P4: Black Mines 1. The slope at this location descends approximately 60
feet. The slope leads east from Primary Encounter Area
The duergar ceded the black mines, and specifically 4 (P4): The Black Mines along the Primary Passage
the mining of coal, to the trolls of the Black Claw tribe. toward S14 on the Dwarrowdeep Hex Map. The severed
The trolls formed part of the army that laid siege to heads of a seven dwarves mounted on pikes marks this
Gundgathol. The trolls are poorly organized and only as the territory of the Black Claw Trolls.
remain together due to the strong hand of Yukluz the Seven Pack Lizards AL: N, AC: 6, HD: 2, HP: 8 each,
Two-Headed Troll Chieftain. #AT: 1, DMG: 1d3, loaded with coal are tied to stakes
in the ground. The lizards await the arrival of a duergar
The trolls use dwarf slaves to mine coal. The coal is warband to transport the shipment to P6: The Foundry.
then prepared for shipment via pack lizards. Duergar The warband will appear in 6+1d12 turns.
warbands arrive daily to return unladen pack lizards 2. Two broken and rusty mine carts lay on their side
and pick up the new shipments of coal for transport to on the floor of the cavern. A large lever, to direct the
P6: The Foundry. minecart rails east or west, is located here.
3. There are no footprints leading into this cave. Three
The slave population is quite old, and many dwarves large Rock Clams (3) AL: N, AC: 4, HD: 4, HP: 30, 28,
have died under the lash of the trolls. Most of them 25, #AT: See entry, DMG: 1d6/HD, camouflaged as
were captured and have been enslaved for 250 years. boulders wait at the back of the chamber.
4. Two long 20-foot natural staircases descend into this
Scaling and Party Level cave. The chamber is cut by a 20-foot wide pool of
dark water. The pool is 30 feet deep with an immediate
The Black Mines are designed for character levels 7-9. drop-off. The pool is occupied by Giant Leeches (3) AL:
Like P1 The Lower halls and P3 The Dwarrowhame, N, AC: 7, HD: 4, HP: 27, 24, 20, #AT: 1, DMG: 2d4.
referees are encouraged to scale the dungeon, or scare A. On the other side of the pool, located in the
off the PCs, if the average party level is significantly southeastern corner, is a small island. On the island is
below this range. The duergar routinely send warbands a partially toppled stone cairn. White bone protrudes
to ensure the coal ore is transported in a timely fashion from the side of the burial. Excavating the stones (3 turns)
to the foundries. Adding more duergar, or increasing will reveal the resting place of a dwarven warrior. He
the number of trolls, would sufficiently up-scale the was buried in Half Platemail +2 and carried “Thane” a
mines for higher levels. Hand Axe +3 Dwarven Thrower. Show Dwarrowdeep
Illustration #15.
If the party clears out the mines and coal production 5. Three Trolls (3) AL: CE, AC: 4, HD: 6+6, HP: 35,
stops, the duergar will arrive in force and assume 32, 28, #AT: 3, DMG: 1d6/1d6/1d10, stand guard at
control of mining operations. this position. Three empty mine carts are located at the
end of the track. The sound of mining can be heard
Black Mines: Random Monsters from Room 6.
1-2 Troll Warband 6. A dozen Dwarf (Male) Slaves AL: NG, AC: 10, HD:
1, HP: 4 each, #AT: 1, DMG: Pick Axe (1d6), mine
3 Black Orc Warband coal in the northeastern corner of this room. Half the
4 Two-Headed Troll (1) number mine, while the other half shovel coal into
5 Cave Troll (1d2) baskets and carry the ore up the natural stone staircase
6 Ochre Jelly (1)
7 Giant Boring Beetle (1)
8 Black Pudding (1)
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150
to Room 5 and dump it in the mining carts. Two Trolls 10. The passage into this chamber is only three feet tall.
(2) AL: CE, AC: 4, HD: 6+6, HP: 40, 29, #AT: 3, All characters but halflings must pass on their hands
DMG: 1d6/1d6/1d10, guard the dwarves and whip and knees to enter the cave. Giant mushrooms, varying
them (1d4). The cave is backlit by green lichen. in size from 5 to 12 feet tall, grow around the walls
One of the dwarves is Thuri Longbeard, a Level 4 of this cave. Three decomposing dwarves were thrown
Fighter AL: NG, HP: 4 (30) with the following Ability into the back center of the chamber. One still clutches
Scores: S 15, I 9, W 11, D 10, C 16, Ch 9. Thuri is a Spellstone (Cure Light Wounds, Stonebeard, and
an older dwarf with a wispy gray beard and a bald, Thaneduhr’s Sacred Hammer) in his hand. Some of the
tattooed head. If healed and armed, he would ally with mushrooms are Brobdingnagian Fungi (3) AL: N, AC:
the PCs to seek revenge on his captors. 6, HD: 5, HP: 35, 24, 20, #AT: 4, DMG: See entry.
A. This ledge stands 40 feet above the floor of the 11. This ledge is 20 feet above the floor of the passage.
cave. Atop the plateau, barely noticeable from the Over the years slaves hastily carved their names on
ground, is a patch of bright green phosphorescent rough runestones and secretly placed them, or threw
mushrooms. The mushrooms have a poignant and off- them, onto the ledge. The stones (204 total) tell a tale
putting smell but possess healing properties. A total of of sorrow, loss, and pain. A sampling of the syntax
1d4+4 mushrooms can be harvested and heal 1d4+1 of the stones includes, “After the fall of Gund-Felek,
hit points each. In addition, there is a 1 on d6 chance I, Burri Brokenshield, was taken by the dark dwarves
per mushroom that they can also cure disease and and made a slave,” or “Ancestors forgive me. I, Falgrim
insanity. A dwarf may (1 on d6) be able to identify the Cobblestone, was defeated by orcs and enslaved in our
fungus as Gundgathol Trumpets. own sacred earth.” Other stones are just lists of names
7. The shrivelled corpses of three dwarven slaves lean to mark the lives of those that succumbed to the whip of
against the wall by the floor. The corpses are infected their oppressors. These stones, despite their mundane
with Rot Grubs (7) AL: N, AC: 9, HD: 1hp, HP: 1hp nature, are highly valuable to the Gundgathol dwarves
each, #AT: N/A, DMG: N/A. in Hamelet/Durnagald. Subject to a successful and
empathetic negotiation, they may be worth as much as
100-200gp each.
8. A broad set of natural stone stairs lead up 30 feet 12. Fungal Grotto: This floor of this small cave is
into this cave. The cave is marked by a pool of dark covered in small fungi and lichen that emit a soft purple
water to the southwest and a partial collapse to the bioluminescence. Within seconds of entering the cave
east. The heavily decomposed bodies of three dwarven the floor will come alive with movement and Blooderflies
slaves lean against the wall. They secretly fled and died (40) AL: N, AC: 10, HD: 1hp, HP: 1hp, #AT: 1, DMG:
in the cave. One carved the holy symbol of Dhurindain 1hp/per, will take to the wing and concentrate their 40
on a nearby rock. Anyone who offers a prayer to the attacks on either: 1) the first player character to enter
Secret-Keeper will receive a Bless in their next battle. the room, or 2) the most heavily wounded character.
This happens only once. There is nothing of value in the cave.
9. This cave is unusually warm. The Gundgathol 13. Two huge Cave Trolls (2) AL: CE, AC: 4, HD: 7+7,
Waymark for “Danger” is carefully concealed on the HP: 42 each, #AT: 3 or 1, DMG: 1d6/1d6/1d10 or
wall at either entrance. This cave is marked by holes in Great Hammer (3d6), are seated in this damp cave
the floor. The holes vent scalding hot thermal air every picking at unsatisfying bones. There are two empty
three turns. The vents cover a 20x40 foot section of the mine carts located at the end of the track just northeast
floor that is hot enough to serve as “fire” damage to of this chamber.
trolls. Anything or anyone caught in the area of effect 14. This cave is empty. The western wall has partially
takes 3d6 points of damage (Save versus Breath for collapsed. A small tunnel, only two feet tall, exits to the
half). southeast.
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A. The passage into this chamber is only two feet tall. A. The passage into this chamber is narrow and only
All player characters must crawl, or move on their hands three feet tall (characters except halflings must pass
and knees, to enter the cave. A Stegalocentipede (1) on hands and knees to enter). The cave is covered in
AL: N, AC: 2 or 5, HD: 6, HP: 40, #AT: 1 or 3, DMG: patches of strange, multi-coloured phosphorescent
2d4 or 1d4, has made a lair in this chamber. If it hears lichen. The lichen is mundane unless consumed with two
movement, it will take an ambush position on the ceiling mouthfulls of the same colour, or with a different colour
above the entrance. at the same time (1d3+1 patches of each colour). Each
The creature normally accesses its lair through a hole in result happens only once. Consult the chart below:
the ceiling that extends northeast toward Room 2 and
opens 15 feet above the passage floor. Type* Lime Green Dark Brown Dark Red
15. Two Trolls (2) AL: CE, AC: 4, HD: 6+6, HP: 30, Lime Poison
#AT: 3, DMG: 1d6/1d6/1d10, stand guard here. There Green Immunity Strength +1
is a 1 on d6 chance they patrol east (to Room 1) and Dark (Save or Die) to Poison
back every hour. Show Dwarrowdeep Illustration #16. Brown Immunity Darkvision
16. A group of Cave Trolls (4) AL: CE, AC: 4, HD: 7+7, to Poison Poison 30 feet
HP: 40 each, #AT: 3 or 1, DMG: 1d6/1d6/1d10 or two Dark Red (Save or Die) Poison
with Great Hammer and two with Glaives (3d6), have Strength +1
surrounded a single dwarven slave. Darkvision (Save or Die)
The trolls are mocking and bullying Braetek Stonehelm, 30 Feet
a Level 3 Fighter AL: NG, HP: 6 (20) with the following
Ability Scores: S 17, I 10, W 12, D 12, C 15, Ch 12. *All effects are permanent. Each effect can happen
Braetek was born in Gundathol. He is being beaten only once per PC.
for defending a fellow slave. There are three mine carts
filled with coal buttressed against the end-of-line. 20. A 30-foot natural staircase descends into a mine.
17. A Large Ochre Jelly (1) AL: N, AC: 4, HD: 7, HP: 45, The mine is submerged knee-deep in water. The dead,
#AT: 1, DMG: 3d6, has oozed into this cave, climbed bloated body of a dwarven slave recently thrown
up the wall, and lies in wait on a cave ledge above into the cave floats in the water. The body is that of
the entrance. Its last meal was a duergar warrior. His Kalgarrum, Blood of Kalgarand Stoneborn. In life he
rusty armour will shine in torchlight from the back of the was a cleric of Thaneduhr. Kalgarrum survived over two
chamber. A Seax Knife +2 hangs from its belt. centuries of enslavement, helping his fellow dwarves,
18. The floor of this cave is dotted with stalagmites. until he succumbed to old age. The trolls, knowing
Phosphorescent yellow lichen dimly backlights the Kalgarrum to be a person of import, threw his body
chamber. The cave is otherwise empty. unceremoniously into the chamber to rot. Kalgarrum,
19. A 30-foot natural staircase descends into a large even in death, refused to abandon his kin and his spirit
cavern. A broad pool of dark water occupies the lingers near his remains. If anyone enters the chamber
southern end of the cave, and two partial collapses and approaches the body, he will manifest. The cleric is
dominate the northeastern portion of the chamber. The consumed with vengeance over the plight of his people
walls are braced with thick, rotting wooden rail ties. and the desecration of Gundgathol.
A narrow tunnel opening, only 3 feet tall, exits to the
northwest. Kalgarrum will parley with the PCs, but his spirit is
caught between worlds, and his ability to communicate
is obscured by space and time. He will beg them with
kindness to aid his people, in one moment, and lash out
with fury in the next. Subject to the empathy shown by
the PCs he may utter Thaneduhr’s phrase “At the center
of the Sacred Forge, Seek the Hammer of Dwarvish
Lords” or he might reveal that his brother Kalgrim
Stoneborn (buried in Room 4A) may be able to help
them and that he is located “to the south.”
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If the PCs treat him with disrespect or disturb his remains 27. Abandoned Cave: The skeleton of a dwarf slave
(other than with the intent of a proper burial) he will lies face down in the center of the room. Poisonous gas
keen in a deep, penetrating base voice - as if the earth vents from cracks in the walls every other turn. All those
itself cried out. This moan, and his manifestation, is the caught in the room must Save versus Poison or lose 1d3
equivalent of Groaning Spirit AL: CE, AC: 0, HD: 7, hit points permanently.
HP: 38, #AT: 1, DMG: 1d8*. 28. Mine Storage: Crates of dried jerky, fish, and
21. Like Room 6, the sound of mining echoes down mushrooms are stacked in this small cave. Normal rats
the passages of this cave. Emaciated Dwarf (Male) scurry about the floor.
Slaves (25) AL: NG, AC: 10, HD: 1, HP: 4 each, #AT: 29. The passage into this chamber is only two feet
1, DMG: 1d2 or Pick Axe (1d6), are mining coal from tall. All characters must either crawl or pass through
three aspects of the chamber (northwest, north, and on their hands and knees to enter the cave. There are
northeast). One third of the dwarves use pick axes numerous pieces of treasure spread throughout the
while another third shovel coal into baskets. The final room and a large white crystal deposit. The deposit
third carries the coal-filled baskets back and forth along is a Salt Pudding AL: N, AC: 6, HD: 6, HP: 32, #AT:
the southeastern passage to the mine carts located in 1, DMG: 2d6. The creature will remain perfectly still
Room 16. until it senses the moment to strike. Its treasure, covered
The dwarves are guarded by four Trolls (4) AL: CE, by its body, includes a Runestone of Extra-Healing, a
AC: 4, HD: 6+6, HP: 40, 38, 29, 20, #AT: 3, DMG: Runestone of Steam and Vapour, Galeb Runestone
1d6/1d6/1d10. Each is armed with a whip (1d4). (Medium), and Pinto’s Conical Cap (see Barrowmaze).
22. The cave is empty except for some old rusty mining There are also the following gemstones: a Very Large
equipment (picks, shovels, rope, baskets) leaning Average Bright Yellow Microlite (500gp), Large Average
against the wall. The sounds of mining can be heard Deep Purple Amethyst (400gp), Small Exquisite Violet
from Room 21. Garnet (450gp), Medium Finely Cut Red-Brown Spinel
(400gp), and a Large Green Aquamarine (650gp).
23. The walls have been braced with wood. The trolls 30. A large lever, to direct the minecart rails east or
have driven metal rings into the stone to chain the slaves. west on the main track, is located here.
Three buckets of water are dotted about the cave. 31. Slave Pens: Three 10x10 foot fenced-slave pens
An open latrine is located along the far northeastern stand at this location. Each pen has a barred gate. The
corner of the chamber. The ringing of pick axes can be contents of each slave pen are listed below.
heard from Room 21.
24. This chamber enters a Secondary Passage that Three Troll Sentries (3) AL: CE, AC: 4, HD: 6+3, HP:
extends north from Primary Encounter Area 4 (P4): The 33 each, #AT: 3, DMG: 1d6/1d6/1d10, guard the
Dwarrowhame on the Dwarrowdeep Hex Map. The pens. They are led by a Cave Troll AL: CE, AC: 4, HD:
severed heads of three dwarves mounted on spears 7+7, HP: 40, #AT: 3 or 1, DMG: 1d6/1d6/1d10 or by
marks this as the territory of the Black Claw Troll Tribe. Great Cub (3d6).
25. Troll Guardroom: Three Trolls AL: CE, AC: 4, HD: Pen 1: Dwarf (Male) Slaves (7) AL: NG, AC: 10, HD:
6+6, HP: 30 each, #AT: 3 each, DMG: 1d6/1d6/1d10, 1, HP: 2, #AT: 1, DMG: 1d2 and Hullsta Greathelm, a
occupy this guardroom to protect the mines from Level 3 Cleric of Thaneduhr AL: LG, AC: 8, HD: 3, HP:
anything approaching south from the passage in Room 2 (18), #AT: 1, DMG: 1d3. Hullsta is old by dwarven
24. The trolls are dreadfully bored and may (1-2 on d6) standards and has tended the enslaved Gundgathol
be sleeping. dwarves of the mines or many years. She is familiar
26. This chamber is empty. with the layout and the coal operation to feed the great
foundries (P6).
153
Pen 2: Dwarf (Male) Slaves (9) AL: NG, AC: 10, HD: Chest 3 (Octagon): This chest is Locked and contains
1, HP: 2, #AT: 1, DMG: 1d2. a Bag of 28 Beard Beads (taken from the slaves). Of
Pen 3: Dwarf (Male) Slaves (3) AL: NG, AC: 10, HD: 1, the beads 14 are made of Electrum (100gp each), 6
HP: 2, #AT: 1, DMG: 1d2 and a Gnome (Male) Slave Gold (200gp each), 6 Platinum (300gp Each), and 2
AL: N, AC: 7, HD: 1, HP: 3, #AT: 1, DMG: 1d2. are Mithril (500gp each). There is also a Ring of the
Ram and a Folding Boat.
A single, blind, old dwarf (Lurri) is chained to the mine 34. The sound of mining echoes up to the entrance of
cart lever to ensure carts may pass to Room 35 or further this cave. Emaciated Dwarf (Male) Slaves (14) AL: NG,
north on the tracks. Two dozen pick axes and baskets AC: 10, HD: 1, HP: 5 each, #AT: 1, DMG: 1d2 or Pick
are lined against the eastern wall of the chamber. Axe (1d6), are mining coal along the northern wall.
32. This chamber is home to Yukluz’s personal Approximately half the dwarves use pick axes while
bodyguards: Cave Trolls (2) AL: CE, AC: 4, HD: 7+7, another half shovel coal into baskets and carry them
HP: 50 and 45, #AT: 3 or 1, DMG: 1d6/1d6/1d10. to empty mine carts located at the end of the rail line
One has a Giant Club (3d6) and the other a Great just south of the chamber. The dwarves are guarded
Mace (3d6). The room stinks of troll. There are two by Trolls (3) AL: CE, AC: 4, HD: 6+6, HP: 38, 29, 20,
beds made of rothe hides, dirty clothing, and lichen. #AT: 3, DMG: 1d6/1d6/1d10. Each is armed with a
whip (1d4).
Laying against the wall are a Hand Axe +2, and a 35. Three mine carts are buttressed against the end of
Spear +1 both of duergar craftsmanship. They buried a the rail line. Against the northern wall are a pile of rusty
Small Chest below one of the beds. The chest contains metal junk and rotting wood and a pile of well-used
a Large Average Bright Red Jacinth (1,700gp), Small pick axes and shovels.
Broken King’s Tears (1,150gp), Large Flawed Deep 36. Three Cave Trolls AL: CE, AC: 4, HD: 7+7, HP: 49,
Crimson Ruby (1,600gp), Huge Flawed Deep Crimson 40, 36 #AT: 3 or 1, DMG: 1d6/1d6/1d10, lair in the
Ruby (2,600gp), and a Small Broken Translucent Star room. The chamber is in disarray and filled with old
Ruby (1,150gp). There are also four Ingots of Silver bones and rubbish.
(100gp each) and three Ingots of Gold (200gp each).
33. Yukluz the Two-Headed Troll Chieftain AL: CE, AC: The following can be found with three turns of
2, HD: 8+3, HP: 60, #AT: 3, DMG: 1d8/1d8/1d12, lives searching: 1d3 Mundane Runestones and a Bag with
in this cave. The walls just outside the cave entrance are a Small Exquisite Transparent Ziose (450gp), Large
decorated with the severed heads of seven dwarves. The Average Yellow-Green Chrysoberyl (400gp), Huge
cave interior has a massive bed constructed of railway Broken Transparent Ziose (550gp), Huge Flawed
ties and covered with skins, hides, and lichen. There are Green Aquamarine (570gp), and a Large Flawed
three dwarven-styled chests in the room. Yukluz wears Yellow-Green Chrysoberyl (370gp). There is a Pouch
the keys around his neck. He also wears a Ring of Fire with a Medium Finely Cut Lime Green Peridot (400gp),
Resistance in his ear. Medium Average Deep Yellow Amber (300gp), and
Chest 1 (Rectangular): This chest is Locked and Trapped a Very Large Exquisite Red Garnet (750gp) and two
with a Poison Needle (Save or Die). It contains: 2,474gp Runestones of Extra-Healing.
and two random Magical Runestones. 37. The trolls have cultivated and trained a large
Chest 2 (Square): This chest is Locked and Trapped. Shrieker AL: N, AC: 7, HD: 3, HP: 20, #AT: Special,
Inside the chest is a Poisoned Hand Crossbow DMG: Special, at the top of this plateau. The fungus
Mechanism (Save or Die) and 1,583pp. A locked will not respond to the presence of trolls, dwarves, or
Rectangular Coffer (no key) contains a Seax Knife +1 orcs, but will wail if other enemies move within 30 feet
Flame Tongue. of the plateau.
154
38. Two Cave Trolls AL: CE, AC: 4, HD: 7+7, HP: 45, for two decades (quite a short time in comparison to
40, #AT: 3 or 1, DMG: 1d6/1d6/1d10 or Giant Club the other dwarves).
(3d6), occupy this dank cave. They are currently trying Two Trolls (2) AL: CE, AC: 4, HD: 6+3, HP: 33 each,
to avoid their chieftain as they have been punished for #AT: 3, DMG: 1d6/1d6/1d10, oversee the dwarven
eating slaves. They buried the following in the floor of miners with Whips (1d4). They are led by a Cave Troll
their chamber: Spellstone: 1d4 Level 2 Cleric Spells, a AL: CE, AC: 4, HD: 7+7, HP: 45, #AT: 3 or 1, DMG:
Bag with 1d6 Runestones of War +2, and a Slim Metal 1d6/1d6/1d10 or Two-Handed Sword (3d6).
Box with a Wand of Fire Balls (25 Charges). The trolls 43. This chamber is empty. The cave is damp, and
have painted troll faces in blood on the walls. stalactites hang from the ceiling.
44. A natural stone staircase descends 30 feet into this
39. A natural stone staircase descends 30 feet into a cave. The sound of mining and the cracking of whips
40x40 foot chamber. A dwarf has hurriedly etched the can be heard from Room 42.
waymark for “Danger” on the passage wall leading 45. The slope at this location descends approximately
into Room 40. A Gundgathol dwarf would consider the 60 feet. The slope leads west from Primary Encounter
obviousness of the rune highly unusual, especially given Area 4 (P4): The Black Mines along the Primary Passage
their clandestine nature. toward S17 on the Dwarrowdeep Hex Map. The severed
heads of 14 dwarves mounted on spears marks this as
40. This cave is marked by a pool of dark, cold water the territory of the Black Claw Troll Tribe.
in its northwestern corner. The trolls and the slaves 46. A group of Trolls (3) AL: CE, AC: 4, HD: 6+6, HP:
normally give this room a wide birth due to Llosslusskla 34 each, #AT: 3, DMG: 1d6/1d6/1d10, stand guard
the Neo-Otyugh (1) AL: N, AC: 0, HD: 10, HP: 67, at this position. A warband of black orcs just arrived
#AT: 3, DMG: 2d6/2d6/2d4, who lives in the pool. from Entrance D: The Forgotten Stairs of Kalbandur
The pool is shallow for approximately 10 feet and then and require an audience with their chieftain over the
drops down to a depth of 40 feet. At the bottom of acquisition of slaves. A large lever, to direct the minecart
the pool, amongst bones and the decaying remains of rails east or west, is located here.
several slaves, are treasure types X(x2) and XVI. The warband includes: Black Orc Warriors (6) AL:
LE, AC: three with 4 (Half Plate) and three with 5
41. A patch of giant capped mushrooms grow at the (Chainmail), HD: 3+3, HP: three with 20 and three with
back of this chamber. The ground is soft and spongy. 15, #AT: 1, Weapon: three with Bill-Guisarme (1d10),
Two of the mushrooms are Shriekers (2) AL: N, AC: Scimitar (1d8), and Seax Knife (1d4+1), and three with
7, HD: 3, HP: 17 each, #AT: Special, DMG: Special, Scimitar (1d8) and Hand Axe (1d6). Treasure: 4d6cp,
Treasure: None. Growing beside them are Advanced 2d8+1sp, 1d10+1ep, and 1d8gp each. The guards are
Phycomids (Tan, Brown, and Ochre) AL: N, AC: 4, HD: led by a Black Orc Warband Leader (F5) AL: LE, AC:
3, HP: 20, 17, 16 respectively, #AT: 1, DMG: See entry, 2 (Plate and Shield), HD: 5, HP: 34, #AT: 1, Weapon:
Treasure: None. Glaive (1d10), Scimitar +1 (1d8), Heavy Crossbow and
10 Bolts +1 (1d8), and Whip (1d4), Treasure: 4d8+1sp,
42. The sound of mining echoes down the hallways 2d10+1ep, 2d8gp, 1d8pp.
of this cave. Emaciated Dwarf (Male) Slaves (14) AL: 47. A group of Young Trolls (3) AL: CE, AC: 4, HD:
NG, AC: 10, HD: 1, HP: 2, #AT: 1, DMG: 1d2, are 6+6, HP: 25 each, #AT: 3, DMG: 1d6/1d6/1d10, have
mining coal from the walls. Some are using pick axes surrounded and are “playing” with a dwarf slave. They
while others are shoveling coal into baskets to carry to gave the dwarf two hand axes and take turns swiping
Room 35 for transport. One of their number is Falund
“Dunna Ken” Ironbrew, a Level 5 Dwarven Fighter
AL: NG, AC: 9, HD: 5, HP: 3 (45), #AT: 1, DMG: 1d2.
His Ability Scores: S 16, I 9, W 9, D 13, C 16, Ch 13.
