16
Type mechanical; Perception DC 31; Disable Device DC 31
EFFECTS
EFFECTS
Trigger proximity; Reset none
Trigger proximity; Reset none
Effect Atk +20 melee (8d6, stone blocks, plus poison);
Effect multiple targets (all targets in a 20-ft.-radius cloud—
multiple targets (all targets in a 10-ft.-by-10-ft. Area)
dissipates in 10 rounds); never miss; Poison gas; (Type
Any PC hit by this trap is also affected by the poison gas
poison (inhaled); Save Fortitude DC 18 Frequency
residue (see sidebar).
1/round for 6 rounds Initial Effect 1 Con damage;
Secondary Effect: 1d3 Con damage plus 1d6 acid damage
3. Collapsed Room (EL 9) per round and slowed as solid fog while exposed) Cure 2
Once the PCs enter or look into this room, read or consecutive saves
paraphrase the following.
Glyph Of Warding (Blast) CR 4
This rubble-filled room displays the massive devastation Type magic; Perception DC 28; Disable Device DC 28
that long ago wrecked these chambers. Patches of slime EFFECTS

drape the floors and ceiling, while a slime-encrusted Trigger spell; Reset none
dwarven skeleton is half-buried in the stones of the Effect spell effect (glyph of warding [blast], 5th-level cleric,
collapsed wall, his iron helm crushed. The golden hilt of his 2d8 acid, DC 14 Reflex for half); multiple targets (all
finely-wrought sword protrudes from the rubble, flames targets within 5 ft.);
dancing lightly along the visible portion of the blade,
casting shadows at weird angles throughout the room. 5. The Antechamber (el 12)
The forsaken guards of the Poisoned Passage chose this
This area is actually a cleverly-constructed trap set by room to stop the party’s intrusion. The forsaken use
the forsaken. Five patches of green slime grow on the a combination of foul-tasting antitoxins and crudely
ceiling throughout the room and blend in so well with the constructed gasmasks to navigate the poisonous passages
surrounding sludge that it takes a DC 20 Perception or from their Howling City to these safer chambers,
Knowledge (dungeoneering) check to pick them out. The although these precautions do very little to protect against
enticing sword is the subject of magic aura and continual the high pressure gas chamber the airlock cordons off
flame spells to appear as a flametongue. from the rest of the mines. They prepared to confront the
In fact, the “sword” is simply an intricately fabricated party and are ready to defend their territory to the death.
plug for a gas leak emanating from a fissure beyond the As the PCs enter, read or paraphrase the following.
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109
Heavy mist swirls lazily about the floor of this chamber,
occasionally interrupted by small, brief jets of the sickly
green vapor from concealed fissures in the walls and
floor. Old mining equipment and ore carts—rusted,
pitted, and deteriorating in the corrosive environment—
TALESKING

lay scattered in disarray 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.
OF THE MOUNTAIN

Four forsaken soldiers are stationed in area 7 with


one savant casting spells from the room beyond. One of
these forsaken soldiers wields a murderous bombard. The
remaining forsaken soldiers protect the other sorcerer
positioned near the fissure opening at area 6, one of which
MIDGARD

carries a weeping bombard (lich dust variant). The sorcerer


stationed here bears the fetal savant. In addition, the forsaken
brought two ferocious dogmole juggernauts, which rest near
the rubble pile, eager to protect their masters.

Forsaken (8) CR 3
hp 25; BESTIARY 1, p.70 (derro)

Tactics
HALLS

During Combat Three forsaken soldiers charge into


melee from each group and attempt to flank the party
with weapons coated in greenblood oil, while the two
remaining forsaken fire their bombards from a distance,
charging into melee to replace fallen comrades or when
they deplete their canisters.
Each bombadier carries two shots.
Morale The maddened forsaken fight until killed.
touch of idiocy
Forsaken Savants (2) CR 7 1st (7/day)—chill touch (DC 15), enlarge person, mage
armor, shocking grasp, shield
Male Derro sorcerer 5
0 (at will)—acid splash, daze (DC 14), detect magic, open/
CE Small humanoid (derro)
close, read magic, touch of fatigue (DC 14)
Init +6; Senses Perception +5
STATISTICS
DEFENSE
Str 11, Dex 15, Con 13, Int 10, Wis 5, Cha 18
AC 24, touch 14, flat-footed 22 (+4 armor, +4 shield, +2
Base Atk +4; CMB +3; CMD 16
Dex, +1 size, +2 natural, +1 deflection)
Feats Blind-Fight, Eschew Materials, Expanded Arcana:
hp 45 (3d8+5d6+8)
Sorcerer, Improved Initiative, Weapon Finesse
Fort +3, Ref +4, Will +11
Skills Fly +4, Knowledge (arcana) +7, Perception +5,
Defensive Abilities SR 14
Spellcraft +4, Stealth +10
Weakness vulnerability to sunlight
Languages Derro, Undercommon
OFFENSE
SQ aberrant, madness (Ex), poison use (Ex)
Spd 20 ft.
Gear quarterstaff, +1 ring of protection
Melee quarterstaff +5 (1d4/x2)
SPECIAL ABILITIES
Special Attacks acidic ray (7/day), long limbs +5’, sneak
attack +1d6 Aberrant Increase the duration of [polymorph] spells by 50%.
Spell-Like Abilities (CL 5)
Acidic Ray (Sp) (7/day) Ranged touch attack deals 1d6+2
At will—darkness, ghost sound
acid damage.
1/day—daze, sound burst
Sorcerer Spells Known (CL 5th, +7 melee touch, +7 Long Limbs +5’ (Ex) The forsaken savants’ reach for
ranged touch): melee touch attacks increases +5’
2nd (5/day)—frigid touch, see invisibility, spectral hand,
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5
Madness (Ex) Forsaken savants use their Charisma Collapsing Wall CR 6
modifier on Will saves instead of their Wisdom
Type mechanical; Perception DC 14; Disable Device DC 16
modifier, and are immune to insanity and confusion
EFFECTS
effects. Only a miracle or wish can remove a forsaken
Trigger proximity; Reset none
savant’s madness. If this occurs, the savant gains 6
Effect Atk +20 melee (8d6, stone blocks, plus poison);
points of Wisdom and loses 6 p
multiple targets (all targets in a 10-ft.-by-10-ft. Area)
Poison Use (Ex) Forsaken savants do not risk poisoning
Any PC hit by this trap is also affected by the poison gas
themselves accidentally while poisoning a weapon.
residue (see sidebar).
Vulnerability to Sunlight (Ex) A forsaken savant takes 1 point If the players investigate the passages leading to the
of Con damage after every hour it is exposed to sunlight. Howling City, they find themselves deterred by the
noxious fumes, which resemble the poisonous gas
Tactics chamber fog (see the Poison Gas sidebar), with the
exception of the slowing quality. The treacherous home
Before Combat The sorcerers cast protective spells on
city of the forsaken stands more than a quarter mile down
themselves as well as spectral hand in preparation to
these passages. Expand or define the Howling City in any
unleash touch spells effectively from a distance. In
way appropriate to your campaign, or else simply dissuade
addition, they drank potions of mirror image.
the PCs from investigating it.
During Combat The sorcerers concentrate on using
touch spells via spectral hand, with particular attention 7. Guard Station
to using touch of idiocy on warriors in hopes of making
Once the PCs defeat the guards in area 5 and look into
possession by the fetal savant easier.
their room, read or paraphrase the following.
Morale The sorcerer not carrying the fetal savant fights
madly to the death. The fetal savant bearer, however,
This room is a disheveled mess of habitation, serving as
tries to flee down the fissure with his charge if his
guard quarters, kitchen, hearth, and home for the acid-
companion drops or he takes damage equal to more
scarred forsaken stationed here. Pervasive litter lies scattered
than half his starting hit points.
throughout the room, with piles of rusted junk made
apparently as maddened attempts at artistic decoration.
Derro Fetal Savant CR 7
Rough mats of woven cave moss fibers make do as beds.
hp 7; Midgard Bestiary p. 31
Beyond the normal accoutrements of habitation by the
Dogmole Juggernauts (2) CR 6
forsaken, there appears to be little of value here, although a
hp 85; Midgard Bestiary p. 36 DC 23 Perception check uncovers a worn effigy of Volund
worth 100 gp. A stack of used scroll parchments used as a
Tactics pillow contains one scrap still holding a stone shape spell.
Two spare bombard canisters (weeping); a tarnished,
During Combat The dogmole juggernauts are
beetle-shaped pin (a golembane scarab); and 10 forsaken
exceptionally loyal to their masters, and charge the PCs
gasmasks (see left) round out the room’s treasures.
as soon as possible, attempting bull rushes and overruns.
Morale The dogmoles, loyal to the end, fight to the death. 8. Ruined Waystation (EL 6)
Forsaken Gasmask: These ill-fitting, barely functional A patch of tangled, feathery cavelight moss frames the
gasmasks provide their wearers with a +5 circumstance door to this room, giving off a faint illumination. As
bonus on saving throws made against inhaled poisons the PCs approach it, the glow intensifies as dusty motes
for a total of 30 minutes. fall from it and drift to the floor in a muted sparkle
of luminescence. A DC 18 Knowledge (nature) or
6. Derro Tunnels Knowledge (dungeoneering) check correctly identifies
cavelight moss for what it is. The forsaken allowed it to
The pile of rubble near the fissure opening is trapped to
prosper here and learned to bypass it by feeding it scraps.
collapse in case the forsaken need to cover their escape.
In their madness, a forsaken might choose to collapse
Cavelight Moss CR 6
the wall on himself if he thinks he can harm numerous
enemies by doing so. hp 76; Midgard Bestiary for Pathfinder Roleplaying Game, p. 19

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Tactics
Airlock Opening Instructions
During Combat The cavelight moss relies on its strength
1. Worker to put on suit and secure helmet. Two
and sticky tendrils to constrict and drain its victims of
crewmen prime air pump to clear airlock by
their strength before consuming them. When engaged
working bellow handles in back-and-forth action.
TALESKING

by several foes, a cavelight moss grabs one combatant


2. Open outer door with marked lever. DANGER!
with a tendril while lashing out at the others to
Only worker in secure suit should enter airlock.
maximize its potential meal.
3. Outside crewmen close outer airlock door with
Morale A cavelight moss has little chance of escaping an marked lever. Inside worker opens inner airlock door
OF THE MOUNTAIN

attacker and, as such, fights to the death. from inside chamber using properly marked lever.
4. Inside worker enter chamber and turn right.
This chamber contains items salvaged from the
Close inner airlock door with properly marked
ruins, including raw orichalcum ore worth 1,700 gp; a
lever. Attach hose there to proper socket on face
masterwork adamantine heavy pick; a valuable collection
of helmet to provide air. Proceed carefully while
of golden gears and cogs worth 800 gp; six canisters for
working in chamber.
forsaken gasmasks; and a carefully decorated dogmole
5. Prevent snagging hose in hazardous environment.
MIDGARD

skull encrusted with semi-precious gems and clockwork


DANGER! Low visibility!
castoffs worth 200 gp to an eccentric buyer. A small
6. Outside crewmen work pump by operating bellow
gypsum container holds two applications of stone salve
handles to provide fresh air to inside worker. Use
and is hidden among the collapsed rubble of this room,
marked lever to open door when airlock secure.
requiring a DC 25 Perception check to locate.

9. Collapsed Tunnel behind closed doors. The control panel is covered in


This section of tunnel caved in enough to block Medium poison gas residue (see the Poison Gas Residue sidebar).
or larger creatures and require even Small creatures to A DC 18 Linguistics, Knowledge (engineering), or
HALLS

squeeze. Removing enough debris to allow Medium Intelligence check correctly interprets the airlock opening
creatures to pass requires four successful DC 15 Strength instructions.
checks. Each Strength check requires 10 minutes. Working any lever to open an airlock door is a standard
Failure by 5 or more causes part of the tunnel to further action. Failure to disconnect the hose from the helmet
collapse, adding one additional Strength check to the total before re-entering the airlock results in it being kinked
needed to clear enough space. and trapped in the door, leaving the wearer with a
3-round supply of air. It takes 2 rounds of pumping to
10. The Control Room clear the airlock of poison gas with the pump mechanism
before a worker exits the chamber, otherwise a 20-foot
The trauma from a massive explosion is evident all
burst of pressurized poison gas affects all within range of
throughout this chamber. Most of the stout stone walls
the outer door when it opens.
shifted and settled in the centuries since, forming deep
cracks that just barely contain the poisonous fumes
Poison Gas Pocket CR 9
beyond. Inset into the far wall of the chamber is a circular
brass door 10 feet in diameter and 8 inches thick. The Type mechanical; Perception DC 31; Disable Device DC 31
door rolls into a recess in the surrounding rock. A small, EFFECTS

iron-rimmed porthole of thick glass in the middle of the Trigger proximity; Reset none
circular door looks into the airlock beyond, revealing an Effect multiple targets (all targets in a 20-ft.-radius
identical door and porthole beyond. cloud—dissipates in 10 rounds); never miss; Poison
A set of various pressure gauges and stiff iron levers, gas; (Type poison (inhaled); Save Fortitude DC 18
along with simple, pictographic instructions, fills one wall Frequency 1/round for 6 rounds Initial Effect 1 Con
of this room. The handles of a large bellows pump sprout drain; Secondary Effect: 1d3 Con damage plus 1d6
from the stone floor within, with a worn leather hose acid damage per round and slowed as solid fog while
snaking to the wall and into the gas chamber beyond. exposed) Cure 2 consecutive saves
Two airtight suits hang on hooks flanking the door. Perception DC 31; Disable Device DC 31. See the Poison
The suits are composed of thick but pliable leather, iron Gas sidebar for more information.
reinforcements, and heavy copper helmets with small
The Airtight Suits: The suits were specially constructed
glass portholes in the front.
to provide access to the important controls locked beyond
The pictograms were originally easily deciphered and
the airlock. There are two suits present, resembling
contain numerous warnings about the toxic nature of
antique diving suits made of thick, magically enhanced
the gas beyond. Lewd vandalism and graffiti, written by
leather augmented by a metal collar which securely
the forsaken in Dwarven, now cover most of the signs,
fastens a large, heavy copper helmet.
warning of the dangers and madness of being trapped
112
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5

Table 5-2: Airtight Suit Table 5-3: Damage


Damage Effects:
Heavy Cost Armor Max Arcane Speed Weight
Armor (gp) Bonus Dex Spell
Penalty Failure (30’)(20’) 0–4 Immune to poison and acid, +6 AC, –6 armor
check penalty, 30% spell failure
Pressure 200 +6 +1 30% 20 15 40 lb.
5–9 +5 save vs. poison, 1d2 acid dmg/rnd, +5 AC,
suit
-5 armor check penalty, 25% spell failure

The suits radiate abjuration magic and fit any Medium 10–14 +4 save vs. poison, 1d3 acid dmg/rnd, +4 AC,
creature. -4 armor check penalty, 20% spell failure
The bulkiness and thickness of the suits, as well as the
metal fittings, require the heavy armor proficiency to don 15–19 +3 save vs. poison, 1d4 acid dmg/rnd, +3 AC,
without penalty and insulate their wearers from all gas -3 armor check penalty, 15% spell failure
damage while whole. In addition, the suits are enhanced
to provide protection from acid and freedom of movement 20–24 +2 save vs. poison, 1d6 acid dmg/rnd, +2 AC,
to counteract the slow effect of the noxious fumes. -2 armor check penalty, 10% spell failure
Unlike armor, however, the suits were not constructed
to withstand the rigors and stress of combat, and take 25–29 +1 save vs. poison, 1d8 acid dmg/rnd, +1 AC,
non-bludgeoning and non-crushing damage equal to that -1 armor check penalty, 5% spell failure
dealt to their wearers (the suits take only half damage
from bludgeoning and crushing damage). 30+ Suit destroyed. Full effects of fumes and acid.
A punctured suit retains the freedom of movement Freedom of movement ceases.
enhancement but leaves the wearer vulnerable to some
effects of the gas, the effects increasing with every 5 points
of damage the suit takes. The enhancements fail completely the wearer only has a 3-round air supply before the effects
if the suit is reduced to 0 hp, destroying it (a suit has 30 of suffocation begin (See PFRPG Core Rulebook).
hp). If the connecting air hose is significantly punctured,

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113
Due to the bulkiness of the suits, a character can wear safely. This is by design, and can be run a number of
light armor under them without additional penalty, but ways if you want to maximize the surprise and impact of
only the greater armor bonus of the two applies. the hidden creatures that lurk in the mist, especially the
As soon as the first PC puts on a suit, two others must deception of the returning mohrg.
man the pump to provide him with air. Roll for initiative You can split the players into two groups and place
TALESKING

and begin tracking the number of rounds it takes for the them in separate rooms until the mohrg makes his
PCs to activate the door controls in area 12. appearance, at which point the table can be recombined
The Air Pump: The pump requires a two-man team to and the attacks both inside and out run concurrently.
properly operate, each crewman working one end of the Alternatively, careful word choice, clever timing, and
OF THE MOUNTAIN

seesaw of the bellows handle to provide clean, fresh air to deceptive descriptions can fool even the most suspicious
the workers wearing the suits. A stout hose (AC 7+ suit party, allowing you to keep all party members at the same
wearer’s Dex modifier; hardness 3, 10 hit points) runs table without splitting them up.
from the pump and into a socketed recess on the wall, It is suggested that you wait until the suited PCs are on
feeding the other end of the 150-foot-long coiled hose on the return trip after operating the door lock. As the belker
the far side of the airlock. Working the pump also clears prepares to make its appearance inside, let the pump
the poison gas from the airlock in two rounds. Without operators reach their own conclusions as the inner door
MIDGARD

pumping, suits only have 3-round air supplies. opens and the concealed mohrg knocks on the glass. Even
the players of the returning characters might assume their
11. The Airlock Chamber trial is over and you are wrapping up the events! At this
point, if the pump operating characters are fooled, stay in
To protect the upper chambers from the spread of the
initiative and roll for the belker and mohrg.
deadly gas, the dwarves built a failsafe into this door. The
Continual flame spells provide illumination to the
outer door can only be unlocked and opened from the
light stones. The coiled air hoses stretch to 150 feet, but
outside, while the inner door can only be unlocked and
three of the hoses that lead off into the chamber have
worked from inside the airlock and the greater chamber.
been severed. The oppressive, cloying dampness weighs
HALLS

They are constructed so that only one door can be open at


heavily on those in the chamber, and visibility is severely
any time, and from different locations, in order to prevent
hampered, as per the fog cloud spell.
sabotage. A series of four consecutive successful DC 55
The jumbled mess on the floor makes the entire
Disable Device checks can change these failsafes.
chamber difficult terrain. In addition, a number of
obstacles spring up at random intervals, threatening
12. The Poisoned Chamber the safety of the workers as well as the vulnerable suits
Once the PCs make their way through and beyond the protecting them. The following hazards act in many
airlock, read or paraphrase the following. ways like traps, although they are consequences of the
environment and were not deliberately set. Most of these
events can affect flying PCs as well. Any attacks that deal
The chamber beyond the airlock is littered with the
piercing or slashing damage to a character deals an equal
remnants of previous mining operations. Visibility is
amount to the suit (see the Airtight Suit Damage sidebar).
extremely limited due to the green, poisonous vapor,
Add events to create drama and tension, but avoid killing
although many light stones provide ample, if muted,
a PC with a hazard.
illumination. Several air hoses are neatly coiled near the
door. Creaks, screeches and other unusual, unidentifiable
Rusted Equipment Collapse CR 1
noises resonate throughout the chamber. Mining carts,
torn and jagged rails, rusted lanterns, picks, shovels, and Type mechanical; Perception DC 25; Disable Device DC 15
hammers all lay in scattered disarray, pitted and useless. EFFECTS

Trigger location; Reset None


Effect Atk +10 melee (2d6, jagged metal); multiple targets
Running the Airlock (first target in each of two adjacent 5-ft. squares)
Players do not like to split the party, and they might
Rolling Rocks CR 2
take extreme measures to magically circumvent lack of
breathable air, no communication, impenetrable double- Type mechanical; Perception DC 25; Disable Device DC 27
locked doors, acidic fumes, deadly poisonous vapor, and EFFECTS

the slow effect of the gas, just to keep the group from Trigger location; Reset None
splitting up. However unlikely, groups who concoct such Effect Atk +10 melee (2d6, rock);
solutions should reap the rewards of such innovation
and be fairly allowed to proceed. For those without such Jagged Rail Shifts CR 1
resources, you must deal with a split party, as there are
Type mechanical; Perception DC 26; Disable Device DC 25
only two suits available to enter the dangerous chamber

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EFFECTS Table 5-4: Machinery Mishap!
Trigger location; Reset None
Effect Atk +10 melee (2d6/ x3, jagged metal) D6 Event

Rocks from the Ceiling CR 2


1–2 Detached hose! Air supply is interrupted. A DC
Type mechanical; Perception DC 25; Disable Device DC 25 15 Dexterity check replaces the hose in its socket.
EFFECTS

