Cursed Scroll 2: Red Sands · p.45
Open source p.45Fortress of the Burning Brothers A 4thth-level adventure for Shadowdark RPG “Neither I nor my servants can legally kill my brother. You, on the other hand..." -Malik the Cunning, efreeti prince Video walkthrough of the adventure at youtube.com/thearcanelibrary
Overview
ROOM KEY
The keyworded descriptions at the start of each location are safe to share with the players. The bulleted details beneath are for the GM.
BACKGROUND
The efreeti lord Pasha Jefar has twin sons, Malik and Gaspar. Both are as cruel and conniving as their father. By the laws of the Sultan, Jefar must choose one of his firstborn sons to inherit his title. To determine their fate, Jefar has sent them to share the command of the Iron Fortress, a duergar mine on the Material plane. They know their unspoken task: Prove yourself worthy. The Sultan's law prohibits overt murder, so each brother seeks a deniable way to get rid of the other. Both crave to return to the City of Brass in triumph.
FACTIONS
Malik the Cunning. Malik is thin as a whip and shrewd as a viper, wielding sorcery that even his tutors in the City of Brass feared to use. He's in charge of the rich mines and forgeworks beneath the Iron Fortress, as well as its duergar slaves — allies who are fanatically loyal to him due to his clever use of enslaving magic. He also has an opportunistic rakshasa ally, Halim, who spies on Gaspar. Gaspar the Fierce. Gaspar towers over his brother, wielding his black-bladed scimitar with ferocity. He's in charge of the fortress itself and commands the militant salamanders who defend it. The salamanders have sworn an oath of allegiance to the efreet in exchange for elevated status in society; they're a cut above slaves. They're ruthlessly loyal to those who guarantee their position. Rashik, Gaspar's salamander spy, secretly lurks in the mines.
THE IRON FORTRESS
The Iron Fortress was a duergar mining stronghold before falling to the efreet. It stands in a cathedral cavern deep inside the Howling Caves (pg. 35). Churning rivers of magma flow through the cave, filling the air with an orange glow and suffocating heat. The fortress is made of dark basalt with thick crenellations of blackened iron.
THE MINES
A pitch-dark webwork of tunnels beneath the Iron Fortress. Duergar slaves hack relentlessly at the sharp rock, pulling out rich veins of iron and gold. The duergar use a vast furnace room to refine the ore, preparing it for its final destination in the City of Brass. The baking heat inside the cramped tunnels is stifling.
RUMORS
"I got lost in the Howling Caves — wandered down there for days. At one point I came to a huge castle of black iron sitting on a river of fire! Everyone says I'm crazy, but I saw it. I swear." "If you really listen, you can hear a clang, clang, clang coming from somewhere deep inside those cursed caves. I bet it's the wicked souls in hell hammering their own chains." "They say a greedy prince hid all his treasure inside the caves. The howling sound is his dead spirit crying for more gold!" "Those haunted mountains are rich with ore. Aye, and my uncle tried to set up a mining operation in them, too! Last fool thing he ever did. We haven't seen him in twenty years." "We took shelter from a sandstorm in those caves, and I'm dead certain we were being watched the whole time. We heard footsteps and whispers. But nobody ever saw a thing!" "My husband says the belly of the earth is full of flames. Says it's where all the creatures of fire and magic are born. Some strange old man wandering the salt flats told him that!"
Maps (3)
Rooms (40)
iron-fortress-features Iron Fortress (Areas 1-19): Features & Encounters p.48
Iron Fortress (1-19)
FEATURES
- Light. Magma fills the entire cavern with a dim, orange glow.
- Walls. 30' high, razor edges (ropes 2:6 tear). Smooth surface is
impossible to climb with bare hands.
- Towers. 10' above walls (40' high), razor edges (ropes 2:6 tear).
▶Iron ladders (10', removable) connect walkways to towers.
- Iron Crenels. On walls and towers. DISADV to hit covered targets.
- Interior Buildings. Black basalt. Peaked roofs, 20' high at center.
- Magma River. 20' deep. Deals damage/rd, death at 0 HP.
ENCOUNTERS
- Risky. Check for a random encounter every 2 crawling rounds.
- Salamander Guards. The salamanders look out into the cavern
(DC 15 DEX to avoid notice from outside walls/DC 12 DEX inside).
▶Guard Change. Every two hours. Takes rounds. During the rotation, it's easy to avoid notice (DC 9 DEX).
- Order of Battle. Each tower has a brass gong for raising the
alarm. If raised, the 12 salamanders atop towers (Areas 2, 3, 8, 11, 12, 16, 17) provide longbow cover, and the 13 from Areas 5, 6, and 7 arm and muster in the courtyard (Area 4) in 2 rounds.
▶Gaspar. A third of the salamanders go to protect him (Area 8).
▶Sweeps. Salamanders atop towers remain in position. The rest sweep the fortress in groups of 3-5 for an hour. Intruders are preferably captured alive and taken before Gaspar.
▶Afterwards. Guard numbers double for 24 hours after an alarm is raised. All checks to avoid notice become DC 18.
SALAMANDER GUARDS
Guard rotations mean the salamanders change locations every two hours. Roll on the Salamander NPCs list on pg. 63 when you need to determine who is currently nearby. Remove dead NPCs from the list.
RANDOM ENCOUNTERS
Details salamanders take a duergar slave to prison (Area 10) who they caught sneaking around outside of the mines Halim (Malik's rakshasa spy) in illusory disguise as a salamander; he's fishing for gossip from another salamander A spooked nightmare that escaped from the stables (Area 18) crashes toward where the PCs are vicious scorpions burst from the shadows Gaspar (Area 8) angrily storms toward a nearby building with a retinue of 4 salamanders A strangler that crept into the fortress follows the PCs and tries to stealthily pick off the rear character
1 Gate of Fire · salamander p.49
1. GATE OF FIRE
A glowing river of magma flows beneath the teeth of an iron portcullis and into a shadowy courtyard. Two sturdy towers flank the river; burning figures move about on top of them.
