DWARROWDEEP
Greg Gillespie
A Classic Fantasy Megadungeon for any Old School Role-Playing Game
Compatible Product
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Credits and Acknowledgements
Author and Designer: Greg Gillespie
Layout: Jayson “Rocky” Gardner and Greg Gillespie
Cover Art: Scott LeMien
Cover Design: Estaban Teffhist and Cory Hamel
Editors: Greg Gillespie, Alex Sinnige, Derek Tomkin, Darren Crouse
Dwarrowdeep Hex Map: Estaban Teffhist
Dwarrowdeep Dungeon Maps: John Bell
Interior Art (Ex-TSR): Darlene, Jeff Dee, Diesel, Larry Elmore, Timothy Truman
Interior Art: John Bell, Craig Brasco, Jacob Fleming, Brothers Fraim, Cory Hamel, Kennon James, Dave
Needham, Peter Pagano, Stuart Robertson, Runehammer, Estaban Teffhist, Stephen Thompson
Dwarrowdeep Character Sheet: Dave Needham and Greg Gillespie
Kalas-Toa Random Pouch Contents Table: Thaddeus Moore and Greg Gillespie
Playtesters: Art Braune, Dan Deline, Rob Dreyer, Tristan Marks, Thaddeus Moore, Derek Tomkin
OSR Logo: Stuart Robertson and Estaban Teffhist
Thank You: Terry Demeter for help with Excel
Special Thank You: Peter Pagano for sharing my vision
Dedication: For Steven Perrin (1946-2021) and his adventures Under Illefarn
Copyright 2022, Greg Gillespie
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Table of Contents
Section I: Introduction......................................... 4 Traps in Dwarrowdeep......................................... 52
The Lost Kingdom of Dwarrow: A History............... 4 Dwarven House Runes......................................... 53
Gazetteer........................................................... 5 Toxic Gases and Odors....................................... 53
History, Social, and Economic Structure................. 6 Short and Long-Rest in Dwarrowdeep................... 53
Geography......................................................... 6 Racial Enmity...................................................... 53
Lost Kingdom of Dwarrow Regional Map............... 12 Hall of Records................................................... 54
Marching Time.................................................... 13 Mules and Pack Lizards........................................ 55
Religion, Faith, and the Gods............................... 13 Climbing and Descending Rules........................... 55
Deities in the Lost Kingdom of Dwarrow................ 14 Dwarrowdeep Character Sheet............................. 56
Towns and Villages.............................................. 16 New Treasure Types............................................. 56
Baeldaeg (Pyre Day)............................................ 17 Runestone Value.................................................. 57
Places of Note: Hamelet...................................... 18 Dwarrowdeep Factions........................................ 58
Gundgathol Dwarves: Houses, Kin, Culture........... 21
Dwarven Worldview............................................. 22 Section V: Dwarrowdeep Entrances...................... 60
Gundgathol Dwarves: Common Vernacular........... 24 Entrance A: Doors of Dalgeddin........................... 60
The Mead Oath.................................................. 24 Entrance B: Ruins of Kaer-Khelek.......................... 70
Skuld and the Cyclopsmen................................... 24 Entrance C: Galduhr’s Gate................................. 81
Cyclopsmen: Common Vernacular........................ 25 Entrance D: Forgotten Stair of Kalbandur.............. 89
Personalities of Hamelet....................................... 25 Entrance C: Frost Gate........................................ 95
Campaign Begins................................................ 31 Entrance F: Citadel of Sleet.................................. 102
Adventure Hooks................................................. 31
Random Rumour Table......................................... 31 Section VI: Primary Encounter Areas.................... 106
Section II: Dwarrowdeep Hex Map...................... 32 P1: Lower Halls................................................... 106
Dwarrowdeep Hex Map Scale.............................. 32 P2: Glittering Caves............................................ 125
Dwarrowdeep Hex Map Entrances........................ 32 P3: Dwarrowhame............................................... 132
Dwarrowdeep Encounter Areas............................. 33 P4: Black Mines................................................... 149
Primary Encounter Areas...................................... 33 P5: Forge of Creation.......................................... 157
Secondary Encounter Areas.................................. 33 P6: Foundry........................................................ 162
Dwarrowdeep Passage Types................................ 33 P7: Mithril Lodes.................................................. 174
Primary Passages................................................. 33 Gund-Felek........................................................ 182
Secondary Passages............................................ 33
Dead Ends.......................................................... 34 Section VII:
Secret Passages................................................... 34 Secondary Encounter Area Generator.................. 212
Dwarrowdeep Geographical Features................... 34
Elevation............................................................ 34 New Relic........................................................... 224
Elevation Type..................................................... 36 New Magic Items................................................ 226
Elevation and Time.............................................. 36 Dwarven Runestones........................................... 228
Subterranean Lochs............................................. 36 Spellstones......................................................... 233
Subterranean Rivers............................................. 36 Wardstones........................................................ 233
Fording Subterranean Rivers................................. 37 Dwarven Rings of Power..................................... 234
Bridges of Gundgathol........................................ 39 New Spells......................................................... 235
Bridge Condition................................................. 39 New Monsters.................................................... 238
Chasms and Fissures........................................... 39 Pregenerated Characters..................................... 254
Section III: Hexcrawling Dwarrowdeep................ 40 Rival Adventuring Parties.................................... 256
When to Check for Random Encounters?............... 40 Dwarrowdeep Character Sheet............................ 259
Dwarrowdeep Random Hex Encounters................. 40
Monsters............................................................ 40 Dwarrowdeep Illustration Book........................... 261
Warbands........................................................... 41
Natural Hazards.................................................. 46 Random Tables................................................... 278
Special Encounters.............................................. 49 Slovenly Trull Random Patron Generator............... 278
Random Mundane Runestones............................. 279
Random Magical Runestones............................... 285
Section IV: Dungeon Exploration.......................... 50 Dwarrowdeep Map Legend................................. 287
Light, Sight and Time........................................... 50 Dwarrowdeep Hex Map...................................... 288
Random Dungeon Restock................................... 51 Dwarrowdeep Maps........................................... 290
Bricked Walls and Stone Doors............................. 51 Random Geomorphs........................................... 314
Partial Collapses................................................. 51 Random Passages............................................... 324
Stone Sense........................................................ 52
Waymarks of Dwarrowdeep.................................. 52 Legal.................................................................. 331
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thank you to all my supporters in the osr i greg gillespie, carved
INTRODUCTION THE LOST KINGDOM OF DWARROW:
A BRIEF HISTORY
Dwarrowdeep is an exploration-style megadungeon
designed for classic fantasy role-playing games. Players In the beginning, deep in the Eternal Mountains,
start with first level characters and continue through Thaneduhr shaped the first dwarves from stone. The
mid and high-level play. All-Father created seven dwarves and granted each
Dwarrowdeep begins in the town of Hamelet. Hamelet sacred knowledge. He decreed the first shall be king.
(called Durnagald by the dwarves) is located in a region To the king he gifted wisdom in the form of runes. Upon
known as The Lost Kingdom of Dwarrow, situated in the the others he granted knowledge of the mountains,
northern and central aspect of the Northern Reaches. mining, and warfare.
Over the course of the adventure, players will learn that Guided by the wisdom of the All-Father manifest in the
the duergar, the evil brethren of the mountain dwarves, divine right of the first Stoneborn King, the dwarves
seek revenge for an ancient blood-feud. From their prospered and founded Gundgathol: the cradle of
deep subterranean passages, the duergar laid siege dwarven civilization. Based on their order of creation,
and conquered Gundgathol - the cradle of dwarven the dwarves formed seven noble houses. These houses,
civilization. The mountain dwarves fled Gundgathol to this day, can trace their ancestral lineage back
to the human town of Hamelet. The duergar and their through the centuries to the first dwarves. All dwarves
allies occupied the city and are obsessed with finding, consider Gundgathol and the Eternal Mountains sacred
and desecrating, the Forge of Creation. earth.
Dwarrowdeep is intended to support an extended In time, the dwarves emerged and met other races
campaign lasting months and years. The dungeon including the elves, and later, humans. Relations with
merges a traditional design within a vast, subterranean, the elves were never favorable but the dwarves formed
dwarven-themed sandbox and includes opportunities a strong relationship with the humans who founded
for exploration and discovery. the burgeoning town of Threshold. The humans sought
As player characters (PCs) explore Dwarrowdeep’s the superior metal goods of the dwarves, and the
dark dungeons, and press deeper into the mountains, dwarves, in turn, traded for foodstuffs that they could
the monsters increase in power and treasures increase not grow underground. The humans founded a trading
in value. Subject to the choices made by the PCs, this post called Hamelet, close to the Doors of Dalgeddin
megadungeon presents opportunities for more than (Gundgathol’s main entrance), as a way-point between
one end-game scenario. the two races and to strengthen trade.
This book is divided into the following sections. The first Over the centuries, orc hordes and giants from the
provides an introduction that outlines the geography Eternal Mountains, and the desolate waste of the
of The Lost Kingdom of Dwarrow and pays particular Frozenfar, assaulted Gundgathol. The humans came to
attention to the town of Hamelet/Durnagald. The the aid of the dwarves. As more humans migrated into
following sections offer information for Referees on the Northern Reaches and the town of Threshold grew,
how to read the Dwarrowdeep Hex Map and how to the dwarves, in turn, rose to the aid of the humans.
hex-crawl the Gundgathol sandbox. The next section Despite constant threats to their survival, the dwarves
outlines the themed complexes and passages of the and humans prospered together until the death of King
great dwarven kingdom. The next details a systematic Thorrim Stoneborn, Blood of Thaneduhr. The passing
process to generate random secondary encounter of the king tore House Stoneborn asunder. A war of
areas. The final section provides all the supplementary succession erupted that pitted the king’s twin sons
back-matter such as new spells, magic items, monsters, against each other. The young Thorgallin Stoneborn
random tables, the illustration book, and maps. defeated his twin brother Darguar in a great battle
At first the scope of the dungeon might seem daunting. and was named Lord of Gundgathol and King of
Dwarrowdeep is vast and the largest dwarven-themed Dwarrow. As punishment for the unprecedented war
sandbox dungeon ever created. It requires the Referee of succession, Thorgallin banished his kin, and over
to roll several charts and encounter areas to smooth half House Stoneborn, including his brother’s sons and
introductory gameplay. Once complete, play can begin daughters and their allied houses, into exile.
by creating characters and venturing into Hamelet.
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these runes may this stone stand in commemoration of the siege of
The remaining dwarves of House of Stoneborn called Over the years, the mountain dwarves made several
for further vengeance. Old One Halgdrin Stoneborn, unsuccessful attempts to retake their homeland, or
the High Priest of Thaneduhr, called down the might of at least establish a foothold, but lack the numbers
his god. He stripped the disgraced Stoneborn of their and the resources. Instead, they focused on small
name and, invoking divine power, cursed his exiled reconnaissance missions while solidifying their strength
family for their treachery. The curse emaciated their in Hamelet. The dwarves took over the town and its
bodies, turned their hair white, and their skin gray. The defenses. They replaced meager embankments and
exiled Stoneborn became known as gray dwarves, or wooden palisades with stone towers and ramparts.
simply, duergar. They built a stone temple to Thaneduhr, a meadhall
The duergar, defeated, banished, and cursed by their to Geddinthor, and re-established their trade in iron
own kin and creator, vowed revenge. They migrated goods. Their industry focuses on weapons and armour
deep into the underdark. At first, the dark dwarves – still acknowledged as the finest in the realm – which
barely managed to survive. Many were lost, including they trade via barge and caravan with Threshold.
their leader and King-in-Exile Darguar Stoneborn. To most the town appears like an above-ground
To survive, they adapted their culture and language dwarven stronghold. The dwarves refer to the village
to the harsh subterranean underworld. Their priests as Durnagald (Translation: Last Hearth) instead of
began praying to Dworgrim, an ancient and disgraced Hamelet. The ealdormen of Hamelet find the dwarven
dwarven hero from the early history of Gundgathol. In presence antagonizing.
time they made contact and created alliances with other Recently, the Old One Halgdrin Stoneborn, the High
subterranean civilizations like the dark elves and the Priest of Thaneduhr, and his dwarven priests read the
kalas-toa. They secured their survival and prospered portents: the trilliums bloom along Loch Rannock to
through subterranean trade in forged iron and slaves. the east, the bald eagle once again nests along the
Wartok, the grandson of Thorrim Stoneborn, formed Eternal Mountains to the west, and the runestones read
a new clan called House Whitebeard. Under the the same way each time they are cast: Seek the Forge.
leadership of House Whitebeard a duergar colony The time has come to retake Gundgathol. Are you
emerged, strong and fierce, deep in the underdark. brave (or foolish) enough to explore the long dark of
They had but one purpose – exact their revenge. His Dwarrowdeep?
duergar warriors, in concert with their allies, attacked
Gundgathol and drove out King Thorgallin Stoneborn GAZETTEER
and his people from their ancestral home. Wartok
and his duergar solidified their hold on the city, but The Lost Kingdom of Dwarrow takes its name from the
Dworgrim, their god, demanded the Stoneborn suffer once mighty dwarven realm of Gundgathol beneath
further indignity. Above all, Dworgrim demands the the Eternal Mountains. The dwarves still claim dominion
duergar find and desecrate the Forge of Creation, over this land despite their forced exodus to Hamelet.
Thaneduhr’s sacred temple, and the resting place of Apart from the Free City of Threshold and the town of
the Hammer of Dwarvish Lords. Hamelet, the region is sparsely populated. Threshold
Battered and nearly broken, King Thorgallin Stoneborn only looks inward to rebuild the city from a siege of
fled. He led his people, and the remnants of their noble giants and orcs a few years ago, and most of the
houses, south out of the mountains. They sought shelter peripheral towns and villages of the Northern Reaches,
in the human trade settlement of Hamelet, along the are, essentially, on their own. There are no minor
River Isenduin. settlements in Dwarrow as they cannot be protected from
250 years have passed since the exodus from roving orc warbands. Groups of Valdghar barbarians,
Gundgathol. Monsters from the underdark have some friendly and some not, migrate into and out of the
entered, and formed lairs within, the dark dwarven northern portion of the region. The northmen are hardy
complex. Orcs and worse have passed through the and can hold their own against monstrous warbands.
doors of the sacred mountains. The majesty and Generally, the climate of the region is cold and summers
grandeur of Gundgathol is gone, replaced by shadow are brief (8 weeks). Frigid arctic winds and snow during
and evil. The people of the Northern Reaches refer to winter, at times, can close travel north of the southern
the half-drowned dungeon as...Dwarrowdeep. edge of the Eternal Mountains to all but the hardiest
rangers, druids, and barbarians.
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the black moons in the year 249 this stone memorializes the heroism
Hamelet maintains a key trade relationship with GEOGRAPHY
Threshold but is quite isolated otherwise. Normally, 1. The Ford of the River Isenduin
caravan routes to the Free City are closed briefly during
each winter due to snow. Cold weather equipment is The Ford of the River Isenduin is a key strategic location
required most of the year. in the Northern Reaches. In order to command, defend,
The regional hex map (p.12) provides a geographical and facilitate trade in the region, the Free City of
overview of the Lost Kingdom of Dwarrow. Each hex Threshold must control the road and the river-crossing.
represents approximately 5 miles. This map uses the The ford represents a lifeline to civilization in the frontier
rough guideline that a human can march a maximum darkness of the realm. The ford road is the only direct
of 18-20 miles a day (in 8 hours) given the nature of the connection between Threshold and the Principality of
wilderness terrain. The trails are considered “rough” for Brine in the west and the sleepy villages of the Duchy
travel purposes. Caravan wagons move about 15 miles of Aerik.
a day and unencumbered horses about 30 miles per
day on trails. Movement off caravan routes would be The proximity of the ford to Threshold further reaffirms
reduced and subject to weather conditions. its strategic and defensive importance. Some years ago,
The Lost Kingdom of Dwarrow Marching Table (p.13) a horde of orcs, goblins, and hill giants from the Black
approximates the distances between the villages, Peaks attacked Threshold and nearly destroyed the city.
towns, and key sites. In addition, for every hex traveled Prior to the main assault, the evil monsters feint attacked
by caravan the Referee should roll 1d6 with a result Threshold via the Ford of the River Isenduin to draw
of 1 indicating that a wagon has broken a wheel (or forces away from the city. The Order of the Crimson
sustained road damage of some sort) and must be Cross, St. Ygg’s elite force of paladins, alongside a
repaired or abandoned along the trail. company of spearmen, were dispatched to hold the
ford. A pitched battle took place in which the paladins,
HISTORY, SOCIAL, vastly outnumbered, held their ground. Sadly, many of
AND ECONOMIC STRUCTURE their number, including Knight-Commander Ser Alistair
Broadblade of the Red Bannermen, was slain.
The Kingdom of Dwarrow was a rich territory long A single standing stone located at the ford immortalizes
before the arrival of humans. Thaneduhr provided the battle and points in the direction to the
precious gemstones and metals, including mithril, deep aforementioned territories.
in the Eternal Mountains. The dwarves worked and
shaped these resources into great wealth. The arrival 2. The Pass of Algol
of humans and the founding of Threshold, and later
Hamelet, allowed both races to prosper. The Pass of Algol connects the Principality of Brine
The dwarves built their economic, political, and cultural with the Free City of Threshold and the Lost Kingdom
prosperity on a foundation of stone - the hereditary of Dwarrow. The route through the pass is crucial for
kingship of House Stoneborn. Although many lives trade with the people of Brine. The pass cuts along
were lost in the exodus, and many remain missing, the a narrow ravine in the Shieldwall Mountains. Both
Gundgathol dwarves are steadfast in their loyalty to sides are dotted with caves and home to monstrous
their king. They rebuilt their world and way of life, as humanoids like kobolds, goblins, and bugbears. They
best they could, in Durnagald. The dwarves believe they either demand tribute or ambush caravans traveling
will retake their sacred homeland once they possess through the pass. There is always work for caravan
sufficient numbers and resources. guards on the route to Brine. The pass is closed during
the winter months.
As noted earlier, the town appears as an oddity - an 3. The Shieldwall Mountains
aboveground dwarven stronghold. The dwarves have
colonized and taken possession of Durnagald, much The Shieldwall Mountains are a long mountain range
to the chagrin of the human population and leading extending approximately 30 miles to the southwest of
town ealdormen. The dwarves have little regard for the Threshold. The Shieldwall demarcates the Duchy of
ealdorman of Hamelet and only invite them to Council Aerik to the south and the Principality of Brine to the
of Seven meetings to placate and maintain good trade north.
relationships with authorities in Threshold.