Trigger touch; Reset None 3–4 Leak! The imbalance causes one bellow to rip,
Effect multiple targets (all targets in two adjacent 5-ft. disrupting the mechanism until repaired. A
squares, 3d8, rock) mending or make whole spell immediately repairs
the damage. Otherwise, patching a bellow
Released Winch Chain CR 2 requires 1d6 rounds of work.
Type mechanical; Perception DC 20; Disable Device DC 23
5–6 Jam! The device jams, requiring a DC 20 Strength
EFFECTS
check to dislodge the bellow handles before
Trigger Location; Reset None
operation can continue.
Effect multiple events (tripping and melee attack); Atk +15
melee touch (trip), Atk +15 melee (2d4+2, rusted chain)
If the tripping attack succeeds, a +4 bonus applies to the The Fiends in the Fog (el 10)
spiked chain attack because the opponent is prone.
After the PCs traverse the poisonous gas chamber and
The Control Panel: The control panel that operates the operate the lever to unlock the door, they must again
adamantine doors in the Upper Halls stands at the back navigate the treacherous terrain back to the control room.
of the chamber. Many complicated levers and switches Emphasize the claustrophobic confines of the damp suit,
adorn the pitted and rusted interface. Some of these the unusual noises that echo throughout the chamber, and
levers and switches power the airship dock functions, the oppressive mist that conceals it all.
release pressure in the Upper Halls chimneys, and control Perception checks in this environment are fruitless, due
several lifts and rails that are in areas too damaged for to the concealment of the gas, but the characters quickly
the controls to affect anything. A DC 17 Perception become aware of a belker that makes its home in the mist.
check locates a series of pictograms that identify the It attacks when the lead character reaches the middle of
proper door mechanism, which can be discerned with the room on his return trip.
a DC 12 Wisdom check. The rusted lever requires a DC
17 Strength or Disable Device check. Shifting the lever Belker CR 6
unlocks the doors in the halls above.
hp 68; Bestiary 2
The Air Pump: The characters operating the pump do
not have an easy time of it, either. Operating the antique
Tactics
pump is incredibly strenuous work, and a PC can only
work the pump for a number of rounds equal to his During Combat The belker attacks in a blur of wings,
Constitution score before he begins to tire. Once a PC claws, and teeth, attempting to rip and tear the
pumps for a number of rounds equal to his Constitution protective suit in order to use its smoke claws ability.
score, he must make a DC 15 Constitution check at The belker attacks while solid until the suit takes
the beginning of his next turn to continue pumping. If a total of 15 points of damage (from its attacks or
he fails, he takes 1d6 points of nonlethal damage and environmental hazards), at which point it assumes
becomes fatigued. Eliminating the nonlethal damage also smoke form and enters the suit, using its smoke claws
eliminates the fatigue. ability to rend the character within.
Thereafter, he must make a check every 5 rounds, and
Morale The ravenous belker attacks until destroyed.
each additional check increases the difficulty by +1. If a
fatigued PC continues pumping and fails a second check, While the suited PCs deal with the smoky menace
he becomes exhausted and can no longer pump. A PC within area 12, the PCs left in the control room (area
who rests for 10 rounds can resume pumping as though 10), hear the inner airlock door open. A suited creature
he had pumped for 0 rounds. shuffles through the inner door, closes it, and with a
In addition, the machinery is altogether unreliable, gloved hand taps on the porthole glass, motioning to open
and every 2d4 rounds a mishap occurs, creating a few the outer door. Hide as best you can that this creature is
moments of havoc (for three-character parties, roll once not one of the PCs returning to the airlock.
every 3d6 rounds; for parties larger than six, roll every This creature is all that remains of a human tomb
1d4 rounds). All of these events halt airflow until they are robber who entered this chamber weeks ago in search of
addressed and corrected. riches. When he was attacked, his friends at the pump
abandoned him. Slain by the belker, the poisonous mist of
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the chamber infused him with a foul sentience, rising as Beyond the doors is a once magnificent chamber, now
a morhg that now inhabits the suit. The cunning morhg ruined by the earthquake and the ages. Brotherhood
attempts to trick anyone outside into letting him out of symbolism adorns every surface, from the intricately
the airlock, tapping patiently on the glass but allowing the carved pillars to the massive dais and throne that
remnants of the fog and a subtle turn of his helmeted head dominate the north wall. The floor of the chamber is
TALESKING

to conceal his true nature. His suit currently has 15 points constructed of alternating black and white marble tiles in
of damage, calculated as appropriate on the table above. a disorienting checkerboard arrangement.
In addition, this particular morhg is immune to the Posted just above eye level along the periphery of
acid effects of the fog. Because the morhg’s undead the room are more than two dozen stations—each a
OF THE MOUNTAIN

existence is so inexorably tied to the suit he wears, he colorful, framed mosaic depicting some allegorical or
suffers no ill effects from wearing the suit, but he does metaphorical lesson to members of this secret society. The
gain the suit’s armor bonus to Armor Class. six embossed pillars do not support the arched ceiling of
the room, but rather stop just short of the ceiling, each
Morhg CR 8 topped with a flickering orange flame. Two large statues
flank a passageway leading away from the chamber
AC 29, touch 14, flat-footed 25 (+6 armor, +4 Dex, +9
toward a smaller set of adamantine doors otherwise
MIDGARD

natural)
matching those leading into the room.
hp 91; Bestiary 1

Tactics This chamber was originally designed as the upper


throne room for the dwarven kings, but over the years,
During Combat The morhg uses it slam attack
the successive rulers’ devotions to their secret society
exclusively, as its paralyzing tongue is blocked by the
transformed the chamber, until the Brotherhood
helmet. When the suit takes a total of 30 points of
completely took over the rooms and suites. Members of
damage, it falls apart, allowing the morhg the use of his
the Council of the Old Masters then sat upon the throne
tongue attack.
HALLS

to address members of the Brotherhood. Chunks of


Morale The morhg attacks until destroyed. If the toppled pillars and fallen ceremonial sconces riddle the
characters defeated the forsaken guards, traversed floor and lie scattered about, making the entire room
the treacherous airlock, overcame the threats of the difficult terrain.
poisonous chamber, and manipulated the controls Most of the treasures here decayed beyond value
found there, the adamantine doors above are unlocked. long ago, although five golden curtain rods and various
The secrets they conceal await. golden vessels, silver badges, engraved cups, golden
chains, and other gaudy Brotherhood paraphernalia lie
scattered about. The rods are worth 100 gp apiece and the
PART III: paraphernalia is worth a total of 2,000 gp.
THE GRAND LODGE The Mosaic Stations: A total of 33 delicately designed
OF THE OLD MASTERS tiled mosaics adorn the walls. Framed in gilded settings,
each mosaic is approximately 3 feet square and labeled
When the PCs return to the Great Hall, they find the
with a golden plaque beneath. The tiled pictures depict
adamantine doors to the Grand Lodge are now unlocked,
allegorical scenes of dwarven life, mythology, and legend,
although with the structural damage of the earthquake, it
with each selection filled with symbolism and obviously
takes a DC 20 Strength check to swing them open.
important posturing of the subjects’ actions within. The
entire dwarven lifespan is depicted, with each subject
The Great Doors growing in knowledge, wealth, age and adornments as the
These doors and the Grand Lodge chambers beyond mosaics progress.
are enhanced with a forbiddance effect (CL 15th) and These mosaics metaphorically depict the 33 degrees
are sealed against all planar travel into or within the on the Path to Illumination. Some of the more important
chambers, including all teleportation spells, plane shifting, degrees are described here, but feel free to add additional
astral travel, ethereal travel, and all summoning spells. descriptions if your players seem curious.
Such effects simply fail. The Well is exempt from this
1st Degree: A naked, blind, and crippled dwarven child
effect. The alignment restriction effects long ago faded
wanders through a dark, smoldering cave clutching a blunt
away, and all may now pass freely.
chisel and broken hammer. A light shines far in the distance.
32. The Receptory (cr 12) 5th Degree: A young dwarven smith holds a pair of
metalworking tongs in denial away from his body, while
When the PCs open the adamantine doors, read or
his other hand clutches a golden medallion within the
paraphrase the following.
flames of a hot forge. Several blindfolded dwarves stand

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5
beside, threatening the smith with bared axes. corresponding first with “3” and then “4” as their answer.
Doing so opens the door and maintains the stasis on
17th Degree: Clad in rich red robes lined in white fur, a
the criosphinxes. Failure to do so properly animates the
dwarf stands before a set of silver doors. A scroll lies at his
creatures, who immediately attack.
feet. His gloved left hand holds a key placed within one
A DC 25 Linguistics check properly interprets
door, while his right hand thrusts a large book into the
the symbols as numbers, as do either read magic or
fires of a flaming pillar adjacent to the doors.
comprehend languages. The numbers are arranged in the
21st Degree: A dwarven stonemason stands atop a following manner.
massive pillar, constructing a nearly-complete statue of
a king out of stone blocks. An intense fire burns from Table 5-5: Riddle Grid
within the statue, and the dwarf is preparing to trowel
mortar into the final opening and place the last stone. The
16 3 2 13
mason’s apron and gloves are dirty with labor.
33rd Degree: A dwarf with eyes and hair ablaze with the 5 10 11 8
fires of knowledge is seated on a throne before a set of fully
open silver doors, a shattered pillar in ruins about his feet. 9 6 7 12
He holds a silver chisel and a golden hammer and wears a
golden plate across his chest composed of 16 squares, each 4 15 14 1
carrying a numeric symbol (the plate matches the shield
guardian amulet worn by Bartholomeus).
The tiles are raised about 1 inch above the floor. When
stepped on, a tile lowers level with the floor and clicks,
The Guardians and springing back up when released. If the correct answer
the Riddles They Keep is given in proper sequence (“3,” then “4”), all tiles lower
flush with the floor and the doors swing open, resetting
Two large stone statues flank a passageway leading to a
only when the doors close automatically a minute later. If
set of tarnished doors. The statues are sculpted in white
at any point an incorrect tile is pressed (either on the first
marble as great perching creatures with winged leonine
step or any subsequent steps), the character making the
bodies and rams’ heads. They stare forward, mute and
erroneous step must succeed on a DC 22 Fortitude save or
stoic. On the floor between them is a slightly raised
become attached to that tile, immobilized, for 1d4 rounds.
4-foot-by-4-foot grid composed of 16 tiles, each 1 foot
The character can act normally but cannot move from
square and displaying a single esoteric symbol.
his position by any means short of a miracle or wish spell.
The statues are actually criosphinxes in a special stasis
Even attempting to remove his footwear does not free the
that keeps them inert and ageless until their protections
character of his immobilization.
are required. They guard the doors leading into the
If an incorrect answer is given, allow the party DC
Council Chambers. When anyone approaches within 10
25 Perception checks to detect a subtle change in the
feet of the statues, the criosphinxes awaken. Their eyes
criosphinxes. Those who succeed can take part in a
and mouths open, ablaze with fire, and they speak the
surprise round as normal, while those who fail are
following riddle in tandem in a dated dwarven dialect.
surprised when the criosphinxes attack.
“One by one in fives and threes, brothers pass through
If the PCs defeat the sphinx guardians, the squares reset
strange degrees. When flesh and blood fail but the spirit
but the doors do not open. The sequence of grid events
remains, which degree must all someday obtain?”
repeats (including the immobilization effect), resetting
When they finish the riddle, the criosphinxes’ eyes
after two incorrect tiles are depressed, until the correct
and mouths close and the symbols on the grid begin to
answer is given.
glow with a faint light similar to that of the criosphinxes’
mouths and eyes. In addition, the pillars flanking the
Sphinx, Criosphinx (2)  CR 11
adamantine door beyond burst into flame.
The floor grid contains a magic square of 16 digits, Male Sphinx, Criosphinx
arranged so that, with careful intuition, all columns, rows, N Large magical beast
four-square diagonals, and corners add up to 34. To cross Init +2; Senses darkvision, low-light vision; Perception +12
this threshold, the PCs must correctly guess the answer to DEFENSE
the riddle. In a secret society where the highest degree a AC 24, touch 11, flat-footed 22 (+2 Dex, -1 size, +13
living member might obtain is the 33rd, it stands to follow natural)
that the next rank—the one obtained by all when “flesh and hp 129 (10d10+60)
blood fail but the spirit remains”—is death, the 34th degree. Fort +13, Ref +10, Will +7
In order to open the door without incident, the PCs Defensive Abilities fortification
must first correctly interpret the symbols on the grid,
equating them with numbers, then step on the symbols
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OFFENSE the Illuminated Brotherhood. If the disc is removed and
Spd 30 ft., fly 60 ft. (poor) placed in the circular recess, a pillar springs into existence
Melee 2 claws x2 +15 (1d6+16), gore +16 (2d4+16/19- and the doors open for as long as the pillar remains.
20/2)
Space 10 ft.; Reach 5 ft. The Secret Room (EL 4)
TALESKING

Special Attacks swooping sharge, stasis


The secret door to this room is a missing 5 foot section
Spell-Like Abilities speak with animals (constant)
of wall replaced with a mimic in a stony form. Allow
STATISTICS
the PCs to make Perception checks against the mimic’s
Str 27, Dex 14, Con 21, Int 16, Wis 16, Cha 15
Disguise skill (+13) to realize something unusual about
OF THE MOUNTAIN

Base Atk +12; CMB +21 (+23 Bull Rushing); CMD 33 (35
the texture of the wall. The mimic attacks only when
vs. Bull Rush, 37 vs. Trip)
someone approaches this specific section of wall to search
Feats Improved Bull Rush, Improved Critical (Gore),
or investigate.
Power Attack, Skill Focus (Intimidate), Weapon Focus
(Gore)
Mimic CR 4
Skills Bluff +12, Fly +3, Intimidate +18, Perception +12,
Stealth -2 hp 52; Bestiary 1
MIDGARD

Languages Common, Sphinx


SPECIAL ABILITIES Tactics
Fortification (Ex) The stone-like nature of the sphinxes During Combat The creature attacks with its slam to adhere
allow them a 25% chance to ignore any additional to any nearby victims. It then attempts to crush them.
damage from a sneak attack or critical hit, taking only
Morale The ravenous mimic fights until killed.
normal damage instead.
Freeze (Ex) These sphinxes have a special stasis ability The room the mimic protects took a heavy pounding
that holds them in an inert statue form until a creature from the earthquake. Once a comfortable library and
HALLS

submits an incorrect answer. lounge for discussion of the path to Illumination, it is


now little more than a trash-strewn room destroyed by
Swooping Charge (Ex) On a charge, deal double damage
a partially collapsed ceiling and the passage of too many
with gore, triple if flying and drop at least 20 ft.
years. The crumbled remains of rotten furniture litter
the floor and most of the books here long ago decayed
33. The Antechamber beyond worth.
Once the PCs make it past the criosphinxes and enter the A mosaic depicting barred doors is flanked by flaming
room beyond their riddle, read or paraphrase the following. pillars crafted into the floor, and was damaged only
minimally in the earthquake. In addition, a bureau
contains a Brotherhood Codex (see Dwarves of the
Like the floor of the Grand Lodge, the antechamber is
Ironcrags Gazetteer) with spells up to 4th level, as
tiled in a checkerboard pattern. Six pillars once rose from
appropriate for the campaign.
the floor here, although only five still stand, all stopping
short of the ceiling and flaming with a continuous fire.
The walls are heavily draped in red velvet curtains
34. Chamber of the Old Masters (el 12)
flecked with gold dust that might once have formed This was once the chamber where the six founding council
discernable pictures. The banners hang like shrouds from members of the Illuminated Brotherhood met with
golden rods and chains. their brethren. As old age set in, the founders and their
Fallen stone blocks litter the floor and appear to have followers sought immortality for the masters, and the great
crushed several rows of stone pews. Three large, raised craftsman Bartholomeus constructed the golden clockwork
steps lead to a set of stone doors engraved with silver and receptacles that would house the souls of the dwarves.
gold symbols of the tools of the craft of the Brotherhood, After several centuries, newly illuminated Masters
such as the trowel, the hammer, the chisel, and the book. slowly took over the secret society, and the Old Masters,
These doors are not flanked by the usual flaming pillars. as they were then known, became mere ornaments.
Neglect and the corruption of the mountain weighed
upon them, senility crept into their preserved minds,
These stone doors (leading to area 34) are protected
and their souls soured. Only Rabscuttle, smuggled
by an arcane lock cast by a 10th level caster. Carefully
away by the Stonethrower Clan, escaped this fate. The
chiseled in the stone tiles before the door is a small, coin-
new Silent Masters barred this chamber, locking in the
shaped recess, engraved with a depiction of the flaming
founders and repeating a cycle of history begun by the
pillar. The circular recess is inset into the middle of a
Old Masters themselves.
larger, 2-foot square indention in the floor. The key to
When the PCs open the doors to this chamber, read or
opening this door lies in the mnemonic fobs carried by
paraphrase the following.
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5

Beyond the doors stretches a large, circular chamber. A expression, and suddenly bellows in Terran: “The Old
massive stone well sits in the center of the room, filled with Masters call and the Old Mountain answers.”
a dark glittering dust of finely ground granite. An ill-formed The earth elemental here is more lethargic and cryptic
arm, composed of the fine grit, rises from the center of the than Rygar, the behir oracle encountered in Eye of
well, holding aloft a simple golden bowl. Past this unusual Grajava (see page 78). Its initial attitude is indifferent,
setting, a stepped platform leads up to an immense carved and regardless of character efforts, its attitude does not
and curved stone podium. Golden plaques engraved with improve (although failed checks can make its attitude
esoteric script appear evenly spaced on the face of the dais. worse). Answers to any questions the PCs ask seem
disconnected and disinterested. The elemental speaks
with a similar tone and inflection as the behir, although
The pervasive corruption of the Old Masters taints this
more monotone and with no emotion. Possible questions
once sacred chamber, which is under the effects of an
and their answers follow. The elemental speaks only in
unhallow spell. The unhallow spell has a bless spell tied to
Terran, although it understands Dwarven.
the site, further bolstering the Old Masters.
On the Tremors and Aftershocks: “The mountain
shudders as the messenger says, “There is much
The Well and the Golden Bowl (EL 5) corruption in the heartsblood of Rygar. A graven image
A DC 25 Knowledge (religion) check recognizes the with corruption in its belly stands there, where the
Golden Bowl as an offering plate, and a DC 15 Perception sickness has taken form.”
check reveals some small crumbs of gold dust settled at On the Sacrifice of the Teardrop: “You mistake the
the bottom of the receptacle. The well itself radiates strong symptom for the disease. The sickness is rooted deep in
conjuration magic. Placing gems or uncorrupted valuable my heartsblood. It tears flesh from me for its womb of
metals worth at least 100 gp in the bowl causes it to sink infernal gold and it would be born into your world.”
into the earth and summon a large earth elemental. What On the Location of the Heartsblood: “Betwixt blood
happens next depends whether the PCs have already of earth and liquid air.”
properly sacrificed the Teardrop. On the Fate of the Old Masters: “The Old Masters
were locked away behind hard doors and cold stone, their
Already Sacrificed souls left to sour.”
The elemental gives similar cryptic references to the cult’s
If the Teardrop was already properly sacrificed, the
machinations and idolatry in the Heartsblood Forge, but it
earth elemental speaks to the PCs with the authority
speaks of little else. Once the PCs run out of questions, the
of the Spirit of the Mountain. It stares forward without
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119
elemental settles back into the well without a farewell. The As long as at least one PC thoroughly investigates the
earthquake tremors subside for the next 48 hours. dark podium or succeeds on his Perception check, read or
paraphrase the following.
Not Yet Sacrificed
TALESKING

If the Teardrop remains intact, or if the PCs sacrifice Several slumped forms lie crumpled and battered on the
corrupted ore here to summon the elemental, the Spirit of dark floor behind this raised podium. Each form looks
the Mountain, as well as this messenger, remain corrupt. like Rabscuttle, dismantled again, with gears and cogs
The arm holding the bowl suddenly and violently lashes scattered in disarray around it. The gearforged bodies
out, tossing the bowl at the nearest PC (or one at random smoke slightly, as if recently burned.
OF THE MOUNTAIN

if several are close to it). The arm has a +12 bonus on this
attack and deals 2d8+7 points of damage if it hits.
Once one of the PCs stands adjacent to one of the
The following round, the elemental arises as a move
fellforged, their gears and flywheels suddenly spin to life,
action and attacks anyone within reach for 5 rounds.
and the creatures quickly rise. Any PC who can see the
Once summoned, the elemental attacks the party
fellforged can make a DC 25 Perception check to act on
ferociously, lamenting in Terran the “greed and path
the surprise round (the round the Old Masters stand up).
MIDGARD

of selfishness” taken by the PCs for refusing to calm


The fellforged speak to one another in harsh metallic voices
the disquiet of the tremors. The elemental is obviously
in a forgotten secret language (comprehend languages
hostile at this point, but it can be made indifferent with
or tongues allow PCs to understand that the fellforged
successful Diplomacy checks (remember to take into
are coordinating their tactics). Although they share the
account the limited time the PCs have).
construction and form of Rabscuttle, these creatures burn
with a blackness and seep a dark oily miasma—a sour
Large Earth Elemental CR 5
malevolence felt palpably throughout the chamber.
hp 68; Bestiary 1 Unlike the fellforged sometimes found in the back
alleys of the Gear District of Zobeck, where errant wraiths
HALLS

Tactics sometimes find discarded clockwork bodies to inhabit,


the Old Masters are the result of centuries-old dwarven
Morale If the PCs properly summon the earth elemental
souls in stoutly-forged clockwork bodies slowly souring
and it remains indifferent toward them, or if they
with the progress of eons. Specially constructed as they
summoned it with cursed metal but made it indifferent
are to house the spirits of the dead, these fellforged frames
through Diplomacy, the elemental helps them fight off
hold trapped souls cursed with an immortality and
fellforged attacks (it cannot leave this area, though). After
an imprisonment they cannot escape. The orichalcum
5 rounds, or once the elemental is defeated, it settles back
present in their gears and flywheels, along with the
into the well, at which time the stone arm recovers the
oppressive call of the mountain’s corrupting radiation,
bowl and returns to its state of rest. The elemental can be
twisted these once-proud beings into hateful, spiteful
re-summoned with another donation, at which point it
creatures willing to destroy even their own bodies to see
reappears with its full complement of hit points.
life extinguished.
If a PC picks up the bowl, the arm reforms as before, sans The only means of separating the spirits from their
the bowl. At some point in the next 24 hours, though, when receptacles is through powerful turning attempts,
the PC isn’t paying attention, the bowl suddenly fades from which expel the spirit from the clockwork but leaves the
his possession and reappears here as before. sour soul free to roam as a wraith. Even reducing their
Regardless of how many times the PCs summon and bodies to 0 hit points does not free the souls from their
defeat the elemental, grant them experience only for the mechanical prisons; they merely lay motionless, forever
first time they do so. trapped in cursed gears.
The unhallow spell in the chamber gives the Old
The Council Podium (EL 12) Masters a +2 deflection bonus to AC against attacks made
by good-aligned creatures and a +2 resistance bonus on
The immense stone podium rises some 8 feet from the
all saving throws made against effects created by good-
floor and is carved out of the solid rock of the mountain.
aligned creatures. In addition, the Old Masters are under
Two stone steps lead up to the front of the podium, and
the effects of a bless spell, granting them a +1 morale
a set of stairs provides entry behind from each end. If the
bonus on attack rolls.
PCs ascend these stairs onto the podium, they can make
opposed Perception checks (against +11 Stealth bonus
Fellforged, Dwarven Old Masters (5) CR 5
of the fellforged) to see several slumped forms in the
shadows of the structure. The bodies of the fellforged lay hp 53; Midgard Bestiary, p. 48
here, inert, behind the cover of their old officiating dais,
until the presence of the living awakens them from their
unquiet rest.
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5
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 Gearfitter 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 briefly, and he becomes
suddenly stoic, well spoken, and wise. He can recount the
history of the Old Masters and how their power among
their followers was usurped by the Silent Masters, who
took over the Brotherhood. Locked in this dark chamber,
the 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 final locking of the clockwork gates. It was he who
Tactics used flaming pillars in the sealing ceremony, which at
During Combat The Old Masters attack furiously, once became a powerful symbol to the dwarves who knew
utilizing tactics to support one another with flanking of the significance of these objects. He imparts knowledge
and close to attack with their violent escapement of the mountain’s history, the cryptic clues not gained by
ability and touch attacks. One fellforged purposefully the party from the earth elemental, or hints to a particular
summons the Spirit of the Mountain’s incarnation with problem or reward. Use Rabscuttle to fill in any holes in
a fistful of corrupted gold gears, causing the berserk the party’s knowledge of the history of the complex or the
elemental to attack randomly for 5 rounds. preceding events, before he reverts to his senile old self
and forgets the entire episode.
Morale The Old Masters, so disdainful of this existence,
now hate life and fight until destroyed.
40. The Lower Brotherhood Lodge
Wraiths (5) CR 5 The area from Room 40 and beyond is left undefined to
allow you to customize as you feel appropriate. These
hp 47; Bestiary 1
suites were once the royal lodgings for the upper citadel,
but as the authority of the kings gradually shifted to
Tactics loyalty to the secret society to which they belonged, the
During Combat Once expelled from their clockwork chambers were yielded to the group and modified into use
bodies, the wraiths seek to drain the life force of nearby by the Illuminated Brotherhood.
combatants with their Constitution drain ability. The rooms should reflect this opulence, but can be
inhabited by any creatures you see fit to include. If you
Morale These miserable souls fight until their sad
lack the time or inclination to customize, leave the
existence finally ends. Evenly spaced behind the
chambers as they are—decaying former residences, dusty,
podium stand six stone seats, corresponding to the
cold, and abandoned.
six gold plaques on the face of the dais, although only
five of the sitters are here. The plaques are written in
an archaic form of Dwarven, and even a dwarf needs
Concluding the Adventure
to make a DC 15 Linguistics or Intelligence check to The Golden Bowl is the ultimate purpose for the PCs to
understand them. Each plaque bears a name with an undertake the perilous journey into the Grand Lodge, and
often long and grandiose title. once they arrive and receive answers to their questions,
their work here is done. Fighting the Old Masters is not a
necessary event, although it is a likely one.
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CHAPTER 6:

Heartsblood Forge
TALESKING

By Dan Voyce, with Simon Clements & Michael Furlanetto

In the ruins of the Upper Halls, clearing rubble and of a slaughter. Numerous forsaken lie dead in a room
OF THE MOUNTAIN

extracting the dead slowly continues. Two unfortunate containing a water-rise. The survivors provide precious
facts soon become apparent. First, many people seem few clues, but as the PCs make to depart, they once again
to have simply vanished, their bodies and many of their meet an old opponent. The ghost of the journeyman
possessions gone. Second, more than one colonist was gearworker they slew earlier appears and tempts them to
killed not by falling stones, but by a cut throat. When the quit their errand and leave. When the PCs refuse, they are
PCs exit the Grand Lodge, if they are not careful, they too beset by several hidden fellforged.
MIDGARD

might find their throats in jeopardy. Descending through the water-rise, the PCs must
overcome several guardians at the entrance gate to the
Adventure Background Heartsblood Forge complex and work their way through
the new home of the Mammonite cult. Along the way,
The soul of Rygar, its beating heart and pounding blood,
they encounter a vampire noblewoman who they can
can be found in the blazing depths of its oldest smithy.
make into an ally if they choose to parley.
Here, Grajava forged the alliance between the dwarves
They can also recover the account books of the cult,
and the mountain, sealing the covenant with creations of
which reveal the names of its supporters. Bragollach,
the Prime Forge, forgeworks imbued with Volund’s power.
once their ally in her dwarven disguise, stricken mad by
Built around liftgas-impregnated water and magma
HALLS

Mammon’s avarice plague, now opposes their progress


that sparkled with traces of adamantine, the forge
through the complex in her true, draconic form.
combined divine might and the raw energies of the Spirit
At last, the PCs reach the Prime Forge, where they must
of the Mountain to create potent artifacts. It was among
deal with an incarnation of Mammon himself.
these craftsmen that the organization later known as
the Illuminated Brotherhood first took shape, and they
feel the forge’s loss as an unforgivable affront. Mammon, PART I:
meanwhile, considers it the perfect venue for his rise to
power—a symbolic and literal corruption of Rygar’s soul,
THE UPPER HALLS
enslaving it for the glory of Hell. The truth behind the missing residents and slit throats
By this point, the PCs should know that Mammon is the lies with the cult of Mammon. Many of the Mammonite
root of all their woes. They might have freed the Spirit of cultists quietly retreated to Heartsblood Forge even
the Mountain and learned the truth behind the forsaken, before the earthquake, and the rest disappeared in the
but the dragon Bragollach has fallen to corruption and ensuing chaos. They took with them every speck of
the cult of Mammon has quietly gathered enough cursed cursed orichalcum in the Upper Halls, killing anyone who
orichalcum to draw its master into the world. Of course, refused to part with it. If the PCs still carry any of the
things might not have gone quite so smoothly. If the tainted mineral, they too receive a visit from the cult.
PCs were unable to sacrifice the Teardrop at the Forge
of the Fire Blessing, the mountain remains corrupted A Grim Tithing (el 1)
and Mammon is poised on the brink of victory. The
Charged with recovering all cursed metal from the Upper
party might need an alternative location to sacrifice the
Halls is a gilded devil who calls himself Mr. Purse. If
Teardrop or an opportunity to steal it back from the cult.
the PCs carry even a single coin of orichalcum, they
Either way, the cult’s headquarters is the natural target.
receive a visit from him shortly after returning to the
Upper Halls, following their actions in Grand Lodge of
Adventure Synopsis the Old Masters. Two cultists of Mammon and a pair of
The PCs are pressed into service once more. If the party chain devil bodyguards he calls Mr. Cuff and Mr. Bridle
carries so much as a single piece of orichalcum, it is beset accompany Mr. Purse. All three devils are disguised in
by a group of devils and Mammonites intent on claiming winter garb and voluminous cloaks, and the kytons carry
every bit of the cursed metal to summon their archdevil backpacks filled with chains.
master. If the party carries no orichalcum, no devils find The PCs spot Mr. Purse and his entourage at work while
them to start—the PCs are more likely to find the devils. traveling to and from the Lodge of the Old Masters. This
The PCs descend into the Lower Halls, where they is a good opportunity to bring back enemies who survived
pass through the Trochil Gate and come upon the site previous battles, replacing the generic guardsman cultists
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6
Tactics
During Combat Mr. Cuff and Mr. Bridle throw down
their packs on the first round and use the contents for
their chain dancing ability. They attempt to trip and
disarm their enemies.
Morale Unwavering in their dedication, the chain devils
fight to the death. On the other hand, if Mr. Purse
recovers orichalcum and departs, the kytons make a
fighting withdrawal.

Mammon Cultist CR 8
Male Human cleric 8/rogue 1
LE Medium humanoid (Human)
Init +6; Senses Perception +4
DEFENSE

AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)


hp 74 (9d8+18)
Fort +7, Ref +6, Will +10
OFFENSE

Spd 20 ft.
Melee light mace +8/+3 (1d6/2)
Ranged dart +8/+3 (1d4/x2)
Special Attacks scythe of evil for 4 rounds (1/day), sneak
attack +1d6
Cleric Spells Prepared (CL 8th, +6 melee touch, +8 ranged
touch):
with Hronagar Corpsegrinder or Sebastian Ufastis from 4th—cure critical wounds (DC 18), divine power, images
“Roots of Madness” (see page 59 and 58), Jorunn of great wealth (DC 18), rainbow pattern (DC 18), unholy
Flintknapper or Tanya Hrovitz from “Eye of Grajava” (see blight (DC 18)
page 67), or Vanessi and her thugs from “Dark was the 3rd—bestow curse (DC 17), blindness/deafness (DC 17),
Night” (see page 36 for Vanessi). glyph of warding (DC 17) (on purse - see Cupidity
Mr. Purse is not interested in killing the PCs, only domain, page 146), mother stone (Deep Magic, page 208),
acquiring their orichalcum. If they cached it, he uses protection from energy
divinations and spying to find it. If one or two PCs carry 2nd—cure moderate wounds (DC 16), hold person (DC 16),
the metal on their person, he attacks them as soon as he hypnotize (DC 16), owl’s wisdom, shatter (DC 16)
can catch them alone. If this fails, he tries kidnapping a 1st—bless, command (DC 15), cure light wounds (DC 15),
PC or NPC to bargain for it. entropic shield, protection from good, sanctuary (DC 15)
0 (at will)— detect magic, light, read magic, stabilize
Mr. Purse, Gilded Devil CR 8 STATISTICS

Str 10, Dex 14, Con 12, Int 13, Wis 19, Cha 8
hp 95, Midgard Bestiary, p. 33
Base Atk +6; CMB +6 (+8 Disarming); CMD 18 (20 vs.
Disarm)
Tactics Feats Combat Casting, Combat Expertise +/-2,
During Combat Mr. Purse opens with betrayal of riches Improved Disarm, Improved Initiative, Toughness +9,
and invokes liar’s largess if he’s been able to trick anyone Weapon Finesse
into accepting a gift. Skills Acrobatics +5, Bluff +7, Climb -3, Diplomacy +11,
Escape Artist +3, Fly -1, Intimidate +7, Knowledge (local)
Morale If Mr. Purse recovers all the orichalcum the PCs
+7, Knowledge (religion) +7, Ride -1, Sense Motive +9,
carry, he departs soon thereafter, leaving the kytons and
Spellcraft +8, Stealth +9, Swim -3
cultists to make a fighting withdrawal. Otherwise, he
Languages Common, Infernal
fights to the death for Mammon.
SQ aura (Ex), cleric channel negative energy 4d6 (2/day)
(DC 13) (Su), devil, envy variant channeling (±2 Profane),
Mr. Cuff and Mr. Bridle, Kyton (2) CR 6
hell’s corruption (4 rounds) (7/day) (Su), spontaneous
hp 60; Bestiary 1 casting, trapfinding +1
Combat Gear dart (12), blue whinnis poison (1 dose),
potion of cure moderate wounds, scroll of obscuring mist,
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Other Gear light mace, masterwork breastplate, boots of Interrogation: If the PCs capture a cultist, see the
the winterlands, bag of holding I (containing 500 gp), coin Interrogating a Cultist section in the Dwarves of the
of the miser (see Appendix A, page 145), holy symbols Ironcrags Gazetteer. Perhaps more easily, the PCs can
of Mammon, copper masks of Mammon, 100 gp in a bag simply cast speak with dead on a cultist’s corpse.
protected by wealth ward (blast glyph, DC 17)
TALESKING

Rabscuttle: Since the earthquake, Rabscuttle


SPECIAL ABILITIES
intermittently mutters, “My heartsblood is tainted by
Aura (Ex) The cultists have an aura of evil and law. infernal ash. They see my brothers naked in bronze at the
silent room…”
Cleric Channel Negative Energy (Su) 4d6 (2/day) (DC
OF THE MOUNTAIN

13) The cultist scan channel negative energy to injure The Spirit of the Mountain: If the PCs managed to
the living and heal the undead. summon and converse with the Spirit of the Mountain
at the end of Lodge of the Old Masters, it gave them a
Hell’s Corruption (Su) (4 rounds) (7/day) Touch attack
significant clue to the cult’s location. If your players seem
inflicts -2 save vs. your spells
frustrated by the confusing and cryptic answers provided,
Scythe of Evil (Su) for 4 rounds (1/day) A melee weapon allow their characters to make DC 17 Intelligence checks
you are holding becomes unholy for a clue.
MIDGARD

Dwarves: Any surviving dwarf from the Golden Citadel


Tactics can direct PCs to Heartsblood Forge: descend the Great
During Combat The cultists try to stay between the Stair, go through the Lower Hall, and take an elevator
majority of PCs and the devils, as a first line of defense. down the water-rise. The hall is the site of the main
forsaken encampment, but there have been no incursions
Morale As long as at least one devil remains in the fight,
into the Upper Halls for some days. The refugees hope
the cultists fight to the death. Otherwise, they attempt
this means the forsaken have suffered at least as much as
to retreat or, if the way is blocked, surrender.
themselves in the quake.
HALLS

Treasure: Mr. Purse wears an untainted golden necklace


adorned with precious stones worth 1,000 gp, three
sapphires each worth 250 gp, and 250 gp in untainted
PART II:
coins. He also wears a glove of storing used to quickly THE LOWER HALL
grab cursed orichalcum and carries a pair of tarot
cards from a deck of illusions: the Queen of Swords
AND THE TROCHIL GATE
and Seven of Staves. Located some way below the Upper Halls, the Trochil
Gate was the citadel’s original entrance. Less prestigious
Once More Unto the Breach than the Upper Halls, the gate nonetheless served as a
busy hub for miners, trappers, merchants, and traders.
The party might already be pursuing the cult on their
The gate was sealed by the Brotherhood during the
own, but if they need a nudge in the right direction, either
abandonment and remains closed and warded to this day.
Clovis or one of the NPCs from Roots of Madness can act
For the last few months, a forsaken army has used it as a
to spur them on. These patrons have nothing but gratitude
staging ground.
to offer the PCs at this point, although they can impress
The door from the Great Stair leads into a stepped
on reluctant characters the need for a final resolution.
cavern, with each step about 10 feet higher than the last.
The PCs can uncover the location of the Mammonite
The rotting remains of carts and cargo dot the floor,
base in various ways. The most likely sources of
alongside debris created by forsaken and chunks of
information are summarized here.
fallen rubble.
Divination: Both Volund and the Gear Goddess The entire area is under the effects of a desecrate
consider the cult’s activities a heresy to be stamped spell, which confers a –3 penalty on turn undead
out, and no god wants Mammon’s avatar loose in the checks throughout the Lower Hall. All undead also
world. Clerics of those two deities who attempt to divine gain a +1 profane bonus on attack rolls, damage rolls,
the cult’s headquarters find their divination spells are and saving throws.
automatically successful and unusually clear.
Illuminated Brotherhood: The Brotherhood longs to
LH1. Mule Paddocks
see the cult removed from Heartsblood Forge. If neutral The lowest level was used for unloading caravans and
or friendly toward the party, the Brotherhood might contains corrals that once held pack mules and ponies, as
simply tell the PCs where to find the cult. well as the mechanism to turn the Trochil Gate.

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6

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LH2. The Trochil Gate LH6. The Water-Rise (EL 14)
This area is under the effect of a guards and wards spell Liftgas-impregnated geysers thunder upwards like reverse
(CL 20th; PFRPG Core Rulebook). Fog obscures all waterfalls. The southern shaft is blocked by a cave-in, but
sight: A creature within 5 feet has concealment, while the northern one remains open. An elevator platform
TALESKING

those farther away have total concealment. In addition, a moves on a toothed track, powered by the water-rise and
creature has a 50% chance of going the opposite direction controlled by wheels and levers on the platform.
he wants to at every intersection. The open, northern shaft leads to Heartsblood Forge.
A marvelous feat of ancient artifice, the Trochil Gate Although the lift itself is functional, the machinery to
is one of the great engineering wonders of the world. A power it has recently been sabotaged (see Down The
OF THE MOUNTAIN

central shaft turns orichalcum walls that control access to Water-Rise, page 128).
the citadel, herding visitors to the Lower Hall, to beneath
The Fate of the Fallen: The PCs’ initial examination
a guard station for questioning, or into a dead-end laced
of the room reveals more graffiti like that seen near
with traps and murder holes. The door is strong enough
the Hearthforges (see Roots of Madness) and, more
to resist a dragon’s breath or the battering of a storm giant,
importantly, the bodies of forsaken scattered throughout
and the tons of orichalcum used in its creation make
the hall, along with a few live ones huddled about.
MIDGARD

the gate priceless. Despite centuries of forsaken attack it


As the PCs approach their destination, though, they
shows only the slightest damage.
notice the unpleasant smell of something rotting mixed
The Trochil Gate (hardness 20, 960 hp; Break DC
with the acrid stench of smoke and burnt meat. Read or
60) has no lock. Nonetheless, the door is currently
paraphrase the following.
immoveable, the great cogs that drive it damaged beyond
The Lower Hall has become a charnel house. Every
repair.
space is scattered with bodies, wreckage, or smoldering
fires. Something has torn the forsaken army into bloody
LH3. The Pillars of Law chunks.
A carved dwarven face stares imperiously down at Only a handful of living forsaken huddle here, and they
HALLS

visitors as they approach the entrance, which is flanked by clutch numbly at the bodies of their former comrades,
Rygar’s Pillars of Law. White runes on black stone make seemingly oblivious to the presence of the PCs. The
the citadel’s laws plain to all who approach, magically forsaken thoroughly desecrated this area before they were
translating their words for visitors. slaughtered and it radiates a moderate aura of evil and
Soldiers once watched from behind the eyes of the necromantic magic. The dark souls of many derro still
dwarven face, and the mouth serves as a murder hole to inhabit their corpses, and these pitiful creatures exist now
dispatch boiling lead onto approaching enemies. The arch, as allips.
pillars, and face are all covered by a thick layer of ice. PCs can investigate unmolested, at least until they
attempt to leave (see A Deal with the Devil, below).
LH4. Cablecart Station Allow the PCs to make a variety of skill checks in order to
discern what happened. Table 6-1 explains various skills
This area is under the effect of a guards and wards spell
and the information PCs can uncover using them.
(CL 20th). Read or paraphrase the following.
Questioning the Forsaken: Interrogating the survivors
requires a Diplomacy or Intimidation check to pierce
A huge iron wheel and the remains of thick steel cables
their shock and insanity. A DC 27 check coerces a
dominate this chamber, which once opened to the air but
survivor to mutter in Dwarven, “The gold came alive and
has since partially collapsed and is blocked by ice.
took them into the dark, where the mother croons and
From here, cable carts once trundled up and down
the gibber soothes. Father Gold is coming soon, she sang
the mountain on toothed tracks, raised and lowered by
from our bones.”
engines connected to the Shank far below the mountain.
A DC 32 check forces a survivor to cry out in Dwarven,
“Demons with golden faces! The shining juggernaut! They
took everything and flew down to Hell on a fountain of
LH5. The Ore Exchange blood. Yellow blood for the golden god! I’m faithful and
was spared!”
Ore, finished goods, cattle, and foodstuffs were all traded
Speak with dead provides similar results, but each
here. The auctioneer’s podium leads into an office and
question has a cumulative 10% chance of conjuring forth
storeroom, then out to the water-rise.
an allip from the body.
A Deal with the Devil: As the PCs finish their
investigations and turn to leave, an old adversary reveals
himself. The ethereal face and familiar sly smile of the
gearworker journeyman the PCs slew in the halls above

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6
Skill DC Result 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
Heal 20 The bodies are all forsaken. They
stepped into the world. When the heat-haze passes, the
were slaughtered around the time of
deal-making PC vanishes, appearing back at the alley in
the earthquake.
Zobeck where the party first encountered Rabscuttle.
As well as possible consequences to his alignment and
25 They were burned with magical mortal soul, the PC automatically gains a geas to stay away
fire and torn apart by a large beast. from Mount Rygar and a tattoo of Mammon’s symbol over
Some victims were finished off his heart. Devils gain a +4 bonus on attack rolls against the
with weapons. PC, and the same bonus on save DCs on magic item effects,
spells, spell-like abilities, and supernatural abilities they use
19 The PC thinks he hears whispering, on the PC. A devil gains a +4 bonus on caster level checks
Perception but cannot make out its source. made to penetrate SR against the marked creature.
The Devil Spurned: PCs who refuse the journeyman’s
23 Faint whispering emanates from the offer encounter the cult’s second line of defense—a group
mouths of several corpses. of fellforged that have tried to stay concealed near the
water-rise, cloaked in deeper darkness and silence spells.
25 The character is affected by the These fellforged vaguely resemble Rabscuttle and the Old
babble ability of an allip (BESTIARY Masters, but their bronze features have a devilish cast and
3 p.12 ). their bodies gleam as though newly forged. Tenebrous
vapors lick around their gaping clockwork mouths and
Survival 20 Here are several boot prints from every joint and gear comes a frightful shrieking, as if
(with Track) belonging to a Medium creature, as each movement caused the creatures utter agony. As if in
well as signs of a large clawed beast. answer to their cries, shadowy allips start to rise from the
open mouths of corpses all around the PCs.
27 The beast was a Large quadruped The area is under the effects of a desecrate spell, which
moving somewhat clumsily, as if confers a –3 penalty on turn undead checks throughout
encumbered. the Lower Hall. All undead gain a +1 profane bonus on
attack rolls, damage rolls, and saving throws. Thanks to
Sense Motive 20 The surviving forsaken are in shock. the desecrate spell, the undead in this chamber all gain
additional hit points (included in the hp totals below).

Journeyman’s Spectre CR 5
glides into view from the darkness. His spectral body still
bears the wounds dealt to him. He holds up his ghostly hp 52; Bestiary 1
hands and says, “I come in peace. We should talk. How
are my murderers today?” Fellforged (10) CR 5
The journeyman is here to tempt the PCs, promising
hp 53; Midgard Bestiary, p. 48
great rewards if they abandon their quest. Ultimately, only
SPECIAL ABILITIES
you know what might truly tempt the PCs, but the offer
These fellforged are possessed by allips rather than
amounts to a wish for each PC. If you are lost for ideas,
wraiths. They lack the Constitution damage ability and
one of the following might be appropriate.
instead have the following.
• Return a companion or loved one to life.
• Reveal a long-hidden secret or piece of lost lore. Screeching Gears (Su) Allip-occupied fellforged
constantly shriek and pipe in a frightful cacophony. All
• Feed the entire population of the Upper Halls and
living creatures within 30 feet must make a DC 15 Will
provide everything required for them to survive until
save at the start of the combat. Characters who fail are
spring.
shaken for 2d4 rounds.
• Gain the services of a regiment of infernal legionaries
• Gain the character’s weight in gold Tactics
• Gain a permanent +10 bonus on Profession (gambler) During Combat The fellforged advance on the PCs
or Appraise checks. from the direction of the water rise and enter melee as
• Gain 13 years of prosperity for the character’s family, quickly as possible. Allips rise up from forsaken corpses
home city, or other group. at the rate of 1d6 per round, until 24 allips have risen. If
• Gain a promise that Mammon will undo one misfortune a fellforged’s possessing spirit is exorcised, another allip
(as per wish spells) for the character if called upon. takes its place next round (assuming any allips remain).

