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Dwarrowdeep (OSR) [2022] - Greg Gillespie Megadungeons

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Published by Capn_Ragnar, 2022-10-06 07:14:24

Dwarrowdeep (OSR)

Dwarrowdeep (OSR) [2022] - Greg Gillespie Megadungeons

Keywords: Dungeons & Dragons,DnD,OSR

house strongstar this stone marks the birth of my son bragdrim of

Table 4: Random Special Encounter Table

1 A broken statue of King Dalgeddin Stoneborn II 51 Rival brigands (1d8+3) lost in Dwarrowdeep (TT: XII)
2 Purple phosphorescent fungi illuminates 1d6x10 feet 52 Random adventuring party loaded with treasure
3 A strong draft of wind extinguishes torches 53 A pouch with 1d6 Sling Stones +2
4 A low snarling noise from behind 54 The body of an adventurer in a shallow grave
5 Chalk arrows on the walls for 3d100 feet 55 Wet footprints descend from wall. Disappear on floor
6 The hissing sound of a gas leak for 1d4x10 feet 56 A dead orc. 50% Equipped
7 Random adventuring party loaded with treasure 57 Skeletal remains of dwarven last stand
8 A pouch with 1d6 Sling Stones +1 58 Something glints in the sand: Seax Knife +1
9 Small shrine to Geddinthor cut in the 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 Frightened mule, emerges from dark (Equipped)
12 Yellow phosphorescent fungi illuminates 1d8x10 feet 62 Boulder with symbol of Dworgrim painted in blood
13 A broken well with chain and bucket 63 Passage blocked by huge spider webs for 1d0x10 feet
14 Magic warhammer in the dirt (1-3: +1, 4-6: +2) 64 Insane paladin, beaten/whipped, staggers toward you
15 A screech, a battle cry, and silence 65 A pouch with a magical runestone (Luckstone)
16 Sound of “Help” from narrow fissure in the ground 66 Long dead exoskeleton of a Hook Horror
17 Charnel Pit: Feeding station for nearby predator 67 Random adventurer equipment stash hastily hidden
18 Severed hand clutches spellbook (1d6 spells) 68 Random gemstone (1d4x100gp)
19 Random adventurer equipment stash hastily hidden 69 Carved dwarf pillars support ceiling for 1d3x100 feet
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 Passage narrows, 50% chance of warband ambush 72 Clawed footprints on the floor for 1d6x10 feet
23 Passage blocked by dense fungal growth for 2d100 73 Severed heads of recent dwarf patrol from Hamelet
24 Tiny side cave with body of dead dwarf clutching map 74 Stone grinding on stone. Then silence
25 Side tunnel completely collapsed 75 Cocooned dwarves on ceiling. All dead but one
26 Disemboweled Giant Gecko Lizard 76 A pile of half-eaten fire beetles still glowing
27 Body of a dwarf adventurer, 50% equipped 77 2d200 normal bats fly through passageway
28 A low snarling noise from ahead 78 Green phosphorescent fungi illuminates 1d4x10 feet
29 Chalk arrows on the walls for 3d100 feet 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 40 feet 81 2d100 normal fleeing rats run through PCs
32 A statue of Thaneduhr, defaced and toppled 82 Chest: Check Treasure Type XX
33 The hissing sound of a gas leak for 1d4x10 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 gems 87 Rusty mining tracks for 3d100 feet
38 Monster roar echoes down passageway. Then silence 88 Vein of silver gleams in the walls
39 Party of 1d6 adventurers lay dead and looted 89 Vein of gold gleams in the floor
40 Runestone (d6: 1-4 Mundane, 5-6 Magical) 90 Random Runestone (d6: 1-4 Mundane, 5-6 Magical)
41 Skeletal remains of dwarven last stand 91 Red Crystals: 1/2 movement for 1d10x10 feet
42 Partial collapse of the ceiling for 1d6x10 feet 92 Bat Guano: 1/2 movement for 1d8+3(x10 feet)
43 Dwarf corpse thrown in shallow grave: Zombie! 93 Pool with 1d3 boated diseased orc bodies. Rot Grubs!
44 Remains of a camp. Two days old 94 Gleaming Helmet +1: Kill Zone for Cave Morays!
45 Battle: Two warbands battle over 2d4 slaves 95 Partial dwarf-made barricade: Stone, Mine carts
46 Broken pipe spills water ankle deep for 1d8x10 feet 96 Small herd of wild Rothe (1d4+1) grazing on fungi
47 Orc footprints, signs of a recent patrol 97 Recently disemboweled Troll regenerating (1d4 Rds!)
48 Runic Tablet (see Barrowmaze Complete) 98 Small stream with glint: Ring of Protection +1
49 Runestone (d6: 1-5 Mundane, 6 Magical) 99 1d4 Runestones (d6: 1-5 Mundane, 6 Magical)
50 Disk of Kar’Koon (see Forbidden Caverns of Archaia) 00 Roll twice on this table

49

house hammerhand in the year 716 galund, blood of galorin grimfoot,

Section IV: Dungeon Exploration Unless noted in the text, dungeon levels and
Keys and Entries subterranean lairs will be still and dark. Ambient noises
will change with the dungeon type (cave, cavern, or
Like Barrowmaze, and the other books in the Northern dungeon complex). Monsters know how to stay alive in
Reaches campaign, Dwarrowdeep uses a shortened these environments and noisy PCs will draw attention
entry style to discourage reading boxed text to players. to themselves.
Instead, the text shortens entries so Referees can skim The stillness of the dungeon environment puts additional
the relevant information quickly and convey the scene pressure on players and encourages a measured
while making eye contact with players. This approach and judicious approach to dungeon exploration. For
encourages engagement rather than just reading example, how much time do players want to spend
aloud. In the text, monsters have been bolded and searching for treasure? Do they want to stop and pry
magic items italicized to facilitate play. gems out of the wall? Do they want to search for a
secret door? Break down a stuck door or a bricked-up
Random Tables wall? How much noise are they making? The above
examples of play take time and will cause disturbances
To play Dwarrowdeep, Referees must consult random unless PCs are cautious.
tables in advance of play. Referees should roll the
Random Secondary Encounter Area Generator prior to Light, Sight, and Time
beginning the adventure. Referees should also roll the
Slovenly Trull Random Patron Generator several times There are no torches or lit areas other than those
prior to starting the campaign. specifically identified in the text. Referees must record
time, movement, and light. Remember that torches
Random Monsters, Silence, and Disturbances cast light in a 30-foot radius and last for four turns (40
minutes). They are susceptible to water and gusts of
Random monsters are critical to classic fantasy wind. Lanterns cast light in roughly the same distance
roleplaying games. Under normal circumstances, the (40 feet) but require an oil flask every two hours (12
Referee should roll for random monsters every other turns) and are less susceptible to wind.
turn (1 turn equals 10 minutes) with a 1 on a d6 Player characters will be spending extended time in the
indicating an encounter. darkness and will burn through torches and lantern oil.
There are other instances in the adventure that may Ensure they account for their resources.
(either due to the dungeon atmosphere or player If a character is holding a light source, they will likely
choice) necessitate an additional random monster or have their weapon or shield sheathed and this will slow
random encounter check. For example, random checks their participation in combat.
should be made any time players declare they are Also, photo-sensitive subterranean monsters will target
searching for something, making too much noise, or if light-wielding characters first.
they engage in prolonged battle. In these instances, it
is critical to roll checks. The Referee must balance the Resource Allocation and Resupply
potential upside of searching for treasure, or spending
time doing tasks, with the possibility of an encounter.

The duergar, orcs, and other tribes know how to Prior to entering Gundgathol, players should consider
move about the dark passages of Dwarrowdeep and resource allocation. Referees should encourage players
avoid unwanted attention. They scout ahead, employ to supply with essential dungeoneering equipment and
camouflage, set ambushes, and use flankers and create supply caches near an entrance within their first
lookouts. They also do not move in the open unless few expeditions.
absolutely necessary. They know the lairs of large PCs will need to camp within the massive complex and
predators and keep their distance. These factions also might be isolated for an extended period. In this context,
know how to negotiate natural subterranean landscape players need to be judicious with their resources and
hazards. Player characters must acclimate themselves ensure they possess appropriate rest and rearm (or
quickly to the dangers of the abandoned dwarven fallback) positions.
complex.

50

engraved this stone in worship to dhurindain i, banmor, offer this

Random Dungeon Restock Regardless of how long it takes, bashing down a
bricked wall will disrupt the silence of the dungeon and
Referees should track all dungeon rooms explored. Each necessitate at least one random monster roll.
time the PCs leave a cave or dungeon environment,
Referees should consult the Random Dungeon Restock Stuck Doors
Table. Restocking the dungeon between forays provides
a sense of verisimilitude, gives the game a unique Some of the doors in Dwarrowdeep are made of stone
evolving character, and ensures that the PCs never get and the rest are made of wood harvested from the
complacent. The monsters are not waiting to be killed. nearby forests to the east and west of Gundgathol.
Dwarrowdeep is their home. For restocking, Referees Some of the wooden doors have been swollen shut with
should consult the monster and treasure tables provided moisture and age and are indicated in the text. In the
in the Secondary Encounter Area Generator. case of a stuck door, players must force the door open
or break it down. A roll of 1–2 on a d6 indicates a
Dungeon Restock Table player character has broken the door down. This roll is
1 Monster adjusted by the strength bonus/penalty of the character
2 Monster and Treasure (example: 15 Strength (+1 bonus) would open the door
on a 1-3 on d6). Be sure to check for random monsters.

3-6 Empty* Stone Doors

*1 on d6 chance of hidden treasure. Some doors in Dwarrowdeep are made of stone. These
doors were used in less common instances or when the
Random Pit Contents dwarves desired to seal something away for eternity.
For stone doors use the mechanic for wooden doors
See the tables provided in the Secondary Encounter except the PC will need a roll of 1 (on d6) to open the
Area Generator (p.212). door. The roll is adjusted by strength like the above. If
the door cannot be opened, treat the door as a bricked
Bricked Walls and stone doors wall.

The bricked wall or archway presents an interesting Turning Undead
obstacle for player characters. Brick walls block
entry to places of import and require at least one All turn attempts are increased by one based on
sledgehammer and iron spikes to penetrate. Players will the Turning Undead Table in the core rulebook. For
need to purchase these from the blacksmith in Hamelet example, a level one cleric would require an 8 on d20
(Sledgehammer, 5gp). A tack hammer is simply too to turn 1 Hit Die undead, 10 for 2 HD, 12 for 3 HD,
small and a melee-style warhammer will be damaged and so on.
beyond repair if used to break down a wall.
Bricked-up walls provide a quandary for players. Do Partial Collapses
they risk bashing the wall down and making noise?
Will anything come out of the wall and attack them The once mighty city of Gundgathol is now in ruins.
from behind if they pass it by? In terms of time, use the Stone halls and passages have cracked, deeps have
following as a guide to determine how long it takes to filled with water, and chunks of stone have broken away
break down a wall and create an entrance of sufficient from the ceilings.
size: Any dungeon room or cave, either noted in the text or
represented with rubble on a map, may be susceptible
Breaking Down Brick Walls and Stone Doors to further collapse. While PCs are in these rooms, there
is a 1 on d6 chance (every other turn) of a cave-in.
Number of Sledgehammers Time Required If caught in a collapse, characters between levels 1-3
1 Player Character 3 Turns will take 1d6 points of damage (half if a Save versus
2 Player Characters 2 Turns Petrification is made). Characters between levels 4-6
3 Player Characters 1 Turn take 2d6 (save for half damage).

51

stone to geddinthor for strength and bravery in the battle of

Stone Sense Stone Sense: New Abilities Chance on 1d6
Detect Secret Doors 1 on d6
Dwarven Stone Sense is a completely underappreciated and Waymarks (Passive)*
aspect of the dwarven racial class in classic fantasy Detect Secret Doors 1-2 on d6
role-playing games and it plays a crucial role in and Waymarks (Active)* 1-2 on d6
Dwarrowdeep. Detect Toxic Gas 1-3 on d6
Stone Sense is the dwarven term for their innate ability Gemstone Appraisal**
to feel the earth. Their stone sense is, first and foremost,
a blessing of their race bestowed by Thaneduhr and *Use this ability, passive or active, for dwarves to spot
Dhurindain. However, the dwarves sharpened their secret doors and waymarks.
gift through generations of subterranean life, mining,
masonry, exploration, and warfare. **A dwarf must hold the gemstone in his or her hand
Within the ancient halls and tunnels of their ancestors, to appraise.
dwarves possess keen sight. In Gundgathol, dwarven
player characters, not elves, possess the ability to detect The Waymarks of Dwarrowdeep
the stone creases and cracks that suggest secret doors.
Referees need not make dwarven player characters The dwarves of Gundgathol rely on their memory to
immediately aware of their enhanced Stone Sense at navigate its subterranean primary and secondary
the beginning of the campaign. Rather, role-play the passages. Alongside their memory and stone sense,
experience by communicating the feeling of the earth the dwarves also used clandestine runes to mark key
and stone as they walk the halls of their sacred ancestral features in their tunnels, mines, and deeps. The graphic
homeland. below represents common glyphs used by the dwarves
to mark geographical features like lakes, mines, exits,
Stone Sense in Gundgathol* Chance on 1d6 dead ends, cave-ins, bridges, and danger. Waymarks
Determine Approximate 1-4 on d6 are never in plain sight. Rather, dwarves carefully
Depth Underground 1-4 on d6 etched these runes in places other races or invaders
Detect Grade or Slope in Passage 1-4 on d6 would miss. In some instances, one must stand in an
Detect New Tunnel exact spot and align fragments of a waymark spanned
or Passage Construction 1-3 on d6 across multiple walls or geographical features to see
Detect Sliding/Shifting Walls and read them. A dwarven character receives a passive
or Rooms 1-3 on d6 1 on d6 chance to recognize a waymark and a 1-2 on
Detect Stonework Traps, d6 chance if actively looking.
Deadfalls, or Pits 1-3 on d6
Detect Unstable Stone or Potential Traps in Dwarrowdeep
Collapse
Dwarven stone sense, specifically to detect stonework
traps devoid of magical or mechanical components, will
save player characters if they use the ability routinely.

*Must concentrate (and be within 10 feet, if applicable) Referees should be advised regarding the trap types
. in Dwarrowdeep vis a vis the second level cleric spell
Find Traps. Find Traps reads, “This spell is centered on
the caster, and when a trapped object or area comes

52

two fords i, thandrin, etched this stone to honour the ancestors

within range it glows with a blue magical light. Both could suggest low oxygen in a tunnel. Each of these,
magical and mechanical traps are detected. This spell and others, a dwarf can sense while underground.
grants no knowledge about the nature of the trap or However, even dwarves can be caught unaware. When
how to deactivate it.” The Referee should note that not mining, the dwarves used caged canaries to detect
all traps are either “magical” or “mechanical.” The carbon monoxide or toxic gas with 100% effectiveness.
word mechanical is defined as “working or produced Canaries are available in Hamelet.
by machines or machinery.” A concealed pit trap,
without a mechanical resetting or locking floor, is not, Short and Long-Rest in Dwarrowdeep
by definition, a mechanical trap and will not be detected
by Find Traps. Melee traps set by tension that employ For every 50 minutes spent in armour and carrying
no mechanical parts or gears will also not be detected equipment, player characters must short-rest for 10
by Find Traps. Many other traps in Dwarrowdeep, as minutes. A short-rest may take place in armour. Failing
identified in the Secondary Encounter Area Generator, to short-rest requires a Constitution Check. A PC who
like Curse, Magical, Mechanical, Gas, and some fails a check temporarily reduces their movement speed
Ranged traps, will be detected by the spell. by 1/4 until he/she rests. This reduction is cumulative
Judicious players, using Dwarven stone sense combined with successive missed checks until movement is
with Find Traps, will advantage themselves negotiating reduced to zero. The result is a state of exhaustion. A
the long dark of Dwarrowdeep. full day of rest is required to remove exhaustion.
In addition to short-rest every hour, Dwarrowdeep is
Dwarven House Runes so vast that player characters will be forced to long-
rest, or camp, in the dungeon if they cannot return to
The dwarven houses of Gundgathol each possess a rune the surface. A long-rest is defined as an unarmoured
that symbolizes their house or identifies an affiliation rest of 6-8 hours which must be performed once a
with other dwarven clans. These glyphs find expression day. Failing to long-rest results in a state of fatigue.
on shields and weapons, as well as decoration in Fatigue results in the reduction of movement speed by
living quarters and in glyphs and runestones. The 1/4 and a -1 temporary penalty to ability scores until a
most common are the seven noble houses: Stoneborn, long-rest is completed. These penalties are cumulative
Ironforge, Longbeard, Hammerhand, Broadbeam, on successive days until movement is reduced to zero.
Tunneltrue, and Cobblestone. However, smaller Like the above, movement of zero indicates a state
dwarven houses, some now extinct or absorbed into of exhaustion. A full day of rest is required to remove
larger houses, also have runes of affiliation and lineage. fatigue or exhaustion.

Toxic Gases and Odors Racial Enmity

Dwarves, and other subterranean races, rely on The Gundgathol dwarves have a longstanding blood-
their sense of smell moreso than surface dwellers. feud with goblinkind. A dwarf receives +1 to hit orcs,
They navigate, in part, by their nose. As part of their black orcs, goblins, hobgoblins, norkers, and bugbears
stone sense, dwarves can detect the scent of fresh - and these monsters in return receive the same bonus.
air meandering through a long tunnel and can also In addition, the affront, insult, and slaughter caused
sense polluted air. The lingering odor of a particular by the duergar over the capture and defilement of
spell, the burning of a lamp, or the scent of dung will Gundgathol has bred a deep-seated and inviolable
linger in passages and caves, sometimes for days. A hatred between the two dwarven races. The duergar
pungent fume might suggest ammonia, or the smell possess undying enmity for their mountain dwarf
of rotten eggs may suggest sulfur. A feeling of fatigue cousins and they believe Gundgathol, as Stoneborn

53

of house rockbeardthis stone marks the life of thindhur stone-

descendants, is their rightful home. They will fight The duergar and orcs defiled most of the Halls of
viciously and to the death to protect it. The gray dwarves Record. They destroyed books, burnt scrolls, and
are clever, treacherous, and exceedingly tactical in crushed runestones. They chiseled and defaced the
their approach to warfare. As a result, the mountain runes decorating the walls of these sacred archival
dwarves and the gray dwarves also attack each other at chambers. These halls are typically in disarray. However,
+1 on the die. Both goblinkind and duergar will target some remain undefiled behind secret doors and traps.
dwarven characters first, if practicable. If player characters wish to search a Hall of Records
consult the entry for the total number of books, scrolls,
Elevators and Shafts and runestones. Note that all documents are written in
dwarvish unless otherwise stated. One player character
In addition to common transitions between deeps (levels) literate in dwarvish can search 20 pieces of archival
such as stairs, the dwarves of Gundgathol constructed material in one turn. Using this guideline, divide the
counter-weight elevators. After neglect for hundreds of total number of items by the total number of characters
years, these elevators may be in disrepair. There may to determine how long it will take to search a Hall of
also be open shafts between deeps. Referees should Records. When player characters decide to search an
use a circled E as a map icon for elevators. archival chamber the Referee must keep close track of
time and must roll for random encounters every other
turn (10 minutes).

A Hall of Records entry looks like the example provided
below. The valuable items are listed under neath and
are distinguished from the total number of items listed:

Damaged Scrolls, Books, and Runestones: 127
Items of Value: 1d2 mundane Runestones, a
Gold Torc (100gp), Silver Disc Broach (35gp),
Runestone of Missile Attraction, and Kalbandur’s
Warstone.

Hall of Records Roll and add the following, in concert with the Secondary
Encounter Area to determine the volume of damaged
archival material, miscellaneous debris, and random
items of value in a Hall of Records:

The dwarves of Gundgathol archived their history and Damaged Records
culture in special chambers. Each primary encounter 2d20+40 Scrolls
area, and most secondary areas, possesses one archive. 2d20+60 Books
In the Golden Age of Gundgathol, these archives 2d20+80 Runestones
contained the combined wisdom of the dwarven
people and were overseen by their clerics. These Bone and Skull Piles
chambers, also called a Hall of Records, might contain 1 Dwarf skeletons
knowledge of ancient dwarven history, minecraft, 2 Dwarf and orc skeletons
forgecraft, engineering, warfare, or spirituality. They 3 Dwarf and goblin skeletons
held all manner of material including books, scrolls, 4 Dwarf and duergar skeletons
and runestones. A Hall of Records can be identified by
runic inscriptions within its interior walls. The dwarves In addition to the piles of damaged archival material,
normally constructed their archival chambers with the halls contain rubble, rusty swords, broken arrows,
light-boxes (a small hole carved into the side of the etc. There will be 1d4+1 random items of value:
mountain) to allow a beam of sunlight or moonlight to
stream into the chamber.

54

helm, old one of thaneduhr this stone marks the opening of the

Random Item of Value* Climbing and Descending Rules
1 Mundane Runestone (1d4)
2 Mundane Runestone (1d6) PCs may attempt to rope themselves together to climb
3 Magic Runestone (1) or descend an elevation. Roped PCs may only move
4 Magic Runestone (1d2) as fast as their slowest member and will need 20 feet
5 Random Scroll** of rope between them. Roping together provides both
6 Runic Tablet*** advantages and disadvantages. On one hand, they run
7 Disk of Kar’Koon**** the risk of everyone falling, but on the other, are more
8 Random Gemstone likely to avoid losing a single member to slide or a fall.
9 Random Jewelry Roped PCs must make Dexterity Checks every 20 feet.
10 Random Coin Failure indicates a fall or a slide. To determine a fall
11 Random Magic Weapon or slide roll 1d6 (Dexterity bonus applies). A result of
12 Roll Twice (Ignore 12) 1-3 indicates a fall (1d6 damage) and a result of 4-6
indicates a slide (1d3 damage). If either indicated,
*For Mundane and Magical Runestones consult the the characters, both above and below, must make a
appropriate tables in the Random Table Section at the Strength check to stop the slide or fall. If one Strength
end of the book. For gemstones, jewelry, coin, and check is successful and the other fails, the successful
magic weapons, see the Secondary Encounter Area character must make a second Strength check to hold
Generator. on. Each time a fallen character is added to the chain
of fallen characters, additional Strength checks must be
**See any core rulebook. made until the chain is stopped or everyone falls. In the
case of a fall, a penalty of –1 is added to the Strength
***See Barrowmaze Complete. check for each character supported. PCs can support
a fallen comrade for 1d4+1 rounds plus their strength
bonus.

Party Climbing Example

****See The Forbidden Caverns of Archaia. An adventuring party known as Valdghar’s Vandals,
consisting of Knut, Arne, Erik, and Torsten (all human,
Mules and Pack Lizards no thieves, and in climbing order) decide to ascend
a 70-degree elevation (300 feet) in the middle of a
Mine mules, also known as “pit ponies,” may be secondary passage. They each make three successful
cumbersome for the Referee to address. Referees checks and are now approximately 60 feet high. Knut
should employ reasonable judgment and base the use makes his fourth straight Dexterity check, Arne fails and
of mules against the difficulty of the subterranean terrain slides (1d3), Erik is successful, and Torsten fails and
faced by player characters as they progress through the falls (1d6). Knut and Erik must make successful Strength
adventure. Exploring along primary passage routes will checks to keep Arne from sliding and Erik must make
make pack-animals much more practical. However, an additional Strength check to keep from falling with
the hazards faced along secondary passages will not Torsten. Knut and Erik make their checks to stop Arne
dispose themselves to mules. PCs will likely reach from sliding. Erik makes his second check (despite the
a point where they may have to abandon their mule –1 falling penalty for Torsten) and keeps his grip to
(poor Old Bill). The PCs may be able to acquire a pack arrest Torsten’s fall. Torsten is now dangling at the end
lizard from a vanquished warband or find one in a of the rope below Erik.
tribal stronghold (see New Monsters). Pack lizards can
traverse difficult terrain standard mounts cannot.