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of my cousin thordur ironforge, son of thordurin iii, who charged the
The Shieldwall Mountains are of strategic importance 7. The Dread-Ford
to Threshold. The Pass of Algol is the only caravan
route through the wilderness to ensure trade with The Dread-Ford is located about five miles southwest
the Principality of Brine. The mountain range is also of Hamelet. A trail extends southeast of the ford and
important to ensure monsters cannot use the cover of winds its way between the Kertle and Dreadwood
the Shieldwall to threaten the city from the north. The city Forests. The path continues along the western edge of
guard are often stretched too thin and do not possess the Dreadwood to the ruins of an ancient motte and
the manpower to conduct proper reconnaissance of the bailey castle. A less-traveled path leads south from the
mountains. Merchants hire their own guards if they wish castle through the Black Peaks via the Pass of Black
to traverse the Pass of Algol. Large avian predators like Arrows. From spring to fall, orc warbands ambush
giant hawks and terrordactyls nest in the mountains. caravans traveling between Hamelet and Threshold
near the Dread-Ford. The orcs descend from the Black
4. The Free City of Threshold Peaks and use the Dreadwood as cover. Orc patrols
travel in single file to hide their numbers.
See entry in Towns and Villages.
8. Hamelet/Durnagald
5. Kertle Forest
The Kertle Forest runs east, south of the River Isenduin, See entry in Towns and Villages.
and is approximately 20 miles in breadth and depth.
The wood is bracketed to the west by the Coal Hills 9. The Ruins of Dreadwood Motte
and to the south by the Black Peaks. A tribe of goblins
descend from the Black Peaks each year in force and Once a stalwart defensive structure in the early history
occupy the hills for summer raiding. They attack both of the Northern Reaches, Dreadwood Motte is a
miners and loggers alike. Some say a dark spell hangs shadow of its former glory. The keep once belonged
upon the wood, corrupting the trees and tainting the to Ser Rodarick Erminemantle. Erminemantle was a
ground. Giant bats nest in the darkest corners of the knight of repute but was slain by a horde of orcs from
forest. Some say the goblins tame and ride the bats. the Black Peaks. Great Oor-Uks put his villagers to the
sword and fired his keep. As a third son of nobility Ser
6. The River Isenduin Rodarick would not inherit, instead, he made his fortune
in jousting and tournaments prior to these pursuits
The River Isenduin and its tributaries dominate the being banned in his homeland. He then migrated and
geography of the Northern Reaches from the northeast settled in the Northern Reaches. He took his surname
to the southwest. The exact source of the broad, from a poem written about him:
majestic river is unknown. Some speculate the source
is a glacier far to the north. Others say the river stems Listen gentles, while I tell
from a sacred spring circled with stones and tended by How this knight of fortune fell
mysterious druids of the Valdghar. Lands or vineyards he had none
Beginning in the north, the Isenduin winds its way Jousts and war his living won
southwest towards Threshold and, eventually, turns Rust the shield and falchion hid
south just before it reaches the Duchy of Aerik. A large Joust and tourney were forbid
branch of the Isenduin, the Moorwash River, feeds the All his means of living gone
bog known as the Barrowmoor and then drains via the Ermine mantle he had none
Merisc and Blackwater rivers beyond the marsh.
The Isenduin is broad and deep in most places, although The ruins of Dreadwood Motte are located in a vale
there are fords and bridges where men, horses, and below the mountain range known as the Black Peaks.
wagons can pass. The fords are well known. Both The motte is an ancient and derelict structure. The
men and monsters alike know the importance of these ruins consist primarily of a central stone tower and
locations and are often the site of skirmishes, ambushes, broken wall sections. The earthen embankments are
and battles. The best known is called the Ford-of-the- barely noticeable. The site remains contested terrain
River Isenduin. The other crossings have variant names, to this day between the inhabitants of Hamelet/
like the Dread-Ford, or the Old Dwarf Bridge, based Durnagald and orc warbands from the Black Peaks.
on locale. Erminemantle’s sons, sent to Threshold for their knightly
apprenticeships, were spared the slaughter. Some say
catacombs beneath the ruins conceal secret crypts.
Show Dwarrowdeep Illustration #1.
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pikes of the black orcs at the battle of the lonely stones ku-
10. The Dreadwood Forest 14. The Ruins of Kaer-Khelek
The Dreadwood extends north and east of Kertle The dwarves named Kaer-Khelek (Translation: Fortress-
Forest. The wood is bracketed on its northern border along-the-Water) for its proximity to the picturesque
by the River Isenduin and the south by the eastern edge vale of Loch Rannock to the immediate southeast. Also
of the Black Peaks. called East Gate, Kaer-Khelek is located along the far
Giant spiders lair deep within the forest and the trees eastern edge of the city of Gundgathol and the Eternal
are covered in thick spider webs. Foolish souls venture Mountains. The dwarves built the kaer, or stronghold,
into the wood to harvest spider silk. The material, for around the mouth of an ancient cave opening into the
the few who return, makes excellent rope and unique mountains. The doors to Kaer-Khelek have been open
garments for a handsome profit. for centuries and tribes of monstrous humanoids and
worse have entered and made lairs in Dwarrowdeep.
11. The Pass of Black Arrows A hidden path near the doorway leads up a precarious
trail through the mountains to the Citadel of Sleet (High
The Pass of Black Arrows is fraught with danger. There Gate). Beyond the citadel the trail continues north and
are other, seldom-trodden pathways through the peaks, then descends near the Frost Gate, the northernmost
but these are known only to the tribes of orcs, ogres, and entrance into Gundgathol.
hill giants that inhabit the mountains. These monstrous
humanoids occupy an ancient stone fortress mid-way 15. Loch Rannock
through the pass. Some say an intricate network of
caves extends from the fortress deep into the mountains Loch Rannock is breathtaking to behold. The loch
and into the underdark. South of the pass is a vast glistens and gleams at the base of a stunning and
barren wasteland called The Forbidden Zone and the picturesque mountain vale at the eastern edge of the
ruins of ancient Archaia. Eternal Mountains. Immediately to the west, the white
peaks of the mountains rise dramatically into the sky.
12. The Vale of Bones To the north, the dense alpine forest of the Everwinter
Wood stretches north for miles on end, and, to the east,
The Vale of Bones is a vast plain mixed with low rolling a broad steppe continues as far as the eye can see.
hills. The vale is named after an ancient battle of Between the northern edge of the loch and the forest,
antiquity that took place between the armies of dwarves a large single standing stone juts up from the ground.
and men against a goblin horde. Losses were so heavy In the center of the stone is the symbol of House
both armies were crippled and forced to withdraw from Broadshield (a shield with warhammer over a chevron).
the field. Around the symbol is the inscription, “I, Jori, of House
The remains of the dead sank in the boggy lowlands. Broadshield, stood alone and withheld the Red-Eye
Now the skeletal remains of the battle rest in a thin layer Orcs to protect my kin. I slew 21 before Geddinthor
of peat-coloured water and mud. To this day tomb- called me home.” The first dwarven player character to
robbers scour the site hoping to unearth the remains leave an offering will receive a Bless for the remainder
of a skeleton bearing coins or precious treasure. In the of the day. This happens only once.
dark of night, undead are said to haunt the battlefield.
16. The Eternal Mountains (Thaneduhr’s Throne)
13. The King’s Gate (The Doors of Dalgeddin)
Alongside the Barrowmoor, the Great Salt Reach, and
Despite their ruined and derelict appearance, the The Forbidden Zone, the Eternal Mountains are one
Doors of Dalgeddin are still a majestic sight to behold. of the largest geographical features of the Northern
King Dalgeddin Stoneborn, one of the early Stoneborn Reaches. The dwarves of Gundgathol also refer to the
kings to rule Gundgathol, stands immortalized in stone mountains as Thaneduhr’s Throne - for the immortal
over three hundred feet tall. god who created them in the heart of the mountain.
All those who wish entry into the Eternal Mountains must The range is massive and spans approximately 35
pass under his watchful gaze. The Doors of Dalgeddin, miles in length and 40 miles in width. The mountains
also called the King’s Gate, or South Gate, provide the are inhabited by monsters adapted to the cold and high
southernmost point of entry into Dwarrowdeep. elevation like yeti, ice toads, remorhaz, and frost giants.
These creatures lair in the innumerable caves and crags
hidden in the mountain peaks. Even an ancient, huge,
white dragon has been seen on the wing above the
mountains.
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lain etched this stone in memory of kulnir cobblestone, my father
17. Galduhr’s Gate 21. The Frost Gate
The Doors of Galduhr, also called Galduhr’s Gate, rest The Frost Gate, so named due to its perpetual exposure
at the end of the Valley of Woe. The dwarves named to winter storms, is the only entrance to Gundgathol
this entrance after the warrior and architect Galduhr along the northern edge of the Eternal Mountains. The
who fought with two mighty hand axes. The dwarven Frost Gate is connected to Kaer-Khelek and Citadel
exodus from Gundgathol took place primarily from Sleet via a perilous mountain trail. The doors are
the Doors of Dalgeddin, but some escaped through shut and can only be opened by uttering the secret
Galduhr’s Gate. To ensure the safe exodus of their kin, password. A large group of dwarves were cut off from
the remaining warriors sealed the doors and held a escape to the south during the attack of the duergar.
heroic last stand against an overwhelming number of They fled to this gate, but never escaped. They were
orcs. Many were caught inside and killed or captured. killed or enslaved.
The doors have not been opened in 250 years.
22. The Forgotten Stairway of Kalbandur
18. The Valley of Woe
The Forgotten Stairway of Kalbandur is a treacherous
The dwarves renamed this vale the Valley of Woe stone staircase that winds several hundred feet
after they fled Gundgathol. The beaten and retreating above ground along the western edge of the Eternal
warriors made a final stand at Galduhr’s Gate against Mountains.
the invading horde of orcs to ensure their wives and Long ago, the dwarves crafted a broad stone staircase
children escaped. Thereafter, the dwarves only mention from the Doors of Kalbandur, located at the top of the
the valley with great melancholy. Some say there are stairway, down to the eastern edge of the Fargone
crypts from the earliest days of Gundgathol hidden in Forest. However, after the dwarven exodus the
the walls of the vale. The doors of these crypts are so staircase collapsed and was never replaced. Instead,
masterfully crafted, that only the ancestral stone sense someone (or something) cut rough-hewn stairs into
of a dwarf can reveal their presence. the mountainside. The stairway is slick, vertical in the
extreme (rising at a 75-degree angle) and bombarded
19. The Henge of the Heavens with perilous wind and weather.
In addition, giant bald eagles soar above the
The Henge of the Heavens is located in a secret vale at western edge of the mountains and nest in the rocky
the top of the Eternal Mountains. The henge consists of outcroppings above the Doors of Kalbandur. The stone
a dozen twelve-foot-tall stones. The stones are twelve doors are weathered but inlaid with mithril. In the light
inches thick and have sharply angled tops. In the center of the moon they will reveal, with a faint white radiance,
of the ring is a broad, crude stone altar. Sages believe the following inscription in Ancient Dwarvish (see the
a Valdghar barbarian tribe worshipped at this site and Dwarrowdeep Character Sheet for more information):
made sacrifices under the double moon eclipse that Atop the stair, where eagles soar
marks the night sky during the summer and winter Rests Kalbandur’s forgotten door
solstice. The two moons are called Twyr and Rheada The entrance to our mountain hame
(Ray-da), the former is slightly larger and higher and is Is hidden in the ancient frame
known as the “Father” while Rheada sits lower in the
night sky and is known as the “Mother” (p. 30). 23. Loch Stenness
20. The Citadel of Sleet Loch Stenness sits deep within the heart of the Fargone
Forest. The loch is both long and broad. The loch is
The Citadel of Sleet, also known as the High Gate spring-fed and perpetually cold. A large burial mound
of Gund-Felek (Translation: Hall of Stone) is the ringed with standing stones is located on an island at
only dwarven structure that stands atop the Eternal its center. Nothing is known about the mound but its
Mountains. The citadel takes its name, in part, from the grandeur suggests a status burial from ancient antiquity.
perpetual winter storms that pummel the tower at high The Black Teeth gnolls claim the forest and do not allow
elevation. The tower is unique. It is the only surface trespassers into their sacred hunting ground.
entrance that provides access to the lowest levels of
Gundgathol (called Gund-Felek). After the fall of the
city, a white dragon, Glacialicles Frigidarium, broke
into the citadel and made a lair inside it.
9
10
in the year 34, gorgrom, blood of falgorm, became lord of house
24. The Black Teeth Gnoll Encampment 28. Everwinter Wood
The Black Teeth are a tribe of vicious gnolls. The The Everwinter is an alpine forest that extends about 45
gnolls have adapted to their northern environment and miles north from Loch Rannock and is 25 miles wide
possess shaggy coats of white, gray, and black that at its broadest point. The forest possesses two unique
are striking to behold and provide superlative natural locations: the Glass Pool of Zinn and the Ninestane
camouflage in the dark snowy forest. The tribe are Henge. The trees of this forest are ancient. They are
renowned for their skill as archers and possess huge tall and broad. Little sunlight penetrates through the
longbows built to match their terrifying height and canopy even on the brightest of days.
strength. The Black Teeth consider the Fargone Forest A small tribe of wood elves lives in the forest. The tribe
their ancestral hunting ground and attack intruders, hunts the orcs that desecrate the wood and migrate
such as those along Trovik’s Trail or lumberjacks from into, and out of, Kaer-Khelek and Gundgathol. The
the Principality of Brine. Warriors of the Black Teeth elves shun humans. Some say their chieftain rides a
possess the skill of rangers and keep both wolves, and great shaggy unicorn stallion (p.253).
the occasional dire wolf, for protection. They are led by
a great warrior-chieftain over seven feet tall. 29. The Ninestane Henge
25. The Fargone Forest The Henge of Nine Stanes, also called the Ninestane
Henge, is located in a secret grove deep in the
The Fargone Forest is a northern pinewood. The forest Everwinter Wood. The stones are inscribed but well-
marks the border between the Principality of Brine and worn. A long-plundered burial tomb stand in the center
the Lost Kingdom of Dwarrow. The eastern edge of the of the stones (p. 10).
forest is home to an encampment of gnolls who call Locals claim the magic of the grove attracts northern
their tribe the Black Teeth. The forest is said to contain unicorns during the double-lunar eclipse. The henge
numerous hidden burial mounds long overgrown provides a means of teleportation to other hengegates
with grass and trees. To the inexpert, the mounds are across the Northern Reaches, for those who possess the
indistinguishable from the hills and dales of the forest knowledge to activate them. The god Odin led Skuld
landscape. the Cleric to the henge to shepherd the cyclopsmen
when they first appeared in the realm (p.24).
26. Trovik’s Trail
30. The Glass Pool of Zinn
Trovik’s Trail is a shortcut from the territory known as the
Lost Kingdom of Dwarrow, through the Fargone Forest, A frozen lake, with the appearance of glass, is hidden
to the Principality of Brine. The trail begins near the deep in the Everwinter Wood. At the edge of the lake, a
Stonefrost Cairn and ends at the Henge of Lost Souls. blue stone tower stands frozen in time. Locals tell a tale
Trovik’s Trail is perilous. The gnolls of the Black Teeth of an evil sorceress, who, bound by magic, was forced
attack trespassers in their territory and take captives as to live in the tower until her death. Upon her demise,
slaves. she summoned all her power and laid a curse upon
the land. Since that time, the Tower of Zinn remains
27. The Stonefrost Cairn untouched. Show Dwarrowdeep Illustration #2.
The Stonefrost Cairn is a large stone-covered burial 31. The Frozenfar
mound surrounded by eight standing stones. The
cairn is marked by a thick round stone door and the The Frozenfar is a vast desolate steppe beyond the
ring of stones measures 150 feet at its widest point. northern-most forests and mountain ranges of the
The Stonefrost Cairn is an ancient landmark in the Northern Reaches. The Valdghar barbarians are the
region. The cairn signals the beginning of Trovik’s Trail only humans who possess the survival skills and ability
west through the Fargone Forest. A tribe of Valdghar to traverse the remote Frozenfar. Many of their sacred
barbarians migrated each spring from the Frozenfar to burial mounds and stones are located deep in the
worship at the site but have not returned for several barren landscape. The barbarians speak of a great
seasons. Local lore suggests a powerful tribal shaman glacier many leagues beyond the northern edge of the
was buried in the mound and that his ghost rises with Frozenfar.
the bi-annual eclipse of the double-moons during the
summer and winter solstice. The stones are aligned
astrologically, and the mouth of the cairn faces east.
11
12
hammerhand i dondur carved these runes this runestone cele-
MARCHING TIME IN HOURS (H)/DISTANCE IN MILES (MI)
Locations Hamelet King’s Kaer- Dread- Dread- Pass of Free Ford of Pass of Stonefrost Forgotten
Gate Khelek Ford wood Black City of the River Algol Cairn Stairs of
Motte Arrows Threshold Isenduin Kalbandur
Hamelet - 6h/15 8h/20 2h/5 8h/20 14h/35 12h/30 18h/45 22h/55 22h/55 28h/70
King's Gate 6h/15 - 14h/35 6h/15 20h/50 24h/60 18h/45 22h/55 26h/65 32h/80 34h/85
Kaer-
Khelek 8h/20 14h/35 - 10h/25 20h/50 26h/65 20h/50 26h/65 30h/75 32h/80 38h/95
Dread-Ford
2h/5 6h/15 10h/25 - 8h/20 12h/30 10h/25 16h/40 20h/50 20h/50 26h/65
Dreadwood 8h/20 20h/50 20h/50 8h/20 - 4h/10 18h/45 24h/60 26h/65 28h/70 34h/85
Motte
Pass of 14h/35 24h/60 26h/65 12h/30 4h/10 - 22h/55 28h/70 30h/75 32h/80 38h/95
Black 12h/30 18h/45 20h/50 10h/25 18h/45 22h/55 - 16h/40
Arrows 18h/45 22h/55 26h/65 16h/40 24h/60 28h/70 4h/10 6h/15 10h/25 22h/55
22h/55 26h/65 30h/75 20h/50 26h/65 30h/75 4h/10 26h/65
Free City of 22h/55 32h/80 32h/80 20h/50 28h/70 32h/80 6h/15 - 10h/25 16h/40 8h/20
Threshold 28h/70 34h/85 38h/95 26h/65 34h/85 38h/95 10h/25
16h/40 10h/25 - 16h/40 -
Ford of
the River 16h/40 16h/40 -
Isenduin
22h/55 26h/65 8h/20
Pass of
Algol
Stonefrost
Cairn
Forgotten
Stairs of
Kalbandur
RELIGION, FAITH, AND THE GODS The town of Hamelet, given its proximity to, and
influence from, Threshold, has adopted the Futurus,
The Ancient Ones, called the Anganach in the Northern for the most part. However, many still remember the
Reaches, represent the elder gods. prayers and sacred ceremonies of their forebears.