- Salamanders. Two salamanders watch Area 1 from the towers in
Areas 2 and 3. Their flamelike coloration creates the illusion of fire.
- Magma. Magma completely fills the 10' wide entrance, leaving no
walkway on either side. It passes into the courtyard (Area 4).
- Portcullis. Sits just above the surface of the magma. The winch in
Area 2 raises and lowers it.
- salamander AC 13 HP 24 LV 5 C 2 flaming spear (close/near) +4 (1d6, ignites flammables)1 iron longbow (far) +2 (1d8)
2 West Gate Tower · salamander p.50
2. WEST GATE TOWER
A salamander watches from the top of the fortified tower; a brass gong stands a few steps away from it.
- Interior. Grimy floors. A hefty winch protrudes from the east wall.
▶Winch. Raises or lowers the iron portcullis (Area 1) in 2 rounds.
▶Paper Scrap. In a dirty corner. Torn. Says, "...and I know they don't respect you, Malchiz. Come speak to me in the mines..."
- salamander AC 13 HP 24 LV 5 C 2 flaming spear (close/near) +4 (1d6, ignites flammables)1 iron longbow (far) +2 (1d8)
3 East Gate Tower · guard,salamander p.50
3. EAST GATE TOWER
A salamander stands guard beside a hammered brass gong.
- Interior. Six weighty, dark rocks are strewn about the floor. An
iron sculpture of a smirking dwarf face hangs from the door.
▶Rocks. Lifting one causes a stream of magma to gout from a small hole in the flagstone (DC 12 DEX or damage).
▶Dwarf Face. Touching it while speaking in Dwarvish causes the matched faces (Area 8, 16) to animate and repeat the words.
- guard AC 15 HP 4 LV 1 L 1 spear (close/near) +1 (1d6)1 longsword +1 (1d8)
- salamander AC 13 HP 24 LV 5 C 2 flaming spear (close/near) +4 (1d6, ignites flammables)1 iron longbow (far) +2 (1d8)
4 Courtyard · duergar,guard,shadow p.50
4. COURTYARD
Looming buildings of black stone surround a courtyard split by a churning river of magma. A bridge arches over its fiery path.
- Danger Level. Deadly (a high-traffic area). Check for random
encounters every round (1:6 chance).
- Bridge. A duergar named Rotid crouches in the shadows under
the bridge. Anyone crossing has a 2:6 chance of hearing his ragged mouth-breathing.
▶Rotid. Asthmatic, jumpy, wild hair. Malik (Area 21) sent him to spy on the guard rotation schedule. If discovered, he turns invisible and flees toward the secret door in Area 13.
- Broken Flagstone. Where Area 18 meets the south wall, a cracked
flagstone lifts to reveal a Potion of Fire Protection (immunity to fire for 5 rounds) and a glass vial containing 2 Beads of Force.
5 Mess Hall · salamander p.51
5. MESS HALL
Six salamanders hiss and spit at each other around a broad iron table. They pause only to grab fleshy fire slugs off the table and jam them in their mouths.
- Salamanders. Arguing in sibilant Common about each other's
failures on the job. Nobody is safe from lacerating critique.
▶3:6 chance a brawl breaks out that lasts rounds. During this time, DEX checks to sneak past them are easy (DC 9).
- Fire Slugs. on the table, potato-sized, quivering lumps of
orange flesh. They try to inch away and leave trails of burning oil. Can be thrown near, explode in flames on impact ().
- salamander AC 13 HP 24 LV 5 C 2 flaming spear (close/near) +4 (1d6, ignites flammables)1 iron longbow (far) +2 (1d8)
6 Captain's Quarters · captain,salamander p.51
6. CAPTAIN'S QUARTERS
A hammock of woven iron threads hangs from the ceiling. A dented brass chest with a heavy latch sits beneath it.
- Trap. A faint arc of enchanted gold dust encircles the floor
in front of the inside door. Any creature who breaks the ring summons a hostile fire elemental (lesser) for rounds.
- Captain Isshak. 3:6 chance Isshak, the salamander captain, is
sleeping in the hammock. If not, he's in Area 8. He has the key to the brass chest on an iron cord around his neck.
▶Isshak. Charcoal scales, sinewy, shrewd. Wields a black iron spear called Screamer. It shrieks hideously when thrown.
- Brass Chest. Locked (DC 20 DEX pick, DC 18 STR break). Empty. A
secret compartment in base hides an obsidian ring shaped like a cobra with ruby eyes (80 gp), 200 gp, and a Potion of Healing.
- captain
- salamander AC 13 HP 24 LV 5 C 2 flaming spear (close/near) +4 (1d6, ignites flammables)1 iron longbow (far) +2 (1d8)
7 Barracks · salamander p.51
7. BARRACKS
Snoring, hissing salamanders sleep in rows of double bunk beds.
- Salamanders. Six sleep here in shifts. Loud noises wake them.
Their weapons hang from hooks on each bunk.
- salamander AC 13 HP 24 LV 5 C 2 flaming spear (close/near) +4 (1d6, ignites flammables)1 iron longbow (far) +2 (1d8)
8 Castellan's Tower · captain,efreeti,nightmare,salamander p.52
8. CASTELLAN'S TOWER
Three salamanders keep watch from a tower that looms over all the others. Its iron crenels are shaped into a crown of cruel barbs.