55

platinum mine dedicated to dhurindain in the year 188 i, runli, sone of

Dwarrowdeep Character Sheet Easter Eggs New Treasure Types

The Dwarrowdeep Character Sheet conceals the Runestones
password required to open the doorway at the top
of Entrance D: Forgotten Stairway of Kalbandur. The dwarven All-Father, Thaneduhr, passed the
The character sheet contains several hints written in gift of knowledge, in the form of runes, to the first
Dwarvish runes (based on Anglo-Saxon) to decode the Stoneborn King. Dwarves, therefore, view runes, and
password. Referees should not explain the hints nor the wisdom they hold, as sacred. The physical act of
point out the easter eggs to players. etching something in stone, the material of the dwarves
The runes etched across the top-center read: themselves, holds profound meaning - stone is forever.
Atop te stair, where eagles soar Dwarven runestones are normally hand-sized. The
Rests Kalbandur’s forgotten door carver typically etches his/her house or clan symbol
Te entranse to our mountain hame in the center of the stone. The runic text then wraps
Is hiden in te ancient frame around the symbol clockwise beginning on the outside.
Atop the stair, where eagles soar Some runestones possess elaborate decoration beyond
Rests Kalbandur’s forgotten door the norm. For example, rare runestones are inlaid with
The entrance to our mountain hame a central jewel. Some are part of a larger set of three
Is hidden in the ancient frame that must be collected and joined together. Others are
keys and must be set into position to provide access to
specific locations.

How to Decode the Dwarrowdeep Character Sheet Dwarves craft runestones for different purposes. They
create runestones to mark important occasions such
The top left corner of the sheet depicts the runes for “R” as birth, coming of age, or death. The dwarves etch
and “L” for “Right” and “left.” These hint at folding the runestones as deeds, private messages, warnings, or
character sheet so the right border aligns exactly beside personal stamps. Others serve as works of art or poetry.
the left border. The top right corner depicts the rune More elaborate runestones mark historical events or
for “Side.” The “F” rune in the bottom left references battles, like the opening of a new mine or defeating a
“Fold” and the runes on the bottom left spell “Open.” host of enemies. Others contain cryptic messages or
These four hints encourage, after folding and aligning serve as treasure maps.
the border right to left, to turn the page sideways and Dwarves also carve runestones for spiritual reasons.
read the runes that spell the password “ALBAN” in Gundgathol dwarves etch runestones to honour the
Dwarvish. Alban is the name of Kalbandur’s father and gods and beg their favour in business, life, or fertility.
the password to open the door. The sheet also includes Runestones are often crafted and left at the door of a
lock and key symbolism, and the joining of the duergar burial crypt or on the sarcophagus of an ancestor as an
face and mountain dwarf face as one, as depicted in offering. Dwarves believe their runestones carry sacred
the Lost Kingdom of Dwarrow Coat of Arms - another power. Depending on the reason for their creation, they
hint about the Stoneborn blood that runs between both will carry them on their person or around their neck like
dwarven peoples. a talisman. Dwarves will also etch magical curses onto
The runes etched along the bottom of the page are their runestones to cause blindness, sickness, or death.
a common communal prayer among the Gundgathol Dwarven clerical power is based on the use and
dwarves to Thaneduhr the All-Father: manipulation of runes. Dwarven clerics must trace
We are te eart, te metal, and te stone runes somatically with their hands to cast spells. The
Te dwarves from rock, made flesh and bone dwarves have also perfected the ability to inscribe
To taneduhr, te fater, our imortal king runestones to express the divine power of their gods.
Our axes, picks, and hammers sing Dwarven clerics can use runestones like a scroll by
We are the earth, the metal, and the stone etching spells onto it. They can enchant a runestone
The dwarves from rock, made flesh and bone with the property of a potion and read it to absorb
To thaneduhr, the father, our immortal king its magical effect. The dwarven clerics of Gundgathol
Our axes, picks, and hammers sing enchant small runestones to serve as magical sling
stones. They can enchant large ones to serve as club
or axe heads.

56

rundain battlehammer, carved this stone in prayer to geddinthor

Runestones, mundane or magical, offer a window into Gems
the personal world of the dwarves. They provide player
characters with an opportunity to experience feelings For the dwarves of Gundgathol, gemstones hold
and emotions like the life, love, loss, spirituality, and deep cultural meaning. Gemstones possess, at once,
history of the Gundgathol dwarves. symbolic, religious, and monetary value. In the dwarven
worldview, gemstones are the result of Dhurindain, the
Runestone Value Secret-Keeper, blessing the earth. Dwarves, also of the
earth, live their truth by harvesting and shaping these
Mundane runestones have value in gold pieces to the precious stones.
Gundgathol dwarves in Hamelet. Mundane runestones The dwarves believe that gemstones, whether
bear inscriptions, tell stories, relay historical events, and ornamental, semi-precious, or precious, have
stand as testimony to the Lost Kingdom of Dwarrow. metaphysical properties. For example, dwarves will
The Random Mundane and Magical Runestone Tables adorn themselves with agates for their protective power.
are located at the back of this book (p.279). Use the They believe wearing an aquamarine can provide
following chart to determine the approximate gold courage. The amethyst provides clarity of thought, and
piece value of mundane runestone inscriptions: merchants wear the peridot for prosperity in business.
Emeralds aid in fertility and garnets reaffirm kinship
Mundane Runestone Inscription Value bonds. Jade alleviates fear and malachite promotes
a strong constitution. As these examples demonstrate,
Gold Piece Value gemstones hold sacred spiritual meaning and carry
metaphysical properties in dwarven culture.
Inscription Levels 1-3 Levels 4-7

Basic 20+1d2x10gp 120+1d2x10gp Given their deep-seated cultural position, dwarves
Inscription take great care in the shaping, cutting, polishing, and
Name Day 40+1d2x10gp 140+1d2x10gp appraising of gemstones. They classify these precious
Noble House 60+1d2x10gp 160+1d2x10gp stones by their size and condition. They also embed
Battle or Siege 80+1d2x10gp 180+1d2x10gp their most prized stones into jewelry made of gold,
Deity 100+1d2x10gp 200+1d2x10gp silver, platinum, or mithril. Gemstones will be a rich
source of treasure for player characters.

Year 120+1d2x10gp 220+1d2x10gp Mithril

The runestones in the Random Mundane Runestone Mithril is the most famous of all the precious metals in
Tables may possess more than one of the above the Northern Reaches. The dwarves believe that mithril
inscription details. If more than one key detail is bears sacred religious significance. When a vein of
provided use the higher of the two values on the table mithril is found, the dwarves claim it is the blood of
above. Thaneduhr, Dhurindain, or Geddinthor nourishing the
For example, assuming Levels 1-3 the following earth.
inscriptions provide the necessary detail to determine Also called Dhurinium, or Dwarrow-Silver, Mithril
their gold piece value. gleams with a radiance that outshines all other metals,
Example 1: “Thaneduhr blessed me with a full heart at particularly by moonlight. Mithril garments and armour,
the Battle of Yellow Bones in the Year 231. Gaxdrag especially chainmail, are as supple as linen, cold as
Warhelm etched these runes.” In this example a deity ice, and harder than steel. Mithril objects are worth ten
is noted but the key detail to determine its value is the times their value in gold.
indication of the year (231). Therefore, the stone would Only the dwarves know the secrets of forging mithril
be worth 120+1d2x10gp. weapons and armour - and they are jealously guarded.
Example 2: “Graego carved this stone to bring glory to Mithril armour is exceptionally durable. It is resistant to
the ancestors of House Ironforge.” Here, the indication fire, cold, corrosion, and is non-conductive to electricity
of “House Ironforge” is the key detail establishing its (+5 on all item saving throws). In addition, mithril
value as 60+1d2x10gp. armour is half the thickness and half the weight of its
steel counterparts.

57

this runestone honours my ancestor dworgrim in in the year 619 long

Orc Goblin Duergar Black Orc Kalas-Toa Derro Troll
N
Orc - NA F H F N
Goblin H
Duergar N- A N H N N
Black Orc N
Kalas-Toa AA - F F F H
Derro -
Troll FNF - H N

HH F H - N

FNF N N -

NNH N N H

The Gundgathol dwarves view mithril as a sacred. The Dwarrowdeep Factions
finding, harvesting, purifying, and forging of mithril Warbands and Faction Relations
are also considered sacred and undertaken with great
care and reverence. The dwarves believe Dhurindain There are two factions, very broadly defined, in
weaved mithril into their earth for them to shape Dwarrowdeep.
into wondrous artifacts. Some dwarves may harbour The duergar, with their seething and eternal hatred for
resentment, or outright hostility, if they see non-dwarves the mountain dwarves, led the army that reclaimed
wearing armour or carrying weapons made of their Gundgathol. The kalas-toa joined their assault in return
sacred metal. for new spawning grounds along with gold and slaves
to sacrifice to their evil mother god. The duergar also
Ingots bought the involvement of the derro in return for a
horde of gemstones.
The dwarves of Gundgathol laid their ancestors to In return for their allegiance, the gray dwarves gave
rest with grave goods to send them into the afterlife the goblinoid tribes (orcs and black orcs) the eastern
with sufficient offerings of wealth to the gods. These halls to claim as their own. To the duergar, this offered
include the items they held precious in life, in addition a buffer against any future incursion by the Stoneborn
to offerings left by their immediate family. dwarves. The trolls only joined the duergar under pain
Some dwarves, like the lords of noble houses or clergy, of death by fireball by the derro savants.
receive status burials. A status burial might include The second group wandered into Dwarrowdeep
additional offerings of reverence and respect such as decades after its successful siege and occupation by the
coin, ceremonial weapons and armour, gemstones, duergar. This group consists of monstrous humanoids
jewelry, magic items, or ingots. who have taken residence, in a series of small tribes,
Ingots are rough-hewn bars of metal. Ingots were made in the various dark corners the massive underground
of precious metal like copper, electrum, silver, gold, complex. They include bullywugs, troglodytes,
or platinum, but were also made of steel. The most myconids, vegepygmies, and morlocks. The Referee
precious ingots were made of mithril and are always should use these monsters to populate the secondary
reflective of a status burial in the culture of the dwarves. encounter areas.
These ingots serve as offerings but also to allow the These undesirables (as far as the duergar are
deceased to forge necessary items to serve Thaneduhr, concerned) eek out their existence in symbiosis with
Dhurindain, or Geddinthor in the afterlife. the subterranean ecosystem. In the years since their
arrival, their presence has stimulated the natural
process of ecological reclamation of the dwarven halls
into the underdark. Most of these groups have, at best,
neutral relationships to each other. These serve as key
monstrous humanoids for secondary encounter areas.
The relationships of the humanoid groups to each other
are summarized in the chart above: Ally (A), Friendly
(F), Neutral (N), Hostile (H), or Enemy (E).

58

live gary gygax the high priest of advanced dungeons and dragons

Endgame:
The Long Dark of Dwarrowdeep

Dwarrowdeep is designed to be an epic open-ended
sandbox adventure and provides room for multiple
endgame scenarios.
The player characters may, over time, ascertain that
the duergar’s primary purpose was not the occupation
and reclaiming of Dwarrowdeep persay, but rather the
desecration of the Forge of Creation and finding the
Hammer of Dwarvish Lords. Whether the PCs manage
to find and stop the desecration will be the result of
decisions made during play.
When the player characters begin play, they will hear
the dwarves tell their stories of defeat, loss, and exile
from Gundgathol. They will learn that the Stoneborn
dwarves were surprised and overwhelmed by the hated
gray dwarves (the Stoneborn will not reveal the shame
that the duergar are their kin) and their orc allies. The
latter group should provide the first humanoid threat,
with the gray dwarves remaining in relative obscurity.
As they proceed into Dwarrowdeep, and advance in
level, they will discover the duergar, and other powerful
groups, along the way. This approach will give the
campaign an evolving character over time.
The first tangible threat is, without question, the
subterranean environment of Dwarrowdeep itself.
Allow the halls, deeps, passageways, and hazards of
Gundgathol to come alive and challenge the player
characters.
Unlike HighFell or The Forbidden Caverns of Archaia,
this megadungeon puts purposeful emphasis on the
Long Dark of Dwarrowdeep. By the Long Dark, I refer
to prolonged and sustained subterranean exploration
in the largest dwarven-themed sandbox megadungeon
ever created and set within the classic tradition of early
fantasy role-playing games.
Even if players know the route - and travelled 12 hexes
a day (or maximum speed) - it would take not less than
four days travelling along the primary passageways, to
pass from the Doors of Dalgeddin in the south to the
Frost Gate in the north, or from the doors of Kaer-
Khelek in the east to the Forgotten Stairs of Kalbandur
in the west.
Much can happen in four days removed from the safety
of town and the light of the sun.
The Long Dark of Dwarrowdeep awaits...

59

Dwarrowdeep Entrances (A-F) 2. This room is partially lit by sunlight from the main
Entrance A: Doors of Dalgeddin doors. The room is in disarray. There are three piles of
rubble intermixed with bones, rusty shields, and broken
Referee’s Notes: The Doors of Dalgeddin are weapons. If players wish to search the rubble, use
approximately a half-day’s march from the town of the mechanic described in the Dungeon Exploration
Hamelet/Durnagald. The complex is designed for Section. Two medium piles will take 12 turns and the
character levels 1-3. large one will take 18 turns. Those times will be halved
for every additional PC searching. The following can
Doors of Dalgeddin: Random Monsters be found: Electrum Belt Buckle (20gp) and a pouch
1 Orc Warband with 34sp. In the larger pile: a Seax Knife +1 and a
2 Goblin Warband Mundane Runestone that reads “This stone eternalizes
3 Carnivorous Fly (1d6) the courage of my friend Klarbuin Cobblestone, Blood
4 Skeletons (2d4) of Klarri, who wadded into the goblin spears and was
5 Giant Rat (3d6) slain at the Battle of Maiden’s Stone.”
6 Zombie (1d4) This entrance chamber is what remains of the dwarven
defensive structures. The dwarves designed their
1. The Doors of Dalgeddin are the primary entrance fortifications assuming attack from the surface. This
into Gundgathol. The dwarves constructed the entrance structure creates over-lapping fields of fire for crossbows
in honour of Dalgeddin, one of their Stoneborn hero- at ground level. There are also three terraces 20-feet
kings of old. Above the massive double doors stands a off the ground which provided defenders with superior
three-hundred-foot-tall statue of mighty king. The great cover while controlling the high ground.
statue is in disrepair and the massive doors are open. A (East): The three chambers labeled A stand 20-feet
Show Dwarrowdeep Illustration #3. above ground level. These terraces are constructed
with battlements to protect defenders. Two ground-
During the Golden Age of Gundgathol there was level tunnels run underneath the terraces and connect
a constant stream of iron goods and caravans that the B chambers with the C chambers (dashed lines). A
exited the doors to trade with the human settlement of (South): A colony of Yellow Mold AL: N, AC: Always
Hamelet. hit, HD: 2, HP: 6, #AT: Spores, DMG: 1d6*, grows in
the back of the side room. Anyone poking their head
through the archway, or entering the room will cause
the spores to eject.

Now, the doors are cracked open and hang inward. B (East): These guardroom sections contain four arrow-
The pathway to the great entrance is littered with bones slits at dwarf-level. A wooden frame stands above each
and rusty shields. A feeling of loss and melancholy firing position with additional arrow-slits. The stand is
hangs in the air near the entrance. partially destroyed by fire. The two small equipment
The dwarves used many names for their entrances chambers contain broken crossbows, spears, and 1d3
and halls. The Doors of Dalgeddin are also called rusty shortswords and 2d6 crossbow bolts are littered
the “King’s Gate” named after their hero-king but across the floor. There is a 1-2 on d6 chance of finding
also “South Gate” as it represents the southernmost a pouch with: 2d6sp, 2d4gp, and 1d4pp in one of the
entrance and exit from Gundgathol. equipment chambers.
In addition, the dwarves use the term “Upper Halls” C (East): This guardroom contains arrow-slits, tiered like
generically to communicate any entrance/exit location B. The wooden framework has been partially destroyed.
(like Entrance A or Entrance B, and so on). The equipment room contains weapon racks. All that
remains are a spear and a rusty seax knife.

60

A (West): The three chambers labeled A stand 20-feet the beam appears near the western door and moves
above floor level. These terraces are constructed with horizontally across the floor to its center at noon. The
battlements to protect defenders. Two ground-level beam then continues to the eastern door as the sun
tunnels run underneath the terraces and connect the B sets in the west. The sunlight presents a magnificent
chambers with the C chambers (dashed lines). spectacle among the tall dwarven geometric pillars,
B (West): The two guardrooms contain four arrow-slits despite their ruined state. Water slowly drips from the
at dwarf-level. A wooden frame stands above each lightbox and echoes throughout the massive hall.
firing position with an additional four arrow-slits. The Beholding this chamber during the Golden Age
stand is partially destroyed by axe and sword chops. of Gundgathol would have been a majestic sight:
The two small equipment chambers contain broken dwarven guards at their posts, the hustle and bustle
crossbows, spears, and 1d3 rusty warhammers. 1d6 of mountainfolk going about their daily routine, and
crossbow bolts are littered across the floor. There is a caravans slowly making their way to trade with Hamelet.
1-2 on d6 chance of finding a pouch with: Small Finely 4. This chamber is unremarkable other than a small,
Cut Blue and Brown Disthene (40gp), Huge Average vandalized statue of Dalgeddin in the northeastern
Tiger Eye Agate (36gp), and Very Large Broken Dark corner. Underneath a rubble pile are two Crossbow
Black Agni Mani (24gp). Bolts +1.
C (West): This guardroom contains arrow-slits, tiered 5. The stone arch of this door depicts dwarves in battle.
like B. Although the wooden framework is intact. The Atop the ledge, behind the decoration, is a Green
equipment room contains weapon racks and some Slime AL: N, AC: N/A, HD: 2, HP: 5, #AT: 1, DMG:
dented dwarven helmets. All that remains is a broken Special. The room is empty except for a Mundane
heavy crossbow. Runestone laying on the ground in the southwestern
3. The Great Hall of the Heavens: The dwarves corner. It reads, “I, Gergrim Longhelm, etched these
constructed this massive pillared-hall to impress visitors runes in remembrance of the life and bravery of my
and dignitaries. The chamber is intended to invoke the friend Thontek.”
Great Hall of Stone located in Gund-Felek (p.190, 6. Officer’s Quarters: The door to this room was
Room 44). This is but a small glimpse of the majesty of broken down long ago. Normal mold covers the broken
dwarven architecture that awaits. remains of wooden furniture. The area of the secret
The ceiling is 70-feet high. The room once had 20 door is completely covered in green mold. The secret
magnificent pillars shaped in a dwarven geometric door possesses a hidden keyhole (the key is located in
style. Now, all are in ruin and only seven support the Room 3) and is trapped with a pendulum hammer (1d6
ceiling. Four large statues of Thaneduhr, Dhurindain, points of damage, Dexterity Check to half the damage).
Geddinthor, and Dalgeddin stand in the corners of this At the back of the eastern wall there is a Steel Coffer
room. They have been vandalized by orcs and goblins. (Locked and Trapped with a Poison Needle, Save or
The orcs chipped away stone, smeared feces on the Die). The secret door key will not open the coffer.
statues and defaced their sacred runes long ago. The coffer contains: Huge Exquisite Green and Blue
There are three large rubble piles (18 turns) dispersed Chrysocolla (68gp), Small Exquisite Pale Blue Frost
throughout the room along with the bones of orcs and Agate (60gp), Medium Broken Light Pink Rhodochrosite
dwarves. The third pile contains a Spellstone (1 First (14gp), Very Large Flawed Gray-Black Hematite (24gp),
Level Cleric Spell) and the fourth contains a key (to Huge Average Pale Blue Quartz (28gp), Medium
open the secret door in Room 6). Average Orange Sunstone (22gp), and a Huge Average
Set into the center of the ceiling is a lightbox. A lightbox Deep Blue Azurite (28gp).
is a square hole that allows sunlight (or moonlight) to
stream into the chamber. As the sun rises in the east

61

7. This room was used for storage to support the Inside the secret door, is a weapon rack with two
garrison of soldiers that manned the defenses nearby. normal hand axes, a great axe, and a shield. Hidden
All that remains are rotting wooden crates. in a secret wallstone, behind the rack, and carefully
A. This chamber was looted long ago. Only scraps wrapped in silk and set in a rusty metal box, is the
of wood and broken barrels remain. Hidden under a Cobblestone Tapestry. The dwarven geometric tapestry
stone is a small bag with the following gemstones: Gem is finely woven and depicts mighty Dhurindain above a
Small Average Blue Quartz (16gp), Medium Exquisite mine with the sigil of House Cobblestone. Cobblestone
Light Blue Lapis Lazuli (48gp), and a Large Exquisite dwarves in Hamelet would pay 175gp for its safe return.
Blue Quartz (52gp). 14. Long ago the orcs set a crossbow tripwire trap
8. This room is empty. opposite the door of this chamber. Opening the door
9. This chamber was once a training room and snaps the tripwire and activates the rusty light crossbow
common area for the dwarven garrison. The symbol mounted on the north wall (damage 1d6). The crossbow
of House Hammerhand is set in tile on the floor. It has a 1-2 in d6 chance to misfire. The crossbow attacks
has been broken and disturbed with pickaxes and as a fighter as the same level as the PC who opens the
sledgehammers. door.
15. This room is empty.

The double doors to this room are ajar. Hanging above 16. The dwarven warriors posted here used this room
the doorway (on the 30-foot ceiling) are Stirges (7) AL: as an armoury. Weapon racks and armour stands
N, AC: 7, HD: 1, HP: 7, 5, 3x4, 3, 2, #AT: 1, DMG: line the walls. Now, all is in disarray. All that remains
1d3. Ten feet inside the door are the corpses of three are rotting pieces of wood and a few rings of armour
decaying dwarves. Only close examination will reveal scattered on the floor. A partially destroyed polearm
they were sucked dry by the stirges. They were part of weapon rack stands infront of the secret door.
a band of dwarven mercenaries and possess scalemail 17. The dwarves used this secret chamber to store
armour, two warhammers, a battle axe, 2d6gp each, a reserve of crossbows and crossbow bolts. Most
and three seax knives. have rotted away. However, one heavy and one light
10. The door to this chamber has been destroyed with crossbow can be salvaged along with 2d20 bolts. In
axe blows. The remains of dwarven armour and broken addition, there is a Small, Locked Metal Box, lined with
weapons are strewn along the floor. There is nothing velvet, with three unique bolt heads. The first is +1,
of value. the second is +2 versus orcs (glows blue when orcs
11. A small forge is tucked into the corner of the room. are within 50 feet, and the third explodes into Burning
A collapse has partially covered the forge. The dwarves Hands three feet infront of its target. The area of effect
used the forge to maintain their weapons and armour. is the same as the spell and is cast at third level of
Hidden on a shelf above the archway in the side magic use.
chamber is a Runestone of Healing. 18. Hall of Pillar-Statues: The large pillars in this room
12. Once a barracks, this chamber is empty. are shaped as dwarven warriors. All have been defaced
13. A partial collapse along the western wall has left except for one that strangely remains intact. The
this room unstable. For each turn spent in this chamber untouched statue of Thaneduhr is inset with Ruby Eyes
roll 1d6. A 1 indicates another collapse causing 2d6 (100gp each). Close examination will reveal cut marks
points of damage (Save versus Death for half). The on the statue. The statue is a Sentinel of the Ancestors
remains of rotting tapestries lay on the floor. AL: N, AC: 3, HD: 2+2, HP: 12, #AT: 1, DMG: 1d6,
and will attack if anyone attempts to remove the gems
from its eyes.