Falund is not a Gundgathol dwarf. He is from Citadel
Silver far to the south. He was ambushed and enslaved
while on caravan guard duty and has been in the mines
155
and clawing at him. The trolls snicker and sneer when 52. This chamber enters a Secondary Passage that
the dwarf strikes a blow (the trolls regenerate). Baldri extends south from Primary Encounter Area 4 (P4): The
Longbeard, the dwarf, is a Level 3 Fighter AL: LG, AC: Dwarrowhame on the Dwarrowdeep Hex Map. The
10, HD: 3, HP: 5 (22), #AT: 1, DMG: Dual Hand Axes severed heads of three dwarves mounted on spears
(1d6). His Ability Scores: S 18, I 11, W 11, D 10, C 16, marks this as the territory of the Black Claws.
Ch 12. He has taken numerous wounds. If the PCs fail 53. Three rusty mine carts were taken off the rails and
to intervene, the trolls will slay and consume him in one sit in this dark corner of the passage. There are also
turn. Baldri is a devout follower of Geddinthor. He is a several rotten wooden rail ties, and rusty metal, were
middle-aged dwarf and was only a beardling when he also dumped in this location.
was enslaved. If saved he will implore the PCs to free 54. Like Room 42, the sound of mining echoes down
the slaves in Room 54. the hallways of this cave. Emaciated Dwarf (Male)
48. Guardroom: Trolls (3) AL: CE, AC: 4, HD: 6+6, Slaves (21) AL: NG, AC: 10, HD: 1, HP: 2, #AT: 1,
HP: 35 each, #AT: 3, DMG: 1d6/1d6/1d10, guard DMG: 1d2 or Pick Axe (1d6), are mining coal from the
the entrance to the sub-chief’s chamber. The trolls are walls. Some use pick axes along the walls while others
gnawing on the bones of dwarven slaves. shovel coal into the three mine carts located at the end
49. A 20-foot natural stone staircase leads up to the lair of the line.
of Uggbog the Cave Troll Sub-Chieftain AL: CE, AC: 4, One of the slaves is Umdrak Whitebeard, a beardless,
HD: 7+7, HP: 48, #AT: 3 or 1, DMG: 1d6/1d6/1d10 disgraced duergar warrior. Decades ago, Umdrak
or Battle Axe +3 (3d6, see entry). The sub-chieftain is showed mercy to Gundgathol dwarves and was
a massive brute known for his strength. punished. His beard was shaved in disgrace and a
He has several trophies sitting on rock ledges in his cave. fungal ointment applied to ensure his skin would scar
They include a Shield +2, a Mithril Mace +2 shaped like and his beard would never regrow. Umdrak is a Level 4
a clenched fist, and a Gauntlet of Geddinthor (skeletal Dwarven Fighter AL: N(G), AC: 8, HD: 5, HP: 7 (34),
hand still inside) tied to his waist. Strewn along the walls #AT: 1, DMG: 1d2. His Ability Scores: S 17, I 14, W
are 2,031gp, a Silver Goblet (100gp), Gold Ring with 9, D 16, C 16, Ch 13 (5 to other dwarves). Umdrak is
a Large Finely-Cut Diamond (1,600gp), and a Bag of now a follower of Thaneduhr. His fellow slaves taught
Holding with 421pp. him the sacred ways of the All-Father during his time
50. Normal mushrooms grow along the eastern wall of in captivity. Umdrak has knowledge of P4: The Black
this chamber. Long, thin stalactites hang from the high Mines and the coal mining operation, and has select
ceiling (60 feet) of this room. information on P6: The Foundry, Entrance F: Gund-
Felek, and activity in P7: The Mithril Lodes.
51. A 30-foot natural stone staircase descends down The following guards oversee the slaves: Trolls (4) AL:
into a 30x30 foot cave. Translucent white crystals grow CE, AC: 4, HD: 6+6, HP: 42, 39, 32, 30, #AT: 3,
from the floor. A short narrow tunnel, only two feet tall, DMG: 1d6/1d6/1d10, and a Cave Troll AL: CE, AC: 4,
exits the chamber to the east. PCs will have to crawl to HD: 7+7, HP: 42, #AT: 3 or 1, DMG: 1d6/1d6/1d10
pass through the tunnel. or Great Spear (3d6).
A. A pool of dark water occupies the western half of 55. Guardroom: Three Trolls (3) AL: CE, AC: 4, HD:
this chamber. A pale purple phosphorescent lichen 6+6, HP: 40, 30, 25 #AT: 3, DMG: 1d6/1d6/1d10,
grows on the ceiling of this chamber and dimly outlines are on guard in this chamber. There is a 1-2 on d6
several large stalactites hanging from the ceiling. Lying chance two of them will patrol north to Room 46 and
in wait just below the surface, waiting for its chance to back every three hours. Except for a few dwarf skulls,
strike, is a Large Crystal Ooze AL: N, AC: 6, HD: 8, the cave is otherwise empty.
HP: 45, #AT: 1, DMG: 5d4.
156
56. This cave is empty except for a few gnawed dwarf P5: The Forge of Creation
bones.
57. A small cluster of ten dark red bioluminescent The Forge of Creation, also called the Sacred Forge,
mushrooms dimly backlight this cave. The mushrooms is the birthplace of the dwarves. Ages past, Thaneduhr
are edible but must be eaten in sufficient quantities to the All-Father forged his people with the Hammer of
reveal their unique properties. The consumption of a Dwarvish Lords in the heart of the Eternal Mountains.
single mushroom results in 1d8 hit points of damage The Forge of Creation is a breathtaking sight to behold.
(so save). The consumption of two mushrooms results Two bridges span a small, secret loch, to an island
in 2d8 points of damage (also no save). However, formed by a gigantic stalagnate. The first dwarves
the consumption of three will increase intelligence by cut the temple from the huge rock formation and
one point permanently. The consumption of four or meticulously carved dwarven geometric lines, knotwork
more at once will increase intelligence by two points patterns, and pillars along its walls. Each side depicts
permanently. This happens only once per PC. massive hellmouth faces of Thaneduhr, Dhurindain,
58. A large pile of gnawed dwarven bones and skulls and Geddinthor. Huge stalactites hang from the ceiling
rests along the western wall. There is nothing of value. above the water. The massive cavern is serene, still, and
59. Two Cave Troll (2) AL: CE, AC: 4, HD: 7+7, HP: quiet. Only the Stoneborn King, and the High Old Ones
40, #AT: 3 or 1, DMG: 1d6/1d6/1d10 or Great Spear of Thaneduhr, Dhurindain, and Geddinthor, know the
(3d6), inhabit this chamber. There is a 1-2 on d6 location of the temple.
chance they are in Room 54. Their cave is spartan with All new Stoneborn kings are crowned infront of the
the exception of gnawed bones. Stone of Kings located on the second level. They are
then required to proceed to the Sacred Forge on the
ground floor and raise the Hammer of Dwarvish Lords
from the Anvil of Creation to symbolically take rulership
of the dwarven people. The hammer then remains
on the anvil and is only used under the most dire of
circumstances - as the weapon takes a terrible toll on
the wielder.
During the duergar attack on Gundgathol, Thaneduhr
called Daldek “Stonebeard” Ironforge, the High Old
One of the Dwarves, to the Forge of Creation. Daldek
was given the honour of protecting and guarding the
shrine and its most precious relic: the Soul Hammer.
For his piety and devotion to Dhurindain, Thaneduhr,
and his people, Daldek was blessed with petrification
and demi-godhood. He slowly became living stone -
an honour saved for the most devout dwarven clerics in
times of great need.
For the last 250 years, Daldek has served as the
guardian of the temple and the Hammer of Dwarvish
Lords. He has done everything in his power to hide
the temple and its secrets from the duergar. Given his
demi-godhood and devotion to Dhurindain, alongside
his location at the heart of the mountains, he is aware
of all living things inside the dwarven realm. He knows
157
of the relentless duergar effort to find and desecrate the anvil, and hammer, fills the ears. The flickering light of
sacred temple. With each passing day they move closer the forge spills down the hallway toward the southern
and closer to finding its location. Daldek has prepared double doors.
for a great battle, alone if he must, and will defend the 4. The Forge of Creation: The forge itself is a massive
sacred forge with his life. structure that burns eternally with the fire of creation.
The forge is bracketed by two cooling pools and
Referee’s Notes: The Temple of the Sacred Forge three statues each of Thaneduhr, Dhurindain, and
is both a holy site and the most extensive Hall of Geddinthor. Infront of the forge is a massive mithril altar
Records in Gundgathol. The supplementary rooms shaped like an anvil - the birthplace of the dwarves.
are filled with unique archives and the accumulated Atop the altar rests the greatest holy relic of the dwarven
knowledge of the dwarven people and the seven people: the Soul Hammer, also known as the Hammer
noble houses founded by Thaneduhr. The High of Dwarvish Lords (see New Relics).
Old One will not allow non-dwarves to enter the A statue of a dwarven cleric, or what appears to be
side chambers unless under siege. a statue, stands before the altar. The statue is High
Old One Daldek “Stonebeard” Ironforge, Son of
Scaling and Party Level Dalgeddik, Grandson of Dalzuun “the Red” Ironforge,
Level 20 Dwarven Cleric Arch-Lich of Dhurindain AL:
The Forge of Creation is intended for high level LN, AC: -1 (Petrification) HP: 101, #AT: 3/2, DMG:
player characters only (8-10+). Visiting the forge and “Baruk-Guzduul” a Warhammer +3 Dwarven Thrower
potentially wielding the Hammer of Dwarvish Lords of Disruption (1d6), Sling +3 with 10 Runestones of War
should be the culminating activity either just prior, or (1d4).
during, the assault on Gund-Felek and the duergar Spells (9/8/7/6/5/5/3): Command, Cure Light Wounds,
king. PCs of mid-level should be discouraged from Detect Evil, Light, Darkness, Stonebeard, Create Water,
approaching the temple until they are prepared for their Detect Magic, Sanctuary; Blessed Stone, Rest of the
final climactic battle with the duergar. Ancestors, Thaneduhr’s Sacred Hammer, Augury,
Know Alignment, Hold Person, Holy Chant, Silence 15’
Ground Floor Radius; Circle of Stones, Great Shout, Hammer Ward,
Stonemouth, Cure Blindness, Cure Disease, Speak with
1. The Bridge of the Sacred Forge (#10) leads from a the Dead; Face of Dhurindain, Runes of Dhurindain,
secret passage on the Dwarrowdeep Hex Map across Vengeance of the Ancestors, Cure Serious Wounds,
the water to a set of massive double-doors. The doors of Divination, Protection from Evil 10’ Radius; Commune,
the Sacred Forge are locked and cannot be opened by Cure Critical Wounds, Courage of the Ancestors, Flame
anyone other than Daldek Ironforge the High Old One Strike, Raise Dead; Hammer Barrier, Heal, Stone Tell,
of Dhurindain. Daldek can sense any presence in, or Part Water, Word of Recall; Astral Projection, Holy Word,
around, the Sacred Forge and can open and close the Regenerate, Treasure: Runestone of Controlling Earth
doors at will. To the east, a 20-foot boat ramp leads up Elementals, Runestone of Steam and Vapour, Runestone
from the water. Show Dwarrowdeep Illustration #17. of Free Action, Galeb Runestone (Large x3), Runestone
2. The second Bridge of the Sacred Forge (#11) of Curing, Runestone of Faithfulness, Runestone of
extends east across the water to a secret passage on Magic Resistence (40%). Special Abilities: Daldek can
the Dwarrowdeep Hex Map. cast the following spells once a day: Read Languages,
3. The Hall of Kings: The entry hallway into the temple Lesser Move Earth, Summon Elemental (Earth or Fire),
is supported by 10x10 foot columns carved to represent Passwall, Stoneshape, and Wall of Stone. He can also
the first 12 Stoneborn Kings of Gundgathol. A low Animate Statue (CL3) at will. Ability Scores: S 17, I 20,
ambient, buzzing, from the celestial power of the forge, W 20, D 16, C 19, Ch 16.
158
159
5. Hall of Records (House Longbeard): The door to this
chamber is marked with the sigil of House Longbeard.
Daldek is the High Old One of Gundgathol. Over Scrolls, Books, and Runestones: 231
250 years ago Daldek, the Old One of Dhurindain, Items of Value: 1d10+20 Mundane Runestones,
was chosen by Thaneduhr to lead the faith. When the Runestone of Sacred Earth, Runestone of Seeing,
duergar and their allies attacked, Thaneduhr chose Wardstone (Magic), Spellstone with four Level 4
Daldek to guard and protect the shrine and the Soul Cleric Spells, and a Runestone of Shielding. There
Hammer. is also a Manual of Quickness of Action, a Lyre of
Daldek moves slowly and speaks deliberately and Building, two Treasure Maps (5d6x100 gems) and
purposefully. His voice is low, and it echoes throughout 1d3 Random Magic Items.
the forge. His eyes are pure white and celestial mist
seeps horizontally from the sockets. His helm, armour, 6. Scribing Chamber: This is a scribing chamber. The
and equipment have fused with his being, and he walls are covered in bookstacks and scroll shelves.
endures as living stone - a state of existence offered In addition, there are two scribing desks and two
to only a handful of dwarven clerics in the history of runestone carving tables. The chamber is immaculate,
the dwarves. Daldek has lived well beyond a normal and all scribing implements are neatly stowed.
dwarven lifespan. He is now 777 years old. A (North). Behind this secret door are three books on
If a good-aligned dwarven fighter or cleric is in the a low stone shelf. They are a Tome of Leadership and
party, he will tell the PC he or she has been chosen Influence, a Tome of Martial Knowledge, and a Tome of
by Thaneduhr to retake Gundgathol with the Soul Understanding.
Hammer. However, he will warn that the hammer was A (South). This chamber contains three sets of small
not intended for mortals. The Hammer of Dwarvish stone hammers and chisels for inscribing runestones.
Lords will bestow great power on its wielder but will The tools decrease the duration of any minor runestone
also exact a terrible price. carved with them by 7 turns. Daldek has carved scores
Daldek will not allow the PCs to defile or ransack the of magical runestones to aid in the defense of the
temple. The walls and pillars of the ground floor are temple, should the duergar located the Sacred Forge.
decorated with statues, wall-statues, and pillar statues. 7. Hall of Records (House Cobblestone): The doorway
Daldek will use his at-will Animate Statue ability to located just outside the entry arch is marked with the
bring the temple to life and defend it. He will also use symbol of House Cobblestone.
this tactic if the duergar locate the forge and attempt to
desecrate the sacred temple. Scrolls, Books, and Runestones: 203
Items of Value: 1d6+20 Mundane Runestones,
Note: The celestial staircase on either side of the Runestone of Steam and Vapour, Runestone of
forge magically transports anyone that ascends Sacred Earth, Runestone of Metal Detection,
over two hundred feet to the top floor. Wardstone (Undead), Spellstone with three Level
3 Cleric Spells and another with two Level 4
Cleric Spells. There is also a Manual of Golems
(Stone) and a Treasure Map (4d6 Pieces of House
Cobblestone Jewelry).
160
8. Hall of Records (House Hammerhand): The door A. Archive of House Tunneltrue: This secret chamber
to this chamber is adorned with the sigil of House contains a Spade of Colossal Excavation, and a
Hammerhand. Runestone of Earth and Stone..
Scrolls, Books, and Runestones: 182 13. This cross-chamber is empty.
Items of Value: 1d12+20 Mundane Runestones, 14. Chamber of the High Old One: Daldek took
Wardstone (Dragon Breath), Runestone of War this small, humble chamber as his quarters when he
+3 (10), Runestone of Thunderous Deafening, first arrived at the temple. Since his petrification and
Kalbandur’s Warstone, Manual of Bodily Health, advancement to arch-lichdom, he has forgone thoughts
and a Manual of Gainful Exercise. of earthly beings and has not returned in centuries.
9. Armoury-Archive of House Hammerhand: On the His room is simple, spartan, and tidy, although a thick
walls of this chamber are an Axe of Hurling +3, a layer of dust covers everything. On a table is a small
Warhammer +3 Dwarven Thrower, and a suit of Mithril set of seven figurines that resemble his grandparents,
Full Platemail Armour +3 on an armour stand. parents, and brothers. A necklace with a Mithril Holy
Symbol of Dhurindain (8,000gp) is wrapped around a
Runestone of Pure Good.
10. Robing Chamber: This was once a robing chamber 15. Hall of Records (House Broadbeam): The door to this
for the priests of the temple. Monk’s Habits dangle from room is decorated with the sigil of House Broadbeam.
three pegs.
11. Hall of Records (House Ironforge): The Ironforge Scrolls, Books, and Runestones: 1169
house symbol decorates the door to this chamber. Items of Value: 1d6+20 Mundane Runestones,
Runestone of Enemy Detection, Runestone of
Scrolls, Books, and Runestones: 245 Faithfulness, Runestone of Opening, Runestone
Items of Value: 1d6+20 Mundane Runestones, of Fire Resistance, Gauntlets of Ogre Power,
Runestone of Steam and Vapour, Book of Exalted Wardstone (Petrification).
Deeds, Helm of Brilliance, Necklace of Prayer A. Archive of House Broadbeam: This chamber
Beads, Manual of Golems (Iron). There are also contains an Instant Fortress, a Runestone of Wisdom,
three Stalagmite Runestones and a Runestone of a Manual of Golems (Bronze), and a set of Dwarven
Dwarvenkind. Nesting Golems (see Forbidden Caverns of Archaia).
12. Hall of Records (House Tunneltrue): The entry door Top Floor
to this room is emblazoned with the symbol of House
Tunneltrue. 16. Hall of Records (House Stoneborn): The upper
floor of the Forge of Creation is devoted to House
Scrolls, Books, and Runestones: 178 Stoneborn. The walls and pillars are lined with stone
Items of Value: 1d8+20 Mundane Runestones, relief depicting the creation of the first dwarves. There
Manual of Golems (Amber), Spellstone: Courage are also bookshelves, scrollshelves, and runestones
of the Ancestors, Face of Dhurindain, Animate filled with archival knowledge accumulated by the
Statue, Great Shout. A Runestone Axe Head +4, dwarves. At the center of the room is a square dais.
Runestone of Constitution, Runestone of Extra Two 10-foot staircases lead up to the dais. On top is
Healing, and Grabthar’s Golden Gauntlets. the Stone of Kings. The stone is covered with the hand
imprints of all the dwarven Stoneborn kings through
the ages. Each new king must add their mark on the
161
P6: Foundry
After the siege, the duergar took control of the
Gundgathol furnaces and the production of iron goods.
The two massive chambers each support three furnaces
in the shape of hellmouths. Each set of three represents
Thaneduhr in the center, Dhurindain to his right, and
Geddinthor to his left.
In the Golden Age of Gundgathol, non-dwarves were
strictly forbid from entering the Foundry. However,
the duergar treat the three dwarven gods, and
the sacredness of this complex, with disdain. The
mountain dwarves that work the furnaces and forges
are considered “skilled” labour to the duergar, most
of these slaves were captured and pressed into slavery
250 years ago.
stone as part of their coronation and then proceed to Referee’s Notes: The Foundry is an essential
the forge to lift the Soul Hammer above his head and production facility and the duergar garrison is
place it back down again on the altar to demonstrate substantial. Rather than a frontal assault, scouting
his readiness to lead the dwarven people. and diversionary tactics will be critical for the
player characters to achieve victory. If the foundry
is lost, or the PCs manage to dowse the furnaces,
the duergar will respond in force from Gund-Felek
and retake it...which also provides opportunity.
Scaling and Party Level
Scrolls, Books, and Runestones: 777 The Lower Halls are designed for character levels 7-9. If
Items of Value: 1d10+30 Mundane Runestones, the PCs are significantly below this range, or significantly
Runestone of Wisdom, Runestone Mace Head above, the referee is encouraged to adjust accordingly.
+2, Runestone Axe Head +4, Runestone of Fire, The Referee should strongly discourage players from
Runestone of Enemy Detection, Runestone of an assault on the furnaces until they have carried out
Good Luck, Whetstone, Runestone of Faithfulness, proper scouting and surveillance.
Runestone of Frost Resistance, Runestone of If the PCs are too low, the referee should demonstrate
Illumination. Spellstone with four Level 3 Cleric significant forces moving south to P4: The Black Mines
spells, Spellstone with three Level 5 Cleric spells. or to Gund-Felek.
Helm of Comprehending Languages and Reading If the PCs are too high in level, bolster the duergar
Magic, a Manual of Golems (Clay). defenses with delegations from the black orcs or the
17. The balcony of the Sacred Forge stands hundreds of derro. The kalas-toa prefer not to enter the foundry.
feet above the floor of the temple.
162
Referee’s Notes: All those in the foundry furnaces 1. The slope at this location descends approximately
(Rooms 19, 21, 49, and 54) are subject to a 60 feet. The ramp leads south from Primary Encounter
continuous Heat Metal spell. The warriors and Area 6 (P6): The Foundry along the Primary Passage
clerics on duty in these locations wear a protective toward S22 on the Dwarrowdeep Hex Map.
garment (the equivalent of a Monk’s Habit) under A group of seven Pack Lizards AL: N, AC: 6, HD: 2,
their armour to insulate themselves from the heat. HP: 8, #AT: 1, DMG: 1d3, are roped together and
There are only three mithril forges in Gundgathol. hitched to an iron ring set into the rock floor. They are
They include P3: Dwarrowhame, P6: Foundry, and harnessed and loaded with empty baskets. A duergar
Gund-Felek. patrol recently delivered a shipment of coal from P4:
Duergar Weapons and Equipment: The Black Mine and shortly the lizards will be escorted
Whip: Strikes for 1d4 points of damage. On a hit back.
the target must make a successful saving throw 2. Steeder Pen: Two dwarven statues are integrated into
versus Paralyzation or fall prone (+4 to hit). the arch of this chamber. The statues are Dwargoyles
Net: On a hit the target must make a successful (2) AL: CE, AC: 5, HD: 4, HP: 26 and 19, #AT: 4 or
saving throw versus Paralyzation or be caught. If 1, DMG: 1d3/1d3/1d6/1d4 or Stone Hammer (1d12).
caught, movement is reduced to zero and it takes Rather than occupy additional guards, the duergar
one round to cut out of the net. posted the two stone constructs at this location. The
Greatwort: This brew increases the size of a dwargoyles allow the steeders to pass. The guardroom
dwarf from four feet to six feet tall and provides contains an octagonal well with bucket and chain.
a corresponding +1 to damage rolls. This liquid A. The door to this side chamber is open. This chamber
functions for dwarves only. contains the cob-webbed skeletons of three Gundgathol
Steeder Saddles: The duergar use steeders dwarves. Their armour and weapons are now rusty and
as mounts. The saddles are complicated with useless. They were looted long ago. Two Steeders (2)
numerous straps to keep the rider seated while AL: N, AC: 4, HD: 3, HP: 14 each, #AT: 1, DMG: 1d8,
upside down or vertical. It takes 1 turn for a rider are stabled here until they are needed by the warriors in
to properly strap him or herself into a saddle. Room 6 for patrols. Note that both duergar clerics and
Silent Whistles: Duergar warband leaders and warband leaders possess silent high-pitched whistles to
clerics possess high-pitched, silent whistles to call call steeders to their position, if needed.
their steeder mounts. 3. Hall of Records: The door to this once proud archive
Sticky Shrooms: A bag of sticky shrooms can be of the dwarven race hangs on one hinge. The chamber
thrown and cover a 10x10 area of effect. All those was plundered in haste long ago and a thick layer of
within, or move through, the area must Save versus dust covers everything. Rubble, broken wood, and piles
Paralyzation or be stuck for 1d4+1 rounds. of moldy scrolls and books litter the floor.
Random Monsters: All random monsters in the
Foundry are duergar patrols of 1d4+1 warriors or Scrolls, Books, and Runestones: 441
duergar warbands. Items of Value: 1d4+2 Random Mundane
Runestones, Scroll with 1d4 Level 3 Magic-User
Spells, Small Mithril Beard Comb (2,000gp),
Dented Platinum Goblet Encrusted with Rubies
(1000gp), Wardston (Petrification), Runestone of
Disintegration, a Staff of Striking (33 Charges),
and a Helm of Ogre Power.
163
A 10x10 foot patch of Amber Mold AL: N, AC: Always Person, Silence 15’ Radius, Treasure: 3d10gp, 4d18pp,
hit, HD: 1hp, HP: 1hp, #AT: 1, DMG: Special, covers Dose of Greatwort, Bag of Sticky Shrooms, and a Silver
a loose flagstone in the southwestern corner of the Holy Symbol of Dworgrim (100gp). The room is spartan
room. Under the stone is a Small Metal Coffer with a with a bed, desk, and stool. A Small Chest (Locked)
Very Large Flawed Red Garnet (470gp), Huge Finely contains 45gp, and the following gemstones: Medium
Cut Transparent Ziose (700gp), Small Flawed Yellow- Average Deep Green Serpentine (85gp), Very Large
Green Chrysoberyl (170gp), Medium Broken Red Exquisite Star Rose Quartz (175gp), Large Exquisite
Garnet (250gp), Small Flawed Lime Green Peridot White Chalcedony (155gp), Huge Broken Bloodstone
(170gp), Large Finely Cut Pale Green Tourmaline (130gp), Medium Flawed Bloodstone (75gp), Small
(500gp), a Small Finely Cut Violet Garnet (300gp), and Broken Clear Rock Crystal (55gp), and a Large Average
a Runestone of Spell Turning. Brown Malacon (105gp). He is in prayer to Dworgrim.