- Interior. A high-backed, granite chair sits before a desk stacked
with piles of clay tablets. Sparking braziers belch out blue-black incense. A sneering, iron dwarf face hangs from the west door.
▶Gaspar (efreeti, LV 12, melee). 5:6 chance he's at the desk white-knuckling through tedious work (if not, he's in Area 9).
▷Meticulous. Forcefully contained anger just below the surface. Plans to kill Malik using the broken iron golem in Area 13. Offers the PCs safety and one of his prized nightmares (Area 18) if they help, or, better yet, kill Malik themselves. Throws unruly PCs in the prison (Area 10).
▷Granting a mortal a wish (especially under duress) is an unbearable dishonor to an efreeti noble; he'd rather die.
▶Isshak (salamander captain, Area 6). 3:6 chance he's here to talk to Gaspar about "the dwarf spies." If not, he's sleeping (Area 6).
▶Incense. Intoxicating to the unaccustomed. DC 12 CON or become clumsy and suggestible (DISADV on related checks).
▶Dwarf Face. Touching it while speaking in Dwarvish causes the matched faces (Area 3, 16) to animate and repeat the words.
- captain
- efreeti AC 15 HP 43 LV 9 C 3 scimitar +8 (2d10)2 fire bolt (far) +5 (2d6)
- nightmare AC 13 HP 29 LV 6 C 2 hooves +5 (1d8)
- salamander AC 13 HP 24 LV 5 C 2 flaming spear (close/near) +4 (1d6, ignites flammables)1 iron longbow (far) +2 (1d8)
9 Gaspar's Quarters · guard,nightmare,salamander p.52
9. GASPAR'S QUARTERS
Two salamanders stand at firm attention outside a towering, iron door. Its surface is carved with lines that weave to form knots.
- Salamanders. Skizzik (blood red, grim, calm) and Burgaz (saffron,
muscled, brash), honor guards. Alert (DC 18 DEX to avoid notice).
- Interior. Plush bed, red and gold silk. Six obsidian plaques with
five mithral horseshoes (one missing). Silk robes on hooks.
▶Gaspar. 1:6 chance he's here sleeping (if not, he's in Area 8).
▶Horseshoes. The nightmares' (Area 18) trophies. 100 gp each.
- guard AC 15 HP 4 LV 1 L 1 spear (close/near) +1 (1d6)1 longsword +1 (1d8)
- nightmare AC 13 HP 29 LV 6 C 2 hooves +5 (1d8)
- salamander AC 13 HP 24 LV 5 C 2 flaming spear (close/near) +4 (1d6, ignites flammables)1 iron longbow (far) +2 (1d8)
10 Prison · block,duergar,guard,salamander p.53
10. PRISON
A salamander stands guard before two blocks of barred cells that reek like animal cages. Dark shapes lie inside them. Muted shrieks come from behind the east door at irregular intervals.
- Salamander. Fazad (pale yellow, snide, boastful). Has a cell key.
- Shapes. Four miserable, bruised duergar lie in their own filth (use
Duergar NPCs tables, pg. 64). Cell locks DC 20 DEX to pick.
- block AC 19 HP 1 LV 1/2 N Absorb thoughts
- duergar AC 15 HP 12 LV 2 C 1 war pick +2 (1d6)
- guard AC 15 HP 4 LV 1 L 1 spear (close/near) +1 (1d6)1 longsword +1 (1d8)
- salamander AC 13 HP 24 LV 5 C 2 flaming spear (close/near) +4 (1d6, ignites flammables)1 iron longbow (far) +2 (1d8)
11 Northeast Tower · duergar,salamander p.53
11. NORTHEAST TOWER
A salamander patrols around the top of the tower, pausing every so often to glare out into the cavern. A dull brass gong hangs in a shadowy corner. Faint screams emanate from somewhere below.
- Gong. Inspection reveals it's cracked in two (can't be rung).
- Interior. A grey-skinned, shirtless dwarf with snowy hair and
beard hangs from wall manacles. A hissing salamander pokes him with a red-hot trident, eliciting ragged yelps.
▶Salamander. Usmik (wine-red, cruel, impatient). Interrogating duergar ("Why were you skulking around up here?" "What's Malik planning?"). Has key to manacles and cells (Area 10).
▶Duergar. Gungol (young, filthy, defiant, magically enslaved by Malik). Answers all questions with, "Only Malik knows!"
- duergar AC 15 HP 12 LV 2 C 1 war pick +2 (1d6)
- salamander AC 13 HP 24 LV 5 C 2 flaming spear (close/near) +4 (1d6, ignites flammables)1 iron longbow (far) +2 (1d8)
12 Rear Gatehouse · salamander p.53
12. REAR GATEHOUSE
Two salamanders watch from the tower, a brass gong between them. Magma flows beneath the spikes of a rusty portcullis set in the tower's center. A dim courtyard lurks beyond the gate.
- Tower. A roof crank raises or lowers the portcullis in 2 rounds. It's
rusted shut (DC 15 STR each round to operate).
- Portcullis. Rusted iron bars (bends on DC 20 STR).
- Magma. Magma completely fills the 10' wide entrance, leaving no
walkway on either side. It passes into the courtyard (Area 4).
- salamander AC 13 HP 24 LV 5 C 2 flaming spear (close/near) +4 (1d6, ignites flammables)1 iron longbow (far) +2 (1d8)
13 Desecrated Temple · duergar,salamander p.54
13. DESECRATED TEMPLE
Dusty, brooding silence. A toppled iron statue lies amid the pieces of a shattered stone altar. Carvings of lines and knots fill the walls.
- Statue (Broken Iron Golem). 10-foot tall duergar god, Dorgrim;
hollow eye sockets. Deactivated by efreet invaders long ago. Requires a magical pair of ruby eyes to power it (Malik, Area 21, has recently found them, but doesn't know what they do yet).