62

19. This chamber is empty. It was once used as a latrine This is a burial chamber of Galgeddin, Blood of
and the smell lingers. Dalgeddin Stoneborn. Upon his death he requested he
20. Once an officer’s quarters, the room contains the be laid to rest in the hall named after his great ancestor.
remains of wooden furniture long since rotted. Hidden The two statues represent the two dwarves.
among the debris is a Mundane Runestone that reads, A sarcophagus stands infront of the two statues. On top
“Seek the Hammer of Dwarvish Lords.” of the lid Galgeddin’s kin left three runestones to mark
20A. At some point in the past, someone drew a rough his burial. Two are mundane and one is magical. The
map in chalk on the floor of this room. The map reveals first two read, “Mighty Galgeddin, Blood of Dalgeddin,
Rooms 75-78. The word “Beware“ is written near the slew the mighty ogre Bartog at the Battle of Bayden
map in dwarven. Hill in the Year 21” and “Mighty Thaneduhr, please
21. This room has partially collapsed and water trickles accept your warrior Galgeddin and return him to the
down the western wall onto the floor. The smell of mold stone.” The third is a Runestone of Feather Fall. Inside
is pungent. A small pristine-looking wooden chest are the remains of Galgeddin in his ringmail and shield
stands along the northern wall. along with the following gemstones: Very Large Finely
The chest is a Young Mimic AL: N, AC: 7, HD: 1, HP: Cut Striated Green Malachite (52gp), Large Finely Cut
5, #AT: 1, DMG: 1d4, that has yet to understand the Blue Quartz (48gp), Huge Finely Cut Green and Blue
importance of camouflage and environmental context. Chrysocolla (56gp), Very Large Finely Cut Lynx Eye
22. This room is covered in a thick layer of dust. On a (52gp), Huge Broken Striated Green Malachite (28gp),
low bench at the back of this room is a table and chair. Large Flawed Blue and Brown Disthene (26gp), Small
On the table is a Runestone of Sharpening (Whetstone) Exquisite Pale Blue Quartz (60gp), Small Exquisite
and a normal hand axe. Silkstone (60gp), Small Flawed Transparent Green
23. Four Dwarven Skeletal Guards AL: CE, AC: 4, HD: Augelite (18gp), and a Medium Broken Light Pink
1, HP: 8, 7, 5, 4, #AT: 1, DMG: 1d6, lay on the floor Rhodochrosite (16gp).
here. They burn with malice for the living. One has a If his sarcophagus is disturbed, Galgeddin will rise as
pouch with 3d6gp and another has a Seax Knife +1. a Crypt Shade AL: C, AC: 9, HD: 2, HP: 9, #AT: 1
24. This room is empty. (whirling debris), DMG: 1d8, and defend his remains.
25. Water streams down the northwestern wall of this This might be traumatizing for dwarves who are raised
room. It is on the verge of collapse. For every two to show the utmost respect for their ancestors. The small
turns in this room roll 1d6. A result of 1-2 indicates a arched room contains broken pottery and an offering
collapse and 2d6 points of damage (Save versus Death long spoiled. Behind the secret door is an armour stand
for half). If a collapse does occur, the wall separating with Ringmail +1 and a Shield +1 of dwarvish style and
Room 25 with the chamber to the northwest will fall. manufacture.
Roll for random monsters. 27. The archway of this room is covered in Black
26. The stone door to this chamber is locked. The door Witches’ Butter AL: N, AC: 8, HD: 1, HP: 5, #AT: 1,
has a small triangular depression at its center (for the DMG: See entry. Other than some bones and pieces
triangular runestone located in 64A). The door cannot rusty metal armour, there is nothing of value.
be opened by other means. The stone is simply too 28. This chamber is empty. If Room 25 collapses, the
strong to be opened with spikes and sledges. western wall of Room 28 will also collapse.
29. This room is empty.
30. A colony of Yellow Mold AL: N, AC: Always hit,
HD: 2, HP: 6, #AT: Spores, DMG: 1d6* has grown
in a 20x20 patch just inside the southern door of this

63

room. If PCs take their time and check under the door, the character must Save versus Death (using the PCs
they will see a hint of yellow. Otherwise, the spores will unmodified save) or be corroded beyond use. Magical
eject when the door is open over the first two party bonuses apply. Inside the closet is a box containing
members. three Jeweled Combs and four Silver Beard Beads. The
31. The east wall of this room has a small 1x1 foot hole combs are worth 100gp and the beads 30gp each.
due to a partial collapse. A Gray Ooze AL: N, AC: 8, The stonemouth on the southern arch will breathe
HD: 3, HP: 15, #AT: 1, DMG: 2d8, uses this chamber flame on the first PC to pass into the closet. The fire
as its refuge. It will use its camouflage to hide along the causes 1d6 points of damage and all items on the PC
eastern wall near the hole, so it can flee if necessary. must Save versus Death (using the PCs unmodified
Scattered on the floor are a bunch of bones and rubble, save) or be damaged beyond use. Magical bonuses
as well as 25gp and a Silver Belt Buckle worth 113gp. apply. Inside a metal box are the following gemstones:
32. Broken barrels litter the floor of this room. Huge Finely Cut Blue Quartz (50gp), Huge Average
The southern portion of this chamber is covered in Obsidian (30gp), Very Large Broken Deep Blue Azurite
Cinnamon Mold AL: N, AC: Always hit, HD: 2, HP: 14, (16gp), and Large Exquisite Green Malachite (68gp).
#AT: 1 (Spores), DMG: 2d6+1d6. 38. The door to this chamber was broken down long
33. A pile of dwarf and orc bones can be found in ago. Inside are Giant Carnivorous Flies (4) AL: N, AC:
this room. If the chamber is searched (2 turns) two 6, HD: 2, HP: 15, 3x7, #AT: 1, DMG: 1d8.
Runestones of Impact +1 will be found in a small rusty 39. From time-to-time orc patrols use these cells for
box. prisoners. Escaped slaves, capturers adventurers,
34. A counter-weight elevator formerly stood in the dwarven patrols, and the like. Of the four cells, two are
center of this room. Now, only a dark 10x10 foot shaft empty, one contains the decaying corpse of a dwarf,
remains. The skeletal remains of four orcs are spread and the final cell contains Taleel, an elf merchant. He
around the floor. The elevator is guarded by four Lesser was captured on a caravan raid and forced to work
Crystal Statues (4) AL: N, AC: 4, HD: 1, HP: 6 each, in the coal mines deep in Gundgathol, far from the
#AT: 1, DMG: 1d3, shaped to resemble the dwarven surface. He has 1hp. Martok Longbeard in Hamelet
royal guard. They will attack anyone who fails to say knows him personally (from their many trade dealings)
the password “Stoneborn Forever” (see Coat of Arms). and will offer the sum of 200gp for his safe return.
35. This room is empty 40. This chamber appears empty. Despite the centuries
36. The door to this chamber is trapped. When the and the cobwebs one can see magnificent dwarven
door is opened it will break a tripwire to a mounted geometric patterns along the inner walls of this room.
crossbow above the door to Room 37. The trap attacks The patterns make the secret door harder to detect (no
as a 2 HD monster and does 1d8 points of damage. passive detection). Inside, against the back wall, is a
There is a 1-2 on d6 chance the trap fails. The room is Great Hammer +1, a Runestone of Climbing, and a
otherwise empty. Runestone of Healing.
37. This chamber appears untouched and empty. 41. Over time, this room was used as a latrine by
There are two small closets in the room (North and orcs. The smell is overwhelming and causes all those
South). Each closet has a stonemouth carved into the who enter to make a Constitution check or vomit for
arch above. It. The northern mouth will spew acid 1d4 rounds uncontrollably. Be sure to roll for random
(once only) on the first PC to pass into the closet. The monsters. Rot Grubs (5) AL: N, AC: 9, HD: 1hp, HP:
acid causes 1d6 points of damage and all items on 1hp each, #AT: N/A, DMG: N/A, are inflecting a dead
orc, partially buried by offal. The noise of vomiting
will prompt them to emerge. Before he died the orc
swallowed a Large Transparent Green Augelite (28gp).

64

42. Several rubble piles (bones, broken weapons, held the shieldwall against the Orcs of the Black Spear
rusted metal bits) dot in this long chamber. The reason at the Battle of the Old Dwarf Bridge.” The second is
is that a Gelatinous Cube (1) AL: N, AC: 8, HD: 4, HP: a Spellstone: 1d2+1 Level 1 Cleric Spells.
18, #AT: 1, DMG: 2d4* is slowly moving down the hall 47. This is a side chamber to the temple. The room
infront of the double doors to Room 43. Inside the cube was plundered long ago and all the books, scrolls,
are a Shortsword +1 and a Runestone of Protection +1. and runestones were destroyed. Every three turns of
These items will appear floating in the air unless the searching will reveal the following (roll for random
translucent cube is spotted. monsters): Cleric Scroll with one First Level Spell, a
43. Temple of Thaneduhr: This is a small temple of Runestone of Light, and three Sling Stones +1.
Thaneduhr used by dwarven soldiers, traders, and A. The bottom of this door was chewed away. The
civilians who travelled along the primary passage into, room contains an old rat nest. Amongst the refuse is a
or out of, the Doors of Dalgeddin. One side of the Silver Beard Bead worth 25gp.
double-doors has been partially destroyed and hangs B. The door to this small chamber was bashed in long
off the hinges. A defaced statue of Thaneduhr stands ago. There is nothing of value.
on a broad dais. Infront of the statue is a broken stone 48. This long chamber was once lined with beautiful
altar. A statue of Dhurindain (southwest) has been dwarven geometric tapestries. Only moldy bits remain
demolished and a statue of Geddinthor (southeast) but there is enough to recognize that they each
has been vandalized. The first PC to say a prayer to represented the seven dwarven noble houses.
Thaneduhr will receive a Bless for the next six hours. A. An archway above the door depicts two stoic
44. The door to this chamber has been burned out. dwarven faces. The shrivelled husk of an orc lies near
There is nothing of value. the door.
45. Small Library: The two small 10x10 foot chambers The stone door is locked and trapped. It contains a
once held books, scrolls, and runestones. The orcs depression for a runestone. If the door is touched the
destroyed the books and scrolls and smashed the two faces animate. The dwarf on the left will spray a
runestones. However, for every turn searching player gout of oil on anyone within 10-feet of the door and the
characters can find the following in the northern other face will Produce Flame in an outward stream and
chamber: a Spellstone (1d2, Level 1 Cleric Spells) light the oil on fire causing 3d6 points of damage (Save
and a map of 3-5 rooms on this level. In the southern versus Breath for half). The trap can be disarmed, and
chamber: a mundane runestone and a book called The the door can be opened, by inserting the Runestone
History of House Tunneltrue worth (135gp) to the right Key located in Room 84A.
dwarf in Hamelet. Inside the room is a desk, with small chisels and tools
46. Three orcs have risen as Zombies AL: CE, AC: 3 for engraving beard beads. The 7 beads include three
(Rusty Plate), HD: 2, HP: 9 each, #AT: 1, DMG: 1d8, in electrum (30gp), one silver (40gp), and three mithril
this room. Their armour is so rusty and fragile that on 100gp) each. The latter three have magical qualities.
each successful hit (cumulatively) a piece or armour will They include Bead of Protection +1, Bead of Healing
fall off and their AC will deteriorate by one. (as per Cure Light Wounds, 2 uses), and a Bead of
A. This small chamber contains several dead orcs. The Protection from Evil (as per spell, 2 uses). Note that
smell is so disgusting that all PCs who fail a Constitution beads need to be worn in the hair/beard to function.
Check will vomit for 1d4 rounds (roll for random B. The door to this room has been destroyed. The room
monsters). The secret room contains a low table with was looted long ago.
two runestones. They include a Mundane Runestone
that reads “This stone celebrates the courage of my
ancestor Borukk Cobblestone, Son of Bordan, who

65

49. This room is sacred. It is one of the many Halls If a dwarf sits on the throne, he or she will receive a
of Record where dwarven clerics archived their vast vision, lasting but a moment, from the High Old One
knowledge for the benefit of their people. There are (see Primary Encounter Area 5). The High Old One
four pillar-statues in this room, they all represent clerics will stare at the PC and whisper, “At the center of the
of Thaneduhr. The Hall of Records is in disarray: Sacred Forge, seek the Hammer of Dwarvish Lords.”
The PC who receives the vision will be blessed akin to a
Damaged Scrolls, Books, and Runestones: 220 Potion of Heroism (6 turns).
Items of Value: A Quiver of 20 Crossbow Bolts +1 51. Guardroom: The cobwebbed skeletons of three
and a Small Exquisite White Chalcedony (120gp) dwarves lay on the floor of this room where they fell
in a velvet bag. There are also three Mundane centuries before. There is nothing of value.
Runestones. The inscriptions read: 1) “Idri carved 52. Guardroom: This guardroom contains a broken
this runestone to honour the ancestors of House weapon rack. A well extends down 40-feet. Water can
Thunderheart,” 2) “This stone marks the birth of be drawn with a rusty bucket on a chain.
my son Brodal of House Stoneborn in the Year 53. This room is empty.
963,” 3) “Huldock, etched this stone in honour of 54. The door to this chamber is trapped. After the rusty
my ancestor Braedock in the Year 944.” steel door opens, it will snap shut 15 seconds later and
There are a total of 31 Scrolls, 74 Books, and 115 lock. The north door is also locked. Once the main
Runestones (or a total of 220 pieces of archival material door swings shut, the two side chamber doors (south
(see the section entitled Dungeon Exploration) strewn and west) will swing open and release two Runestone
across the floor. In addition, there is rubble and the Skeletons AL: N, AC: 4 or 6, HD: 2, HP: 12, #AT: 1,
cobwebbed remains of dwarves and orcs. A great battle DMG: Warhammer (1d6), who will attack the intruders
took place here prior to the exodus from Gundgathol. until they are destroyed.

50. King’s Lesser Audience Chamber: This large room 55-57. These three rooms served as officer quarters
served as the king’s audience chamber while in South for the king’s royal guard. All three have been looted
Gate. The dwarves forbid surface dwellers in their and are in disarray but the following random items may
deepest halls, so this audience chamber allowed the be found for every two turns spent searching: Electrum
king to meet dignitaries, forge trade agreements, Disc Broach 35gp, Very Large Average Blue Quartz
and hold war counsels close to the southern exit of (26gp), Small Broken Pink Rosaline (12gp), Silvered
Gundgathol. Dagger and Scabbard, and Medium Exquisite Tiger Eye
The statues in the room depict six Stoneborn kings Agate (62gp).
(Thorgallin, Dalgeddin, Throrrim, Grimthor, Dalthorin, 58. These rooms served as small barracks for the king’s
and Dalgrim). All have been vandalized. The skeletons royal guard. They were looted by orcs long ago.
of numerous orcs lay on the floor. Four of the six statues A. This chamber is empty.
are Sentinels of the Ancestors AL: N, AC: 3, HD: 2+2, B. Giant Centipedes (6) AL: N, AC: 9, HD: 1d4hp, HP:
HP: 5 each, #AT: 1, DMG: 1d6, but they have been 2x4, 4x3, #AT: 1 (Bite), DMG: Poison, have made a
damaged and have low hit points. nest here from a hole in the wall. The following can be
The centerpiece of the chamber is the throne of the found in the nest: Large Finely Cut Deep Blue Azurite
king. The throne stands atop a large rectangular dais. (44gp), Medium Flawed Light Pink Rhodochrosite
The throne is made of stone, and despite its vandalized (20gp), and two small iron ingots worth 30gp each.
condition, still shows expert craftsmanship and masonry.

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C. A hidden pouch under a floorstone holds gemstones: Searching will take two dwarf-literate characters 1
Medium Average Orange Sunstone (22gp), Large turn each. The following Mundane Runestones can be
Broken Pink Rosaline (16gp), Small Exquisite Green and found. The inscriptions read, “Dwalund cut these runes
Blue Chrysocolla (60gp), Small Average Moss Agate in memory of Grundin Hardcrown who was slain at the
(20gp), and Medium Exquisite Lynx Eye (62gp). Battle of the Dead Fields,” “Barunn Grimhelm etched
D. Two dwarven skeletons lie here. They were part of a these runes in remembrance of life and bravery of my
patrol from Hamelet that was hunted and destroyed by nephew Norunn,” “This stone was carved to mark
the orcs months ago. The bodies have been looted and the name day of Thanrag Battlefist in the Year 721,”
have nothing of value. and “Balar had these runes cut in memory of Storog
E. Two dwarves emerged as Shadows (2) AL: C, AC: 7, Hillbottom who died at the Siege of Thistle’s End.”
HD: 2+2, HP: 12, 10, #AT: 1, DMG: 1d4 plus special, There is also Runestone of Petrification and a Runestone
and linger near their skeletal remains. of Healing.
59. Armoury of the Royal Guard: Once used as a 63. This chamber once served as an officer’s barrack.
training room and armoury, this chamber has been The room has been looted. A pile of broken pottery in
looted and vandalized. Sacred runes along the walls the southwest corner hides a pouch with 15gp.
were chipped away long ago and covered in feces. The 64. The stone door to this chamber was breached
only salvageable items are a spear and a seax knife. long ago. In the center of the room is a prayer dais
60. A large open hole, formerly a counter-weight to Geddinthor. The dais was painted with feces long
elevator, dominates the center of this chamber. The ago. Several iron spikes were driven into the stone by
elevator was intended for the king’s personal use in sledgehammers and then abandoned. The first person
times of emergency. The elevator functioned by means (or first dwarf) to stand on the dais, kneel, and pray, will
of a lever in the center of a wooden platform that receive +1 Constitution for one day.
connected to a counterweight to allow the platform A. The floor of this chamber is covered with rock and
to rise or fall. Now, all that remains is an open shaft debris that has fallen from the ceiling. One of the rocks
extending down into the darkness. Two deeps exist is the Triangular Runestone Key to Room 26.
below this level but have been lost. The chamber is B. There are four Rust Bats AL: N, AC: 5, HD: 1, HP:
defended by a Flagstone Golem AL: N, AC: 6, HD: 2, 3 each, #AT: 1, DMG: See entry, feeding on an old
HP: 16, #AT: 2, DMG: 1d6/1d6. All those who pass shield in the southern corner of the room. They appear
through this chamber must bear the symbol of House like rust marks on the shield (1 in d6 chance to spot).
Stoneborn or the golem will attack. 65. The descending ramp, or slope, at this location is
61. There are two runestones laying on the floor. A hole the beginning of a Primary Passage that leads north
in the flagstone holds an Insect Swarm (Beetles) AL: to S1 on the Dwarrowdeep Hex Map. The dwarves
N, AC: 7, HD: 2, HP: 7, #AT: 1, DMG: 2hp, that will constructed the passage to accommodate trade
stream out of its nest and toward the door. The stones and the transport of their people and armies across
include a Mundane Runestone that reads, “I, Drulin, Gundgathol. The floor is covered in rubble and several
Grandson of Durli Hammerhand, carved this stone in statues of Dalgeddin and his ancestors, that line the
prayer to Dhurindain for the fertility of my children” and passage, have been partially destroyed.
a Runestone of Weight. Giant Flagstone Spiders (5) AL: N, AC: 3, HD: 1,
62. A ruined column depicting Dhurindain stands in HP: 8, 7, 2x5, 3, #AT: 3, DMG: 1d2 + Poison, have
the center of this room. The statue-column is a shrine positioned themselves in the area immediately infront
of sorts. Long ago dwarves left runestones against its of the slope to ambush wandering creatures. Their nest
base as an offering. There is a collection of 40 stones: contains the following treasures: Gold Torc (80gp), Bag

67

with 53sp, Gold Ring (75gp), and three Silver Beard other reads “Grandfather, please bless my marriage to
Beads (25gp each), and six Sling Stones +1. Hadar with many children.”

66. Once a guardroom, this chamber is empty. The door is trapped, not through the face, but through
67. The room contains a collapsed stairwell. A group of a spell called Hammer Ward (see New Spells). If anyone
Giant Rats (12) AL: N, AC: 7, HD: 1d4hp, HP: 3x4, 4x3, attempts to open the door without the key a shimmering
3x2, 2x1, #AT: 1, DMG: 1d3, recently made a nest in magical hammer will appear and strike for 2d6 points
the small 10x10 foot room along the western wall. Their of damage. The walls of this chamber are covered in
nest contains 34sp, 14gp, 10pp, and the following burial alcoves.
gems: Large Average Pale Blue Frost Agate (28gp),
Small Broken Obsidian (12gp), Medium Average Pink Burial Alcoves: (49) Semicircle with Bones/ Urns.
Rosaline (24gp). Contents: Treasure within the alcoves includes
Behind the secret door stand two Runestone Skeletons . Treasure Type: I-VI, XI, two random Mundane
AL: N, AC: 4 or 6, HD: 2, HP: 8, #AT: 1, DMG: By
weapon, who will attack trespassers. Runestones, and two random pieces of jewelry.
68. The flagstone immediately on the other side of this
door is trapped. The floorstone will tilt on central axis Behind the secret door stand two dwarven Wood
right or left revealing a shallow depression with spikes Golems (2) AL: N, AC: 7, HD: 2+2, HP: 15, 10, #AT:
for 1d6 damage. 1, DMG: 1d8. Behind the golems is a small stone table
with a Stalagmite Runestone. They will attack intruders.
73. This side chamber is empty.

69. This room is empty. 74. This chamber is a small shrine to Geddinthor. There
A. This secret chamber was used recently by an are two heavily dented ornamental shields on the floor.
adventuring party to stow extra gear. There are four They possess no martial value. However, if the shields
backpacks. Each represents a typical backpack by are bashed together, they will produce a single (three
class: fighter, cleric, magic-user, and thief. In addition, use only) random magical effect (lasting 1 day).
the cleric sack has two Potions of Healing.
70. A few stones litter the floor here. One is a Mundane Random Magical Effect
Runestone with the inscription, “Rothrum etched this 1-2 +1 to hit/damage versus orcs
stone in memory of Dalrum Cobblestone, my son.” 3 Protection from Evil
4 +1 Strength

71. This chamber has partially collapsed along the 75. A fire burns from a large stone bowl on a pedestal-
northwestern wall. Movement in this chamber beyond stand in the center of this chamber. The fire emanates
one turn may (1d2 on d6) cause an entire collapse of from two Fire Bats (2) AL: NE, AC: 7, HD: 1, HP: 6
the west wall into the corridor beyond it. This will cause each, #AT: 1, DMG: 1d3 + Flame. If disturbed, they
1d4 points of damage to anyone within 10-feet and will attack.
require a random monster roll. 76. This chamber is empty.
72. The arch around this door is engraved with a 77. The southeastern wall of this room is on the verge of
menacing dwarven face. The door is made of stone, collapse. The floor is covered in rubble. Activity beyond
has a keyhole (Room 89D), and is engraved with 1 turn will collapse the wall and cause 1d4 points of
the symbol of House Tunneltrue. Two runestones lay damage to anyone within 10 feet. This will also require
against the door. One reads, “Tunneltrue: In honour of a random monster roll.
my kin and in remembrance of my ancestors” and the

68

78. The door to this room is open. Water spills into the A. A runestone marked with a dwarven face is tucked
hallway. This room contains a small fountain. Although in the back corner of this room surrounded by small
broken and cracked, water still trickles onto the floor. pieces of rubble the same size. This is the key to Room
The floor is covered in moss and is considered slippery 48A.
terrain (half movement, attack at -2). 85. The door to this room is empty. Hanging on a ledge
Side chambers A and C are empty. B contains Stirges above the door is a Giant Crab Spider AL: N, AC: 7,
(4) AL: N, AC: 7, HD: 1, HP: 5 each, #AT: 1, DMG: HD: 2, HP: 10, #AT: 1, DMG: 1d8 + Poison, awaiting
1d3. its next meal.

