Halls of The Mountain King
Halls of The Mountain King
Halls of The Mountain King
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
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
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
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
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
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
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
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.
10
10
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.
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
12
12
1
CHAPTER ONE
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.
13
13
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
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
14
14
1
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):
15
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
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
17
17
HALLS OF THE MOUNTAIN
MIDGARD TALESKING
18
18
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.
19
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.
20
20
1
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.”
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,
22
22
1
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
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
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
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 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
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
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
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.
31
31
Frost Giant CR 9
hp 133; Bestiary 1
Tactics
TALESKING
32
32
1
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.
33
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
34
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.
35
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
(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.
39
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
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
41
41
MIDGARD
HALLS TALESKING
OF THE MOUNTAIN
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.
43
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
44
44
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.
45
45
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
46
46
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
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
48
48
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.
49
49
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
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
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
51
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.
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.
53
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
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)
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
Sebastian Ufastis CR 7
Male dwarf sorcerer 8
NE Medium humanoid (dwarf)
Init +4; Senses darkvision (60 feet); Perception +2
DEFENSE
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
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
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,
60
60
2
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
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
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
62
62
2
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
63
63
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
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
64
64
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
65
65
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
66
66
3
CHAPTER 3:
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
67
67
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
68
68
3
Table 2-1: Something is wrong with the ore and the Spirit of the Mountain.
Clue Scene Primary Check Secondary Check
Orichalum ore Any with gold fever (DN) DC 25 bardic knowledge Knowledge (local)*
causes gold fever.
Volund save us! Crying The Outing of Bragollach (DN) DC 10 Perception Dwarven Language*
Eyes are our salvation
Table 2-3: Rabscuttle contains the key to finding the Eye of Grajava
Clue Scene Primary Check Secondary Check
69
69
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
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
70
70
3
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.
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.”
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 Rabscuttle? “A gearforged, apparently. I do not know why he carries our secrets.”
Helpful: “He resembles some ancient legends of prototype gearforged.”
71
71
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
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
72
72
3
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.
73
73
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
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.
74
74
3
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.
76
76
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.
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
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
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.
78
78
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
79
79
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
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.
80
80
3
81
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
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
82
82
3
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
83
83
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
84
84
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
85
85
HALLS OF THE MOUNTAIN
MIDGARD TALESKING
86
86
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
87
87
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
88
88
4
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
89
89
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.
90
90
4
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.
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
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).
92
92
4
Metal Quills Trap CR 11 Thoqqua (10) CR 2
Type magical; Perception DC 32; Disable Device DC 32 hp 22 Bestiary 2
EFFECTS
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
93
93
HALLS OF THE MOUNTAIN
MIDGARD TALESKING
94
94
4
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
96
96
4
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.
97
97
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
9. Through
the Ceiling
When the PCs drop down or peer
into this room, read or paraphrase
the following.
99
99
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
100
100
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.
101
101
CHAPTER 5:
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.
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
102
102
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,
103
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
104
104
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
105
105
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
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
106
106
5
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
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.
109
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
Forsaken (8) CR 3
hp 25; BESTIARY 1, p.70 (derro)
Tactics
HALLS
111
111
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
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
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
112
5
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,
113
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
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
114
114
5
EFFECTS Table 5-4: Machinery Mishap!
Trigger location; Reset None
Effect Atk +10 melee (2d6/ x3, jagged metal) D6 Event
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
115
115
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
116
116
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
117
117
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
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
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
119
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
Heartsblood Forge
TALESKING
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 Cultist CR 8
Male Human cleric 8/rogue 1
LE Medium humanoid (Human)
Init +6; Senses Perception +4
DEFENSE
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,
123
123
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
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
124
124
6
125
125
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
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
126
126
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).
127
127
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
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.
128
128
6
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
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
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.
132
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
134
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
135
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
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
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
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
its total.
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.
142
142
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
143
143
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
144
144
APPENDIX A:
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
146
146
APPENDIX B:
148
148
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.
149
149
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
152
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
154
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
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.
Rights Reserved. 8. Identification: If you distribute Open Game Content You must
1. Definitions: (a)”Contributors” means the copyright and/or clearly indicate which portions of the work that you are distributing
trademark owners who have contributed Open Game Content; are Open Game Content.
TALESKING
(b)”Derivative Material” means copyrighted material including 9. Updating the License: Wizards or its designated Agents
derivative works and translations (including into other computer may publish updated versions of this License. You may use any
languages), potation, modification, correction, addition, extension, authorized version of this License to copy, modify and distribute any
upgrade, improvement, compilation, abridgment or other form in Open Game Content originally distributed under any version of this
which an existing work may be recast, transformed or adapted; License.