4. This chamber has partially collapsed along the B. Officer’s Barrack: A Duergar Warband Leader
southeastern corner. Hidden in the rubble (four turns of (F5) AL: LE, AC: 3 (Half Plate and Shield), HD: 5,
searching) is a Ring of Protection +2. HP: 33, #AT: 1, Weapon: Hand Axe (1d6), Hand Axe
5. Barrack: A duergar off-duty warband occupy (1d6), Seax Knife (1d4+1), and Whip (1d4), Treasure:
this chamber. There is a 1-3 on d6 chance they will 3d10gp, 4d18pp, Dose of Greatwort, is sharpening his
be unarmoured. The chamber is furnished sparingly weapons. His room is bare except for a bed.
with six bunkbeds and a central table with five stools. C. Barrack: Six Duergar Warriors AL: LE, AC: 3 (Half
Duergar Warriors (6) AL: LE, AC: 3 (Half Plate Plate and Shield), HD: 4, HP: Three with 20 and three
and Shield), HD: 4, HP: 21 each, #AT: 1, Weapon: with 22, #AT: 1, Weapon: Three with Warhammer
Shortsword (1d6), Heavy Crossbow with 10 Bolts (1d8), (1d6), Light Crossbow with 10 Bolts (1d6), and Seax
Seax Knife (1d4+1), and Whip (1d4), Treasure: 3d8ep, Knife (1d4+1) and three with Hand Axe (1d6), Heavy
2d10gp, 2d8pp each, led by a Warband Leader (F7) Crossbow with 10 Bolts (1d8), and Seax Knife (1d4+1),
AL: LE, AC: 2 (Platemail +1), HD: 7, HP: 45, #AT: 3/2, Treasure: 3d8ep, 2d10gp, 2d8pp each, are barracked
Weapon: Great Hammer +2 (1d8), Warhammer (1d6), in this room. They are either (1d6): (1-3) asleep on their
Seax Knife (1d4+1), and Whip (1d4), Treasure: 3d10gp bedrolls or (4-6) donning their armour.
and 4d18pp. 7. The duergar use this chamber as a slave hold. Three
6. Guardroom: Like Room 2, the likenesses of two deceased dwarf slaves lean along the western wall.
dwarven warriors are carved into the arch of this There are buckets overflowing with fecal matter. The
guardroom. Three Duergar Warriors (3) AL: LE, AC: room is squalid, death fills the air, and the smell is
3 (Half Plate and Shield), HD: 4, HP: 23 each, #AT: 1, nauseating.
Weapon: Military Pick (1d6), Heavy Crossbow with 10 8. The door to this room is made of stone and sealed.
Bolts (1d8), and Seax Knife (1d4+1), Treasure: 3d8ep, The door has a depression for the insertion of the
2d10gp, 2d8pp each, are on duty. The guards are Divining Runestone Key (located in Room 45). The door
seated on stools at a table and preparing themselves is enchanted with the sacred runes of Dhurindain and
for an expedition to P4: The Black Mines. Resting at cannot be opened or breached by any other means.
their feet is a Darg AL: LE, AC: 6, HD: 3, HP: 15, #AT: Inside the room, three divining rods lay on a rectangular
1, DMG: 2d4 (and 1d6*). stone altar. Each side of the altar is carved with the
A. Priest’s Barrack: This chamber is the quarters of likeness of the Secret-Keeper and magically trapped
Bhalbek, Son of Bhalgerg Whitebeard, a Duergar with Face of Dhurindain. The diving rods are enchanted.
Cleric of Dworgrim (CL4) AL: LE, AC: 2 (Plate and The first detects magic, the second detects traps, and
Shield), HD: 4, HP: 28, #AT: 1, Weapon: Mace +2 (1d6) the third detects secret doors. The diving rods function
and Sling with 20 Stones (1d4). Spells (3/2): Protection as per a wand of the same type with 2d10 charges.
from Good, Cure Light Wounds, Command; Hold
164
9. The stone door of this crypt lies in pieces on the 15. Training Room: Two Duergar Warband Subleaders
floor. The duergar looted this chamber long ago. A (F5) AL: LE, AC: 3 (Half Plate and Shield), HD: 5, HP: 35
broken sarcophagus and the skeletal remains of several each, #AT: 1, Weapon: Warhammer (1d6), Hand Axe
duergar are scattered around the room. Several broken (1d6), Seax Knife (1d4+1), and Whip (1d4), Treasure:
statues of Gundgathol dwarves lie in pieces. There is 3d10gp and 4d18pp, are instructing a small group of
nothing of value. Warriors (4) AL: LE, AC: Two with 3 (Half Plate and
10. Like Room 9, this room was once a crypt. The stone Shield) and two with 3 (Platemail), HD: 4, HP: Two with
door lies broken in three pieces and the room is in ruin. 24 and two with 18, #AT: 1, Weapon: Two with Military
The duergar emptied the burial alcoves that line the Pick (1d6), Heavy Crossbow with 10 Bolts (1d8), and
walls. Skeletons and debris, covered in cobwebs, rest Seax Knife (1d4+1) and two with Battle Axe (1d8), Heavy
in piles on the floor. The following can be found (for Crossbow with 10 Bolts (1d8), and Seax Knife (1d4+1),
every 3 turns of searching): a Pouch with 23pp and a Treasure: 2d10gp, 2d8pp each. A Duergar Warband
Small Mithril Pendant with the Symbol of Dhurindain Leader (F6) AL: LE, AC: 3 (Platemail), HD: 6, HP: 38,
(2,500gp). #AT: 1, Weapon: Battle Axe (1d8), Warhammer (1d6),
11. Dwargoyle Workshop: The duergar clerics use this Seax Knife (1d4+1), and Whip (1d4), Treasure: 3d10gp,
room to construct dwargoyles. The floor in the center of 4d18pp, Dose of Greatwort, oversees the proceedings.
the room is marked with a runic, enchanted hexagon. The young warriors are practicing their weapon skill on
In the center is a partially carved dwargoyle. The walls a dwarven slave, Kilearn Giantbane, in the center of
are lined with mason’s tools including small hammers the room. Kilearn is chained by the ankle to a metal
and chisels. ring in the floor in a form of dwarf-baiting. The duergar
12. This chamber is empty. Sneering duergar warriors are are taking their time and Kilearn has taken many
carved into the arches above the western and southern superficial wounds and is near exhaustion. The duergar
passages. The sneering statues are Dwargoyles (2) AL: sneer and laugh at his suffering.
CE, AC: 5, HD: 4, HP: 25 and 21, #AT: 4 or 1, DMG: The metal ring on the floor is near breaking. If the PCs
1d3/1d3/1d6/1d4 or Stone Axes (1d12). attempt to free him, he will find some strength in his
broken body to break free and fight for his freedom.
13. Slave Hold: This chamber was once a crypt. The Kilearn Giantbane, Level 5 Dwarven Fighter AL: NG,
duergar, as a purposeful affront to the reverence the AC: 8 (Dex), HD: 5, HP: 15 (42), #AT: 1, DMG: Fist
Gundgathol dwarves have for their ancestors, use (1d4). Ability Scores: S 16, I 10, W 9, D 16, C 17, Ch
this room to house slaves. The chamber smells of 14. As a follower of Geddinthor, Kilearn prefers the
sweat, feces, and death. In the northern corner of the axe over the hammer. He is familiar with the furnaces
chamber an emaciated dwarf, Mordrin Barrelstane, is and the mining and transportation of mithril and coal
close to death. If approached he will attempt to scurry from P7: The Mithril Lodes and P4: The Black Mines,
away but is simply too weak. If offered any kindness, respectively.
he will grab the closest PC by the arm, his eyes will 16. Storeroom: Barrels of potent duergar wine, crates
widen, and before he dies, he’ll whisper weakly in of dried foodstuffs, and large sacks of dried fungi, fill
dwarvish, “Baruk-Dzad. Baruk-Dzad!....Munedinul.” the storeroom. Hidden behind one the of the barrels
Those who speak dwarvish will translate Baruk-Dzad is (or what appears to be) a tiny dwarf. However, the
as “Black Hammer” and “Munedinul” to mean “Son tiny dwarf is a halfling slave in disguise. Under normal
of Munedin.” Munedinul (Pronounced: Mune-din-ewl) circumstances the duergar have no use for weak
is the password to enter Room 34. halflings. When Sorbo “Sootie” Softbottom, a Level 4
14. Armoury: The wooden door to this room is locked Halfling Thief, was first taken prisoner during a raid on
and reinforced with iron. The armour contains 21 hand the surface, his fellow dwarven slaves recommended
axes, 21 hammers, 7 battle axes, and 3 great hammers. he disguise himself as a young dwarf or be killed.
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They painted Sorbo with a soot beard to disguise him 18. Barrack: This long chamber is a military barrack.
as a young dwarf. Sorbo is indeed a poor labourer The room is lined with dwarf-size bunks. A total of
but is particularly intelligent and adept at learning fourteen Duergar Warriors (14) AL: LE, AC: 3 (Half
new languages (INT 18). The duergar high priest Plate and Shield), HD: 4, HP: Seven with 25 and seven
made Sorbo his personal slave due to his invaluable with 19, #AT: 1, Weapon: Seven with Hand Axe (1d6),
knowledge of the many languages of Dwarrowdeep’s Heavy Crossbow with 10 Bolts (1d8), and Seax Knife
inhabitants. He just recently ran away and hid in the (1d4+1) and seven with Military Pick (1d6), Heavy
storeroom. He has the following statistics: S 10, I 18, Crossbow with 10 Bolts (1d8), and Seax Knife (1d4+1),
W 15, D 16, C 13, Ch 12 and HP: 10 (20). Sorbo Treasure: 3d8ep, 2d10gp each, and three with doses of
can speak halfling, common, dwarven, duergar, kalas- Greatwort, occupy this chamber. There are three large
toa, troll, orc, goblin, bugbear, elf, half-elf, gnome, barrels of water and seven crates of dried fungi, fish,
dark elf, troglodyte, bullywug, morlock, and myconid. and jerky.
In addition, he can learn new languages in half the Two Duergar Warband Subleaders (F5) AL: LE, AC:
normal time. Sorbo knows something “special” must 2 (Plate and Shield), HD: 5, HP: 33 each, #AT: 1,
happen with his master’s key to open the chest in Room Weapon: Spiked Warhammer +2 (1d6)Hand Axe (1d6),
25 but does not know the exact details. Seax Knife (1d4+1), and Whip (1d4), Treasure: 3d10gp
17. This chamber enters a Secondary Passage that and 4d18pp, oversee the warriors.
extends east from Primary Encounter Area 6 (P6): The 19 and 21. The Great Foundry (East): This massive
Foundry on the Dwarrowdeep Hex Map. chamber, and Room 49, are the two great foundries
A. Guardroom: a group of Duergar Warriors (4) AL: of Gundgathol. Prior to the siege and exodus, all non-
LE, AC: Two with 3 (Half Plate and Shield) and two with dwarves were strictly forbidden from entering the great
3 (Platemail), HD: 4, HP: Two with 28 and two with 23, foundry. The Gundgathol dwarves view the foundries
#AT: 1, Weapon: Two with Military Pick (1d6), Heavy as sacred space. The foundries are a temple - a temple
Crossbow with 10 Bolts (1d8), and Seax Knife (1d4+1) where they once crafted artifacts of beauty and power
and two with Battle Axe (1d8), Heavy Crossbow with 10 from the bounty provided by Thaneduhr the All-Father
Bolts (1d8), and Seax Knife (1d4+1), Treasure: 2d10gp, and Dhurindain. To the Gundgathol dwarves the
2d8pp each, are on sentry duty in this side chamber. duergar merely plunder and defile the earth for its
There is a 1-2 on d6 chance that two of them are on wealth.
patrol 150 feet down the eastern passage. The dwarves constructed three massive furnaces to
B. Guardroom: A Duergar Warband Leader (F5) AL: LE, resemble crowned dwarven hellmouths. The furnace
AC: 2 (Half Plate and Shield +1), HD: 5, HP: 33, #AT: in the center depicts Thaneduhr the All-Father. To his
1, Weapon: Hand Axe +2 (1d6), Seax Knife (1d4+1), right, Dhurindain the Secret-Keeper, and to the left,
and Whip (1d4), Treasure: 3d10gp and 4d18pp, sits at Geddinthor the God of Battle.
a small table appraising gemstones while two Dargs An intense reddish-hot glow from the furnaces burns
AL: LE, AC: 6, HD: 3, HP: 20, 15, #AT: 1, DMG: 2d4 from their eyes and mouths. The heat is oppressive and
(and 1d6*), rest at his feet. the air hard to breath. The extreme heat is necessary for
The gems on the table include a Very Large Finely the refining and casting of mithril. The heat is controlled
Cut Rainbow Obsidian (155gp), Very Large Exquisite by water reservoirs adjacent to the furnaces.Mine carts
White Chalcedony (175gp), Large Finely Cut Bright are used to bring coal ore from the storage chambers
Yellow Mellochrysos (135gp), Very Large Broken Clear (East: Room 21 and West: 54) into the three furnaces.
Rock Crystal (105gp), Small Average White or Blue The massive chamber is in disrepair. Several 10x10
Moonstone (75gp), Large Exquisite Clear Green Zircon foot columns have crumbled and there are numerous
(155gp), and a Huge Finely Cut Pale Yellow Citrine collapses from the ceiling and the walls.
(180gp).
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Throughout the huge chamber Duergar Warriors (35) +1), HD: 8, HP: 50, #AT: 3/2, Weapon: Battle Axe +2
AL: LE, AC: 4 (Half Plate), HD: 4, HP: 20 each, #AT: 1, (1d8), Warhammer (1d6), Seax Knife +2 (1d4+1), and
Weapon: half with Warhammer (1d6), Light Crossbow Whip (1d4), Treasure: Runestone of Extra-Healing and
with 10 Bolts (1d6), Seax Knife (1d4+1), and Whip a Monk’s Habit, mounted on a Steeder AL: N, AC: 4,
(1d4) and the other half with Hand Axe (1d6), Heavy HD: 3, HP: 14, #AT: 1, DMG: 1d8.
Crossbow with 10 Bolts (1d8), Seax Knife (1d4+1), and There is a 1-4 on d6 chance of a priest reviewing the
Whip (1d4), Treasure: 3d8ep, 2d10gp, 2d8pp each, operation: Duergar Cleric of Dworgrim (CL6) AL: LE,
and a Monk’s Habit (see Barrowmaze) each, oversee AC: 2 (Plate +1), HD: 6, HP: 40, #AT: 1, Weapon:
the labour of their Dwarven Slaves (140) AL: NG, AC: Great Mace (1d8), Sling with 20 Stones +1 (1d4), and
10, HD: 1, HP: 4 each, #AT: 1, DMG: Pick Axe (1d6). Whip (1d4). Spells (3/3/2): Protection from Good, Cure
Twenty of these slaves are dwarven women. Light Wounds, Command; Hold Person, Bless, Holy
An additional seven dwarven slaves are classed fighters: Chant; Animate Dead, Striking, Treasure: 3d10gp,
Four Level 4 Fighters (HP: 12 (35), two Level 5 Fighters 4d18pp, Bag of Sticky Shrooms, Monk’s Habit, and a
(HP: 14 (42), and one Level 6 Fighter (HP: 15 (50). Platinum Holy Symbol of Dworgrim (500gp).
The duergar prefer the hardy dwarven slaves to work 20. This chamber enters a Secondary Passage that
the foundries but there are a smattering of other races: extends north from Primary Encounter Area 6 (P6): The
Gnome (Male and Female) AL: NG, AC: 7, HD: 3, HP: Foundry on the Dwarrowdeep Hex Map. There are
15 each, #AT: 1, DMG: Fist (1d2), Norker (Male) AL: normally 1d6+1 duergar warriors from Room 19 on
CE, AC: 7, HD: 3, HP: 15, #AT: 1, DMG: Fist (1d2), sentry duty located at this mouth of this entrance/exit.
Hobgoblin (Male) AL: LE, AC: 8, HD: 1+1, HP: 6, #AT: 21. See Room 19.
1, DMG: Fist (1d2), Elf (Male and Female) AL: N, AC: 22. Furnace Guardroom: Six Duergar Warriors (6) AL:
8, HD: 3, HP: 12 each, #AT: 1, DMG: Fist (1d2), and LE, AC: 3 (Half Plate and Shield), HD: 4, HP: 22 each,
a Derro (Male) AL: CE, AC: 7, HD: 3, HP: 12, #AT: 1, #AT: 1, Weapon: Hand Axe (1d6), Heavy Crossbow
DMG: Fist (1d2). with 10 Bolts (1d8), and Seax Knife (1d4+1), Treasure:
The slaves are bound with manacles at the ankle and 3d8ep, 2d10gp, 2d8pp each, are on sentry duty in this
wrist and move at a slow pace unless whipped. The chamber. They are accompanied by a Darg AL: LE, AC:
dwarves are emaciated and only fed enough to keep 4 (Chainmail Barding), HD: 3, HP: 15, #AT: 1, DMG:
them alive. Their beards are matted and overgrown. 2d4 (and 1d6*). The warriors are intent on playing (and
Most wear only loincloths due to the oppressive heat. betting) on a dice game but do so in hushed tones to
Some of the dwarves fill mine carts in the storage avoid detection by their officer in Room 23.
chambers (Room 21), others push carts of ore to the A. Warrior Barrack: Four Duergar Warriors (4) AL: LE,
furnaces, others shovel coal into the furnaces, and AC: 3 (Half Plate and Shield), HD: 4, HP: 24 each,
other slaves are being whipped for insubordination. #AT: 1, Weapon: Military Pick (1d6), Heavy Crossbow
The warriors are directed by three Duergar Warband with 10 Bolts (1d8), and Seax Knife (1d4+1), Treasure:
Subleaders (F5) AL: LE, AC: 2 (Half Plate and Shield 3d8ep, 2d8pp each. Two have doses of Greatwort, are
+1), HD: 5, HP: 33 each, #AT: 1, Weapon: Hand Axe unarmoured (AC: 8), and asleep on their bedrolls.
(1d6), Warhammer (1d6), Seax Knife (1d4+1), and 23. Officer Barrack: A Duergar Warband Leader (F8)
Whip (1d4), Treasure: 3d10gp and 4d18pp, and a AL: LE, AC: 1 (Platemail +2), HD: 8, HP: 56, #AT:
Monk’s Habit, with Dargs (3) AL: LE, AC: 6, HD: 3, 3/2, Weapon: Battle Axe +2 (1d8), Warhammer (1d6),
HP: 15, #AT: 1, DMG: 2d4 (and 1d6*). Seax Knife +2 (1d4+1), and Whip (1d4), Treasure:
The entire operation is under the command of Dalzok, a 3d10gp and 4d18pp, Chest Key, sits at a table carving
Duergar Warband Leader (F8) AL: LE, AC: 2 (Platemail a runestone to Dworgrim. It reads, “I, Galgol, Son of
167
Galrak Whitebeard, carved these runes in honour of In the small closet is a Large Ornate Metal Chest.
Dworgrim the Gray One.” Beside the table is a bed The sides of the chest are decorated with dwarven
and a Small Chest (Locked): 35pp, 75gp, and Gold hellmouths. The chest is Double Locked and deviously
Armbands (100gp each). Trapped (the key is in Room 24). To open the chest,
the key must be inserted and turned clockwise once
24. The Forge-Temple of Dworgrim: The sound of ritual until a click is heard. The key must then be turned twice
prayer can be heard in the hallway outside this door. counter-clockwise until two more clicks are heard. Only
High Priest Brogdur Whitebeard, a Duergar Cleric of turning the key in this manner will deactivate the trap.
Dworgrim (CL7) AL: LE, AC: 2 (Plate +1), HD: 7, HP: If a PC attempts to open the lid after only a single turn
45, #AT: 1, Weapon: Great Mace +1 (1d8), Sling +2 of the key, the trap mechanism will engage. Almost
with 20 Stones (1d4), and Whip (1d4). Spells (4/3/2/1): instantaneously, the center hellmouth below the lock
Protection from Good, Detect Good, Cure Light will discharge Paralytic Powder into the face of the
Wounds, Command; Hold Person, Bless, Holy Chant; key-holder (Save versus Paralysis at -2). If the target
Animate Dead, Striking; Protection from Good 10’ makes his save, he is allowed a Dexterity Check to
Radius, Treasure: 3d10gp, 4d18pp, Dose of Greatwort, avoid the next two hellmouths. From the right and left
Bag of Sticky Shrooms, Three Keys (Door to Room 25 of the first, two additional hellmouths will squirt gouts
and Chest, as well as Room 41), Runestone of Curing, of acid for (3d6 total points of damage each, save for
and a Mithril Holy Symbol of Dworgrim (5,000gp), half unless the first save was failed). All items on the
leads his followers in prayer. target must make saving throws versus Death using the
PCs unmodified saving throws or be destroyed by the
Two lesser priests Duergar Cleric of Dworgrim (CL5) acid. Magical bonuses apply. The acid does additional
AL: LE, AC: 2 (Plate and Shield), HD: 5, HP: 31 and damage a round later (1d6). However, items do not
29, #AT: 1, Weapon: Mace (1d6), Sling with 20 Stones need to make an additional saving throw.
(1d4), and Whip (1d4). Spells (3/2/1): Protection from Inside the chest are the following magical items:
Good, Cure Light Wounds, Command; Hold Person, Runestone of Ice, Runestone of Fireballs, Runestone
Bless; Striking, Treasure: 4d18pp, Bag of Sticky Shrooms, of Life Trapping, Spellstone: Heal, Stoutblade Dagger
and a Gold Holy Symbol of Dworgrim (300gp), attend +3, and a Runestone of Controlling Earth Elementals.
him on either side of an altar along the north wall. In addition, there is a hoard of the finest gemstones
the party has ever seen: Large Broken Light Green
Brogdur is blessing a group of Duergar Warriors (8) Jade (1,450gp), Medium Average Bright Red Jacinth
AL: LE, AC: 3 (Platemail), HD: 4, HP: Four with 28 (1,600gp), Very Large Broken Pale Blue Opal (1,950gp),
and four with 21, #AT: 1, Weapon: Four with Great Very Large Flawed Bright Red Jacinth (2,100gp), Very
Hammer (1d8), Heavy Crossbow with 10 Bolts (1d8), Large Average Bright Red Jacinth (2,200gp), Huge
and Seax Knife (1d4+1) and four with Hand Axe (1d6), Broken King’s Tear (2,450gp), Small Finely Cut Deep
Heavy Crossbow with 10 Bolts (1d8), and Seax Knife Green Emerald (3,900gp), Large Exquisite Bright Red
(1d4+1), Treasure: 2d10gp and 2d8pp each, who will Jacinth (4,700gp), and a Huge Exquisite Translucent
be elevated in rank to warband leaders. Star Ruby (5,700gp).
26. Priest Barracks: This chamber is a simple barrack
25. High Priest’s Quarters: The door to this room is for three Duergar Clerics of Dworgrim (CL5) AL: LE,
locked and trapped with Dworgrim’s Ward. This spell AC: 2 (Plate and Shield), HD: 5, HP: 31 each, #AT: 1,
is akin to Hammer Ward (see New Spells), except a Weapon: Mace (1d6), Sling with 20 Stones (1d4), and
ghostly white mace attacks the intruder (4d6 points of Whip (1d4). Spells (3/2/1): Protection from Good, Cure
damage). Using the key (Room 24) will deactivate the Light Wounds, Command; Hold Person, Bless; Striking,
trap. Inside the room is a simple bed, a table and chair, Treasure: 3d10gp, 4d18pp, and a Gold Holy Symbol of
and a small altar with a Platinum Figurine of Dworgrim Dworgrim (300gp). All three have doses of Greatwort
(1,500gp). Tiled murals around the walls depict the epic and Bags of Sticky Shrooms.
victory of House Whitebeard over House Stoneborn to
retake Gundgathol.
168
The room contains three beds and a square table. The started to question his faith. His hands and tongue can
clerics are seated at the table carving and blessing only be addressed by means of a Heal spell (for each).
magical runestones. On the table are the following: Gromad, Son of Gromli “One Ear” Fireforge, Level
Runestone Arrowhead +2, Runestone of Extra-Healing, 5 Dwarven Fighter AL: NG, AC: 9 (Dex), HD: 5, HP:
Runestone of Delusion, and a Runestone of Missile 6 (45), #AT: 1, DMG: Fist (1d2) Ability Scores: S 16, I
Attraction. 10, W 9, D 13, C 17, Ch 11. Gromad is a fierce dwarf
27. Cell Guardroom: Duergar Warriors (4) AL: LE, with bright red hair and tattoos down the length of both
AC: 3 (Half Plate and Shield), HD: 4, HP: 24 each, arms.
#AT: 1, Weapon: Shortsword (1d6), Heavy Crossbow The duergar use him in their weapons training exercises
with 10 Bolts (1d8), Seax Knife (1d4+1), and Whip (Room 15) and then heal him back to low health. Like
(1d4), Treasure: 3d8ep, 2d10gp, 2d8pp each, led by Nairn, he has reached his breaking point. His body is
a Warband Leader (F7) AL: LE, AC: 2 (Platemail +1), covered in the scars of battle and torture.
HD: 7, HP: 42, #AT: 3/2, Weapon: Great Hammer +1 31. The double doors to this chamber are sealed and
(1d8), Warhammer (1d6), Seax Knife (1d4+1), and Whip made of stone. The arch around the door is carved
(1d4), Treasure: 3d10gp and 4d18pp, with a Darg AL: in a geometric design with dwarves faces. The door is
LE, AC: 4 (Chainmail Barding), HD: 3, HP: 15, #AT: 1, double-trapped with Hammer Ward (4d6) and Runes of
DMG: 2d4 (and 1d6*), occupy this guardroom. Dhurindain (Fire Blast, 14 points of damage).
Every three hours two warriors and the darg patrol in Inside is an ornate stone throne decorated with the
a loop south to the primary passage, northeast up to symbol of House Ironforge. Massive statues of forge-
Room 19, and the west back to Room 27. There is a 1-2 smiths stand on either side of the throne. The throne
on d6 chance they are on patrol when the PCs arrive. is bejewelled with seven Huge Rubies (500gp each),
28. Slave Pen: The door to this chamber is made of seven Emeralds (500gp each), and seven King’s Tears
wood with a barred hole to observe inside the cell. (500gp each).
