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MISSION Nº4

A wizard most discreet

seniority rank 1-2 Open source p.20 ↗
Denomination Hall of the Dwarven Kings
Level -48
Design by Raymon de Lahilla
Last survey 112 days
Clientele Basic (gold-grabbers)

This mission is designed for novice hosts but can easily be tweaked for more experienced PCs, since it is unlikely to lead to confrontations (except with the wizard himself, who can easily be buffed up).

Run 0/11 visited· 6 fights left

The aerie map

Maps (1)

DI MB1 · p.21

book page · p.21
⬇ Download p.21 ↗

The briefing

Mission briefing & concept p.20 ↗

This mission is designed for novice hosts but can easily be tweaked for more experienced PCs, since it is unlikely to lead to confrontations (except with the wizard himself, who can easily be buffed up).

The Mission - A client seems to have survived the dangers of the Hall of the Dwarven Kings, unlike their companions. Supervision says they're still around and it's high time someone dealt with them...

Concept

The Hall of the Dwarven Kings aerie was designed as an abandoned underground palace. All the expected signs of Dwarven habitat can be found (a forge, weapon storage, etc.) there. The place is entirely built from grey granite, and adorned in the expected manner (bearded statues, runic carvings, imposing square columns). A PC of dwarven descent or an expert in Dwarf culture might find some discrepancies in the ornamentations, but by and large, Refurbishing did a good job with this one.

Complications

Supervision determined three days ago that four clients had entered the aerie. Due to stretched teams at Hosting and the presence of the hobgoblin residents, it was decided not to send hosts. But today, Supervision's magical means have identified that only three clients are dead. And no one has left. The fourth client, possibly a spellcaster, must still be there. The hosts' mission is to find and eliminate them, as well as retrieve loot from all four clients.

Clients

There is only one client:

  • Mandrake, a shrewd magician. HD 2 (9 hp), ARM –, ATT staff , SP bracelet of metamorphosis, Spells: charm person, illusion, magic missile, ML Δ4

Map notes

  • A tribe of hobgoblins has settled in the hall.
Magician's trick p.22 ↗

When the fight against the hobgoblins turned sour, Mandrake slipped out toward the hall. There, he found the priest by the fire, alone. A lethal magic missile to the head later, Mandrake dragged the body to the closet (K). There, he used the bracelet of metamorphoses and an illusion spell to swap identities with the body. Once the tribe left the battlefield, it was easy to pile the fake client corpse with the others. He knows some of the hobgoblin tongue but avoids interacting with the tribe for fear of being found out. He is considering his next move as he hasn't lost hope of leaving with some of the dwarven kings' treasure.

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Keyed rooms (11)

A. Grand hall HobgoblinKholpozMandrake p.20 ↗

A vast, damp hall with high ceilings and large square pillars, sculpted in the image of somewhat clichéd warrior kings and queens. Most wall surfaces are covered in runic writings. Flickering lights from an encampment, carefree conversation, and the appetizing smell of roast meat. To the south, one large alcove out of four (A1) is closed off with rough fabric curtains. To the north, a corridor entrance lets cold air in. Several doors on the eastern and western walls.

  • → Encampment. A tribe of two dozen orange-skinned humanoid residents has settled in the hall. Only 10 are seasoned warriors (both male and female). Their similar garb and well-tended equipment suggests strong discipline.
  • ▶ Parleying with them isn't too difficult. They only react aggressively if the hosts are mostly surface-dwellers, and they appreciate someone speaking their language (or even goblin, orc, or bugbear).
  • ▶ A peaceful approach leads to an invitation to share their 'man-roast' dinner (from the clients' bodies in B). Kholpoz proudly tells of the battle against the intruders a few days ago. He is adamant that no one escaped, but cannot recall if there were three or four intruders.

HOBGOBLIN WARRIORS (10). HD 2 (8 hp), ARM Δ6, ATT sword or bow , ML Δ8

Kholpoz, battle-proud hobgoblin leader. HD 3 (14 hp), ARM Δ8, ATT scimitar , ML Δ10

  • → Covered alcoves. Large alcove (A1). Behind the rough curtains resides the hobgoblin tribe's priest. Three fiercely loyal female hobgoblin warriors guard the curtains at all times. Inside is the priest, except it's actually Mandrake the wizard... (see sidebar).
  • → Corridor entrance. A vast archway leading to a corridor designed for guards to protect the entrance. Amidst the cold breeze (from the Bright Outside) is the smell of rotting corpses coming from B.

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B. Cold hall entrance p.22 ↗

Less ornate than the main hall; flanked by two small passages that would allow a crossbowman (or crossbowdwarf) to shoot into the corridor through arrow slits. In the corridor is a scene of carnage, and many signs of an epic fight. Four corpses lie on the floor.

  • → Corpses. The dead bodies of four humans, two warriors (one male and one female), a female thief and a male wizard. Both warriors are missing limbs that seem to have been hacked post-mortem (for the hobgoblin barbecue). A close look at the wizard's body reveals tinges of orange on its skin. The (real) wizard's illusion is slowing fading away.

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C. Forge supply room Dwarven automaton p.22 ↗

Derelict supply room with piles of corroded iron ingots, hammer heads and rusted metal tongs. Amongst it all, a derelict but still functional dwarven automaton.

  • → Dwarven automaton. 5'-tall rusty cylindrical automaton on chain wheels, with tongs for arms. Its mechanics are still effective, but whatever it was designed to do is long forgotten. It lashes out at nearby movement. Dungeon Inc.'s cartographers know about it but forgot to add it to the map. The hobgoblins lost one of theirs to this room, so they avoid it.