Some believe they pre-existed in the forests, swamps, Some return, quietly, to the family burial graves and
and streams of the land – like Silvanus (Green Man), mounds of their ancestors. They offer prayers and leave
Herne the Hunter, Zuul, or Valdghar. Others believe the sacrifices to Silvanus, Valdghar, or Herne, during the
first nomadic humans brought their gods with them. No summer and winter solstice. There are numerous faces
one knows for certain. of Green Man carved into the trees along the edge of
With the founding and growth of Threshold, new the Kertle and Dreadwood forests that have stood for
religions migrated into the Northern Reaches. These centuries.
faiths are called the New Gods or the Futurus. Beyond the Anganach and the Futurus, there are tales
The church of St. Ygg has been the most aggressive of other foreign religions, like Odin, slowly making their
in establishing itself in Threshold and the Prelacy of way into the remote Northern Reaches. The Referee
Middenmark. The church has been less successful in can add other deities subject to needs of the campaign.
more peripheral, and more traditional, regions like the
Principality of Brine and the Duchy of Aerik. The clerics
of St. Ygg are dismissive of the Ancient Ones and
position them as heathen, backward, and descendant.
13
brates the birth of bamlin tunneltrue, grandson of bamghar, in the
Deities in the Lost Kingdom Denara (Pecuna)
of Dwarrow Demi-Goddess of Wealth, Bureaucracy, Trade
Lawful Neutral
Arcantryl (Magus) Symbol: Unbalanced scales of trade
Goddess of Magic
Lawful Neutral Denara’s sphere includes the areas
Symbol: Star within a star of trade, wealth, and administration.
Her followers include entrepreneurs,
Arcantryl, a Futurus deity, derives traders, merchants, bureaucrats,
her power from knowledge of the and the wealthy. Denara, a deity of
universe and existence. She believes the Futurus, believes in the judicious
in understanding the structure of the treatment of wealth, the hierarchical
cosmos and harnessing and bending distribution of capital, and lawful
that knowledge to express magical organization of trade and trade agreements.
energy. Instead of branching out Dhurindain (Kibil-Khazad)
immediately to the smaller villages of Dwarven Demi-God of Mountains
the Northern Reaches, the clerics of Arcantryl focused Neutral (Good)
on developing followers in the larger centers. These Symbol: Three mountains
include the city of Threshold, Eastdale in the Prelacy of Dhurindain, the demi-god of the
Middenmark, and to a lesser degree, Ironguard Motte mountains and their secrets, serves
in the Duchy of Aerik. Those who wish to offer prayer, as the patron of dwarven miners,
or leave a sacrifice, do so at a small statue located architects, and craftsmen. Miners
near the Seer’s Shack in Hamelet. and clerics of the Secret-Keeper
Crom (Cromm Cruach) often claim they found the tendrils
God of Strength and Battle of Dhurindain’s beard when they
Chaotic Good happen upon a vein of gold or
Symbol: Silver crown over a mountain mithril deep in the earth. Followers
Crom, or Crom Cruach, is worshipped of Dhurindain believe earth and stone are sacred. They
largely by warriors, mercenaries, and believe that carelessness with the wealth of the earth
frontiersmen. Crom, an Anganach will anger Dhurindain. Unlike Geddinthor, Dhurindain
deity, is considered grim and gloomy. never speaks directly to his followers. Instead, the
He prizes feats of strength, valour, Secret-Keeper communicates through signs and
and daring in battle. He rarely symbols hidden in the earth and stone that require his
answers prayers. Instead, he prefers followers’ active observation to decipher. The dwarven
to watch resilient and resourceful people attribute their innate stone-sense to the blessing
warriors blaze their own path to glory. His followers use of Dhurindain. Clerics of the Secret-Keeper typically
his name as a blessing, a curse, or in astonishment. wield hammers as their primary weapon.
Crom’s symbol is a crown atop a great mountain. The Dworgrim (Narag-Khazad)
crown represents his position as the greatest of warriors. God of Gray Dwarves
His followers, upon death, must climb Crom’s great Lawful Evil
mountain and stand in judgment before him. If they Symbol: Bearded skull
have been cowardly, or fled in the face of battle, Crom
will laugh at them and cast them out. However, if a Dworgrim, the god of the duergar,
warrior has been stout of heart and died well, he will be was one of the first great warriors of
welcomed into the afterlife. Crom is often depicted as Gundgathol. Also called the Gray
a barbarian with black hair and blue eyes. Warriors of One or the Outcast, Dworgrim
Crom prefer the battle axe, hand axe, broadsword, and offered no quarter in battle, kept
spear. Warriors of Crom beat their weapons against slaves (forbidden in dwarven society),
their shields before battle in the hope of drawing his and advocated a xenophobic
attention to their heroic deeds. ethnocentrism among the dwarven
people. Upon his death, his descendants formed a cult
based on his ideals and worshipped him in secret.
14
year 582 i kaldun caved these runes hamrak, grandson of bragrak
In the blackness of the underdark, the exiles of House Silvanus the Green Man (Viridis Voltus)
Stoneborn, forsaken and cursed by Thaneduhr, God of Nature and the Balance
whispered prayers to Dworgrim – and he answered. Neutral
Dworgrim is the sole deity of the duergar and rules their Symbol: Face of leaves
society by rewarding cruelty and malice. He forbids the
worship of familial ancestors. Silvanus is an ancient deity. As
Geddinthor (Baruk-Khazad) one of the Anganach, Silvanus’
Dwarven Demi-God of War faith arrived with the first human
Neutral Good settlements. His religion has been
Symbol: Battle-axe largely, but not exclusively, replaced
by the worship of St. Ygg. Silvanus,
Geddinthor, the Lord of Battle, is the also called Green Man, oversees the
demi-god of dwarven warriors. All balance in nature: law and chaos,
dwarven warriors know the stories light and dark, growth and decay, life and death. For
and sagas of Geddinthor’s courage generations rangers and druids looked to Silvanus for
and bravery. Dwarven sages believe guidance and protection. Faces of Silvanus have been
it was Geddinthor who taught the carved into trees and rocks for centuries in the region.
dwarves to defeat mighty frost giants Tales say good fortune befalls those who chance upon
and the tactics necessary to stand his face in the wild.
against overwhelming orc hordes with fewer numbers. St. Ygg (Veridicus)
It is said Geddinthor wields a double-bladed battle God of Righteousness
axe and sings praises to Thaneduhr as he wades into Lawful Good
combat. Geddinthor prizes weapon skill, training, Symbol: Red cross on a white field
and valor amongst his followers. Dwarven clerics of St. Ygg is the deity of righteousness
Geddinthor may use the hand or battle axe. and light. St. Ygg, a god of the
Thaneduhr (Uzbad-Khazad) Futurus, believes in the highest moral
Dwarven God of Creation standards. He is sanctimonious and
Lawful Good has an indignant temper with those
Symbol: A crown over an anvil who fail to see the just nature of his
Thaneduhr, the All-Father, is the actions. The faith of St. Ygg is the most
creator of the dwarven race. The well-known of the new organized
dwarves believe he shaped the first religions in the Northern Reaches. Like Arcantryl, the
seven noble families from stone, faith of St. Ygg is based in Threshold and emanates
deep in the Eternal Mountains with outwards to the more distant corners of the realm.
a famous relic - the Hammer of Recently, authorities in Threshold seeded the Prelacy
Dwarvish Lords. The All-Father taught of Middenmark, located south of the Lost Kingdom of
the dwarves the skills of mining, Dwarrow, to the faith of St. Ygg to bring the region
forgecraft, architecture, and warfare. Thaneduhr’s under control. St. Ygg’s followers include clerics and
symbol is a crown over an anvil, representing his status a small group of paladins known as the Order of the
as the king of dwarves and the forge as their birthplace. Crimson Cross. The Red Bannermen, as they are also
The demi-gods Geddinthor (War) and Dhurindain called, are based in Threshold, not far removed from
(Mountains) serve Thaneduhr. Clerics of the All- Hamelet. Paladins are rare in the Northern Reaches.
Father wield hammers as their primary melee weapon.
Thaneduhr is associated with the number seven.
15
silverfist, engraved this stone in worship to thaneduhr this stone
Odin One-Eye
God of Wisdom and Warfare
Neutral Good
Symbol: An eye
The cult of Odin is little known among
the people of the Northern Reaches.
Sages say Odin gouged out his eye
and offered it as a sacrifice in return
for cosmic knowledge and wisdom.
Odin has many names, and, subject
to the people who worship him, is
called Woden, Ofnir, or Grimnir.
Odin possesses a massive great spear called Gungnir
and lives in his great hall in Valhalla. He is sometimes
accompanied by his two ravens Hugin and Munin
and rides through the stars on his eight-legged steed
Sleipner.
Under Skuld the Cleric, a tribe of cyclopsmen in Hamelet THE LOST KINGDOM OF DWARROW:
worship Odin exclusively as their patron deity. All clerics TOWNS AND VILLAGES
of Odin sacrifice an eye as part of their acceptance into Threshold (City)
the faith. Some say Odin gifts his clerics with new forms
of sight (or insight) in return for the sacrifice. Odin is Population: 25,021
associated with the number nine. Alignment: Any (Lawful Good and Lawful Neutral)
Demographics: Any (primarily human)
Political Structure: Hereditary Kingship
Industry and Trade: Financial, Political, and Trade
Capital of the Northern Reaches
Threshold is the capital of the Northern Reaches. Five
years ago, the city was attacked by a horde of monsters
from the Black Peaks. The army included orcs, goblins,
and giants who nearly leveled the city and destroyed
most of the stone fortifications. The warriors of
Threshold, alongside support from the high clerics and
wizards, barely repelled the army. Currently, only about
half the city is habitable. The other half was destroyed
and remains under construction.
Hamelet (Durnagald)
Population: 4,598
Alignment: Lawful Good and Lawful Neutral
Demographics: Dwarves and Humans; Cyclopsmen
Political Structure: Mixed (Ealdormen appointed
by authorities in Threshold in association with the
Hereditary Kingship of the Gundgathol dwarves)
Industry and Trade: Iron Goods, Iron Ore, Fish,
Honey, Sack Mead, Agriculture (Wheat, Oats), Lumber,
Livestock (Sheep and Pigs)
16
marks the life of hambuin silverhand, master blacksmith huldock,
Hamelet is located along the northern banks of the Slowly, as small communities grew into villages and
river Isenduin about 30 miles northeast of Threshold. towns, Baeldaeg evolved and remained an important
Hamelet began as a small trade settlement, close to the cultural celebration. The celebration is practiced
banks of the river, designed to support the exchange of primarily by the human population, but the dwarves
iron goods between the fledgling city and Gundgathol. have warmed to the festivities over time.
The population of the village was almost exclusively Baeldaeg begins with Cuthgaert, the Senior
human for generations until the exodus of the dwarves Ealdorman. He leads a procession through the village
from the mountains. Within a few short years, the to a massive pyre built in the town-square. All those
dwarves colonized and remade the sleepy village. living in the town place an offering of some type on the
The dwarves rarely refer to the town as Hamelet. They pyre. Sacrificial offerings are given to one’s ancestors
renamed the town Dur-Nagald (Last Hearth) which the but also to the gods. They include items like an oak
humans corrupt to Durnagald. branch for Silvanus, a cross or broach of St. Ygg, coins
They began by replacing the simple defensive for Denara, or weapons for Crom.
embankments with stone towers and battlements. The procession is followed by feats of strength such
They built a large stone temple to Thaneduhr, called as axe throwing, archery contests, and anvil carrying.
The Great Forge, which is now the centerpiece of the The activities culminate with animal baits and the ritual
settlement. From the temple, the dwarves oversee the shedding of blood. Animal baiting typically includes
administration of the town and trade. The temple is bears and bulls. However, in some instances, baits also
also the spiritual center of the dwarves. The cultural include owlbears and other captured monsters.
center, and the next largest structure, is the Meadhall With the setting of the sun, and the rise of the double
of Geddinthor where the dwarves gather for drink moons, the pyre is set ablaze to coincide with the eclipse.
and song and to praise the Father of Battle. Large Prayers are offered as their sacrificial items burn away
gatherings of the noble houses, called moots, also take and float up into the night sky as tiny embers. Most pray
place in the hall. for good weather, a bountiful harvest, health, fertility,
Today, Hamelet/Durnagald consists largely of humans or for success in battle. This is followed by feasting and
and Gundgathol dwarves. The humans are normally merry-making.
settlers, transients, farmers, traders, a few acculturated As directed by their leader Skuld, the Cleric of Odin, the
barbarians, and adventurers. The next sizeable cyclopsmen believe the celebration to be a profoundly
population includes 81 male cyclopsmen. A few sacred. She preaches the sacred symbolism of Odin’s
halflings (called “Pecks” in the Northern Reaches) and two eyes (the double moons) closing to one eye during
half-elves also make their home in the town. Elves in the eclipse that deeply resonates with the cyclopsmen.
Hamelet are normally adventurers or travellers passing The cyclopsmen do not take part in the feasting (they
through on their way to/from Threshold. can only consume raw meat) or alcohol consumption
(poison) during Baeldaeg. However, they can consume
Baeldaeg (Pyre Day) clotted cream which provides the same intoxicating
effect. Skuld forbids its consumption.
Hamelet celebrates Baeldaeg or Pyre Day twice a year
on Midsummer’s Eve and the Winter Solstice. These two
events correspond to the eclipse of the double-moons
that are such a prominent feature of the night’s sky.
The origins of Baeldaeg begin in the years after the
arrival of the first humans. The first settlers found
spiritual significance in the pre-existing burial mounds
and standing stones dotted across the ancient
landscape. They noticed some of these earthworks and
monuments aligned with cycle of the sun, moon, and
stars. They began repurposing the monuments to bury
their dead and gathered at these sacred locations to
worship their ancestors and acknowledge the passing
of the agrarian cycle.
17
etched this stone in honour of my ancestor braedock in the year
PLACES OF NOTE: HAMELET 3. The Stonecutter’s Guild
1. The Slovenly Trull (Tavern and Inn) Angarr Tunneltrue, a master stonemason, and
Uldram Broadbeam, a master architect, oversee the
The Slovenly Trull is one of Hamelet’s oldest structures. Stonecutter’s Guild. On behalf of their respective
Located by the western gate, The Slovenly Trull is well- houses, they work together to facilitate local construction
situated for merchants arriving from Threshold and is and conduct local mining operations.
also close to The King’s Jewel and The Meadhall of One such operation, an iron mine approximately 10
Geddinthor. miles to the east in the Dreadwood Forest, is critical
Algar, a seedy looking man with a large noise, operates to the dwarves and their production of iron goods.
the tavern and works as the bartender. He employs The small mining camp extracts the ore which is then
Jalla, a human woman with long braided blonde hair, transported via mule to the Isenduin River directly to
Lug a cyclopsman, and two young dwarves, Gethek the north. The dwarves then load a barge operated by
and Dundrall of House Cobblestone, as servers. the men of the town, who sail it downriver to Hamelet.
The tavern teems with activity and the sound of tin Angarr and Uldram are concerned. Orc warbands
whistles and bodhrans can often be heard as one enjoys harass the operation and slow production, particularly
a drink and a blether at the end of a long day. Tavern in the spring and summer.
patrons consist primarily of humans, as the dwarves Any new building or construction project in town must be
tend to prefer the meadhall. However, there are always approved by the guild. The guild employs cyclopsmen
dwarves seeking good company or conducting business to work alongside the dwarves. Both dwarves have
in The Trull. admiration (no small compliment for a dwarf) for the
Consult The Slovenly Trull Random Patron Generator strength and masonry of the cyclopsmen.
for exact details (p.278). Referees should roll this chart
multiple times in advance of play. The prices of food, 4. Martok’s Market and Trade Goods
drink, provisions, and lodging are commensurate with
those found in any core rulebook. The specialty is A two-storey building located near the western entrance
called Sack Mead which is made with more honey and to the town, Martok’s Market and Trade Goods is
is therefore denser and stronger in alcohol content. the primary hub for incoming and outgoing goods.
Incoming goods are normally received by caravan
2. The King’s Jewel (Jeweler/Moneylender) from Threshold. Outgoing goods, typically iron ore
and finished iron products are typically transported by
Master Jeweller Duras Longbeard, of House barge downriver to Threshold in the summer months.
Longbeard, is the proprietor of The King’s Jewel. Martok ensures trade flows through his ledgers – on
Duras comes from a long ancestral line of Gundgathol behalf of the Council of Seven and the Ealdormen of
jewelers. He is perhaps the most highly skilled lapidary Hamelet. Martok skims profit from most transactions.
in the Northern Reaches and, in his youth, was a skilled His shop can provide 85% of most items in the equipment
thief and fighter. listed in any rulebook. Anything not available he can
Duras is old by dwarven standards and has three acquire in a week. Martok works with Weapon Master
young dwarven apprentices, Haldal, Oric, and Falbrig, Grewl Hammerhand, of The Company of the Axe, to
of House Longbeard, in his shop. Above the doorway ensure he has a constant source of guards for his barges
hangs the three-mountain holy symbol of Dhurindain. and caravans. In addition to goods, Martok provides
Duras can provide appraisal, banking, and lending transport of important persons (at triple normal rates).
services for a fee. He has an affinity for rare gems Martok always has a half-dozen canaries in cages in his
and dwarven antiquities, especially runestones, from shop (a fond reminder of his childhood in Gundgathol).
Gundgathol.
5. The Seer’s Shack
He will pay an additional 15% beyond listed gold piece The Ancient Seer, as he is called, is the only resident
value for any gemstone or jewelry worth in excess of human magic-user in Hamelet. Villagers speak of him
2,000gp from Gundgathol. Duras normally charges in hushed tones and the dwarves and cyclopsmen
10% on all transactions. outright avoid him. His shack is a small hut filled with
18
944 may this stone stand in recognition of the siege of three hills in
strange arcane symbols and bones hanging on strings time and full payment in advance. In addition, Garduul
from the ceiling. In the center is a firepit that vents can also craft Half Plate mail armour (AC: 4, Price:
through a hole in roof. 275gp) with three weeks’ notice.
Player Characters can consult the Seer regarding 7. The Iron Anvil (Blacksmith)
matters arcane. The Seer is particularly adept at
identifying items related to magic-users and illusionists, The Iron Anvil provides iron goods for Durnagald,
which he will do for a fee. The fee is determined by Threshold, and the surrounding area. Like the Black
average party level (Level 1: 100gp, Level 2: 500gp, Breastplate and the Golden Axe, the Iron Anvil also
Level 3: 1,000gp, Level 4: 2,000gp, Level 5: 3,000gp). serves as a means of apprenticeship for the young
The Seer is incorrect 15% of the time. He will never dwarves of House Ironforge. Under the expert tutelage
sell magic items or write scrolls for player characters. of Andrax Ironforge, the dwarves can produce iron
He will buy arcane spellbooks and scrolls. He has no goods listed in any core rulebook but also can forge
expertise with dwarven runestones. custom dungeoneering equipment as well. He also sells
sledgehammers (5gp).