▶Gaspar has learned how the golem works from old records and now seeks the rubies; he wants to let it loose in the mines in a "horrific accident" to kill his brother. In days, his salamander spy (Rashik, Area 30) discovers the rubies' location.
- Secret Door. Rotating panel. Only the duergar know of it.
- duergar AC 15 HP 12 LV 2 C 1 war pick +2 (1d6)
- salamander AC 13 HP 24 LV 5 C 2 flaming spear (close/near) +4 (1d6, ignites flammables)1 iron longbow (far) +2 (1d8)
14 Vault · duergar,echo p.54
14. VAULT
A scarred iron door bears a lock inside the mouth of a snarling dwarf. Gruff voices and metallic clanging echo from the other side.
- Lock. DC 20 DEX to pick. Too fortified to be smashed open.
- Interior. Dwarves with wild, white hair stagger up a set of stairs
with armloads of ingots they dump unceremoniously on the floor.
▶Duergar. Four from the Duergar NPCs table (pg. 64).
▶Ingots. 30 iron (10 gp each) and 20 gold (20 gp each).
- Secret Door. Rotating panel. Only the duergar know of it.
15 Extraplanar Portal · duergar,guard p.54
15. EXTRAPLANAR PORTAL
A billowing curtain of fire rages along the south wall. Oven-like heat.
- Duergar. 3:6 chance a duergar is here tossing 5 gold ingots (20
gp each) into the flames (use Duergar NPCs table, pg. 64).
- Fire. Passing through the fire deals damage. It leads to a
swooping ivory and brass balcony in the inferno-hot City of Brass. Four efreet guards try to cast all but their own back through.
▶Malik and Gaspar are currently forbidden from passing through.
16 West Tower · salamander p.55
16. WEST TOWER
Two salamanders peer out into the cave from behind the thick, iron crenels; a shiny brass gong sits between them.
- Interior. Numerous scuffs in the ash and grime on floor. An iron
sculpture of an evilly grinning dwarf face hangs from the door.
▶Dwarf Face. Touching it while speaking in Dwarvish causes the matched faces (Area 3, 8) to animate and repeat the words.
▶Hidden Door. Dwarf-sized bootprints lead to a hidden trapdoor in the floor (to Area 24). The salamanders are unaware of it.
- salamander AC 13 HP 24 LV 5 C 2 flaming spear (close/near) +4 (1d6, ignites flammables)1 iron longbow (far) +2 (1d8)
17 Southwest Tower · salamander p.55
17. SOUTHWEST TOWER
Two salamanders patrol around the broad tower's parapets. A gong glints in the magma-light behind them.
- Interior. Faint snorting and clip-clopping audible through door.
▶Salamander. 3:6 chance a salamander is crouching in here gorging on fire slugs pilfered from the mess hall (Area 5).
- salamander AC 13 HP 24 LV 5 C 2 flaming spear (close/near) +4 (1d6, ignites flammables)1 iron longbow (far) +2 (1d8)
18 Stables · horse,nightmare,salamander p.55
18. STABLES
Three jet-black horses with flaming manes trot around spacious, iron stalls. A runty salamander brushes jasmine oil into their coats.
- Horses. Thoroughbred racing nightmares. Zenda, Burning Moon,
Red Sultan. Each worth 500 gp. Vicious; only allow chaotic riders.
- Salamander. Xaviss. Unarmed, shrimpy, self-important. Takes
care of the nightmares. Mithral horseshoe (100 gp) hidden among his tools that he filched from Gaspar's quarters (Area 9).
- horse AC 11 HP 11 LV 2 N 1 hooves +3 (1d6)
- nightmare AC 13 HP 29 LV 6 C 2 hooves +5 (1d8)
- salamander AC 13 HP 24 LV 5 C 2 flaming spear (close/near) +4 (1d6, ignites flammables)1 iron longbow (far) +2 (1d8)
19 Hidden Mine Entrance · bulette,duergar,hell-hound,salamander p.55
19. HIDDEN MINE ENTRANCE
A squat stalagmite has a cleft at its point, as if split by an axe.
- Concealed Stairs. The stalagmite echoes if tapped. A hidden door
in its north side reveals narrow stairs leading down to the mines.
▶Only the duergar know of this entrance. Mines (20-35)
FEATURES
- Light. Dim light in rooms with magma. Otherwise, total darkness.
- Tunnels. Flinty, black granite. 10' high unless noted. The constant
clangor of mining and forging makes sneaking easy (DEX DC 9).
- Magma. 20' deep. Deals damage/rd, death at 0 HP.
ENCOUNTERS
- Risky. Check for a random encounter every 2 crawling rounds.
- Duergar. They bellow for help if under attack; all duergar in
adjacent rooms arrive in rounds. They try to capture invaders and bring them before Malik rather than kill them.
- Order of Battle. The duergar don't have an organized defense;
they rely on yelling to nearby allies for help. If their morale breaks, they flee toward Malik in Area 21, collecting allies along the way.
▶Malik. If alerted, he barricades in Area 22 with any duergar at hand and casts defensive spells on himself. If no threat materializes after an hour, he sends the duergar back to work.
▶Afterwards. Malik and duergar are more alert for 24 hours after an incident (DC 15 DEX to escape their notice).
DUERGAR SLAVES
Most duergar are under the effects of enslave spells Malik regularly refreshes. Repeated brainwashings have given them all a shared, cultish devotion to Malik, even without the magic (DC 15 CHA for an un-enslaved duergar to overcome fanaticism, if given evidence). When the PCs encounter unnamed duergar, determine who they are with the Duergar NPCs list on pg. 64. Remove dead duergar.