There are 21 emaciated Dwarf (Male) Slaves AL: NG, The throne is magical and offers a single blessing:
AC: 10, HD: 1, HP: 4 each, #AT: 1, DMG: 1d2. The first dwarf to sit on the throne will be blessed and
29. Slave Pen: Like Room 28, the door to this room has receive +1 to his/her constitution (permanent). The
a barred hole. Inside are 14 Dwarf (Male) Slaves in first non-dwarf to sit on the throne will be blessed with
poor health AL: NG, AC: 10, HD: 1, HP: 4 each, #AT: Dwarven Stone Sense (also permanent).
1, DMG: 1d2.
30. The Hole: The door to this chamber is made of If any attempt is made to loot the throne, the two statues
rusted steel. The duergar chain slaves who are “trouble- will animate as Advanced Sentinel of the Ancestors (2)
makers” against the wall and subject them to torture. AL: N, AC: 8, HD: 8, HP: 60 each, #AT: 2, DMG:
The two slaves are Nairn and Gromad: 1d6+2 per attack, to destroy the intruders.
Nairn, Son of Nali, Grandson of Nalmorn “Stonehead” There is a 1-2 on d6 chance of damaging the gems
Hillhammer, Level 4 Cleric of Dhurindain AL: NG, AC: (halving the value) if extracted by a non-thief or a thief
9 (Dex), HD: 4, HP: 4 (27), DMG: Fist (1d2), Ability lower than level 6.
Scores: S 16, I 10, W 16, D 13, C 17, Ch 12. When 32. Two Dwargoyles (2) AL: CE, AC: 5, HD: 4, HP:
the duergar learned that Nairn was a priest of the false 25, #AT: 4 or 1, DMG: 1d3/1d3/1d6/1d4 or Stone
god Dhurindain, they broke his fingers to end his spell- Hammer (1d12) stand guard in this chamber. One
casting ability. When he still quietly preached the word will attempt to flee west and warn the warriors of the
of the Secret-Keeper, the duergar cut out his tongue. intrusion in Room 38.
After centuries of heavy labour and torture Nairn has
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33. The duergar clerics trapped the door (specifically After the Stone Mouth discharges two Runestone
the dwarven face carved into the door arch) with Face Golems (2) AL: N, AC: 3, HD: 7, HP: 40, #AT: 1, DMG:
of Dworgrim (see Face of Dhurindain). Inside the room 1d10, hidden in the dark alcove at the back of the crypt
is a small armoury with three sets of platemail and (A), will activate and attack the intruders.
seven sets of Half Plate on armour stands. There are The sarcophagus contains the skeletal remains
also three helms and 14 hand axes. The equipment is of Munedal, Son of Munedrin “the Mighty”
crafted in duergar style. Hammerhand. Laid beside his remains is a Silver Coffer
34. The door to this chamber is sealed and made of with a king’s ransom in gemstones: Medium, Average,
stone. There are 24 stone dials on the front of the door. Deep Green Emerald (1,600gp), Large, Finely Cut,
Above each dial is a dwarven rune representing the Deep Crimson Ruby (4,200gp), Huge, Exquisite, Deep
alphabet A-Z. All the dials are in the down position. To Green Emerald (5,700gp), Very Large, Flawed, Deep
open the door, the PCs must spell the word “Munedinul” Crimson Ruby (2,100gp), Huge, Flawed, Bright Red
by turning each respective dial upwards. Repeated Jacinth (2,600gp), and a Huge, Broken, Clear Blue
letters (u and n) must be turned twice as the name is Sapphire (2,450gp).
spelled out. The password Munedinul (Translation: Son Munedin was buried in his Ornate Mithril Platemail +3,
of Munedin and pronounced Mune-din-ewl) can be Round Mithril Shield +2 of Spell Turning emblazoned
learned from Mordrin Barrelstane in Room 13. The with the sigil of House Hammerhand, and “Baruk-
door is enchanted with the sacred runes of Thaneduhr Dzad” the Black Hammer. The Black Hammer was
and cannot be breached by any means mundane or forged in the immediate aftermath of the civil war within
magical. See page 134. House Stoneborn and the exile of the gray dwarves.
The door opens into a long 60x30 foot chamber. A To ensure House Stoneborn possessed a weapon of
set of seven broad dwarven stairs lead up 10 feet to power to use against its banished kin, House Ironforge
a sarcophagus. The back of the crypt is dark. Murals crafted “Baruk-Dzad.” This weapon is a Mithril Spiked
on the wall depict Munedal, Son of Munedrin “the Warhammer +3 Dwarven Thrower. In the hands of a
Mighty” Hammerhand wielding the Black Hammer mountain dwarf the warhammer can be thrown 40 feet
defeating Yzkill, the great goblin chieftain, in single and return to the wielder. When thrown it strikes for
combat. Show Dwarrowdeep Illustration #18. double damage. Its purpose is to slay duergar and it
There are two traps in this room activated by pressure strikes triple damage on a successful hit against gray
plates on the stairs. The traps can be avoided by walking dwarves (instead of giantkind). The weapon crackles
up the seventh stone of each row of stairs (the stairs are with magical energy during battle. The weapon is a
eight stones across from wall to wall, counting left to Warhammer +1 in the hands of a non-dwarf.
right) leading up to the sarcophagus. Hints regarding 35. Tool Shop: This chamber is a tool shop to supplement
the number seven are provided in the runes carved in the forges (Room 40). Tools such as hammers, chisels,
the crypt murals. and bellows, hang from the walls and are neatly
The side of the sarcophagus facing the stairs is carved in arranged on tables. There is also a seated sharpening
the likeness of Munedal Hammerhand. Stepping on any grinder.
stone other than the seventh will trigger the discharge of 36. Slave Hold: The door to this chamber is locked.
two wards: Face of Dhurindain and Stone Mouth (Great Inside are Dwarf Slaves (14) AL: NG, AC: 10, HD: 1,
Shout). All those who behold the sarcophagus must HP: 4 each, #AT: 1, DMG: Fist (1d2). One of them is
save or be Petrified. After the Face of Dhurindain has Brunna Battlehammer, a Level 5 Dwarven Fighter AL:
been activated, the Stone Mouth will discharge a Great NG, AC: 9 (Dex), HD: 5, HP: 3 (45), #AT: 1, DMG:
Shout. All those turned to stone must Save versus Death Fist (1d2), Ability Scores: S 15, I 12, W 2, D 13, C 16,
or be shattered into tiny stone pieces. Those shattered Ch 14. Brunna is a female dwarven warrior. Due to
into rubble cannot be resurrected short of a Wish. the lopsided birthrate, dwarven women are rare. This
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group of slaves have been together for decades and and the red glow of active forges from B and E spill
are accustomed to looking after each other. She will out into the hallway. The entrance of each forge is
implore the party to save them and hope to join her kin guarded by a Dwargoyle (4) AL: CE, AC: 5, HD: 4,
on the surface. HP: 25 each, #AT: 4 or 1, DMG: 1d3/1d3/1d6/1d4 or
37. Slave Hold: The door is open. This chamber is Stone Hammer (1d12). The northern wall has partially
empty. Some of the slaves from Room 19 are quartered collapsed.
here. A. This chamber contains a reservoir of dark, clear
38. Barrack: A force of Duergar Warriors (10) AL: LE, water for use in the adjacent forges.
AC: 3 (Half Plate and Shield), HD: 4, HP: Five with 22 B. A Duergar Master Smith (F8) AL: LE, AC: 3 (Platemail),
and five with 20, #AT: 1, Weapon: Five with Military Pick HD: 8, HP: 50, #AT: 3/2, Weapon: Forge Hammer
(1d6), Heavy Crossbow with 10 Bolts (1d8), and Seax (1d6), Warhammer (1d6) and Seax Knife (1d4+1),
Knife (1d4+1) and five with Warhammer (1d6), Heavy Treasure: 1d10gp and 3d8pp, is at work forging axe
Crossbow with 10 Bolts (1d8), and Seax Knife (1d4+1), blades. His Darg AL: LE, AC: 4 (Chainmail Barding),
Treasure: 3d8ep and 2d10gp each, and a Duergar HD: 3, HP: 15, #AT: 1, DMG: 2d4 (and 1d6*), lies in
Warband Leader (F7) AL: LE, AC: 2 (Half Plate +1 the corner.
and Shield), HD: 7, HP: 40, #AT: 3/2, Weapon: Hand C. This forge is unoccupied.
Axe +2 (1d6), Seax Knife (1d4+1), and Whip (1d4), D. The forge is empty. A shiny new Battle Axe Blade +2
Treasure: 3d10gp and 4d18pp, occupy this chamber. lies complete on an anvil.
The chamber is furnished with simple bunk beds. A E. This forge is alive with the forge chanting of a
Darg AL: LE, AC: 2 (Platemail Barding), HD: 3, HP: Duergar Master Smith (F8) AL: LE, AC: 8 (Ring of
15, #AT: 1, DMG: 2d4 (and 1d6*), sleeps between the Protection +2), HD: 8, HP: 45, #AT: 3/2, Weapon:
doors on the eastern wall. Forge Hammer (1d6) and Seax Knife (1d4+1), Treasure:
39. Forge Guardroom: A small contingent of Duergar 1d10gp, 3d8pp. As his hammer beats steel, the smith
Warriors (6) AL: LE, AC: Three with 3 (Platemail) and rhythmically sings a song in a deep low voice that
three with 3 (Half Plate and Shield), HD: 4, HP: Three praises the strength and courage of his people.
with 26 and three with 20, #AT: 1, Weapon: Three with 41. This door is locked. The key is in Room 24. The
Great Hammer (1d8), Heavy Crossbow with 10 Bolts door is trapped with a double Hammer Ward (4d6
(1d8), and Seax Knife (1d4+1) and three with Military each). This small vault like chamber contains an altar
Pick (1d6), Heavy Crossbow with 10 Bolts (1d8), and devoted to Dworgrim with ingots of precious metal for
Seax Knife (1d4+1), Treasure: 2d10gp, 2d8pp each, the forges. There are 21 Silver Ingots (50gp each), 14
led by a Duergar Cleric of Dworgrim (CL6) AL: LE, Electrum Ingots (100gp each), 7 Gold Ingots (500gp
AC: 3 (Plate), HD: 6, HP: 40, #AT: 1, Weapon: Great each), 3 Platinum Ingots (1,000gp each), and 1 Mithril
Mace (1d8), Sling with 10 Stones +2 (1d4), and Whip Ingot (5,000gp).
(1d4). Spells (3/3/2): Protection from Good, Cure Light 42. Guardroom: A sizeable force of duergar occupy
Wounds, Command; Hold Person, Bless, Holy Chant; this room against possible incursion. There are seven
Animate Dead, Striking, Treasure: 3d10gp, 4d18pp, Duergar Warriors (7) AL: LE, AC: 2 (Plate and Shield),
Bag of Sticky Shrooms, and a Platinum Holy Symbol of HD: 4, HP: 21 each, #AT: 1, Weapon: Four with Hand
Dworgrim (500gp), guard the entry into the foundry’s Axe (1d6), Heavy Crossbow with 10 Bolts (1d8), and
lesser forges. It is likely (1-4 on d6) that the cleric is in Seax Knife (1d4+1) and three with Military Pick (1d6),
either 40A (1-3) or 40E (4-6) to bless smith’s work. Heavy Crossbow with 10 Bolts (1d8), and Seax Knife
40. Lesser Forges: This small complex is the location of (1d4+1), Treasure: 1d10gp and 2d8pp each.
the lesser forges. Rooms B-E contain a fully equipped
forge. Each forge has an adjacent storage chamber
with filled with coal and iron ore. The clanging of steel
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They are led by a Duergar Cleric of Dworgrim (CL6) 46. Steeder Pen: The duergar warriors in Room 48
AL: LE, AC: 3 (Plate), HD: 6, HP: 40, #AT: 1, Weapon: use this chamber as a stable for their Steeders (6) AL:
Great Mace +1 (1d8), Sling with 20 Stones +2 (1d4), N, AC: 4, HD: 3, HP: 14 each, #AT: 1, DMG: 1d8.
and Whip (1d4). Spells (3/3/2): Protection from Good, The steeders are normally (1-5 on d6) harnessed and
Cure Light Wounds, Command; Hold Person, Bless, saddled to ensure their readiness for patrols. Clerics
Holy Chant; Animate Dead, Striking, Treasure: 3d10gp, and warband leaders possess a silent whistle to call
4d18pp, and a Platinum Holy Symbol of Dworgrim spiders that only they can hear.
(500gp). He also has a dose of Greatwort and a Bag of 47. The slope at this location descends approximately
Sticky Shrooms, and a Duergar Warband Leader (F8) 60 feet. The slope leads west from Primary Encounter
AL: LE, AC: -2 (Platemail +2 and Shield +2), HD: 8, Area 6 (P6): The Foundry along the Primary Passage
HP: 60, #AT: 3/2, Weapon: Hand Axe +2 (1d6), Seax toward S20 on the Dwarrowdeep Hex Map.
Knife +2 (1d4+1), and Whip (1d4), Treasure: 3d10gp A group of three Pack Lizards AL: N, AC: 6, HD: 2, HP:
and 4d18pp, and a Runestone of Giant Strength with a 8, #AT: 1, DMG: 1d3, are hitched at this location. Their
Darg AL: LE, AC: 4 (Chainmail Barding), HD: 3, HP: baskets are empty as they await escort back to P7: The
15, #AT: 1, DMG: 2d4 (and 1d6*). In addition, the Mithril Lodes.
duergar allow their four Steeders AL: N, AC: 4, HD: 48. Guardroom and Barracks: Two Duergar Clerics
3, HP: 14, #AT: 1, DMG: 1d8, to range 100-300 feet of Dworgrim (CL6) AL: LE, AC: 1 (Platemail +2), HD:
down the passage to feed but will return when they 6, HP: 40 and 35, #AT: 1, Weapon: Great Mace +1
sound their silent whistles. (1d8), Sling with 20 Stones (1d4), and Whip (1d4).
43. This chamber enters a Secondary Passage that Spells (3/3/2): Protection from Good, Cure Light
extends southwest from Primary Encounter Area 6 (P6): Wounds, Command; Hold Person, Bless, Holy Chant;
The Foundry on the Dwarrowdeep Hex Map. Animate Dead, Striking, Treasure: 3d10gp, 4d18pp,
44. Slave Hold: The dwarves at work in Room 49 Bag of Sticky Shrooms, and a Platinum Holy Symbol of
normally occupy this chamber. It is foul and squalid. Dworgrim (500gp), and a Duergar Warband Leader
Under a loose stone are 1d3 Mundane Runestones. (F6) AL: LE, AC: 3 (Platemail), HD: 6, HP: 38, #AT:
45. Hall of Records: The door to this chamber was burnt 1, Weapon: Battle Axe (1d8), Warhammer (1d6), Seax
out long ago. This was once a great hall of records but Knife (1d4+1), and Whip (1d4), Treasure: 3d10gp and
was destroyed by the duergar. The duergar used this 4d18pp, are seated at a table discussing the return
chamber as a slave pen at some point in the past - escort of the pack lizards in Room 46 to P7: The Mithril
an indignity no Gundgathol dwarf could bear. There Lodes.
are piles of destroyed and moldy books and scrolls A. Barrack: This room is spartan. The Duergar
throughout the room. Warriors (5) AL: LE, AC: 2 (Plate and Shield), HD: 4,
HP: 22 each, #AT: 1, Weapon: Warhammer (1d6),
Scrolls, Books, and Runestones: 427 Light Crossbow with 10 Bolts (1d6), and Seax Knife
Items of Value: 1d4+2 Random Mundane (1d4+1), Treasure: 3d8ep, 2d10gp, 2d8pp each, are
Runestones, Runic Tablet (Barrowmaze), Scroll backing up their belongings to leave on patrol.
with the following Clerical Spells: Blessed Stone, B. Barrack: Like A, this room has no furnishings. These
Circle of Stones, Stonebeard, and Courage of the Duergar Warriors (5) AL: LE, AC: 3 (Half Plate and
Ancestors, Seax Knife +1 Luck Blade, Runestone of Shield), HD: 4, HP: 25 each, #AT: 1, Weapon: Military
Curing, Runestone of Prayer, a Pouch with 1d4+1 Pick (1d6), Heavy Crossbow with 10 Bolts (1d8), and
Runestones of War, three Runestones of Impact, Seax Knife (1d4+1), Treasure: 3d8ep, 2d10gp, 2d8pp
and the Divining Runestone Key (Room 8). each, will remain in the foundry. They are at rest in their
bedrolls and are unarmoured (AC: 10).
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C. Barrack: These Duergar Warriors (4) AL: LE, AC: 3 54. See Room 19. Normally dwarven slaves located
(Platemail), HD: 4, HP: 24, #AT: 1, Weapon: Battle Axe in the ore storage dumps are busy shovelling coal into
(1d8), Heavy Crossbow with 10 Bolts (1d8), and Seax mine carts for transportation to the furnace. In the
Knife (1d4+1), Treasure: 3d8ep, 2d10gp, 2d8pp each, meantime, empty carts are being pushed back to be
will be joining the escort patrol to the Mithril Lodes and filled. The guards oversee the slaves and whip them as
are awaiting orders to move out. necessary. The dwarves are so accustomed to being
49 and 54. See Room 19 and 21 for the description, beaten, they pay little attention to the lash.
except there are 28 duergar warriors (with the same 55. Guardroom: This guardroom is empty except for a
number of subleaders and leaders and 119 dwarven table and four stools. The warriors are on the floor of
slaves (with seven additional classed fighters). the foundries overseeing the slaves.
50. Guardroom: Duergar Warriors (4) AL: LE, AC: 3
(Half Plate and Shield), HD: 4, HP: 20 each, #AT: 1,
Weapon: Warhammer (1d6), Light Crossbow with 10
Bolts (1d6), and Seax Knife (1d4+1), Treasure: 3d8ep,
2d10gp, 2d8pp each, and a Darg AL: LE, AC: 4
(Chainmail Barding), HD: 3, HP: 15, #AT: 1, DMG:
2d4 (and 1d6*), guard the entrance into the Great
Foundry.
51. Guardroom: This room is empty. The guards
currently on duty in Room 49 normally occupy this
chamber. There are seven beds with dirty linens. Two
have Small Chests (both Locked and Trapped with
Poison Needles, Save or Die): they contain a Runestone
of Sharpening, and the following gems: Very Large
Average Red-Brown Spinel (500gp), Large Exquisite
Yellow-Green Chrysoberyl (650gp), Small Average Pale
Green Tourmaline (200gp), and a Medium Exquisite
Lime Green Peridot (550gp). The second chest contains
1d3 Random Mundane Runestones and three gems:
Large Exquisite Green Aquamarine (650gp), Very
Large Exquisite Transparent Ziose (750gp), and a Small
Exquisite Deep Purple Amethyst (450gp).
52. This guardroom is empty except for seven dirty
beds.
53. Guardroom: Like Room 50, these Duergar
Warriors (3) AL: LE, AC: 3 (Half Plate and Shield), HD:
4, HP: 22 each, #AT: 1, Weapon: Military Pick (1d6),
Heavy Crossbow with 10 Bolts (1d8), and Seax Knife
(1d4+1), Treasure: 3d8ep and 2d10gp each, guard the
ore-entrance to the Great Foundry. One of the warriors
has a Runestone of Shielding.
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P7: Mithril Lodes Scaling and Party Level
The Mithril Lodes are located in one of the deepest The Mithril Lodes are designed for character levels 5-7
levels of Gundgathol. The dwarves view the streams of or higher. If the PCs are significantly below this range,
mithril silver running through the stone to be a blessing or significantly above, the referee is encouraged to
of Dhurindain. adjust accordingly. Repeated incursions into the mines
The lodes are considered sacred space to the will draw reinforcements from P6 The Foundry or Gund-
Gundgathol dwarves. They view the mining of mithril Felek.
to be a spiritiual undertaking. The dwarves mined The Referee should strongly encourage players to
mithril exclusively by hand. Non-dwarves were strictly engage in scouting and surveillance prior to any
forbidden. incursion.
After the duergar took control, they abused Dhurindain’s Duergar Weapons and Equipment:
sacred bounty and mined the earth with no regard for Whip: Strikes for 1d4 points of damage. On a hit
its purity. The duergar primarily use dwarven slaves to the target must make a successful saving throw
mine mithril. They are hardy and skilled at extracting versus Paralyzation or fall prone (+4 to hit).
the precious metal from the stone. The ore is then
transported to P6: The Foundry or Gund-Felek for
refinement.
The Gundgathol dwarves insist on praying to Net: On a hit the target must make a successful
Dhurindain for his protection (Room 25) prior to mining saving throw versus Paralyzation or be caught. If
mithril in the lodes. They duergar allow it because the caught, movement is reduced to zero and it takes
Gundgathol dwarves refuse to work without the blessing one round to cut out of the net.
and protection of the Secret-Keeper. Greatwort: This brew increases the size of a
dwarf from four feet to six feet tall and provides
Water: Various areas within the mines are flooded a corresponding +1 to damage rolls. This liquid
with water. These flooded areas are marked on the functions for dwarves only.
map. Each time the PCs encounter a pool of water Steeder Saddles: The duergar use steeders
roll 1d6 for the depth and make a note for future as mounts. The saddles are complicated with
reference on the map (1d6): (1-2) Ankle Deep, (3- numerous straps to keep the rider seated while
5) Knee Deep, (6) Waist Deep. upside down or vertical. It takes 1 turn for a rider
Mine Shafts: The Mithril Lodes are dotted with open to properly strap him or herself into a saddle.
pits. In this context, the open pits represent mine Silent Whistles: Duergar warband leaders and
shafts leaving down into the earth. To determine clerics possess high-pitched, silent whistles to call
the depth roll 1d6: (1-2) 20 feet, (3-4) 40 feet, (5) their steeder mounts.
50 feet, (6) Bottomless. Sticky Shrooms: A bag of sticky shrooms can be
Purple Worms: The dwarves believe the passage of thrown and cover a 10x10 area of effect. All those
the worms may, along with Dhurindain’s blessing, within, or move through, the area of effect must
seed the earth with the precious metal. This makes Save versus Paralyzation or be stuck for 1d4+1
mithril mining a dangerous undertaking. rounds.
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Mithril Lodes: Random Monsters 5. This chamber has partially collapsed along the
1-4 Duergar Warband southeastern wall. The floor is wet with water dripping
in from the ceiling.
5 Ochre Jelly (1) 6. Guard Outpost: Three Duergar Warriors (3) AL:
6 Amber Bulk (1) LE, AC: 2 (Plate and Shield), HD: 6, HP: 40 each,
7 Black Pudding (1) #AT: 1, Weapon: Hand Axe (1d6), Heavy Crossbow
8 Purple Worm (1) with 10 Bolts (1d8), and Seax Knife (1d4+1), Treasure:
3d10gp, 3d8pp each. Two of the warriors possess
1. The slope at this location leads upward approximately Sticky Shrooms, and are led by Marrug, a Duergar
60 feet. It leads northeast from Primary Encounter Area Warband Subleader (F7) AL: LE, AC: 0 (Plate +1 and
7 (P7): The Mithril Lodes along the Primary Passage Shield +1), HD: 7, HP: 50 each, #AT: 3/2, Weapon:
toward S22 on the Dwarrowdeep Hex Map. Spiked Warhammer +2 (1d6), Hand Axe (1d6), Seax
Knife (1d4+1), and Whip (1d4), Treasure: 3d10gp and
Three Pack Lizards AL: N, AC: 6, HD: 2, HP: 8, #AT: 1, 4d18pp, guard the underdark entrance (Room 7).
DMG: 1d3, are roped together and hitched to an iron 7. Passage to the Underdark: This is one of the tunnels
ring. They are harnessed but have not been loaded by the duergar used during their original assault on
the slaves. Gundgathol. This passage leads downward into the
bleak blackness of the underdark.
2. Guard Outpost: Duergar Warriors (3) AL: LE, AC: 8. This chamber enters a Secondary Passage that
2 (Plate and Shield), HD: 6, HP: 40 each, #AT: 1, extends southeast from Primary Encounter Area 7 (P7):
Weapon: Military Pick (1d6), Heavy Crossbow with 10 The Mithril Lodes on the Dwarrowdeep Hex Map.
Bolts (1d8), and Seax Knife (1d4+1), Treasure: 3d10gp, 9. “Dead” End: Cave Morays (6) AL: N, AC: 4, HD: 4,
3d8pp each, led by Dulgar, a Warband Leader (F7) HP: 28, 22, 20, 19, 18, 15, #AT: 1, DMG: 1–8, made
AL: LE, AC: 0 (Platemail +3), HD: 7, HP: 56, #AT: 3/2, a home in this dead end long ago.
Weapon: Battle Axe +1 (1d8), Warhammer (1d6), Seax
Knife (1d4+1), and Whip (1d4), Treasure: 3d10gp,
4d18pp, Dose of Greatwort, are on sentry duty.
The sounds of mining can be heard from Room 27. The duergar throw unwanted slaves into the corner
There is a 1-2 on d6 chance that two warriors escorting and watch them get torn to shreds by the ravenous
1d6+4 dwarven slaves bearing baskets of electrum ore, morays for sport. The warriors also throw garbage into
may appear from one of the two southern passages on the dead end. Several bones, a Silver Locket with the
their way to load the pack lizard in Room 1. Holy Symbol of Dhurindain (800gp), and two random
3. The duergar in Room 2 set a Deadfall Stone Trap in Mundane Runestones, protrude from a pile of earth
the northern entry passage to this chamber. A tripwire along the back wall.
will drop heavy stone from the ceiling for 4d6 points of 10. A crack in the back wall of this chamber vents
damage (Save versus Death to half the damage) and poisonous gas several times each day. There is a 1-3
will draw the attention of the guards in both Room 2. on d6 chance gas will vent while the PCs are present.