6. The Black Breastplate (Armourer)
8. The Great Forge of Thaneduhr
The sound of hammers striking metal can be heard
long before you enter the Black Breastplate. The Black Dedicated to the dwarven All-Father, The Great
Breastplate is operated by Master Armourer Garduul Forge is an impressive two-storey stone temple. The
Ironforge. Garduul employs several young apprentices: double doors of the temple are made from wood and
three dwarves (Karnir, Georin, Dunli) and two humans reinforced with iron and decorated in the dwarven
(Aldrick and Malkin). style of geometric relief. The symbol of Thaneduhr is
Garduul normally has dwarf-sized suits of mail on- carved above the entrance. The temple doors open
hand, up-to-and-including chainmail. Platemail must to a magnificent central chamber lined with pillars.
be custom fitted and requires a month of construction An anvil-shaped altar stands before a great statue of
Thaneduhr, bracketed by smaller statues of Geddinthor
19
the year 625 this stone marks the opening of the copper mine dedi-
and Dhurindain. Long tapestries hang on the walls of the The weaponsmith is concerned with the quality of the
temple and depict the creation of the dwarves and their iron ore raw material he receives from the nearby
noble houses. House Stoneborn designed the temple dwarven mine. From time to time, he receives shipments
to remind the dwarves of their sacred homeland under that are totally unsuitable for smelting. He is unaware
the mountains. The Great Forge inspires reverence for that Cuthgaert, the Senior-Ealdorman of Hamelet, has
dwarven art, stonecraft, and architecture. been corrupting the ore.
The temple is the religious and political center of the New Weapon Damage Cost
Gundgathol dwarves. All dwarven clerics in Durnagald, Warhammer 1d6 3gp
regardless of faith, are educated and barracked within Spiked Warhammer* 1d6 15gp
the temple. From within the walls of the Great Forge, Great Hammer** 1d8 6gp
the clerics oversee all major religious activities and Hand Axe 1d6 3gp
ceremonies of the Gundgathol dwarves. Since the Battle Axe** 1d8 6gp
exodus from Gundgathol, the dwarven clergy have Broadsword 8gp
been without a supreme high priest. Called a High Mace 1d6+1 3gp
Old One, the supreme high priest oversees each of Great Mace** 1d6 6gp
the three faiths who are, in turn, led by an Old One, or Seax Knife*** 1d8 8gp
high priest of Thaneduhr, Dhurindain, and Geddinthor,
respectively. Halgdrin Stoneborn, High Priest of 1d4+1
Thaneduhr, unofficially assumes the mantle of High
Old One (see Dwarven Clerics for more information). In *Blunt or a piercing weapon. Useable by clerics.
addition, the temple is also the seat of King Thorgallin **Two-handed weapon.
and House Stoneborn. ***-1 when used as a thrown weapon.
The temple is surrounded by forges, including The Iron
Anvil, The Golden Axe, and The Black Breastplate. The 10. The Company of the Axe (Mercenary Guild)
ringing of hammers, the stoking of fires, and the smell
of smoke, fills the air around the great structure. The The Mercenary guild in Durnagald does a brisk trade.
dwarves, given their respect for the cyclopsmen, allow Grewl Hammerhand, the Guildmaster, works closely
the worship of Odin One-Eye in the Great Forge – a with Martok, the purveyor of trade goods and supplies
great and rare honour. The clerics will perform auguries in town. Given the orc warbands, guarding caravan
and healing services for dwarves (standard fee) and an routes, and protecting the iron mining camp, Grewl
additional 10% for non-dwarves. and Martok require a constant supply of mercenaries.
9. The Golden Axe (Weaponsmith)
The Golden Axe is known as the finest weaponsmithy In addition to the recruitment and training of
in the realm. Gilius specializes in dwarven weapons, mercenaries, Grewl, along with other select warriors
including variations of the warhammer and the axe. of House Hammerhand, oversee the required martial
He is particularly well-known for his craftsmanship of training of all the Gundgathol dwarves in town. They
the dwarven seax knife. A seax knife is a dagger-like also organize and train the local militia (humans,
weapon with a single edge. The blade varies from the cyclopsmen, and others) in Durnagald. Martial training
dagger in its length and breadth – normally 2-2.5 inches is compulsory for all those living in Hamelet.
wide and 12 inches long. The seax knife is particularly
well-adapted for tunnel fighting and does slightly more Use Meatshields: The Classic Fantasy Hireling
damage than a common dagger. Dwarves commonly and Henchman Generator available at www.
carry a seax knife on their belt. barrowmaze.com to determine the availability of
Gilius also specializes in broadswords for both dwarves mercenaries. Adjust the results so that 2/3s of all
and men. The blade of a broadsword is wider and available results are dwarves or dwarven fighters.
stouter than a longsword. The broadsword, hand axe,
and spear are the preferred weapons in the Northern
Reaches. Player Characters can commission Gilius to
craft specialized weapons, given time and coin.
20
cated to my ancestor bragdram in the year 720 broannic cut these
11. The Meadhall of Geddinthor Ironforge with knowledge of metalworking. They were
given the answer to the riddle of steel. To House
The Meadhall of Geddinthor is a large rectangular Hammerhand he bestowed the skills of warfare to
wooden hall. Devoted to Geddinthor, the dwarven god protect the dwarven people. Thaneduhr gifted House
of battle, the meadhall is one of the largest structures Tunneltrue with knowledge of mining and to House
in Durnagald. The crossbeams above the entrance Broadbeam knowledge of architecture. The All-Father
are carved with ornate dwarven geometric knotwork. blessed House Longbeard with the skills to shape gems
They depict two dragon heads that intertwine above mined from the earth and he gave House Cobblestone
the apex of the hall. A large iron pot hangs over a the responsibility of service to the other houses.
broad rectangular hearth from the 18-foot ceiling in The seven noble houses, each with their own divine
the center of the meadhall. Long tables and benches knowledge and wisdom, serve as the foundation of
provide seating on either side. At the back, sits a large dwarven society. The houses, from the ruling Stoneborns
throne with six smaller seats (three on either side) for the to the Cobblestones, view their role in the larger
king and the lords of the other noble houses. The walls structure as sacred. By pursuing their mandate, they
are decorated with the shields of the noble families and simultaneously fulfill their sacred duty to Thaneduhr,
their constituent clans. strengthen their race and house, and reaffirm their
community. The dwarves, for example, view the miners
The meadhall is, at once, both a religious temple and of House Tunneltrue as highly honourable and their
a social center. Certain days of the week are devoted profession as both sacred and dangerous.
exclusively to religious observance, other days are Although the social organization of the Gundgathol
devoted to drinking and merry-making, and still other dwarves might look, at first, to be highly structured,
days are devoted to meetings of the noble houses. each house is considered the authority in their own
sphere of knowledge. When a new mine needs to
Led by Old One Khalg the Wise, Blood of Khaldaggan be excavated, House Tunneltrue speaks the final
“Orc-Slayer” Hammerhand, High Priest of Geddinthor, word. When new construction takes place, House
the clerics of Geddinthor organize and maintain the Broadbeam makes the final decision. The cumulative
strict schedule of the meadhall based on their religious generational and occupational knowledge and skill
doctrine. The clerics anoint young dwarven warriors, within each house results in the most skilled craftsmen
mark marital advancements in rank, and oversee and artisans (armourers, blacksmiths, weaponsmiths,
burial rites for fallen warriors. In addition to these miners, builders, etc.) in the realm.
important communal matters, the clerics of Geddinthor Exceptions to this caste-based system exist. House
encourage the dwarven people to celebrate their gods Hammerhand, for example, boasts the most skilled
and ancestors in saga and song. They also supervise dwarven warriors. For the benefit and protection of
the brewing of the sack mead served in the hall and dwarven society, House Hammerhand oversees the
The Slovenly Trull. martial training of all Gundgathol dwarves. House
Stoneborn, relying on their wisdom, oversees the
THE GUNDGATHOL DWARVES: intellectual and ecclesiastical training of all cleric-
NOBLE HOUSES, KIN, AND CULTURE initiates in their society.
The Council of Seven maintains peace between the
The Gundgathol dwarves structure their society on a houses. The council consists of the Stoneborn King
hierarchical caste-system that is, simultaneously, both and the lords of the other six noble houses. Despite
religious and secular. The dwarves divide their society the clear hierarchical structure reinforced by religious
into seven ancestral houses based on divine right belief, infighting exists between them. The Council of
monarchy. House Stoneborn rule in concert with the Seven serves to advise the king, maintain peace in
six other noble houses. These houses, in descending dwarven society, resolve disagreements, and to ensure
order, include: Ironforge, Hammerhand, Tunneltrue, collective purpose. House Hammerhand, the most
Broadbeam, Longbeard, and Cobblestone. Each house proud, fierce, and war-like of the noble houses, often
is comprised of smaller families and sub-clans. disregard the collective will of the council if they deem
their actions in the best interest of the dwarven race. The
The dwarves base their hierarchical caste-structure on Old Ones (the three highest ranking dwarven clerics
the order of their creation, but also on the blessings of Thaneduhr, Geddinthor, and Dhurindain) serve as
placed upon the first seven dwarves by the All-Father.
Thaneduhr blessed the first Stoneborn with the wisdom
to rule through knowledge of runes. He blessed House
21
runes in memory of duric greathammer who died at the battle of
advisors to the council. For reasons that are unclear to Dwarves are often entombed with their wealth. This
the priesthood, Thaneduhr has not selected a High Old burial rite serves as a symbolic return of their body and
One since the dwarves abandoned Gundgathol...or so possessions back to the earth and stone.
the story is told. Above all, dwarves value their ancestry. Dwarves
Each individual noble house contains a Council of Three can recite the ancestral lineage of their house for
that serves their lord in the same fashion. A Council of generations. They retell the stories and sagas of their
Three typically consists of the house lord, their highest- ancestors and incorporate their lineage into their given
ranking cleric, and the house’s finest warrior. A seat on names. Dwarves pray to their gods, but they also pray
one’s house council is a great honour. to their ancestors. They return to the sacred tombs
of their forebears and in these hallowed spaces pray
THE DWARVEN WORLDVIEW to their ancestors for wisdom and guidance. These
ritual observances reaffirm dwarven family bonds,
The dwarven worldview is informed by thousands of years acknowledge the importance of their ancestral lineage,
of hardship and toil. Unlike surface dwellers, dwarves and reinforce their core spiritual beliefs. Due to their
are often isolated. Their collective siege-mentality has intimate knowledge of the past, dwarves are a fiercely
been essential to their survival. Dwarves look first to proud race and are competitive with other noble
themselves, and, as a result, prefer the presence of houses. They sing their own praises and celebrate the
other dwarves. Dwarves believe in the strength of their accomplishments of their houses, families, and kin.
kin and have very high morale in the company of other Dwarves in the Northern Reaches reproduce very
dwarves. Some possess an overt xenophobia toward slowly. They have a lower birth rate due to their long
other races. Dwarves are normally slow to trust humans lifespans (normally about 450 years). Also, dwarven
and have a profound distrust of elves. male-to-female birth ratio is disproportionate to other
Dwarves are a passionate and tenacious people. demi-humans. The male-to-female reproductive ratio
This tenacity extends to every aspect of their life. They among the Gundgathol dwarves is 3-to-1. Relatively
are fierce warriors and meticulous craftsmen. They few dwarves possess the opportunity to marry and
are persistent and diligent – a reflection of their long relatively few dwarves are born. Both of these social
lifespans. They are also vengeful and possess an events, especially a new birth, are cause for great
indignant anger when wronged. Dwarves have been celebration among dwarvenkind. Death, especially on
known to carry grudges for generations. a large scale, is sometimes impossible for a community
Dwarves are also highly pragmatic. This pragmatism of dwarves to overcome. Dwarves are brave, but also
extends not only to their daily life, but also to their cultural, prudent and judicious with the lives of their kin. They
architectural, and artistic forms of expression. Dwarven never cast life aside needlessly.
pragmatism is a source of their short-temperedness.
Dwarves believe strongly in their way. Their methods Dwarven Names
have been tested by time and the wisdom of generations.
Dwarves do not suffer fools and quickly grow impatient Given their deep relationship with the past, dwarves
when they see an obvious solution to a problem that honour their patrilineal ancestors by passing on their
others are slow to recognize. Their pragmatism further names to subsequent generations. Dwarven names
extends to their sense of humour. Dwarves possess a consist of first names, house names, and ancestral
dark wit. Their blunt humour emphasizes sarcasm and names. Forenames are derived from male prefixes
irony to highlight the obvious. and suffixes. For example, male forenames within a
Some suggest that dwarves are materialistic in single-family group might include Dorin, Doringar,
comparison to other races. This perspective lacks Dorindaggan, Dorduhr, or Daggandor, all of House
cultural context. Dwarves view themselves as extensions Broadbeam.
of the earth, in the same way that precious metals or Given the similarity of forename, and the uniformity
gemstones are also extensions of the earth. To mine of house name, nicknames are common in dwarven
and craft these materials into gleaming weapons or culture. Dwarves derive nicknames from sources like
jewelry, is to care for the sacred bounty provided by occupations, physical characteristics, or heroic deeds.
Thaneduhr and Dhurindain. Examples might include “Armstrong,” “Big Nose,” or
“Blood Hands.”
22
the little round cairn alloc carved this stone in glory to the an-
Ancestral lineage also plays an important role in Dwarven Clerics
dwarven naming customs. If a dwarf has a historically
significant forebear, he may attach “Son of” and/or Clerics are revered in dwarven culture. Very few
“Grandson of” after his name. Dwarves use “Blood of” dwarves possess the ability to wield divine magic. The
to refer to kinship beyond two generations. However, young dwarves who possess such gifts cut across all
there are exceptions. The dwarves of House Stoneborn, lines of house-affiliation, social class, and education.
given their divine right ancestry, will normally list both The priesthood identifies potential apprentices at a
generations and their blood relationship to Thaneduhr. young age. Due to the unbalanced birthrate, female
For example, “Thordak, Son of Prince Thordain, clerics exist but are rare in dwarven society.
Grandson of King Thorgallin Stoneborn, Blood of Dwarven clerics must serve a series of three
Thaneduhr.” Dwarves without a heralded patrilineage apprenticeships, often into early middle age. Their
simply note their birth location. initial apprenticeship begins with House Stoneborn and
includes literacy in multiple languages and intellectual
Dwarven Beards education in the history and culture of their race. Young
acolytes then branch to a second apprenticeship specific
Beards serve as a symbol of both individual, group, and to the faith of Thaneduhr, Geddinthor, or Dhurindain,
racial identity in dwarven culture. How a dwarf trims, with House Ironforge, Hammerhand, or Tunneltrue,
braids, knots, or styles his beard can communicate respectively. A third apprenticeship concludes with
age, house affiliation, religious affiliation, occupation, specialization to a third noble house, based on the
or social status. These differences, as social signifiers, desires of the priest and the needs of the faith. By the
are barely noticed by humans but are central to end of their three apprenticeships, a dwarven cleric
communication and social interaction among dwarves. could be a philosopher, war-leader, and weaponsmith,
A beard, for a dwarf, serves as a masculine status or a historian, miner, and jeweller. Dwarven clerics
display. There are two important considerations for are then assigned to one of the seven noble houses
dwarves: beard length and maintenance. A long beard to provide service and council. In time, they could be
communicates age and wisdom, and a well-maintained promoted either to a Council of Three to advise their
beard communicates honour and integrity. In this house lord or promoted within the faith of their specific
context, a long but unkempt beard speaks poorly, priesthood. Due to their cross-apprenticeships between
whereas a well-groomed short beard might suggest the noble houses they are often called to negotiate
self-discipline and social station. disagreements. Clerics are the cement that binds
Dwarves are practical, if anything, and allow for unique dwarven culture together.
circumstances and occupations in beard maintenance. Due to their rare ability to harness divine magic,
Dwarves acknowledge that those conducting the sacred and their advanced and lengthy training, dwarven
work of Thaneduhr, like blacksmiths, weaponsmiths, clerics are held in high esteem because they are
and armourers, or those mining in the pits, will fashion physical manifestations of faith. They are the curators
their beards in a functional way reflective of their of knowledge and a conduit to the gods in dwarven
vocations. These vocations are often associated with culture. Their presence reminds the dwarven people
specific noble families like House Ironforge or House why they exist. Clerics remind the dwarven people they
Tunneltrue. The warriors of House Hammerhand style remain connected to their ancestors and what awaits
their beards in a manner consistent with warriors. The them in the afterlife. Dwarven clerics are, at once,
rulers of House Stoneborn, and the craftsmen and priests, warriors, intellectuals, historians, peacekeepers,
merchants of House Longbeard, typically present the diplomats, and elders. Due to their scarcity, extensive
most well-groomed and decorated beards. training, and role in dwarven society, the death of a
High days and holy days provide all dwarves with cleric is a devastating loss to a community.
opportunities for social display and require additional The faiths of Thaneduhr, Geddinthor, and Dhurindain
beard grooming and attention. In addition to beard are the foundation and organization of dwarven
styling, dwarves decorate their beards with beard rings religion. An Old One, or high priest, leads each sect.
and beads. These embellishments can be as simple In an unknown and mysterious ceremony, Thaneduhr
as coloured glass or made of precious metals. Beard chooses and bestows the mantle of High Old One on
beads are often inscribed with runes and others are one of the three high priests. The High Old One is the
encrusted with small jewels. Some beads are magical. worthiest of the three high priest candidates and leads
the combined faith during his or her lifetime. Ancient
23
cestors of house ironforge this runestone marks the anniversary
texts reveal that Thaneduhr once granted a strange The next morning Skuld awoke to the cries of two
lich-like petrification to his most devout High Old One ravens. She packed her belongings and followed
in a time of great peril for the dwarven people. them through the wilderness. Her journey lasted
many months. At last, Skuld stood at the edge of
Gundgathol Dwarves: Common Vernacular a great alpine forest - the Everwinter Wood. She
knew she was close. As she moved deeper and
The dwarves possess vernacular that speaks to their deeper into the forest, she saw the ravens circling
culture and values. The list below provides a starting an ancient henge. They landed on its tallest stones.
point for Referees to role-play dwarves: The sign was clear. Odin’s ravens led her to this
place - she had arrived at the vision in her dreams.
Slang Phrase or Term Meaning As Skuld approached, the sky turned dark above
“A poor mason blames his Get it done/No excuses the standing stones. Lightning flashed - once,
tools” Use the right tool for twice, and a third time. Again, lightning flashed
“Never bring a spellbook to an the job a fourth, fifth, and sixth time. Yet again, lightning
axe fight” flashed a seventh and an eighth time. When the
sky filled with lightning a ninth time, the earth
“No bottle” or “Without stone” Cannot hold your mead shook and Skuld fell to her knees. A great flash of
light exploded in the center of the henge. Before
“Sassenach” Not a dwarf/Outsider her stood a large host of strange men the cleric
“Ye ken?” Do you understand? had never seen before. They were tall, and strong,
“By my beard” Astonishment and fair - with one central eye. One eye? It was yet
“Bearin” A child another sign. In all, four score and one appeared
in the flash.