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Morale Fearless in undeath, all of these foes fight until PART III:
final doom befalls them.
HEARTSBLOOD FORGE
Down the Water-Rise: The southernmost column of
Heartsblood Forge stands at the mountain’s spiritual
the water-rise is blocked by rubble from the earthquake,
heart, above a churning sea of magma known as the Well
TALESKING

but the other remains clear. Water blasts upwards around


of Fire. Once home to master smiths and Illuminated
the elevator, which is docked at this level. A series of
Brothers, the cult of Mammon now defiles its sacred
wheels and levers on the platform control its ascent and
forges, crafting unholy symbols and infernal artifacts.
descent, but activating them merely produces screams of
The walls and floors in Heartsblood Forge are made
tortured machinery. The fellforged sabotaged the platform’s
OF THE MOUNTAIN

of superior masonry. Unless otherwise noted, all doors


mechanism and the lift does not work without repairs.
are unlocked iron doors. Most are decorated with brass,
Fixing this machinery is a complex skill check that
bronze, copper, and steel. The walls are periodically set
requires six successes before three failures. Each check
with glass pots containing immature cavemoss, which
requires 1 round and subjects the character to attacks of
give off shadowy illumination throughout the entire
opportunity. Both pieces of machinery are damaged, so
chamber. Many cavemosses have outgrown their jars and
PCs can work in two groups to get the gears operational.
dust the ground below with luminous spores. Infernal
MIDGARD

Three failures result in the machinery becoming


prayers echo through the corridors, mixing with the
permanently unusable.
rhythmic clunk of machinery and an occasional tortured
The following skill checks (at the list DCs) can be used
scream. All Perception checks are made with a -4 penalty.
to repair the machinery: DC 25 Craft (clockwork), DC
The entire forge area is under a desecrate effect (CL
30 Disable Device, or DC 25 Knowledge (engineering).
15th), cutting off its divine connection to Volund.
If the party lacks all these skills, they cannot repair the
Everywhere but area HF16 radiates faint evil.
machinery except through magic (see below).
Speaking Tubes: Each of these wall-mounted racks,
Plundering a fellforged corpse (requires a DC 15
labeled in Dwarven, connects to a specific room. The
Perception check and 1d6 rounds) provides extra
speaking tubes consist of two flared bronze funnels (one
HALLS

materials to work with, granting a +2 circumstance bonus


for speaking, one for listening) attached to segmented
on any one check. In addition, a PC who makes a DC
pipes running through the walls. A cork-mounted whistle
20 Knowledge (engineering) check can elect instead to
can be inserted into the speaking tube to alert a room to
grant a +2 circumstance bonus on the next two Craft
incoming messages. PCs can use speaking tubes to make
(clockwork) or Disable Device checks made by allies. A
Perception checks into the location each tube connects.
DC 18 Perception check reveals one of the removed pieces
Steam Pipes: The forge is dotted with thin metal pipes
of machinery nearby, which grants a +4 circumstance
(hardness 6, 4 hp) carrying liftgas steam. Puncturing
bonus on the next Craft (clockwork) or Disable Device
a steam pipe creates a 20-foot radius cloud of scalding
check, but there are only two pieces to be found.
steam that obscures vision as fog (20% miss chance) and
Magic can make this process much easier. A mending
deals 1d4 hp fire damage per round.
or make whole spell counts as an automatic success as
The steam dissipates in 2d4 rounds.
do analyze device, animate construct, and repair metal
Steam Whistles: These inverted cups mounted on
spells (see Deep Magic or the Zobeck Gazetteer). With a
stems scream shrill notes (and puffs of steam) when their
successful DC 15 Craft (clockwork) check to create the
chains are pulled. They are loud enough that one can be
correct part, a fabricate spell can also create a success.
heard from anywhere in the forge area (no Perception
Development: Once repaired and activated, the
checks necessary).
platform descends at a speed of 1 foot per round. The
platform’s controls can pause this journey but not reverse
Steamblast Trap CR 7
it. If the PCs are unable to fix the machinery they must
find another way of navigating the 100-footdeep shaft. Type mechanical; Perception DC 25; Disable Device DC 35
The Climb DC is 27. A deep pool at the bottom of the EFFECTS

shaft cushions any fall. Treat any fall as 20 feet shorter Trigger touch; Duration 2d4 rounds; Reset Automatic (1
than it actually is to account for the cushioning effects of minute)
the water below. Effect scalding steam (10-ft radius below grate), 3d6/round
for 2d4 rounds, DC 21 Reflex save half damage.

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129
129
Sounding the Alarm that this noise means there is food or an intruder nearby.
If the alarm is raised (via steam whistle or shrieker)
most cultists make for HF13. Urzana and Palnitoke
HF2. Main Gate (EL 13)
secure HF10 and HF12, while groups of eight Golden If the PCs navigate the fungus patch without setting off
TALESKING

Guardsmen take up positions at the entrance and the shriekers, read or paraphrase the following. If they
outside the Prime Forge. The main gate is closed and the do raise the alarm, the ettin is alert and looking for them
mechanism dismantled by redcloak kobolds, trapping the through the bars, while the kobolds have their crossbows
PCs within. cocked and ready to fire.
As soon as she becomes aware of intruders, Bragollach
OF THE MOUNTAIN

goes looking for the PCs. She stalks the corridors calling
Giant bronze lanterns flank the entrance to Heartsblood
out for them to show themselves. If she or other cultists
Forge, its rune-carved arch edged in silvery metal. The
locate the PCs and make the location known, a third unit
points of a raised portcullis are visible above the doorway.
of eight Golden Guards moves to corral the characters
between their tower shields and the dragon’s maw.
The runes above the gate read, “From faith and
MIDGARD

HF1. Base of the Water-Rise (EL 3) heartsblood comes the glory of our people. Work well,
crafter.” A steam whistle is mounted by the entrance. The
The base of the water-rise is a mass of thundering
lanterns shed bright light in a 30-foot radius.
geysers. The platform the PCs ride comes to rest level
Pacing this chamber is an ettin in gleaming golden
with a corridor covered in mold and giant mushrooms,
armor. A pair of redcloak kobolds sit astride dogmoles
shuddering from the constant impact of water. The floor
and, in contrast to the giant, they sit neatly at attention,
of the shaft is 15 feet further down, filled with churning
their eyes glitteringly alert. The kobolds try to keep
water to a depth of 10 feet.
their back to the lanterns but still suffer a –1 penalty on
There are actually two exits from this area. In addition
Perception checks because of the brightness.
to the obvious exit, a hidden egress exists. Below the
HALLS

corridor, half-concealed by spray, a small barred opening


Ghrysigor CR 12
leads into the slag pits. It’s visible only on a successful DC
32 Perception check. Male goldveined fiendish ettin
In addition to Perception checks, PCs can learn a little CE Large humanoid (giant, evil, earth,extraplanar)
more about their immediate area by succeeding at a DC Init +3; Senses darkvision (60 feet), low-light vision;
20 Knowledge (dungeoneering), which reveals that some Perception +13
of the giant mushrooms in the area are actually shriekers. DEFENSE

A DC 30 Perception reveals the noise of machinery and AC 22, touch 8, flat-footed 22 (+6 armor, -1 Dex, -1 size,
what sounds like the grunting of a pig. +8 natural)
Finally, a character who succeeds at a DC 20 Survival hp 89 (10d8+26)
check uncovers numerous boot-prints and a few animal Fort +10, Ref +3, Will +6
tracks weaving through the carpet of fungus. Many people Defensive Abilities 50% chance to ignore a critical hit; DR
have passed this way, and they all took the same narrow 10/good, 5/magic, and 5/silver or gold, Resist cold 15, fire
path. Further, if the PC makes a DC 25 Survival check, he 15; Immune confusion; SR 15
also sees that the most recent tracks are metallic or metal- OFFENSE
shod feet heading toward the water-rise. Spd 30 ft.
Moving through the shriekers requires a steady nerve Melee 2 flails +15/+10 (2d6+9/x2)
and careful estimation of distance. The first character Ranged javelin +10/+5 (1d8+6/x2); or masterwork net +15
through must make a DC 20 Acrobatics check and a DC Space 10 ft.; Reach 10 ft.
25 Perception check to avoid setting them off. Special Attacks smite good (1/day)
Subsequent characters can follow in his footsteps Spell-Like Abilities
and need only make the Acrobatics check. A character 1/day—rusting grasp
who succeeded at the DC 20 Survival check gains a +5 3/day—for the love of money (DC 13)
circumstance on his Acrobatics check to navigate the area STATISTICS

and need not make a Perception check, even if he is the Str 23, Dex 8, Con 15, Int 6, Wis 10, Cha 13
first one through. Base Atk +9; CMB +16 (+18 Overrunning); CMD 25 (27
Shrieker: This human-sized purple mushroom emits a vs. Overrun)
piercing sound that lasts for 1d3 rounds whenever there Feats Cleave, Combat Reflexes, Exotic Weapon Proficiency:
is movement or a light source within 10 feet. This shriek Net, Improved Initiative, Improved Overrun, Iron Will,
makes it impossible to hear any other sound within 50 feet. Power Attack
The sound attracts nearby creatures that are disposed to Skills Acrobatics -4, Appraise +11 Climb +3, Escape Artist
investigate it. Some creatures that live near shriekers learn -4, Fly -6, Handle Animal +8, Intimidate +5, Perception

130
130
6
+13, Ride -4, Stealth -8, Swim +3 armor, magic missile, true strike
Languages Giant, Kobold 0 (at will)—acid splash, daze (DC 11), mending, message,
SQ superior two-weapon fighting (Ex) disrupt undead, ray of frost, touch of fatigue (DC 11)
Combat Gear javelins (×2), masterwork net; Other Gear STATISTICS

flail, masterwork breastplate Str 10, Dex 17, Con 12, Int 11, Wis 10, Cha 16
SPECIAL ABILITIES Base Atk +6; CMB +5; CMD 18
Feats Elemental Focus: Fire, Eschew Materials, Mounted
Fatal Bequest As he dies, Ghrysigor vomits forth 10
Archery, Mounted Combat, Point Blank Shot, Precise
gold-tainted gold pieces.
Shot, Rapid Reload: Light Crossbow, Vital Strike
For the love of money (Sp) (DC 13)As a standard action, Skills Fly +5, Handle Animal +8, Perception +9, Ride +15,
Ghrysigor can make a gaze attack that requires one Stealth +11
target to pass a Will save or become unable to harm Languages Draconic
Ghrysigor for 1 day. The target also attempts non-lethal SQ armor training 1 (Ex), draconic heritage: red dragon
methods to defend Ghrysigor if the save is failed. (Fire)
Gear +1 light crossbow, masterwork lance
Smite Good (1/day) (Su) +0 to hit, +13 to damage.
SPECIAL ABILITIES

Superior Two-Weapon Fighting (Ex) Ghrysigor fights


Draconic Heritage: Red Dragon (Fire) +1 damage per die
with a flail or javelin in each hand. Because each of
for [Fire] spells.
his two heads controls an arm, he does not take a
penalty on attack or damage rolls for attacking with two Light Sensitivity (Ex) dazzled as long as they remain in
weapons. bright light.
Before Combat Ghrysigor paces restlessly before the Magic Claws (Su) (4 rounds/day) Magic Claw attacks
doors. He bullies lower ranked cultists passing in or deal 1d4 damage.
out.
Vital Strike standard action: x2 weapon damage dice.
During Combat In the first round he makes an off-hand
throw with his net, then switches to 2 attacks per round Dogmole Mounts (2)
with his flail. He uses smite good on any obviously good
hp 19, Midgard Bestiary p.35 These mounts are combat
opponent.
trained.
Morale If reduced below 20 hp, Ghrysigor retreats
through the archway and activates the portcullis. Then Tactics:
he moves to the nearest steam whistle to sound the
Before Combat The redcloak riders cast mage armor
alarm.
before their guard shift, giving them an AC of 20. If
they become aware of the party, they cast flame arrow
Redcloak Riders CR 7
and gravity bow in that order. Finally, they will cast
Male Kobold fighter 3/sorcerer 6 mirror image.
LE Small humanoid (reptilian)
During Combat The riders use scorching ray against
Init +3; Senses darkvision (60 feet); Perception +9
fighter-types for 4d6+4 fire damage due to their red
DEFENSE
dragon heritage, and use their crossbows against more
AC 20, touch 14, flat-footed 17 (+4 armor, +3 Dex, +1 size,
lightly armored targets- especially spellcasters. They
+2 natural)
move and vital strike if necessary, otherwise double-
hp 51 (3d10+6d6+9)
attacking with their rapid reload. Remember they get a
Fort +6, Ref +6, Will +6
+1 to hit within 30 feet.
Defensive Abilities bravery +1; Resist fire 5
Weakness light sensitivity Morale If Ghrysigor is downed, or they are reduced to 15
OFFENSE or less hit points, the redcloak riders flee through the
Spd 30 ft. door, drop the portcullis and sound the steam whistle.
Melee masterwork lance +8/+3 (1d6/x3)
Each round, make a single DC 0 Perception check for
Ranged +1 light crossbow +11/+7 (1d6+1/19-20/x2)
the Golden Guardsmen in area HF3, with a total penalty
w/gravity bow and flame arrow: (1d8+1 + 1d6+1 fire)
of –11 on their check (–4 for two sets of closed doors, –3
Special Attacks Magic Claws (4 rounds/day)
for distance, and –4 for the environmental effects of the
Sorcerer Spells Known (CL 6th, +7 melee touch, +10
Heartsblood Forge area).
ranged touch):
Treasure: Ghrysigor is covered with gaudy jewelry
3rd (3/day)—flame arrow
worth 1,000 gp. A pouch at his belt holds the key to the
2nd (5/day)—mirror image, resist energy, scorching ray
Doorkeeper’s Chamber (HF4), two potions of reduce
1st (7/day)—burning hands (DC 13), gravity bow, mage
person, and four cards from a deck of illusions (Nine
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131
of Staves, Page of Staves, The Chariot, and Four of Cleric Channel Negative Energy 2d6 (2/day) (DC 11)
Pentacles). One of the kobolds has a coin of the miser (Su) The golden guardsmen can channel negative
(copper, see Appendix A). energy to injure the living and heal the undead.
Touch of Evil 2 rounds (5/day) (Sp) With a melee touch
HF3. Guardroom (EL 11)
TALESKING

attack, target is sickened and counted as good aligned


A steam whistle is mounted on a pipe opposite the door to for the purpose of [Evil] spells.
this chamber. This room houses the Golden Guardsmen.
Touch of Law (5/day) (Sp) A d20 roll becomes 11.
There are always eight Golden Guardsmen on duty, ready
to respond to trouble. If any major NPCs escaped the PCs Group Gear one guardsman in each unit of eight carries
OF THE MOUNTAIN

earlier, one of them waits here, eager for a rematch with a caster’s shield instead of his tower shield, imbued with
the party. scorching ray (CL 9th). Each unit also carries scrolls of
dispel magic, divine power, and zone of truth.
Golden Guardsman (8) CR 5
Before Combat Golden guardsmen cast their defending
Male Human cleric 4/fighter (phalanx soldier) 1/ranger 1 glyphs prior to combat. If more than one round
LE Medium humanoid (human) is available to prepare, Golden Guardsmen take a
MIDGARD

Init +0; Senses Perception +10 move action in formation toward their foes and use
DEFENSE their standard action to cast defensive spells in the
AC 23 (25 from shield wall), touch 10, flat-footed 23 (25) following order: magic weapon, shield of faith, and
(+9 armor, +4 shield +2 shield wall) protection from good.
hp 57 (2d10+4d8+18) with DR 5/piercing from defending
During Combat Golden Guardsmen typically fight in
glyph
two ranks of four. The second rank reinforces the first
Fort +10, Ref +3, Will +6 (shake it off Fort +14, Ref +7,
with cure spells, hold person, and spiritual weapons or
Will +10)
longbow attacks, and stand ready to replace wounded
HALLS

OFFENSE
comrades in the front line. The second rank does
Spd 20 ft.
not hesitate to drop their bows and move into melee
Melee masterwork yrident +8 (1d8+3/x2)
combat. If a spellcasting opponent makes himself
Ranged composite longbow. (Str +2) +5 (1d8+2/x3)
known to the cultists, those in the second row focus
Special Attacks touch of evil 2 rounds (5/day)
their attacks and spells at the spellcaster.
Spell-Like Abilities touch of evil 2 rounds (5/day), touch of
law (5/day) Morale Convinced of their superiority and assured
Cleric Spells Prepared (CL 4th, +8 melee touch, +5 ranged their sacrifices buy them prestigious afterlives, golden
touch): guardsmen fight to the death.
2nd— align weapon, defending glyph (already cast, Deep
Magic, page 154), hold person (DC 14), spiritual weapon HF4. Doorkeeper’s Chamber
1st— cure light wounds (DC 13) (x2), magic weapon,
A steam whistle is mounted on a pipe opposite the door
protection from good, shield of faith
to this chamber. The door is locked (Disable Device DC
0 (at will)—guidance, light, resistance, virtue
35), but Ghyrsigor has the key. When the PCs open the
STATISTICS
door, read or paraphrase the following.
Str 16, Dex 10, Con 14, Int 12, Wis 15, Cha 8
Base Atk +5; CMB +8; CMD 18
Feats Quick Draw, Shake It Off, Shield Wall, Toughness +6, This room is buried under layers of tarnished armor,
Weapon Focus: Trident filthy clothes, discarded food, and other rubbish. Here
Skills Diplomacy +6, Intimidate +8, Knowledge (religion) and there, an item of gold or silver sparkles amid the
+9, Perception +10, Sense Motive +9, Survival +9 detritus. An ancient-looking forge-hammer, locked
Languages Common, Infernal between the lips of a hideous stone face of a decrepit
SQ aura (Ex), cleric channel negative energy 2d6 (2/day) female elf apparently growing out of one wall, dominates
(DC 11) (Su), cleric domain: Evil, cleric domain: Law, the treasures of this room.
favored enemy: humanoids (Human) (+2 bonus) (Ex),
envy variant channeling (±1 Profane), spontaneous
A rack of speaking tubes connects to HF6, HF10, HF12,
casting, track +1, wild empathy +0 (Ex)
HF13 and HF14.
Combat Gear arrows (20), Other Gear masterwork
The stone face’s jaws are locked tight around the
trident, composite longbow (Str +2), full plate, tower
hammer, with a wail of the banshee trap upon it that
shield
activates if anyone not of LE alignment touches the
SPECIAL ABILITIES
hammer. The noise automatically alerts Ghrysigor (HF2),
Aura (Ex) The golden guardsmen have auras of evil the golden guardsmen (HF3), and Bragollach.
and law.
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132
6
Wail of the Banshee Trap CR 10 This room counts as a very hot environment (CORE
RULEBOOK 444). Immersion in molten metal deals 20d6
Type magical; Perception DC 37; Disable Device DC 37
hp fire damage per round, followed by 10d6 damage for 3
EFFECTS
rounds after exposure ends.
Trigger touch; Reset Automatic
The machinery here is non-magical and is being guided
Effect (wail of the banshee, 17th-level wizard, DC 23
around by a kyton using chains and pulleys that crisscross
Fortitude save negates); multiple targets (up to 17
the 20-foot high ceiling. The web of chains provides
creatures)
partial cover to the devil. A DC 25 Perception check is
Treasure: A DC 19 Perception check reveals a Large
needed to reveal its presence. There are enough chains for
masterwork repeating heavy crossbow with (5) sleep bolts
the devil to attack characters anywhere in this room and
(as sleep arrows) and (5) +2 unholy bolts. The hammer on
up to 20 feet beyond the doorways.
the wall is Masterstrike, an ancient relic of Volund.
Kyton CR 6
Relic: Masterstrike
hp 60; Bestiary 1
NG intelligent +2 holy returning throwing warhammer
Int 17 Wis 10 Cha 17; Ego 17
Senses darkvision 60 ft., hearing
HF6. Assembly Room (EL 6)
Communication speech; Languages Celestial, Dwarven, This workshop is dedicated to the production of
Sylvan, Terran constructs based on Rabscuttle’s blueprints. The cult plans
Lesser Power craft (anything) +13; assists user on craft to unleash a horde of fellforged on the Upper Halls—a
rolls golden army to accompany Mammon’s avatar into battle.
Purposes craft masterwork items, protect Heartsblood A central table is surrounded by elaborate machinery and
Forge workbenches filled with bronze and steel parts. Several
Dedicated Power spell-like ability 3/day—true strike dozen kobolds are crammed in here and hard at work,
busy assembling some kind of construct. On the wall
Unless the PCs appear to be cultists, Masterstrike
opposite the entry is a speaking tube connected to HF4.
immediately pleads for help. Once in the hands of a PC,
it demands proof the character is not in league with
Kobolds (35) CR 1/4
Mammon, requiring either a Bluff or Diplomacy check
opposed by Masterstrike’s +3 Sense Motive. The promise hp 4; Bestiary 1
of killing cultists grants the PC a +2 bonus on his check, Treasure: Scattered around the workshop are 10 sets
but if he fails to at least attack the next cultist found, of masterwork artisan’s tools and a pair of goggles of
Masterstrike attempts to dominate him. minute seeing. Pinned to one wall are etchings taken from
If unconvinced, it attempts to dominate its wielder as Rabscuttle’s schematic pillar in Bartholemeus’ lair.
often as possible. Stashed in the kobold tunnels are silver nuggets worth
Masterstrike has the solemn demeanor of an ancient a total of 2,000 gp, a gold coin of the miser, and three cards
pontiff and often quotes Volund’s teachings. It can provide from a deck of illusions (Strength, Five of Cups, Six of
PCs with details of the forge’s layout (including HF16) Pentacles).
and history. Masterstrike claims to have been wielded by
Grajava herself and to have forged the Prime Forge from HF7. The Army of Bronze and Gold
the mountain’s fiery heartsblood. The forge’s desecration
This large room is devoid of furnishings or fixtures. It is
makes it burn for vengeance against Mammon’s servants.
far from empty, though.
Gleaming constructs stand in neat rows, each bronze face
HF5. Smelting Chamber (EL6) a mask of infernal wickedness. They stand at attention like
This extremely hot room contains the forge’s smelting perfect soldiers, not an inch out of alignment.
operation, which still runs perfectly to this day. As the These 30 inanimate fellforged are newly created.
PCs enter, read or paraphrase the following. Their 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 will be restored to
This workroom contains every tool, machine, and
eternal life in one of these clockwork warriors.
component required for smelting. The machinery moves
with clockwork precision and the forges glow, heated
not by coals but vents of magma. Glowing molten metal
HF8. Storeroom
pours out of buckets suspended from rattling chains and Both doors to this chamber are locked (Hardness 8, hp
into barrel-shaped vessels. Cooling molds throw steam 60; Disable Device DC 29, Break DC 30). The stone giant
into the air and waste materials are sluiced away into Anak (HF11) and the gilded devil Palnitoke (HF12) have
gratings in the floor. A steam whistle is mounted on one the keys.
of the pipes.
133
133
This room is piled high with chests and boxes spaced STATISTICS

between stacks of processed iron ore. PCs can load Str 20/24, Dex 14, Con 17/21, Int 4, Wis 13, Cha 9
themselves down with largely worthless iron and help Base Atk +4; CMB +10 (+14 Grappling); CMD 20
themselves to any kind of common equipment that costs Feats Diehard, Improved Initiative, Improved Natural
less than 50 gp. Also present are 100 newly forged holy Attack: Tentacle, Skill Focus: Stealth
TALESKING

symbols of Mammon and ten sets of cult regalia with Skills Appraise +2, Climb +22, Fly +4, Stealth +13,
gleaming copper masks. Survival +5
Treasure: Buried among the supply of bandages and Languages Undercommon
medicines are two tubs of restorative ointment, requiring a SQ fast movement +10 (Ex), quickness (Su), rage (9
OF THE MOUNTAIN