RANDOM ENCOUNTERS
Details A concussive blast of hot air blows out any torches/lanterns hell hounds broken loose from the kennels (Area 28) race up the halls, looking to cause mayhem grouchy duergar hurrying to the forge hall (Area 20) to start their shift; fearful of being late Rashik (Area 30), Gaspar's salamander spy, slinks through the halls and eavesdrops exhausted duergar headed to rest (Area 27) after their work shift; DISADV for them to notice hidden creatures A roving bulette breaks through the wall, goes on a rampage ( rounds), and then retreats into its collapsing tunnel
- bulette AC 17 HP 40 LV 8 N 3 bite +5 (2d6)1 leap
- duergar AC 15 HP 12 LV 2 C 1 war pick +2 (1d6)
- hell-hound AC 13 HP 19 LV 4 C 2 bite +4 (1d8)1 fire breath
- salamander AC 13 HP 24 LV 5 C 2 flaming spear (close/near) +4 (1d6, ignites flammables)1 iron longbow (far) +2 (1d8)
mines-features Mines (Areas 20-35): Features & Encounters p.56
Mines (20-35)
FEATURES
- Light. Dim light in rooms with magma. Otherwise, total darkness.
- Tunnels. Flinty, black granite. 10' high unless noted. The constant
clangor of mining and forging makes sneaking easy (DEX DC 9).
- Magma. 20' deep. Deals damage/rd, death at 0 HP.
ENCOUNTERS
- Risky. Check for a random encounter every 2 crawling rounds.
- Duergar. They bellow for help if under attack; all duergar in
adjacent rooms arrive in rounds. They try to capture invaders and bring them before Malik rather than kill them.
- Order of Battle. The duergar don't have an organized defense;
they rely on yelling to nearby allies for help. If their morale breaks, they flee toward Malik in Area 21, collecting allies along the way.
▶Malik. If alerted, he barricades in Area 22 with any duergar at hand and casts defensive spells on himself. If no threat materializes after an hour, he sends the duergar back to work.
▶Afterwards. Malik and duergar are more alert for 24 hours after an incident (DC 15 DEX to escape their notice).
DUERGAR SLAVES
Most duergar are under the effects of enslave spells Malik regularly refreshes. Repeated brainwashings have given them all a shared, cultish devotion to Malik, even without the magic (DC 15 CHA for an un-enslaved duergar to overcome fanaticism, if given evidence). When the PCs encounter unnamed duergar, determine who they are with the Duergar NPCs list on pg. 64. Remove dead duergar.
20 Forge Hall · duergar p.57
20. FORGE HALL
Duergar toil at massive forges set before a surging lake of magma. Their dolorous chanting keeps a tempo for their ringing hammer strikes. The air shimmers with intense heat.
- Heat. Unaccustomed creatures DC 12 CON upon entering or
DISADV on attacks and checks until leaving.
- Duergar. Eight sweating duergar smelt iron and gold ingots.
▶Forgemaster Torgrim (burly, dour, singed hair) watches with his arms crossed. Bellows instructions. Pretends to be loyal to Malik, but hates him. He's the only duergar not brainwashed.
- Forges. Four. Iron grates that belch flames. Opening a grate
unleashes a gout of fire (DC 12 DEX to all in close or damage).
▶Ingots. 2 gold (20 gp each) and 4 iron (10 gp each) in each forge.
- duergar AC 15 HP 12 LV 2 C 1 war pick +2 (1d6)
21 Malik's Quarters · efreeti,hell-hound p.58
21. MALIK'S QUARTERS
A thick, iron lock seals a stone door streaked with black forge ash.
- Lock. DC 20 DEX to pick, DC 20 STR to force. Malik has the key.
- Interior. Two growling, black-haired hell hounds flank the
entrance, magma dripping from their jaws. A rumpled bed of scarlet silk sits in the corner. Piles of creased robes litter the floor.
▶Hell Hounds. Eyesore and Scab-Biter. Snorting, frothing brutes. DC 12 WIS for them to hear noise outside (they go wild).
▷Gold-Spiked Collars. One on each hound. 80 gp each.
▶Malik (efreeti). 3:6 chance he's here resting (otherwise, Area 22).
▷Disheveled, charming, intense. Bruised face. Practices night and day to summon and control a greater earth elemental long enough to "accidentally" unleash it near his brother (it's not going well). Offers the PCs safety and a trained hell hound each (from Area 28, hounds worth 100 gp each) if they'll help him or kill Gaspar. Locks unruly PCs in Area 29.
▷Spellcasting. 1 spell in place of attacks, . DC 11: cloak of flame (self, 5 rounds, AC 17), enslave (1 humanoid target, close, fervently loyal days). DC 13: whitefire (as fireball, ignores fire immunity). DC 15: summon greater elemental (as summon extraplanar, elementals of LV 9 only).
- efreeti AC 15 HP 43 LV 9 C 3 scimitar +8 (2d10)2 fire bolt (far) +5 (2d6)
- hell-hound AC 13 HP 19 LV 4 C 2 bite +4 (1d8)1 fire breath
22 Secret Summoning Lair p.58
22. SECRET SUMMONING LAIR
An intricate circle drawn in red paint covers the floor. Shattered stone furniture and plate-sized holes pepper the room. The only intact object is a stone desk scattered with overturned books.
- Malik. 3:6 chance he's here tinkering with the summoning circle
(otherwise, Area 21). He keeps losing control of earth elementals.
- Summoning Circle. on spellcasting checks to summon beings.
- Twin Rubies. On desk under an open book. Eye-shaped, 200 gp
each. They power the iron golem in Area 13 (Malik isn't aware).
23 Mining Tunnels · duergar p.59
23. MINING TUNNELS
Twisting tunnels reach into the dark rock. Metallic clanging and baritone chanting reverberate loudly, drowning out other sounds.