(c) “Distribute” means to reproduce, license, rent, lease, sell, 10. Copy of this License: You MUST include a copy of this
OF THE MOUNTAIN
broadcast, publicly display, transmit or otherwise distribute; License with every copy of the Open Game Content You Distribute.
(d)”Open Game Content” means the game mechanic and includes 11. Use of Contributor Credits: You may not market or advertise
the methods, procedures, processes and routines to the extent the Open Game Content using the name of any Contributor unless
such content does not embody the Product Identity and is an You have written permission from the Contributor to do so.
enhancement over the prior art and any additional content clearly 12. Inability to Comply: If it is impossible for You to comply with
identified as Open Game Content by the Contributor, and means any of the terms of this License with respect to some or all of the
any work covered by this License, including translations and Open Game Content due to statute, judicial order, or governmental
derivative works under copyright law, but specifically excludes regulation then You may not Use any Open Game Material so
MIDGARD
Product Identity. (e) “Product Identity” means product and product affected.
line names, logos and identifying marks including trade dress; 13. Termination: This License will terminate automatically if You
artifacts; creatures characters; stories, storylines, plots, thematic fail to comply with all terms herein and fail to cure such breach
elements, dialogue, incidents, language, artwork, symbols, designs, within 30 days of becoming aware of the breach. All sublicenses
depictions, likenesses, formats, poses, concepts, themes and shall survive the termination of this License.
graphic, photographic and other visual or audio representations; 14. Reformation: If any provision of this License is held to be
names and descriptions of characters, spells, enchantments, unenforceable, such provision shall be reformed only to the extent
personalities, teams, personas, likenesses and special abilities; necessary to make it enforceable.
places, locations, environments, creatures, equipment, magical or 15. COPYRIGHT NOTICE
supernatural abilities or effects, logos, symbols, or graphic designs; Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
and any other trademark or registered trademark clearly identified System Reference Document. © 2000. Wizards of the Coast,
as Product identity by the owner of the Product Identity, and which Inc; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on
HALLS
specifically excludes the Open Game Content; (f) “Trademark” material by E. Gary Gygax and Dave Arneson.
means the logos, names, mark, sign, motto, designs that are used Pathfinder Roleplaying Game Core Rulebook, © 2009, Paizo
by a Contributor to identify itself or its products or the associated Publishing, LLC; Author Jason Bulmahn, based on material by
products contributed to the Open Game License by the Contributor Jonathan Tweet, Monte Cook, and Skip Williams.
(g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, Pathfinder Roleplaying Game Advanced Race Guide. ©
format, modify, translate and otherwise create Derivative Material 2012, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner,
of Open Game Content. (h) “You” or “Your” means the licensee in Benjamin Bruck, Jason Bulmahn, Adam Daigle, Jim Groves,
terms of this agreement. Tim Hitchcock, Hal MacLean, Jason Nelson, Stephen Radney-
2. The License: This License applies to any Open Game Content MacFarland, Owen K.C. Stephens, Todd Stewart, and Russ Taylor.
that contains a notice indicating that the Open Game Content Advanced Player’s Guide. © 2010, Paizo Publishing, LLC;
may only be Used under and in terms of this License. You must Author: Jason Bulmahn.
affix such a notice to any Open Game Content that you Use. No Pathfinder Roleplaying Game Ultimate Magic. © 2011,
terms may be added to or subtracted from this License except as Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock,
described by the License itself. No other terms or conditions may be Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-
applied to any Open Game Content distributed using this License. MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ
3. Offer and Acceptance: By Using the Open Game Content You Taylor.
indicate Your acceptance of the terms of this License. Pathfinder Roleplaying Game: Ultimate Equipment. © 2012,
4. Grant and Consideration: In consideration for agreeing to use Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner,
this License, the Contributors grant You a perpetual, worldwide, Benjamin Bruck, Ross Byers, Brian J. Cortijo, Ryan Costello, Mike
royalty-free, non-exclusive license with the exact terms of this Ferguson, Matt Goetz, Jim Groves, Tracy Hurley, Matt James,
License to Use, the Open Game Content. Jonathan H. Keith, Michael Kenway, Hal MacLean, Jason Nelson,
5. Representation of Authority to Contribute: If You are Tork Shaw, Owen KC Stephens, Russ Taylor, and numerous RPG
contributing original material as Open Game Content, You represent Superstar contributors.
that Your Contributions are Your original creation and/or You have Midgard Campaign Setting. © 2012 Open Design LLC; Author:
sufficient rights to grant the rights conveyed by this License. Wolfgang Baur with Jeff Grubb, Brandon Hodge, Christina Stiles,
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.
158
158
159
159
HALLS OF THE MOUNTAIN
MIDGARD TALESKING
160
160