79. Smell of Decay emanates from this room. There 86. This large domed chamber was a training room
are 1d4 dead dwarf slaves (2d10 days) piled along the for the King’s Gate garrison. The statue of Thaneduhr
back wall. Three Grub Globules (3) AL: N, AC: 10, HD: has been destroyed (the duergar decreed that all
1hp/cyst, HP: 1hp, #AT: See entry, DMG: See entry, representations of Thaneduhr be defaced or destroyed)
have grown out of the corpses and above the doorway but the other statues of Geddinthor, Dhurindain, and
entrance. PCs that enter will cause the cysts to burst Dalgeddin are intact. The walls are lined with broken
and must Constitution Check or vomit for 1d4 rounds weapon racks and armour stands. Beautiful tapestries,
uncontrollably. Be sure to roll for random monsters. long since destroyed, lay in moldy heaps on the floor
80. Hidden under a stone in the floor of this room along with a few broken weapons (both dwarven and
are two bottles of Ancient Dwarven Wine. Each bottle orc).
is worth 300gp each. Note that unless the PCs take A-F: These rooms served as barracks for the dwarven
precautions there is a 1-4 on d6 chance a bottle will garrison. Each are dark and quiet. The doors are all
break each time they engage in combat. open. B is home to a Shrieker AL: N, AC: 7, HD: 3, HP:
81. The statue in this room of mighty Dhurindain is 8, #AT: Special, DMG: Special, D has three Mundane
covered in Purple Moss AL: N, AC: N/A, HD: 2, HP: 3, Runestones, and F contains a colony of Amber Mold
#AT: Sleep, DMG: Special. In addition, the statue was AL: N, AC: Always hit, HD: 1hp, HP: 1hp, #AT: 1, DMG:
partially destroyed and on the verge of toppling. If a PC Special, and a bag with Silver Helm worth 87gp and a
falls asleep from the moss and hits the floor there is a Gold Disc Broach inlaid with Garnets worth 150gp.
1-3 on d6 chance the statue will topple and crush the The others are empty.
character(s) for 1d6 points of damage. 87. This was once a storeroom. Empty sacks and broken
82. This chamber is empty and is backlit by a small crates are all that remain.
patch of yellow lichen. 88. Like Room 87, this was also a storeroom. Normal
83. There are two puddles of green water immediately mold covers the floor.
outside the door of this room. Inside, there are three 89. The short hallway contains four small rooms:
puddles of green water. The puddles are Oozies (3) A. This chamber is empty.
AL: N, AC: 6, HD: 1–4hp, HP: 3 each, #AT: 1, DMG: B. This room is empty.
1d6. There is a glint at the back of the room (Silver Ring
worth 25gp).

84. As small statue has been vandalized by the orcs C. A bag of silver pieces (25) was spilled across the
beyond recognition. Hidden in a secret compartment back wall of the room. Hanging above the archway, just
at the back is a Dagger +1. A deceptively clever finger inside, are Sallow Cysts (3) AL: N, AC: 10, HD: 1, HP:
groove in the stone allows access to the compartment. 1hp each, #AT: See entry, DMG: See entry.

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D. A small rubble pile in the corner contains the key for Kaer-Khelek: Random Monsters
Room 72. 1 Orc Warband
90. A group of dwarven warriors were slain by orcs 2 Goblin Warband
when cornered in this room centuries ago. They will rise 3 Stirges (1d6)
as Fossil Skeletons (5) AL: CE, AC: 6, HD: 2, HP: 2x13, 4 Blooderfly (2d4)
11, 10, 4, #AT: 1, DMG: 1d8, and attack the living. 5 Giant Rat (3d6)
One carries a rotting case with 6 Crossbow Bolts +1. 6 Zombie (1d4)

Entrance B: Ruins of Kaer-Khelek 1. The dwarves enclosed the great eastern cave and
constructed the edifice of Kaer-Khelek into the side of
In the early days of Gundgathol, the dwarves found a the mountain. The doors, once mighty and impregnable,
large cave that exited the eastern edge of the Eternal stand open and in ruins. A dank smell emanates from
Mountains. The cave opened to the picturesque vale of inside. Show Dwarrowdeep Illustration #4.
Loch Rannock. They built defensive structures around 2. Light streams into this location for the first 30-40
the cave mouth to protect their city and called it Kaer- feet. Numerous large rubble and skeleton piles are
Khelek (Translation: Fortress-along-the-Water). The dotted along the edges of this primary passage. The
dwarves also call this location East Gate. tunnel is quiet.
Since the exodus of the Stoneborn dwarves, the Black 3. Two orcs are asleep at their post on makeshift beds.
Tongue Orc tribe use the security of Kaer-Khelek to If they hear battle, they will lower the portcullises. The
plunder across the eastern lands and forests of the Lost portcullis levers are located on the east and west walls
Kingdom of Dwarrow. In the summer months the orcs (in the “up” position). Orcs (2) AL: CE, AC: 6 (Studded
also access the nearby trail across the mountains to and Shield), HD: 1, HP: 5 each, #AT: 1, Weapon: Spear
recruit new tribes or access the Frozenfar. (1d6), Scimitar (1d6), and Dagger (1d4). Treasure: 6gp,
The orcs feel no need to fully occupy the location. 2ep, 6sp and 4gp, 7sp, and 10cp.
Instead, they provide enough of a presence to serve A. This platform stands 20 feet above the ground and
as a warning for the duergar in deeper levels. There is lined with broken battlements. There is a 50% chance
are never more than a few independent orc warbands the single Orc Guard AL: CE, AC: 6 (Studded and
in Kaer-Khelek and they are normally departing, Shield), HD: 1, HP: 5, #AT: 1, Weapon: Light Crossbow
or returning, from a raid. When the orc tribes move and 10 Bolts (1d6), Spear (1d6), and Dagger (1d4):
eastward in force, they emerge from the deeper levels Treasure: 1gp, 3ep, 5sp, 5cp, is asleep at his post.
and gather their strength at Kaer-Khelek first. B. Barracks: Four flea-infested beds of dirty cloth and
furs lay on the floor.
C. The door to this chamber is broken and the room is
empty.

Referee’s Notes: The Ruins of Kaer-Khelek are D. The orcs use this small room as a latrine. When the
approximately 20 hours march north from the town door is opened all characters must make a Constitution
of Hamelet/Durnagald. The entrance is designed check or vomit for 1d4 rounds from the stench. There
for character levels 1-3. is nothing of value. Any PC searching the fecal matter
may (1-2 on d6) contract a disease (see Giant Rat).

70

E. This room appears empty. Hidden behind a stone A. This platform stands 20 feet above the ground and
on the back wall is a small pouch with the following is lined with broken battlements. There is a 50% chance
gemstones: Medium Finely Cut Tiger Eye Agate (44gp), the Orc Guard AL: CE, AC: 6 (Studded and Shield),
Large Exquisite Dark Green Malachite (68gp), and a HD: 1, HP: 5, #AT: 1, Weapon: Light Crossbow and 10
Huge Average Striated Green Malachite (36gp). Bolts (1d6), Spear (1d6), and Dagger (1d4), Treasure:
F. The Orc Rat-Master AL: CE, AC: 6 (Studded and 5cp and a Small Broken Obsidian (12gp), is drunk or
Shield), HD: 1, HP: 5, #AT: 1, Weapon: Whip (1d4), asleep.
Scimitar (1d6), and Dagger (1d4), Treasure: 5gp, 8ep, B. Three orc heaps of flea-infested straw and furs lay
9sp, 2cp, uses this room as his quarters. Under a stone on the floor. There is 1d8cp and 1d10sp in each. In the
in the floor, under his bed of dirty furs, is a Huge Broken bedding is a Small Broken Blue and Brown Disthene
Pale Green Variscite (20gp), a Large Transparent Green (12gp).
Augelite (24gp), and a Small Deep Blue Azurite (20gp). C. This chamber contains three mounds of furs and a
G. The orcs use this room to breed Giant Rats (12) AL: Small Coffer. The Coffer is Locked and Trapped with
N, AC: 7, HD: 1d4hp, HP: 3x4, 4x3, 3x2, 2x1, #AT: 1, a Poison Needle (Save or Die). The coffer contains a
DMG: 1d3, for sport. dented Silver Belt Buckle (25gp), two Gold Beard Rings
(20gp each), and the following gemstones: Medium
Pale Blue Frost Agate (24gp), Large Pink Rosaline
(28gp), and a Large Flawed Silkstone (26gp).

5. This defensive platform with battlements stands 20
feet above the floor. The orc guard on duty abandoned
his post.

4. Guardroom: Long ago the dwarves designed this 6. This chamber contains three barrels of scum-covered
guardroom to defend against a surface attack. The water, four large sacks of grain (just starting to rot), and
ceiling is 30-feet high with two levels of arrow slits two small barrels of mead (empty). These were recently
for shooting at invaders. A partially broken wooden taken in a caravan raid. The barrels are located infront
framework supports only one of the top tier arrow slits. of the secret door.
A small group of orcs guards this location. There is a 7. Long ago, during a period when the orcs of the deep
1-4 on d6 chance they are fighting over 2d6gp and not were out raiding, a reconnaissance patrol of dwarves
actively looking through the arrow slits into Room 1. (three fighters, a thief, and a cleric) from Hamelet
The Orcs (4) AL: CE, AC: 6 (Studded and Shield), HD: managed to pass through the gates of Kaer-Khelek.
1, HP: 2x6, 5, 4, #AT: 1, Weapon: Spear (1d6), Dagger They used this room to store supplies close to the
(1d4), and Shortbow with 10 Arrow (1d6), Treasure: entrance and proceeded deeper into the mountains.
The guards carry 2d6cp, 1d8sp, and 1d4gp, are led by The dwarves were captured, and most were slain.
Grak, Orc Warband Leader (F1) AL: CE, AC: 4 (Chain The three fighter backpacks include: 30 feet of rope,
and Shield), HD: 1, HP: 8, #AT: 1, Weapon: Spear two seax knives, two hammers (two sledge and a
(1d6), Scimitar (1d6), Dagger (1d4), and Shortbow with tack), and 5 iron spikes per pack. The thief’s backpack
10 Arrows (1d6). The warband leader has a key for includes thieves picks and tools, a small vial of acid (one
the coffer located in Room 4C, 2d6gp, 2d4sp, and a use), two bags of caltrops, and chalk. The cleric’s pack
mundane runestone. contains a Silver Holy Symbol of Thaneduhr (100gp), a
Runestone of Light, a Runestone of Healing, and clean
bandages.

71

8. The door to this room is open. Four Orcs AL: CE, a socket at the back of the NW mouth, it will repeat the
AC: 6 (Studded and Shield), HD: 1, HP: 4 each, #AT: 1, following phrase seven times: “At the center of the Sacred
Weapon: Spear (1d6) and Dagger (1d4), are cooking Forge, Seek the Hammer of Dwarvish Lords.” This is a
manflesh over a small fire and fighting over who will very early hint for player characters from Thaneduhr
eat first. regarding the importance of the Hammer of Dwarvish
The orcs have thrown refuse into the small side chamber Lords and the existence of the Forge of Creation. The
at the back of this room. There are broken and rusty Gundgathol dwarves in Hamelet/Durnagald would be
shields and swords, bones, as well as bits of wood and shocked to learn non-dwarves possess these deeply
rubble. They do not enter as they fear the stone face (A) guarded secrets of their race.
and a small Black Witches’ Butter AL: N, AC: 8, HD: Hidden amongst the rubble near the northern door are
1, HP: 3, #AT: 1, DMG: See entry, growing along the two mundane runestones. These can only be found if an
inside edge of the archway. active search is undertaken. A dwarf receives a passive
A. The door to this chamber is made of stone and 1 on d6 chance to spot the runestones. They read:
carved with a dwarven face. In the center of the mouth “I, Kalin, etched this stone in honour of my ancestor
is an almost imperceptible keyhole. The key is located Kurdalin Mountainhome of the King’s Guard in the
on the floor of Room 33. Inside the room are 40 burial light of the Full Moons” and “Mighty Thaneduhr, please
alcoves. bless my marriage to Kurdain with many children.”
The alcoves possess the following treasure: 1d3 These runestones were left 100s of years ago near the
Mundane Runestones, two bags: 102cp and 56gp,a door leading to Kurdalin’s crypt (Room 12).
bag with seven Gold Beard Beads (30gp each), and 12. This door is made of stone and has not been
the head of a Hand Axe +1. The latter item is carefully breached by the orcs. There is no key to open this door.
hidden at the back of a particularly deep alcove. Rather, the player characters must force or break the
door with sledgehammers and iron spikes.

9. Forge: The orcs use the small forge here to craft their The false crypt of Kurdalin Mountainhome is illuminated
crude swords and spear tips. The symbols of Thaneduhr by a lightbox cut into the 50-foot ceiling of this chamber.
and House Longbeard, carved into the forge, were The beam of light moves from west to east across the
long ago broken and defaced by the orcs. The room is center of the chamber as the sun rises in the east and
in shambles. Four orc scimitars and three orc pikes lean sets in the west. Laying on the floor in the center of the
against the wall. room is bowl of 49gp decorated with the holy symbol
10. Guardroom: Orcs (5) AL: CE, AC: three with 5 of Thaneduhr. The bowl is set over a tilting floorstone
(Chainmail) and two with 6 (Studded and Shield), HD: trap (1d6 no save). Along the north wall is a stone
1, HP: 8, 7, 2x6, 5, #AT: 1, Weapons: two with Spear bench with a black urn, a Runestone of Delusion, and a
(1d6) and Dagger (1d4) and three with Hand Axe (1d6) cursed Hand Axe +1 Backbiter. Along the western wall,
and Javelins x3 (1d6). There is a 1-3 on d6 chance that extending from the secret door, is a stone hand facing
one of the orcs is standing guard outside the door of palm up (see Room 12A).
this room. The remaining orcs are sleeping. A. This secret chamber can be detected but cannot be
11. The southeastern corner of this room has collapsed opened, by any means magical or mundane, unless
and, with it, a portion of the southern ceiling. There is illuminated by moonlight via the lightbox in Room 12.
a 1-2 on d6 chance of further collapse for every turn When the first beams of moonlight shine on the door,
spent in this room. The four walls (E, S, W, NW) of this the outline of the portal will illuminate. At that moment
room are decorated with dwarven hellmouths. The orcs the player characters must place Kurdalin’s Royal Guard
defaced two of them and smeared feces on the others. Medallion (see Room 67) in the stone hand. The hand
If the Hellmouth Runestone from Room 37 is placed in will close around the medallion and disappear into the
wall and allow entry into Kurdalin’s final resting place.

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Inside, on a low stone bench, are the skeletal remains of famous dwarven warrior-clerics of old. Most of these
of Kurdalin Mountainhome. He is adorned with have been chipped away and defaced by the orcs.
Ringmail +1 and a Shield +1. Over his eyes are a Shabazz the Orc Shaman has left two Armoured
Runestone of Sharpening and a Runestone of Healing. Dwarf Zombies AL: CE, AC: 3 (Rusty Plate), HD: 2,
Around his body rest seven mundane runestones and HP: 16 each, #AT: 1, DMG: 1d8, to guard the double
a bowl with seven gemstones: a Large Exquisite Dark doors into the temple. One zombie carries a Silver
Black Agni Mani (44gp), Very Large Exquisite Pale Blue Dagger in a sheath at his belt and wears a Gold Ring
Quartz (46gp), Small Exquisite Silkstone (40gp), Small (50gp). They will attack non-orcs on sight.
Flawed Silkstone (18gp), Very Large Exquisite Gray- 17. This chamber has partially collapsed in the
Black Hematite (46gp), Medium Finely Cut Light Pink northwestern corner and is home to Orcs (8) AL: CE,
Rhodochrosite (32gp), and a Very Large Broken Pink AC: two with 5 (Chainmail), three with 6 (Studded and
Rosaline (18gp). Shield), and three with 7 (Leather and Shield), HD: 1,
13. Broken Fountain of Kaer-Khelek: A once-grand HP: 2x8, 2x7, 6, 3x3, #AT: 1, Weapons: two with Hand
fountain stands in the center of this room. The center Axe (1d6) and Javelins x3 (1d6), two with Spear (1d6)
of the fountain has a square pillar with each compass and Dagger (1d4), and four with Scimitar (1d8), Dagger
direction faced as a dwarven warrior. Water poured (1d4), and Shortbow and 10 Arrows (1d6). The orcs
from their mouths into the fountain basin. The fountain have pouches with 1d6gp, 2d4sp, and 3d6cp. There is
was broken and defaced by the orcs and water trickles a 1-2 on d6 chance that three possess 1d4 nuggets of
onto the floor. The ceiling near the eastern wall has silver ore worth 3d6 gold pieces.
partially collapsed, as well as the southwestern pillar. 18. This chamber is home to two black orcs sent by the
The orcs braced the eastern wall with wood to avoid duergar to Kaer-Khelek to keep the lesser orcs in hand.
future collapse and ensure access to the fountain. There is a 1-2 on d6 chance the orcs can smell any
Movement in this room for longer than 1 turn may (1 dwarf or human that approaches their door and a 1 on
on d6) cause a cave-in. d6 chance they are sleeping. Black Orcs (2) AL: LE, AC:
14. This chamber is empty. 4 (Half Plate), HD: 3+3, HP: 19, 16, #AT: 1, Weapons:
15. The orcs once used this room as a cell. There are one with a Broadsword (1d6+1) and the other has a
two long deceased corpses of dwarves leaning against Scimitar (1d8), Treasure: The first has a pouch with a
the back wall. In a secret loincloth pocket is a piece of Very Large Finely Cut Pale Blue Frost Agate (36gp),
paper that reads: Hurimbrir (in dwarvish runes). There Medium Flawed Light Blue Lapis Lazuli (20gp), and a
is a 1-3 on d6 chance that any dwarven party member Huge Flawed Pale Green Variscite (26gp). The other
(1-4 for a cleric) will know the name Muirdaggan has a Platinum Nose Ring (35gp) and 10pp. Note the
Hammerhand and his tale of renown. Muirdaggan Orr-Uks are +2 on damage rolls. There are two Heavy
single-handedly held the gate of Kaer-Khelek against Crossbows with 10 Bolts (1d8) hanging on the south
a great band of frost giants. Muirdaggan made a wall.
pact of single-combat to take the field and challenged 19. This chamber is empty.
Hurimbrir, the frost giant champion. Muirdaggan deftly A. The secret door to this room opens by means of
weaved between the legs of Hurimbrir and sliced both a secret wallstone. Pulling out the stone, rotating
his Achilles tendons before slaying the great giant. His it clockwise once, and pushing it back in, will crack
statue, and that of Hurimbrir, stand on either side of his the door open but arms the Swinging Ball Trap (1d6)
crypt door (Room 60) and immortalize his victory. above the door. Turning the stone clockwise twice, and
16. Once the former antechamber to the temple of pushing it back in, will open the door fully (trap still
Thaneduhr (Room 21), this chamber is lined with seven engaged). To disengage the trap, the wallstone must
stone pillars on either side of the room. Each of the be turned clockwise three times and pushed back in.
pillars are seven feet high and faced with the images

73

Engraved into the southern wall is a dwarven stone face. Ventriloquism, Shocking Grasp, Web, two Potions of
Inside the open mouth, at the edge of arm’s length, Healing, Talisman of the Dead (see Barrowmaze).
is a magical Runestone Mace Head +1. The mouth is Shabazz will attempt to draw the party closer to him
trapped with sharpened steel jaws. Unless disengaged, before calling on his undead minions.
the trap will spring when the runestone is removed. The Standing in the three alcoves of this room. Hidden
trap inflicts 1d6 points of damage. On a damage roll in total darkness at the back of each are: A: Dwarf
of 5 or 6, the character must Save versus Death or the Zombies (2) AL: CE, AC: 8, HD: 2, HP: 7 each, #AT: 1,
trap will sever the arm. DMG: 1d8. B: Dwarf Skeletons (3) AL: CE, AC: 4, HD:
20. A badly beaten dwarf prisoner by the name of 1, HP: 7, 5, 4, #AT: 1, DMG: 1d6, and C: Armoured
Durlag Broadbeam managed to escape the sacrificial Dwarf Skeletons (2) AL: CE, AC: 4 (Half Plate), HD: 1,
altar in Room 21 and crawled to this dark section of HP: 6 each, #AT: 1, DMG: 1d6. One of the armoured
the deep to die. In his prime he was a Level 2 Fighter/ skeletons dropped a pouch with the following items in
Level 2 Thief but has spent many years mining coal the dark recesses of its alcove: Fine Bone Comb (75gp)
in Rooms 29-41 under the whip of the orcs. The orcs and a Gold Bracelet (100gp).
cut out his tongue and attempted to burn the House 22. This alcove contains a pile of decaying corpses
Broadbeam tattoo on his chest. By the time the PCs infested with Rot Grubs (10) AL: N, AC: 9, HD: 1hp,
reach him, Durlag will be near death. He knows of HP: 1hp each, #AT: N/A, DMG: N/A. There is nothing
Room 47, where he hid some treasure and gear (but of value.
does not know of 47A or B). He will use a finger to 23. This chamber contains four holes in the floor and
draw a rough map in the dirt and then perish. Returning several on the ceiling. Every turn the PCs are in this
his body to the Broadbeams in Hamelet will provide a room there is a 1-3 on d6 chance a gust of air will
reward of $100gp. shoot through a hole and extinguish torches. For each
21. The Ruined Temple of Thaneduhr: This rough- gust there is a 1 on d6 chance an Insect Swarm (Beetle)
hewn temple to Thaneduhr All-Father was defaced and (1) AL: N, AC: 7, HD: 2, HP: 7, #AT: 1, DMG: 2hp, also
defiled by the orcs. It now lies in ruin. will emerge. This happens once only. The room has
The large 30-foot tall statue of Thaneduhr was chipped partially collapsed.
and refaced to resemble Garuush (God of the Orcs). 24. The chamber has partially collapsed. Hidden in the
Rubble and debris surround the statue from the rubble are two Mundane Runestones and a Runestone
refacing, except for a small path immediately at its base. of Healing. One of these can be found for every four
There is also a large piece of rubble used as an altar turns of searching.
immediately in front of the statue. The altar is stained 25. This room contains an open mineshaft in the far
with blood. Three emaciated corpses of dwarves lay northwestern corner. The mineshaft extends 50 feet
beside the altar. The chamber has partially collapsed down.
at two points along the western wall. 26. Guardroom: Orcs (5) AL: CE, AC: 7 (Ringmail),
There are three prisoners chained to floor near the HD: 1, HP: 2x7, 2x5, 4, #AT: 1, Weapons: Scimitar
altar. Two human men and a male dwarf. All have been (1d8) and Shortbow with 10 Arrows (1d6), occupy this
badly beaten and are emaciated (1hp). Their tongues guardroom. The orcs here are wagering over a fight
have been cut out. They will need to be carried to between two Stirges (2) AL: N, AC: 7, HD: 1, HP: 4
survive. They are about to be sacrificed by Shabazz each, #AT: 1, DMG: 1d3, in a large wicker cage. The
the Orc Shaman (CL2/MU2) AL: CE, AC: 7, HD: 4, HP: orcs are engrossed and can be surprised (1-3 on d6).
20, #AT: 1, Weapon: Staff (1d6), Sling and 10 Stones Like Room 28, there are three small side chambers
+1 (1d6), and Dagger (1d4). Spells (2/2): Command, with filthy beds. The westernmost contains a bag with a
Protection from Good, Magic-Missile, Burning Hands,
Treasure: 21gp, 15ep, 10pp, Magic-User Scroll: Sleep,

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Medium Broken Striated Green Malachite (14gp) and a include three Dwarves (Males), a Goblin (Male) and a
Very Large Broken Tiger Eye Agate (18gp). Gnome (Female). The slaves have been poorly treated
27. The slope at this location descends downward and whipped repeatedly.
approximately 60 feet and leads northwest from 33. Something partially buried in the dirt gleams at the
Entrance B along the Primary Passage toward S27 on back of this dead end. Ten feet above the entrance, a
the Dwarrowdeep Hex Map. The ceiling is high (50ft) Grub Globule (1) AL: N, AC: 10, HD: 1hp/cyst, HP:
and a large group of Normal Bats (200) AL: N, AC: 1hp, #AT: See entry, DMG: See entry, has taken root.
6, HD: 1hp, HP: 1hp, #AT: Confuse, DMG: n/a, can The globule has four cysts and will burst when it senses
be heard chittering and chattering with movement movement below. The gleam is the key to Room 8A.
(specifically torchlight) underneath them. There is a 1-2 34. Like Room 32, there are normally multiple orc
on d6 chance one torch will provoke the bats into flight. guards overseeing slaves mining coal in this location.
If the PCs have two or more torches this raises to 1-4 on However, they are currently located in Room 66
d6. The bats will circle and swarm the party if provoked unloading ore. There are signs of recent activity
and make enough noise that all orcs in the immediate including picks, shovels, and empty baskets.
vicinity will investigate. After 1d4+3 rounds, the bats 35. A small pool of water, about 10x20 feet has formed
will fly down deeper into the primary passage to escape in the center of this chamber. There are three dirty cups
the light. There are so many bats that there is a 1-3 on and a bucket against the wall. There is nothing of value.
d6 chance their swarm will extinguish torches. 36. Coal Depot: This chamber has a large pile of coal
28. This guardroom is empty. Three orc spears lean into in its center. The slaves move the coal from Rooms 38,
a corner of the room. Inside each of the three smaller 41, and 42 and deposit it here. When the orcs desire,
rooms are mangy beds of furs and cloth covered in the slaves transport the coal to Room 66.
fleas. The middle chamber has a loose stone in the wall An open mineshaft extends down 60 feet. The orcs
that contains an Electrum Holy Symbol of Geddinthor recently threw a very old dwarf slave to the bottom.
on a Chain (75gp). The orc guards are in Room 26. He died from the fall but stuck in his loincloth was a
29. The sound of pickaxes can be heard from this room. runestone. He scratched the following: “I, Halgram,
Shabazz the Orc Shaman has animated two Dwarf Uncle of Grewl Hammerhand, lived as a slave to
Zombies (2) AL: C, AC: 8, HD: 2, HP: 7 each, #AT: 1, accursed orcs. By Thaneduhr, help your kin!” This stone
DMG: 1d8, to excavate coal along the western wall of is of such value to House Hammerhand in Hamelet
this mine. They fill their baskets and dump the coal in they might offer a +1 weapon or suit of dwarven suit
Room 66. They then return to Room 29 and repeat the of armour for its return. Poor Halgram was lost in the
process over and over. They will attack all non-orcs they exodus hundreds of years before.
encounter. If the PCs dress and walk like orcs, they can
pass unnoticed by the zombies.