DC 20 Perception check to uncover. rounds/day) (Ex), savage grapple (Ex), strength surge +2
(1/rage) (Ex)
HF9. Jangling Cells (el 9) SPECIAL ABILITIES

Fatal Bequest If killed, the chokers vomit 5 gp of tainted


This converted smeltery is unlit, but light is visible from
gold.
HF10. Five cages dangle from the ceiling, holding captive
Grab (Ex) The chokers can start a grapple as a free action if
chokers. Another choker hunches beneath the bars of the
they hit with their tentacles.
MIDGARD

slag grate in this room, crooning soulfully at its fellows. A


Quickness (Su) A choker is supernaturally quick. It can
steam whistle is mounted on one of the pipes here.
take an extra move action during its turn each round.
Rage (Ex) (9 rounds/day) +4 Str, +4 Con, +2 to Will saves,
Kyton (2) CR 6
-2 to AC when enraged.
hp 60; Bestiary 1 Savage Grapple (Ex) Grapples always provoke AoO from
the chokers; halve grapple penalties.
Tactics Strangle (Ex) Chokers have an unerring talent for seizing
their victims by the neck. A creature that is grappled
During Combat The chain devil offers the chokers their
by a choker cannot speak or cast spells with verbal
HALLS

freedom if they kill the PCs. He lurks, hidden, in the


components.
web of gears. He can move up to four cages each round
Strength Surge +2 (1/rage) (Ex) Once per rage, add +2 to a
to bring their inhabitants within reach of a PC.
Str check, CMB or CMD.
Barbarous Goldveined Chokers (6) CR 4
Tactics
Male Choker barbarian (brutal pugilist) 2
During Combat The chokers lunge at anyone they can
CE Small aberration (earth, evil)
reach (other than Urzana, if she enters the room),
Init +6; Senses darkvision (60 feet); Perception +1
rattling their cages, thrashing, and howling. If they are
DEFENSE
released from their cages, the chokers turn on the chain
AC 15, touch 11, flat-footed 13 (+2 Dex, +1 size, +4
devil and try to kill him.
natural)
hp 55 each (2d12+3d8+25) Morale Overcome with gold lust, the chokers fight to
Fort +9, Ref +3, Will +6 the death.
Defensive Abilities 50% chance to resist a critical hit
OFFENSE HF10. Laboratory
Spd 30 ft., climb (10 feet)
Dissected corpses, bubbling solutions, and half-finished
Melee tentacle ×2 +12 (1d6+7) and constrict +12 (1d4+7)
constructs all compete for space here. Urzana uses the lab
Space 5 ft.; Reach 10 ft.
to create undead and fellforged and refine the goldvein
Special Attacks grab, strangle
plague into ever more virulent strains. A speaking tube
Spell-Like Ability (CL 4th)
connects to HF4.
1/day—charm person (DC 10), rusting grasp

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134
6
Countess Urzana Dolingen Of Morgau CR 11 SPECIAL ABILITIES

Female Human Vampire wizard 10 Blood Drain (Ex) Suck blood with a Grapple check (1d4
LE Medium undead (augmented humanoid, human) Con drain) to gain 5 hp
Init +7; Senses darkvision (60 feet); Perception +11
Bonded Object: Amulet (Su) (1/day) DC 20 + spell level
DEFENSE
to cast spells without the bonded object. Once per day,
AC 20, touch 14, flat-footed 16 (+3 Dex, +6 natural, +1
Urzana can cast any spell in her spellbook for free.
dodge)
hp 102 (10d6+50); fast healing 5 Change Shape (Su) (dire bat or wolf, beast shape II)
Fort +7, Ref +8, Will +8 Urzana can change into a dire bat or wolf.
Defensive Abilities channel resistance +4;, DR 10/
Children of the Night (Su) Call forth rats, bats or wolves
magic and silver; Immune undead traits; Resist cold 10,
as a standard action, 1/day.
electricity 10
Weakness vampire weaknesses Command Undead (Su) (6/day) (DC 19) Channel energy
OFFENSE can take control of undead.
Spd 30 ft.
Create Spawn (Ex) Opponents killed by energy drain rise
Melee slam +7 (1d4+3)
1d4 days after burial.
Special Attacks blood drain, children of the night (1/day),
create spawn, dominate (DC 21), energy drain (2 levels) Dominate (Sp) (DC 21) As dominate person spell, takes
(DC 19) standard action.
Wizard Spells Prepared (CL 10th, +7 melee touch, +8
Energy Drain (Ex) (2 levels) (DC 19) Foes hit take
ranged touch):
negative levels; Urzana gains 5 temp hp for each
5th—call of the grave (DC20, Deep Magic, page 138),
drained.
suffocating void (DC 20, Deep Magic, page 250), symbol of
pain (DC 19), wall of force Fast Healing 5 (Ex) Urzana heals 5 damage every round
4th—fear (DC 18) (×2), fire shield, ice storm if she has greater than 1 HP.
3rd—deep slumber (DC 16), halt undead (DC 17), lightning
Gaseous Form (Su) Assume gaseous form at will (as the
bolt (DC 16), ray of exhaustion (DC 17), slow (DC 16)
spell).
2nd— blindness/deafness (DC 16), command undead
(DC 16), ghoul touch (DC 16), invisibility, scorching ray, Grave Touch (Sp) (6/day) melee touch attack, shakes then
spectral hand frightens target.
1st— cause fear (DC 15), chill touch (DC 15), magic missile,
Life Sight (Su) (10 rounds/day) Blindsight 10’+ to detect
reduce person (DC 14), ray of enfeeblement (DC 15), shield
living and undead for 10 rounds / day.
0 (at will)—disrupt undead, mage hand, prestidigitation,
touch of fatigue (DC 14) Shadowless (Ex) Urzana casts no shadows and shows no
STATISTICS reflection in a mirror.
Str 14, Dex 17, Con -, Int 17, Wis 12, Cha 18
Spider Climb (Ex) Urzana can climb sheer surfaces as
Base Atk +5; CMB +7; CMD 21
though under the effects of a spider climb spell.
Feats Ability Focus: Dominate, Alertness, Brew Potion,
Combat Casting, Combat Reflexes, Disruptive Spell, Vampire Weaknesses (Ex) Certain items or actions can
Dodge, Improved Initiative, Lightning Reflexes, Scribe ward off Urzana (garlic, symbols of a sun god), while
Scroll, Skill Focus: Bluff, Spell Focus: Necromancy, Spell others destroy her (daylight).
Mastery, Spell Specialization, Toughness
Skills Bluff +20, Craft (alchemy) +14, Diplomacy +12, HF10a. Urzana’s Retreat
Intimidate +12, Knowledge (arcana) +13,Knowledge
Urzana (or rather, her servants) expended great effort
(nobility) +13, Perception +11, Sense Motive +18,
to make this chamber not just livable, but luxuriously
Spellcraft +16, Stealth +11
comfortable. Read or paraphrase the following.
Languages Common, Ankeshelian, Draconic, Nurian,
Infernal
SQ bonded object: amulet (holy symbol of the red goddess) Thick carpets and draperies obscure the stonework,
(1/day) (Sp), change shape (dire bat or wolf, beast trinkets and treasures dot the room, and the chamber
shape II) (Su), gaseous form (Su), grave touch (6/day) is dominated by a throne-like chair flanked by two life-
(Sp), life sight (10 rounds/day) (Su), opposing Schools sized statues of jackals—one made of ebony, the other
(conjuration, divination), shadowless (Ex), spider climb alabaster. Books sit on a table near the chair, beside
(Ex), specialist wizard (necromancy) which an ornate brazier sends scented smoke spiraling
Combat Gear metamagic rod of maximize, potion of inflict lazily into the air.
moderate wounds Other Gear amulet, ring of sustenance,
robe of bones
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135
Development: The Countess is a Morgau noblewoman
forced into exile after 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
TALESKING

the citadel from below, negotiating passage through


the subterranean empire of the ghouls, and has also
researched the goldveined plague and crafting fellforged
for the cult. She’s not a worshiper of Mammon, though,
OF THE MOUNTAIN

and knows she becomes expendable once the avatar


emerges from the golden idol. If the PCs find a way to
uncover this and play on it, Urzana is a potential ally.

HF11. Mess Hall (el 11 or 8)


This former smeltery was converted into a kitchen. Pots
MIDGARD

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: REFUGEE
The mess hall is run by Wynkyn, an imp with a genuine
HALLS

flair for catering. He’s assisted by Anak, a captured stone


giant. Enslaved by the cult and brainwashed long ago,
Anak obeys instructions numbly.
If the alarm has not been raised by this point, the eight
cultists are just tucking into a hot meal after an exhausting
shift in the Prime Forge, otherwise they set up to prepare
for an ambush.

Golden Guardsmen (8) CR 5


hp 57; HF3

Wynkyn the Imp CR 2


hp 16; Bestiary 1

Anak the Blind CR 8


A tiny crack here leads into the slag tunnels beneath the
complex. The crack is far too small for even Diminutive hp 102; Bestiary 1 (stone giant)
creatures to traverse, but Urzana makes use of the crack if
Treasure: Wynkyn carries a platinum coin of the miser.
she chooses or is forced to assume gaseous form.
Anak has a set of keys to HF8. Two of the guardsmen
Treasure: A DC 32 Perception check reveals the carry tarot cards from the deck of illusions, the Ace of
Empress card from a deck of illusions lodged in a crack Cups and Five of Staves.
in the corner of the room. In addition, Urzana keeps her
Development: If the fight lasts longer than 3 rounds,
spellbook in this room, which contains all her prepared
the inhabitants of HF13 hear it and come running.
spells, plus animate dead. Held within her spellbook is an
If Wynkyn is killed, Anak curls into a fetal ball. He
arcane scroll containing create undead, legend lore, stone
expects nothing but abuse from all around him and
to flesh, and tongues.
suspects a trick if the PCs try to befriend him. Anak’s
Among Urzana’s less valuable knickknacks are a jeweled
initial attitude is unfriendly, but if made at least friendly,
golden goblet worth 2,000 gp, gothic silver jewelry worth
he helps the PCs however he can. Anak knows that a spy
500 gp, and the cards Two of Cups, Nine of Pentacles,
of the Silent Brotherhood infiltrated the forge several
Queen of Staves, and Temperance. Among the reagents
months ago, hiding in a secret room, but not where the
here are three vials of blue whinnis poison and four of
chamber is or what became of him.
dark reaver powder.
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HF12. The Library (el 8) Palnitoke’s Notebook: These notes represent months of
work by Palnitoke cracking the Brotherhood’s codes and
The library’s double doors are made from petrified wood
symbols. It grants a +4 bonus on Linguistics checks made
stained with iron oxides in angular patterns of red, brown,
to figure out their messages. It also makes reference to a
and orange. Runes carved above read, “The Book is the
secret chamber somewhere in the forge, containing the
Anvil of Knowledge.” If the alarm has been raised this
“bronze schematics,” but its location is never mentioned,
door is locked (Disable Device DC 34) and protected by a
as Palnitoke has not found it.
hold portal spell cast by Palnitoke (CL 7th).
When the PCs open the door, read or paraphrase the Infernal Contracts: These scrolls of cured derro-skin
following. detail souls recently sold to Mammon. Names include
Halston the Just, Vanessi and her thugs, Sebastian Ufastis,
and Gefangak the Upstart.
Half a dozen tiny spheres float in mid-air, spotting the
otherwise dark chamber with pools of illumination. Development: Mammon demands that every copper
Beneath them, long tables are flanked by threadbare spent by his worshippers be accounted for, and it is
chairs. Shelves of petrified wood line the walls, their Palnitoke’s job to see that the cult’s labyrinthine accounts
contents quite varied—books, sheets of metal, ceramic are kept in order. Palnitoke loathes this assignment,
tablets, and the occasional mechanical object all share believing it suited to a devil of lesser ability.
space here. He continues to look for a loophole out of his contract
and might collude with the PCs if they approach him
diplomatically. His initial attitude is indifferent.
All manner of books, manuscripts, schematics, and
other materials cover the shelves, and all are treated with
unguent of timelessness. Most are written in Dwarven,
HF13. The Hall of Apprentices (el 10)
others in Celestial, Draconic, or Infernal. Few are written A door of filigreed adamantine 4 inches thick (hardness
in Common or Elvish. The floating globes shed shadowy 20; hp 160; Disable Device DC 30, Break DC 45), its
illumination throughout the room, each in a 5-foot surface carved with anvils, hammers, and other symbols
radius. The rest of the room is dark. Speaking tubes of the forge (see HF14), leads to this chamber. Runes on
connect to HF4 and HF14. the arch above read, “The finest steel begins with raw
At the far end of the room a small figure is hunched iron.” Speaking tubes connect to HF4 and HF14.
over a pile of books, making occasional tuts and If the alarm is not yet raised, the PCs can clearly hear the
exasperated mutterings. Once the PCs approach or clash of arms from within even before they open the door.
otherwise can see Palnitoke, they may make Knowledge Members of the Golden Guard are sparring here, with
(planes) checks to identify him. several cultists making bets on the outcomes. If the alarm
A silent alarm covers a 20-foot radius directly in front was raised, the cultists wait inside, ready to ambush.
of the doors and mentally alerts Palnitoke if the PCs enter
this area. Golden Guardsmen (8) CR 5
hp 57; HF3
Palnitoke, Infernal Bookkeeper CR 10
hp 95, MIDGARD BESTIARY, p. 33 (gilded devil) Tactics
Treasure: Palnitoke carries the keys to this room and Before Combat If the PCs set off the alarm in the
the ore store, and a masterwork quill made from the complex, the guardsmen line up opposite the door,
feather of a fallen angel that grants a +2 profane bonus draw their bows, and ready actions to fire upon any
on Linguistics checks to forge documents and worth 200 non-cultists who open the door.
gp. Beside him on the desk is a jeweler’s loupe and in a
Treasure: Three of the guardsmen carry tarot cards from
drawer is some unguent of timelessness. He carries the
the deck of illusion: the King of Staves, King of Swords,
tarot cards Ace, Knight, and Page of Pentacles.
and Ace of Staves. In addition, among the four of them
Three tomes in the library might interest the PCs. They
they carry 500 gp in coins.
can find these books with a DC 22 Perception check.
The Cult Accounts: A massive tome protected by the HF14. The Hall of Masters (el 14)
spells phantom trap, explosive runes, and a sepia snake
A door of filigreed adamantine (Hardness 20; hp 160;
sigil. It is written in coded Infernal, with vital portions
Disable Device DC 30, Break DC 45), its surface carved
hidden by secret page and illusionary script. A DC 32
with anvils, hammers, and other symbols of the forge
Linguistics check unravels the code. PCs can learn the
(see HF14), leads to this chamber. It is protected by
cult’s income and outgoings, an approximate tally of
an arcane lock spell that can be bypassed by touching
their total treasure, and the locations of secret chapels in
specific symbols in the correct order. Only Bragollach
several nearby realms.
and (unknown to her) Palnitoke know the combination.
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137
Runes on the arch above read, “Mastery is not the end of Fort +14, Ref +10, Will +15
the journey but the beginning.” Defensive Abilities strength of metal; DR 5/silver or gold,
Speaking tubes connect this room to HF4, HF12, and 50% chance to ignore critical hits; Immune fire, paralysis,
HF13. This room once housed the private forges of the sleep
master smiths. Bragollach claimed it as her lair recently. Weakness vulnerability to cold
TALESKING

Once the PCs enter, read or paraphrase the following. OFFENSE

Spd 60 ft., fly 200 ft. (poor), swim 60 ft.


Melee (all with 4 points of Power attack) bite +18 (2d6+25)
The walls of this richly decorated forge-room contain
or gore (armor of the geldwyrm) +18 (1d8+25), and claw
numerous niches, each housing a small forge, anvils, and
OF THE MOUNTAIN

×2 +18 (1d8+17/19-20/x2) a and tail slap +16 (1d8+25)


racks of tools. Like a golden carpet lay coins, jewelry,
and wing ×2 +16 (1d6+8)
candlesticks, statuettes, and countless other precious
Space 10 ft.; Reach 5 ft.
things spread throughout the room.
Special Attacks breath weapon (40-ft. cone, 8d10 fire,
every 1d4 rounds)
A magical trap covers the treasure pile, activating if a Spell-Like Abilities
creature other than a dragon sets foot among the hoard. At will—bless, detect evil
MIDGARD

3/day—detect gems
Golden Curse Trap CR 8 1/day—rusting grasp
Sorcerer Spells Known (CL 3rd, +18 melee touch, +14
Type magical; Perception DC 34; Disable Device DC 34
ranged touch):
EFFECTS
1 (7/day)—divine favor, mage armor, shield
Trigger proximity (alarm); Reset Automatic
0 (at will)—detect magic, disrupt undead, mending, slap (see
Effect (flesh to stone, modified to make the victim into
Deep Magic, page 239), stabilize
pyrite, CL 13th, DC 19 Fort resists);
STATISTICS

If the PCs reach this far without anyone raising the alarm Str 29, Dex 12, Con 21, Int 18, Wis 19, Cha 20
HALLS

around them, Bragollach is here. Otherwise, she prowls Base Atk +14; CMB +24; CMD 35 (39 vs. Trip)
the Prime Forge. Bragollach now wears golden armor that Feats Alertness, Critical Focus, Diehard, Improved Critical:
crawls with infernal runes and is secured so tightly that Claw, Iron Will, Multiattack, Power Attack, Vital Strike
her scales are cracked and bloody. Foam flecks her mouth, Skills Diplomacy +22, Fly +12, Heal +21, Knowledge
and bloodshot madness fills her eyes. (local) +21, Knowledge (nobility) +21, Knowledge
Bragollach is a creature of passion—and that passion (religion) +21, Perception +25, Sense Motive +25,
is avarice. Weighed down by cursed armor and driven Spellcraft +21, Stealth -3, Swim +34
mad by gold fever and Mammon’s whispering, her Languages Celestial, Common, Draconic
natural draconic greed was corrupted into a rabid belief SQ change shape (humanoid or animal, polymorph) (3/
that every precious thing in the world belongs to her. day) (Su), fatal bequest (Su), for love of money (3/day)
Bragollach’s noble nature rails against the madness, and (Ex), madness (Ex), weakening breath (DC 22) (Su)
she’s not yet beyond redemption. Gear armor of the geldwyrm
The PCs can bring Bragollach temporarily to her senses by SPECIAL ABILITIES