“A few hairs short of a beard” Not wise or intelligent
“You forge with the ancestors” A job well done Who were these men? Where in the nine worlds
did they come from? Skuld knew her purpose.
“As useful as a quicksilver Utterly useless She was sent by Odin to guide and protect these
helmet” A grievous insult strange outlanders. They were her flock and she
“I spit on your ancestors” A humorous indignity would shepherd them. The cyclopsmen beheld
“You [anything] like an elf” Skuld, who sacrificed both eyes to Odin and yet
could see, and immediately recognized her as a
The Mead Oath mystic-chieftain. Only male cyclopsmen passed
through the Ninestane Henge.
The dwarves of Gundgathol collectively recite a war-
oath before battle. The oath is an affirmation to their Skuld led them through the wilderness to the town of
kin and an intimidation tactic. As they stand together Hamelet. With her leadership, and the word of Odin,
in the shieldwall, the dwarves exclaim as loudly as they the cyclopsmen acclimatized quickly. Cyclopsmen are
can: superstitious and highly spiritual. They seek omens
“I swear before you that I shall fight to the death for my in their daily life, especially eyes or shapes related to
King. If my King or my Lord falls, I will take his place circles, and are fearful of magic and wizards. Skuld
and fight to the end. This is my duty and my vow. I make used their superstitious nature to her advantage.
this sacred oath here - before my gods, my kin, and my The cyclopsmen adapted quickly to the dwarven-
King. This I swear.” [Beat Shields and War Cry!] influenced culture of Hamelet/Durnagald. Cyclopsmen
rarely speak. They are physically strong and hard-
Skuld and the Cyclopsmen working. The one-eyed men are natural craftsmen,
particularly of stone. They are intensely loyal and believe,
Just a few years ago, Skuld, a Cleric of Odin, when they do choose to speak, that their word is their
migrated to the Northern Reaches from lands far bond. Given their racial and cultural similarities, the
to the east. She came in search of a vision she dwarves and the cyclopsmen acclimatized seamlessly.
received in a dream. In her vision she saw nine In fact, the cyclopsmen relate better to the dwarves
standing stones nestled in a sacred alpine grove. than they do the human population of Hamelet.
24
of the battle of blackhold this stone celebrates the opening of
Old One Khalg Thorgallin Stoneborn Thordak Stoneborn
Hammerhand King of Dwarrow Princeling
Thordain Stoneborn Findlass Stoneborn
Prince of Dwarrow Queen of Dwarrow
Given her influence among the cyclopsmen, Skuld is The Personalities of Hamelet
a formidable figure in Hamelet’s culture, economics,
and politics. To the cyclopsmen, Skuld represents Thorgallin “Giant Bane” Stoneborn, Son of Thorrim,
both a spiritual leader, a military commander, and a Blood of Thaneduhr, Lord of Gundgathol, King of
matron. Skuld is adept at employing the symbolism of Dwarrow, Level 9 Dwarven Fighter, AL: LG, AC: -5
Odin to her best advantage to enthrall and encourage (Platemail +4 and Shield +3 of Fire Resistance), HP:
obedience in her one-eyed followers. In a few instances, 83, #AT: 3/2, DMG: Hand Axe +3 Dwarven Thrower
Skuld called the fyrd of cyclopsmen together to defend (1d6); S 17, I 14, W 14, D 11, C 16, Ch 16. Magic
the town against orc warbands from the Black Peaks. Items: Ring of House Stoneborn, Runestone of Free
Nothing was more intimidating, and terrifying, than a Movement, Runestone of Giant Strength.
company of armoured cyclopsmen ready for battle.
There are no female cyclopsmen. All four score and Thorgallin is old by dwarven standards. In his prime,
one are male. They cannot procreate. The cyclopsmen he was a fierce warrior and a sharp military tactician.
are doomed - and they know it. They carry an air of Thorgallin, as one of the older dwarves, remembers the
sadness about them. For Skuld, the loss of a single Golden Age of Gundgathol. He saved many lives in the
cyclopsman in Hamelet is cause for great mourning. exodus from the mountains but lives with regret over the
The cyclopsmen have little memory of their previous dwarves he failed to protect. The King of the Dwarves
existence. Based on her religious understanding of the oversaw the reimagining of Hamelet into the bustling and
nine-world cosmos, Skuld has told them Jotunheim. thriving town of Durnagald as a haven for his people.
Thorgallin is assertive and masculine. He possesses
Cyclopsmen and Common Vernacular a regal, commanding presence that strangers notice
immediately. He is judicious and practical because the
Cyclopsmen have difficulty communicating with other fate of his people rests in his hands. Thorgallin wears a
humanoids. They have no cultural context to translate crown atop a long white beard, immaculately groomed
human metaphoric or hyperbolic communication. with five braids. The king is accompanied by a personal
Cyclopsmen translate human communication literally bodyguard of three dwarves (two fighters and a cleric
because they lack the ability to understand contextual (Levels 5-7)).
metaphors embedded in everyday slang.
For example, cyclopsmen cannot translate phrases like Findlass Stoneborn, Sister of Old One Halgdrin
“You dug yourself a hole,” or “Right over your head,” Stoneborn, Queen of Dwarrow, Level 3 Dwarven
or “He’s full of piss and vinegar.” Phrases like these Fighter, AL: LG, AC: 0 (Chainmail +2, Shield +1 and
would inspire literal responses or strange side-long Dex), HP: 24, #AT: 1, DMG: Dagger +3 (1d4); S 14, I
glances. Cyclopsmen require prolonged exposure to 14, W 12, D 15, C 14, Ch 14. Magic Items: Runestone
humans before they can understand metaphorical of Shielding, Dust of Disappearance, Runestone of Proof
communication. Due to their inability to translate Against Poison.
metaphors, commanding physical presence, and
shyness, humans often conclude that cyclopsmen are The Queen of the Dwarves is known for her stoic
simple-minded. demeanor. She is polite but desires to cut through social
graces when matters of import require attention. Queen
Findlass is a pious and a devout follower of Thaneduhr.
She ends may of her sentences with phrases like “Praise
25
the gold mine dedicated to thaneduhr in the year 291 this runestone
Grewl Garduul Old One Andrax Gilius
Hammerhand Ironforge Halgdrin Stoneborn Ironforge Ironforge
be to Thaneduhr” or “Thaneduhr wills it.” She is highly for the orcs that plague the Dreadwood Forest and
skeptical of non-dwarves, especially elves and magic- attack caravan routes. Thordak is kind and less gruff
users. Given their slow birth-rate, the Queen is highly than his kin. He is generous with his people and often
protective of the dwarven people - all of them. Upon laughs at inappropriate things. His grandfather thinks
the birth of a new dwarven child, the Queen and the he spends too much time around humans.
clerics of Thaneduhr make a grand announcement
to the dwarven community in the center of town. She Old One Halgdrin Stoneborn, Blood of Braegal the
wears a crown over her bright brown hair. She braids Blackfist, High Priest of Thaneduhr, Level 9 Dwarven
her hair under her beard. Findlass is the sister of Old Cleric, AL: LG, AC: -4 (Platemail +3 and Shield +3),
One Halgdrin Stoneborn. HP: 61, #AT: 1, DMG: Warhammer +4 (1d6); S 13,
I 14, W 18, D 12, C 15, Ch 14. Spells (4/4/3/2/1):
Thordain, Son of King Thorgallin Stoneborn, Blood Command, Cure Light Wounds, Detect Evil, Light;
of Thaneduhr, Prince of Dwarrow, Level 5 Dwarven Augury, Know Alignment, Hold Person, Delay Poison;
Fighter, AL: NG, AC: 1 (Platemail +1 and Dex), HP: 48, Cure Blindness, Cure Disease, Prayer; Cure Serious
#AT: 1, DMG: Battle Axe +2 (1d8); S 15, I 12, W 9, D Wounds, Protection from Evil 10’ Radius; Flame Strike.
13, C 17, Ch 13. Magic Items: Scarab of Protection and Magic Items: Runestone of Wisdom and Figurine of
a Runestone of Heroism. Wondrous Power: Golden Lions.
Thordain is the son of King Thorgallin and Queen Halgdrin Stoneborn is a revered high priest or “Old
Findlass. Thordain is in early middle age. He is a One” of Thaneduhr. Halgdrin has wisdom and a
natural leader and self-confident. As his father has knowledge of the earth that few dwarves will ever
gotten older, the Prince of Dwarrow has slowly taken possess. The Old One of Thaneduhr is quiet. He
over duties in the field and has experience leading the prefers to listen than talk but when he speaks, all heed
dwarves of Durnagald. Thordain was young when the his council. Halgdrin is so revered among the dwarves
dwarves fled Gundgathol, and his only memories are that only the king would interrupt the high priest from
vague reflections of its great halls and the dark terror speaking, and then only rarely. Halgdrin is stately,
that pursued his family to the Doors of Dalgeddin. distinguished, and immaculately groomed. In truth,
Thordain is highly competitive and likes to wager on his he has done his best to lead his people spiritually, but
skills with axe and hammer in the Meadhall. he misses their world deep in the mountains. The Old
One is a veteran of many battles and a stout military
Thordak Stoneborn, Son of Prince Thordain, commander. He oversees the training of new dwarven
Grandson of King Thorgallin, Blood of Thaneduhr, clerics in the Temple of the Great Forge in Durnagald.
Level 3 Dwarven Fighter, AL: LG, AC: 1 (Chainmail +2
and Shield +1), HP: 28, #AT: 1, DMG: Hand Axe +1
(1d6); S 16, I 12, W 9, D 12, C 16, Ch 12. Magic Items:
Runestone of Healing.
Thordak is a young dwarf full of youthful exuberance
and idealism. He is courageous, almost to a fault.
He possesses little leadership experience and is often
frustrated with his duties and obligations in the town. He
would much rather be on patrol with his kin searching
26
marks the anniversary of the battle of the black pits i, banmor,
Cuthgaert Eadbhert Ancient Lug Skuld
Senior Ealdorman Ealdorman Seer One-Eye of Odin
Lug One-Eye, Level 3 Cyclopsman Fighter, AL: LG, Stonecutter and Guildmaster Angarr Tunneltrue,
AC: 7 (Leather and Dex), HP: 30, #AT: 1, DMG: Club Level 3 Dwarven Fighter/Level 2 Thief, AL: NG,
(1d6); S 17, I 9, W 9, D 13 C 18 Ch 12. AC: 4 (Leather +2 and Dex), HP: 22, #AT: 1 DMG:
Lug is an oddity among the cyclopsmen - he enjoys Shortsword +1 (1d6); S 13, I 13, W 11, D 16, C 15 Ch
being social. Cyclopsmen very rarely speak to 10. Thief Skills: PL 39, F/RT 35, PP 35, MS 35, CW 84,
outsiders, preferring just to ignore them. Lug wanted HS 25, HN 1-3. Magic Items: Potion of ESP.
to be a warrior but took an arrow to the knee and has Angarr is a patient and religious dwarf. He believes that
a limp. Due to the injury, he found a different type of his occupation as a stonecutter is sacred to Thaneduhr.
work. He clears tables and carries casks of ale and By shaping and fitting stone, he fulfills Thaneduhr’s will
mead back and forth for Algar the proprietor of The for the dwarves on earth. Angarr is a master stonemason
Slovenly Trull. Like all cyclopsmen, Lug is an imposing and oversees the Stonecutter’s Guild alongside Uldram
physical specimen. He has a large commanding Broadbeam, merging the houses of the stonemasons
voice, is direct, observant, and has a deadpan sense with the architects. He has short, straight, black hair
of humour. Like most cyclopsmen, he still takes some shaved on the left side and decorated with a tattoo.
human communication literally which leads to a good He has brown eyes and rough skin. Angarr still prefers
jest with tavern patrons. Lug has a large balding head the ancient halls and corridors of Gundagathol and
with gigantic sideburns. He prays to Odin and follows feels ill-at-ease in open spaces. He likes finding direct
Skuld’s creeds and doctrines. solutions to problems.
Master Jeweller Duras Longbeard, Level 3 Dwarven Merchant-Master Martok Longbeard, Level 4
Thief, AL: NG, AC: 4 (Bracers of Defense AC8, Ring Dwarven Thief, AL: N, AC: 5 (Studded Leather +1 and
of Protection +2, and Dex), HP: 18, #AT: 1, DMG: Dex), HP: 22, #AT: 1, DMG: Shortsword +1 (1d6); S
Shortsword +1 (1d6); S 13, I 13, W 12, D 16, C 16, 10, I 13, W 12, D 15, C 13, Ch 12. Thief Skills: PL 38,
Ch 14. Thief Skills: PL 39, F/RT 35, PP 35, MS 35, CW F/RT 33, PP 37, MS 37, CW 80, HS 27, HN 1-3. Magic
84, HS 25, HN 1-3. Magic Items: Bag of Holding and Items: Runestone of Invisibility.
Runestone of Climbing. Martok has a bald head and a long black beard.
Duras, of House Longbeard, is as human as dwarves As part of house Longbeard, Martok oversees trade,
come. He is more friendly, patient, and even-tempered broadly defined, between the dwarves and the humans
than his kin. By nature of their profession, as the of Hamelet and Threshold. Martok oversees a dozen
merchants of dwarven society, the Longbeards have young apprentices, five dwarves and a human, to
had more direct exposure to the humans and demi- record and index the substantial inflow and outflow of
humans of the Northern Reaches than other houses. trade goods. The axes, hammers, broadswords, and
The Longbeards have adapted to better facilitate trade shields produced by the dwarves of Gundgathol are
on behalf of their less-social kin. Due to their role acknowledged as the finest in the realm. For business
as merchants, House Longbeard is normally one of purposes, Martok keeps an open eye on the coming
the richest dwarven houses. His beard is impeccably and going of visitors, into and out of, Durnagald.
groomed and he never rushes his craft. Martok tends to be an excellent source of information
and gossip. Martok secretly worships his distant
ancestor Dworgrim - the God of the Gray Dwarves.
27
son of banur broadbeam, carved this stone in prayer to dhurin-
Ancient Seer, Level 6 Human Magic-User, AL: N, AC: Andrax is the master blacksmith of House Ironforge.
8 (Ring of Protection +2), HP: 17, #AT: 1, DMG: 1d6 He apprentices three dwarves of his clan and two
(Quarterstaff +1); S 8, I 17, W 15, D 10, C 10, Ch 5. human boys. The latter he rescued after their family was
Spells (2/2/2): Burning Hands, Read Magic; Baltron’s massacred by orcs east of Durnagald. Andrax has a
Effusive Bloodboil, Galaxina’s Scintillating Spark Shower; grim face often covered in soot. He lost one of his ears
Lighting Bolt, Haste. Magic Items: Wand of Fear, Wand in battle. Despite the scars of war, he enjoys puns and
of Magic Missiles, Deck of Many Things, and a Potion dark humour. He is quite xenophobic of elves, whom he
Jug. refuses to trust, and yet is fascinated by elvish women
The Seer serves a purpose in the minds of the dwarven with golden blonde hair. Andrax, possesses station as
nobles - he provides them access to arcane magic, the master blacksmith among the dwarves, and yet is
which, ultimately, serves the greater good of the dwarves modest about his skills and ability.
and the town. The Seer was tall in his youth. He has
lived many decades past a normal human lifespan and Master Weaponsmith Gilius Ironforge, Grandson of
his advanced age has taken its toll. His spine is bent, Gildrag “Greenhands” Ironforge, Level 4 Dwarven
and his face and hands are withered. He wears a black Fighter, AL: NG, AC: 3 (Chainmail +2), HP: 40, #AT:
hooded robe worn to tatters and, on a dark night, he 1, DMG: Battle Axe +2 (1d8); S 15, I 9, W 11, D 11, C
might be mistaken for a zombie. Despite rarely leaving 17, Ch 9. Magic Items: Runestone of Healing.
his shack, the Seer knows most of the local gossip in
town. He tells villagers their future by palm-reading for a Like Andrax and Garduul Ironforge, Gilius holds
fee of 10gp. His sham prognostications are notoriously great position among the dwarves as their master
incorrect. weaponsmith. Gilius is the grandson of Gildrag
“Greenhands” Ironforge who, so it is told, broke both
Master Armourer Garduul Ironforge, Blood of his weapons in combat with goblins and resorted to
Duulbrak “Great Shout” Ironforge, Level 5 Dwarven ripping them limb-from-limb with his bare hands,
Fighter, AL: LG, AC: -2 (Platemail +3 of Frost Resistance drenching himself in green blood. Andrax is a typical
and Shield +1), HP: 42, #AT: 1, DMG: Warhammer +3 mountain dwarf. He is short-tempered, powerful, and
(1d6); S 16, I 9, W 11, D 9, C 16, Ch 13. Magic Items: braggadocious. He has a battle axe tattoo on one
Runestone of Heroism, Whetstone, and a Runestone of forearm and a warhammer on the other. He is paranoid
Extra-Healing. about the recent frequency of orc movement near
Garduul, of House Ironforge, is an imposing dwarf. Gundgathol and believes they are planning to finish the
He has a long battle-scar that stretches from his left destruction of dwarvenkind. Gilius has a red beard tied
ear down his neck to his chest. He loves telling the in functional braids to facilitate his work at the forge.
story of how that particular battle ended - Garduul
crushed both of the ogre’s kneecaps with his hammer. Militia and Mercenary Guildmaster Grewl
Garduul is a master armourer, and he apprentices Hammerhand, Son of Groain “Gutboy” Hammerhand,
three young Ironforge dwarves in his shop. Garduul Level 7 Dwarven Fighter, AL: NG, AC: -2 (Platemail +2
is so meticulous and skilled that the paladins of the and Shield +2), HP: 61, #AT: 3/2, DMG: Warhammer
Red Bannermen insist he craft their ornate suits of full +3 (1d6); S 16, I 9, W 9, D 11, C 16, Ch 10. Magic
platemail. The master armourer has piercing blue eyes Items: Runestone of Super-Heroism and Kalbandur’s
and black hair, braided, and pulled back away from his Runestone.
face. He wears his beard in functional braids reflective
of his occupation. Garduul personally teaches armour- Grewl of House Hammerhand is a thick-skinned,
smithing to the dwarven clerics that apprentice with him, big-headed, powerful, and imposing dwarven fighter.
from time to time. He is a strong and fierce warrior. Grewl is the son of the mighty “Gutboy” Hammerhand,
Garduul is haunted by the loss of his homeland in a dwarven warrior and adventurer of repute in the
Gundgathol. Northern Reaches. Grewl is very traditional in his
beliefs. He is a master warrior and tactician. He oversees
Master Blacksmith Andrax Ironforge, Level 5 Dwarven the combined dwarven-cyclopsmen-human militia. He
Fighter, AL: LG, AC: 1 (Studded Leather +3, Shield also trains youth in basic combat techniques for the
+1 and Dex), HP: 42, #AT: 1, DMG: Warhammer +3 defense of the town. In concert with his militia activities,
Dwarven Thrower (1d6); S 18, I 11, W 12, D 15, C 15, Grewl also recruits, organizes, and oversees the local
Ch 11. Magic Items: Runestone of Giant Strength (Frost) mercenary guild. Grewl has a mane of auburn hair. His
and Runestone of Good Luck (+1 on Saves). beard is tied in braids and decorated in beads adorned
with the symbol of Geddinthor. He has a battle scar
that crosses his cheek from eye to ear.