4. Steeder Den: The duergar allow their Steeders (3) All those in the 20-foot dead end must Save versus
AL: N, AC: 4, HD: 3, HP: 14 each, #AT: 1, DMG: 1d8, Poison or suffer the effects of Confusion for 1d6 turns.
to occupy this cave. The ceiling is high (40 feet) and 11. The corpse of a dwarven slave lies face down on
they are off the floor tucked into crevasses and natural the floor in a pool of coagulated blood. The back of
cave outcroppings. They will not attack the duergar and his head was crushed by a hammer blow. In his hand
receive a +2 on attacks from above. There is a 1-4 on in a Mundane Runestone that reads “Save us Mighty
d6 chance the spiders are harnessed. Dhurindain. I, Dimri Longbeard, carved these runes.”
175
12. Two rusty wheelbarrows are tipped on their side. 19. “Dead” End II: This dead end has been used as a
13. A rickety hand-cart (wheelbarrow) sits the end of latrine by the duergar warriors. Long abandoned, the
the short 20 foot eastern tunnel in this mine chamber. tunnel still smells of offal - a true affront to the sacred
The hand cart is a Mimic AL: N, AC: 7, HD: 9, HP: 42, earth of Dhurindain. Hidden in the pile (four turns of
#AT: 1, DMG: 3d4. searching) is a Rotting Pouch with a Huge Exquisite
14. This chamber is empty except for an open mine Red Garnet (850gp), Huge Average Brown-Green
shaft leading down into the center of the earth. Garnet (600gp), Large Exquisite Pale Brown Cassiterite
15. Thin veins of mithril run through this dead-end. (650gp), and a Huge Exquisite Bright Yellow Microlite
(850gp). Another three turns of searching will reveal a
Ring of Protection +3. Note that each turn of searching
may (1-5 on d6) lead to illness (see Giant Rat disease).
16. Silver Mine: A warband of Duergar Warriors (4) AL: 20. This chamber enters a Secondary Passage that
LE, AC: 2 (Plate and Shield), HD: 6, HP: 30 each, #AT: extends south from Primary Encounter Area 7 (P7): The
1, Weapon: Shortsword (1d6), Heavy Crossbow with Mithril Lodes on the Dwarrowdeep Hex Map.
10 Bolts (1d8), Seax Knife (1d4+1), and Whip (1d4), 21. Guard Outpost: The duergar posted Warriors (3)
Treasure: 3d10gp, 3d8pp each, led by a Subleader AL: LE, AC: 2 (Plate and Shield), HD: 6, HP: 32 each,
(F7) AL: LE, AC: 0 (Plate +1 and Shield +1), HD: 7, HP: #AT: 1, Weapon: Warhammer (1d6), Light Crossbow
50, #AT: 3/2, Weapon: Pick Axe +2 (1d6), Hand Axe with 10 Bolts (1d6), and Seax Knife (1d4+1), Treasure:
(1d6), Seax Knife (1d4+1), and Whip (1d4), Treasure: 2d10gp, 2d8pp each, here as sentries to monitor
3d10gp and 4d18pp, Runestone of Extra-Healing, activity along the secondary passageway heading
oversee the mining operation in this chamber. south (Room 20).
Fourteen Dwarf Slaves (14) AL: NG, AC: 10, HD: 1, 22. This chamber is empty. Water trickles down the
HP: 4 each, #AT: 1, DMG: Pick Axe (1d6) or Shovel stairs from Room 24.
(1d4), are at work under the whip of their oppressors. 23. Thin streams of mithril run through the western wall.
Half the number have pickaxes mining the walls and the 24. This chamber is empty. Water trickles from the
other half collect ore and fill baskets for transportation ceiling of the mine down the stairs to Room 22.
to Room 1 via the main passageway. One of the
dwarves is a Doppelganger AL: CE, AC: 5, HD: 4, HP:
30, #AT: 1, DMG: 1d12.
17. The duergar trapped this chamber with a tripwire. 25. Ruins of Dhurindain’s Temple: When the dwarves
Handing from a rope attached to the ceiling above first opened these mines and found mithril, they
the entrance is a glass vial filled with Yellow Mold AL: constructed a temple, set within the natural environment
N, AC: Always hit, HD: 2, HP: 2, #AT: Spores, DMG: of the cave, to honour Dhurindain for his blessings.
1d6*. There is only enough mold to affect the first two A massive 30x30 statue, over 50 feet tall, dominates
PCs to enter the room. the chamber. The representation of the Secret-Keeper is
18. Guard Outpost: Several Duergar Warriors (3) rough-hewn and his visage appears (as is custom) to be
AL: LE, AC: 2 (Plate and Shield), HD: 6, HP: 32 each, cut from stone. The ceiling collapsed at several points
#AT: 1, Weapon: Shortsword (1d6), Light Crossbow including large stalactites that have broken off and
with 10 Bolts (1d6), and Seax Knife (1d4+1), Treasure: damaged the statue. The Gundgathol dwarves refuse
2d10gp, 2d8pp each, are seated on rocks sharpening to work the mithril mines unless they are afforded the
their weapons. There is a 1-2 on d6 chance they are opportunity to pray for protection, albeit briefly, before
patrolling along a circuit heading east and south to the statue of Dhurindain before proceeding deeper
Room 19, west to Room 20, and then returning to this into the Mithril Lodes. The dwarves normally stand in a
chamber. group before the statue to offer their prayers.
176
There is a 1-2 on d6 chance that Dwarven Slaves (35) shipment of precious metal ore from Room 1 to P6: The
AL: NG, AC: 10, HD: 1, HP: 4 each, #AT: 1, DMG: Foundry. The leader possesses a silent whistle that will
Pick Axe (1d6) or Shovel (1d4), are in prayer as the call the steeders in Room 29 to him in three rounds.
PCs arrive at this location. If so, there are also Duergar Two steeder saddles sit on the floor of the chamber.
Warriors (5) AL: LE, AC: 2 (Plate and Shield), HD: 6, HP: 29. Steeder Den: The duergar allow Steeders (3) AL:
35, each #AT: 1, Weapon: Military Pick (1d6), Heavy N, AC: 4, HD: 3, HP: 14, #AT: 1, DMG: 1d8, to lair in
Crossbow with 10 Bolts (1d8), and Seax Knife (1d4+1), this chamber close to Room 1 for the purpose of patrols
and Whip (1d4), Treasure: 3d8gp and 2d10pp each. and emergencies.
The warriors are led by Dronkuz, a Warband Subleader The ceiling is high (50 feet). One is located on the
(F7) AL: LE, AC: 0 (Plate +1 and Shield +1), HD: 7, floor at the back of the chamber, and the other two are
HP: 50, #AT: 3/2, Weapon: Warhammer +2 (1d6), located above the entranceway (+2 to attack). They will
Hand Axe (1d6), Seax Knife (1d4+1), and Whip (1d4), not attack gray dwarves. There is a 1-4 on d6 chance
Treasure: 3d10gp and 4d18pp, Runestone of Enemy the spiders are harnessed.
Detection, who, at the conclusion of the prayer cracks 30. Silver Mine: A group of Dwarf Slaves (12) AL: NG,
his whip and commands the dwarves to work in Rooms AC: 10, HD: 1, HP: 4 each, #AT: 1, DMG: Pick Axe
16, 27, 30, 47, 50, and 51. (1d6) or Shovel (1d4), labour under the cruel yolk of
26. Thin streams of mithril run through the walls of this their masters. Have the slaves are digging in the alcoves
dead-end passage. of the room while the other half use shovels and fill two
27. Silver Mine: The sound of mining echoes down small hand carts for transportation east to Room 1.
the passages of this chamber. Dwarf Slaves (21) AL: Duergar Warriors (5) AL: LE, AC: 2 (Plate and Shield),
NG, AC: 10, HD: 1, HP: 4 each, #AT: 1, DMG: Pick HD: 6, HP: 3x35, 2x28 #AT: 1, Weapon: Military Pick
Axe (1d6) or Shovel (1d4), are mining silver from the (1d6), Heavy Crossbow with 10 Bolts (1d8), and Seax
northern and southeastern areas of this room. The Knife (1d4+1), and Whip (1d4), Treasure: 3d8gp and
salves are overseen by Duergar Warriors (4) AL: LE, 2d10pp each. Three have Sticky Shrooms.
AC: 2 (Plate and Shield), HD: 6, HP: 30 each, #AT: The are led by Dalhrin, a Warband Subleader (F7)
1, Weapon: Shortsword (1d6), Heavy Crossbow with AL: LE, AC: 0 (Plate +1 and Shield +1), HD: 7, HP: 50,
10 Bolts (1d8), Seax Knife (1d4+1), and Whip (1d4), #AT: 3/2, Weapon: Mace +2 (1d6), Hand Axe (1d6),
Treasure: 3d10gp, 3d8pp each, and Maarkmak a Seax Knife (1d4+1), and Whip (1d4), Treasure: 3d10gp
Warband Leader (F7) AL: LE, AC: 0 (Platemail +3), and 4d18pp, Runestone of Proof Against Fear, oversee
HD: 7, HP: 56, #AT: 3/2, Weapon: Battle Axe +2 the mining operation.
(1d8), Warhammer +1 (1d6), Seax Knife (1d4+1), and 31. A stream of mithril runs through this dead-end.
Whip (1d4), Treasure: 3d10gp, 4d18pp, Runestone of 32. This chamber enters a Secondary Passage that
Heroism, Dose of Greatwort. extends north from Primary Encounter Area 7 (P7): The
28. Guard Outpost: A handful of sentries include Mithril Lodes on the Dwarrowdeep Hex Map.
Duergar Warriors (3) AL: LE, AC: 2 (Plate and Shield), 33. Guard Outpost: Three Duergar Warriors (3) AL:
HD: 6, HP: 40 each, #AT: 1, Weapon: Military Pick LE, AC: 2 (Plate and Shield), HD: 6, HP: 32 each, #AT:
(1d6), Heavy Crossbow with 10 Bolts (1d8), and Seax 1, Weapon: Warhammer (1d6), Light Crossbow with 10
Knife (1d4+1), Treasure: 3d10gp, 3d8pp each. Bolts (1d6), and Seax Knife (1d4+1), Treasure: 2d10gp,
Argduhr, the Warband Leader (F7) AL: LE, AC: 0 (Plate 2d8pp each, are posted here to guard the secondary
+2 and Shield), HD: 7, HP: 52, #AT: 3/2, Weapon: passage (Room 32).
Hand Axe +2 (1d6), Seax Knife (1d4+1), and Whip
(1d4), Treasure: 3d10gp and 4d18pp, Runestone of
Levitation, are stationed in this chamber to oversee the
177
34. This room has a small collapse adjacent to a mine grown including Advanced Phycomids (Tan, Brown,
shaft. The two alcoves to the southwest are backlit by and Ochre) AL: N, AC: 4, HD: 3, HP: 22, 15, 12, #AT:
dark purple phosphorescent lichen. 1, DMG: See entry, Treasure: None.
35. The dead-end of this tunnel sparkles with a vein of 45. The end of this dead-end passage contains veins
gold. of mithril.
36. This chamber is empty. The sound of mining can be 46. Passage to the Underdark: This is one of the
heard from Room 51. tunnels the duergar used during their original assault
37. Guard Outpost: Three Duergar Warriors (3) AL: on Gundgathol. This passage leads down into the
LE, AC: 2 (Plate and Shield), HD: 6, HP: 28 each, #AT: underdark.
1, Weapon: Shortsword (1d6), Heavy Crossbow with 47. Mithril Mine: The sounds of a major mining
10 Bolts (1d8), Seax Knife (1d4+1), and Whip (1d4), operation echo down the passages of this chamber.
Treasure: 3d10gp, 3d8pp each, are posted here as The walls are braced with wood and water drips from
sentries. They are engrossed in a game of dice and the ceiling. Thin streams of silvery metal run through
may (1-4 on d6) not notice noise in the main chamber the stone of this chamber. The mithril shines bright in
to the north or the passage to the south. any light.
38. This chamber is empty. Duergar Warriors (7) AL: LE, AC: 2 (Plate and Shield),
39. Guard Outpost: Two Duergar Warriors (2) AL: LE, HD: 6, HP: Three with 35 and four with 30, #AT:
AC: 2 (Plate and Shield), HD: 6, HP: 32 each, #AT: 1, 1, Weapon: Three with Military Pick (1d6), Heavy
Weapon: Warhammer (1d6), Light Crossbow with 10 Crossbow with 10 Bolts (1d8), Seax Knife (1d4+1), and
Bolts (1d6), and Seax Knife (1d4+1), Treasure: 2d10gp, Whip (1d4), and four with Warhammer (1d6), Heavy
2d8pp each, monitor activity along this passage. Crossbow with 10 Bolts (1d8), Seax Knife (1d4+1), and
40. Three corpses of emaciated dwarven slaves lie Whip (1d4), Treasure: 3d8gp and 2d10pp each, and
slumped against the southern wall. One holds a piece a Warband Leader (F8) AL: LE, AC: 0 (Platemail +3),
silver ore (75gp) in its hand. The duergar trapped the HD: 7, HP: 70, #AT: 3/2, Weapon: Great Hammer +2
entrance with wire connected to a Deadfall Hammer (1d8), Warhammer +1 (1d6), Seax Knife (1d4+1), and
(4d6 points of damage, Death Save for half). Whip (1d4), Treasure: 3d10gp and 4d18pp, supervise
41. This chamber is empty except for three rusty shovels the operation under their cruel whips.
leaning against the southern wall. There are 21 Dwarf Slaves AL: NG, AC: 10, HD: 1,
42. This room is empty. The chamber has partially HP: 4 each, #AT: 1, DMG: Pick Axe (1d6) or Shovel
collapsed along the southeastern wall. (1d4) at work in the mine. Three of these slaves are
43. This chamber contains an open mine shaft in the classed Fighters (two Level 4 with HP: 15 (35) and one
western passage and an L-shaped tunnel to the east. Level 5 with HP: 16 (42).
Down the latter, there is a Icterine Fungi AL: N, AC: 5, Another is Dalfur, Blood of Daldur “Ogre Bane”
HD: 5, HP: 39, #AT: 1d4*, DMG: 1d8, waiting in the Stonehelm, Level 4 Cleric of Thaneduhr AL: LG, AC:
dark. 9 (Dex), HD: 4, HP: 4 (27), DMG: Shovel (1d6), Ability
44. The duergar long ago throw a half dozen dead Scores: S 15, I 10, W 17, D 13, C 18, Ch 15. The
dwarven slaves in the southwest corner of this room. duergar cut out Dalfur’s tongue so he cannot cast
Over the months, various molds and funguses have spells (his tongue can be regenerated through a Heal
spell). Dalfur is the leader of this group of slaves and
has kept many of them alive over the many decades
of enslavement. They will follow his commands without
hesitation.
178
A. A thick vein of mithril runs across this dead-end. Darbaal, a Cleric of Dworgrim (CL5) AL: LE, AC: 2
48. Three Duergar Warriors (3) AL: LE, AC: 2 (Plate (Plate and Shield), HD: 5, HP: 32, #AT: 1, Weapon:
and Shield), HD: 6, HP: One with 35 and two with Mace +2 (1d6), Sling with 10 Stones +1 (1d4), and
25, #AT: 1, Weapon: One with Mace +1 (1d6), Heavy Whip (1d4). Spells (3/2/1): Protection from Good, Cure
Crossbow with 10 Bolts (1d8), and Seax Knife (1d4+1), Light Wounds, Command; Hold Person, Bless; Striking,
and Whip (1d4), and two with Military Pick (1d6), Heavy Treasure: 3d10gp, 4d18pp, Bag of Sticky Shrooms,
Crossbow with 10 Bolts (1d8), and Seax Knife (1d4+1), and a Gold Holy Symbol of Dworgrim (300gp).
and Whip (1d4), Treasure: 3d8gp and 2d10pp each, 51. Silver Mine: The screams of a dwarf resonate along
oversee a group of Dwarf Slaves (11) AL: NG, AC: 10, the tunnels of this mine. A group of Dwarf Slaves (7)
HD: 1, HP: 4 each, #AT: 1, DMG: First (1d2), seated in AL: NG, AC: 10, HD: 1, HP: 4 each, #AT: 1, DMG:
the southwestern corner of this room. The dwarves are Pick Axe (1d6) or Shovel (1d4), are collectively being
at rest before replacing a shift in Room 50. whipped by Grygrin, a Duergar Warband Subleader
49. The duergar trapped a dwarven corpse in the back (F7) AL: LE, AC: 0 (Plate +1 and Shield +1), HD: 7, HP:
eastern alcove of this mine chamber. The dwarf sits with 45, #AT: 3/2, Weapon: Shortsword+2 (1d6), Hand Axe
his back against the wall and his arms around a basket (1d6), Seax Knife (1d4+1), and Whip (1d4), Treasure:
filled with ore (rocks). A rope is tied around the basket, 3d10gp and 4d18pp, and his Duergar Warriors (7)
hidden by his arms, and cleverly concealed up the back AL: LE, AC: 2 (Plate and Shield), HD: 6, HP: Three
wall. If the basket is touched the alcove will collapse with 36 and four with 28, #AT: 1, Weapon: Three
and cause 4d6 points of damage (Dexterity Check for with Hand Axe (1d6), Heavy Crossbow with 10 Bolts
half). There is a 1 on d6 chance warriors from Room (1d8), and Seax Knife (1d4+1), and Whip (1d4), and
51 might investigate. four with Warhammer (1d6), Heavy Crossbow with 10
50. Mithril Mine: Similar to Room 47, there are Dwarf Bolts (1d8), and Seax Knife (1d4+1), and Whip (1d4),
Slaves (14) AL: NG, AC: 10, HD: 1, HP: 4 each, #AT: Treasure: and 2d10pp each.
1, DMG: Pick Axe (1d6) or Shovel (1d4) at work under 52. Guard Outpost: There is a 1-4 on d6 chance the
the whips of the duergar. One of the slaves is an older sentries in this room are on patrol to Room 53 to the
dwarf by the name of Bandaric Barrelhame, Level 6 west. Otherwise, they are seated on stones in debate
Dwarven Thief AL: NG, AC: 8 (Dex), HD: 5, HP: 17 over allying with the “disgusting” kalas-toa. Duergar
(30), #AT: 1, DMG: Shovel (1d6). Ability Scores: S 13, Warriors (3) AL: LE, AC: 2 (Plate and Shield), HD: 6,
I 11, W 12, D 16, C 15, Ch 13. Bandaric is a self- HP: 40 each, #AT: 1, Weapon: Military Pick (1d6),
interested dwarf who has laboured for too long under Heavy Crossbow with 10 Bolts (1d8), Treasure: 3d10gp,
the duergar. He has a Shiv (1d6) coated in a Mushroom 3d8pp each, and Klarram, a Duergar Warband
Poison (Save or Die) hidden in his loincloth. Leader (F7) AL: LE, AC: 0 (Platemail +3), HD: 7, HP: 56,
The guards are Duergar Warriors (6) AL: LE, AC: 2 #AT: 3/2, Weapon: Battle Axe +2 (1d8), Warhammer
(Plate and Shield), HD: 6, HP: 3x30, 3x25, #AT: (1d6), Seax Knife +3 of Wounding (1d4+1), and Whip
1, Weapon: Three with Shortsword (1d6), Heavy (1d4), Treasure: 3d10gp, 4d18pp, Runestone of Giant
Crossbow with 10 Bolts (1d8), Seax Knife (1d4+1), Strength, Dose of Greatwort.
and Whip (1d4) and three with Military Pick (1d6), 53. This chamber enters a Secondary Passage that
Heavy Crossbow with 10 Bolts (1d8), and Seax Knife extends west from Primary Encounter Area 7 (P7): The
(1d4+1), and Whip (1d4), Treasure: 3d10gp, 3d8pp Mithril Lodes on the Dwarrowdeep Hex Map.
each. The warriors are commanded by Mulkgrin, a 54. Thin veins of mithril run through the walls of this
Warband Subleader (F7) AL: LE, AC: 0 (Plate +1 and dead-end passage.
Shield +1), HD: 7, HP: 50, #AT: 3/2, Weapon: Military 55. Streams of mithril run through the walls of this
Pick +2 (1d6), Hand Axe (1d6), Seax Knife (1d4+1), dead-end.
and Whip (1d4), Treasure: 3d10gp and 4d18pp and
179
56. This chamber is empty with the exception of three 62. Mine Outpost: Duergar Warriors (3) AL: LE, AC:
open barrels filled with water and four crates of dried 3 (Platemail), HD: 6, HP: 25 each, #AT: 1, Weapon:
fish and jerky (unknown) to feed the slaves. Great Hammer (1d8), Heavy Crossbow with 10
57. This chamber is empty. An open mine shaft descends Bolts (1d8) and Seax Knife (1d4+1), and Whip (1d4),
deep into the earth. Treasure: 3d10gp, 3d8pp each, are complaining about
58. Three dwarf corpses lie in a pile at the end of this the boredom of this post to each other. Their weapons
passage. They are covered in Yellow Mold AL: N, AC: are at the ready.
Always hit, HD: 2, HP: 14, #AT: Spores, DMG: 1d6*. 63. Mine Tier: Dwarf Slaves (28) AL: NG, AC: 10,
59. Guard Outpost: There is a 1d-3 on d6 chance HD: 1, HP: 4 each, #AT: 1, DMG: Pick Axe (1d6) or
that the guards of this chamber have gone on a patrol Shovel (1d4), forced into labour, are digging ore at this
200 feet north along the secondary passage (Room location. Half are digging with pick axes, one quarter
32). If they are present, they are resting and sharpening are shoveling the ore into baskets, and the last seven
their weapons. Duergar Warriors (3) AL: LE, AC: 3 are climbing the stairs to deposit the ore in Room 60
(Platemail), HD: 6, HP: 36 each, #AT: 1, Weapon: and return.
Two with Battle Axe (1d8) and one with Great Hammer Duergar Warriors (2) AL: LE, AC: 2 (Plate and Shield),
(1d8). Each has a Heavy Crossbow with 10 Bolts (1d8) HD: 6, HP: 30 each, #AT: 1, Weapon: Shortsword
and Seax Knife (1d4+1), and Whip (1d4), Treasure: (1d6), Heavy Crossbow with 10 Bolts (1d8), Seax Knife
3d10gp, 3d8pp each. (1d4+1), and Whip (1d4), Treasure: 3d10gp, 3d8pp
each, and Barrig, a Duergar Warband Subleader (F7)
Rooms 60-65 represent an open tiered mine. AL: LE, AC: 0 (Plate +1 and Shield +1), HD: 7, HP: 50,
There are 40-foot rough-hewn stone staircases #AT: 3/2, Weapon: Military Pick +2 (1d6), Hand Axe
cut into the tier walls leading down to Room 63 (1d6), Seax Knife (1d4+1), and Whip (1d4), Treasure:
and the again to Room 64. The stairs allow the 3d10gp and 4d18pp, stand near them cracking their
dwarven slaves to carry baskets of ore up to whips.
collecting points along the lip of the mine. The 64. Mithril Mine: Another 40-foot rough-hewn stone
baskets are eventually transported east to Room staircase leads further down into the mine (Room 64).
1. The duergar stand with their crossbows loaded Dwarf Slaves (21) AL: NG, AC: 10, HD: 1, HP: 4 each,
along the edge (Rooms 60-62 and 65). #AT: 1, DMG: Pick Axe (1d6) or Shovel (1d4), are
digging for mithril in the deepest part of the open mine.
60. Mine Outpost: Three Duergar Warriors (3) AL: Two-thirds of these dwarves are digging and one third
LE, AC: 3 (Platemail), HD: 6, HP: 30 each, #AT: 1, carry ore in baskets up both stairs to the top (between
Weapon: Three with Battle Axe (1d8), Heavy Crossbow Rooms 60 and 59). Two Duergar Warriors (2) AL: LE,
with 10 Bolts (1d8), Seax Knife (1d4+1), and Whip AC: 2 (Plate and Shield), HD: 6, HP: 30 each, #AT:
(1d4), Treasure: 3d10gp, 3d8pp each, overlook with 1, Weapon: Warhammer (1d6), Heavy Crossbow with
pit with their heavy crossbows at the ready. 10 Bolts (1d8), Seax Knife (1d4+1), and Whip (1d4),
Treasure: 3d10gp, 3d8pp each, lash the dwarves
mercilessly.
61. Mine Outpost: Like Room 60, two Duergar 65. Guard Outpost: A strong warband of Duergar
Warriors (2) AL: LE, AC: 2 (Plate and Shield), HD: 6, Warriors (10) AL: LE, AC: 2 (Plate and Shield), HD:
HP: 30 each, #AT: 1, Weapon: Shortsword (1d6), Heavy 6, HP: Five with 35 and five with 30, #AT: 1, Weapon:
Crossbow with 10 Bolts (1d8), Seax Knife (1d4+1), and Five with Military Pick (1d6), Heavy Crossbow with
Whip (1d4), Treasure: 3d10gp, 3d8pp each, stand at- 10 Bolts (1d8), and Seax Knife (1d4+1) and five with
the-ready with loaded crossbows. Warhammer (1d6), Heavy Crossbow with 10 Bolts
(1d8), and Seax Knife (1d4+1), Treasure: 3d8gp and
180
2d10pp each, are posted here to guard the entrance/
exit into the underdark (Room 66). When the PCs arrive
at this location there is a 1-3 on d6 chance that half
their number and a cleric are on patrol 200-500 feet
down the passageway in Room 66.
The warriors are led by Umgar, a Warband Leader
(F9) AL: LE, AC: -3 (Platemail +3 and Mithril Shield
+2), HD: 9, HP: 75, #AT: 3/2, Weapon: Battle Axe
+3 (1d6), Spiked Warhammer +2 (1d6), Seax Knife
(1d4+1), and Whip (1d4).
Kalduul and Angrodul, two Duergar Clerics of
Dworgrim (CL5) AL: LE, AC: 2 (Plate and Shield), HD:
5, HP: 35, 32, #AT: 1, Weapon: Mace +2 (1d6), Sling
with 10 Stones +1 (1d4), and Whip (1d4). Spells (3/2/1):
Protection from Good, Cure Light Wounds, Command;
Hold Person, Bless; Striking, Treasure: 3d10gp, 4d18pp,
Bag of Sticky Shrooms, and a Gold Holy Symbol of
Dworgrim (300gp).