casting calm emotions or by success with a DC 43 Diplomacy


Breath Weapon (Su) (40-ft. cone, 8d10 fire, every 1d4
check. By using a spell, Bragollach remains in her right mind
rounds, Ref half) (DC 22) Using a breath weapon is a
for the spell’s duration, while Diplomacy calms her inner
standard action. Bragollach can use her breath weapon
turmoil for 1 round plus 1 round per point by which the
once every 1d4 rounds, even if she possesses more than
PCs beat the DC. Distraught by her corruption, she refuses
one breath weapon. A breath weapon always starts at an
to linger in the forge or go near Mammon’s avatar, but
intersection adjacent to Bragollach and in a direction
otherwise helps the PCs however she can. Gold fever shortly
of her choice. If a breath weapon deals damage, those
thereafter torments her again, and to avoid falling into
caught in the area can attempt Reflex saves to take
Mammon’s grasp once more, she departs the forge.
half damage. A dragon can use its breath weapon
when it is grappling or being grappled.
Bragollach CR 14
Change Shape (Su) (humanoid or animal, polymorph)
Female Juvenile Gold Dragon
(3/day) Bragollach can change her form.
LE Large dragon (earth, evil, fire)
Init +1; Senses blindsense, darkvision, low-light vision; Detect Gems (Sp) Bragollach can detect gems three times
Perception +25 per day. This functions as locate object, but can only be
DEFENSE used to locate gemstones.
AC 26, touch 10, flat-footed 25 (+1 Dex, -1 size, +16
Fatal Bequest (Su) As she dies, Bragollach vomits forth
natural)
14 greed-tainted gold pieces.
hp 161 (14d12+70)
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6
Armor of the Geldwyrm HF15. A Shrine Defiled (el 8)
The first time the PCs look into this room, read or
The armor of the geldwyrm is a suit of spiked
paraphrase the following.
half-plate draconic barding for a Large creature.
Its helmet features a horn-like blade that allows
the wearer to make a gore attack in place of A massive statue of Grajava stands opposite doors of
its bite attack. This attack deals 1d8 points of bronze and electrum. Someone vandalized the statue,
piercing damage, doubled on a successful charge. painting her face with crude “makeup” and hammering
Armor of the geldwyrm magically changes size to gold coins into cracks in her stone flesh. Her broken
accommodate any size of dragon, and also changes hands are outstretched but whatever they once held
to appropriate armor or barding when the wearer is gone. Streaks of mineral water drip from a ring of
uses its alternate form ability. stalagmites around the statue’s head. Grajava’s ruined
Once donned, the armor of the geldwyrm cannot face seems to be weeping.
be removed without first applying remove curse. It is
also impregnated with goldvein sickness. The wearer
Religious frescos once covered the walls, but they
must save against infection every day and the plague-
have been thoroughly vandalized. Large golden icons of
infused metal counts as 500 gp of cursed gold.
Mammon now adorn the walls. PCs who pass this area
Requirements Craft Magic Arms and Armor; Price more than once might notice (with DC 19 Perception
3,000 gp; Weight 100 lb. checks) the slow spread of Mammon’s features and
iconography throughout the room.
A DC 25 Perception check reveals, on the wall behind
the statue, the tiny words “Audi, Vide, Tace” (“Hear, See,
For the Love of Money (Sp) (DC 21) Bragollach can
Be Silent”) written using Dwarven runes on one of the
mentally coerce an opponent to protect her just by
stones. This marks the mechanism for the secret door to
looking into his eyes. This is similar to a gaze attack,
area HF16.
except that Bragollach must use a standard action, and
The bronze and electrum doors (Hardness 10, 10 hp;
those merely looking at her are not affected. Anyone
Disable Device DC 45; Break DC 28) leading to HF17 are
Bragollach targets must succeed on a Will save or
locked. Their surface once depicted Volund’s face but as
become unable to harm her and makes nearly every
Mammon’s power grows, the archdevil’s grinning visage
effort to prevent others from harming her as well. The
slowly replaces the smith god’s features. Dwarven runes
affected target does not fight to the death, perform any
above the doors read, “Fire burns at the heart of our
obviously suicidal action, or draw attacks of opportunity
community. Here shall the master set down his artifice with
if reasonably able to avoid them on behalf of Bragollach,
good runes, and the wise shall know the path to travel.”
but he does otherwise put her safety and well-being
Six formidable locks prevent access to the Prime Forge,
above his own. The ability has a range of 30 feet and can
although Mammon can open and close the doors as a
be used up to three times per day.
swift action merely by concentrating. Each lock has a set
Weakening Breath (Su) In addition to a cone of fire, of images carved around it: crafting tools, dwarves with
Bragollach can breathe a cone of weakening gas. linked hands, flames, celestial figures, runic patterns, and
Creatures within the cone or take 4 points of Strength galloping horses. Trying to force the doors or failing an
damage (Fort save DC 22 half). Disable Device check on any lock triggers the magical
trap placed on the door.
Treasure: Bragollach claimed most of the cult’s treasure
as her personal hoard. It amounts to 200 pounds of gold
Prismatic Spray Trap CR 8
ingots, coins, and raw ore worth 10,000 gp. The hoard also
contains a pile of 10 masterwork dwarven urgroshes and Type magical; Perception DC 35; Disable Device DC 39
10 masterwork breastplates. EFFECTS
Scattered throughout the hoard are the segments of Trigger break attempt or failed Disable Device; Reset
a full suit of dwarven plate. On a shelf sits a copy of Automatic
Mammon’s unholy scriptures, an unholy symbol, and a Effect spell effect (prismatic spray, CL 13th, varied saves
phylactery of undead turning. Bragollach’s hoard hides DC 20 [see spell description])
four tarot cards from the deck of illusions: the Two of
If a PC places Masterstrike or the Teardrop of Grajava
Pentacles, Two of Staves, Emperor, and High Priestess. If
into the statue’s hands, Grajava’s power temporarily
the PCs lost the Teardrop in Eye of Grajava, it too is here,
breaks through the desecration of its shrine. The ravaged
serving as a gleaming capstone of the hoard.
statue of Grajava shudders suddenly to life, its fist closing
Finally, Bragollach herself wears the armor of the
around the offering as it staggers from its podium. With
geldwyrm (see below).
every step, pieces of its body slough off, but it makes
unerringly for the bronze and electrum doors. With a
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139
mighty blow it smashes them open and collapses there in HF17. The Prime Forge (el 10+ and 13+)
a pile of rubble.
Once the PCs breach the door from room HF15, read or
If PCs offered Masterstrike, the hammer is visible in
paraphrase the following.
the rubble. Sacrificing the Teardrop here is the same as
sacrificing it at the Forge of the Fire Blessing, cleansing
TALESKING

the Spirit of the Mountain of its Mammonite taint. A giant golden statue looks imperiously over the Prime
Forge. The statue is not an icon of Volund, however,
HF16. The Silent Room but a grinning infernal dwarf. Flanked by silver pillars
spiraled by blue-white flame, the statue looks down on
This room was a meditation chamber for the ancient
OF THE MOUNTAIN

the Great Forge and the six mighty anvils surrounding


masters of Heartsblood Forge, all of whom were members
it. Steam and a red glow rise from a narrow moat
of the Illuminated Brotherhood. Permanent silence and
around the Great Forge dais. The walls are hung
nondetection spells (CL 18th) blanket the entire room, and
with Mammonite symbols, gleaming with unnatural
unlike the rest of the complex it remains sanctified (CL
brightness from every corner of the room.
18th). The chamber is unlit. When the PCs are able to look
around the chamber, read or paraphrase the following.
MIDGARD

The cultists attack when they become aware of enemies


in the chamber. As soon the battle breaks out, the voice
A single carving adorns the center of each of this
of Mammon fills the room, seeming to emanate from
chamber’s seven walls: a compass, three cogs, an anvil of
every coin, gem, and piece of precious metal in the
flame, an adze, a flint, a broken pillar, and a ribbon. In
chamber. The voice exhorts his allies, urging them on and
the center of the room stand four bronze pillars covered
promising ever-increasing rewards for whomever brings
in intricate carvings.
down the PCs.
Between them is the base for another, but it stands
Treat Mammon’s urging as the inspire heroics ability of
empty. Hunched in one corner is a dwarven corpse in
a 15th-level bard. Mammon targets a different ally each
robes of maroon and gold, one finger pressed to its lips as
HALLS

round, granting a +4 dodge bonus to AC and a +4 morale


if requesting silence.
bonus on saving throws for 5 rounds.

The corpse is Brother Uldricus of the Illuminated Golden Guardsmen (8) CR 5


Brotherhood. He is wedged in the corner between the
hp 46; HF3
symbols of the flint and the ribbon. Grasped in his
desiccated hands are a sprig of acacia and five large keys. Development: Once the PCs deal with his minions,
His body is immune to speak with dead. Mammon turns his attention to the PCs, saying, “Ah,
The symbol of the ribbon radiates moderate universal adventurers: looters, pillagers, killers for hire. My favorite
and faint illusion (glamer) magic. If touched by a non- kind of people. It seems some vacancies recently opened
evil character, it activates a variant magic mouth spell that in our ranks. Can I interest your resourceful group in a
produces coded text that appears on the wall rather than very profitable position?”
spoken words. A DC 29 Linguistics check translates the Allow the PCs to banter with Mammon for as long as
text as, “The power of the keys remains pure and will aid you wish. By this point in the campaign, you should have
us in the Prime Forge. The giant might also help. Good a fairly good idea of what motivates each character in the
luck my brothers, know that I was faithful to the last” party. Use some of that information to your advantage,
The PCs recognize the various symbols in this room as and let Mammon tempt some of the non-good PCs with
minor icons of the Illuminated Brotherhood. A DC 29 whatever it is they seek, from power (both within and
Knowledge (local) or bardic knowledge check reveals the outside the cult) to wealth (his specialty) to comfortably
meaning of the symbols: The compass represents order; settling down with family (of course, Mammon might
the cogs, the Brotherhood’s three orders; the anvil of flame require such a character to occasionally come out of
is passion; the adze is power; the flint, history; the pillar retirement for him). A PC taking up Mammon on his
represents preparation; and the ribbon symbolizes their offer can radically change the dynamics of the party, to
oath of silence. A DC 29 Knowledge (engineering) check say nothing of how the adventure arc concludes. This
reveals that the carved pillars contain the blueprints for the possibility lies outside the scope of this adventure, but
Old Masters (see Grand Lodge of the Old Masters, page 102). see Concluding the Adventure for directions regarding
Mammon’s victory.
Treasure: Brother Uldricus holds the keys to the
It is far more likely, however, that none of the PCs
Prime Forge. Each key bears the name of one of Volund’s
believe Mammon or are willing to sacrifice their souls
domains in Celestial, and radiates a moderate aura of
for what he promises. Once he believes he has no chance
good. The keys can serve as divine foci for clerics of
of tempting the PCs, or if they attack the idol in the
Volund. To a church of Volund, the keys are worth 1,000
chamber, Mammon decides to take more direct measures.
gp, but to anyone else they are worth only 300 gp.
His voice suddenly falls silent without any farewell, and as
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6
the PCs (and their players) wonder what has happened to Disarming); CMD 36 (38 vs. Bull Rush38 vs. Disarm)
it, read or paraphrase the following. Feats Awesome Blow, Cleave, Combat Expertise, Diehard,
Improved Bull Rush, Improved Disarm, Improved Natural
Attack: Slam, Lightning Reflexes, Power Attack, Quick
The statue at the back of the chamber glitters suddenly
Bull Rush
as if hit by bright sunlight and its surface peels away
Skills Appraise +24, Bluff +27, Diplomacy +27, Fly -4,
like gold leaf. In moments, a whirlwind of sparkling
Intimidate +24, Knowledge (arcana) +24, Knowledge
gold flecks surrounds it. With a ponderous thud the
(dungeoneering) +24, Knowledge (engineering) +24,
figure steps off its plinth, golden statue transformed into
Knowledge (local) +27, Knowledge (nature) +27,
gold-skinned giant. Gems mottle its flesh in serpentine
Knowledge (religion) +24, Perception +25, Profession
patterns, rubies fall from its smiling lips, and its eyes
(lawyer) +22, Sense Motive +25, Spellcraft +24, Stealth -8,
glow like infernal emeralds. Diamonds and platinum
Use Magic Device +27
coins fall like sweat from its flesh.
Languages Common, Darakhul, Draconic, Dwarven,
Elven, Ettin, Giant, Ignan, Infernal, Orc
Mammon says to the PCs, “Before you raise your hands SQ bejeweled (Ex), fatal bequest (Sp)
against me, know this: The first weapon that wounds me SPECIAL ABILITIES

shall be utterly destroyed. The first spell that harms me


Bejeweled (Ex) Coins, jewelry, and precious stones
shall be lost to you forever. He who stands aside from this
drip constantly from the avatar’s flesh. A character
fight will gain all that the others lose. This is the word of
may spend a round gathering up the wealth (equal
Mammon, your glorious and immortal mountain king.”
to a Dex check × 100 gp), but every piece carries the
As befits an archdevil’s appearance, there is more here
goldveined disease.
than meets the eye. The PCs are actually facing two
enemies: one physical and one not. The golden giant is a Elemental Anatomy (Ex) The shard is a living creature
corrupted shard of the Spirit of the Mountain, its body formed from elemental materials. It is immune to
twisted by goldvein. Filled with pain and madness, the poison, sleep effects, paralysis, disease, nausea, fatigue,
shard simply wants to lash out at everything around it, but exhaustion, and energy drain. It has enough humanoid
it does not control its own limbs. A sliver of Mammon’s mind and anatomy to be affected by critical hits, effects
will possesses the shard, whispering lies to it, prompting requiring a Fort save, death from massive damage,
it ever forward in battle. A successful dispel evil forces nonlethal damage, stunning, ability damage, ability
Mammon from the shard for 24 hours. drain, and death or necromancy effects.
Fatal Bequest (Sp) At it dies, the shard creature vomits
Mammon-Possessed Shard of the Mountain CR 13
forth 15 greed-tainted gold pieces.
LE Huge fey (earth, evil)
For Love of Money (Sp) (3/day) (DC 26) The shard
Init +0; Senses low-light vision, tremorsense 120 ft;
creature can mentally coerce an opponent to protect
Perception +25
it just by looking into his eyes. This is similar to a
DEFENSE
gaze attack, except that the shard must use a standard
AC 28, touch 8, flat-footed 28 (-2 size, +20 natural)
action, and those merely looking at it are not affected.
hp 172 (15d6+120)
Anyone the shard targets must succeed on a Will
Fort +13, Ref +11, Will +16
save or becomes unable to harm the shard and makes
Defensive Abilities: 50% chance to ignore critical hits,
nearly every effort to prevent others from harming it
elemental anatomy; DR 20/magic and 5/gold or silver;
as well. The affected target does not fight to the death,
Immune poison, sleep, paralysis, disease, nausea, fatigue,
perform any obviously suicidal action, or draw attacks of
exhaustion, energy drain, spells and spell-like abilities
opportunity if reasonably able to avoid them on behalf
below 3rd level; SR 25; Weakness possessed
of the shard, but he does otherwise put the shard’s safety
OFFENSE
and well-being above his own. The ability has a range of
Spd 50 ft.
30 feet and can be used up to three times per day.
Melee (with 4 points of power attack) slam ×2 +18
(2d6+18) Golden Grasp (Su) (DC 25) One per day, as a standard
Space 15 ft.; Reach 15 ft. action, Mammon (as the shard) can turn a living target
Special Attacks golden grasp (DC 25), plutokinesis (DC into an inanimate statue of solid gold with a melee
26) touch attack. A DC 25 Fort save negates (save DC is
Spell-Like Abilities Constitution based).
3/day—for love of money (DC 26)
Plutokinesis (Su) Mammon (as the shard) can control
1/day—rusting grasp
valuable objects (precious metals, gems, masterwork
STATISTICS
items, and magic items) similar to the telekinesis spell.
Str 30, Dex 10, Con 26, Int 28, Wis 25, Cha 29
He can fling objects with a +17 attack modifier and
Base Atk +14; CMB +26 (+28 Bull Rushing,+28
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141
Grajava’s Aid
If the PCs sacrificed 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
TALESKING

shieldmaiden lends them her power for the final


fight. While the shieldmaiden does not physically
appear, the presence of her divine power is enough
to weaken Mammon’s grasp of the mountain and
OF THE MOUNTAIN

its shard. As long as at least one PC remains in the


room, fighting, modify the encounter in the following
ways. If all of the PCs flee or are defeated, the
shieldmaiden departs and does not return.

Effects of the Shieldmaiden’s Presence


MIDGARD

1. PCs become immune to the golden touch of the


Mammon-possessed shard and gain +5 sacred
bonus on saving throws made to resist its other
magical powers.
2. Exiled from its mother spirit, the Mammon-
possessed shard loses its elemental anatomy and
becomes vulnerable to poison, paralysis, and other
ills while in or on Mount Rygar.
3. The Mammon-possessed shard loses 30 hp from
HALLS

its total.

deal damage up to 1d6 points per 25 pounds. Mammon


can hurl creatures that weigh up to 500 lb if they are
carrying or wearing more than 50 lb of valuable objects
(including armor), although a DC 26 Will save negates
the effect on a character or held item.
Possessed (Su) The corrupted shard radiates an
overwhelming aura of law and evil. It cannot pass a
magic circle against evil (or law); enter an area warded
by forbiddance; or possess, exert control over, or
physically attack the recipient of protection from evil.

Tactics
During Combat Mammon uses for the love of money
on the party’s most able warrior and rusting grasp and The Slag Pits
golden grasp on other melee combatants. He prefers
Beneath the forge exists a series of tunnels that carry
to grapple opponents, tearing them limb from limb or
waste runoff. The cramped, uneven tunnels are lined
hurling them into the Well of Fire or the pillars of flame.
with mineral waste—streaks of bauxite, copper, and other
If pressed, Mammon pushes PCs away with plutokenesis
minerals stain the walls and pollute the lukewarm water
before sinking into the earth using earth glide.
that gathers in toxic puddles. Sulfur encrusts cracks that
Morale Unconcerned for the shard’s wellbeing, Mammon periodically vent scalding steam, and the air is stiflingly
fights to the death. As it takes damage, more of the hot, especially near the Well of Fire.
shard’s true form is revealed, until the avatar’s features These tunnels are not an important part of the complex,
are a horrid amalgam of golden dwarf and plague- and they play no part in the adventure unless Urzana
ridden elemental. takes gaseous form and flees her retreat in HF10. She
keeps a carefully hidden secondary coffin down here for
just such an occasion.

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6
Environmental Conditions Goldveined Elder Xorns (2) CR 10
The tunnels pose the following environmental challenges. hp 130; Roots of Madness (Welcoming Party, page 46)
Cramped Conditions: Medium and Large creatures must
squeeze, while Huge and larger creatures simply cannot
SP4. Crack in the Ceiling
fit in the tunnels. Large slashing and bludgeoning A crack in the rock here leads up to HF10. Urzana’s
weapons cannot be used at all, and characters using coffin is carefully hidden in this area, requiring a DC 39
Medium slashing or bludgeoning weapons take a –4 Perception check to find.
penalty on attack and damage rolls.
Heat Danger: The tunnels are very hot (per the PFRPG
Concluding the Adventure
Core Rulebook), forcing characters to make a Fort save The entire adventure arc rests upon the PCs’ success or
each hour or take 1d4 points of nonlethal damage. failure in this final adventure. If the PCs defeat Mammon
in the Prime Forge, they become heroes of the citadel
SP1. Entrance (el 9) and the surrounding lands. If they fall, their failure is not
limited to their own deaths, but instead encompasses an
The air is cooler here, where the slag pits meet the base of
the water rise. While the area is still considered very hot, entire region for years to come.
PCs can rest safely here once they defeat the chokers.
A pack of goldveined chokers live here and follow any Failure!
creatures (including the PCs, but not Urzana) who pass
If the PCs are defeated, Mammon’s cult soon conquers
through the area, waiting for an opportune time to strike
Mount Rygar and all who refuse to bow before him
deeper in the complex. When Urzana first moved into
are killed. Any surviving PCs end up dangling in HF9,
the complex and established her secondary coffin in these
although Lady Urzana might free them if they agree to
tunnels, she dominated these chokers. They serve her now
escort her to safety. The cantons mobilize their armies as
as guardians and stalk PCs who intrude in their domain.
soon as word spreads of Rygar’s fate, but by then the cult
If the PCs attack Urzana or her coffin, or stop to rest, the
is too firmly entrenched. Only a permanent siege of the
chokers attack.
mountain conducted by all the neighboring cantons and
their allies holds Mammon’s cult in check. Years, perhaps
Barbarous Goldveined Chokers (6) CR 4
decades might pass before a band of heroes successfully
hp 32; HF9 brings down the Hellish hordes, but until then Rygar
becomes a blight on the world.
SP2. Basking Pool (EL 8)
Victory!
This pool and the Well of Fire are fed via the same lava
tube, which branches in two some 100 feet below this The shard is the anchor that allows Mammon to remain in
level. Although they fear the xorns that make their home the mortal realm. Once the PCs destroy it, the archdevil’s
in the chamber containing the Well of Fire, a handful psyche is swiftly drawn back to Hell. As the shard’s body
of magma mephits call this pool home. Falling into lava crumbles, an infernal vortex greedily sucks up the tainted
deals 20d6 hp fire damage per round, and 10d6 hp fire ore and the gold and gems shed by the avatar, before
damage for 3 rounds after exposure ends. vanishing in a burst of hellfire. Mammon’s last act is to
deliver a dire threat, his voice echoing through the forge.
Magma Mephits (6) CR 3 “Do not think that you have seen the last of me, mortals.
Steal but one copper, scorn one beggar’s plea, plunder a
hp 13; Bestiary 1
single tomb for naught but greed, and we shall meet again.
My eye is upon you and Mammon does not forget!”
SP3. The Well of Fire (EL 12) Surviving cultists (including those who once were
Crumbling walls allow heat from this chamber to spill out a part of the refugee camp) flee once Mammon is
into the tunnels beyond this chamber. Miniscule flecks of banished, and the refugees can reclaim the Lower Hall
adamantine sparkle in the walls. The PCs can move directly and Heartsblood Forge. Much work must be done if
into the Prime Forge through here, but the temperature the refugees hope to survive until spring, but no more
becomes extreme heat (dealing 1d6 hp fire damage per significant dangers remain. When the thaw comes, the
minute) and the climb DC of the crumbling walls is 32. dwarven cantons send reinforcements to the citadel
A pair of goldveined elder xorn swim in the Well of Fire, and the PCs are hailed as saviors. When the shrine in
keeping watch for adventurers and Volund’s elemental Heartsblood Forge is repaired, their images are added to
servants. The two xorns make for an EL 12 encounter. the frescos alongside those of Volund and Grajava.
Rewards offered to the PCs include a powerful magical
weapon forged on the Prime Forge to replace any

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destroyed by the avatar, and the chance for PC wizards end the forsaken menace forever. The Many-Bearded
and clerics to study with the cantons’ most puissant Elder may also remain alive and tormented by the
mystics. Many refugees swear oaths of eternal friendship Forsaken in the Howling city. Details of the city may be
with the adventurers, and their families shower the found in Kobold Quarterly #11.
characters with gifts, business opportunities, and offers of
TALESKING

marriage. Impressed with the PCs’ efforts, the Illuminated Castles and Clan Lords
Brotherhood might even offer them membership. The
With a citadel to be rebuilt, repopulated, and ruled,
only limits to the dwarves’ generosity are Masterstrike and
dwarven adventurers might well think about putting
the forge keys, which they politely insist must be returned
down some roots. They do not get to enjoy a quiet life,
OF THE MOUNTAIN

to Heartsblood Forge.
however, as they must politick with vying clan lords, put
With Heartsblood Forge up and running again, each
kobold kings in their place, and open trade relations.
PC is also given a specially crafted adamantine hammer
Some might even aspire to use their newfound fame to be
in commemoration of their deeds. Marked with the PC’s
named Many-Bearded Elder, or even king.
name and the seal of Rygar, an adamantine hammer gives
a +3 bonus on Diplomacy checks made with Ironcrag
dwarves. Perfectly balanced to each character’s grip, these
Curing the Cursed
MIDGARD

hammers reduce any nonproficiency penalty a PC might Sadly, freeing the mountain from Mammon’s grasp does
have using it by 4 (effectively eliminating the penalty). not cure those who became goldveined creatures. If she
The material value of the hammer is 4,000 gp. lives, Bragollach is among those still inflicted with devil-
induced madness. Only powerful magic can cure her,
but when a gold dragon’s distraught mother begs for aid,
FURTHER ADVENTURES what’s a hero to do?
Once the PCs are bored with victory feasts and pats on
the back, there are plenty of loose ends they might follow. The Agents of Greed
HALLS