28
dain in the hope of children with my beloved wife thurla rothrar
Old One Khalg Hammerhand the Wise, Blood of the cyclopsmen while also expanding her faith. Every
Khaldaggan “Orc-Slayer,” High Priest of Geddinthor, morning she conducts a group-prayer at sunrise in the
Level 6 Dwarven Cleric, AL: NG, AC: 3 (Chainmail town center - when Odin opens his great eye upon the
+2), HP: 40, #AT: 1, DMG: Battle Axe +2 (1d8); S 15, I world. All the cyclopsmen and a few interested local
11, W 16, D 9, C 16, Ch 12. Spells (3/3/2): Command, villagers take part.
Cure Light Wounds, Protection from Evil; Bless, Spiritual Lord Cuthgaert, Senior-Ealdorman of Hamelet, Level 0
Hammer, Know Alignment; Prayer, Dispel Magic. Magic Human, AL: N, AC: 9 (Family Signet Ring of Protection
Items: Runestone of Prayer and a Runestone of Magic +1), HP: 3, #AT: 1, DMG: Dagger (1d4); S 8, I 16, W
Resistance (15%). 13, D 9, C 7, Ch 10.
Authorities in Threshold established Cuthgaert as the
Khalg Hammerhand, the Old One of Geddinthor, Senior-Ealdorman of Hamelet. Cuthgaert was selected
has faithfully served the dwarves of Gundgathol for due to his family’s noble status more than his ability to
decades. Khalg is boisterous, generous, and well- lead. He is middle-aged. He carries the badge of office
groomed with a long brown beard braided in twain. but possesses little spine for the task.
The dwarves of Gundgathol view him as feeble
Khalg will do anything for his people and is responsible and only tolerate him due to their prosperous trade
for teaching young dwarven priests the art of war. relationship with Threshold. The Lord of Hamelet is tall
He has a battle axe, the holy symbol of Geddinthor, but scrawny and weak. His hair is also thin, and his
tattooed on his forehead. skin is tinged yellow from chronic affliction. Despite
his weaknesses he possesses a sharp political mind
Khalg is from a long line of famous dwarf warriors, and uses his intelligence to out-maneuver opponents.
most notably Khaldaggan “Orc-Slayer” Hammerhand Cuthgaert views the dwarves as a plague and holds
who turned the tides of war by charging through a them in contempt for overtaking “his” town.
shieldwall of black orcs to slay their chieftain, Uuglak The Senior-Ealdorman enlisted the Seer to concoct a
Dwarf-Killer, and win the day. Khaldaggan’s Saga, Potion of Corruption in secret. The potion, when poured
among many others, is often recited in the Meadhall over iron ore, renders the metal soft when forged.
of Geddinthor. Khalg will do anything to ensure the Cuthgaert uses the potion periodically to confound the
survival of his people. dwarves and slow production. He hopes to destroy the
iron trade and force the dwarves out of Hamelet.
Skuld of Odin, Level 5 Human Cleric, AL: NG, AC: 4 Cernwahl, Ealdorman of Hamelet, Level 0 Human,
(Studded Leather +1 and Shield +1), HP: 28, #AT: 1, AL: LN, AC: 10 (None), HP: 2, #AT: 1, DMG: Dagger
DMG: Quarterstaff of Striking (1d6 with 26 Charges); S (1d4); S 10, I 13, W 10, D 10, C 9, Ch 12.
14, I 15, W 16, D 10, C 11, Ch 15. Spells (3/2/1): Cure
Light Wounds, Command, Protection from Evil; Hold
Person, Know Alignment; Cure Blindness. Magic Items:
Monk’s Habit and an enchanted holy symbol of Odin
that functions as a Scarab of Proof Against Fear.
Skuld is a mysterious character. She is a priest of Odin Cernwahl is one of two Ealdormen who serve Lord
who migrated into the Northern Reaches from far to the Cuthgaert in the administration of Hamelet. Like
east. Skuld lost one eye as a child and then sacrificed Cuthgaert, Cernwahl received his position due to
her remaining eye to Odin when she became a cleric. the social status of his family. He sees the town as an
For her sacrifice, Odin blessed her with an enchanted utter backwater and has open contempt for dwarves.
one-eyed mask that allows her to see and provides her He serves as the tax collector in Hamelet. Cernwahl
darkvision of 30 feet. She is blind without the mask. adjusts the tax ledgers to his lord’s benefit and keeps a
Skuld is not her given name. The cyclopsmen call her portion for himself. He really wants to serve his term as
“Skuld” which roughly translates to “Future” in their ealdorman and return to Threshold as soon as possible.
own language (but “Slave” in her dialect of common). Eadbhert, Ealdorman of Hamelet, Level 0 Human,
Skuld has presence and is a religious ideologue. She is
serious, solemn, pious, and when necessary, dramatic.
On parting, she always utters “Strength and Honour”
as a blessing to Odin. Skuld respects the strength and
warrior-mentality of the dwarves. She believes keeping
her flock in Hamelet allows her to maintain control of
29
30
carved this stone in honour of the ancestors of house broadbeam
AL: LN, AC: 10 (None), HP: 2, #AT: 1, DMG: Dagger Dwarrowdeep Random Rumour Table
(1d4); S 12, I 16, W 13, D 12, C 11, Ch 14.
Eadbhert is young for an ealdorman. He carries out Roll the Random Rumour Table 2 or 3 times for each
the menial tasks that Cuthgaert and Cernwahl prefer player character. Hirelings and Henchmen may also
to avoid. Despite his youth, Eadbhert is observant and know a rumour or two at the beginning of play, subject
intelligent. He is aware of the illegal tax collection, to the Referee.
and the growing wealth of his betters, but remains
quiet. Eadbhert might make an excellent lord one Dwarves do not trust elves. They believe elves
day, if he was mentored properly in warfare and civil can enchant and beguile them. The dwarves
administration - something he will not receive from 1 call this power Aelf-Siden (under the charm of
either Cuthgaert or Cernwahl. He prays to St. Ygg.
an elf). (F)
THE CAMPAIGN BEGINS
Adventure Hooks: 2 Cyclopsmen can see their death before it
happens. (F)
Magic fills the air when the double-moon
3 eclipse is viewed at the Henge of the Heavens
during the Summer Solstice. (T)
The following adventure hooks are provided to set 4 The crypts of the Erminemantle family below
players within the game and begin play: Dreadwood Motte are haunted by a ghost. (T)
The portents are aligned! Thorgallin Stoneborn, King
of Dwarrow, wants to hire a group of adventurers to Recently, merchants have complained about the
conduct a preliminary expedition into Dwarrowdeep. 5 quality of the iron goods made by the dwarves.
The reconnaissance mission will ascertain the state
of the complex immediately beyond the Doors of (T)
Dalgeddin and report back to the Council of Seven.
6 The Ancient Seer can read your fortune. (F)
A Valdghar barbarian tribe once worshipped at
7 the Stonefrost Cairn. They have not returned for
several summers. (T)
Old One Khalg Hammerhand, the High Priest of 8 Dwarves can “feel” the stone of Dwarrowdeep.
Geddinthor, is concerned. His nephew Khaldak Do not enter Gundgathol without one. (T)
Hammerhand has not returned from patrol near Kaer-
Khelek. Khaldak is young and ambitious. His uncle 9 There are many natural hazards in the dark
fears the worst given the news of orcs massing in the depths of Dwarrowdeep. Be prepared. (T)
vale nearby the kaer. He’ll provide a party with the
blessing of Geddinthor and pay 200gp for his safe 10 All rumours are true. (F)
return.
The Sacred Forge, the place where Thaneduhr
11 first created the dwarves - or so the myths say -
rests at the heart of Gundgathol. (T)
Eadbhert the Ealdorman of Hamelet claims there are 12 Runestones, sometimes look mundane, but can
catacombs beneath the ruins of Dreadwood Motte. be quite valuable. (T)
The ruins were once the seat of the legendary knight
Ser Rodarick Erminemantle. Eadbhert has made 13 Runestones can curse those who read them. (T)
discreet inquiries to hire a band of stalwart adventurers
to explore and determine the state of the ruins. 14 Kalbandur was a legendary dwarven warrior of
Lug the Cyclopsman has overheard dark conversations Gundgathol. He was named after his father. (T)
in The Slovenly Trull. A group of ruthless brigands called
Regg’s Dregs had too much ale and mentioned their 15 The Eternal Mountains are known as
intent to ambush the next caravan heading south to Thaneduhr’s Throne to the dwarves. (T)
Threshold at the Dread Ford. Something must be done.
16 The cyclopsmen have no distinct memory of
their origin. (T)
17 Dwarves treat their clerics with deep reverence.
(T)
Master Jeweller Duras Longbeard needs the help of 18 Cyclopsmen do not understand jokes. (T)
brave explorers to find the hidden shrine of his ancestor
Galduras Longbeard in Gundgathol. He’s offering 19 Dwarves communicate to each other through
200gp for the job. their beards. (T)
20 Roll twice. Ignore doubles and 20.
31
forgrum had these runes cut in memory of multek stonebeard who
Section II: Dwarrowdeep Hex Map Dwarrowdeep Hex Map Entrances
This section provides an overview of the Dwarrowdeep Entrance Secondary Deep
Hex Map and the mechanics necessary to facilitate Name Name Name
subterranean travel. The King’s Upper Halls
Dwarrowdeep is designed using a combined theme- A Doors of (South) Gate East Hall
based and random approach. These two approaches Dalgeddin* East Gate Hall of the
are integrated into the hex map design. The themed Axe
areas include Entrances and Primary Encounter Areas. B Kaer-Khelek* Kalbandur’s
Both Entrances and Primary Encounter Areas are keyed Hall
and serve to ground the themes of the megadungeon. C Galduhr’s Gate Gund-Baruk North Hall
The random areas include Passage Travel (Primary,
Secondary, and Secret Passages) and Secondary D Forgotten Stairs West Gate Hall of Stone
Encounter Areas. of Kalbandur Nurr’s
(North) Gate
As you read through this section keep the E The Frost Gate High Gate
Dwarrowdeep Hex Map on hand as a reference.
F Citadel of Sleet
/ Gund-Felek
*Open when the adventure begins.
Dwarrowdeep Hex Map Scale The Doors of Dalgeddin serve as the primary entrance
Overview when the adventure begins. The King’s Gate is located
along the southern edge of the Eternal Mountains close
The Dwarrowdeep Hex Map consists of one mile hexes. to Hamelet.
The one mile hexes are contained within larger six mile The doors of Kaer-Khelek (Translation: Fortress-
hexes. Set within the Eternal Mountains, the ancient city along-the-Water) are also open at the outset of the
of Gundgathol represents a space approximately 45 adventure. The doors atop the Citadel of Sleet are
miles in both length and width. open but occupied by a white dragon. The remainder
of the entrances are closed and require either a key,
The Dwarrowdeep Hex Map employs the six mile runestone, or a secret password to open.
hex instead of the five mile hex identified in the Lost
Kingdom of Dwarrow Regional Hex Map (Section
I). Communicating one mile hexes to players (rather
than .833) simplifies gameplay, map-making, and
communication at the table.
Dwarrowdeep Entrances
The Dwarrowdeep Hex Map identifies six entrances into
Gundgathol (marked A to F with a dwarven warrior
hellmouth). The entrances provide points of access and
egress from the dungeon. Not all points of entry are
open when the adventure begins. Each entrance serves
as a dungeon location with keyed entries.
32
died at the battle of the black sky thaneduhr blessed me with
Dwarrowdeep Encounter Areas of Dwarrowdeep and were constructed as roads lined
with dungeonstone.
There are two types of encounter areas in Dwarrowdeep: Primary passages are normally 20-50 feet high
Primary and Secondary. (1d4+1x10) and 20-50 feet wide (1d4+1x10), although
this varies every hex. Within primary passages airflow
Primary Encounter Areas is adequate but gets thinner as one progresses deeper
into the earth. Mules can normally find solid footing in
The Dwarrowdeep Hex Map identifies seven Primary primary passages. All primary passages have a barely
Encounter Areas. Primary Encounter Areas are themed perceptible downward slope (but not to a dwarf).
dungeon locations within the Gundgathol complex. Some primary passages have sections with tracks
They are identified by the letter “P” and a thick outlined for mine carts. Most passage sections have periodic
hex. Each Primary Encounter Area consists of keyed guardrooms.
dungeon rooms that are detailed in the sections that Since the defeat of the Gundgathol dwarves, the
follow. They Include: duergar purposefully disrupted the primary passages
to deter any attempt to reclaim Dwarrowdeep in force.
Dwarrowdeep Primary Encounter Areas The duergar leave the Doors of Dalgeddin and Kaer-
P1 Lower Halls Khelek open to allow orc tribes to conduct raids on the
P2 Glittering Caves surface.
P3 Dwarrowhame
P4 Black Mines The dark forces of Dwarrowdeep have allowed the
P5 Forge of Creation once great halls and passageways to fall into disrepair.
P6 Foundry Passages have overgrown with fungi and lichen, water
P7 Mithril Lodes drips or pours in from walls, cracks have opened in
the floors, statues have been defaced or destroyed,
Secondary Encounter Areas and ceilings have collapsed. The once awe-inspiring
primary passages are now just a dark shadow of their
former glory.
Secondary Encounter Areas are randomly generated If a map is required for the purpose of combat or
locations identified with the letter “S” on the exploration while hexcrawling, the Referee should roll
Dwarrowdeep Hex Map. The process of creating these 1d10 and select the appropriate Random Primary
random dungeons is provided later in the book (p.212). Passage map at the end of the map section (p.234).
Secondary areas may be constructed of dungeonstone, All primary passages are linked with bridges that span
rough-hewn caverns, caves, or a combination of chasms, lakes, or rivers. The condition of bridges is
different types. Referees will create encounter areas variable (see Bridges later in this chapter).
reflective of average party level.
Dwarrowdeep Passage Types Secondary Passages
The Dwarrowdeep Hex Map depicts three different Dwarrowdeep is crossed-sected by innumerable
types of passages: Primary, Secondary, and Secret. secondary passages. Secondary passages are
represented by dashed lines on the Dwarrowdeep Hex
Primary Passages Map.
Primary passages are the main routes that connect Secondary passages are the most common passage-
the halls of the dwarven city of Gundgathol. Primary type found in Dwarrowdeep. Unlike primary passages
passages are represented by solid black lines on the with sufficient airflow and flagstone, secondary
Dwarrowdeep Hex Map. passages are tunnels of natural cave stone or old mine
The dwarves planned these passages carefully to tunnels used as alternate routes between locations.
facilitate ease of transportation (people, trade goods, They are occasionally reinforced with wall or ceiling
warriors, etc.) between its deepest levels and the braces.
surface. Primary passages are the main thoroughfares
33
strength and bravery at the siege of blackwater in the year 902
Secondary passages vary between 16-35 feet high Secret Passages
(1d20+15) and 10-40 feet across (1d4x10). Passage
dimensions vary each hex. These natural cavern tunnels Secret passages are represented by dotted lines on the
smell musty and have higher humidity. The tunnels have Dwarrowdeep Hex Map. The entrances into, and out
inconsistent airflow - air becomes tighter in narrower of, secret passages are treated as secret doors and
secondary passages. The rock of secondary passages hidden as part of the natural stone. Secret passages
is normally dark gray, greenish, brownish, or yellowish- have the basic look and feel of secondary passages.
tan. The stone is largely natural or rough-hewn with However, secret passages are much narrower and
occasional sections of worked stone. Like primary claustrophobic, about 2 feet at its narrowest to 5 feet at
passages, secondary tunnels have a barely perceptible its widest (use 1d4+1). The ceilings of secret passages
downward slope noticeable only to a dwarf. vary from 4-40 (4d10) feet high. Like the other types
Secondary passages are fraught with natural hazards. of passages, the width and height of secret tunnels will
The footing of natural stone is slippery and dangerous. vary every hex and have a gradual slope downward as
Therefore, travel is slow. In the absence of the dwarves, they head north and east.
stalagmites, stalactites, and stalagnates have formed Like the other types of passages, if a map is required
in the tunnels. Some passages have split and cracked the Referee should roll 1d8 and consult the Random
causing fissures and crevasses. In some areas ceilings Secret Passages at the end of the book (p. 328).
or walls may have collapsed, and rubble must be
overcome. The slow dripping of water is constant. Secondary Passage Dead Ends
Water from cracks and fissures has caused pools to
form or completely submerge a tunnel. In other cases, Numerous secondary passages in Dwarrowdeep lead
water may have formed small rivulets or streams to a dead end. These terminal points may have been
that continue for miles. The utter darkness might be abandoned mines, a passageway never completed,
broken by phosphorescent fungi or lichen that back- relatively newer construction, or an exploratory shaft.
light a passage with a ghostly purple, yellow, or green If a map is required for the purpose of combat or
illumination. The caves are eerily quiet, until you stop. exploration while hexcrawling, the Referee should roll
Shortly thereafter the subterranean ecosystem will come 1d10 and select the appropriate Random Secondary
alive with squeaks, scratchings, and the chitters of rats Passage Dead End map at the end of the book (p.329).
and insects.
Given the natural hazards and obstacles, mules may Dwarrowdeep Geographical Features
not be able to traverse secondary passages (subject
to the exact terrain encountered and the reasonable The Dwarrowdeep Hex Map depicts a number of
discretion of the Referee). However, a pack lizard can geographical features including elevation, lochs, rivers,
overcome challenging subterranean terrain within fords, bridges, and chasms.
reason (see New Monsters).
If a map is required for the purpose of combat or Elevation
exploration while hexcrawling, the Referee should roll
1d10 and select the appropriate Random Secondary The Dwarrowdeep Hex Map identifies four elevation
Passage map at the end of the book (p.236). depths by shade. White represents ground level and
There are no bridges along secondary passage routes each successively darker shade represents a descent of
in Gundgathol. If player characters want to cross a river, approximately 300 feet into the depths of Gundgathol.
they must access a ford location. Fords are identified Primary Passages will normally ascend or descend by
on the Dwarrowdeep Hex Map as three wavy lines. approximately 20 degrees (1d10+10). These slopes
PCs can choose to avoid fording by doubling-back and will begin in the hex immediately before and after an
finding an alternate route or through magic at higher elevation change as indicated on the Dwarrowdeep
levels (see Fording a River in Dwarrowdeep later in this Hex Map.
chapter). Secondary and Secret Passages are much different.
These passages have not been constructed for regular
use. They can remain on one elevation for miles and
then rise and fall dramatically subject to the map
shades indicated.