- Duergar. Two chip at the stone in the western tunnels. Noise
from Area 20 hides any sounds they make.
▶Ore. Each carries a bucket with 20 gp of gold ore nuggets.
- duergar AC 15 HP 12 LV 2 C 1 war pick +2 (1d6)
24 Defaced Statues · duergar p.59
24. DEFACED STATUES
Three alcoves each hold a statue of a stocky figure. A pile of oddly shaped rubble lies against the west wall. Stairs rise to the ceiling.
- Statues. Grim duergar with limbs hewn off and hollow eye
sockets. Inspection reveals pry marks around their eyes.
- Rubble. Broken statue limbs. An eye-shaped emerald (120 gp)
is buried in the pile. If placed in a statue, the statue whispers in Dwarvish in a dying voice: "Find Thorgol the Anvil..."
- Stairs. Rise to a trapdoor to Area 16 (hidden from other side).
- duergar AC 15 HP 12 LV 2 C 1 war pick +2 (1d6)
25 Naga Cave · duergar,naga,salamander p.59
25. NAGA CAVE
A billowing curtain of black silk hangs over a wide cave entrance.
- Interior. An enormous, blood-red cobra coils itself on a pile of
sumptuous cushions. A duergar and salamander hang from the ceiling on bronze chains (food offerings from Malik and Gaspar).
▶Cobra. Vilaxis Morgotha, naga (sneering, droll, flashing eyes and tongue). A servant of Pasha Jefar, Gaspar and Malik's father. Neutral observer to make sure the brothers kill each other fairly.
▷Finds PCs amusing. Asks whether they think Malik or Gaspar is superior. Happily shares routine information about either. Savagely devours the duergar and salamander while talking.
▶Duergar. Cut throat. Very dead.
▶Salamander. Grievous stab wound, but alive. Whimpers and kicks slightly. Use Salamander NPCs (pg. 63), if needed.
- duergar AC 15 HP 12 LV 2 C 1 war pick +2 (1d6)
- naga AC 16 HP 43 LV 9 C 2 bite +7 (2d6 + poison) and 1 spell +7
- salamander AC 13 HP 24 LV 5 C 2 flaming spear (close/near) +4 (1d6, ignites flammables)1 iron longbow (far) +2 (1d8)
26 Iron Trees p.60
26. IRON TREES
A gnarled, black tree grows in each alcove. Glistening fruits hang from their twisted branches. Dark, powdery stones cover the floor.
- Iron Trees. Metallic bark. Their magical fruits ripen and wither
each day, dropping off and turning into chunks of coal.
▶Iron Plums. Quench all thirst, taste of bitter anise. Induce drowsiness (DC 12 CON or sleep for 1 hour).
▶Iron Pears. Sour. Fully nourishing, but never relieves hunger.
▶Iron Oranges. Cure injury ( HP, once/day). Taste of copper.
27 Duergar Camp · duergar p.60
27. DUERGAR CAMP
A vast, natural cavern cut through with a glowing river of magma. Grey dwarves lie against the walls wrapped in their cloaks, snoring. An arched bridge crosses over the magma river.
- Duergar. Eight sleep here (loud noises wake them). Some still
clutch half-eaten iron tree fruits (Area 26) in their hands.
▶Gear. Dwarvenkind sleep on their shields and cradle their weapons. DC 12 DEX to remove either without waking them.
- duergar AC 15 HP 12 LV 2 C 1 war pick +2 (1d6)
28 Hell Hound Kennels · duergar,guard,hell-hound,wolf p.60
28. HELL HOUND KENNELS
Six wolf-sized mongrels lope around the room, snarling and snapping at each other. A grey dwarf walks among them and growls commands, cracking a length of chain at any who defy him.
- Duergar. Kennelmaster Morgid (white mohawk, confident,
brash). Wields a razor chain (pg. 17) in place of shield and war pick. The hell hounds fear and obey him.
- Hell Hounds. Six beasts trained as Malik's guards and war dogs.
DC 12 WIS for them to hear noises, even when asleep.
▶Silver-Spiked Collars. One on each hound. 20 gp each.
- North Door. Locked from the outside. DC 20 DEX to pick, 20 STR
to force. The key is long lost.
- duergar AC 15 HP 12 LV 2 C 1 war pick +2 (1d6)
- guard AC 15 HP 4 LV 1 L 1 spear (close/near) +1 (1d6)1 longsword +1 (1d8)
- hell-hound AC 13 HP 19 LV 4 C 2 bite +4 (1d8)1 fire breath
- wolf AC 12 HP 10 LV 2 N 1 bite +2 (1d6)
29 Empty Cell · elephant p.61
29. EMPTY CELL
An expansive prison cell large enough to hold an elephant. Faint scratches cover the stone walls.
- Lock. DC 20 DEX to pick. Too heavy to break open.
- Scratches. Countless tally marks and phrases carved in Dwarvish
("Efreet murderers," "Dorgrim rot their souls," "Thorgol hidden up the river," "Replace the statue's ruby eyes").
- elephant AC 14 HP 34 LV 7 N 2 tusks +6 (1d8)
30 Silent Gallery · salamander,shadow p.61
30. SILENT GALLERY
Dusty, quiet cavern with burbling river of magma cutting off passage to the north. Flickering, orange light. Deep shadows.
- Rashik. Salamander spy for Gaspar (coal-black scales, sinister,
observant). Sleeps in the shadowy corners between furtive outings. Dives into the magma river to hide if he hears intruders.
▶In days, he discovers Malik (Area 21) unknowingly has the rubies that power the broken iron golem in Area 13.