Both clerics are riding Steeders (2) AL: N, AC: 4, HD:
3, HP: 14, #AT: 1, DMG: 1d8.
66. Passage to the Underdark: This is one of the
tunnels the duergar used during their original assault
on Gundgathol. This passage leads downward into the
blackness of the underworld.
181
G U N D - FELEK Scaling and Party Level
Gund-Felek is different from the other locations Gund-Felek is designed for character levels 8-10 or
in Dwarrowdeep. The complex is both Entrance higher. If the PCs are significantly below this range,
F: Citadel of Sleet and a Primary Encounter Area or significantly above, the referee is encouraged to
called Gund-Felek. The complex is located in one adjust accordingly. For example, if the PCs possess the
of the deepest levels of Gundgathol and has a Hammer of Dwarvish Lords, they should have a clear
massive staircase that leads up 5,200 feet to the tactical advantage. The Referee should discourage
Citadel of Sleet (also known as the High-Gate of players from an assault until they have carried out
Gund-Felek). See Room 117. proper scouting and surveillance. If the PCs apply hit-
and-run tactics, they will alert the entire complex. All
Gund-Felek takes its name from the massive Hall of sentry positions will be doubled in defense. The duergar
Stone at the center of the complex - a true architectural will then go on the offensive and sweep surrounding
wonder in Gundgathol. In addition, the complex also passages to re-establish their sphere of control.
includes two other unique locations: the throne room
(Room 91) and the colosseum (Room 146). Referee’s Notes: There are only three mithril forges
The duergar have occupied Gund-Felek for 250 years. in Gundgathol. They include P3: Dwarrowhame,
Each year the duergar celebrate their conquest of P6: Foundry, and Gund-Felek.
Dwarrowdeep with Uzduul-Gundgathol (Translation:
Victory in Gundgathol). They are currently preparing Gund-Felek: Random Areas
for the 250th Anniversary Celebration. They invited
delegates from the derro, kalas-toans, and others to Like P1: The Lower Halls and P3: The Dwarrowhame,
take part. Wartok Whitebeard, King of the Duergar, the Gund-Felek map uses both a themed and semi-
Lord of Gundgathol, and Blood of Thaneduhr, random approach. Most of the map is keyed, themed,
announced 250 consecutive days of gladiatorial games and outlined later in this chapter. Other sections on the
in celebration map are labelled “R” for random and consist of ruined
There are four main figures in the leadership of the walls, rubble, and debris. Referees will consult the
duergar: King Wartok, his son Thurtok, his grandson random charts below if the player characters decide to
Baltok, and Gulgrim the Old One of Dworgrim. They explore these areas.
are located in Rooms 6, 91, and 146. In order to break Referees should note that the “R” or Random Areas
their grip on Dwarrowdeep, the duergar leadership of the map constitute difficult terrain. Movement is
must be defeated. reduced by 1/4. Random Encounters should be rolled
every other turn as per standard dungeon crawling
guidelines.
Referee’s Notes: Gund-Felek is the seat of 1-4 Gund-Felek: Random Encounters
duergar power in Gundgathol. Most of their forces 5-6 Empty
are based in the complex. Rather than a frontal Warband
assault, scouting and diversionary tactics will be 7 Monster
critical for the player characters to achieve victory. 8 Hazard
See Rooms 91 and 146 regarding duergar tactics 9-10 Unique
in the heart of their territory.
182
Warband* 1. The slope at this location leads upward approximately
1-4 Duergar 60 feet. It heads southwest from Gund-Felek (Entrance
F) along the Primary Passage toward S22 on the
5 Black Orc Dwarrowdeep Hex Map.
6 Kalas-Toa A group of Duergar Warriors (4) AL: LE, AC: 3
(Half Plate and Shield), HD: 4, HP: 20 each, #AT: 1,
*Consult the Warband Tables provided in the Weapon: Warhammer (1d6), Light Crossbow with 10
Hexcrawling Section. Bolts (1d6), and Seax Knife (1d4+1), Treasure: 3d8ep,
2d10gp, 2d8pp each, stand here on sentry duty. They
Monster* are reinforced by a Dwargoyle AL: CE, AC: 5, HD: 4,
1-3 Dungeon Monsters (Levels 5-6) HP: 25, #AT: 4 or 1, DMG: 1d3/1d3/1d6/1d4 or Stone
4-6 Cavern Monsters (Levels 5-6) Axe (1d12).
7-8 Cavern Monsters (Levels 7+) The warriors are led by Gartok, a Duergar Warband
Leader (F6) AL: LE, AC: 3 (Platemail), HD: 6, HP: 38,
*Consult the Monster Tables provided in the Secondary #AT: 1, Weapon: Battle Axe +1 (1d8), Warhammer
Encounter Area Generator. (1d6), Seax Knife (1d4+1), and Whip (1d4), Treasure:
3d10gp, 4d8pp, and a Runestone of Extra-Healing,
Hazard riding a Steeder AL: N, AC: 4, HD: 3, HP: 14, #AT: 1,
DMG: 1d8.
Hazards in Gund-Felek include Robble or Tremors. See 2. Barrack: This room is lined with seven bunkbeds.
the Random Hazard Table (P1: The Lower Halls). Off-duty Duergar Warriors (6) AL: LE, AC: 3 (Half Plate
and Shield), HD: 4, HP: 22 each, #AT: 1, Weapon:
Unique Hand Axe (1d6), Heavy Crossbow with 10 Bolts (1d8),
and Seax Knife (1d4+1), Treasure: 3d8ep, 2d10gp,
For unique results, consult the Special Features in the 2d8pp each, are playing a dice game.
Secondary Encounter Area Generator.
Duergar Weapons and Equipment: 3. Officer Quarters: Magmyl, a Duergar Warband
Whip: Strikes for 1d4 points of damage. On a hit Leader (F7), AL: LE, AC: 0 (Plate and Shield +2), HD:
the target must make a successful saving throw 7, HP: 55, #AT: 3/2, Weapon: Hand Axe +2 (1d6),
versus Paralyzation or fall prone (+4 to hit). Warhammer +1 (1d6), Seax Knife (1d4+1), and Whip
Sticky Shrooms: A bag of sticky shrooms can be (1d4), Treasure: 3d10gp, 4d8pp, Dose of Greatwort,
thrown and cover a 10x10 area of effect. All those and Runestones of Speed and Healing.
within, or move through, the area of effect must Magmyl has a partial map of the secondary passages
Save versus Paralyzation or be stuck for 1d4+1 just north of Gund-Felek. He is reviewing the map
rounds. before his patrol.
Greatwort: This brew increases the size of a 4. Barrack: This barrack is empty. The warriors are
dwarf from four feet to six feet tall and provides attending the gladiatorial combat in Room 146.
a corresponding +1 to damage rolls. This liquid The room is lined with 21 bunkbeds and normally
functions for dwarves only. accommodates over two-score gray dwarves.
There are three Small Chests (Locked): The first contains
a Gold Headband inlaid with a Ruby (1,000gp), the
second 35pp, and the third, a Stalagmite Runestone.
183
5. Steeder Pen: The duergar use this chamber, located Protection from Good, Detect Good, Stonebeard,
close to the entrance/exit slope, to stable their mounts: Command; Hold Person, Blessed Stone, Holy Chant,
Steeders (12) AL: N, AC: 4, HD: 3, HP: 16 each, #AT: Silence 15’ Radius; Animate Dead, Striking, Prayer; Cure
1, DMG: 1d8. The room is covered in cobwebs. Half Serious Wounds, Protection from Good 10’ Radius;
the steeders are harnessed for emergency purposes, Flame Strike. Treasure: 8d8pp, Dose of Greatwort,
and the other half are not. They will attack non-duergar. Bag of Sticky Shrooms, Runestones of Wisdom and
6. The Temple of the Forge: Large double doors Speed, Runestone of Steam and Vapour, Ring of House
open into the once-great forge-temple of Thaneduhr. Hammerhand, and a Mithril Holy Symbol of Dworgrim
Four 10x10 pillars form a processional path toward inlaid with Diamonds (8,000gp).
a massive furnace that sits atop a large rectangular Baltok, Grandson of Wartok, Princeling of the
dais. Light from the massive forge illuminates the whole Duergar, Blood of Thaneduhr (F5) AL: LE, AC: 2
chamber. Four 70-foot tall pillars are bracketed by (Platemail +1), HD: 5, HP: 40, #AT: 1, Weapon: Great
two pools and the forge is bracketed by two massive Hammer +2 (1d8), Mace +2 (1d6), Seax Knife (1d4+1),
50-foot statues. The statues once resembled the All- and Whip (1d4), Treasure: 3d10gp, 4d8pp, Platinum
Father but were revised into the image of Dworgrim the Crown inlaid with Diamonds (3,500gp), and Runestone
Outcast. The furnace is large enough to forge mithril. of Extra-Healing.
There are several rubble piles from ceiling collapses. Emduul, Duergar Cleric of Dworgrim (CL6) AL: LE,
The bottom 10 feet of the four pillars are encrusted with AC: 3 (Plate), HD: 6, HP: 40, #AT: 1, Weapon: Great
gemstones that sparkle in the light of the forge. There Mace +1 (1d8), Sling with 10 Stones (1d4), and Whip
are 3d20+10 gems per side of each pillar. Consult (1d4). Spells (3/3/2): Protection from Good, Darkness,
the Secondary Encounter Area Generator Random Command; Blessed Stone, Bless, Holy Chant; Animate
Treasure Value Table (Levels 4-6) to determine the Dead, Striking, Treasure: 3d10gp, 4d8pp, Bag of
value of each gemstone. Note that there is a 1-3 on Sticky Shrooms, Runestone of Impact (3), Spellstone:
d6 chance of halving the value of a stone on removal. Stonebeard, Spiritual Hammer, Silence 15’ Radius,
Dwarves and thieves are exempt from this penalty. Each Runestones of War (3), and a Platinum Holy Symbol of
pillar side takes 1d3+1 days to remove the stones. Dworgrim (500gp).
The clerics of Dworgrim are initiating a new member Bronkuum, Duergar Cleric of Dworgrim (CL5) AL:
into their order. The ceremony is led by Gulgrim LE, AC: 2 (Plate and Shield), HD: 5, HP: 32, #AT: 1,
Whitebeard the High Old One of Dworgrim. He is Weapon: Mace +1 (1d6), Sling with 10 Stones +1
assisted by his attendant priests Emduul (CL6) and (1d4), and Whip (1d4). Spells (3/2/1): Protection from
Bronkuum (CL5). The senior ecclesiastics are marking Good, Stonebeard, Command; Hold Person, Bless;
the advancement of three junior priests: Gardul, Striking, Treasure: 3d10gp, 4d8pp, Bag of Sticky
Rutzurk, and Urndrin (CL4). Baltok Whitebeard, the Shrooms, Runestone of Giant Strength, Runestone of
grandson of Wartok and Princeling of the Duergar, Extra-Healing, and a Gold Holy Symbol of Dworgrim
is also in attendance. In addition, there are six duergar (300gp),
royal guard inside the temple. One each on the inside Gardul, Rutzurk, and Urndrin, Duergar Clerics of
of the four 10x10 pillars and another two on the dais on Dworgrim (CL4) AL: LE, AC: 2 (Plate and Shield), HD:
either side of the High Old One. 4, HP: 28 each, #AT: 1, Weapon: Mace +1 (1d6) and
Gulgrim the “Gray Hand” Whitebeard, Blood of Sling with 5 Runestones of Impact +1 (1d4). Spells
Dworgrim, High Old One of Dworgrim (CL9/F7) AL: (3/2): Protection from Good, Stonebeard, Light; Blessed
LE, AC: -1 (Mithril Platemail +2, Visored Helm +2), Stone, Silence 15’ Radius, Treasure: 3d10gp, 4d8pp,
HD: 16, HP: 68, #AT: 3/2, Weapon: Great Mace of Dose of Greatwort, Bag of Sticky Shrooms, Runestone
Shattering +2 (1d8), Sling +2 with five Runestones of of Extra-Healing, and a Silver Holy Symbol of Dworgrim
War +3 (1d4), and Whip (1d4). Spells (4/4/3/2/1): (100gp).
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Duergar Royal Guards (6) AL: LE, AC: 0 (Plate +1 9. Passage to the Underdark: This is one of the tunnels
and Shield +1), HD: 6, HP: 30 each, #AT: 1, Weapon: the duergar used during their assault on Gundgathol.
Three with Spiked Warhammers +1 (1d6), Heavy This passage leads downward into the black abyss of
Crossbow with 10 Bolts +1 (1d8), Seax Knife (1d4+1), the underworld.
and Whip (1d4) and three with Military Pick +1 (1d6), A group of sentries are stationed at the top of the
Heavy Crossbow with 10 Bolts +1 (1d8), and Seax stairs. They include Duergar Warriors (5) AL: LE, AC:
Knife (1d4+1), Treasure: 3d10gp, 3d8pp each. 3 (Platemail), HD: 4, HP: 24 each, #AT: 1, Weapon:
7. Barrack: This room serves as a barrack for a group Great Hammer (1d8), Heavy Crossbow with 10 Bolts
of Duergar Warriors (7) AL: LE, AC: 3 (Half Plate and (1d8), and Seax Knife (1d4+1), Treasure: 3d8ep,
Shield), HD: 4, HP: 4x32, 3x22, #AT: 1, Weapon: 2d10gp, 2d8pp each, and a Darg AL: LE, AC: 6, HD:
Military Pick (1d6), Heavy Crossbow with 10 Bolts (1d8), 3, HP: 15, #AT: 1, DMG: 2d4 (and 1d6*). They are led
and Seax Knife (1d4+1), Treasure: 3d8ep, 2d10gp, by Marmul, a Duergar Warband Leader (F5) AL: LE,
2d8pp each. AC: 3 (Half Plate and Shield), HD: 5, HP: 33, #AT: 1,
A. Officer Quarters: Tulgmal, a Duergar Warband Weapon: Hand Axe (1d6), Hand Axe (1d6), Seax Knife
Leader (F7) AL: LE, AC: 2 (Platemail +1), HD: 7, HP: (1d4+1), and Whip (1d4), Treasure: 3d10gp, 4d8pp,
45, #AT: 3/2, Weapon: Great Hammer +2 (1d8), and a Runestone of Heroism, mounted on a Steeder
Warhammer (1d6), Seax Knife (1d4+1), Treasure: AL: N, AC: 4, HD: 3, HP: 16, #AT: 1, DMG: 1d8.
a Runestone of Speed, and a pair of Gauntlets of 10. The slope at this location leads upward
Geddinthor, is discussing the finer points of patrol tactics approximately 60 feet. The slope leads north from
with Branduulz, a Duergar Cleric of Dworgrim (CL5) Gund-Felek (Entrance F) along the Primary Passage
AL: LE, AC: 2 (Plate and Shield), HD: 5, HP: 32, #AT: toward S39 on the Dwarrowdeep Hex Map.
1, Weapon: Mace +1 (1d6), Sling with 5 Runestones of The sentries located here include Duergar Warriors
Impact (1d4), and Whip (1d4). Spells (3/2/1): Protection (6) AL: LE, AC: 3 (Half Plate and Shield), HD: 4, HP:
from Good, Cure Light Wounds, Command; Hold 20 each, #AT: 1, Weapon: Warhammer (1d6), Light
Person, Bless; Striking, Treasure: 3d10gp, 4d8pp, Bag Crossbow with 10 Bolts (1d6), and Seax Knife (1d4+1),
of Sticky Shrooms, Runestone of Climbing, and a Gold Treasure: 3d8ep, 2d10gp, 2d8pp each, and a Darg
Holy Symbol of Dworgrim (300gp). AL: LE, AC: 6, HD: 3, HP: 15, #AT: 1, DMG: 2d4 (and
8. Darg Kennel: This chamber smells of darg. The main 1d6*).
chamber walls are lined with chainmail and platemail Daeduhr, a Duergar Warband Leader (F6) AL: LE, AC:
barding along with a single bed. 3 (Platemail), HD: 6, HP: 38, #AT: 1, Weapon: Battle
The trainer is a particularly nasty gray dwarf warrior Axe (1d8), Warhammer (1d6), Seax Knife (1d4+1), and
named Malmodrin the Duergar Darg Trainer (F7) AL: Whip (1d4), Treasure: 3d10gp, 4d8pp, and a Runestone
LE, AC: 2 (Bracers of Defense AC: 4 and Dex), HD: of Delusion, leads them riding a Steeder AL: N, AC: 4,
7, HP: 65, #AT: 3/2, Weapon: Hand Axe +1 (1d6), HD: 3, HP: 20, #AT: 1, DMG: 1d8. There is a 1-2 on
Whip +1 (1d4), and Seax Knife +2 (1d4+1). Treasure: d6 chance half their number is on patrol south to Room
2d10gp and 3d18pp. 44 and back.
A-D. Alcoves A and B each hold two Dargs AL: LE, AC: 11. Guardroom: Duergar Warriors (8) AL: LE, AC: 3
6, HD: 3, HP: 19, 15, #AT: 1, DMG: 2d4 (and 1d6*). (Half Plate and Shield), HD: 4, HP: 22 each, #AT: 1,
Alcove C is empty. Alcove D is the den of the alpha Weapon: Hand Axe (1d6), Heavy Crossbow with 10
male. The alpha possesses the following statistics Darg Bolts (1d8), and Seax Knife (1d4+1), Treasure: 3d8ep,
AL: LE, AC: 4, HD: 5, HP: 32, #AT: 1, DMG: 3d4 2d10gp, 2d8pp each, are stationed here. There is a
(and 1d8*). The Stone Warhammer, one of three keys 1-2 on d6 chance that half their number is on patrol
to Room 109, lies on the floor at the back of his den. east to Room 64 and back.
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12. Guardroom: This chamber is empty except for six 18. Guardroom: The main chamber is barrack for
warrior bedrolls. Duergar Warriors (8) AL: LE, AC: 3 (Half Plate and
A. This small chamber contains a bed, a table and Shield), HD: 4, HP: 20 each, #AT: 1, Weapon: Four
stool, and a Small Iron Chest (Locked). It contains three with Warhammer (1d6), Light Crossbow with 10 Bolts
Runestones of Impact. (1d6), and Seax Knife (1d4+1) and four with Hand Axe
13. The Chamber of Pillars: One pillar has collapsed in (1d6), Heavy Crossbow with 10 Bolts (1d8), and Seax
this room. Melee combat in this chamber may (1-3 on Knife (1d4+1), Treasure: 3d8ep, 2d10gp, 2d8pp each.
d6) encourage a collapse (4d6 points of damage, Save Half are seated around a table appraising gemstones
versus Death for half). while others are donning their armour. The gems
14. This chamber is empty. include a Small Average Golden Yellow Topaz (200gp),
A. Along the northern wall is a pile of dwarf bones, Medium Average Deep Yellow Amber (300gp), Medium
rubble, and cobwebs. In the pile (2 turns of searching) Average Green Aquamarine (300gp), Medium Average
is a Runestone of Sharpening (Whetstone). Blue Aquamarine (300gp), Medium Finely Cut Deep
15. Guardroom: Five Duergar Warriors (5) AL: LE, AC: Purple Amethyst (400gp), Very Large Broken Deep
3 (Platemail), HD: 4, HP: 24 each, #AT: 1, Weapon: Yellow Amber (450gp), Medium Exquisite Golden
Battle Axe (1d8), Heavy Crossbow with 10 Bolts (1d8), Yellow Topaz (550gp), Large Exquisite Red-Brown
and Seax Knife (1d4+1), Treasure: 3d8ep, 2d10gp, Spinel (650gp), and a Huge Exquisite Transparent
2d8pp each, occupy this guardroom. The warriors Ziose (850gp).
are engrossed in an argument over who could win a 19. This chamber is an armoury. Leaning against
wrestling match and are not paying attention to the the walls of the chamber are seven axes, three great
hallway. hammers, fourteen spears, seven shields, and three
16. Barrack: A group of Duergar Warriors (4) AL: LE, crates of crossbow bolts.
AC: 3 (Half Plate and Shield), HD: 4, HP: 22 each, 20. Junior Officer Quarters: Hurgfar, a Duergar
#AT: 1, Weapon: Hand Axe (1d6), Heavy Crossbow Warband Leader (F5) AL: LE, AC: 3 (Half Plate and
with 10 Bolts (1d8), and Seax Knife (1d4+1), Treasure: Shield), HD: 5, HP: 33, #AT: 1, Weapon: Hand Axe
3d8ep, 2d10gp, 2d8pp each, have just returned from (1d6), Hand Axe (1d6), Seax Knife (1d4+1), and Whip
duty and are in the process of removing their armour (1d4), Treasure: 3d10gp, 4d8pp, and a Runestone of
for rest. Invisibility, received a visit from Thuulkam, a Duergar
17. Officer Quarters: This lavish chamber belongs Cleric of Dworgrim (CL5) AL: LE, AC: 1 (Plate and
to Ardgus, a Duergar Warband Leader (F7) AL: LE, Shield +1), HD: 5, HP: 32, #AT: 1, Weapon: Mace
AC: 0 (Plate and Shield +2), HD: 7, HP: 55, #AT: +1 (1d6), Sling with 5 Runestones of Impact (1d4), and
3/2, Weapon: Hand Axe +2 (1d6), Warhammer +1 Whip (1d4). Spells (3/2/1): Protection from Good, Cure
(1d6), Seax Knife (1d4+1), and Whip (1d4), Treasure: Light Wounds, Command; Hold Person, Bless; Striking,
3d10gp, 4d8pp, Dose of Greatwort, Runestone of Treasure: 3d10gp, 4d8pp, Bag of Sticky Shrooms,
Extra-Healing, Ring of the Ram, and Boots of Striding Runestone of Extra-Healing, and a Gold Holy Symbol
and Springing. He is currently beating a Warrior AL: of Dworgrim (300gp), regarding his tithe to the order
LE, AC: 3 (Half Plate and Shield), HD: 4, HP: 18, #AT: of Dworgrim.
1, Weapon: Hand Axe (1d6), Heavy Crossbow with 10 21. Barrack: Off-duty, unarmoured Duergar Warriors
Bolts (1d8), and Seax Knife (1d4+1), Treasure: 3d8ep, (6) AL: LE, AC: 10 (unarmoured) or 3 (Half Plate and
2d10gp, 2d8pp each, for insubordination. Shield), HD: 4, HP: 22 each, #AT: 1, Weapon: Military
Pick (1d6), Heavy Crossbow with 10 Bolts (1d8), and
Seax Knife (1d4+1), Treasure: 3d8ep, 2d10gp, 2d8pp
each, are drinking strong ale in their barrack (strictly
forbidden).
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22. Storeroom: This chamber contains eight crates of Bowl 2: Gemstone Golem AL: N, AC: 0, HD: 8, HP:
foodstuffs including dried jerky and fungi. 55, #AT: 1 or 2, DMG: 1d10/1d10. A Huge Exquisite
A. This small side chamber contains two large barrels Finely-Cut Ruby (appearance of 8,000gp but actually
of water on stands. There are three buckets in the room. part of the golem’s head) sits atop the bowl.
23. Guardroom: Duergar Warriors (4) AL: LE, AC: 3 Bowl 3: Medium Finely Cut Deep Yellow Amber (400gp),
(Platemail), HD: 4, HP: 24 each, #AT: 1, Weapon: Great Very Large Flawed Lime Green Peridot (470gp),
Hammer (1d8), Heavy Crossbow with 10 Bolts (1d8), Medium Exquisite Deep Purple Amethyst (550gp), Huge
and Seax Knife (1d4+1), Treasure: 3d8ep, 2d10gp, Flawed Golden Yellow Topaz (570gp), Large Exquisite
2d8pp each, on sentry duty occupy this chamber. Two Brown-Green Garnet (650gp), Large Exquisite Deep
are posted in the hallway on either side of the arch. Purple Amethyst (650gp), Huge Exquisite Lime Green
They remainder are seated on stools inside the room. Chrysolite (850gp), Huge Exquisite Lustrous White Pearl
(850gp), and a Huge Exquisite King’s Tears (5,700gp).