34
35
nortok etched these runes this runestone marks the acceptance
The Referee must determine the elevation of Secondary Elevation and Time
and Secret passages each time player characters cross
as elevation shade indicated on the Dwarrowdeep Hex Use the following chart to approximate the time required
Map: to negotiate an elevation change in a Secondary
Passage (the degree up/down over 300 feet as per the
Secondary Passage Elevation Table elevation shade on the Dwarrowdeep Hex Map). The
1 30 Degrees Elevation Degree determines the Base Time. Then add
2-6 50 Degrees the Base Time Modifier relative to Elevation Type. Note
7-8 70 Degrees that these timeframes are in addition to the normal
travel time of 1 hour per hex.
*This table functions for both ascent and descent subject Elevation Degree Base Time
to the direction the PCs are travelling. Referees should 30 Degrees 2 Hours
note the result of each random elevation change for 50 Degrees 4 Hours
consistent usage throughout the adventure. 70 Degrees 8 Hours
Elevation Type Elevation Type Base Time Modifier
Ruined Stairs 4 Hours
To determine the elevation type, consult the following Narrow Trail or
chart. Keep in mind the sheer volume of passages, Rough-Hewn Stairs 8 Hours
elevations, and stairways, when considered altogether, Plateau
present a dizzying set of obstacles for player characters 16 Hours
- this is purposeful. As PCs explore Dwarrowdeep they Subterranean Lochs
will see passages leading off into the darkness, or a few
stairs beyond an archway leading up or down, at the
edge of their torchlight.
Elevation Type* Dwarrowdeep’s subterranean lochs and bodies of water
1 Plateau** include the Black Pool, Mere of Solitude, Shadow Sea,
2-3 Cut Stairs Loch of Crystals, Loch Dubh, Dhurindain’s Reservoir,
4-6 Ruined Stairs and the Sunless Loch. These bodies of water flow from
7-8 Narrow Trail or Rough-Hewn Stairs the south toward the northeast via rivers leading down
to the deepest levels of Gundgathol. The Shadow Sea
*Optional Rule: Note that elevations may have and Dhurindain’s Reservoir both have waterfalls that
conditions that make travel more difficult or impossible partially empty into bottomless chasms. The waterfalls
(1d10): (1-4) Clear, (5-6) Wet, (7) Rubble, (8) Fungal are deceptive because they make very little sound.
Overgrowth, (9) Glassy Rock, (10) Razor Rock. If not
roped, these conditions will require a Dexterity Check Subterranean Rivers
every other turn or risk falling (1d6 per 10 feet, if
applicable). See Dwarrowdeep Random Hex Hazards The main rivers of Gundgathol find their source from
for detail on conditions (p.46). two spring-fed subterranean lakes: the Black Pool and
the Mere of Solitude. From these two bodies, water
**An elevation of 70 degrees combined with plateaus flows downward through the various elevations, north
requires climbing gear. and east, and eventually drain into the Sunless Loch.
Arrows on the Dwarrowdeep Hex Map indicate the
direction of waterflow.
Referee’s Notes: Elevations, specifically at the There are innumerable lesser streams and tributaries
top or at the bottom, are prime locations for an that branch from the main waterways (Referees
ambush. Each time the players cross an elevation can insert into their Secondary Encounter Areas as
boundary roll 1d6. A result of 1 indicates a Random required). For the random width and river current see
Warband (1-2) or a Random Monster (3-6). the information on Fording Subterranean Rivers on
page 37. The main rivers include the following and are
labelled on the Dwarrowdeep Hex Map:
36
of gimhur redaxe into house ironforge in the year 763 i, gunli, carved
River Name Fording Subterranean Rivers
R1 Black River Secondary Passages do not include bridges. Player
R2 Falls of the Forge characters must either ford a river or find another route.
R3 Rapids of Raudros Fords are marked on the Dwarrowdeep Hex Map with
R4 Ballackburn River three wavy lines.
R5 Silvertine River If players decide to ford a river, determine the river
R6 River Glint width. Rivers are 30-60 feet wide (1d4+2x10 feet) at a
R7 Runegar’s Runnel crossing. After determining the river width, consult the
R8 Wargrim’s Waterway Random River Conditions Table:
Player characters will find traveling along the waterways River Strength Move-
of Dwarrowdeep very dangerous. Referees should Conditions Penalty ment
review the Dwarrowdeep Hex Map closely. Each time 1/4
a river crosses an elevation threshold (300 feet), the 1-3 Water Level High -3 Penalty
Referee should consult the following chart to determine with Fast Current 1/2
the downward angle and type:
4-6 Water Level Normal -2 Penalty
with Swift Current
River Elevation Type 7-8 Water Level Low -1 Penalty 3/4
9-10 with Steady Current No Penalty Normal
1-4 20 Degrees Downward Rapids Water Level Low
with Slow Current
5-6 40 Degrees Downward Tiered Waterfall
7-8 50 Degrees Downward Fan Waterfall The mechanic for fording a subterranean river is based
9 70 Degrees Downward Horsetail Waterfall on the Climbing and Descending Rules provided on
10 90 Degrees Downward Plunge Waterfall page 55. Instead of Dexterity, player characters must
roll Strength checks every 20 feet to avoid being swept
Rapids are approximately one mile in length. They are away in the current. However, penalties apply to the
navigable but may cause damage to watercraft (50%). ability check subject to the conditions noted in the
A tiered waterfall has many smooth steps as it descends. table above. As an approximation, movement rates
The tiers are gradual. A fan waterfall drops from a slope are considered 30 feet for human-sized characters
of 40 degrees but makes constant contact with the in armour and 20 feet for smaller-than-human-sized
underlying rock. A horsetail fall is steep (70 degrees) characters in armour (unencumbered).
and makes occasional contact with the underlying rock. If players are roped together, they may decrease the
A plunge waterfall makes no contact as it descends. penalty by one. A failed check results in the PC being
In most instances waterfalls cannot be navigated by swept away in the current. Adjacent PCs (in the river or
mundane craft. A PC who falls down a tiered or fan without) must make Strength Checks (-1 for each PC
waterfall takes 3d6 points of damage and is allowed lost in the current) or they too will be pulled down the
a saving throw versus Death to cling to a rock for a river. Note that dwarves, gnomes, and halflings cannot
number of minutes equal to 5x his or her Constitution ford a river at normal or high-water. Player characters
modifier. Failure, or falling down a horsetail or plunge swept away are considered lost.
waterfall, results in 10d6 points of damage.
37
38
these runes my uncle died at the battle of the goblin barrows
Bridges of Gundgathol Bridge Condition
The primary passages of Gundgathol include 16 Use the following chart to determine the state of each
bridges across subterranean rivers, lakes, and chasms. bridge as player characters encounter them. Be sure
Each bridge is numbered on the Dwarrowdeep Hex to note your results on the table above for consistency:
Map. Most bridges vary in length from 200-500 feet
(1d4+1x100) to a width of 20-50 feet (1d4+1x10). Bridge Condition
Some are ruined and in an advanced state of disrepair
and others have been partially demolished by the 1-3 Stable
duergar and their allies. They include:
4 Stable (Deteriorated)
Bridge Name LxW (ft) Condition 5-6 Stable (Partially Demolished)*
1 Thurdin’s Bridge 400 x 20 7-8 Unstable: (1-3) Collapses, (4-6) Stable**
(9-10) Broken***
2 Sturi’s Span 300 x 50 *The bridge is stable but shows obvious attempts at
demolition. There is a 1-2 on d6 chance of 1d10
3 Brig o’ Balorn 300 x 20 pieces of equipment such as pickaxes, shovels, and
sledgehammers.
4 Crystal Crossing 400 x 20
5 Ballackburn Bridge 400 x 40
6 Alban’s Arch 300 x 30 **Check each time PCs cross the bridge.
7 Bottomless Brig 500 x 50 ***This bridge and/or its supports have partially
collapsed. There are 1d3 gaps or partial gaps (10-50
8 Arch of Dhurindain 200 x 50 feet wide or 1d4+1x10) in the length of the bridge. The
bridge is considered unstable (see **).
9 Broadbeam Bridge 400 x 20
10- Bridges of the 200 x 30 Stable
11 Sacred Forge*
Chasms and Fissures
12 Dorgaddan’s 400 x 20
Footway
Several large chasms mark the Dwarrowdeep Hex Map.
13 Geddinthor’s 500 x 10 Dwarrowdeep has five such fissures: Chasm of Karak,
Crossing Black Abyss, Western Fissure, Eastern Rift, and the
Great Frozen Abyss. The dwarves built bridges along
14 Bridge O’er the 200 x 40 their primary passageways to span these chasms, some
River Raudros of which are backlit by phosphorescent fungi and are a
stunning sight to behold deep beneath the earth.
15 Ice Bridge of Nurr 400 x 50
16 Stoneborn’s Span 200 x 20
*The Bridges of the Sacred Forge are intact and not The fissures are considered bottomless. Any player
subject to Bridge Conditions. character that falls down a chasm is considered lost.
39
i, kanglin ironforge, carved these runes thaneduhr blessed me
Section III: Hexcrawling Dwarrowdeep Random Hex Encounters
Hexcrawling within the Primary and Secondary passag- Consult the following nested tables to determine a Ran-
es of Dwarrowdeep is dangerous and time-consuming. dom Hex Encounter. A roll of 1 on d6 indicates an en-
The decayed and ruined state of Dwarrowdeep, and its counter:
many and varied natural obstacles, means that player
characters can travel, at most, 1 mile per hour, or 12 Table 1: Random Hex Encounters
miles in a 12 hour march (12 small hexes or two large 1-4 Empty
hexes on the Dwarrowdeep Hex Map). This excludes 5-6 Monster: Roll Table 1a or 1b (by Level)
scouting ahead, an encounter with a natural hazard,
or combat. The Referee should indicate time advance- 7 Warband: Roll Table 2
ment to players under these circumstances (use 10 min- 8-9 Natural Hazard: Roll Table 3
ute, 30 minute, or hour intervals) subject to the nature 10 Special Encounters: Roll Table 4
of the activity being performed. Wise players will be
mindful of hasty movement, or making loud noises, to Table 1a: Random Monsters (Lvl 1-3)
avoid the attention of Dwarrowdeep’s denizens. This re- 1 Skeleton (1d6)
quires a savvy and disciplined approach from players. 2 Zombie (1d6)
Reminders: Referees should remind players that every 3 Giant Rat (3d6)
five turns (50 minutes) of movement in armour requires 4 Rock Clam (1d2, 2HD)
a rest of 1 turn (10 minutes) and a full rest is required 5 Giant Earthworm (1d6)
at the end of a 12 hour march each day. Also note 6 Giant Ant (2d6)
that PCs can only move as fast as their slowest char- 7 Giant Centipede (2d4)
acter and circumstantial adjustments to the hexcrawl- 8 Stirge (1d8)
ing guidelines may be necessary (such as short PCs, 9 Fire Beetle (1d6)
wounded, pack animals, prisoners or slaves, etc.). All 10 Insect (1) or Blooderfly Swarm (4d4+2)
underground locations are considered unlit unless oth- 11 Giant Bat (1d6)
erwise indicated in the text. Torches last for four turns 12 Carrion Scavenger (1)
(40 minutes) and lanterns last for two hours (12 turns). 13 Rust Bat (1d3)
14 Shrieker (1d6)
Point of Reference: In J.R.R. Tolkien’s The Lord of 15 Brain Fungus (1)
the Rings, Frodo asked Gandalf how long the jour- 16 Giant Leech (1d4)
ney through Moria would take. Gandalf replied, 17 Giant Cave Cricket (1d6)
“It depends on many chances. But going straight, 18 Rust Monster (1)
without mishap or losing our way, we shall take 19 Darkmantle (1d6)
three or four marches, I expect. It cannot be less 20 Roll Levels 4-7
than forty miles from West-door to East-gate in
a direct line, and the road may wind much.” This
information, approximately four 12-hour marches
(knowing the way and not getting lost), informs the
hex-crawling rate in Dwarrowdeep. Source: J.R.R.
Tolkien, The Lord of the Rings Omnibus (Houghton
Mifflin, 2001).
When to Check for Random Hex Encounters?
Referees should check for random encounters every
other hex beginning with hex two (or six times in a 12
hour march, for example). A specific Random Monster
Check should be made during each long-rest at night.
If player characters are making undue noise, or en-
gaging in activity that would relay their position, the
Referee should make an unscheduled random monster
roll based on average party level on the tables below.
40
with strength at the battle of dark mountain in the year 111 this
Table 1b: Random Monsters (Lvl 4-7) Orc Warband
1 Rock Reptile (1d2, 5HD)
2 Ghoul (1d8) Number & HPs Weapons
3 Stalagbite (2d6, 3-4HD)
4 Cave Fisher (1d4) 1 (6) 3x4, 2x6, 1x8 1 Scimitar and Shield
5 Galeb Duhr (1d4, 6HD)
6 Giant Slicer Beetle (1d3) 2 (6) 4x4, 1x6, 1x7 2 Spear and
7 Rock Lobster (1d4, 5HD) + Leader Shield
8 Sandling (1d3)
9 Storoper (1) 3 (8) 3x5, 3x6, 2x7 3 Shortsword and
10 Ankheg (1d4, 5HD) Shortbow
11 Giant Rhinoceros Beetle (1d2)
12 Brobdingnagian Fungi (1d4) 4 (8) 2x4, 4x6, 2x8 4 Scimitar and
13 Piercer (2d4, 4HD) + Leader Hand Axe
14 Roper (1)
15 Shambling Mound (1d2) 5 (10) 3x3, 4x6, 2x7, 5 Scimitar and
16 Wight (1d3) 1x8 Shortbow
17 Xorn (1d3)
18 Brown Pudding (1) 6 (10) 4x4, 3x5, 1x7, 6 Halberd and
19 Basidirond (1d2) 2x8 + Leader Dagger
20 Purple Worm (1)
Orc Warband Leader
Warbands
Orc Warband Leader (F1) AL: CE, AC: 4 (Chain
Warbands of various factions move through Dwar- 1 and Shield), HD: 1, HP: 8, #AT: 1, Weapon:
rowdeep as necessary. Referees must determine the
exact composition of each group by consulting the fol- Spear (1d6), Scimitar (1d6), and Dagger (1d4).
lowing table and subtables.
Orc Warband Leader (F2) AL: CE, AC: 4 (Splint-
After determining the warband type and treasure, con- 2 mail), HD: 2, HP: 14, #AT: 1, Weapon: Halberd
sult the Treasure Tables followed by Table 2B: Warband
Motivation: (1d10), Scimitar (1d6), and Dagger (1d4).
Orc Shaman (CL2/MU2) AL: CE, AC: 7, HD: 3,
HP: 10, #AT: 1, Weapon: Mace (1d6), Sling and
3 20 Stones (1d6), and Dagger (1d4). Spells (2/2):
Command, Protection from Good; Magic-Mis-
sile, Burning Hands.
4 Trained Giant Rats (1d6+2) AL: N, AC: 7, HD:
2hp each, #AT: 1, DMG: 1d3+Disease.
Black Orc AL: LE, AC: 3 (Half Plate and Shield),
HD: 3+3, HP: 18, #AT: 1, Weapon: Broad-
5 sword (1d6+1), Heavy Crossbow and 20 Bolts
(1d8), and Dagger (1d4).
6 Two of the above (reroll 6) .
Table 2: Warband
Warband Warband
(Level 1-3) (Level 4-7)
1-3 Orc 1-2 Duergar
4 Goblin 3 Troll
5 Black Orc 4 Kalas-Toa
6 Roll Warband 5 Derro
(Levels 4-7)
6 Joint Warband:
Roll x2 (reroll 6)
41
stone was carved to mark the name day of hamdin hardhelm in the
Goblin Warband Black Orc Warband*
Number & HPs Weapons Number & HPs Weapons
1 (6) 3x3, 2x5, 7 1 Scimitar 1 (4) 3x15, 1x20 1 Glaive, Scimitar,
and Dagger
2 (6) 2x3, 2x4, 6, 2 Spear and Sling
7 + Leader 2 (4) 4x19 + Leader 2 Scimitar, Longbow, and
Seax Knife
3 (8) 3x2, 3x5, 2x6 3 Scimitar and Shortbow
Broadsword and Heavy
4 (8) 4x4, 2x5, 6, 4 Club and 3 (6) 3x16, 3x21 3 Crossbow
7 + Leader Buckler Shield
(6) 4x21, 2x23 Scimitar and
5 (10) 4x5, 4x6, 5 Spear and 4 + Leader 4 Heavy Crossbow
2x7 Buckler Shield
Bill-Guisarme, Scimitar,
6 (10) 2x3, 3x5, 6 Club, Shield, and Sling 5 (8) 4x15, 4x19 5 and Seax Knife
4x6, 7 + Leader
(8) 5x16, 3x19 Military Fork, Heavy
Goblin Warband Leader 6 + Leader 6 Crossbow, Dagger
Goblin Warband Leader (F1) AL: CE, AC: 4 *Roll 1d6 to determine armour: 1-3 (AC: 4, Chain and
(Goblin Chain and Shield), HD: 1, HP: 7, #AT: Shield), 4-5 (AC: 4, Half Plate), or 6 (AC: 3, Half Plate
1 1, DMG: Scimitar (1d8), Light Crossbow with 10 and Shield).
Bolts (1d6), Dagger (1d4).
Goblin Warband Leader (F2) AL: CE, AC: 4 Black Orc Warband Leader
(Goblin Chain and Shield), HD: 2, HP: 12, #AT:
1, DMG: Spear (1d8), Light Crossbow with 10 Black Orc Warband Leader AL: LE, AC: 3
2 Bolts (1d6), Seax Knife (1d4+1) mounted on a (Half Plate and Shield), HD: 4, HP: 24, #AT: 1,
1 Weapon: Scimitar (1d8), Heavy Crossbow and
Giant Jumping Spider AL: N, AC: 5, HD: 1, HP:
6, #AT: 1, DMG: 1d6+Poison. 10 Bolts, and Whip (1d4)*.
Goblin Shaman (CL2/MU2) AL: CE, AC: 6, Black Orc Warband Leader AL: LE, AC: 4 (Half
HD: 4, HP: 12, #AT: 1, DMG: Dagger (1d4). 2 Plate), HD: 5, HP: 30, #AT: 1, Weapon: Hal-
3 Spells (2/2): Command, Protection from Good;
berd (1d10), Scimitar (1d8), and Whip (1d4)*.
Burning Hands, Shocking Grasp. 3 Black Orc Berserker AL: LE, AC: 8, HD: 4, HP:
22, #AT: 1, Weapon: Dual Hand Axes (1d6).**
Goblin Shaman (CL2/MU3) AL: CE, AC: 6, HD:
5, HP: 14, #AT: 1, DMG: Dagger (1d4). Spells Black Orc Berserker AL: LE, AC: 8, HD: 5, HP:
(2/2/1): Command, Protection from Good; 4 30, #AT: 1, Weapon: Dual Scimitars (1d8).**
4 Burning Hands, Shocking Grasp; Web, mounted
Black Orc Shaman (F3/CL3) AL: LE, AC: 3
on a Megalocentipede AL: N, AC: 5, HD: 3, (Plate), HD: 6, HP: 26, #AT: 1, Weapon: Great
HP: 14, #AT: 1, DMG: 1d3+Poison. 5 Hammer (1d8) and Sling with 20 Stones (1d4).