Armed with Palnitoke’s account book, the names


Against the Howling City and locations of a dozen devil-worshipping cults are
All those forsaken must have come from somewhere available to the PCs. Paladins and would-be inquisitors
and it’s up to the PCs to find out where. Deep in the can spend months kicking down doors and making
lightless expanse beneath the citadel exists a city where the world a better place, while slyer types might use
the forsaken gather to gibber and wail and worship the what they learned to infiltrate the cults and relieve
primeval dark. The citadel cannot afford enemies massed Mammonites of their treasures.
on its doorstep, and so turns once more to its saviors to

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APPENDIX A:

The Cult of Mammon


in the Golden Citadel
Sometimes called the Counters, the Lucre-Talliers are a had since passed the burden of guarding the cursed
cult devoted to the worship of Mammon in the Ironcrags orichalcum to her daughter.
and surrounding territories, including Allain, Morgau, Reasoning that the younger dragon might be more
Triolo, Srevresta, and Zobeck. susceptible to corruption, Szarabajka decided the time to
activate Mammon’s curse was at hand. First, he corrupted
The Counters a member of the Illuminated Brotherhood, making
Jorunn Flintknapper the third member of the conspiracy.
The Lucre-Talliers wear gold-trimmed robes of white
Next, he recruited the rest of the Scepters and Chalices
and cover their faces with masks of beaten coins, with
(save Halston), burrowing into the depths of Rygar with
the value of the coins reflecting a given member’s status
the aid of Countess Urzana Dolingen of Morgau.
within the cult. Members who must hide their allegiance
Until Bragollach killed him, Szarabajka had big
often use cultist’s clasps to store their robes and masks.
plans to expand the worship of Mammon in the
Those tasked with gathering the cursed orichalcum
Ironcrags and beyond.
prevent gold fever with loupes of the black market fence.
The goldveined template is seen as a special sign of
Mammon’s favor, and so is reserved for cultists who have
The Cult in the Golden Citadel
distinguished themselves in the eyes of the cult’s leaders. Victory seems imminent for Mammon’s cult in the fallen
Lucre-talliers favor flails, darts poisoned with blue canton of the Golden Citadel. The cursed orichalcum
whinnis, and heavy armor. They use dark reaver powder flows readily into the hands of the cult and its members,
whenever it is practical to eliminate their enemies. and the avatar of Mammon seems on the brink of
marching into the Upper Halls of the Golden Citadel,
Organization And Leadership signaling the arrival of a glorious age of avarice, profit,
and plenty. The Mammonite cult calls this event the
The Lucre-Talliers are organized into the pyramid
Accession and works toward it with fevered piety.
structure typical of cults of Mammon. The Plutocrat
This cell of the cult is mainly comprised of dwarves,
Szarabajka led the cult until Bragollach recently
humans, and kobolds, many of whom hold positions of
deposed him. Palnitoke the gilded devil and Ghyrisigor
prominence in the refugee camps of the Upper Halls.
the Ettin reported directly to him, and now answer to
Most came to the citadel as cultists of Mammon already,
Plutocrat Bragollach.
while others were simply tempted by promises of food,
Below the Plutocrat are the Platinum Scepters—Jorunn
wealth, or power. Roughly one cultist in six belongs to
Flintknapper, Tarisaul Eris, Albricius Everart, and the
this latter group, not yet fanatical enough to die for the
False Gearworker. The Golden Chalices—Hronagar
cause and willing to surrender if offered the chance. The
Corpsegrinder, Tanya Hrovitz, Halston the Just, the
others fight to the death, both to prove their loyalty to
Journeyman Gearworker, and Sebastian Ufastis—obey the
their dark lord but also as a practical alternative to capture
Platinum Scepters. Reporting to the Golden Chalices are
and possibly revealing information via torture or other
the Silver Swords, who include the Golden Guardsmen,
means of persuasion.
the erinyes, various kobold rogues, and other nameless
Uncovering information about the cult of Mammon
cultists. At the lowest level of the cult are the Copper
proves exceedingly difficult without actually joining
Masks, such as the Redcloak Riders and various poor and
it. Attempting to infiltrate the cult without joining is
hungry beggars recruited in any village or at the entrance
dangerous, as showing too much ignorance about the
to any mine.
cult’s activities and purposes arouses suspicion.
Rightfully paranoid, Mammonite cult leaders in the
Recent History citadel created a series of test questions to administer to
Szarabajka first fell into the worship of Mammon in anyone who acts suspiciously. These questions are generally
his homeland of Allain, west of the Ironcrags. While fairly easy for true cultists, but outsiders frequently struggle
searching through some of Mammon’s hellish vaults, he with answering them. The teachings of Mammon (see the
learned of the ancient curse on the ore buried in Mount Liturgy section under Mammon, the Archduke of Greed)
Rygar. Szarabajka traveled to the Ironcrags with Palnitoke are often put as questions asked to flush out imposters
the gilded devil, where he discovered that Satarel and infiltrators. A Knowledge (religion) check reveals the
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proper answer. With a DC 20 result, the character guesses Coins of the Miser
enough of an answer to pass the test, although the test-giver
These items, unique to the cult of Mammon, are crafted
remains suspicious and might ask another question. With
from specially minted coins threaded on a leather or
a DC 30 result, the character knows the proper answer and
metal band. One side portrays a handsome merchant,
can deliver it without hesitation, convincing the test-giver
TALESKING

while the other shows a horn of plenty overflowing with


of his authenticity.
jewels. The unholy symbol of Mammon is hidden on each
side. Each coin has a reminder of Mammon’s teachings
A Game of Cards inscribed around the horn of plenty.
Many cultists of Mammon within the Golden Citadel A coin of the miser hardens and lightly tints your flesh
OF THE MOUNTAIN

carry cards from a tarot deck of illusions, one of the in the color of the coin, granting you a natural armor
possessions of Szarabajka not claimed by Bragollach. bonus. Additionally, once per day as a standard action,
The cards are traded for gold and favors, and have you may cast a spell sacred to Mammon granted by the
become a second currency among the cult. They are loath coin. The specific natural armor bonus and spell depend
to use them, preferring to retain their value for trade. A on the type of the coin you possess.
character speaking with a cultist of Mammon within the
MIDGARD

Golden Citadel gains a +3 circumstance bonus on his next Coin Natural Spell CL Aura Market
Diplomacy check if he offers a tarot card as a bribe. Armor Price
Copper +1 charm 3rd Faint 2,400 gp
New Domain: Cupidity person
Silver +2 hypnotic 6th — 10,200 gp
Granted Power: You gain a +2 bonus on attack rolls made
pattern
to disarm an opponent. Add Sleight of Hand to your list
Gold +3 glyph of 9th — 23,500 gp
of cleric class skills.
warding
1. alarm Platinum +4 rainbow 12th — 42,200 gp
HALLS

2. hypnotic pattern (shifting colors are of precious metals pattern


and gems) Orichalcum +5 charm 15th — 66,200 gp
3. glyph of warding monster
4. rainbow pattern (pattern comprised of golden strands Variable transmutation and enchantment; CL varies; Craft
and precious gems) Wondrous Item, spell as appropriate, magic vestment.
5. song of discord (spell effect looks like gold coins falling
from sky)
6. flesh to stone (stone looks like gold but is worthless)
7. guards and wards
8. iron body (body turns to gold instead of iron)
9. sympathy

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APPENDIX B:

The Most Honorable and


Righteous Fraternal Order
of Illuminated Brothers
The Most Honorable and Righteous Fraternal Order of Lodges
Illuminated Brothers, or the Illuminated Brotherhood as
Divided into three orders, members meet in secret
it more often called, is an ancient dwarven secret society
assemblies known as lodges, a name also frequently
that seeks to promote fellowship, personal enlightenment,
given to the meeting halls themselves. The centerpiece of
and skilled craftsmanship among its members.
dwarven life in many communities, these great halls are
Originally formed to protect dwarven trading secrets
extravagant and often gaudy displays of the rich excesses
and strengthen moral character among members, the
of the brotherhood. Tessellated checkerboard tiles
esoteric society is open to all dwarves who qualify and
typically cover the vast expanse, and massive, intricately
seek perfection in their chosen craft, from magical arts to
embossed pillars burning with continual flames loom
metalworking to personal achievement. The society can
threateningly over the secret proceedings.
be found in any settlement with a significant population
Great steps lead to carved chairs of heavy stone perched
of dwarven craftsmen, and most groups operate under
atop the dais of the council of silent masters who officiate
the moral codes of the Great Founding Fathers while
the congregations. The esoteric symbolism of the secret
operating with independent jurisdiction and welcoming
society is etched into every stone surface of the chamber,
members of other groups openly.
predominantly scenes of morality for those seeking
Members congregate weekly in great meeting halls
knowledge and enlightenment.
to share knowledge and study their unique system of
Immense libraries of secret lore contain ancient scrolls
principles, veiled in lessons of morality taught through
and tomes that provide arcane formulas and diagrams
symbolism and allegory, which they call the Craft . As
illustrating the construction of not only physical
members learn these lessons and apply them to their
creations, but also the less tangible lessons that such
livelihoods, the brotherhood awards them progressions
artistic pursuits teach the creator.
of accomplishment known as degrees, of which there are
33. Rare indeed are those who attain such high standing
within the organization, and few members ever reach the
The Illuminated Brothers
20th degree, much less the 33rd. Heavy tapestries or delicately designed mosaics serve
Historically, the order discouraged clerics in the society, as “morality stations” for members and metaphorically
many of whom look with disdain on the quasi-religious depict the 33 degrees on the path to illumination.
rituals and initiations the brotherhood performs. Some Such stations reflect allegorical scenes of dwarven
clerical leaders in the past deemed heretical the members’ life, mythology, and legend, and are filled with symbolic
pledges of loyalty to other members, superseding loyalty posturings of the subject’s actions within. The entire
even to a deity. In more recent years, however, the entry dwarven lifespan is usually depicted, with each central
of priests into the Rite of Most Worthy Esoterics has protagonist growing in knowledge, wealth, age, and
increased, and as a result the vague pledges to “a higher adornments as the mosaics progress.
deity” are shifting to honoring specific dwarven gods.
Many high-ranking members of dwarven society, Dress and Ceremonial Attire
including some kings, count themselves among the
Outside their lodges, members of the order go to great
ranks of the Illuminated Brotherhood. Rumors and
lengths to conceal their membership in the brotherhood
legends of the mysterious society persist, with outsiders
to outsiders, especially non-dwarves, and appear as
often accusing the order of hiding terrible secrets and
ordinary members of their professions. Only the most
negotiating behind-the-scenes manipulations of craft
subtle hints of their involvement might give away their
guilds and government.
membership to other brothers in the society. Often,
a simple ring embossed with a runic “B,” a belt of
golden chain, or a spinning fob are the only indication
of membership. In addition, members know certain
markers, most predominantly secret handshakes and
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HALLS OF THE MOUNTAIN
MIDGARD TALESKING

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specific cadences tapped out by the hot hammers of the Symbolism
forge, that broadcast their membership to other initiates
The brotherhood relies on symbols, taken from
of the order.
blacksmithing and stonecutting, to illustrate the
Within a lodge, however, gaudiness of ceremonial
attainment of knowledge and the long journey from
dress is far more common, and the allegorical and
the darkness of ignorance toward illumination. While a
mythical elements of a brother’s training takes physical
member might learn numerous symbols as he progresses
embodiment in his adornments, medals, and uniforms.
in degrees, only the most prominent and universal follow,
Many brothers wear rich robes of maroon velvet
listed in order of decreasing importance.
lined with thick ermine and held tight with belts of
golden chains. White-gloved gauntlets and pure white Flaming Pillar of Knowledge: The most important and
blacksmithing aprons lined in gold trim and festooned pervasive of brotherhood symbols, the flaming pillars are
with symbols of the brotherhood display order, degree, significant in the locking and unlocking of the doors of
and privilege among brothers. Dangling from their hidden truth and the key to seeking enlightenment. A lone,
chain belts hang numerous small ceremonial tools and unlit pillar represents a single dwarf seeking fellowship
implements, such as trowels, small picks, and adamantine in the darkness of ignorance, while flaming pillars,
hammers. As members rise in degrees, more sashes, typically embossed with a runic “B,” represent ascendancy
medals, and adornments stack upon those of previous toward illumination—a dwarf crowned with the fires of
degrees, until high-ranking brothers become absolutely enlightenment. Shattered pillars represent death and final
encrusted with gaudy adornments. ascendancy. The pillars have their origin in rituals of the
distant past, when dark dwarven secrets were forever
Proceedings locked away with their use in forgotten ceremonies.
Members congregate weekly in elaborate ceremonies Codex of Secret Memory: Often displayed shrouded
staged in the central hall of their local lodge, known as in symbolic flames of knowledge, books and codices are
the Great Hall. Here, new members are initiated with the source of arcane secrets and concealed brotherhood
mysterious rites that depict the metaphorical journey rites and rituals. Open, the books represent the sharing of
of the ignorant craftsman toward enlightenment, while knowledge among members of the fellowship.
awards of higher degree and honors are granted to Closed, the books denote mysteries, obscure
members for achievements in the craft . The brotherhood knowledge, or truths yet to be uncovered.
elects new officers at these gatherings, and also promotes The Doors of Hidden Truth: Barred and shut doors
members and recognizes master works in individual both symbolically and realistically represent concealed
craft s, all under the quiet eyes of the silent masters of secrets, ignorance, or close-mindedness. Open doors
ceremony. These quasi-religious proceedings are shrouded are usually depicted as burst asunder with the flames of
in mystery, and few outsiders can comprehend the strange enlightenment. Steps preceding doors marked with the
morality plays, ceremonial theater, and secret rites that runic “B” symbolically welcome all who seek illumination
elevate members. to simply knock and ask for guidance.
When important decisions must be made in council,
Hammer of Righteousness: The hammer is viewed as
controversies within the lodge are discussed and voted
the unyielding guiding force, divine or otherwise, that
upon after vigorous debate and lengthy, weighted
shapes the dwarven people and beats the rough, raw ore
argument. Occasionally, charitable events are staged for
of the young and ignorant apprentice into sharp, finished
the immediate family of members, and individual orders
blades of master craftsmen. Crossed, two hammers denote
sometimes use the halls for private committees, craft
fellowship in this ascendant path.
studies, and lessons and seminars pertaining to their
specific interests and pursuits. Anvil of Fortitude: The anvil is the symbol of the
lodge, the foundation of fellowship upon which the
Mutual Recognition hammer might mold the ignorant apprentice toward
enlightenment. Sundered anvils represent failure, betrayal
A member of the Brother may make a verbal challenge
and jealousy.
to a dwarf who is a traveler and may be a member of the
Brotherhood. The Golden Chain: The binding links of fellowship are
It goes as follows: “It is hard to be a stranger far from home.” symbolized by the chain, which is never shown broken. A
The possible brother should then give the response golden chain represents the brotherhood view of, “once a
“One is never a stranger when traveling with an brother, always a brother.”
illuminated mind.”
Forge of Illumination: The tempering flames of a
roaring forge represent the cleansing divine guidance
and burning desire for perfection of craft inherent in the
dwarven people.

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Rite of Most Worthy Esoterics Flames of Enlightenment: Flames represent knowledge,
enlightenment, and illumination, pushing back the
Lvl BAB Fort Ref Will Special Spells/day oppressive darkness of ignorance. Flames are pervasive in
brotherhood symbolism, and usually appear in tandem
with other symbols to denote the pursuit and acquisition
TALESKING

1 +0 +0 +0 +2 Sprig of +1 level of
of knowledge, and the discovery of secret lore. In most
Acacia, craft existing class
instances, a naked hand fearlessly thrust into flames
of 1st degree
represents a dauntless pursuit of brotherhood mysteries.
2 +0 +0 +0 +3 Craft of 1st +1 level of The Pick, the Trowel, the Tongs: These tools represent
OF THE MOUNTAIN

degree existing class the craft of the miner, the stonecutter, and the blacksmith,
the three primary craft s of the dwarven people. They
3 +1 +1 +1 +3 Craft of 2nd +1 level of correspond symbolically with the three primary orders
degree existing class of the lodge, who wear the tools as badges of office. The
pick stands for those most worthy esoterics, who mine
4 +1 +1 +1 +4 Craft of 2nd +1 level of the deep mysteries of arcane and divine knowledge. The
MIDGARD

degree existing class trowel (usually paired with a chisel) represents those
skillful brothers who seek pureness of thought and mind
5 +1 +1 +1 +4 Craft of 3rd +1 level of to attain perfection in action. Lastly, the tongs denote
degree existing class inclusion in the preceptory of the iron forge, where
dwarves seek to attain physical perfection in their craft.
Preceptory of the Iron Forge Numerology: Important numbers in the brotherhood
are one (representing the self, also usually representing
Lvl BAB Fort Ref Will Special ignorance or lack of fellowship), three (fellowship, one’s
order, and desire to obtain knowledge), and five (master
HALLS

works, fraternity, lodge, community, and family).


1 +1 +2 +0 +2 Sprig of Acacia, craft of 1st degree
Meetings among peers are often referred to by members
of a congregation as “five and one and also three,” which
2 +2 +3 +0 +3 Craft of 1st degree
also serves as a popular password.
There are a total of 33 degrees within the brotherhood,
3 +3 +3 +1 +3 Craft of 2nd degree
with 34 representing the final degree all must one day
obtain—death. This number is usually displayed with
4 +4 +4 +1 +4 Craft of 2nd degree
a skull and crossbones, a shattered pillar, or a coffin.
Magic squares are also a popular display of important
5 +5 +4 +1 +4 Craft of 3rd degree
symbolic numbers, especially magic squares where each
row, column, and diagonal carries the symbolic sum of
Lodge of Trowel and Chisel a significant degree of the craft. These squares are often
cleverly concealed in brotherhood artifacts.
Lvl BAB Fort Ref Will Special
Rank, Order, and Degree
1 +0 +2 +0 +2 Sprig of Acacia, craft of 1st degree
The pursuits of individual brothers vary widely, and
members are free to pursue the path of knowledge and
2 +1 +3 +0 +3 Craft of 2nd degree
enlightenment as they most see fit. In this way, members
can choose among three orders within the lodge, each
3 +2 +3 +1 +3 Craft of 2nd degree
concentrating on a different path to illumination: The Rite
of Most Worthy Esoterics encourages the development of
4 +3 +4 +1 +4 Craft of 3nd degree
arcane and divine enhancement and the study of the high
art of magic; the Preceptory of the Iron Forge focuses on
5 +3 +4 +1 +4 Craft of 3rd degree
strength of character and body; while the Lodge of Trowel
and Chisel seeks to hone the mental and physical skills of
members to become exemplars of the dwarven race.
Members of the three orders seek knowledge and
wisdom in their own way, unrestricted by the progress of
other members. Specific numbered degrees are awarded
as members pass through stages of initiations through
different orders and post significant achievements in
their Craft. In this way, individual progress through the
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150
degrees of the organization is hard to define by those not Hit Die (based on Order)
knowledgeable in the esoteric rites of the society. Even Rite of Most Worthy Esoterics: d4
members are hard pressed to explain the complicated Preceptory of the Iron Forge: d10
rituals that allow a brother to advance from one degree Lodge of Trowel and Chisel: d6
to the next, as even those taking similar paths along this Requirements To qualify to become a Most Honorable
journey find themselves awarded different degrees and and Righteous Member of the Fraternal Order of
honors. Degrees are always awarded progressively, so Illuminated Brothers, a character must fulfill all the
that higher degrees confer more ranks and authority than following criteria.
those lower. The highest degree attainable by a normal Alignment Any lawful.
member of the Illuminated Brotherhood is 30, as the Skills Craft (any two) 5 ranks in each.
three highest degrees are reserved for silent masters. Feats Skill Focus (Knowledge) [any individual
Knowledge skill]
Illuminated Brotherhood Race Dwarf
Class Skills The Illuminated Brother’s class skills
Prestige Classes (and the key ability for each skill) are Appraise (Int),
Many, but not all illuminated brothers belong to one of Bluff (Cha), Craft (all skills taken individually) (Int),
several prestige classes that reflect the highest ideals of Diplomacy (Cha), Intimidate (Cha), Knowledge (all skills
the brotherhood. The illuminated brother prestige class is taken individually) (Int), Linguistics, Perform (Oratory,
actually 3 subclasses, which are relatively easy to enter. Sing and Act) (Cha), Perception (Int), Sense Motive
The silent master prestige class, on the other hand, is (Wis), Spellcraft (Int), Use Magic Device (Cha),
both far more exacting in its requirements and much Skill Points at Each Level
more restrictive in the abilities it grants. Rite of Most Worthy Esoterics: 6 + Int modifier
Preceptory of the Iron Forge: 4 + Int modifier
Illuminated Brother: Known simply as “brothers” to
Lodge of Trowel and Chisel: 8 + Int modifier
other members of this secretive society of skilled craftsmen,
Sprig of Acacia (Su) So secretive are the actions of
members of this group specialize in 3 prestige classes
initiates that if a brother is ever the target of a bardic
known as “orders.” They have shown the moral, fortitude,
knowledge, Diplomacy check to gather information,
talent at craft , and strength of character to undergo
Knowledge, or similar check and it succeeds by less than
initiation into the Fraternal Order of Illuminated Brothers.
10, the person making the check learns entirely false
The organization fosters personal growth through
information. This secrecy carries over even into death:
allegorical lessons and protects the secrets of dwarven
the brother gains immunity to speak with dead and other
craftsmanship through degreed initiations. Those
similar divinations cast after the brother has passed
wishing membership must be invited by their peers and
beyond the veil.
display certain personal characteristics while seeking
to hone their craft and perfect their skills in stone and
metalworking. Members promote respect, admiration,
Craft of Ordered Degrees
and support to fellow initiates of the order. At Each level, an illuminated brother is initiated further
Prospective members, once accepted into the into the secret rites and privileges of his order and may
brotherhood, must apply for an order within the lodge. choose one craft from the level-permitted degrees below.
Each order presents different challenges and rewards for He cannot choose the same secret twice, but may choose
its members, and membership is denied if an applicant is freely from craft secrets of lower degrees.
not deemed worthy. The Rite of Most Worthy Esoterics
is reserved for those practicing arcane and divine Crafts of 1st Degree
magic. Non-spellcasting but studious brothers in good
Arts, Parts, and Points (Ex) The brother gains any one
standing could conceivably pursue this path, but they
feat for which he meets all prerequisites.
gain no spellcasting ability by doing so. The Preceptory
of the Iron Forge attracts blacksmiths, smelters and Ask, Seek, Knock (Ex) An illuminated brother can call
metalworkers, as well as warriors seeking an edge in on the order’s information regarding various topics, just
martial skill, while the Lodge of Trowel and Chisel is as a bard can with bardic knowledge. The brother adds his
most apt for stonemasons and cutters, as well as those class level and Intelligence modifier to the check, which
seeking to enhance skills of body and mind. It is from functions otherwise exactly like a bardic knowledge
this last order that members skilled at espionage are check, and stacks with bardic knowledge and similar
developed and put to use by the brotherhood for the abilities derived from other sources.
gathering and protection of society secrets.
Clandestine Cowan (Ex) The brother is versed at
Entry into each order is a matter of pursuit,
intruding where unwanted. Add Disable Device and
background, and taste, and while characters may
Stealth to the brother’s class skills.
multiclass as they see fit, they must begin each order at 1st
level, with the approval of their silent masters.
151
151
Fiat Lux et Lux Fit (Ex) Brotherhood motto meaning Lvl BAB Fort Ref Will Special Spells/day
“Let there be light, and there was light.” Three times
per day, a flash of wisdom grants a +5 check on any one
1 +0 +2 +0 +2 Audi, Vide, +1 level of
Knowledge or Craft skill check.
Tace existing class
TALESKING

House Not Made with Hands (Ex) Choose a saving


throw. The illuminated brother gains a +2 bonus on all 2 +0 +3 +0 +3 Desires Shall +1 level of
saving throws of the chosen type. Fail existing class

Neither Naked nor Clothed (Ex) Always defended, the


3 +1 +3 +1 +3 Doors Shall +1 level of
OF THE MOUNTAIN

brother gains a +1 dodge bonus to AC.