30. This old mine room was cleared of coal and 37. The orcs use this dead end as a refuse dump. The
abandoned. A pickaxe and a basket lay on the floor. dump contains a mound of rotting body parts, bits of
31. This mine chamber is empty. There is an obvious wood and rusty metal, broken spear shafts, and dirty
path in the dirt from the zombies moving between cloth.
Rooms 29 and 66. There are three items of value. These can only be
32. Three Orc Guards (3) AL: CE, AC: 6 (Studded found with three turns of searching (each and in order):
and Shield), HD: 1, HP: 5, 2x3, #AT: 1, Weapons: Large Broken Transparent Green Augelite (16gp), The
Scimitar (1d8) and Light Crossbow with 20 Bolts (1d6), Hellmouth Runestone (see Room 11), and a Seax Knife
are overseeing five slaves excavating coal. The slaves +1. Be sure to roll for random monsters every other turn
while searching.

75

38. Mine: As the party approaches this chamber, they Orcs (4) AL: CE, AC: 7 (Ringmail) HD: 1, HP: 3x6, 5,
will hear the cracks of a whip and the screams of a #AT: 1, Weapon: Whip (1d4), Hand Axe (1d6), Dagger
woman crying out in pain. Four slaves are working in (1d4), and two with Light Crossbows with 10 Bolts (1d6).
this location under the lash of three orcs. The slaves The guards carry 1d8cp, 1d8sp, and 1d4gp.
include a Norker (Male), Kobold (Male), Half-Orc The orcs and slaves are overseen by Graktok a
(Male), and a Half-Elf (Female). The latter, Dunala, is fearsome and cruel Black Orc AL: LE, AC: 3 (Half Plate
currently being whipped. She is an apprentice Ranger. and Shield), HD: 3+3, HP: 18, #AT: 1, Weapon: Whip
If the party were to pay for the remainder of her training (1d4), Broadsword (1d6+1), Heavy Crossbow and 10
(100gp) in Hamelet, she would join them as a classed Bolts (1d8), and Seax Knife (1d4+1), Treasure: Pouch
henchman (equal share of XP and treasure). Dunala with a Very Large Flawed Deep Blue Azurite (24gp),
was recently captured while hunting in the Everwinter Medium Exquisite Striated Green Malachite (42gp),
Wood. Orcs (3) AL: CE, AC: 6 (Ringmail and Shield), and a Small Exquisite Pale Blue Frost Agate (40gp).
HD: 1, HP: 7, 5, 3, #AT: 1, Weapon: Whip (1d4), Spear The slaves have had their tongues cut out and are in
(1d6), Dagger (1d4), and Light Crossbow with 10 Bolts poor condition (2 hit points each). They will fight if given
(1d6). The guards carry 1d10cp, 1d6sp, and 1d6gp. the opportunity but are too weak to score more than
39. Mine Supplies: This chamber contains mine 1d2 damage with their mining tools.
supplies. There are seven worn baskets with shoulder 43. This room contains mining supplies including
handles for lugging coal as well as a stack of five old crates, baskets, and two broken barrels. Four shovels
crates. Leaning against a wall are three pickaxes and and three pickaxes lean against the wall.
four shovels in poor condition. 2d4 normal rats will 44. A large pool of dark water covers almost the entire
scurry away from behind the empty crates if they are chamber. The orcs avoid this room as they pool is
disturbed. inhabited by Giant Leeches (4) AL: N, AC: 7, HD: 2,
40. Except for an open mine shaft that descends 60 HP: 2x10, 2x8, #AT: 1, DMG: 1d6, that lay still until
feet into six feet of water, this room is empty. However, prey approach the water. In the center of the pool is a
the sounds of pickaxes and shovels can be heard from small 2x2 foot island with a skull and 12 gold pieces.
Room 42. In the deeper water (5 feet) along the southern wall, a
41. Mine: Three slaves are mining coal in the Broadsword +1 is buried in the muck.
northeastern corner of this chamber. They include 45. A group of three slaves with a single orc guard
a Dwarf (Male), Hobgoblin (Male), and a Dwarf just filled their baskets and are moving north to deposit
(Female). Three orcs stand guard. Two face east with their coal in Room 66. The slaves include a Hobgoblin
their light crossbows in hand while the other whips the (Male) and two Dwarves (Males). The Orc Guard
slaves mercilessly. The latter stands with his back to the (1) AL: CE, AC: 5 (Chainmail) HD: 1, HP: 5, #AT: 1,
open mine shaft (40 feet deep). Orcs (3) AL: CE, AC: Weapon: Whip (1d4), Club (1d6), and Dagger (1d4),
6 (Ringmail and Shield), HD: 1, HP: 6, 4, 2, #AT: 1, Treasure: 1d12cp, 1d0sp, and 1d2gp, stands behind
Weapon: Whip (1d4), Spear (1d6), Dagger (1d4), and them snickering and cracking his whip.
Light Crossbow with 10 Bolts (1d6). 46. This dead end has partially collapsed. The orcs
42. Large Mine: A group of slaves are mining coal dumped some old metal shields and scrap metal at the
in the two dead ends of this chamber. They include back of this chamber. Two Rust Bats (2) AL: N, AC: 5,
a Dwarf (Female), Dwarf (Male), Bullywug (Male), HD: 1, HP: 4, #AT: 1, DMG: See entry, are corroding
Troglodyte (Male), Half-Orc (Female), Gnome (Male), and consuming the metal. Their colour makes them
and a Goblin (Male). almost imperceptible to the rusty metal. They will
The slaves are overseen by a detail of orcs. The orcs surprise 1-4 on d6.
are positioned largely on the eastern side of the room.

76

47. Long ago Durlag Broadbeam stashed some
treasure in this secret room. He failed to discern that
this was an antechamber for an older crypt (located in
A and B).

Stacked in the southeastern corner is a backpack (see 48. This chamber has had a major collapse and water
below), 50 feet of rope, a light crossbow, a quiver with trickles in from the eastern wall. Among the rubble
5 Bolts +1, a sack with 53gp and a Small Steel Coffer. and debris are several bones. Two Fossil Skeletons (2)
The Coffer is Double-Trapped with two Tiny Poison AL: CE, AC: 6, HD: 2, #AT: 1, DMG: 1d8, will rise if
Needles (Save or Die) that each need to be disarmed disturbed. Searching the rubble for 3 turns will reveal
individually. The coffer holds the following gemstones: the following (in order): Mundane Runestone, Electrum
Small Broken Pale Green Variscite (12gp), Huge Finely Figurine (25gp), Stalagmite Runestone, and a Bag of
Cut Blue and Brown Disthene (38gp), Small Finely Cut Runestone Arrowheads +1 (1d4+1).
Lynx Eye (30gp), Small Regular Obsidian (20gp), and 49. Minor Temple to Geddinthor: The double doors
a Very Large Finely Cut Silkstone (36gp). The backpack to this chamber were burnt out by orcs long ago. The
contains thieves’ picks and tools, a tack hammer and southeastern pillar collapsed, and the room is unstable.
iron spikes, parchment, ink and quills, a vial of holy The Referee should roll every two turns for further
water, and a crowbar. collapse (1-2 on d6). The orcs chipped and defaced the
A. False Crypt of Branbarack Battlehelm: The secret statue of mighty Geddinthor. His broken stone battle
door to this chamber is opened by pushing inwards. axes are a melancholy reminder of the once majestic
This is a false crypt with several traps. First, there are statue. Hidden behind a stone in the southwestern pillar
three pits that cover the floor. Each descends 20 feet to is a lever that will open the secret door.
rusty iron spikes. The bottom of the pit closest to B is Behind the secret door is a small dusty room with a
covered in Yellow Mold AL: N, AC: Always hit, HD: 2, low stone table. On the table is a dwarf-sized Tabard
HP: 3, #AT: Spores, DMG: 1d6*. +1 emblazoned with a Griffin clutching Three Arrows
Along the north wall is a sarcophagus carved in relief of (useable by a cleric or a fighter). Beside the tabard is a
a dwarven warrior at rest. Removing the lid will cause a Runestone of Light.
Scything Blade to strike for 1d6 points of damage. Inside 50-51. The orcs use these chambers as slave pens.
are the remains of a Dwarven Runestone Skeleton AL: Rusty iron manacles (12 in each room) have been
N, AC: 4 or 6, HD: 2, HP: 9, #AT: 1, DMG: Hand Axe hastily inserted into the floor. The doors are open.
(1d6), who will attack if touched. The skeleton wears a 52. Corpse Closet: The orcs throw the dead bodies of
Gold Holy Symbol of Geddinthor (25gp), a Gold Belt slaves (7) into this room. Some are in an advanced state
Buckle (35gp), and a Fist-Shaped Disc Broach (20gp). of decay. The bodies move - ever so slightly - as Rot
B. The Crypt of Branbarack Battlehelm: The secret door Grubs (8) AL: N, AC: 9, HD: 1hp, HP: 1hp each, #AT:
to this chamber is opened by a lever hidden behind a N/A, DMG: N/A, consume the dead flesh. The smell
stone on the southern wall close to the secret door to is so overwhelming it will cause all those who enter to
Room 47. The pit is 30 feet deep. Triggering the pit trap make a Constitution Check or vomit for 1d4 rounds
will cause a Fusillade of Darts (4) to fly from the back uncontrollably. Be sure to roll for random monsters.
wall (North). Each dart attacks as a 3HD monster for Random monsters in this instance will be 1d4+1 orc
1d4 points of damage. Along the southern wall is a low guards investigating the disturbance.
stone altar with a dwarven skull and three runestones
(Protection +1, Healing, and Feather Fall). Hanging on
the backwall is a dwarven Battle Axe +1.

77

53. Hall of Records: The doors to this chamber are C. This chamber is empty.
ajar and partially destroyed by axes and fire. There are D. Three Orcs (3) AL: CE, AC: 6 (Ringmail and Shield),
partial collapses along the southwestern and eastern HD: 1, HP: 4 each, #AT: 1, Weapon: Spear (1d6),
walls. Runes are etched in horizontal lines from ceiling Shortsword (1d6), and Dagger (1d4), Treasure: 2d4cp,
to floor, many of which were purposefully destroyed by 2d4sp, and 1d4gp each, are resting and eating mutton
the orcs. The ground is littered with damaged scrolls, taken on a caravan raid.
books, and broken runestones. Note that each dwarf- E. Storeroom: The orcs have piled foodstuffs taken in
fluent PC can search 20 items in a turn. Add the total recent caravan raids. They include three crates of dried
number of characters and divide by the number of meat and two small barrels of mead.
damaged items to determine how long it will take to F. This room is empty.
search the hall. Be sure to roll for random monsters
every other turn (in this case, it will be 1d4+3 orc guards
with a 1-2 on d6 chance of an orc warband leader).

Damaged Scrolls, Books, and Runestones: 161 G. Prison Cell: A tall, blonde man wearing a loincloth
Items of Value: Three Mundane Runestones, sits, tied and beaten, at the back of this room. He
Scroll: Two Level 1 Cleric Spells, a Medium has been imprisoned for some time. This is Ser Alec
Average Light Blue Lapis Lazuli (24gp), and a Very Erminemantle (see Pregenerated Characters). The orcs
Large Flawed Light Blue Lapis Lazuli (30gp). captured his party and put the rest to the sword. The
orcs are highly suspicious of him and his lawful aura,
54. The orc guards here abandoned their post. The two so they gagged him, tied him up, and threw him in the
portcullises are down. The levers are located on the cell. Sir Alec is a Level 1 Paladin of St. Ygg with 3 hit
eastern wall (4 feet away from the portcullis) and on the points (11 total) and the following ability scores: S 17 I
western wall of the hallway adjacent to Room 54 (also 14, W 14, D 13, C 15, Ch 17. The orcs concussed him
4 feet away). during his capture. He has partial amnesia. However, if
A. Like Room 3A, this platform stands 20 feet above freed and healed to maximum hit points he will take a
the ground and is lined with broken battlements. There fascination with swords, horses, and religious symbols
is a 1-4 on d6 chance the Orc Guard AL: CE, AC: 6 of St. Ygg. Slowly, he will regain memories of his martial
(Studded and Shield), HD: 1, HP: 5, #AT: 1, Weapon: training and squirehood in Threshold over a two-week
Light Crossbow and 10 Bolts (1d6), Spear (1d6), and period. If his platemail and longsword are found (54B),
Dagger (1d4): Treasure: 10cp and a Large Broken the recovery time will be divided in half.
Striated Green Malachite (16gp), is drunk or asleep at 55. Orcs (3) AL: CE, AC: one with 5 (Chainmail) and
his post. two with 6 (Studded and Shield), HD: 1, HP: 7, 2x4,
B. Two orcs are drunk and asleep on makeshift beds. #AT: 1, Weapons: All three have a Hand Axe (1d6),
They will sleep three rounds through an alarm if one Dagger (1d4), and Javelins x3 (1d6).
is raised. Orcs (2) AL: CE, AC: 7 (Ringmail), HD: 1, A. This turret post, 10 feet off the floor, is empty.
HP: 4 each, #AT: 1, Weapon: Spear (1d6), Hand Axe B. Officer’s Quarters: A Black Orc AL: LE, AC: 3 (Half
(1d6), and Dagger (1d4). Treasure: 3d4cp, 2d4ep, and Plate and Shield), HD: 3+3, HP: 15, #AT: 1, Weapons:
1d6gp each. Scimitar (1d8), Seax Knife (1d4+1), and Heavy
Resting on a heap on the floor are Sir Alec’s suit of Crossbow with 10 Bolts (1d8), Treasure: Gold Chain
platemail, longsword, shield, and equipment. (45gp) and a Pouch with a Huge Flawed Deep Blue
Azurite (34gp) and a Small Finely Cut Tiger Eye Agate
(40gp), is sharpening his weapons. The room is spartan
with a wooden bed, mangy furs, and the rotting heads
of two dwarves.

78

56. Similar to Room 5, this platform stands 10 feet Inside the crypt is a sarcophagus. The lid is carved with
above the ground and is lined with broken battlements. the likeness of Muirdaggan. The sides depict numerous
There are three Orc Guards (3) AL: CE, AC: 6 (Studded dwarven faces and hellmouths. Atop the sarcophagus
and Shield), HD: 1, HP: 5 each, #AT: 1, Weapon: Light his kin left several runestones. They read:
Crossbow and 10 Bolts (1d6), Spear (1d6), and Dagger Runestone 1: “Lie with Thaneduhr, Muirdaggan. Great
(1d4): Treasure: 1d6cp, 1d6gp, at this post. They are Hero of Gundgathol.”
torturing a rat and may (1-3 on d6) not be observing Runestone 2: “Behold Muirdaggan, my Nephew. Slayer
the primary passage. of Mighty Hurimbrir.”
57. This room is empty. The double doors were bashed Runestone 3: “Muirdaggan, Champion of House
in long ago. Normal rats scurry about the floor. Hammerhand. You shall live forever.”
58. This chamber has partially collapsed. There is a 1-3 Each runestone is worth 150gp each to the dwarves of
on d6 chance of further collapse for every turn spent in Durnagald/Hamelet.
this room. Under the rubble towards the north wall is a
Pouch with Runestones of Impact (4).

59. Torture Chamber: This room contains a rack and If the lid of the sarcophagus is removed, Poison Gas will
rusty manacles set into the wall. The Orc Torturer (F1) emit from the faces on the sides of the sarcophagus.
AL: CE, AC: 8 (Leather), HD: 1, HP: 7, #AT: 1, Weapon: The trap can be disarmed by a lever inside one of the
Whip (1d4) and Seax Knife (1d4+1), is lashing a dwarf carved dwarven mouths at the back of the sarcophagus.
and laughing at his cries of pain. The dwarf’s name All those in the crypt must Save versus Paralyzation or
is Gadgrim Longbeard. He served as a man-at-arms be paralyzed for 1d4+2 rounds. Setting off the trap will
protecting a caravan when it was ambushed by the orcs. activate the Sentinels to enter the room and attack (+4
His comrades were either slain or made into slaves to to attack paralyzed targets).
work the mines. Grewl Hammerhand in Hamelet would Inside the sarcophagus is a skeleton with runestones
pay 50gp as a reward for his safe return. over the eyes (Healing and Growth). There is also a
A. This cell contains two slaves near death. One is a half- Small Silver Coffer (Trapped: Poison Needle, Save or
elf male named Athlas and the other is a cyclopsman Die) with four Ingots of Gold (50gp each). This is a false
named Bok. They were taken prisoner along with resting place. The sarcophagus contains a false bottom
Gadgrim and will die within 24 hours without medical with a tunnel that heads east five feet and then north
attention. If healed Bok will owe a life-debt to his healer ten feet. A trapdoor leads up into Room 60A.
and serve as a man-at-arms, if treated well. Athlas just A. From Room 60 a short tunnel leads up into this
wants as far away from Dwarrowdeep as possible. chamber. At the end of the chamber, along the western
60. This chamber is the sealed crypt of Muirdaggan wall, is a plain sarcophagus. This is the true resting
Hammerhand (see Room 15). The door to this crypt place of Muirdaggan. The sarcophagus is not trapped.
is made of stone. The orcs spread feces on the door. Inside are the skeletal remains of the dwarven hero
On either side of the door are two partially damaged with two magical runestones over his eyes (Death and
statues. One of Muirdaggan and one of Hurimbrir the Delusion). Over his chest lies Muirdaggan’s Reaver, a
frost giant. Both statues are Sentinels of the Ancestors Hand Axe +1 of Frost crafted from the massive axe of
AL: N, AC: 3, HD: 2+2, HP: 12 (22), #AT: 1, DMG: the giant Hurimbrir. The reaver may be used single-
1d6. Both statues were damaged by the orcs and are handed (1d6) or two-handed like a battle axe (1d8), as
barely recognizable. They will only activate under two the wielder desires. In addition, it strikes an additional
circumstances: 1) if the door to the crypt is breached point of damage versus fire-based creatures. The reaver
without use of the password (Hurimbrir), or 2) if the will extinguish normal fire by touch and provides +1 on
poison gas trap of the sarcophagus is tripped. saving throws versus magical fire.

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61. Wolf-Master’s Quarters: This chamber is home to 64. Like Room 63, this is a wolf kennel. However, the
the Orc Wolf-Master (F1) AL: CE, AC: 5 (Chainmail), wooden door is rotting. The largest of the Wolves (3)
HD: 1, HP: 8, #AT: 1, Weapon: Whip (1d4), Scimitar AL: N, AC: 7, HD: 2+2, HP: 13, 8, 7, #AT: 1, DMG:
(1d6), and a Seax Knife +1 (1d4+1). 1d6, will break through the door if threatened.

The Master of Wolves keeps his favourite pets in his 65. Orc Barracks: A group of orcs (three males and four
chamber - two Young Adult Winter Wolves AL: NE, AC: females) occupy this room. The smell of a cooking fire
7, HD: 2+2, HP: 10 each, #AT: 1, DMG: 1d4+1 (bite). can be detected in the hallway. Orcs (3) AL: CE, AC: 7
These young wolves possess a lesser breath attack of (Studded), HD: 1, HP: 5 each, #AT: 1, Weapon: Spear
1d6 on a single target within 10 feet (once per combat). (1d6) and Dagger (1d4): Treasure: 2d6cp, 1d6gp and
If harvested and preserved, their pelts are worth 200gp Orc Females (4) AL: CE, AC: 10 (None), HD: 1-1, HP:
each (and provide +1 on saving throws versus cold- 3 each, #AT: 1, Weapon: Two with Cleavers (1d6) and
based attacks). There is a 1-3 on d6 chance that if the two with Daggers (1d4), Treasure: Each possesses one
wolves in Rooms 63 or 64 make noise, the Master of of the following: Gold Bracelet (20gp), Silver Earring
Wolves will investigate. (15gp), Electrum Chain (15gp), and a Platinum Earring
The Wolf-Master has a pouch tied at his waist with (30gp).
Dwarf Knuckle Bones (if consulted, they will serve 66. Coal Dump: This location, accessed through the
as the spell Augury three times before they lose demolished double doors along the southern wall,
their enchantment) as well as a Shoulder Bag with a serves as a coal dump. This location is lit with torches
Dented Electrum Goblet (25gp) and four gemstones: to allow the human slaves (see below) to see. The orcs
Medium Finely Cut Blue and Brown Disthene (32gp), force the slaves to carry the coal in baskets from the
Medium Flawed Green and Blue Chrysocolla (20gp), mines to the south and west to this location. The human
and a Huge Flawed Striated Green Malachite (26gp). slaves then sort the coal and prepare the material for
Hanging on his wall is a Hexagonal Dwarven Shield +1. shipment to Gund-Felek and P6: The Great Foundry.

62. This 20x20 foot room is an antechamber for three Orc Guards (4) AL: CE, AC: 6 (Studded and Shield),
adjoining rooms HD: 1, HP: 5 each, #AT: 1, Weapon: Light Crossbow
A. The southern wall of this room (formerly a doored and 10 Bolts (1d6), Spear (1d6), and Dagger (1d4):
arch) was destroyed and collapsed. In the rubble pile Treasure: 1d6cp, 1d6gp each.
is a Small Chest (buried hastily by an orc in secret from The slaves include four Humans (three Males and
a caravan raid). The chest is Locked. The velvet-lined 1 Female) and three Dwarves (two Male and one
interior contains two potions: Healing and Growth in Female). All the slaves are emaciated and in poor
glass bottles. If the chest is damaged, the potions will physical condition. Faldan Fireforge, one of the male
be destroyed. It takes three turns of searching to find dwarves, is a Level 3 Thief biding his time for the right
the chest. opportunity to flee his captivity in Kaer-Khelek. If the
B. This chamber is empty. orc guards are attacked or ambushed by the PCs he
C. This chamber is empty. However, there is a tiny hole will attempt to make good his escape. Faldan prepared
in the eastern wall that provides a look into Room 61. a Shiv (1d2 damage) that is hidden in his loincloth. His
statistics: HP: 3 (15). Ability Scores: S 13, I 13, W 11, D
16, C 15, Ch 9.