- South Door. Locked from the inside. DC 20 DEX to pick, 20 STR to
force. The key is long lost.
- salamander AC 13 HP 24 LV 5 C 2 flaming spear (close/near) +4 (1d6, ignites flammables)1 iron longbow (far) +2 (1d8)
- shadow AC 12 HP 15 LV 3 C 2 touch +2 (1d4 + drain)
31 Mine Junction · duergar p.61
31. MINE JUNCTION
Vast cavern echoing with distant hammer strikes and chanting. Intricate carvings on the walls. Branching passages twist off in every direction.
- Danger Level. Deadly (a high-traffic area). Check for random
encounters every round (1:6 chance).
- Noise. Noise from Area 20 makes sneaking quietly easy (DC 9).
- Carvings. Bas-reliefs of great skill depict dozens of grim duergar
mining the stone and building the Iron Fortress. A duergar in a spiked crown lifts a black warhammer (Thorgol the Anvil).
- Steep Slope. Creatures running down tunnel toward Area 30 DC
12 DEX or fall. Roll into magma river if fail by 5+ points.
- duergar AC 15 HP 12 LV 2 C 1 war pick +2 (1d6)
32 Mining Tunnels · duergar p.62
32. MINING TUNNELS
A lone duergar probes at a shallow niche in the wall with a pickaxe.
- Duergar. Working on expanding a new southern tunnel.
▶Ore. Carries a bucket with worthless iron chips and, unknown to him, a geode holding a small sapphire (100 gp).
- duergar AC 15 HP 12 LV 2 C 1 war pick +2 (1d6)
33 Mining Tunnels · duergar p.62
33. MINING TUNNELS
Three grumbling duergar hack at the flinty rock with pickaxes.
- Duergar. DISADV on checks to notice sneaking creatures.
▶Ore. Each carries a bucket with worthless iron chips.
- Weak Wall. The southernmost tunnel has a weak wall (visible to
any dwarf). An explosive force opens it into Area 35.
- duergar AC 15 HP 12 LV 2 C 1 war pick +2 (1d6)
34 Mining Tunnels · duergar,scorpion p.62
34. MINING TUNNELS
Ear-splitting clanging and deep chanting echoes from the west.
- Duergar. Works in the southernmost tunnel. Noise from Area 20
masks any sounds he makes.
▶Ore. Bucket with 20 gp of gold nuggets and a lost scorpion.
35 Hidden Cave · duergar,rakshasa,salamander,scorpion p.62
35. HIDDEN CAVE
A dull black rowboat lies on its side against the cave wall. A boiling magma river drains into a dark, narrow pit.
- Rowboat. Magical iron (500 pounds) carved with intricate knots.
Floats on magma. Water rusts it instantly. Two oars, four riders.
▶Warhammer. Thorgol the Anvil lies inside the rowboat. Heavy, black iron with triangular knots on each face. warhammer that can instantly fuse together two metal objects it strikes at the same time, if its wielder chooses.
▷Duergar immediately rally around anyone wielding Thorgol.
- Magma. Drains deep into the fathoms of the Shadowdark.
Salamander NPCs 1. Aliz. Glittering orange, zealous, militant. Turns on cowardly allies. 2. Baltazir. Glorious frills of blue-white. Regal, proud, haughty. Insufferable. 3. Boaba. Deep purple scales. Ambitious, alert (DC 15 to avoid his notice). 4. Chalim. Purple-black, grinning, sly. Accepts bribes. Has an escape plan. 5. Chazzik. Scarlet red. Shifty, resentful. Mutters insults ("ice sculpture," "slug guzzler"). 3:6 chance he "slips" and shoves a comrade over the crenels. 6. Dagask. Wine-red, long frills. Secret scorpion pet, Carkol; coats arrows in its poison. Has three nuzule oil arrows (see Poisons, pg. 27). 7. Daoud. Red with orange patches. Swaggers. Expert with spear (ADV). 8. Girassk. Crimson, wobbly. Sneaks Murgazi wine (DC 9 to avoid his notice). 9. Gorgiz. Albino. Can barely stand the heat. Immune to cold, not fire. 10. Gorvis. Mustard yellow, eye patch, grim. Can actually see from both eyes. 11. Halim (rakshasa). Orange with black lines, sharp gaze. Malik's spy in illusory disguise. Subtly helps PCs, tries to turn them against Gaspar. 12. Harazad. Maroon scales. Vicious. Can't resist chance to harass duergar. 13. Kazim. Golden yellow, very tall. Sings loudly. Terrible archer (DISADV). 14. Lamir. Amber yellow, chirpy, naive. Loves strange food. Easy to deceive. 15. Malchiz. Blue-black scales, sullen. Younger brother of Isshak (Area 6). Constantly hazed by peers. Considering secret alliance with Malik (Area 21). 16. Mordiz. Canary yellow. Squeamish; 3:6 faints at first sight of blood. 17. Nurgaz. Mottled red. Whiny, lazy. If alone, 3:6 of sleeping standing up. 18. Nurim. Burnt orange, blue tongue. Gossipy, mirthful. Everyone likes him. 19. Sinzik. Spooky, red eyes. Stares. Sees everything (DC 18 to avoid notice). 20. Valkis. Orange, shrill, eager to ring the gong. 3:6 his first ring is ignored. 21. Vishak. Plum red, dangerously quiet. Deft interrogator. Hard to deceive. 22. Zangis. Ragged, red frills. Dumpy, sad. Misses the City of Brass.