24. This chamber is empty. The clerics in this room are casting an Augury
25. Armoury: This chamber contains two tables. One to communicate with their patron deity. Baerdal
table is lined with three newly sharpened and polished Whitebeard leads his underling priests Morkum,
axes. The other contains four damaged military picks. Krummus, and Kromar. Baerdal stands in the center
26. Junior Officer Quarters: This chamber belongs to of a ring holding a glowing black runestone. The other
Hrindal, a Duergar Warband Leader (F6) AL: LE, AC: three clerics stand on the outside of the circle also with
3 (Platemail), HD: 6, HP: 38, #AT: 1, Weapon: Battle glowing runestones. Their eyes are open and glow with
Axe (1d8), Warhammer (1d6), Seax Knife +2 (1d4+1), the same hue as the black stones. A celestial mist seeps
and Whip (1d4), Treasure: 3d10gp and 4d8pp. His from their eye sockets.
chamber is spartan. He carries what he owns. The clerics are consumed by their ritual and will not
27. Temple of the Outcast: The duergar converted this immediately notice the presence of PCs. There is a
temple from the worship of Dhurindain to Dworgrim. cumulative one on d6 chance per round that they will
Two columns of three 5x5 foot pillars support the 50- become aware of the intrusion and defend themselves.
foot ceiling in this chamber. The pillars are carved with Two Dwargoyles AL: CE, AC: 5, HD: 4, HP: 30 each,
sneering duergar warriors. A 10-foot staircase leads #AT: 4 or 1, DMG: 1d3/1d3/1d6/1d4 or Stone Axe
up to a strange statue. The statue of the former was (1d12), carved into the pillars, have been instructed
destroyed (and hauled away to the R Area north of to protect the clerics during the ceremony. They will
Room 28). The gray dwarves replaced it with a massive ambush PCs who attack the priests or interrupt the
40-foot stone statue of a bearded skull hellmouth - the ritual.
symbol of Dworgrim. Three large Gold Bowls (500gp) Baerdal “Broken Hand” Whitebeard, Old One Cleric
each filled with large gemstones sit on a low stone table of Dworgrim (CL7) AL: LE, AC: -2 (Platemail +2 and
infront of the statue. Shield +2), HD: 7, HP: 45, #AT: 1, Weapon: Mace
Bowl 1: Large Average Deep Purple Amethyst (400gp), +2 (1d6), Sling with 10 Stones +2 (1d4), and Whip
Large Finely Cut Golden Yellow Topaz (500gp), Huge (1d4). Spells (4/3/2/1): Protection from Good, Detect
Broken Red-Brown Spinel (550gp), Medium Exquisite Good, Cure Light Wounds, Command; Hold Person,
Lime Green Chrysolite (550gp), Very Large Finely Cut Bless, Holy Chant; Animate Dead, Striking; Protection
Dark Green Alexandrite (600gp), Very Large Finely Cut from Good 10’ Radius, Treasure: 3d10gp, 4d8pp,
Deep Yellow Amber (600gp), Huge Average Bright Dose of Greatwort, Bag of Sticky Shrooms, Runestone
Yellow Microlite (600gp), and a Huge Exquisite Black of Invulnerability, Wardstone (Magic), Runestone of
Sapphire (5,700gp). Rejuvenation, and a Mithril Holy Symbol of Dworgrim
(5,000gp).
187
Morkum, a Duergar Cleric of Dworgrim (CL6) AL: LE, When the duergar attempted to desecrate the temple,
AC: 3 (Plate), HD: 6, HP: 40, #AT: 1, Weapon: Great Geddinthor’s spirit animated powerful constructs and
Mace +1 (1d8), Sling with 10 Stones (1d4), and Whip elementals to protect and defend his sanctuary (see
(1d4). Spells (3/3/2): Protection from Good, Cure Light below).
Wounds, Command; Hold Person, Bless, Holy Chant;
Animate Dead, Striking, Treasure: 3d10gp, 4d8pp, Bag In response the duergar sealed the temple doors with the
of Sticky Shrooms, Runestone of Extra-Healing, and a following protective wards: Face of Dworgrim (see Face
Platinum Holy Symbol of Dworgrim (500gp). of Dhurindain), Hammer Ward (4d6 points of damage),
Krummus, a Duergar Cleric of Dworgrim (CL5) AL: and Runes of Dworgrim (see Runes of Dhurindain, Rock
LE, AC: 2 (Plate and Shield), HD: 5, HP: 32, #AT: 1, Blast: 18 points of damage) and have not attempted to
Weapon: Mace +1 (1d6), Sling with 5 Runestones of enter the temple in over 200 years.
Impact (1d4), and Whip (1d4). Spells (3/2/1): Protection
from Good, Cure Light Wounds, Command; Hold The presence of the Locket of Geddinthor will spawn
Person, Bless; Striking, Treasure: 3d10gp, 4d8pp, Bag constructs to peel themselves away from the stone
of Sticky Shrooms, Runestone of Curing, and a Gold carved relief that decorates the temple walls and
Holy Symbol of Dworgrim (300gp). pillars. The constructs animate every other round in
Kromar, a Duergar Cleric of Dworgrim (CL4) AL: the presence of neutral or evil aligned dwarves or
LE, AC: 2 (Plate and Shield), HD: 4, HP: 28, #AT: 1, humanoids. Constructs will not attack good-aligned
Weapon: Mace +1 (1d6) and Sling with 20 Stones dwarves.
(1d4). Spells (3/2): Protection from Good, Cure Light
Wounds, Command; Hold Person, Silence 15’ Radius, Active Constructs: Advanced Sentinels of the Ancestors
Treasure: 3d10gp, 4d8pp, Dose of Greatwort, Bag (4) AL: N, AC: 8, HD: 8, HP: 50 each, #AT: 2, DMG:
of Sticky Shrooms, Runestone of Extra-Healing, and a 1d6+2 per attack, and Greater Barrow Guardians (3)
Silver Holy Symbol of Dworgrim (100gp). AL: N, AC: 1, HD: 6, HP: 40 each, #AT: 1, DMG:
28. Priest Barrack: The door to this chamber is locked 1d8+2.
and trapped with a Glyph of Warding (Fire: 18 points
of damage). Temple of Geddinthor Constructs
The chamber is lined with six simple beds. Beside each 1-2 Advanced Sentinel of the Ancestors (1d2)
bed is a small table and stool. Each table is covered 3 Greater Barrow Guardian (1d2)
with 1d3 scrolls. There is a 1 on d6 chance that one 4 Flagstone Golem (1d2)
scroll per table will include 1d3 random cleric spells 5 Runestone Golem
between levels 2-4. 6 Stone Golem
A. Armoury: This chamber includes four empty armour
stands. Hanging on the wall is a Shield +2. The four pillars of this chamber are carved to resemble
29. Sealed Temple of Geddinthor: This sister-temple four of Gundgathol’s finest Hammerhand warriors. The
to Room 27 was devoted to Geddinthor during the families of each of these dwarves carved a personal
founding of Gundgathol. Geddinthor himself passed a funerary runestone that were set into the pillars. The
locket, with a clip of hair from his deceased wife to his four runestones are worth ten times the value of normal
descendants and it was eventually buried beneath his mundane runestones because they possess the phrase
50-foot tall statue in the temple. The locket consecrated “Chosen of Geddinthor” after the inscription.
the temple ground and is attuned to Geddinthor’s
celestial presence. Any Gundgathol dwarf would know these names as
brave warriors of House Hammerhand. Each warrior
has an epitaph beneath their name. The names and
runestones read:
188
NE Pillar: Maldorn, Son of Maldock Hammerhand. Weapon: Scimitar (1d8) and Whip (1d4), Treasure:
“Malgrim etched this stone in memory of Maldorn, my 4d10gp, 3d8pp, and a Black Orc Shaman (F4/CL4)
grandfather.“ AL: LE, AC: 2 (Platemail +1), HD: 8, HP: 32, #AT:
NW Pillar: Hulgrim, Son of Hulgar Hammerhand. 1, Weapon: Great Hammer +1 (1d8) and Sling with
“May this stone stand in recognition of Hulgrim, Son of 10 Stones (1d4). Spells (3/2): Protection from Good,
Hulfar of House Hammerhand.” Cause Light Wounds, Command; Curse, Hold Person.
Treasure: Pouch with 3d10pp.
SE Pillar: Kardain, Son of Karfir, Grandson of Kardal The shaman’s personal guard, two Elite Black Orc
Hammerhand. Berserkers (F2) AL: LE, AC: 5, HD: 3, HP: 20 each,
“I, Kardor, offer this stone to Geddinthor in honour of #AT: 1, Weapon: each with two Hand Axes (1d6), stand
my ancestor Kardain, Son of Karfir.” guard on either side of the door.
SW Pillar: Dwalik, Son of Dwalin Hammerhand. The room is spartan and contains four lice-infected
“I, Dwarri, son of Dwalik, carved these runes in honour rothe furs as bedrolls. The shaman has a letter written
of my father in the Year 23.” in duergar that invites a delegation to attend the 250th
In addition to the mundane runestones, each of the anniversary of Uzduul-Gundgathol (Translation: Victory
pillars is inlaid with 10 Fire Opals (100gp each), 10 in Gundgathol).
Opals (200gp each), and 10 Rubies (300gp each). 35. Black Orc Delegate Barrack: Like Room 34, a
On a stone altar infront of the statue are the following band of black orc warriors occupy this chamber with
items: a Runestone of Invulnerability, a Runestone of the remainder watching the gladiatorial games.
Regeneration, and a Runestone of Pure Good. The band consists of Black Orc Warriors (6) AL: LE,
30. This chamber is empty. AC: 4 (Half Plate), HD: 3+3, HP: 3x25, 3x18, #AT:
31. Refuse Dump: The duergar have thrown scrap 1, Weapon: Three with Military Fork (1d10), Heavy
metal, broken weapons, and rubble into this chamber in Crossbow with 10 Bolts (1d8), Dagger (1d4), and three
a pile. Three turns of searching will reveal a Runestone with Broadsword (1d6+1) and Seax Knife (1d4+1), and
of Curing. Whip (1d4), Treasure: 4d6cp, 2d8+1sp, 1d10+1ep,
and 1d8gp each.
A. A skullpile sits at the back of a dark narrow chamber. 36. This chamber is empty except for a sentry stool and
On a narrow stone ledge above the door is the Stone a spear in the corner.
Hand Axe. This item is one of three keys to Room 109. 37. Training Room: This is a duergar warrior training
32. The orcs use this chamber as a latrine. The smell room. The walls are lined with shields hanging from
is nauseating. pegs. There are three large weapon racks. The first
33. Black Orc Barrack: This chamber is empty except contains spears, maces, and military picks. The second
for some mangy orc bedrolls. The warriors are in the hammers and axes. The third contains heavy crossbows
amphitheatre. There is nothing of value. and a bucket of bolts. All are mundane. There are also
three wooden mannequins for target practice.
34. Black Orc Delegate Barrack: This chamber houses 38. Fungus Room: Two stone basins (30 feet long and
a delegation of black orcs, some of which are attending 3 feet wide) run parallel to each other in this chamber.
the games in the arena (Room 146). Each basin is filled with dark earth and fungi grows
They include a Black Orc Warband Leader (F5) AL: from each. This is a growing chamber for Sticky
LE, AC: 3 (Plate and Shield), HD: 5, HP: 34, #AT: 1, Shrooms. A total of 1d4+6 bags of the mushrooms can
be harvested from the current crop.
189
39. Guardroom: A warband including Duergar Light Repeating Crossbow with 2 Clips (1d3) and
Warriors (6) AL: LE, AC: 3 (Half Plate and Shield), HD: Longpoint Dagger +2 (1d4). Spells (3/3/2/2): Magic
4, HP: 22 each, #AT: 1, Weapon: Hand Axe (1d6), Missile, Burning Hands, Darkness Globe; Invisibility,
Heavy Crossbow with 10 Bolts (1d8), and Seax Knife Mirror Image, Web; Haste, Fireball; Confusion, Summon
(1d4+1), Treasure: 3d8ep, 2d10gp, 2d8pp each, and Monster II, Treasure: Spellbook, Wand of Lightning (20
a Darg AL: LE, AC: 6, HD: 3, HP: 15, #AT: 1, DMG: Charges), Scroll: Torvin’s Flesh of Fire (see New Spells),
2d4 (and 1d6*), are led by led by Grybek, a Duergar and Fly, Chest Key, is attended by three Derro Student-
Warband Leader (F6) AL: LE, AC: 3 (Platemail), Savants (MU4) AL: CE, AC: 4, HD: 4, HP: 12 each,
HD: 6, HP: 38, #AT: 1, Weapon: Battle Axe (1d8), #AT: 1, Weapon: Light Repeating Crossbow with 2
Warhammer (1d6), Seax Knife (1d4+1), and Whip +1 Clips (1d3) and Longpoint Dagger (1d4). Spells (2/2):
(1d4), Treasure: 3d10gp, 4d8pp. There is a 1-2 on d6 Color Spray, Magic Missile; Mirror Image, Pyrotechnics.
chance half their number will patrol in a loop (south Treasure: Each has a Spellbook and 3d8ep, 2d10gp,
just inside Room 44, west to Room 1, north to Room 2d8pp. They wear Gold Circlets worth 200gp each.
29, and back). The savant has a scroll written in duergar that invites a
40. Officer’s Barrack: A single bed, table, and stool delegation to attend the 250th anniversary of Uzduul-
adorn this chamber. Under a loose floorstone is a bag Gundgathol. The chamber contains four beds and a
with a Small Mithril Comb (2,000gp) and a Runestone Small Chest (Locked and Trapped, Poison Needle,
of Delusion. Save or Die). It contains a 4,000gp Huge Finely Cut
41. Meeting Chamber: A large round table sits in the Diamond as tribute to the King of the Duergar. The key
center of this room. There are maps and scrolls laid must be turned clockwise and then counter-clockwise
out on the table. One is a Derro Treasure Map to to disengage the trap.
(4d6 Gemstones worth 10,000gp hidden in a secret 44. Hall of Stone: The Hall of Stone is the signature
passage of the Referee’s Choice). architectural marvel of Gundgathol. The great hall is
42. Derro Delegate Barrack: The warriors that supported by 36 massive 21x21 foot pillars 210 feet
accompanied the derro delegation for Uzduul- tall. Several pillars have partially collapsed. The pillars
Gundgathol are barracked in this chamber. The other are carved in a geometric pattern representative of
half of their number are attending the games in the dwarven architecture. The hall is dark except for small
gladiatorial pit (Room 146). They include: Derro areas of dim bioluminescent lichen and fungus (the
Warriors (7) AL: CE, AC: 3 (Scalemail, Buckler Shield, light is not sufficient for surface-dwellers to see).
Dex), HD: 3, HP: three with 19 and four with 17, #AT: 1, The Hall of Stone is sublime. The long vertical lines of the
Weapon: Three with Shortsword (1d6), Light Repeating pillars stretch upward and disappear into the darkness
Crossbow and Two Clips (1d3), and Net and four with while reducing the agency of those who behold it. To
Fauchard-Fork (1d6), Spear (1d6), Longpoint Dagger some the feeling of being dwarfed by the sheer enormity
(1d4), Treasure: 3d8sp, 2d10ep, 2d8gp each. The of the hall is akin to a spiritual experience - specifically
warriors are overseen by a Derro Warband Leader feeling the presence of Thaneduhr or Dhurindain in
(F5) AL: CE, AC: 1 (Half Plate, Buckler Shield, Dex), Gundgathol.
HD: 5, HP: 30, #AT: Varies, Weapon: Fauchard-Hook The duergar are superstitious about the massive
+2 (1d6), Light Repeating Crossbow (1d3), Longpoint chamber. As a result, they tend to avoid it in favour of
Dagger (1d4), Treasure: 3d10gp and a Runestone of passage along the 20-foot corridors that circumnavigate
Speed. The room is spartan except for bedrolls laid out the hall to the east and the west.
along the eastern wall.
43. Derro Delegate Barrack: A Derro Grand Savant There is a standard 1 on d6 chance of either a random
(MU8) AL: CE, AC: 1 (Bracers of Defense AC: 5, Ring of monster (1-2, see page 191) or a random unique
Protection +2, Dex), HD: 8, HP: 30, #AT: 1, Weapon: encounter (4-6, see page 192) in the Hall of Stone:
190
Hall of Stone: Random Monsters The crypt doors open to reveal a 30x40 foot room.
1 Duergar Warband Along the western wall is a sarcophagus in the shape
2 Black Pudding (1) of an anvil. It bears the symbol of House Ironforge.
3 Huge Carrion Scavenger (1)* The two inner 10x10 squares of the room are trapped
4 Greater Crypt Shade (1) with pressure plates that will release a deadfall from
5 Large Gray Ooze (1)** the center of the chamber for 4d6 points of damage
6 Giant Earthworms (1d4+1) (Dexterity Check for half).
The sarcophagus is trapped with a Poison Cloud (Save
*Huge Carrion Scavenger AL: N, AC: 5, HD: 5+1, HP: versus Poison or Die) in a 10x10 radius. Inside are the
40, #AT: 8 (stingers), DMG: Paralysis. remains of a dwarven cleric of Geddinthor. He was
buried with two bowls. One filled with six Platinum
**Large Gray Ooze (1) AL: N, AC: 6, HD: 5, HP: 37, Ingots (500gp each) and the other rare gemstones:
#AT: 1, DMG: 2d8. Very Large Average Pale Blue Opal (2,200gp), and
Huge Average Bright Red Jacinth (2,700gp), Huge
45. Guardroom: Margrum, a Duergar Warband Average Deep Crimson Ruby (2,700gp).
Leader (F7) AL: LE, AC: 2 (Platemail +1), HD: 7, HP: 48. Guardroom: A small detachment of Duergar
45, #AT: 3/2, Weapon: Great Hammer +2 (1d8), Warriors (5) AL: LE, AC: 3 (Half Plate and Shield), HD:
Warhammer (1d6), Seax Knife (1d4+1), and Whip 4, HP: 22 each, #AT: 1, Weapon: Hand Axe (1d6),
(1d4), Treasure: 3d10gp, 4d8pp, and Runestone of Heavy Crossbow with 10 Bolts (1d8), and Seax Knife
Extra-Healing, commands a group of Duergar Warriors (1d4+1), Treasure: 3d8ep, 2d10gp, 2d8pp each.
(4) AL: LE, AC: 3 (Half Plate and Shield), HD: 4, HP: They are posted here under the command of Urmrun,
22 each, #AT: 1, Weapon: Military Pick (1d6), Heavy a Duergar Warband Leader (F6) AL: LE, AC: 3
Crossbow with 10 Bolts (1d8), and Seax Knife (1d4+1), (Platemail), HD: 6, HP: 38, #AT: 1, Weapon: Battle
Treasure: 3d8ep, 2d10gp, 2d8pp each. Axe (1d8), Warhammer (1d6), Seax Knife (1d4+1), and
Whip (1d4), Treasure: 3d10gp, 4d8pp, and a Runestone
46. Crypt Antechamber: The stone door to this chamber of Growth. There is a 1-2 on d6 chance two of their
lies in pieces on the ground. Centuries ago the duergar number are on patrol north to Room 61 and back.
broke into this chamber with the hope of penetrating 49. Royal Guard Barrack: Duergar Royal Guards (6)
the inner crypt. Two sentinels destroyed many of their AL: LE, AC: 2 (Plate and Shield), HD: 6, HP: 30 each,
warriors before they were defeated. The cost was so #AT: 1, Weapon: Three with Shortsword (1d6), Heavy
great they cursed the place in Dworgrim’s name and Crossbow with 10 Bolts (1d8), Seax Knife (1d4+1), and
refused to return. Whip (1d4) and three with Military Pick (1d6), Heavy
Crossbow with 10 Bolts (1d8), and Seax Knife (1d4+1),
47. The double-doors to this chamber are sealed Treasure: 3d10gp, 3d8pp each, are quartered in this
and made of stone. The stone arch around the door chamber. The room is sparely furnished with four
is engraved with a repeating pattern of dwarven bunkbeds.
geometric knotwork (3-2, 3-2, 3-2). PCs must study the 50. Royal Guard Officer Quarters: This spacious
arch to draw this conclusion and make an Intelligence chamber is occupied by Bharrik, a Duergar Warband
check. Two large statues of dwarven warriors lie in Leader (F7) AL: LE, AC: 0 (Plate and Shield +2), HD:
pieces on the floor as well as the skeletal remains of 7, HP: 55, #AT: 3/2, Weapon: Hand Axe +2 (1d6),
a dozen duergar. Everything is covered in dust and Warhammer +1 (1d6), Seax Knife (1d4+1), and Whip
cobwebs. There is a keyhole located in the right-hand (1d4), Treasure: 3d10gp, 4d8pp, Dose of Greatwort,
door. The key can be found in Room 55B. To unlock and a Runestone of Super-Heroism.
the doors, the key must be turned clockwise three times
and counter-clockwise twice.
191
Hall of Stone: Random Unique Table
1 A broken shield 51 Eyeglass of House Longbeard in a rotting box
2 Yellow Mold covers a rubble pile 52 Patch of 1d4+1 Gundgathol Trumpets
3 A strong draft of wind extinguishes torches 53 A pouch with 1d6 Sling Stones +1
4 A low snarling noise from behind 54 The body of a decomposing dwarf in a shallow grave
5 Flapping of wings as something passes overhead 55 Bloody footprints climb up nearby pillar
6 The hissing sound of a gas leak for 20 feet 56 A dead orc. 50% Equipped
7 A broken runestone 57 Skeletal remains of dwarven last stand
8 A pouch with 1d6 Sling Stones +1 58 Something glints in the sand: Seax Knife +2
9 Small shrine to Geddinthor cut into stone. Defaced. 59 Eerie silence for 1d4+1 turns
10 Random Runestone (d6: 1-4 Mundane, 5-6 Magical) 60 Random Runestone (d6: 1-4 Mundane, 5-6 Magical)
11 Decomposing body of Kalas-Toa 61 A frightened mule emerges from the dark
12 Yellow phosphorescent fungi illuminates for 10 feet 62 Rubble with symbol of Dworgrim painted in blood
13 A broken well with chain and bucket 63 A skittering noise to the east
14 Magic warhammer in the dirt (1-3: +2, 4-6: +3) 64 Duergar voices echo to the northwest
15 A screech then silence 65 A pouch with a runestone (Luckstone)
16 A dented dwarven helmet 66 Long dead exoskeleton of a Hook Horror
17 Charnel Pit: Feeding station for nearby predator 67 Random adventurer equipment stash hastily hidden
18 Ring of Fire Resistance 68 Random gemstone (1d4x100gp)
19 Dwarven equipment stash hastily hidden 69 Derro warband slaughtered and looted
20 Random Runestone (d6: 1-4 Mundane, 5-6 Magical) 70 Random Runestone (d6: 1-4 Mundane, 5-6 Magical)
21 Fissure steam (1d4x100 feet), vision reduced to 10 feet 71 Emaciated dwarf slave (dead for 24 hours)
22 Water drips forming a pool (1d4x10x1d4x10) 72 Clawed footprints on the floor for 20 feet
23 A broken battle axe 73 Kalas-Toa Whip lost in the hall
24 Skeletal dwarf clutching a map 74 Stone grinding on stone. Then silence
25 A rotting hand cart 75 Tiny Shrieker but noise amplified in the hall
26 Backpack with 1d4 gemstones 76 A pile of half-eaten fire beetles still glowing
27 Body of a duergar warrior, 50% equipped 77 2d100 normal bats fly through passageway
28 A low snarling noise from ahead 78 Green phosphorescent fungi illuminates for 20 feet
29 Wraith rises from duergar corpse when disturbed 79 2d100 normal fleeing rats pass through the PCs
30 Random Runestone (d6: 1-4 Mundane, 5-6 Magical) 80 Random Runestone (d6: 1-4 Mundane, 5-6 Magical)
31 A yellow mold (harmless) covers the floor for 30 feet 81 Patch of 1d4+1 poisonous mushrooms (insanity)
32 A statue of Thaneduhr, defaced and toppled 82 Chest sticks out of the ground: Check Treasure XX
33 The hissing sound of a gas leak for 10 feet 83 Magical blast marks on the walls from recent battle
34 Air suddenly cools for 1d4 turns 84 Skeletal dwarf clutching diary written in frantic scrawls
35 Air suddenly warms for 1d6 turns 85 Rusty mining gear: Chains, shovels, picks, and rope
36 A hammer in the distance “Tam-tom, tom-tap” 86 Quarrel Case with Light Crossbow Bolts +1 (1d4+3)
37 PC trips over loose stone: 50% 1d6 gemstones 87 Broken dwarven mandolin
38 Monster roar echoes down passageway. Then silence 88 Vein of Silver gleams in the pillar
39 Party of 1d6 derro lay dead and looted 89 Rusty pickaxe
40 Random Runestone (d6: 1-4 Mundane, 5-6 Magical) 90 A broken statue of King Dalgeddin Stoneborn II
41 Skeletal remains of dwarven last stand against duergar 91 Purple phosphorescent fungi illuminates 10 feet
42 Partial collapse of the ceiling for 1d6x10 feet 92 Bat Guano: 1/2 movement for 1d8+3x10 feet
43 Emaciated body leans against pillar: Wight! 93 Pool with 1d3 boated diseased orc bodies. Rot Grubs!
44 Remains of carcass scavenger 94 Ring of Protection +2
45 A hand axe stuck in a skull 95 Skull and bonepile of dwarves and orcs
46 Broken pipe spills water ankle deep for 1d8x10 feet 96 Small herd of wild Rothe (1d4+1) grazing on fungi
47 Huge spider web between two pillars 97 Ring of Invisibility
48 Runic Tablet (see Barrowmaze Complete) 98 Dwarven Visored Helm +1 of True Seeing
49 Disk of Kar’Koon (see FCoA) 99 1d4 Random Runestones (d6: 1-5 Mundane, 6 Magic)
50 Random Runestone (d6: 1-5 Mundane, 6 Magical) 00 Roll twice on this table
192
51. This chamber was once a barrack but was destroyed A. Junior Officer Quarters: Harrig’s chamber includes
long ago. All that’s left is rotting wood and a Runestone a simple bed and a Small Chest. The chest is locked
of Curing hidden under a flagstone. and trapped (Poison Needle Save or Die). It contains
Behind the secret door is a small triangular chamber. 3 Mundane Runestones and the following gems: Large
Leaning in the corner is the Stone Spear. This is one of Flawed Lime Green Peridot (370gp), Small Exquisite
three stone weapon keys required to enter Room 109. Green Aquamarine (450gp), Huge Flawed Red-Brown
52. Barrack: This barrack is empty. The warriors are Spinel (570gp), Very Large Exquisite Dark Green
in the amphitheatre. The room has 16 bunk beds. Alexandrite (750gp), and a Huge Exquisite Yellow-
Two have Steel Coffers (Locked) underneath them. Green Chrysoberyl (850gp).