Spells (2/1): Cure Light Wounds, Command;
5 Bugbear AL: CE, AC: 5, HD: 3+1, HP: 16, #AT: Hold Person.
1, DMG: Morningstar (2d4+1)
6 Two of the above (reroll 6). 6 Two of the above (reroll 6).
*A whip strikes for 1d4 points of damage. On a hit the
target must make a successful saving throw versus Par-
alyzation or fall prone (+4 to hit).
**A Black Orc Berserker wears no armour and attacks
with two weapons (the second attack made at -2). The
berserker scores an additional +2 on damage rolls and
will fight until slain without a morale check.
42
year 673 i, maror, carved this runestone to honour the ancestors of
Duergar Warband Troll Warband
Number & HPs
Number & HPs Weapons 1 (6) 2x25, 3x27, 1x35
2 (6) 1x26, 4x28, 1x39 + Leader
1 (6) 2x18, 3x20, 1x25 1 Hammer, Light 3 (8) 2x24, 4x28, 1x29, 1x32
Crossbow, Dagger 4 (8) 3x25, 3x26, 1x28, 1x29 + Leader
5 (10) 3x23, 3x20, 3x21, 1x33
2 (6) 1x16, 4x18, 1x22 2 Great Hammer, Light 6 (10) 5x25, 3x26, 2x38 + Leader
+ Leader Crossbow, Dagger
3 (8) 2x17, 4x21, 3 Hand Axe, Light
1x22, 1x28 Crossbow, Dagger
4 (8) 3x20, 3x22, 4 Battle Axe, Heavy
2x23 + Leader Crossbow, Dagger
Troll Warband Leader
5 (10) 3x15, 3x18, 5 Spear, Heavy
3x22, 1x30 Crossbow, Dagger Cave Troll AL: CE, AC: 4, HD: 7+7, HP: 45,
1-2 #AT: 3 or 1, DMG: 1d6/1d6/1d10 or Giant
6 (10) 5x16, 3x19, 6 Pick, Heavy
2x21 + Leader Crossbow, Dagger Club (3d6).
Duergar Warband Leader Duergar Warband Leader (F6) AL: LE, AC: 3
(Half Plate and Shield), HD: 6, HP: 38, #AT:
Duergar Warband Leader (F5) AL: LE, AC: 3 3 1, Weapon: Spear (1d6), Hand Axe (1d6), and
(Half Plate and Shield), HD: 5, HP: 33, #AT: 1, Dagger (1d4) riding a Steeder AL: N, AC: 4,
1 Weapon: Warhammer (1d6), Shortsword (1d6), HD: 3, HP: 21, #AT: 1, DMG: 1d8.
and Dagger (1d4). Duergar Cleric of Dworgrim (CL6) AL: LE, AC:
3 (Plate), HD: 6, HP: 40, #AT: 1, Weapon:
Duergar Warband Leader (F6) AL: LE, AC: 3 Great Hammer (1d8) and Sling with 20 Stones
(Half Plate and Shield), HD: 6, HP: 38, #AT: 1, (1d4). Spells (3/3/2): Protection from Good,
2 Weapon: Spear (1d6), Hand Axe (1d6), and Dag- 4 Cure Light Wounds, Command; Hold Person,
ger (1d4) riding a Steeder AL: N, AC: 4, HD: 3,
HP: 16, #AT: 1, DMG: 1d8. Bless, Holy Chant; Animate Dead, Striking, rid-
ing a Steeder AL: N, AC: 4, HD: 3, HP: 14,
Duergar Cleric of Dworgrim (CL4) AL: LE, AC: #AT: 1, DMG: 1d8.
3 (Half Plate and Shield), HD: 4, HP: 28, #AT:
1, Weapon: Spiked Warhammer (1d6) and Sling 5 Two-Headed Troll AL: CE, AC: 2, HD: 8+3,
3 with 20 Stones (1d4). Spells (3/2): Protection from HP: 53, #AT: 3, DMG: 1d8/1d8/1d12.
Good, Cure Light Wounds, Command; Hold Per- 6 Two of the above (reroll 6).
son, Silence 15’ Radius.
Duergar Cleric of Dworgrim (CL5) AL: LE, AC:
3 (Half Plate and Shield), HD: 5, HP: 31, #AT:
1, Weapon: Warhammer (1d6) and Sling with
4 20 Stones (1d4). Spells (3/2/1): Protection from
Good, Cure Light Wounds, Command; Hold Per-
son, Bless; Striking.
Duergar Cleric of Dworgrim (CL6) AL: LE, AC: 3
(Plate), HD: 6, HP: 40, #AT: 1, Weapon: Great
Hammer (1d8) and Sling with 20 Stones (1d4).
5 Spells (3/3/2): Protection from Good, Cure Light
Wounds, Command; Hold Person, Bless, Holy
Chant; Animate Dead, Striking, riding a Steeder
AL: N, AC: 4, HD: 3, HP: 19, #AT: 1, DMG: 1d8.
6 Two of the above (reroll 6).
43
house barrelheart behold my father huldal longbeard, grand-
Kalas-Toa Warband Derro Warband
Number & HPs Weapons Number & HPs Weapons
1 (4) 2x20, 2x25 1 Spear, Dagger, Shortsword, Light
and Shield Repeating Crossbow,
1 (6) 3x15, 3x20 1 Studded, Buckler
(4) 2x18, 2x26 Trident, Weighted
2 + Leader 2 Net, and Shield Shield
3 (6) 3x15, 3x20 3 Scimitar, Shield, (6) 5x18, 1x19 Longpoint Dagger,
Dagger + Leader Fauchard-Hook,
2 2 Studded, Buckler
4 (6) 3x20, 3x22 4 Spear, Weighted Net, Shield
+ Leader Light Crossbow
Shortsword, Light
5 (8) 4x18, 4x21 5 Glaive, Weighted 3 (8) 5x18, 3x19 3 Repeating Crossbow,
Net, Dagger
Scalemail, Shield
(8) 4x19, 4x22 Harpoon, Weighted
6 + Leader 6 Net, Dagger (8) 4x18, 4x21 Military Pick, Spear,
+ Leader Longpoint Dagger,
4 4 Scalemail, Buckler
Kalas-Toa Warband Leader Shield
Kalas-Toa Subleader AL: NE, AC: 4, HD: 6, HP: Longpoint Dagger,
1 36, #AT: 1, Weapon: Harpoon (2d6), Dagger Fauchard-Hook,
5 (10) 5x20, 5x23 5 Chainmail, Buckler
(1d4), Weighted Net, and Sticky Shield.
Shield
Kalas-Toa Leader AL: NE, AC: 4, HD: 8, HP:
2 41, #AT: 1, Weapon: Glaive (1d10), Weighted (10) 5x15, 5x18 Military Pick, Spear,
+ Leader Longpoint Dagger,
Net, and Sticky Shield. 6 6 Chainmail, Buckler
Kalas-Toa Whip (CL6) AL: NE, AC: 4, HD: 6, Shield
HP: 40, #AT: 1, Weapon: Scimitar (1d8) and
Man-Catcher (1d6). Spells (3/3/2): Cure Light
3 Wounds, Darkness, Protection from Good;
Bless, Hold Person, Silence 15’ Radius; Animate
Dead, Dispel Magic.
Kalas-Toa Whip (CL7) AL: NE, AC: 4, HD: 6, HP:
41, #AT: 1, Weapon: Trident (1d10) and Dag-
ger (1d4). Spells (4/3/2/1): Cure Light Wounds,
4 Darkness, Detect Magic, Protection from Good;
Bless, Hold Person, Silence 15’ Radius; Animate
Dead, Striking, Cause Serious Wounds.
Kalas-Toa Monitor (CL7) AL: NE, AC: 1, HD: 7,
HP: 50, #AT: 4, DMG: 2d4/2d4/1d4+1/1d4+1.
(4/3/2/1): Command, Cure Light Wound, Dark-
5 ness, Protection from Good; Bless, Hold Person,
Holy Chant; Continual Darkness, Striking; Cause
Serious Wounds.
6 Two of the above (reroll 6).
44
son of huldrin, who pushed back the ogre vanguard at the battle
Derro Warband Leader Warband Treasure: Level 1-3
Derro Warband Leader (F5) AL: CE, AC: 3 (Half A warband member carries Treasure Type I, II, III and IV
Plate and Buckler Shield), HD: 5, HP: 30, #AT: (50%). A leader possesses Treasure Type II, IV, V (each
1 Varies, Weapon: Fauchard-Hook (1d6), Light x3), 30% chance of 1d2 random gemstones, 20%
Repeating Crossbow (1d3), Longpoint Dagger chance of 1 piece of jewelry, a 10% chance of one
(1d4). magical weapon or armour (+1), and a 10% chance of
a random magical runestone.
Derro Warband Leader (F6) AL: CE, AC: 3
(Half Plate and Buckler Shield), HD: 5, HP: 34, Warband Treasure: Level 4-7
2 #AT: Varies, Weapon: Military Pick (1d6), Light
Repeating Crossbow (1d3), Longpoint Dagger A warband member carries Treasure Type IV and V (both
(1d4). x3) and a 30% chance of 1d4 random gemstones. A
warband leader possesses the following: 2d40pp, 1d4
Derro Savant (MU5) AL: CE, AC: 4, HD: 5, HP: gemstones, 1d3 jewelry, a 25% chance of a magical
27, #AT: 1, Weapon: Light Repeating Cross- weapon or armour (+1), and a 25% chance of a ran-
3 bow (1d3) and Longpoint Dagger (1d4). Spells dom magical runestone. If the leader is a duergar or
(2/2/1): Magic Missile, Spider Climb; Mirror Im- a spell-caster the latter percentage increases to 35%.
age, Web; Lightning Bolt.
Table 2B: Random Warband Motivation
Derro Savant (MU6) AL: CE, AC: 4, HD: 6, HP: 1 On patrol
32, #AT: 1, Weapon: Light Repeating Cross- 2 Scavenging for food
bow (1d3) and Longpoint Dagger (1d4). Spells 3 Returning with slaves (1d10+2)*
(2/2/2): Magic Missile, Burning Hands; Mirror 4 On ambush
Image, Web; Haste, Lightning Bolt and a 50% 5 Hunting for slaves
4 chance of 1d3 Derro Student-Savants (MU4) 6 Returning with food (Referee’s Discretion)**
7 Returning with loot (1d3x100gp/party level)**
AL: CE, AC: 4, HD: 4, HP: 20 each, #AT: 1, 8 Scavenging metal**
Weapon: Light Repeating Crossbow (1d3) and 9 Trading with warband (Referee’s Choice)***
Dagger (1d4). Spells (2/2): Color Spray, Magic 10 Hunting large predator for food
Missile; Mirror Image, Pyrotechnics.
*1d8+4 dwarves and 1d4 Random.
Derro Savant (MU8) AL: CE, AC: 2 (Robe of
Protection +2), HD: 8, HP: 40, #AT: 1, Weapon: **These warbands also have 1d3 Pack Lizards.
Light Repeating Crossbow (1d3) and Longpoint
Dagger (1d4). Spells (3/3/2/2): Magic Missile, ***Roll the Random Warband Table again (Reroll the
Burning Hands, Darkness Globe; Invisibility, same Warband type).
5 Mirror Image, Web; Haste, Fireball; Confusion,
Minor Globe and 1d3 Derro Student-Savants
(MU4) AL: CE, AC: 4, HD: 4, HP: 20 each,
#AT: 1, Weapon: Light Repeating Crossbow
(1d3) and Longpoint Dagger (1d4). Spells (2/2):
Dancing Lights, Magic Missile; Invisibility, Scare.
6 Two of the above (reroll 6).
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of brannicks tor kartek etched this stone in memory of algal, my
Table 3: Natural Hazard* For every crevasse encountered 33% (1-2 on 1d6) will
1 Rubble: Movement slowed be 10 feet above (1-3 on d6) or 10 feet below (4-6
2 Sinkhole: Floor (1-4) or Ceiling (5-6) on d6) the character’s side of the crevasse. Unless
3 Crevasse: 5’ (1-2), 10’ (3-4), 15’ wide (4-6) otherwise stated crevasses are bottomless. A PC that
falls is considered lost.
4 Plateau(s) 4. Plateau(s): There are numerous elevation shifts in
5 Razor Rock: Movement slowed by half Dwarrowdeep. These plateaus, or ledgeways, vary in
6 Glassy Rock: Movement slowed by half height and must be climbed, as per normal climbing
7 Rock Pillar Forest: Ambush (1-3 on d6) rules. Each time plateaus are encountered roll 1d8 to
8 Fungal Overgrowth: Random Monster determine the number of plateaus. Each plateau varies
9 Steam: Obscures vision to 5 feet in height (1d20+10 feet per plateau). Unless otherwise
10 Noxious Gas stated, plateaus and ledgeways are slippery surfaces
(-1 to ability checks or -15% to the thief’s Climb Walls
ability).
*Referees should adjust the table damage by average 5. Razor Rock: Razor rocks are extremely sharp, jag-
party level (1-3 or 4-7) if applicable. ged, and abrasive stone formations. Movement over
Since the withdrawal of the Gundgathol dwarves, the razor rock is reduced to 1/4 normal rate. Moving faster
deeps, halls, mines, and passages of Dwarrowdeep will necessitate a Dexterity check. A failed check re-
have not been maintained and provide numerous sub- sults in a fall for 1d4 points of damage. Attempts to run
terranean challenges for player characters: through this type of hazard will bring a -4 penalty to the
1. Rubble: Rubble fallen from the ceiling has partially ability check and 2d4 points of damage if failed. Pack
blocked the passageway for 1d10+10x10 feet. Move- Lizards can move over razor rock at half their normal
ment is reduced by half. While traversing this passage rate. Standard mounts such as mules will refuse to pass
there is a 1 on d6 chance (per 20 feet) of a cave-in. over this terrain.
If caught in a collapse, characters between levels 1–3 6. Glassy Rock: Glassy rock appears as a slick, sheer,
take 2d6 points of damage (or 1d6 if a Save versus Pet- floor surface. Movement over glassy rock is reduced to
rification is made). Characters between levels 4–7 take 1/4 normal rate. Moving faster necessitates a Dexterity
4d6 unless a save for half damage (2d6) is successful. check. If a PC runs, or unknowingly steps on glassy
2. Sinkhole: Dwarrowdeep contains sinkholes 20-50 rock, or attempts combat, they must make a Dexterity
feet wide and deep (1d4+1x10) caused by water ero- check to avoid falling prone and sliding 1d4x10 feet
sion. Approaching a sinkhole is dangerous. If a play- until they stop or slide into an obstacle. Fallen PCs will
er character walks, or runs into, a sinkhole they must be stunned for 1d4 rounds. Pack Lizards can move over
make a Constitution check to keep from sliding in. Each glassy rock at half their normal rate. Standard mounts
subsequent round the character must roll a Constitution will not pass over this terrain.
check (with a -1 penalty for each round in the sinkhole) 7. Rock Pillar Forest: The passage immediately in
until they fail or are saved. A rolled 20 means the PC is front of the PCs (the width of the specific passage by
immediately sucked down. PCs sucked down a sinkhole 1d6+4x10 feet) is dotted with stalagnate cavern pillars.
are considered lost. If the sinkhole opened from the The pillars have formed from stalactites and stalag-
ceiling above, treat the floor as Glassy Rock from the mites that have fused from the ceiling to the floor. The
water and mud deposited on the ground. PCs who rope ceiling in these locations is 1d20+20 feet high. The sta-
themselves together can avoid falling in, under normal lagnates vary in width and form a strange, otherworldly
circumstances. subterranean forest. Stalagnate forests are prime loca-
3. Crevasse: Due to the natural movement of the earth, tions for predators and ambushes. Roll to determine if
the floor has heaved and cracked open perpendicular a random monster is present (1-3 on d6). To determine
to the direction of the passage. The crevasse is 1d4x10 the type of monster encounter, the Referee must first
feet wide and the cave, dungeon, or passageway has calculate the average party level. Second, roll 1d6. On
been split apart. In some instances, the other side of a a roll of 1-4, consult the appropriate Dwarrowdeep
passage or tunnel may be 10s of feet above or below Random Monster Table (either levels 1-3 or 4-7). On
the player characters. a roll of 5-6, consult the Dwarrowdeep Random War-
band Table also by level.
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47
friend i, ragror, wrote this runestone to honour the ancestors of
8. Fungal Overgrowth: Thick, overgrown mush-
rooms and fungi, of all shapes and sizes, have blocked
the passageway. There is a 1-2 on d6 chance this rich,
moist environment contains a hazard (a partially cam-
ouflaged sinkhole (1 on d6 passive chance to notice)
or plateau ledgeways (see above). There is a further
1-2 on d6 chance some of the fungal overgrowth is
bioluminescent, and in the absence of torches or lan-
terns, humans may be able to see, albeit in poor light.
These unique and otherworldly environments are home
to monsters and creatures of all types. In these lush
surroundings, random monsters are encountered on a
1–2 on d6. Consult the table below:
Fungal Overgrowth Monster Table
1 Forbidden Fruit Fungus (1d2)
2 Devil’s Fingers (1d6)
3 Brain Fungus (1)
4 Blooderfly (4d10)
5 Faze Fungus (1d2)
6 Megalocentipede (1d2)
7 Hook Horror (1)
8 Basidirond (1)
9 Shriekers (1d4)
10 Sunburst Lichen (1)
9. Steam: The area immediately in front of the PCs
(passage width by 1d6+4x10 feet) becomes hot. Thick
steam reduces visibility to 5 feet. The steam emanates
from holes in the ground that vary in size from two
inches to two feet in width. Intense steam jets push up
through the vents randomly making the area virtually
impassible. There are 1d2 geysers per 10-foot square
and a 1 on d6 chance of a geyser randomly erupt-
ing beneath a player character. Each geyser does 1d6
points of damage (half damage if a successful Save
versus Breath Weapon is made). While in this area
player characters are subject to the spell Heat Metal.
10. Noxious Gas: The terrain (passage width by
1d6x10 feet) is laced with thin cracks, not perceptible
to the eye, that vent noxious gas every 1d2+1 turns.
The gas lingers in the passageway. A dwarf receives a
passive 1 on d6 chance of hearing the gas vent into the
tunnel and a 2 on d6 chance if listening actively. PCs
must make a Constitution check every 10 feet through
this section of terrain. Failure results in gagging and
coughing for 1d10 rounds (-2 penalties to attack and
damage rolls). Prolonged noise (3 plus rounds) will re-
quire a random monster roll.
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