- duergar AC 15 HP 12 LV 2 C 1 war pick +2 (1d6)
- rakshasa AC 16 HP 39 LV 8 C 2 claw +6 (1d8)
- salamander AC 13 HP 24 LV 5 C 2 flaming spear (close/near) +4 (1d6, ignites flammables)1 iron longbow (far) +2 (1d8)
- scorpion AC 11 HP 1 LV 0 N 1 sting +1 (1 + poison)
npcs-salamanders Salamander NPCs p.63
Salamander NPCs 1. Aliz. Glittering orange, zealous, militant. Turns on cowardly allies. 2. Baltazir. Glorious frills of blue-white. Regal, proud, haughty. Insufferable. 3. Boaba. Deep purple scales. Ambitious, alert (DC 15 to avoid his notice). 4. Chalim. Purple-black, grinning, sly. Accepts bribes. Has an escape plan. 5. Chazzik. Scarlet red. Shifty, resentful. Mutters insults ("ice sculpture," "slug guzzler"). 3:6 chance he "slips" and shoves a comrade over the crenels. 6. Dagask. Wine-red, long frills. Secret scorpion pet, Carkol; coats arrows in its poison. Has three nuzule oil arrows (see Poisons, pg. 27). 7. Daoud. Red with orange patches. Swaggers. Expert with spear (ADV). 8. Girassk. Crimson, wobbly. Sneaks Murgazi wine (DC 9 to avoid his notice). 9. Gorgiz. Albino. Can barely stand the heat. Immune to cold, not fire. 10. Gorvis. Mustard yellow, eye patch, grim. Can actually see from both eyes. 11. Halim (rakshasa). Orange with black lines, sharp gaze. Malik's spy in illusory disguise. Subtly helps PCs, tries to turn them against Gaspar. 12. Harazad. Maroon scales. Vicious. Can't resist chance to harass duergar. 13. Kazim. Golden yellow, very tall. Sings loudly. Terrible archer (DISADV). 14. Lamir. Amber yellow, chirpy, naive. Loves strange food. Easy to deceive. 15. Malchiz. Blue-black scales, sullen. Younger brother of Isshak (Area 6). Constantly hazed by peers. Considering secret alliance with Malik (Area 21). 16. Mordiz. Canary yellow. Squeamish; 3:6 faints at first sight of blood. 17. Nurgaz. Mottled red. Whiny, lazy. If alone, 3:6 of sleeping standing up. 18. Nurim. Burnt orange, blue tongue. Gossipy, mirthful. Everyone likes him. 19. Sinzik. Spooky, red eyes. Stares. Sees everything (DC 18 to avoid notice). 20. Valkis. Orange, shrill, eager to ring the gong. 3:6 his first ring is ignored. 21. Vishak. Plum red, dangerously quiet. Deft interrogator. Hard to deceive. 22. Zangis. Ragged, red frills. Dumpy, sad. Misses the City of Brass.
npcs-duergar Duergar NPCs p.64
Duergar NPCs 1. Bolgrim. Only three teeth. Jolly, for a duergar. Sinister cackle. 2. Borg. Young, muscled, quiet. Father was a blacksmith. He hates smithing. 3. Dagrin. Frizzy hair. Spooky, paranoid. Believes spies are everywhere. 4. Dalg. Iron peg leg (burned off by magma). Flings spittle while talking. Tells loud stories of the duergar empire's glory days (centuries ago). 5. Dardin. Old, nattering. Bald pate. Chitters about how Dorgrim (duergar god) speaks to him in dreams and wants his eyes back. 6. Falgrin. Dark under-eye circles. Tired. Loathes iron tree fruit (Area 26). 7. Gorbin. Braided, white beard. Permanent frown. Wants Malik to teach him magic and tries extra hard to curry the efreeti's favor. 8. Gulrund. Fat, ambling. Secretly catches and boils scorpions (tastes like crab). Will do anything for real food. 9. Gundal. Wide-eyed, totally silent. Communicates in hand gestures. 10. Harvald. Pale, bony. Grinds teeth. Berserk in combat (ADV on attacks). 11. Hobb. One eye much bigger than the other. The big eye has X-Ray vision through doors. Says it came from eating a magic fairy mushroom. 12. Jagrid. Burly, swaggering. Cowardly. DISADV on morale checks. 13. Kulge. Cheshire cat grin at all times. Claims falsely to know everyone's secrets. Does know, however, that Malik has a rakshasa servant. 14. Megrim. Clean, serious, dutiful. Descendant of Yorgrim, a duergar hero. 15. Molrig. Tattoos on shaved scalp. Puffed up, crashes around, bossy. 16. Mordun. Extremely pale. Long eyebrows. Chews on nuggets of iron ore. 17. Norgrim. Slick hair, short beard. Prim, formal. Megrim's younger brother. 18. Pultrid. Broken nose, face scars. Former pit fighter. LV, on attacks. 19. Ravol. Twitchy, haunted eyes. Whispers to self. Once saw something horrible in an underground lake (an aboleth). Wants to know if it was real. 20. Theorin. Old, grumbly, achy. Reluctant to do anything. Huffs and puffs.
map-key Iron Fortress & Mines (Map Key) p.66
N S (1, tower)
S (1), D (1)
Gaspar
1111
S (2)
S (1), D (4)
S (2, tower) Magma S To Area 20 L
D (4)
19 (to mines) 19 (to mines) S (2, tower) S (3, tower) S (6, asleep)
S (6)
Isshak S (1, tower) S (1, tower) Rotid Magma Nightmares (3) Xaviss To Area 24 S (2, tower) Locked L Salamander S Duergar D Secret door (rotating panel) S
N
D (3)
D (1)
D (1)
Scorpion D (8, chanting)
D (2)
Torgrim Magma L To Area 14 To Area 19 To Area 19 Salamander S Duergar D H. hounds (6) L Magma Rashik Morgid L D (8, asleep) S S S H. hounds (2) Malik To Area 16 Vilaxis Locked L Secret door (rotating panel) S