63. The door to this room has a barred window. The 67. This section of Kaer-Khelek is largely demolished.
orcs use this room as a kennel for Wolves (4) AL: N, It consists or partial walls and rubble piles that provide
AC: 7, HD: 2+2, HP: 12, 10, 9, 8, #AT: 1, DMG: 1d6. excellent cover. Given the orcs never travel through this
Hay is strewn across the floor. The wolves will make section, it is also more likely to encounter a random
noise if anyone approaches the door. monster (1-2 on d6). Random monsters in this location

80

include: giant centipedes, giant rats, gray ooze, 1. The Doors of Galduhr Broadbeam, also called
any mold, or green slime. There are also numerous Galduhr’s Gate, are massive doors bracketed by even
treasures hidden under the rubble. For every three turns larger double-axes carved into the mountainside.
searching consult the Random Monster Treasure Type Galduhr was a master architect and warrior in the history
Tables in the Secondary Encounter Area Generator. A of the Gundgathol dwarves and a devout follower of
total of four treasures may be found. Regardless, the the Battle-Father Geddinthor. Show Dwarrowdeep
second treasure found will be Kurdalin’s Royal Guard Illustration #5.
Medallion (see Room 12A). Unlike the King’s Gate and Kaer-Khelek, the doors of
Galduhr’s Gate are closed. During the exodus, a large
Entrance C: Galduhr’s Gate battle took place just inside the doors (Room 2). The
dwarves, mostly women and children, were cut off from
Galduhr’s Gate is partially abandoned. Over 200 escaping through the Doors of Dalgeddin, fled through
years have passed since the Last Stand (in Room 2), this exit. The remaining dwarven warriors closed the
when the remaining Gundgathol warriors parted with gate and held a heroic last stand to allow their families
their wives and children and closed the gate. and kin to flee.
Most of the brave warriors were killed. Their remains The doors can be opened by means of the Ring of
litter the floor. The rest were enslaved. Only a small House Stoneborn, the Hammer of Dwarvish Lords, or
garrison of black orcs guard the entrance. The doors the password Gund-Zirak (Translation: Silver Hall).
have not been opened for over 250 years. Silver Hall is the name the of the Sacred Temple of
Geddinthor in Gund-Baruk (Room 30).
Referee’s Notes: Galduhr’s Gate is approximately 2. The great doors open into the remains of a majestic
42 hours march from the town of Hamelet/ dwarven hall. The massive hall is supported by seven
Durnagald (subject to route). The entrance is great pillar structures 70 feet high. Four of the pillars
designed for character levels 3-6. are 20x20 foot square structures carved with dwarven
Black Orc Berserkers wear no armour and attack geometric patterns. The other three are huge statue-
with two weapons (the second attack made at -2). pillars that also support the ceiling. Geddinthor
The berserker scores an additional +2 on damage supports the southern wall, Dhurindain the north, and
rolls and will fight until slain without a morale check. Thaneduhr the All-Father stands in the center along
They only use melee weapons. Each berserker is the eastern wall. All three statues are cracked and
given a wineskin with Black Ichor that, if swallowed in disrepair. The statues are too large to have been
at the outset of combat, provides them +1 to the defaced or destroyed by the evil forces that occupy
first initiative roll. Berserkers possess no items of Dwarrowdeep.
value except a rough-hewn Gold Armband (50gp). The floor of the chamber is a dust-covered battlefield.
Piles of skeletons in armour, rusty shields, and weapons
Galduhr’s Gate: Random Monsters are scattered throughout. It appears the duergar and
1 Black Orc Warband their allies surrounded the Gundgathol dwarves and
2 Troll Warband killed most of them (the remainder were taken as slaves
3 Dwargoyle (1d2) to work in the mines). For every three turns searching
4 Ghast (1d4) the ancient battlefield, player characters may find 1d4
5 Giant Ant (1d8) items of value. Roll the Random Monster Treasure
6 Giant Scorpion (1d3) Table in the Secondary Encounter Area Generator
to determine the result. Be sure to roll for Random
Monsters commensurate with average party level.

81

Three of the four square pillars (A, B, and C) contain A. The nest was once a secret room adorned with war
a secret chamber. Each room holds a Sentinel of the and hunting trophies. Still hanging on the walls are a
Ancestors AL: N, AC: 3, HD: 2+2, HP: 18, #AT: 1, giant ram’s horn, bear claws inlaid with gold filigree
DMG: 1d6. The statues activate and defend the hall (50gp), a rusty orc scimitar, and a two-handed Great
under the following circumstances: 1) if the main doors Spear +1 (1d8). The spider nests contain the following:
are breached without means of the password or items orc and dwarf bones and skulls, three random
noted above, or 2) if the secret doors to their pillars are gemstones, two random pieces of jewelry, and two
opened by any humanoid other than a dwarf. There is random magical runestones.
a 1-2 on d6 chance of a Random Magical Runestone 5. Water drips from the center of the ceiling in this
in each of the three chambers. chamber and the southeastern wall has partially
Note that opening the doors of Galduhr’s Gate will collapsed. The floor of the chamber is considered
create a loud noise of stone grinding on stone. There hazardous terrain. All combat rolls are made at -2 and
is a 1-2 on d6 chance that the black orcs in Room 15 Dexterity Checks must be made on missed attacks or
and 18 will hear the noise and a 1 on d6 for Rooms fall prone (+4 to hit).
38 and 40. 6. This chamber was once a magnificent sight. The
There is a short (4 foot tall) secret entrance adjacent to dwarves crafted the chamber with natural veins of silver
the main doors. This side entrance cannot be accessed running through the stone. However, the orcs crudely
by means mundane or magical. The door will only chipped some of the metal away and partially collapsed
open when Galduhr’s Runestone is presented before the northern wall.
the door. The runestone is located in Room 33. 7. The door to this room is empty. The northwestern
3. This chamber is empty. Water drips from a crack in corner has partially collapsed.
the ceiling. A. Hiding in the darkness is Lurdain Greatfist. Lurdain
A. This was once a cloaking chamber. There are seven was caught and taken prisoner by the orcs during the
pegs. Two are empty, three have dust-covered rothe great exodus over 250 years ago. Taken as a slave he
hides, and two have pristine black cloaks. The latter was forced to work the mines and tortured over many
two are Cloakers AL: CE, AC: 6, HD: 5, HP: 30, 25, decades. He grew such a seething hatred for his orc
AT#: 2*, DMG: 1d4+1/1d6*. masters that days after his death he arose as a Wight
4. The door to this chamber was broken down long AL: CE, AC: 5, HD: 3, HP: 10, #AT: 1, DMG: Drain.
ago and the doorway is partially covered in thick spider Lurdain has no direct intention of hurting anyone
webs (that will cause smoke if burned). There are three other than orcs (whom he will happily drain of their life
larger than normal Giant Flagstone Spiders (3) AL: N, essence). Lurdain exists in a dream-like state between
AC: 3, HD: 3, HP: 18, 15, 14, #AT: 3, DMG: 1d8 + the living and the dead - between the Golden Age of
Poison, that make their nest in the secret room (4A). Gundgathol and its downfall. He will be very happy
The spiders travel back and forth between the rooms to see another dwarf, for a time, until the hunger to
through three tunnels dug under the floor between 4 drain life overtakes him. He can provide the party with
and 4A. The spiders push the flagstones up to ambush intelligence (the passages leading out of Entrance
from their tunnels. If the webs are lit, they will take refuge C and approximate compass directions). For each
and conduct pop-up attacks after the flames dissipate. question PCs ask him roll percentage dice. There is
The tunnels are only large enough for a halfling, a cumulative 10% chance with each question that he
gnome, or small dwarf. will forget himself and either 1) Attack a non-dwarf,
or 2) attempt to push past the PCs and run out the
door. Allow any PC between Lurdain and the door a
Dexterity Check to avoid his touch.

82

8. Shafts in the walls of this chamber gust every other 13. A backpack sits atop soft earth in this dead end.
turn. The gusts will extinguish torches. The backpack is slightly open and a vial of holy water
9. This chamber is strangely backlit by three small rests near the southern wall. This dead end is also
fires. One located in each of the two alcoves (north dotted with holes in the stone. The holes are home
and south) and one immediately infront of the rubble to Cave Morays (4) AL: N, AC: 4, HD: 4, HP: 2x18,
pile (partial collapse). These small flames are Fire 16, 10, #AT: 1, DMG: 1d8, who will attack when a
Bats (3) AL: NE, AC: 7, HD: 1, HP: 6 each, #AT: 1, victim enters their kill-zone. Inside the backpack are
DMG: 1d3 + Flame. There are also three Forbidden a Runestone of Curing, Runestone of Good Luck, and
Fruit Fungi AL: N, AC: 8, HD: 2, HP: 8 each, #AT: a Silver Holy Symbol of Dhurindain inlaid with Gold
None, DMG: None, growing in the far northwestern (400gp).
corner of room. The fungi are partially covered by the 14. The Primary Passage descends downward
rubble (+4 to AC). At the same time as they use their approximately 60 feet and leads northeast from
spell-like Suggestion, the fire bats will take flight and Entrance C toward S10 on the Dwarrowdeep Hex Map.
harry the PCs. PCs that fall under suggestion will drop There are numerous partial collapses along both walls
what they carry, advance, and consume forbidden fruit. and the ceiling of this passageway.
The fungi have slowly decomposed a black orc that 15. Guardroom: The portcullis of this guardroom
fell to their spores a week ago. Scattered around the is in the up position. The lever is on the western wall
fungi are two mundane runestones, a Galeb Runestone near the archway. There is a 1-3 on d6 chance it has
(Medium), and a bag with a Small Broken Bright Yellow rusted and is inoperable. Black Orc Warriors (2) AL:
Mellochrysos (80gp). LE, AC: 4 (Half Plate), HD: 3+3, HP: 16 each, #AT:
10. The northern aspect of this chamber is eerily backlit 1, Weapon: Bill-Guisarme (1d10), Scimitar (1d8),
with a green phosphorescent fungus. and Seax Knife (1d4+1), Treasure: 4d6cp, 2d8+1sp,
11. The passage is guarded by Black Orc Warriors 1d10+1ep, and 1d8gp each, guard this position. There
(6) AL: LE, AC: three with 4 (Half Plate) and three with is a 1-2 on d6 chance they are being whipped by a
5 (Chainmail), HD: 3+3, HP: three with 19 and three Black Orc Warband Leader (F5) AL: LE, AC: 2 (Plate
with 16, #AT: 1, Weapon: three with Bill-Guisarme and Shield), HD: 5, HP: 30, #AT: 1, Weapon: Halberd
(1d10), Scimitar (1d8), and Seax Knife (1d4+1), (1d10), Scimitar (1d8), and Whip (1d4), Treasure:
and three with Scimitar (1d8) and Hand Axe (1d6). 4d8+1sp, 2d10+1ep, 2d8gp, 1d4pp, for disobedience
Treasure: 4d6cp, 2d8+1sp, 1d10+1ep, and 1d8gp and not paying attention at their post. He has a helmet
each. Two of the orcs have chunks of maggoty bread. fashioned of dwarf skulls. There are three single arrow
The guards are bolstered by a Black Orc Warband slits that overlook Room 14.
Leader (F5) AL: LE, AC: 2 (Plate and Shield), HD: 5, 16. Battlements: This parapet is 20 feet off the floor
HP: 34, #AT: 1, Weapon: Glaive (1d10), Scimitar (1d8), of Room 14. There is one Black Orc Warrior AL: LE,
Heavy Crossbow and 10 Bolts (1d8), and Whip (1d4), AC: 4 (Chain and Shield), HD: 3+3, HP: 22, #AT: 1,
Treasure: 4d8+1sp, 2d10+1ep, 2d8gp, 1d4pp, and a Weapon: Scimitar (1d8) and Heavy Crossbow with 10
Young Troll AL: CE, AC: 4, HD: 6+6, HP: 27, #AT: 3, Bolts (1d8), Treasure: 4d6cp, 2d8+1sp, 1d10+1ep,
DMG: 1d6/1d6/1d10. and 1d8gp, and a bag of dwarf fingers, on duty. He
The northern portion of this chamber opens into a was recently beaten by the warband leader in Room 15
Secondary Passage that extends north from Entrance C and is alert at his post. The two side chambers contain
on the Dwarrowdeep Hex Map. three heavy crossbows (and 30 bolts) and 10 spears,
respectively.

12. This chamber recently collapsed along its 17. Guardroom: This guardroom has five arrow slits to
northeastern corner. Water pours in from the ceiling. observe Room 14. There are two Black Orc Warriors
See Room 5 for terrain effects. AL: LE, AC: 4 (Chain and Shield), HD: 3+3, HP: 22,

83

16, #AT: 1, Weapon: both have Scimitar (1d8) and 22. A major collapse took place along the northern
Heavy Crossbow with 10 Bolts (1d8), Treasure: 4d6cp, wall of this room. The rubble is as high as the 10-foot
2d8+1sp, 1d10+1ep, and 1d8gp, asleep at their post ceiling. Water trickles through the rubble and creates a
in the side chambers. The side chambers contain thin pool of water on the floor.
makeshift beds of furs and smelly rothe hides. The orcs 23. The door to this chamber is made of stone. The
are unaware of the secret door. orcs attempted to break it down but were unsuccessful.
18. Guardroom: The portcullis of this guardroom is Inside is a dais covered in runes. The dais provides a
in the down position. The lever is located along the single random magical effect. Consult the Secondary
eastern wall adjacent to the archway. Unlike Room 15, Encounter Area Generator (Special Features: Random
this portcullis functions normally. A group of Black Orc Magical Effect).
Warriors (4) AL: LE, AC: two with 5 (Chainmail) and 24. Guardroom: Three black orcs are on sentry duty.
two with 4 (Half Plate), HD: 3+3, HP: 20, 18, 16, 14, The door is closed as they are squabbling over a bag
#AT: 1, Weapon: Two with Glaive (1d10), Seax Knife of gemstones (Large Broken Red and White Sardonyx
(1d4+1), and Heavy Crossbow and 10 Bolts, and two (130gp), a Small Broken Pure Black Onyx (80gp), and
with Scimitar (1d8) and Hand Axe (1d6). Treasure: a Very Large Finely Cut Brown Carnelian (205gp).
4d6cp, 2d8+1sp, 1d10+1ep, and 1d8gp each, are Black Orc Warriors (3) AL: LE, AC: two with 4 (Chain
seated in a circle playing a dice game. There is a 1-2 and Shield) and one with 4 (Half Plate), HD: 3+3, HP:
on d6 chance one of them (14hp) will peer through an 23, 20, 16, #AT: 1, Weapon: Two with Scimitar (1d8)
arrow slit once every turn. Otherwise, he is engrossed and Heavy Crossbow with 10 Bolts (1d8) and one with
in the game. Bill-Guisarme (1d10), Scimitar (1d8), and Seax Knife
19. Battlements: This balcony is 20 feet above the floor (1d4+1), Treasure: 1d10+1ep and 1d8gp. Two have
of Room 14. Half the parapets have broken off and one gemstone each: Small Broken Cream and White
fallen onto the floor (providing no cover). Two Black Bluestone (12gp) and Medium Broken Dark Black Agni
Orc Warriors AL: LE, AC: 4 (Chain and Shield), HD: Mani (14gp).
3+3, HP: 21, 15, #AT: 1, Weapon: Scimitar (1d8) and 25. Great Shaman’s Chamber: This room is locked.
Heavy Crossbow with 10 Bolts (1d8), Treasure: 4d6cp, The shaman possesses the key. This large-vaulted
2d8+1sp, 1d10+1ep, and 1d8gp each, are seated chamber is the quarters of the Great Shaman of the
overlooking the passage behind the short dwarven White Palm tribe of black orcs. The shaman was forced
parapets. The first small side chamber contains two by the duergar to occupy this post as a buffer against
beds and the other has three dented shields, an open any incursion into Galduhr’s Gate.
barrel of scum-covered water, two heavy crossbows, A mound of furs lies in the northeastern corner of this
and 40 bolts. room. A Large Dented Metal Chest sits against the
20. Guardroom: The orcs garrisoned here have northwestern wall. The Chest is Double Trapped. If the
abandoned their post. The two side chambers contain chest is moved it will pull a wire cleverly disguised up
four rusty glaives and three Heavy Crossbows with a the wall (1 on d6 passive for a dwarf) connected to a
total of 30 bolts. There is nothing of value. The orcs are Deadfall in the ceiling causing 3d6 points of damage
unaware of the secret doors to Room 21. (Dexterity check for half). The second is a Poison Gas
21. This chamber has partially collapsed along the trap (5x5 cloud infront of the chest (Save or Die). The
northeastern wall. The orcs have hastily braced the contents include 321sp, 3284gp, and 234pp. There
corner with wooden supports. Under a stone in the is also a Small Coffer inside. The sides of the coffer
rubble is a Small Silver Anvil and Crown Holy Symbol of are dusted with Contact Poison (Save or Die). Inside
Thaneduhr (400gp). It detects as magical and adds +1 are a collection of magical runestones the shaman
to a single turn attempt per day for cleric of the faith. does not understand how to use: Galeb Runestone
(Large), Runestone of Constitution, and a Runestone

84

of Petrification. The chest also contains a small crude As the PCs enter, Guktog the Black Orc Great Shaman
silver idol of a muscular one-eyed orc (50gp) and the (F4/CL4) AL: LE, AC: 2 (Platemail +1), HD: 8, HP: 32,
spellbook of the wizard Lithuniel Greenleaf (Room #AT: 1, Weapon: Great Hammer +1 (1d8) and Sling
41). His spellbook contains four first level spells, three with 10 Stones (1d4). Spells (3/2): Protection from
second level spells, and two third level spells. Good, Cure Light Wounds, Command; Curse, Hold
26. This room is empty. Person. Treasure: Pouch with a Huge Exquisite Pure
27. Sub-Shaman’s Chamber: This room serves as the Black Onyx (200gp), Huge Average Star Rose Quartz
personal quarters of the two sub-shamans. There are (150gp), Medium Flawed Orange Carnelian (75gp),
two makeshift beds of rothe hides. Under one is a Huge Finely Cut Red and White Sardonyx (180gp),
loose flagstone. Under the stone is a pouch with two Very Large Average Red and White Sardonyx (125gp),
Runestones of Healing and the following gemstones: Large Broken Brown Carnelian (85gp) Huge Average
Small Flawed Brown-Black Samarskite (90gp) and a Bloodstone (150gp), and two keys (Room 25 and
Small Broken Smokey Quartz (80gp). Chest), will be performing the Rite of Blood. The Rite
The room is occupied by Gukt the Orc Sub-Shaman of Blood involves the sacrifice of a dwarf (on the altar)
(CL3/MU3) AL: CE, AC: 7, HD: 6, HP: 20, #AT: 1, and initiation of three Black Orc Berserker Initiates (F2)
Weapon: Staff +1 (1d6), Sling and 10 Stones +1 (1d6), AL: LE, AC: 8, HD: 2, HP: 10 each, #AT: 1, Weapon:
and Dagger (1d4). Spells (2/1 and 2/1): Command, two Hand Axes (1d6), two Warhammers (1d6), and
Protection from Good; Hold Person and Magic-Missile, two Seax Knives (1d4+1), into the religious sect of the
Spider Climb; Web. Treasure: A Bag with a Small berserkers.
Broken Deep Green Serpentine (55gp), Huge Flawed Standing alongside the great shaman are Hromag
Brown Malacon (140gp), a Large Finely Cut Rainbow the Black Orc Berserker Subleader (F4) AL: LE, AC:
Obsidian (135gp) and a Spellbook, who is praying. 8, HD: 4, HP: 25, #AT: 1, Weapon: Dual Hand Axes
28. This chamber is empty. (1d6), Treasure: Two Gold Armbands inlaid with Mithril
29. This long chamber contains seven pillars. Carved Filigree (300gp each), and a Polg the Black Orc Sub-
into the pillars are stoic dwarven warriors. Three are Shaman (CL2/MU2) AL: CE, AC: 7, HD: 4, HP: 12,
broken and laying on the floor. They show signs of cut #AT: 1, Weapon: Staff (1d6), Sling +1 and 10 Stones
marks and battle. The skeletons of many dead orcs (1d6), and Dagger (1d4). Spells (2/2): Command,
litter the ground. In the southernmost pillar, near the Protection from Good; Magic-Missile, Burning Hands.
floor, is a secret compartment with a Runestone of Treasure: Electrum Bracers (50gp each), a Pouch with
Extra-Healing and a Seax Knife +2. The compartment a Huge Broken Tiger Eye Agate (20gp), Large Flawed
is opened by depressing and holding a stone for seven Dark Green Malachite (22gp), Medium Broken Moss
seconds. Agate (14gp), Large Regular Orange Sunstone (24gp),
30. Silver Axe Hall or the Sacred Temple of Geddinthor: Large Flawed Banded Agate (22gp), and a Spellbook.
Great double-doors open into a large, vaulted Hromag has a horn he will sound to call his leader and
chamber that once served as a temple to Geddinthor. the other warriors to battle. The dwarf on the altar is
The orcs partially destroyed the 40-foot-tall statue of old, had his tongue cut out long ago, and is insane.
the dwarven battle god by chipping the face and body He bears an arm tattoo of House Cobblestone. Almost
sheer, and carving a rough visage of their deity. The all signs of dwarven craftsmanship have been chipped
arms of the statue still bear the double-hand axes of away from the altar except a series of geometric lines
mighty Geddinthor. Rubble surrounds the statue, and and three runestones carved into the altar. Pressing
the vaulted ceiling has partially collapsed along the and holding the center stone will reveal a secret
northwestern wall. compartment with four Runestones of Impact.
31. Berserker Barracks: Chambers A-D serve as the
spartan barracks of the black orc berserkers. They
contain beds made of rothe hides.

85

A. Two Black Orc Berserkers (F2) AL: LE, AC: 8, HD: The pits in this chamber are 30 feet deep and spiked
2, HP: 12 each, #AT: 1, Weapon: each with two Hand (4d6 total damage). Given the thickness of the dust, a
Axes (1d6), are maintaining their weapons. dwarf will not be able to passively detect the pits. As
B. Empty. The orcs are unaware of the secret door. soon as one of the pits is triggered, the four statues will
C. Two Black Orc Berserker (F2) AL: LE, AC: 8, animate as Sentinels of the Ancestors AL: N, AC: 3,
HD: 2, HP: 12 each, #AT: 1, Weapon: one with two HD: 2+2, HP: 16, #AT: 1, DMG: 1d6, and repel the
Warhammers (1d6), and two Seax Knives (1d4+1), are crypt robbers.
sleeping. Two rounds after they activate, or if the skeletal remains
D. Three Black Orc Berserkers (F2) AL: LE, AC: 8, HD: are touched, the false skeleton of Galduhr will rise
2, HP: 10 each, #AT: 1, Weapon: two with Shortswords as a 4HD Runestone Skeleton AL: N, AC: 3, HD: 4,
(1d6) and the other with two Seax Knives (1d4+1), are HP: 32, #AT: 2, DMG: Dual Hand Axes (1d6). This
fighting over dried rothe jerky. runestone skeleton cannot be turned inside the crypt.
The two runestones embedded into the eye sockets are
a Loadstone and Disintegration.

32. False Crypt of Galduhr: The door to this chamber If the throne is pushed forward from the rear, it will
is made of stone, sealed, and magically trapped with reveal a flagstone-lined tunnel leading to a trapdoor
Hammer Ward. It can only be penetrated by breaking in Room 33.
down the door (see Brick Walls). It bears the symbol 33. Galduhr’s Crypt: The trapdoor from Room 32
of Galduhr: two upright axes with a door set between opens into a rectangular 60x30 foot chamber. A thick
them. Galduhr’s ancestors left three runestones at the layer of dust covers the entire room. A 20-foot staircase
base of the door. They read: “I, Galmura, carved this leads up to a sarcophagus engraved with the likeness
runestone to honour my ancestor Galduhr,” “I etched of Galduhr and his accomplishments as a warrior. If the
these runes in remembrance of the life and bravery of lid of the sarcophagus is removed, the secret doors will
my grandfather Galduhr, the Hero of the Pass of Red open and two Advanced Sentinels of the Ancestors AL:
Arrows,” “This stone was carved to mark the passing N, AC: 0, HD: 8, HP: 50, #AT: 2, DMG: 1d6+2 per
of my father Galduhr into the hands of the Thaneduhr. attack, carved in the likeness of Galduhr, will defend
I, Galgeddin, carved these runes,” (Runestone Value: his remains.
220+1d2x10gp each).