Be Shut existing class
Temple of the Body (Ex) The illuminated brother gains
+3 hit points.
Stand To and Abide By (Ex) The brother gains a +1
Tessellated Pavement (Ex) The brother gains an
bonus on all attack rolls, skill checks, and saving throws
additional 5 feet to movement.
when within 30 feet of another brother.
MIDGARD

The Attentive Ear (Ex) Careful study has rewards, and


Sword Pointing to the Naked Heart (Ex) The brother
the brother immediately gains 5 skill points, which may
becomes enlightened in the ways of combat, gaining a +1
be spent as normal.
competence bonus on all attack rolls.
Crafts of 2nd Degree Crafts of 3rd Degree
Adverse Ballot (Ex) Once per day, the illuminated
All Seeing Eye (Ex) The illuminated brother can no
brother may “recast” his fate and reroll one d20 roll that
longer be flanked. This defense denies rogues the ability
he has just made before the GM declares whether the roll
to sneak attack the character by flanking him, unless
results in success or failure.
HALLS

the attacker has at least four more rogue levels than


The result of the reroll must be taken, even if it’s worse
the brother, who uses his class level to determine his
than the original roll.
equivalent rogue level. If the brother already has uncanny
Duly and Truly Prepared (Ex) An illuminated brother dodge from a second class, he automatically gains all
can react to danger before his senses would normally seeing eye instead, and the levels from the classes that
allow him to do so. As per uncanny dodge, he retains grant uncanny dodge stack to determine the minimum
his Dexterity bonus to AC (if any) even if he is caught rogue level required to flank the character.
flat-footed or struck by an invisible attacker. He still loses
Circumambulation (Ex) The brother can flank
his Dexterity bonus to AC if immobilized. If the brother
enemies from seemingly impossible angles. He can
already has uncanny dodge from a different class he
designate any square adjacent to himself as the square
automatically gains all seeing eye (see below) instead.
from which flanking against an ally is determined
I Am That I Am (Ex) Followers of this craft stack (including the square where he stands, as normal). He can
previous class levels and illuminated brotherhood levels designate the square at the beginning of his turn or at any
for the purpose of one of the following: determining the time during his turn. The designated square remains his
extra damage granted for sneak attack, favored enemy effective square for flanking until he is no longer adjacent
bonuses, bardic music, or unarmed strike damage. Each to it or until he chooses a different square (at the start of
selection of this craft can apply to a different type of one of his turns).
progression. The brother can even choose a square that is impassable
or occupied.
Perfect Points of Entrance (Ex) Due to the obscure,
esoteric nature of his allegorical, metaphorical, and Distressed Worthy Brother (Ex) The study of
ritualistic retraining, the brother adds +5 to Spellcraft metaphor and allegory are so inured that the brother can
DCs to identify spells he casts. use some skills reliably even under adverse conditions. On
In addition, he gains a +2 bonus on Spellcraft checks gaining this ability, he selects a number of skills equal to
made to identify spells being cast by others. 3 + his Intelligence modifier. When making a skill check
with one of these skills, he may take 10 even if stress and
Lux E Tenebris (Ex) If an illuminated brother is
distractions would normally prevent him from doing so.
affected by an enchantment and fails his saving throw,
1 round later he can attempt his saving throw again. He Hele (Ex) The brother trains his mind and body to
only gets this one extra chance to succeed at his saving protect himself from scrying, gaining SR equal to 15+
throw. If it fails as well, the spell’s effects occur normally. class level against all divinations, similar to a permanent
nondetection spell.

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152
Hoodwink (Ex) A properly trained brother can use the Class Skills
Stealth skill even while being observed. As long as he is The silent master’s class skills (and the key ability for each
within 10 feet of some sort of shadow, the brother can hide skill) Appraise (Int), Bluff (Cha), Craft (all skills taken
himself from view in the open without anything to actually individually) (Int), Diplomacy (Cha), Intimidate (Cha),
hide behind. He cannot, however, hide in his own shadow. Knowledge (all skills taken individually) (Int), Linguistics,
Perform (Oratory, Sing and Act (Cha), Perception (Int),
Silent Master Sense Motive (Wis), Spellcraft (Int), Use Magic Device
(Cha)
As typical members of the brotherhood seek to attain
Skill Points at Each Level
perfection in mind, body, and craft, others seek
6 + Int modifier
enlightenment through the rich history of the order and
the deeper understanding of their dwarven character. Class Features
Those rising to such a high degree eventually assume the All of the following are class features of the silent master
rare mantle of leadership termed silent mastery. prestige class.
Most brothers who pursue this path are accomplished Audi, Vide, Tace (Ex) The secret knowledge learned in
and knowledgeable seekers of lore and masters of high this rite is so severe that an oath of silence is undertaken.
arcane arts. In the more recent history of the society, The silent master may not make a single utterance or
many clerics and priests have assumed this rank as well, loses all illuminated brotherhood and silent master
attempting to turn members away from heretical pledges class abilities, including spell level increases gained
to an anonymous higher power and toward the more through advancement in this class, and is then struck
clearly defined worship of Volund. This turn has caused with a powerful modify memory effect that scrambles the
some conflict and consternation within the ancient order. moments of revelation to an extent that specific rites and
Silent masters delve into the dark secrets held by the mysteries cannot be recalled with any clarity. In return
order so the secrets might, in turn, pass on to successive for the silence of secrets, the silent master gains the ability
generations. The more such members learn of the true to understand any intelligent creature and communicate
nature of their dwarven heritage, the history of their in return through glares, body language, and silent stares
society, and the revelations that led to the formation of that grant a +5 inherent bonus on Intimidate checks.
their organization, the more drawn into the brotherhood In addition, the silent master gains the Silent Spell feat,
they become, so that many are rarely seen outside their usable with no increased cost in spell levels and no
lodges. So dark are some of these secrets that those who increase in casting time for spontaneous casters.
ascend to this high rite are struck with both a natural and
Desires Shall Fail (Ex) At 2nd level, the silent master
magical silence that, if ever broken, strips them of power
gains protection from all devices, abilities, effects, and
and memory.
spells that influence the mind. This ability shields him
The three highest degrees (31st, 32nd, and 33rd) are
against all mind-affecting spells and effects (although
reserved for the silent masters. There is typically only
the silent master can selectively allow powers or spells to
one silent master of each degree per order in any given
affect him). The ability even foils limited wish and wish
lodge, and they officiate all proceedings, rites and rituals
used to mentally influence a silent master.
in an uncanny, impenetrable silence. If a second silent
master ascends within a lodge, he either leaves the lodge Doors Shall Be Shut (Ex) The 3rd-level silent master is
to serve in another canton or else forsakes gaining the protected from all devices, abilities, effects, and spells that
degree and instead waits until the current silent master reveal location. This ability protects against information
abdicates or dies. gathering by divinations or effects that reveal location.
Hit Die d8 The ability even foils limited wish and wish used to gain
Requirements To qualify to become a silent master of information about the silent master’s location. In the case
the Most Honorable and Righteous Fraternal Order of scrying that scans an area the silent master is in, the
of Illuminated Brothers, a character must fulfill all the effect works, but the silent master simply is not detected.
following criteria. Divination attempts that are targeted specifically at a
Skills Craft (any two) 10 ranks in each silent master do not work.
Class Illuminated brother prestige class (any order)
level 5th
Race Dwarf

153
153
Brotherhood Items Mnemonic Fob
Through the years, the brothers of the Illuminated Aura Strong transmutation; CL 12th;
Brotherhood created new items both magic and mundane Slot none; Price 1,400 gp; Weight—
to aid them in their mysterious practices. Some of the most This small bauble consists of a flat crescent binding
TALESKING

common and useful of these items are described here. a small disc that freely spins in its housing, each side
intricately etched with an incomplete pillar and pyre.
Brotherhood Codex Once per day, the owner may spin the disc as a standard
action and concentrate on the resulting illusory flaming
Aura Moderate transmutation; CL 7th
pillar, enabling him to recall any one 1st level spell he
OF THE MOUNTAIN

Slot none; Price Price 10,500 gp + cost of spellbook;


previously cast.
Weight 4 lb.
In addition, the owner may remove the disc from the
These specially prepared spellbooks serve members of the
fob and place it on the ground. Speaking a command
Illuminated Brotherhood as keys to the cabalistic secrets
word creates a 5-foot-tall flaming pillar of intricately
and occult rituals of their secret order. They are disguised
carved stone, providing light as a continual flame spell.
as high-quality spellbooks and perfectly suitable as such;
The pillar lasts for up to 20 rounds per day, although
as a result, many owners are naively unaware of the
MIDGARD

the rounds need not be consecutive. Touching the brass


powerful secrets the book contains.
embossed “B” of the pillar returns it to disc form.
The unorthodox hand gestures and high degree of
CONSTRUCTION
allegorical and esoteric symbolism shown in the spells
Requirements: Craft Wondrous Item, major creation,
increases the Spellcraft DC by +5 to learn, decipher,
Cost 700 gp. Price 1400 gp. Weight 1 lb.
prepare, or copy any spell from this source.
Every third page is affected by a secret page spell,
concealing society mysteries of initiation, profane rites,
and arcane gestures meant to raise the consciousness of
the member. No password exists to circumvent the secret
HALLS

page. Rather, the true nature of these pages is revealed


only by thrusting the book into the symbolic fires of the
Pillars of Enlightenment. For this reason, most society
members carry a mnemonic fob to do just that. Even
when so revealed, the confusing symbolic nature of the
texts requires a DC 25 Linguistics check to interpret. Read
magic only grants a +2 circumstance bonus on this check,
while comprehend languages provides a +5 circumstance
bonus.
CONSTRUCTION

Requirements Craft Wondrous Item, secret page;


Cost 5,250 gp + ½ cost of spellbook;

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154
APPENDIX C:

New Templates
Two new creature templates are particular to the
Ironcrags, or at least most commonly found there.

Goldveined Template
“Goldveined” is an acquired template that can
be added to any animal, dragon, magical beast,
humanoid, giant, outsider, or vermin (referred
to hereafter as the “base creature”).
A goldveined creature uses all the base
creature’s statistics and special abilities except as
noted here.
Size and Type The creature’s size and type
remain unchanged, but it gains the evil and
earth subtypes.
Spell-Like Ability A goldveined creature
with an Intelligence score of 3 or higher can cast
rusting grasp as a spell-like ability once per day.
Caster level equals the HD, and the save DC is
Charisma-based.
Special Qualities A goldveined creature
retains all the special qualities of the base
creature, and gains other special qualities
depending on its Hit Dice, as indicated on the
following table. Except where noted, the abilities
are cumulative; a goldveined creature with 5 HD
gains the charm person spell-like ability, damage
reduction, fatal bequest, and strength of metal.
Caster level equals the creature’s HD, and the
save DCs are Charisma based.
HD Abilities
1+ DR 5/silver or gold; fatal bequest; madness
3+ Strength of metal opportunity if reasonably able to avoid them on behalf
5–6 1/day—charm person (spell-like ability) of the goldveined creature, but he does otherwise put the
7–9 What’s yours is mine (replaces charm person) goldveined creature’s safety and well-being above his own.
10+ For love of money (replaces what’s yours is mine) The ability has a range of 30 feet and can be used up to
12+ SR 10 + creature’s HD three times per day.
Fatal Bequest (Su) Upon death, a goldveined creature Madness (Ex) A goldveined creature uses its
vomits forth greed-tainted gold pieces equal to its Hit Dice. Charisma modifier on Will saves instead of its Wisdom
For Love of Money (Sp) A goldveined creature with modifier. It is immune to confusion and insanity effects
10 HD or more gains this ability instead of what’s yours and cannot be restored to sanity by any means short of a
is mine. With this ability, a goldveined creature can miracle or wish spell.
mentally coerce an opponent to protect it just by looking Strength of Metal (Ex) A goldveined creature with 3
into his eyes. This is similar to a gaze attack, except that HD or more has a 50% chance to ignore a critical hit.
the goldveined creature must use a standard action, What’s Yours is Mine (Sp) A goldveined creature with
and those merely looking at it are not affected. Anyone 7–9 HD gains this ability instead of its charm person
the goldveined creature targets must succeed on a Will spell-like ability. With this ability, the goldveined creature
save (DC 10 + 1/2 creature’s hit dice + Int modifier) or can vomit forth a 30-foot line of gold-flecked spittle once
becomes unable to harm the goldveined creature and per day. Creatures struck by the line must make Will
makes nearly every effort to prevent others from harming saves (DC 10 + 1/2 creature’s hit dice + Int modifier) to
it as well. The affected target does not fight to the death, resist succumbing to insatiable envy. A struck creature
perform any obviously suicidal action, or draw attacks of who fails his save attempts to take some item of value he
155
155
can see in possession (worn, held, or equipped) of the
ally closest to him, moving in as close to a direct line as
possible toward his target and attempting disarm and
grapple checks (only) to acquire the item. If the creature
struck removes the item from its target, he drops it as a
TALESKING

free action and attempts to take another item.


In order of preference, the stricken creature attempts to
acquire a magic weapon, gold pouch, known permanent
magic item, known single-use or charged magic
OF THE MOUNTAIN

item, spell component bag, or other


item worth at least 10 gp. If the
stricken creature’s target carries more
than one of a type of item from the
list, he attempts to remove all such
items (in a random order) before
moving to the next type of item on the
MIDGARD

list. A stricken creature acts this way


for 2d6 rounds or until he takes (and
drops) 1d4+1 items.
Abilities A goldveined creature gains a
+2 inherent bonus to Charisma.
Skills A goldveined creature with an
Intelligence score of 3 or higher gains
Appraise as a class skill, and gains a +3 bonus
to all such checks.
HALLS

Feats A goldveined creature gains Diehard as a


bonus feat.
Environment Any underground or
mountain.
Organization As the base creature.
Challenge Rating HD 10 or less, as
base creature + 1;
HD 11 or more, as base creature +2.
Alignment Any evil.
Damage Stone-dead dwarves have slam attacks that
Stone Dead Template deal 1d6 points of damage.
“Stone-dead dwarf ” is an acquired template that can be Special Attacks A stone-dead dwarf retains all the base
added to any still-living dwarf (referred to hereafter as creature’s special attacks and gains the stone touch ability
the base creature). Gaining this template requires the as well. Save DCs are Charisma-based.
dwarf to complete the Floating the Stone ritual. The Stone Touch (Su) As a standard action, a stone-dead
stone-dead dwarf uses all the base creature’s statistics dwarf using its homunculus form may make a touch
and special abilities except as noted here. attack against a living creature. If it succeeds, its target
Size and Type The creature’s type changes to outsider must immediately succeed on a DC 15 Fort save or be
(earth). Do not recalculate base attack bonus, saves, or turned to stone. This effect can be reversed with flesh to
skill points. Size is unchanged. stone or any other effect that reverses petrification.
Armor Class Natural armor improves by +5. Special Qualities A stone-dead dwarf retains all the base
Attack A stone-dead dwarf gains a slam attack as a creature’s special qualities and gains those described below.
primary natural weapon if it animates a body for itself. Fettered A stone-dead dwarf is attached to a specific
A creature with natural weapons retains those natural location. This location is usually a place holy to dwarves
weapons. A stone-dead dwarf fighting without weapons or of supreme significance to the dwarf in question. The
uses a slam when making an attack action. If armed with stone-dead dwarf cannot leave this location. See the
a weapon, it uses the weapon as its primary attack along Floating the Stone Ritual section for more information.
with a stone touch (see below) as a natural secondary Stone Homunculus A stone-dead dwarf usually does
attack, provided it has a way to make that attack (either not have a corporeal body but may form one from the
a free hand or a natural weapon that it can use as a earth and stone of its fettered location once per day. This
secondary attack). body looks just like the dwarf did in life and is used by
the stone-dead dwarf to interact with the world around
156
156
it, including wielding weapons or objects. If the dwarf Location Size Base DC
undertook the Floating the Stone ritual with belongings,
these are also present upon the homunculus. Such items
Small room (up to 100 square feet) 25
can be taken from the dwarf while the homunculus is
intact, but once it reverts to it’s constituent elements,
Large room (up to 1,000 square feet) 35
the items disappear as well and reform the next time the
stone-dead dwarf creates its homunculus.
Series of rooms (up to 10,000 square feet) 45
Non-Death A stone-dead dwarf is not slain when its
homunculus is reduced to 0 hit points, disintegrated, or
Small cavern system (up to 1 mile long) 55
otherwise destroyed. Rather, the stone-dead dwarf ’s soul
retreats into the fettered location and must reconsolidate
Large cavern system (up to 100 miles long) 65
itself in 1d10 days. During this time, the stone-dead dwarf
is totally isolated from the world and cannot perceive
or interact with its surroundings at all. It loses all other The following modifiers can alter the base DC.
special qualities during this period.
Abilities Increase from the base creature as follows: Condition DC Modifier
Str+4, Wis +2.
Skills Stone-dead dwarves have a +8 racial bonus on
The location is sanctified to the
Perception and Sense Motive checks. +5
dwarf ’s deity
Organization Solitary.
Challenge Rating Same as the base creature + 2.
The location is sanctified to a
Treasure None. –2
different deity
Alignment Any
Advancement By character class;
Clerics of a different deity assist
Level Adjustment —. +1 (max +5)
(per cleric)
Floating The Stone Ritual Clerics of the location’s deity assist
+2 (max +10)
A dwarf becomes a stone-dead dwarf by surviving the (per cleric)
Floating the Stone ritual. During this ritual, the dwarf
lies down in the place where he wishes to fetter his soul. The dwarf sacrifices wealth to the
+1 (max +20)
The area must be sanctified with a hallow spell cast by a location’s deity. (per 1,000 gp)
dwarven cleric of a dwarven deity. The dwarf attempting
the ritual attunes himself to the earth and stone of this The dwarf brings magic items
+1 (no max)
place and initiates a test of willpower with the fettering with him (per 10, 000 gp value)
site to see if it accepts him. Once the test begins, the dwarf
melds into the earth and loses 1 hit point per round until
To become stone-dead dwarf, the dwarf must
he accumulates enough successful Will saves or dies. The
accumulate a number of successful Will saves equal 30–
dwarf cannot turn back—he either becomes a stone-dead
his Constitution score before he dies. If he fails in this, his
dwarf or simply becomes entombed and dies.
body and gear are absorbed the location and are forever
Every round he remains alive within the earth, the
lost. No mortal magic, not even a wish or miracle, can
dwarf performs a Will save (and can do nothing else),
restore the dwarf.
with the DC determined from the following table.

157
157
OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. The owner of any Product Identity used in Open Game Content
and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All shall retain all rights, title and interest in and to that Product Identity.
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TALESKING

(b)”Derivative Material” means copyrighted material including 9. Updating the License: Wizards or its designated Agents
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HALLS

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6. Notice of License Copyright: You must update the and Dan Voyce.
COPYRIGHT NOTICE portion of this License to include the exact Deep Magic. © 2014 Open Design LLC. Authors: Wolfgang
text of the COPYRIGHT NOTICE of any Open Game Content Baur, Tom Benton, Creighton Broadhurst, Jason Bulmahn, Ross
You are copying, modifying or distributing, and You must add the Byers, Charles Lee Carrier, Tim Connors, Adam Daigle, Jonathan
title, the copyright date, and the copyright holder’s name to the Drain, Mike Franke, Ed Greenwood, Frank Gori, Jim Groves,
COPYRIGHT NOTICE of any original Open Game Content you Amanda Hamon Kunz, Sam Harris, Brandon Hodge, Phillip
Distribute. Larwood, Jeff Lee, John Ling, Jr., Chris Lozaga, Ben McFarland,
7. Use of Product Identity: You agree not to Use any Product Nicholas Milasich, Carlos Ovalle, Richard Pett, Marc Radle,
Identity, including as an indication as to compatibility, except as Stephen Radney-MacFarland, Wade Rockett, Stephen Rowe,
expressly licensed in another, independent Agreement with the Adam Roy, Amber E. Scott, Neil Spicer, Owen K.C. Stephens,
owner of each element of that Product Identity. You agree not Joshua Stevens, Christina Stiles, Matt Stinson, Stefen Styrsky,
to indicate compatibility or co-adaptability with any Trademark Dan Voyce, and Mike Welham.
or Registered Trademark in conjunction with a work containing Halls of the Mountain King. © 2015 Open Design; Author
Open Game Content except as expressly licensed in another, Tim & Eileen Connors, Michael Furlanetto, Brandon Hodge, Ben
independent Agreement with the owner of such Trademark or McFarland, Dan Voyce, and Wolfgang Baur.
Registered Trademark. The use of any Product Identity in Open
Game Content does not constitute a challenge to the ownership of
that Product Identity.

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