DWARVEN AUTOMATON HD 2 (12 hp), ATT Δ8, ARM Δ12, ML –

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D. Old forge p.23 ↗

The room is stuffy from the heat radiated by a low, large, glowing vat at its center. Anvils of various sizes and shapes are strewn around the room, few of them still standing. Other assorted tools lie around the place in a mess.

  • → Glowing vat. Powered by elemental fire, the vat emits heat and red light. It burns flesh to a crisp if touched.
  • → Assorted tools. The remains of a wide variety of smithing tools: hammers with rotten handles, tongs, chisels, braziers, bellows, buckets, etc. None of them are remotely of use anymore.

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E. Derelict king's chambers p.23 ↗

A vast and dusty room that was once lavishly decorated. The moldy tapestries represent dwarven royalty and battle scenes against orcs. The only piece of furniture still standing is the rusted frame of a once ornate four-poster iron bed.

  • → Moldy tapestries. Refurbishment has gone to great lengths to make these believable, but they did not anticipate on parasites eating the tapestries in quite this way. Any close examination of the tapestry and the parasites hop onto clothes, hats, bags, etc., ruining them in a matter of hours unless fumigated.
  • → Iron bed. On the inside face of one of the posts is a tiny lever. Activating opens the secret door in F that leads to the alcove in A1.

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F. Fake dwarven treasure room Mandrake p.23 ↗

A large room lined with derelict shelves once covered with riches, but now partially collapsed. The floor is covered with precious things: vases, weapons, ingots, coins, headgear, etc. A large chest against the northern wall. If the PCs have opened the secret passage while in E, a pane in the northern wall is partially askew and a voice can be heard mumbling on the other side.

  • → Precious things. Once again, Refurbishment did a good job: this is the fake treasury, so none of this is actually precious. Objects made of gold turn out to be wood painted with gold paint, or another cheaper metal given a golden glint. Weapons are useless, and items of clothing eaten away by parasites.
  • → Large chest. Locked but not booby trapped. It's full of what looks like gold coins, but turns out to be tin coins with a gold tint. Worthless. However, on the wall behind the chest, there is a secret panel that, when pushed, opens the secret passage to the real treasure room in G.
  • → Voice. Mandrake, excitedly muttering to himself in the common tongue. He only explores when the tribe is resting, and has not yet discovered the treasure room. He knows (from the Marketing material that attracted him and his crew here in the first place) that there is a fake and a real treasure room, but has located neither. When the wall panel clicks open as the hosts activate the lever in E, he is both worried and hopeful, so he is on his guard but eager to see what's on the other side.

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G. Treasure room Carnivorous coins p.24 ↗

A small bare room with a single large chest in its center.

  • → Large chest. It's locked and trapped with a poison needle trap (Δ8, frequency 1 minute). Contains a huge number of gold coins. But since this is Dungeon, Inc. it's also a trap: these are living carnivorous coins.

CARNIVOROUS COINS (swarm). HD 3 (10 hp), ATT 3 x bite (), ARM --, SP half damage from weapons, double damage from area attacks, ML Δ6

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H. Baths of the dwarven concubines Green slime p.24 ↗

A large room that seems to have contained a series of baths. It must have been luxurious once, but the marble is cracked and discolored and there's greenish mold everywhere. A couple of skeletons are lying around in the baths.

  • → Greenish mold. Some of the green mold is just innocuous mold. But green slime thrives on the ceilings and may fall on unwary intruders.

GREEN SLIME. HD 2 (9 hp), ARM –, ATT acid burn Δ6 (damage like fire), only damaged by fire or magical attacks, ML –

  • → Skeletons. The remains of two victims of the dwarven concubines in I. They fell for the illusion and joined the concubines in the baths, where the green slime ate them in mutual bliss. One is an orc, and the other one a dwarf, however examining the bones will expose to an attack by the slime.

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I. Harem of the dwarven king Wraith p.24 ↗

This room is haunted by two powerful wraiths shaped like dwarven concubines. To anyone who would be attracted by beings of that gender, they make the surroundings appear like a harem pleasure room: perfumed candles, silk cushions, choice ale and sweet meats. Other hosts see only an empty, derelict room of unclear purpose."

  • → Wraith. Londir and Sinlor are unable to act with the material plane, but they can appear to anyone they choose to. Their powerful glamour lets them project illusions around them. They feel real to a character who fails a WIS check. Their job is to lead anyone who enters to the baths (H) where to be eaten by slimes.

WRAITHS (2). HD 4 (26 hp), ATT fright , ARM --, SP immaterial, glamour, only damaged by magic, ML Δ6

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J. Weapons and supply room p.24 ↗

This small room looks like an armory with racks for all shapes and sizes of weapons. All the weapons on display look rotten or rusted, except a short sword that still shines brightly to the light of a torch.

  • → Short sword. The sword is cursed: its owner is convinced against all evidence that it is the best sword they have ever used, and they want to use no other. The sword does damage.

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K. Closet p.24 ↗

This tiny room connects to the Hub via a secret passage. It was probably designed to look like a pantry, but everything is long rotten. In a corner there are some clothes that seem newer.

  • → Clothes. A wizard's robe covered in blood. Close examination suggests the blood is not human but possibly of some goblin species. There are tears and cuts in the robe. This is Mandrake's old robe that he used to drag the corpse of the hobgoblin priest here without leaving blood everywhere.

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