Four statues of Galduhr line the crypt. At the end of the Inside the sarcophagus lies the remains of the dwarven
chamber, atop a two-tiered dais, rests the (false) skeletal warrior-hero. He is clad in Platemail +1 and beside
remains of Galduhr with a great helm and visor that him are his two Hand Axes +2. In his skeletal hands,
obscures his face. He wears platemail with two hand he holds Galduhr’s Runestone (see Rooms 1-2). Note
axes crossed over his lap. A thick layer of dust covers that the runestone provides its bearer +2 on all saving
everything in this chamber. His symbol is carved into the throws.
statues and behind his throne. Tapestries, decorated 34. This large reservoir is filled with dark clear water.
in a dwarven geometric fashion, still cling to rails to The water drips into the reservoir from a system in the
the right and left of the throne. There are Four coffers ceiling. The reservoir is 30 feet deep.
set beside his throne. All are Locked and Trapped with There are three random items of value that can be
Poison Needles (Save or Die): 1) 500gp, 2) 100pp, 3) found amongst rubble, debris, etc., were thrown or
3 Random Mundane Runestones, 4) Gemstones: Small fell in over time. One item can be found (3 total) for
Broken Clear Green Zircon (55gp), Huge Flawed Apple every 1d4+1 attempts made to the bottom. Consult the
Green Chrysoprase (140gp), Huge Exquisite Pure Random Treasure Tables in the Secondary Encounter
Black Onyx (200gp), Huge Average Star Rose Quartz Area Generator (three total).
(150gp), Medium Flawed Orange Carnelian (75gp),
Huge Finely Cut Red and White Sardonyx (180gp).

86

35. The dust-covered skeletal remains of a battle took Burial Alcoves: (100): Square (1x1 foot)
place in this corridor long ago. Contents: Three Mundane Runestones, Runestone
There are 1d6 skeletal dwarves and 1d6+6 skeletal of Protection +1, Runestone of Shielding, 343pp,
orcs scattered down the hallway. It will take three turns and the following gemstones a Medium Exquisite
to search the remains. Dark Green Malachite (42gp), Huge Flawed Moss
There is a 1-3 on d6 chance of Treasure Type I-VI and a Agate (26gp), Very Large Flawed Pale Blue Frost
1 on d6 chance of 1d3 random mundane runestones, Agate (24gp), Huge Broken Deep Blue Azurite
alongside rusty orc blades and dwarven axes and (20gp), Huge Finely Cut Orange Sunstone (38gp),
hammers. Large Exquisite Pale Green Variscite (44gp), and
a Medium Exquisite Pale Yellow Citrine (175gp).

A. This chamber is empty. The black orcs are unaware 38. This huge, vaulted chamber is supported by seven
of the secret door. large columns with carved relief (dwarven warriors).
B. This chamber is empty. The columns are in disrepair and the floor is littered
C. This chamber has almost completely collapsed. with rubble (hazardous terrain). The chamber is lit,
Water trickles in from the northeastern wall. by sun and the moon, via a lightbox at the top of the
D. The torchlight of the party will reflect metal that ceiling. As sun rises in the east, a beam of light shines
appears to cover a 2x2 foot section of the floor near on a keyhole (the secret door on the western wall). The
the eastern wall (partially dissolved dwarven shields). beam slowly moves across the floor until it reaches the
A Large Gray Ooze AL: N, AC: 6, HD: 5, HP: 37, #AT: eastern wall. At exactly noon, the beam highlights a
1, DMG: 2d8, found its way through the walls and into tiled section of floor in the center of the room (currently
this chamber. It sits atop a ledge just inside the archway covered in rubble). If the rubble is cleared, it will reveal
awaiting its prey. There is nothing of value. a floor tile that depicts an axe-shaped key. Breaking the
36. The southwestern corner of this room has collapsed, tile will reveal the key beneath it. The key not only opens
and water slowly trickles in. The dampness has given rise the secret door but also opens the secret door located
to mold and bright green phosphorescent mushrooms. in one of the pillars. Inside the pillar is a stone ledge
with a scroll and two runestones. The map notes the
two passages into Room 37 and the location of two of
the four pit traps. The stones are a Runestone of Magic
Detection and a Runestone of Protection +2.

The mushrooms have a poignant and off-putting 39. This room is empty. The chamber connects to a secret
smell but possess healing properties. A total of 1d4+4 door (4 feet tall) that cannot be opened by mundane or
mushrooms can be harvested and heal 1d4+1 hit magical means without Galduhr’s Runestone (located
points each. In addition, there is a 1 on d6 chance per in Room 33). The secret doors are so expertly hidden
mushroom that they can also cure disease and insanity. that even a dwarf would have difficulty spotting them
A dwarf may (1 on d6) be able to identify the fungus passively (must roll a 1 followed by a 1-3 on d6).
as a Gundgathol Trumpet. Note that eating more than 40. Guardroom: Black Orc Warriors (3) AL: LE, AC: 4
three in one day will require a saving throw versus (Half Plate), HD: 3+3, HP: 19, 17, 16, #AT: 1, Weapon:
Death or the imbiber will lose one point of constitution. Two with Military Fork (1d10), Heavy Crossbow with 10
37. The stone doors to this crypt are sealed (treat as Bolts (1d8), Dagger (1d4), and one with Broadsword
Bricked Walls). The chamber has a small collapse (1d6+1) and Seax Knife (1d4+1), Treasure: 4d6cp,
along its northwestern corner. The chamber is covered 2d8+1sp, 1d10+1ep, and 1d8gp each, are on guard
in burial alcoves: in this room. They are bored and are likely (1-4 on d6)
to be engaged in pushing match.

87

41. Prison Cells: The black orcs keep prisoners in the Clear Green Peridot (155gp), is currently whipping the
cells along the northern wall. These prisoners will either last remaining breaths from Kalduric. With each lash,
be shipped down to P4: The Black Pit to work the mines Kalduric screams in pain.
or sacrificed in the temple (Room 30). He was part of a patrol into Gundgathol over 50 years
There are currently Black Orc Warriors (2) AL: LE, AC: ago. The patrol penetrated as far as the Lower Halls
4 (Half Plate), HD: 3+3, HP: 25, 19, #AT: 1, Weapon: when they were ambushed and separated. Eventually
Scimitar (1d8) and Seax Knife (1d4+1), Treasure: Kalduric was brought here. He knows of Galduhr’s
2d20gp each, guarding the cells. The larger of the two Runestone and the secret entrance (Room 1 to Room
has the cell keys. 39). He will utter “The secret door...Galduhr’s stone...
A. This cell contains Lithuniel Greenleaf, a Level 4 the crypt” and die.
Elven Magic-User. She currently has 4hp (14) and the 44. This room is exceptionally dark. A feeling of death
following ability scores: S 10, I 18, W 12, D 15, C 11, and loss may (1 on d6) cause a dwarf pause. Inside
Ch 8. Lithuniel was once acknowledged as one of the are the skeletal remains of five dwarves cornered and
most beautiful among her kind, but the orcs burned her slaughtered during the great exodus. They have risen
with fire. She has a strong spirit but may never recover as Shadows (5) AL: CE, AC: 7, HD: 2+2, HP: 16, 14,
from her torture in Gundgathol. 13, 2x12, #AT: 1, DMG: 1d4 + Special, and linger
B. This cell contains the bodies of three decomposing near their remains. One of the skeletons still clutches its
dwarven slaves. Warhammer +1.
C. Fingo Ticklebottom, a Level 4 Halfling Thief. Fingo 45. Barracks: A group of Black Orc Warriors (6) AL:
is near death. He is normally a cheery optimist who LE, AC: 5 (Chainmail), HD: 3+3, HP: three with 21
claims (despite being 3’2”) to be the “tallest halfling in and three with 17, #AT: 1, Weapon: three with Battle
the world.” He has the following statistics: S 10, I 13, W Axe (1d8), Scimitar (1d8), and Seax Knife (1d4+1), and
12, D 15, C 15, Ch 10 and HP: 2 (18). three with Scimitar (1d8) and Hand Axe (1d6). Treasure:
D. Durgro Broadaxe, a Level 2 Fighter/Level 2 Thief, 2d8+1sp, 1d10+1ep, and 2d8gp each, have formed a
currently has 3hp (18) and the following ability scores: circle while two of their number wrestle.
S 15, I 11, W 9, D 15, C 4, Ch 12. Durgro is a young There is a 1-2 on d6 chance when the PCs approach
dwarf whose family fled Gundgathol. His torture at the room that the wrestling will become a brawl. Their
the hands of his captors and the state of his sacred weapons lean against the walls of the room.
homeland has made him extremely vengeful. He swore 46. This chamber is empty.
a life-vendetta to Geddinthor to kill all black orcs. 47. Berserker Leader Quarters: Glog the Black Orc
42. This room is empty. Screams can be heard from Berserker Leader (F5) AL: LE, AC: 8, HD: 5, HP: 32,
Room 43 and laughter from Room 45. #AT: 1, Weapon: Dual Scimitars (1d8), Treasure: Gold
43. Torture Chamber: The walls of this chamber are Arm Bands inlaid with Mithril (300gp each) and a Chest
lined with manacles and chains. There are three corpses Key, is talking to Ogbog the Orc Shaman (CL2/MU2)
(all dwarves) still attached and one living. Kalduric AL: CE, AC: 7, HD: 3, HP: 12, #AT: 1, Weapon: Staff
Longbeard is very near death. A Black Orc Warband (1d6), Sling and 20 Stones (1d6), and Dagger +1 (1d4).
Leader (F5) AL: LE, AC: 2 (Plate and Shield), HD: 5, Spells (2/2): Command, Protection from Good, Magic-
HP: 34, #AT: 1, Weapon: Scimitar (1d8) and Whip Missile, Burning Hands, Treasure: Electrum Bracers
(1d4), Treasure: Bag with gemstones: Small Average Inlaid with Rubies (75gp each), about the need to hunt
Red and White Sardonyx (75gp), Very Large Exquisite for food in the nearby passages of Gundgathol.
Brown-Black Samarskite (175gp), and a Large Exquisite If the horn is sounded from Room 30, they will respond.

88

The room is spartan except for a Small Chest (Locked Stairway of Kalbandur: Random Monsters
and Trapped with a Poison Needle, Save or Die). 1 Black Orc Warband
The Chest contains the following: 45sp, 68gp, and 2 Troll Warband
Small Flawed White or Blue Moonstone (90gp), 3 Giant Scorpions (1d3)
Medium Finely Cut Flecked Aventurine (155gp), Very 4 Giant Jumping Spiders (1d6)
Large Finely Cut Pure Black Onyx (205gp), Small Finely 5 Dwargoyle (1d2)
Cut Flecked Aventurine (130gp). In addition, there is 6 Ghasts (1d6)
the Crystal Runestone (see P1: The Lower Halls, Room
117).

The orcs are unaware of the secret door. Referee’s Notes: The Forgotten Stairs of Kalbandur
48. Two Black Orc Berserkers (F2) AL: LE, AC: 8, are approximately 48 hours march from the town
HD: 2, HP: 12, #AT: 1, Weapon: one with two Maces of Hamelet/Durnagald (subject to route). The
(1d6) and one with two Flails (1d6), Treasure: None, entrance is designed for character levels 3-5.
stand guard at this location. They are Glog’s personal
bodyguard. 1. Doors of Kalbandur: The Doors of Kalbandur sit on
49. This chamber contains fur beds. The guards that a windswept ledge almost 300 feet above the ground.
occupy the room are in Room 48. The stone double-doors are seven feet tall and each
door is five feet wide.
Entrance D: The Forgotten Despite being heavily worn and battered by weather, the
Stairway of Kalbandur doors are still decorated in dwarven geometric patterns
and the crest of the Kingdom of Dwarrow is engraved
In the early days of Gundgathol, the dwarves carved an above the doors. The mithril outline of the entrance
entrance several hundred feet above the ground along glows softly in moonlight. The doors are engraved with
the western edge of the Eternal Mountains. the following:

They named the entrance after the hero Kalbandur of Atop the stair, where eagles soar
House Hammerhand and enchanted the doors with Rests Kalbandur’s forgotten door
rune magic. The dwarves crafted a broad zigzagging The entrance to our mountain hame
staircase down to the edge of the Fargone Forest to Is hidden in the ancient frame
facilitate access to the western lands and trade. The doors are impregnable by all means, mundane
Since the exodus of the dwarves, a mountain slide and magical. They can be opened by the Ring of
destroyed the carved stone staircase and it was never House Stoneborn, the Hammer of Dwarvish Lords,
replaced. Instead, something, or someone, cut rough- or the password riddle answer: Alban (the name of
hewn stairs up to Kalbandur’s Door. Kalbandur’s father hidden on the Character Sheet)

The stairway is slick, vertical in the extreme (rising at a Giant Eagles (6) AL: N, AC: 7, HD: 4, HP: 25, 24,
75-degree angle) and bombarded with perilous wind 23, 22, 16, 14, #AT: 3, DMG: 1d6/1d6/2d6, nest in
and weather. the outcroppings high above the doors. PCs will likely
In addition, giant bald eagles soar above the western (1-3 on d6) see them soaring and circling above the
edge of the mountains and nest in the rocky outcroppings mountains in the vicinity of the doors. The eagles may
above the doors. This entrance was abandoned long (1-2 on d6) attack if the PCs linger for longer than
ago. Show Dwarrowdeep Illustration #6. several hours.

89

2. The Doors of Kalbandur open into a large entrance 4. The door to this chamber was burned out long ago.
chamber with two staircases, both long and broad, There are four dwarven statues and the dust-covered
leading upward to the east. Two alcove chambers are skulls and bones of dwarves and orcs. The statues
located to the immediate right and left of the doors. appear as rough-hewn warriors at a glance. Closer
Each contains a small staircase leading up to a statue: inspection reveals they are made of runestones. The
Kalbandur stands to the north and Alban to the south. eastern-most statue is a Runestone Golem AL: N,
The chamber is covered in thick dust and several large AC: 3, HD: 7, HP: 40, #AT: 1, DMG: 1d10. If any of
pieces of stone have fallen from the ceiling. Show the statues are touched, or if any attempt is made to
Dwarrowdeep Illustration #7. remove the runestones, the golem will attack. One of
3. A large seven-foot single stalagmite stands in the the stones that constitutes the golem is a key for Room
center of this passage. There are six 2-3 foot stalagmites 39 (the other is located in Room 9).
within ten feet. 5. This chamber contains a narrow, collapsed stairwell
leading downward. The stairwell leads to a lost level
The large stalagmite is Gluklaktoc the Storoper AL: and is impassible.
CE, AC: 0, HD: 6, HP: 45, #AT: 6, DMG: See entry. 6. This room is empty.
Gluklaktoc has positioned himself to take advantage 7. This chamber has partially collapsed in the
of prey that creep and crawl back and forth along the southeastern corner. Located in the rubble, (four turns of
primary passage. Gluklaktoc will wait until the PCs are searching, check for random monsters) is a Wardstone
within 20 feet before he will open his large eye and (Magic).
unfurl his tentacles. His natural rock-like camouflage 8. The doors to this room are open and the chamber
makes it near impossible to spot him even in partial is empty.
light (1 on d6). He speaks his own language, duergar, 9. This catacomb chamber is lined with burial niches
and dwarf. To allow the party to pass, he will demand and alcoves. A thick layer of dust and cobwebs
tribute in the form of 1d3+1 1,000gp in gemstones. He cover everything. Randomly determine the depth and
may consider jewelry but will demand a slightly larger characteristics of the pits using the Random Pit Table
amount. Gluklaktoc is not particularly intelligent and Subtable in the Secondary Encounter Area Generator.
may be coerced (subject to a particularly strong role-
play arguments at the table). Burial Alcoves: (343) Square with Bones/ Urns.
Contents: Copper and Silver Earrings (50gp),
Inside his stomach are the following gemstones: Medium Platinum Bracelet (350gp), Dented Silver Goblet
Exquisite Dark Green Alexandrite (550gp), Very Large (50gp), 1 Random Magical Runestone, 1 Random
Average Lustrous White Pearl (500gp), Small Finely Mundane Runestone, 215ep, 75pp, and the
Cut Dark Green Alexandrite (300gp), Small Flawed following Gemstones: Medium Finely Cut Cream
Deep Yellow Amber (170gp), Huge Broken Deep and White Bluestone (32gp), Very Large Regular
Crimson Ruby (2,450gp), and a Very Large Average Pale Blue Frost Agate (26gp), Medium Exquisite
Pale Blue Opal (2,200gp). In addition, there are 1d2 Silkstone (42gp), Huge Exquisite Deep Blue
random runestones and a Stalagmite Runestone and a Azurite (48gp), Huge Flawed Tiger Eye Agate
Runestone of Invulnerability. (26gp), Huge Broken Banded Agate (20gp), Large
Regular Silkstone (24gp), Medium Finely Cut Pale
The Primary Passage descends downward approximately Yellow Citrine (115gp), Huge Finely Cut Red and
60 feet and leads east from Entrance D toward S18 White Sardonyx (180gp).
on the Dwarrowdeep Hex Map. There are numerous
partial collapses along both walls and the ceiling of this
passageway. The rusted armour and skeletons of both
mountain dwarves and duergar are littered across the
passage.

90

Burial Niches: (49) Rectangular with Full Skeletons. covered the floor from the collapse and two Sandlings
Contents: 15 Crossbow Bolts +1, 1 Random Magic AL: N, AC: 3, HD: 4, HP: 26, 23, #AT: 1, DMG:
Runestone, 1 Random Mundane Runestone, 1d12+3, nest in the chamber. The following items are
209gp, ten Silver Ingots worth 10gp each, and poking out of the sand: a Gold Goblet (50gp), Silver
the following Gemstones: Huge Finely Cut Light Seax Scabbard (35gp), and a Runestone of Speed.
Blue Lapis Lazuli (38gp), Large Exquisite Pale 15. The door to this chamber is trapped with a Swinging
Green Variscite (44gp), Huge Flawed Light Pink Ball (1d6 per level, Dexterity Check to half the damage).
Rhodochrosite (26gp), Huge Average Brown- 16. Guardroom: This guardroom has been long
Black Samarskite (150gp). abandoned. Bones and rusty armour of dwarves and
duergar litter the floor. The duergar left two Dwargoyles
A. A burial niche cut into the western wall contains a AL: CE, AC: 5, HD: 4, HP: 31, 25, #AT: 4 or 1, DMG:
dwarven skeleton in rusty platemail with a Hand Axe one with Stone Hammer (1d12) and one without
+2 across his chest. He has the Second Runestone Key 1d3/1d3/1d6/1d4, as guards. If they see torchlight or
to Room 39 in a pouch at his side. hear the party approach, they will enter rooms A and E,
10. The walls of this chamber are decorated in close the doors, and attack with surprise. If not, they will
breathtaking dwarven geometric art patterns. Despite assume a statue-like position near the archways and
the dust and the cobwebs, the beauty, craftsmanship, attack as the party enters or leaves.
and grandeur of old Gundgathol is obvious, even 17. Guardroom: This chamber is empty. However,
momentarily. chambers A and C are trapped. The first with Contact
11. A tiny beam of light from a lightbox shines onto a Poison on the door ring (Save or Die) and the second
statue of Kalbandur in the hallway. At noon, the beam with a mounted Crossbow-Tripwire on the back wall
of light highlights a keyhole, cleverly disguised on the (1d8 damage, 1 on d6 the mechanism fails). Chamber
statue, that will open Room 12. The key is located in B has three normal rats that will disappear into cracks
Room 28C. in the walls.
12. The door is made of stone and sealed. The door 18. This defensive position with low battlements is 20
cannot be opened by means mundane or magical. The feet above the main passage to the north. It commands
statue in Room 11 can unlock the door. the passage below it. Two dwarven skeletons, looted
Inside are seven metal dwarven facemasks. Four have and with rusty armour, were slain here long ago and
corroded and are useless. Three detect as magical. are covered in thick, heavy dust and cobwebs.
They are two-use magic items but retain their gold piece 19. This large chamber is supported by four large
value. The first, made of silver, depicts a screaming columns, two of which have partially collapsed. Two
bearded face (Scare: 100gp). The second, made of statues, Kalbandur and Alban Hammerhand, stand
gold, depicts a stoic face (Cursed: Cannot remove or opposite double-doors along the southern wall.
speak, 150gp). The third, made of Platinum, depicts the Hanging from the top of the ceiling are Rust Bats (6)
face of Thaneduhr (Bless: 200gp). AL: N, AC: 5, HD: 1, HP: 4 each, #AT: 1, DMG: See
13. This room is empty. Water trickles in from the partial entry. A dwarf or gnome may (1 on d6) be able to smell
collapse along the western wall. their guano that covers a small rubble pile in the center
14. The door to this chamber is ajar and sand from the of the floor.
chamber has spilled under the door. The southeastern 20. The mechanism to open this chamber is a lever
corner of the room has partially collapsed. Sand has hidden behind a flagstone to the right of the door. The
short hallway opens into a 20x20 room with a stone
sarcophagus. The lid of the sarcophagus is trapped

91

(Poison Gas fills the room, Save or Die). Inside is a axes of the statues cross above the sarcophagus and
5HD Runestone Skeleton AL: N, AC: 2, HD: 5, HP: 32, their eyes are Large Rubies (1,000gp each). The two
#AT: 1, DMG: Great Hammer +1 (1d8). The skeleton is statues are magically trapped with Runes of Dhurindain.
clad in platemail and shield. His grave goods include: When the sarcophagus is approached the western
Electrum Torc (125gp), a Gold Ring inlaid with Mithril statue will bellow in Dwarvish, “Begone Tomb Robbers!
(300gp), and three Gold Beard Rings (50gp each). I, Kalbandur, curse you from the afterlife!” At the same
21. The ceiling of this chamber was braced with now- time, the eastern statue will open its mouth and issue
rotting wooden beams. The entire chamber is on the an Insect Plague toward the sarcophagus. The effect
verge of collapse (check for collapse every other round of the plague is akin to the spell Confusion (Level 4
with 1-4 on d6 indicating a collapse resulting in 3d6 Magic-User). All those who save manage to weather
points of damage and a random monster roll). Water the effect. Those who fail panic and flee in a random
drips in from the ceiling and the floor is slick (hazardous (1d8) direction at full speed. There is a 1-4 on d6
terrain). chance PCs drop anything in hand. Be sure to note the
A. The door to this secret chamber opens by pushing placement of PCs relative to concealed pit traps prior
the wall backwards. Three Small Silver Boxes (3x3 to the encounter.
inches, 15gp each) sit on a dust-covered ledge along Sarcophagus contains a dwarven skeleton in Platemail
the eastern wall. The boxes are marked as “Sacred +1 with random Mundane Runestones over its eyes.
Earth” in dwarven runes. The first contains dark, fertile Both his hands grasp the Seax of Beagnoth (see New
earth that will immediately sprout giant mushroom Magic Items). Inside the sarcophagus is a small Silver
overgrowth in a 30x30 foot section. The second is light, Coffer with the following Gemstones: Small Average
dry earth that will wither overgrowth in the same space. Brown Malacon (75gp), Very Large Average Red
The third functions as per the spell Entangle. They are and White Sardonyx (125gp), Huge Finely Cut White
one use magic items. A small sprinkle of sacred earth Chalcedony (180gp), Very Large Flawed Clear Rock
will discern their use. Crystal (115gp), Small Flawed Brown Jasper (65gp),
22. This chamber is empty. Water leaks under the door Large Average Black Pearl (400gp), Very Large Flawed
to the north. Brown-Green Garnet (470gp), Very Large Average
23. The stone door to this chamber is sealed. The Red Garnet (500gp), Huge Exquisite Yellow-Green
chamber has partially collapsed along the northwestern Chrysoberyl (850gp), and a Large Broken Pale Blue
corner and the eastern wall. The glint of gold can be Opal (1,450gp).
seen in the northwestern corner (Ring 20gp). The stone 25. A 20x20 foot water reservoir dominates this
busts of seven dwarves from House Longbeard sit in chamber. The edge of the reservoir is beautifully carved
small alcoves around the room. One of the stone busts with dwarven geometric knotwork. The knotwork along
detects as magical. It can cast Great Shout (x2), Wall the northern edge is covered in normal mold and
of Fog (x2) and will serve as a Bag of Holding (500gp). Purple Moss AL: N, AC: N/A, HD: 2, HP: 10, #AT:
It has an AC5, 3HP, and weighs 50 pounds. The Sleep, DMG: Special. In addition, a Water Weird AC:
activation word is Dural Longbeard (written in runes 5, HD: 4+4, HP: 32, #AT: 1, DMG: Special, lurks in the
along the back of the neck). basin. The weird will wait to determine if its prey will fall
24. This large, vaulted, rectangular chamber is trapped asleep prior to raising itself up and drowning helpless
with numerous pits (randomly determine the depth and victims. Inside the shallow (4 feet deep) reservoir are
characteristics of the pits using the Random Pit Table the following: 473sp, 391gp, a Visored Helm inlaid
Subtable in the Secondary Encounter Area Generator). with Gold (100gp), a Bone Comb inlaid with Platinum
Two statues of Kalbandur, standing tall and proud, (300gp), and a Hexagonal Dwarven Shield +1.
bracket a sarcophagus along the southern wall. The 26. This square 40x40 foot chamber has partially
collapsed along the northwestern corner and southern
wall. The floor immediately inside the secret door is