One contains a Runestone of Heroism and the other B. Junior Officer Quarters: Bargus, a Duergar
Platinum Arm Bands (500gp each). Warband Leader (F6) AL: LE, AC: 3 (Platemail), HD: 6,
A. Weapon Closet: This weapon closet includes three HP: 38, #AT: 1, Weapon: Battle Axe (1d8), Warhammer
heavy crossbows and a quiver of 10 Bolts +1. There (1d6), Seax Knife (1d4+1), and Whip (1d4), Treasure:
are also three great hammers, three battle axes, and 3d10gp, 4d8pp, and a Sticky Shrooms, just returned
a Spear +3. from a patrol and about to remove him armour. His
53. Guardroom: Four Duergar Warriors (4) AL: LE, room contains a bed and a Small Locked Coffer that
AC: 3 (Half Plate and Shield), HD: 4, HP: 20 each, contains 35pp, a Gold Broach Pin of a Hammer
#AT: 1, Weapon: Warhammer (1d6), Light Crossbow (800gp), and a Key (Room 47).
with 10 Bolts (1d6), and Seax Knife (1d4+1), Treasure: 56. Training Room: This training room is designed
3d8ep, 2d10gp, 2d8pp each, are posted here as for crossbow practice. There are three wooden
sentries under the command of Bharram, a Duergar mannequins along the western wall and three heavy
Warband Leader (F7) AL: LE, AC: 0 (Plate and Shield crossbows hanging from pegs on the eastern wall. A
+2), HD: 7, HP: 55, #AT: 3/2, Weapon: Hand Axe dwarven slave was tied to the center mannequin and
+2 (1d6), Warhammer +1 (1d6), Seax Knife (1d4+1), shot for sport.
and Whip (1d4), Treasure: 3d10gp, 4d8pp, Dose of 57. Guardroom: This small guardroom contains five
Greatwort, and a Runestone of Giant Strength. stools and two spears leaning into the southeastern
corner of the chamber.
54. Training Room: This training room is empty except A. Storeroom: This room contains three barrels of wine,
for three wooden training mannequins with attached two barrels of water, and three crates of dried rothe
shields. jerky.
55. Training Room: Duergar Warriors (7) AL: LE, AC: 58. Crossing Chamber: This room is empty. The
3 (Half Plate and Shield), HD: 4, HP: 22 each, #AT: 1, duergar carved two wicked looking dwarven gargoyles
Weapon: Military Pick (1d6), Heavy Crossbow with 10 above each archway.
Bolts (1d8), and Seax Knife (1d4+1), Treasure: 3d8ep, 59. Forge of Dhurindain: This forge was once devoted
2d10gp, 2d8pp each. to Dhurindain the Secret-Keeper. The duergar removed
The warriors are training with Harrig, a Duergar his statues and chipped away the runes inside the
Warband Leader (F5) AL: LE, AC: 3 (Half Plate and chamber that reference his name.
Shield), HD: 5, HP: 33, #AT: 1, Weapon: Hand Axe 60. Forge of Thaneduhr: Like Room 59, this forge was
(1d6), Hand Axe (1d6), Seax Knife (1d4+1), and Whip once dedicated to Thaneduhr. The duergar removed
(1d4), Treasure: 3d10gp, 4d8pp, and a Runestone of all references to him and replaced the All-Father with
Extra-Healing. The sound of combat training echoes Dworgrim, the deity of the gray dwarves.
well outside this chamber.
193
61. Forge of Geddinthor: This forge was devoted to 66. Officer’s Quarters: This barrack is empty. The
Geddinthor. The statues and references to the God of occupant is in the amphitheatre for the celebration. His
Battle were vandalized. At the bottom of the cooling platemail sits on his armour stand. His hand axe has
pool in the southeastern corner is a Runestone of grooves in the shaft from many kills. There is nothing
Curing. of value.
62. Barrack: Duergar Royal Guards (6) AL: LE, AC: 67. Royal Guard Barrack: Duergar Royal Guards (6)
2 (Plate and Shield), HD: 6, HP: 36 each, #AT: 1, AL: LE, AC: 2 (Plate and Shield), HD: 6, HP: 30 each,
Weapon: Three with Hand Axe (1d6), Heavy Crossbow #AT: 1, Weapon: Three with Shortsword (1d6), Heavy
with 10 Bolts (1d8), Seax Knife (1d4+1), and Whip (1d4) Crossbow with 10 Bolts (1d8), Seax Knife (1d4+1), and
and three with Military Pick (1d6), Heavy Crossbow Whip (1d4) and three with Military Pick (1d6), Heavy
with 10 Bolts (1d8), and Seax Knife (1d4+1), Treasure: Crossbow with 10 Bolts (1d8), and Seax Knife (1d4+1),
3d10gp, 3d8pp each. Treasure: 3d10gp, 3d8pp each. The guards have just
A. Darg Kennel: Three Dargs (3) AL: LE, AC: 6, HD: 3, donned their armour and are awaiting their superior
HP: 15, #AT: 1, DMG: 2d4 (and 1d6*) are asleep on Gardain (Room 65).
the floor of this chamber. 68. Latrine: in addition to a latrine, the duergar have
63. Junior Officer’s Barrack: This room is spartan, as piled rotting wood in the corner. Hidden within (3 turns
is the duergar custom. There are two beds, tables, and of searching) is a two-handed Great Club +2 (1d8).
stools for two junior officers. A Small Iron Chest sits 69. Storeroom: The door is locked. This is a storeroom
beside one of the beds (Locked). It contains a Medium for the royal kitchen. It includes foods from the surface
Average Deep Purple Amethyst (300gp), Small Exquisite taken from caravan raids, such as two kegs of sack
Deep Purple Amethyst (450gp), Small Exquisite Dark mead, three kegs of wine, and two bottles of elvish
Green Alexandrite (450gp), Huge Average Deep wine. There are also four sacks of dried grain, two
Yellow Amethyst (600gp), Huge Exquisite Red Garnet sacks of flour, and a keg of oil.
(850gp) and a Very Large Exquisite Green Aquamarine 70. Storeroom: The door is locked. Like Room 69,
(750gp). At the bottom is a Runestone of Disintegration. this is a storeroom for the royal kitchen. It includes
64. Two Statues: This cross-chamber is marked by two common duergar foodstuffs such as rothe jerky, dried
large duergar statues with sneering faces. These are mushrooms, and dried fish.
Advanced Dwargoyles AL: CE, AC: 3, HD: 6, HP: 42 71. Larder: The door to this room is locked. Hanging
each, #AT: 4 or 1, DMG: 1d4/1d4/1d8/1d6 or Stone on hooks on the ceiling are Hook Horror Claws, Giant
Axe (3d6). The dwargoyles have been instructed to only Frog Legs, and two skinned Rothe carcasses.
allow duergar to pass into the royal chambers (Rooms 72. Kitchen: This chamber contains two fireplaces
74 and 75). each with their own cauldron. A table in the center
65. Officer’s Quarters: Gardain, a Duergar Royal of the room is laden with knives, spoons, and saws.
Guard Officer (F6) AL: LE, AC: 1 (Plate +2), HD: The kitchen crew is currently enjoying the gladiatorial
6, HP: 44, #AT: 1, Weapon: Battle Axe +2 (1d8), contests in the amphitheatre.
Warhammer (1d6), Seax Knife (1d4+1), and Whip +2 73. False Treasury: The door to this chamber is made
(1d4), Treasure: 3d10gp, 4d8pp, is donning his armour of stone with a dwarf face. It is locked and trapped with
in preparation for the changing of the royal guard. The Glyph of Warding (18 Points of Fire Damage) and Face
room contains a bed, table, stool, and armour stand. A of Dworgrim. This is the false royal treasury. The room
loose stone under the bed contains a bag of Paralytic is laden with large open chests filled with coins, jewelry,
Power (Save or be paralyzed for 1d4 turns). Underneath gems, and statuettes. It includes the following coins:
the first bag is a small box containing a Runestone of
Extra-Healing and a Runestone of Speed.
194
Chest 1 (Open): 8,584cp, Chest 2 (Open) 7,326cp, the duergar are searching for P5: The Forge of Creation
Chest 3 (Open): 10,021sp, Chest 4 (Open): 8,429ep, and have the exact location circled on the largest map.
and Chest 5 (Open): 6,891gp. There are two Steel Chests on either side of the bed.
There are also two other chests: Both are locked and trapped (Poison Needles, Save or
Chest 6 (Open): Small Flawed Violet Garnet (170gp), Die). The first contains scrolls and paperwork dealing
Medium Broken Green Aquamarine (250gp), Medium with negotiations between the derro, kalas-toa, and the
Flawed Brown-Green Garnet (270gp), Medium Flawed orcs. In addition, a recently opened scroll, written in
Dark Green Alexandrite (270gp), Small Finely Cut Blue drow, suggests the duergar are also negotiating with
Aquamarine (300gp), and a Large Broken Bright Yellow the dark elves for reinforcements.
Microlite (350gp). The second chest contains the following gemstones:
Chest 7 (Open): Large Broken Brown-Green Garnet Small Broken Clear Blue Sapphire (1,150gp), Small
(350gp), Large Flawed Deep Purple Amethyst (370gp), Average King’s Tears (1,400gp), Medium Flawed
Medium Finely Cut Black Pearl (400gp), Medium Finely Black Sapphire (1,500gp), Medium Flawed Green
Cut Green Aquamarine (400gp), Very Large Broken Opal (1,500gp), Medium Average Clear Blue-White
Dark Green Alexandrite (450gp), Very Large Average Diamond (1,600gp), Medium Average Clear Blue
Deep Yellow Amber (500gp), Large Finely Cut Brown- Sapphire (1,600gp), Large Average Deep Green
Green Garnet (500gp), Very Large Average Red Emerald (1,700gp), Very Large Average Deep Crimson
Garnet (500gp), and a Huge Exquisite Deep Yellow Ruby (2,200gp), Huge Broken King’s Tears (2,450gp),
Amber (850gp). Huge Average Pale Blue Opal (2,700gp), Medium
Chest 8 (Closed) is a Mimic AL: N, AC: 7, HD: 9, HP: Exquisite Deep Green Emerald (4,600gp), and a Huge
50, #AT: 1, DMG: 3d4. Finely Cut Bright Green Emerald (5,200gp).
74. Prince’s Chambers: The door to this chamber is 76. Four Statues: Four duergar-constructed Advanced
locked. This spacious chamber belongs to Thurtok, Son Sentinels of the Ancestors AL: N, AC: 0, HD: 8, HP:
of Wartok, Prince of the Duergar, Blood of Thaneduhr. 60, #AT: 2, DMG: 1d6+2/per, guard this cross-over
He is currently leading the official ceremonies of Uzduul- room to the royal chambers. They will attack any non-
Gundgathol in the Great Colosseum (Room 146). duergar and will not leave the room.
The room contains a lavish bed, an empty armour 77. Royal Treasury: The secret door to this room is
stand, a table, and a chair. There is also a Steel exceptionally well hidden. Dwarves do not receive a
Chest. The chest is both Locked and Double-Trapped passive 1 on d6 to detect this door. The door is opened
(two Poison Needles, Save or Die). It contains 1d4 by pushing the wall backwards.
Random Mundane Runestones as well as Runestones The duergar masons carved an extremely subtle
of Climbing, Super-Heroism, and Speed. There is also stonemouth on the floor immediately infront of the door
a Mithril Seax Knife +3 Frost Brand. The pommel is that is camouflaged into the floorstone. The mouth is
shaped like a warhammer. enchanted with Runes of Dhurindain and Great Shout.
75. Royal Chambers: The door to the royal chamber is Anyone standing infront of the secret door will activate
locked and trapped. the spell. In addition to damage, the shout (directed
upwards at the ceiling, will cause a collapse for 6d6
points of damage (Save versus Death for half).
This large, lavish room contains a bed, an immaculately Inside are three Large Steel Chests. There is also an
carved, rectangular wooden table, and a tall-backed assortment of loose treasure in pots, urns, and bowls
chair. The table is the shape of Gundgathol. Several (43,281ep, 25,835gp, 10,492pp).
maps are spread across it. It is clear from the maps that
195
Chest 1 (Locked and Trapped, Disintegration Needle, A. This officer’s alcove contains a small desk and a
Save or Die): This chest contains 1d20 Random Mundane stool. There are 1d3 Random Mundane Runestones on
Runestones and three unique magical runestones: the table (adjust wording from Gundgathol dwarves to
The first is shaped in the symbol of Geddinthor and duergar. Note that the duergar only pray to Dworgrim
functions like a Tome of Martial Knowledge, the second and not their ancestors).
is shaped like the symbol of Thaneduhr and functions 80. Armoury: The door is locked. Inside are four armour
as a Tome of Leadership and Influence, and the last stands with duergar platemail, three shields hanging on
is shaped like Dhurindain’s symbol and functions as a the wall, and a table with three military picks, two hand
Manual of Gainful Exercise. axes, and a great hammer.
Chest 2 (Locked and Trapped, Runes of Dhurindain, Fire: 81. Royal Guard Officer Quarters: Hruzduul, a Duergar
16 points of damage): The chest contains a Medium Warband Leader (F7) AL: LE, AC: 1 (Platemail +2),
Finely Cut Deep Crimson Ruby (4,100gp), Medium HD: 7, HP: 45, #AT: 3/2, Weapon: Great Hammer +2
Finely Cut Green Opal (4,100gp), Huge Finely Cut (1d8), Warhammer +1 (1d6), Seax Knife (1d4+1), and
Clear Blue-White Diamond (5,200gp), Huge Exquisite Whip (1d4), Treasure: 3d10gp, 4d8pp, is quartered in
Translucent Star Ruby (5,700gp), and a Huge Exquisite the is chamber. He has just finished donning his armour.
Pale Blue Opal (5,700gp). The room is plain with a small bed, table, and stool.
Chest 3 (Locked): This chest is not trapped on the 82. Royal Guard Junior Officer Quarters: This chamber
outside. Rather, inside the chest is a stone statue head contains a bed, table, chair, and a Small Steel Coffer
enchanted with Face of Dhurindain. The head sits atop (Locked). It contains two Runestones of Extra-Healing.
10 Large Mithril Ingots valued at 5,000gp each. This 83. Royal Guard Barrack: A band of Duergar Royal
is enough to craft one suit of armour or two large Guards (6) AL: LE, AC: 1 (Plate and Shield +1), HD: 6,
weapons. HP: 31 each, #AT: 1, Weapon: Three with Shortsword
78. Guardroom: This guardroom is occupied by (1d6), Heavy Crossbow with 10 Bolts (1d8), Seax Knife
Duergar Royal Guards (6) AL: LE, AC: 2 (Plate and (1d4+1), and Whip (1d4) and three with Military Pick
Shield), HD: 6, HP: 30 each, #AT: 1, Weapon: Three (1d6), Heavy Crossbow with 10 Bolts (1d8), and Seax
with Shortsword (1d6), Heavy Crossbow with 10 Bolts Knife (1d4+1), Treasure: 3d10gp, 3d8pp each, are
(1d8), Seax Knife (1d4+1), and Whip (1d4) and three quartered in this chamber.
with Military Pick (1d6), Heavy Crossbow with 10 Bolts A. Darg Kennel: Three Dargs AL: LE, AC: 6, HD: 3,
(1d8), and Seax Knife (1d4+1), Treasure: 3d10gp, HP: 15, #AT: 1, DMG: 2d4 (and 1d6*) are typically
3d8pp each. One has a Runestone of Feather Fall sleeping in this side chamber.
and another has a Runestone of Super-Heroism. 84. This chamber is empty. The two small alcoves are
They are led by Karnam, a Duergar Cleric of Dworgrim filled with bones and rubble. In the eastern alcove (2
(CL5) AL: LE, AC: 2 (Plate and Shield), HD: 5, HP: turns of searching) there is a Ring of Invisibility.
32, #AT: 1, Weapon: Mace +2 (1d6), Sling with 5 85. The door to this chamber was burnt out long ago.
Runestones of Impact (1d4), and Whip (1d4). Spells The room is empty.
(3/2/1): Protection from Good, Cure Light Wounds, 86. Crossbow Range: Three mannequin targets are
Command; Hold Person, Bless; Striking, Treasure: lined along the southern end of this chamber. Three
3d10gp, 4d8pp, Bag of Sticky Shrooms, Spellstone: heavy crossbows and four light crossbows hang from
Spiritual Hammer, Hold Person, Silence 15’ Radius, pegs on the wall. A short, open barrel of 35 crossbow
Runestone of Climbing, Runestone of Healing, and a bolts stands beside a firing line on the floor.
Gold Holy Symbol of Dworgrim (300gp),
79. Royal Guard Room: This guardroom is empty. The
guards are off-duty in their barracks.
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87. Royal Guard Barrack: This barrack of the royal guard 90. Guardroom: Similar to Room 89, Duergar Royal
is currently empty. Its inhabitants are on patrol within Guards (6) AL: LE, AC: 1 (Plate +1 and Shield), HD: 6,
the complex. The room is furnished with bunkbeds. HP: 28 each, #AT: 1, Weapon: Three with Shortsword
A. Royal Guard Junior Officer Quarters: Two royal (1d6), Heavy Crossbow with 10 Bolts (1d8), Seax Knife
guard officers are looking over a map of Gundgathol. (1d4+1), and Whip (1d4) and three with Military Pick
Their map shows area S35 and the tunnels within two (1d6), Heavy Crossbow with 10 Bolts (1d8), and Seax
hexes of that location. The room is spartan with a bed, Knife (1d4+1), Treasure: 3d10gp, 3d8pp each, are
desk and stool, and armour stand. A Small Coffer posted here accompanied by a Darg AL: LE, AC: 6,
(Locked) contains 2 Mundane Runestones and 77pp. HD: 3, HP: 20, #AT: 1, DMG: 2d4 (and 1d6*).
Urmdan and Banbek, Duergar Royal Guard Officers 91. The Grand Throne Room: This once majestic
(F6) AL: LE, AC: 3 (Platemail), HD: 6, HP: 38 each, #AT: dwarven hall is in ruin. The sides of the chamber are
1, Weapon: Battle Axe +1 (1d8), Seax Knife (1d4+1), lined with 28 10x10 pillars that support the massive 70-
and Whip (1d4), Treasure: 4d8pp. The former has foot tall chamber. The pillars are carved with faces and
Sticky Shrooms and the latter a Runestone of Healing. geometric patterns typical of the Gundgathol dwarves.
Both possess their coffer/chest keys. Many of these pillars are partially or completely
B. Royal Guard Junior Officer Quarters: This room is collapsed. A broad staircase leads up to a dais seven
furnished (like A) but contains a Small Chest (Locked) feet above the floor of the chamber. Atop the dais sits
with a Gold Ring with Diamonds (1,400gp) and a the great throne of Gundgathol.
Platinum Armband (1,300gp). The throne is bracketed by two pools. Behind the
88. Grand Throne Room Antechamber: The grand throne are the remains of three 20x20 foot statues of
antechamber is heavily guarded by duergar royal guards Thaneduhr, Geddinthor, and Dhurindain. The statues
in adjacent rooms. At any given moment, there may were once 50 feet high but were demolished long ago
(1-2 on d6) be duergar passing through this chamber by the duergar. On either side of the statues are two
from east to west or west to east. If an event takes place sets of double doors.
in the throne room, the antechamber will be packed Refereeing the Throne Room: Subject to the decisions
with duergar eagerly awaiting the event. There are two made by players, there are multiple ways to present the
statues of Dworgrim the Outcast facing south. throne room.
89. Guardroom: The entrance into the grand throne Option 1. If the PCs enter the throne room, and have
room is monitored by Duergar Royal Guards (6) AL: LE, not been detected or captured, they will find the King
AC: 1 (Plate and Shield +1), HD: 6, HP: 30 each, #AT: and his cleric-advisors discussing the recent incursions
1, Weapon: Three with Shortsword +2 (1d6), Heavy into their kingdom. They will be protected by his elite
Crossbow with 10 Bolts (1d8), Seax Knife (1d4+1), and royal guard. The throne room will be otherwise empty
Whip (1d4) and three with Military Pick +1 (1d6), Heavy as most of his warriors will be attending the bloodsport
Crossbow with 10 Bolts (1d8), and Seax Knife (1d4+1), to celebrate the 250th anniversary of the conquest of
Treasure: 3d10gp, 3d8pp each, led by Rotgund, a Gundgathol in the great arena (Room 146).
Duergar Cleric of Dworgrim (CL5) AL: LE, AC: 2 (Plate Option 2. If the PCs attempt multiple incursions into
and Shield), HD: 5, HP: 32, #AT: 1, Weapon: Mace Gund-Felek, the entire complex will be on alert. The
+2 (1d6), Sling with 5 Runestones of Impact (1d4), and guards at all points of entry and exit will be doubled
Whip (1d4). Spells (3/2/1): Protection from Good, Cure and patrol frequency will also be doubled.
Light Wounds, Command; Hold Person, Bless; Striking, The king will double the number of his elite personal
Treasure: 3d10gp, 4d8pp, Bag of Sticky Shrooms, guard and will be attended by the High Old One
Runestone of Heroism, and a Gold Holy Symbol of (Room 6) in addition to the listed priests below. In this
Dworgrim (300gp).
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scenario, the king will be (1d6): in the Throne Room Duergar Elite Royal Guards (6) AL: LE, AC: 0 (Plate +1
(1-3), his Personal Chambers (Room 75) (4), or the and Shield +1), HD: 6, HP: 40 each, #AT: 1, Weapon:
Temple of the Forge (Room 6) (5-6). Three with Spiked Warhammers +1 (1d6), Heavy
Option 3. If the PCs are captured at any point, they Crossbow with 10 Bolts +1 (1d8), Seax Knife (1d4+1)
will be brought before the King. They will be forced and three with Hand Axes +1 (1d6), Heavy Crossbow
through a “Walk of Shame” leading up to the steps with 10 Bolts +1 (1d8), and Seax Knife (1d4+1),
of the throne where they will be beaten by a throng Treasure: 6d8pp each and Runestones of Heroism.
of attending duergar, alongside a mix of black orcs,
derro, and kalas-toa. The public humiliation will serve Ghalzduhr the “Grimstone,” Son of Ghalmork,
to reaffirm the king’s power and station among his Grandson of Ghalduul “Gray Tongue” Whitebeard,
people. He will then force them to complete in the arena Old One of Dworgrim (CL7/F7) AL: LE, AC: -1 (Mithril
as the culminating event to celebrate the conquest of Platemail +1, Shield +1, Visored Helm +1), HD: 7, HP:
Gundgathol. 58, #AT: 3/2, Weapon: Mace +2, +3 versus Spell-
Wartok Whitebeard, Lord of Gungathol, King of the Casters (1d6), Sling +1 with 5 Runestones of Impact
Duergar, Blood of Thaneduhr (F9) AL: LE, AC: -7/- (1d4), and Whip (1d4). Spells (4/3/2/1): Resist Cold,
8 (Mithril Full Platemail +5 and a Mithril Shield +2, Detect Good, Stonebeard, Command; Bless, Holy
+3 versus Missile Attacks), HD: 9, HP: 101, #AT: 3/2, Chant, Silence 15’ Radius; Animate Dead, Striking;
Weapon: Mithril Axe of the Dworgrim +3 (1d6 or 2d6), Protection from Good 10’ Radius. Treasure: 3d10gp,
Seax Knife +3 of Skewering (1d4+1). Treasure: 6d6pp, 4d8pp, Dose of Greatwort, Bag of Sticky Shrooms,
Dose of Greatwort, Runestone of Curing, Runestone Runestones of Wisdom and Speed, and a Mithril Holy
of Giant Strength, and a Runestone of Free Action, Symbol of Dworgrim (5,000gp).
Wardstone (Magic), Mithril Crown of the Stoneborn,
Ring of House Ironforge. Ability Scores: S 19 (+3/+4), I Krummas, Duergar Cleric of Dworgrim (CL6) AL: LE,
16, W 15, D 12, C 19, Ch 17. AC: 1 (Plate and Shield +1), HD: 6, HP: 39, #AT: 1,
Show Dwarrowdeep Illustration #19. Weapon: Mace +2 (1d8), Sling with 10 Stones +1 (1d4),
The Mithril Axe of Dworgrim is a unique Hand Axe and Whip (1d4). Spells (3/3/2): Protection from Good,
+3 Dwarven Thrower and can be thrown 60 feet and Stonebeard, Command; Hold Person, Bless, Dworgrim’s
return to the hand of the wielder. When thrown the Sacred Hammer; Animate Dead, Striking, Treasure:
axe scores double damage (2d6). On command the 3d10gp, 4d8pp, Bag of Sticky Shrooms, Runestone of
weapon will lengthen to the size of a Battle Axe (1d10 Impact (3), Spellstone: Stonebeard, Spiritual Hammer,
points of damage) but cannot be thrown. The mithril Silence 15’ Radius, and a Platinum Holy Symbol of
blade (in either form) is so keen the weapon can sever Dworgrim (500gp).
humanoid limbs (human-sized or smaller and including
the head) on an unmodified attack roll of 20. The axe is Vizuul, Duergar Cleric of Dworgrim (CL6) AL: LE, AC:
a mere +1 in the hands of a non-dwarf. To the duergar, 3 (Plate), HD: 6, HP: 43, #AT: 1, Weapon: Great Mace
the Mithril Axe of Dworgrim is a holy relic. Anyone in +2 (1d8), Sling with 5 Stones +3 (1d4), and Whip
possession of the axe will draw the attention of the (1d4). Spells (3/3/2): Protection from Good, Cure Light
duergar, directly or indirectly, in the future. Wounds, Command; Hold Person, Dworgrim’s Sacred
Hammer, Holy Chant; Animate Dead, Striking, Treasure:
3d10gp, 4d8pp, Dose of Greatwort, Runestones of
War +2 (3), and a Platinum Holy Symbol of Dworgrim
(500gp).
The Mithril Crown of the Stoneborn is encrusted with Malmark, Duergar Cleric of Dworgrim (CL5) AL:
huge diamonds and rubies (15,000gp). The crown is LE, AC: 2 (Plate and Shield), HD: 5, HP: 33, #AT: 1,
also a powerful magic item. It serves as a Stone of Weapon: Mace +1 (1d6), Sling with 10 Stones +1
Controlling Earth Elementals, an Amulet of Proof Against (1d4), and Whip (1d4). Spells (3/2/1): Protection from
Detection and Location, and a Necklace of Adaptation. Good, Cure Light Wounds, Command; Hold Person,
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