92

trapped with a pressure plate and floor spears (1d6 A. This side chamber is empty except for a thin ledge
points of damage per level, Dexterity Check to half the immediately above the archway. Resting on the ledge
damage). are 1d3 random Runestones and a Runestone of
27. Guardroom: Two Dwargoyles AL: CE, AC: 5, HD: Extra-Healing.
4, HP: 31, 25, #AT: 4 or 1, DMG: both with Stone 33. The door to this chamber was burned out long ago.
Hammers (1d12), were commanded by the duergar to The western and southern walls have partially collapsed.
guard this location and report on any incursions. A Giant Rat Horde (50) AL: N, AC: 7, HD: 1d4hp,
Side Chambers A, B, and D contain rotting and broken HP: 15x4, 20x3, 15x2, #AT: 1, DMG: 1d3, has piled
crates and barrels. Chamber C contains a Black garbage and debris on top of the rubble and created
Witches’ Butter AL: N, AC: 8, HD: 1, HP: 5, #AT: 1, a massive nest. A Very Large Giant Rat (2HD, 12hp,
DMG: See entry, and E contains rusty shields and axes DMG: 1d6+1) leads the horde. They have burrowed
covered in Cinnamon Mold AL: N, AC: Always hit, HD: small holes out of this chamber into the hallways to
2, HP: 14, #AT: 1 (Spores), DMG: 2d6+1d6. the north and east - both to the cliff face and into
28. Guardroom: This guardroom is empty. The door to other rooms (too small for any PC). If the rubbish pile
A has been kicked in and the chamber is empty. The is disturbed the rats will teem out to defend their nest.
interior of Room B is covered in Brown Mold AL: N, Treat the horde as an Insect Swarm at first, except the
AC: Always Hit, HD: 2, HP: 12, #AT: 1, DMG: 2d8, rats can take damage (quick thinking PCs should use
and Room C contains two dwarven warrior skeletons fire or a spell to redirect the horde from the doorway).
pierced with spears. Their bodies have been looted. 34. This chamber is empty.
One still has a Key (see Room 11 and 12). 35. Kordal Longbeard (Room 31) used this secret
29. Guardroom: This guardroom was abandoned long chamber to hide his most precious jewels. The western
ago. The skeletons of dwarves and duergar litter the wall is covered in 49 4x4 inch holes three feet deep.
floor. Side Chambers A and D contain broken barrels There is a 1-2 chance on d4 a hole is empty, 1 on d4
and mold. C and E are skeleton closets. There is a 1 on chance of a trap, and 1 on d4 chance of a random
d6 chance of 1 random gem or jewelry in C or E. The gemstone. For gems use the Random Gemstone Table
door to B was broken down and the chamber is empty. in the Secondary Encounter Area Generator. However,
30. This room is empty. The door was burned down use the Levels 4-7 Treasure Value and there is a 1-4 on
long ago. d8 chance of a random gem of exceptional value. For
31. This chamber was once Master Jeweler Kordal traps use the following table:
Longbeard’s secret gem workshop. Now it is covered
in a thick layer of dust. On a short table along the Random Trap and Result*
southern wall are a series of small tools used to cut
gemstones. They include a small grinding wheel, tile 1-3 Blade (1d4)
nippers, small saws, and three magnifying glasses.
One of the magnifying glasses is the Eyeglass of House 4-5 Mechanical Jaws
Longbeard (see New Magic Items). (1d6, Save versus Death or lose hand)
32. The door to this chamber is covered in Brown Mold
AL: N, AC: Always Hit, HD: 2, HP: 12, #AT: 1, DMG: 6 Poison Needle
2d8. The mold is difficult to see from more than five (1d2, Save versus Death or Die)
feet away (1 on d6).
*Damage/level of the player character.

36. The door of this room is trapped with a tripwire and
deadfall stone just inside the door. The stone will crush
the first entrant for 2d6 points of damage (Dexterity
Check for half).

93

37. The cliff face along the northwestern corner of this Large Exquisite Transparent Ziose (650gp), Large
room has eroded and a beam of exterior light shines Average Clear Blue-White Diamond (1,700gp), Large
through at the end of each day. There is nothing else Flawed Translucent Star Ruby (1,600gp) and a Huge
of value. Flawed Clear Blue-White Diamond (2,600gp).

38. This room contains a small forge. Tools, now rusty, 40. The door to this chamber was made of stone. It
are strewn on the floor. The entire chamber is covered now lies broken in pieces. Two statues, one devoted
in thick dust and cobwebs. A small hexagonal-shaped to Kalbandur and the other to his father Alban, were
well sits in the southeastern corner. defaced by the duergar with chisels and sledgehammers.
39. The double doors to this room are made of stone A 20-foot staircase leads up to a great throne. The
and sealed. The symbol of House Longbeard is carved skeletons of three duergar lay on the floor.
across the two doors. Each door contains a small The throne is magical and retains one last vestige of its
depression for the insertion of a runestone key. The first power before dissipating forever. Any evil character that
is located in Room 4 (as part of the Runestone Golem) sits on the throne must Save versus Death or die. The
and the other is located in Room 9. The doors can be first mountain dwarf to sit on the throne will permanently
broken down with sledgehammers and iron spikes. increase his or her Constitution by one, and any good-
A sarcophagus once stood in the center of this crypt. aligned non-dwarf that sits on the throne will increase
However, a massive collapse in the center of the 20-foot his or her hit points by 1d4 permanently.
ceiling destroyed the sarcophagus and spread rubble, 41. Hall of Records: The chamber was looted long ago
both large and small, across the entire chamber. Large and is in disarray. In addition, there are two collapses
tapestries, once rich and majestic, lay in rotted moldy along the northwestern and eastern walls. The floor
piles along each wall. Spears (14) and shields (7) lean is littered with burnt books and scrolls, destroyed
against the walls of the room. runestones, and the skeletons of dwarves and duergar.
The spirit of Ghurandal, Son of Ghurndan, Grandson Everything is covered in thick dust and cobwebs.
of Ghundallin Longbeard lingers here. If the doors
to his crypt were opened with the runestone keys, Damaged Scrolls, Books, and Runestones: 127.
Ghurandal may engage with a dwarven character, Items of Value: 1d2 Mundane Runestones,
he may even show deference to a dwarven cleric, and 1 Cleric Scroll with 1d4 Level 2 Spells, a Gold
provide oblique reference to Room 40 or 43 before Torc (100gp), a Silver Disc Broach (35gp), and
fading away. If the doors of his crypt were broken a Runestone of Missile Attraction, Kalbandur’s
down, Ghurandal will slowly manifest as an eerie green Warstone.
Greater Crypt Shade AL: CE, AC: 4, HD: 6, HP: 45,
#AT: 1, DMG: 1d10, and defend his crypt by swirling Two monsters have oozed their way through cracks into
and throwing rubble and debris at the PCs. Every other this chamber in the hope of finding food. An Ochre
round Ghurandal receives an additional attack. He will Jelly AL: N, AC: 8, HD: 5, HP: 35, #AT: 1, DMG: 2d6
manipulate his swirling spirit and hurl a spear or shield is hidden behind the rubble pile to the west and two
at a PC for 1d6+2 points of damage. Amber Jellies AL: N, AC: 5, HD: 4, HP: 18, 16, #AT:
Underneath the rubble pile (12 turns) is the destroyed 1, DMG: 1d6, hang from the ceiling inside of the door.
sarcophagus and Ghurandal’s remains. At his head 42. Four pillars, in the shape of dwarven warriors
is a damaged Silver Coffer (25gp) and his personal partially protrude from the walls of this chamber. They
collection of gems and jewels: Medium Exquisite Bright are covered in dust and cobwebs. There is nothing of
Yellow Microlite (550gp), Huge Average Pale Brown value.
Cassiterite (600gp), Large Exquisite Violet Garnet
(650gp), Large Finely Cut Blue Aquamarine (500gp),

94

A. There is a tilting floorstone trap just inside the is a sarcophagus that contains the remains of Burak
archway. The trap scores 1d6 points of damage per Cobblestone. He was buried with 1d4 pieces of jewelry
level (no save). The room is otherwise empty. and 1d3 random gemstones.

43. A large two-tiered dais stands in the center of this 47. This chamber has two burial alcoves along the
room. The disintegrated remains of a duergar lay in the southern wall. The duergar emptied and looted the
center. alcoves and spilt their contents onto the floor. The back
A. This side chamber is empty. of one of the western alcoves contains Yellow Mold AL:
B. This small chamber is home to a Brain Fungus AL: N, AC: Always hit, HD: 2, HP: 6, #AT: Spores, DMG:
N, AC: 7, HD: 3, HP: 16, #AT: See entry, DMG: See 1d6, At the rear of an eastern alcove is a Runestone
entry. In addition to being partially covered by the Axe Head +2.
archway (+4 bonus to AC) there is also an Icterine 48. The two secret side chambers each contain a
Fungi AL: N, AC: 5, HD: 5, HP: 31, #AT: 1d4*, DMG: Runestone Golem AL: N, AC: 3, HD: 7, HP: 40, #AT:
1d8, adjacent to it (+2 bonus to AC). The Brain Fungus 1, DMG: 1d10.
will release its psilocybin spore magic-like effects into 49. This chamber is empty except for a Winged Hammer
the air in the hope of drawing prey into the failing hung on the north wall (see New Magic Items). If the
tentacles of the Icterine Fungi. Scattered across the hammer is removed, the two secret doors will slide
floor are several decomposing creatures and bodies. open and golems (Room 48) will activate and attack
The following treasure can be found: a Small Broken the intruders.
Clear Green Zircon (55gp), Medium Flawed Star Rose
Quartz (75gp), Large Broken Apple Green Chrysoprase Entrance E: Frost Gate
(85gp), and a Small Finely Cut Deep Green Serpentine
(105gp), as well as a Bag Runestones of Prayer (1d6), The Frost Gate, so named due to its perpetual exposure
and 142pp. to winter storms, is the only entrance into Gundgathol
C. This secret chamber contains a shelf with three along its broad northern border. The entrance is also
runestones (Thunderous Deafening, Heroism, Extra- called North Gate, or Nurr’s Gate, named after Nurr
Healing) and four scrolls (Stonebeard, Blessed Stone, of House Tunneltrue. Nurr first discovered the vast
Circle of Stones, Courage of the Ancestors). A fifth scroll frozen cave system around which the dwarves built
in dwarvish runes reads: “Alban! Axes of the Dwarves!” their northern entrance. The Frost Gate is connected to
44. The eastern wall of this room has completely Kaer-Khelek via a perilous mountain trail overtop the
collapsed and is exposed to the eastern passage. Eternal Mountains.
45. A stoic stone statue of Alban Hammerhand stands The Frost Gate doors can only be opened by Galduhr’s
on a plinth in the corner of this chamber. This statue is a Runestone, the Hammer of Dwarvish Lords, the Ring of
Sentinel of the Ancestors AL: N, AC: 3, HD: 2+2, HP: House Stoneborn, or the Blue Runestone (Room 22).
12, #AT: 1, DMG: 1d6. It will only animate if the words A large group of dwarves were cut off from escape to
“Alban! Axes of the Dwarves!” are spoken in dwarvish. the south during the siege of the duergar. They fled
The statue will then animate for 1d3 turns per day and to this gate, but never escaped. They were killed or
follow the instructions of the dwarf who uttered his captured.
name. The statue will not leave Entrance D. The duergar understand that attack from the north
46. Two dead duergar lay infront of this door. The door through the Frost Gate is the least likely means of
of this chamber is made of stone, sealed, trapped with retaking Gundgathol. As a result, they posted only a
spell Hammer Ward that resets once every year. Inside small warband of gargoyles and ice trolls to guard
the entrance and report on any incursions. The two

95

groups can weather the cold much easier than the gray Runestone (currently in the belly of the amber bulk in
dwarves and the former are bound magically to their Room 22).
command. There has been no activity in 250 years at 2. The inside of the entrance is dark and extremely
this gate, and the guards are lax. cold. Several collapses from the ceiling and walls
The Frost Gate is under the equivalent of a Freeze have taken place, near the gate and further down the
Metal spell effect. Player Characters must either dress passage. This location may (1-2 on d6) be watched by
appropriately in winter gear, or prepare with spells, the gargoyles in Room 4.
to adventure in the frozen caves. The temperature is 3. Guardroom: Two Ice Trolls AL: CE, AC: 6, HD:
the equivalent of -40 (the point where Celsius and 3+3, HP: 21, 18, #AT: 2, DMG: Great Spear (1d8)
Fahrenheit meet). Beards and hair will freeze and long or 1d8/1d8, Treasure: Silver Armband 300gp. Are
breaths of icy condensation (for living creatures) will fill sleeping on duty.
the air.

Frost Gate: Random Monsters A. Terrace: This location is empty except for a longbow
1 Ice Troll Warband* and 20 arrows.
2 Dwargoyle (1d4) B. Two Ice Trolls (2) AL: CE, AC: 6, HD: 3+3, HP: 22,
3 Four-Armed Gargoyle (1d4) 16, #AT: 2, DMG: Great Spear (1d8) or 1d8/1d8,
4 Ice Spider (1d4) 4 HD Treasure: one with Silver Chain (200gp) and the other
5 Ice Toad (1d4) with a Pouch: Very Large Finely Cut Smokey Quartz
6 Ice Snake (1d6) (155gp), Large Broken Blue Moonstone (85gp),
Medium Finely Cut Deep Green Serpentine (115gp),
*Use the standard Troll Warband table and change and a Huge Average Brown Jasper (150gp). The trolls
standard trolls for ice trolls. are fighting over old bones and are starving.
C-E. These chambers are empty.

Referee’s Notes: The Frost Gate is several days F. An Ice Troll AL: CE, AC: 6, HD: 3+3, HP: 18, #AT: 2,
march from the town of Hamelet/Durnagald DMG: Great Hammer +1 (1d8) or 1d8/1d8, Treasure:
(subject to route). Note that travelling to this location 57pp, is cleaning his weapon.
in the deepest part of winter is almost impossible 4. Guardroom: This chamber is occupied by two Four-
without magical transportation or enhancement. Armed Gargoyles (2) AL: CE, AC: 3, HD: 4+2, HP:
The entrance is designed for character levels 5-7. 21, 20, #AT: 6, DMG: each with two Longbows and 20
Arrows (1d6) or 1d4x4/1d6/1d8, Treasure: One with
1. The Frost Gate appears like a great dwarven face a Very Large Average Pale Green Tourmaline (500gp)
covered in snow and ice. The gate provides access to and the other has a Small Flawed Pink Coral (170gp)
the tundra of the Frozenfar. The winters are long and and a Medium Finely Cut Black Pearl (400gp). These
cold on this side of the mountains. The gate can only gargoyles are likely (1-4 on d6) paying attention at their
be operated a few months of the year. post and each is armed with two longbows which allow
Exposure to the extreme cold of the Frozenfar, during the them to fire twice per round from their arrow ports.
deep months of winter, can lead to death by exposure They are overseen by a Dwargoyle AL: CE, AC: 5,
in minutes. Show Dwarrowdeep Illustration #8. HD: 4, HP: 25, #AT: 4 or 1, DMG: Stone Hammer
A secret door is located northeast of the main gate. The (1d12), Heavy Crossbow and 10 Bolts (1d8), or
secret door can only be opened by means of the Blue 1d3/1d3/1d6/1d4.

96

A. Terrace: One Four-Armed Gargoyle AL: CE, AC: 3, Warrior Figurine 1 (Room 43), is a large specimen with
HD: 4+2, HP: 22, #AT: 6, DMG: with two Longbows better armour class and hit dice than the average ice
and 20 Arrows (1d6) or 1d4x4/1d6/1d8, Treasure: troll. He is currently taunting a Polar Bear AL: N, AC:
Gold Neck Chain 300gp, stands on guard along the 6, HD: 6, HP: 15 (33), #AT: 3, DMG: 1d3/1d3/1d6,
battlements of this 20-foot elevation tied to a stake in the southern corner of the room. This
B. Terrace: One Four-Armed Gargoyle AL: CE, practice is called baiting. The bear is wounded and
AC: 3, HD: 4+2, HP: 22, #AT: 6, DMG: with two will ferociously attack the warband leader if given the
Longbows and 20 Arrows (1d6) or 1d4x4/1d6/1d8, opportunity. If the party heals the bear, it may (subject
Treasure: 65gp, and a Maggog Gargoyle AL: CE, AC: to the referee’s discretion) join the party until it can
5, HD: 4, HP: 18 each, #AT: 3, DMG: 1d6x2/1d8, free itself to the Frozenfar. The bear has an exceptional
Spells (2/2/1): Magic Missile, Shield; Darkness Globe, sense of smell.
Invisibility; Lightning Bolt, Treasure: Gold Medallion 8. This room contains a 20x30 foot heated reservoir.
(350gp), stand by along the low battlements of this 20- The room is completely obscured with steam and
foot terrace. visibility is reduced to zero unless the double doors
C. An Ice Troll AL: CE, AC: 6, HD: 3+3, HP: 18, #AT: are held open for any length of time. The reservoir is
2, DMG: 1d8/1d8, Treasure: Polar Bear Pelt (500gp), heated by ancient cleric runic magic along the edge.
along with his two pet Winter Wolves AL: NE, AC: 5, 9. The door to this chamber is open. Three stone
HD: 6, HP: 35, 21, #AT: 1, DMG: 2d4 (bite), have mouths are carved into the eastern wall. They have
taken this room as their quarters. The room smells of been partially defaced with chisels and hammers.
wolf urine and troll. 10. A large Crystalline Cluster has grown in the
D-F. These chambers are empty. dark, cold recesses of this side-chamber. Crystalline
G. Armoury: This chamber contains three longbows, six Cluster (Blue) AL: N, AC: 0, HD: 6, HP: 35, #AT: See
arrow bundles (20 each), and three heavy crossbows entry, DMG: See entry. The tone emitted by this large
with three quivers of 10 bolts each. specimen lasts for 3d4+1 rounds.
5. This chamber once housed prisoners. The smell is 11. The western wall of this room has collapsed. The
terrible. The room is empty. room is empty.
6. This chamber is empty. Broken bits of wood and 12. The door to this chamber was destroyed long ago.
barely recognizable dwarven bas relief are all that Bits of broken wood and stone are scattered across the
remain of the room’s former glory. ground.
A. On a narrow ledge above the door are the following 13. The skeletons of two Gundgathol dwarves lie
items covered in dust: Runestone of Curing, a Bag with back-to-back half-covered in ice. Someone, at some
Runestones of Impact (3), and a Runestone of Location. point, placed runestones over their eyes. If searched,
PCs will not notice the ledge unless they explicitly state they will rise as 4HD Runestone Skeletons (3) AL: N,
they are looking up. AC: 3 (Plate), HD: 4, HP: 25 each, #AT: 1, DMG:
7. The sounds of growling and roaring, followed by evil Warhammer +1 (1d6), Hand Axe (1d6), and two Seax
laughter, can be heard from the hallway. An Ice Troll Knives (1d4+1), Treasure: Silver Beard Beads (50gp
Warband Leader AL: CE, AC: 2 (with Shield +1), HD: each), and a Silver Bracer (100gp).
6+3, HP: 38, #AT: 2, DMG: 1d8/1d8, Treasure: Two 14. The door is made of stone, sealed, and marked
Black Opal Rings (200gp each), Red Dragon Scale with a very faint glowing symbol of Dhurindain. The
Shield +1 (+4 on saves versus fire-based attacks), Stone skeletons of three dead duergar lie on the floor in front
of the door.

97

A huge, partially damaged, 8HD Caryatid Column 17. A small colony of Ice Spiders are in hibernation
AL: N, AC: 3, HD: 8, HP: 51, #AT: 1, DMG: Stone in this chamber. If they sense prey, the ice spiders will
Hammer (1d12), stands to the west just outside the door awaken and attack. There are a total of 12: six with
to this chamber. The statue is shaped liked a dwarven 1HD (4hp each), three with 2HD (10hp each), two with
priest in robes. 3HD (16hp each), and one with 5HD (35hp). See the
The statue is inscribed with the Runes of Dhurindain monster entry for variable damage etc.
(Great Shout) down its back. If the door is touched, 18. This rough-hewn chamber is empty. The corpses of
the statue will animate and scream “Trespassers!” in three dwarf slaves died here and were partially eaten
dwarvish with its Great Shout and then attack with its before they froze.
stone axe. 19. This chamber is empty. Skittering noises (from
Inside, the walls are shaped like natural stone. Veins of ice spiders) echo from both the eastern and western
silver run through the walls. If closely studied (3 turns) hallways.
the veins will depict two Secondary Encounter Areas 20. Something shiny gleams from the dark corner of
from the Dwarrowdeep Hex Map and their subsidiary this chamber. Partially locked in ice, is a single Gauntlet
passages. The choice of which encounter areas to of Geddinthor.
reveal is subject to the discretion of the Referee. Three 21. The dead end in this chamber is blocked by a
items rest on a small altar: a Galeb Runestone (Large), collapse. Two Rock Clams AL: N, AC: 4, HD: 4, HP:
Runestone of Constitution, and a Runestone of Free 24, 18, #AT: See entry, DMG: 4d4, have camouflaged
Action. This chamber has partially collapsed along its themselves atop the rocks and rubble. Behind the
northern wall. rubble (18 turns to remove) is a 10x10 foot space.
15. The downward slope at this location descends Along the western wall, a miner long ago carved the
approximately 60 feet. It leads southeast from Entrance face of Dhurindain into the rock as a good omen. Any
E along the Primary Passage toward S37 on the dwarf who prays and leaves a gemstone offering (more
Dwarrowdeep Hex Map. than 100gp value) will receive +1 to his or her primary
The mouth of the slope provides opportunity for ability score permanently.
predators to ambush prey. A group of cold-adapted 22. The sound of digging can be heard echoing down
Piercers (10) AL: N, AC: 3, HD: 3, HP: 15 each, #AT: the corridor of this rough-hewn chamber. A blue-
1, DMG: 3d6, hang from the 30-foot ceiling at this skinned and cold-adapted Amber Bulk AL: CE, AC: 2,
location. In addition, a group of Stalagbites AL: N, AC: HD: 8+8, HP: 56, #AT: 3, DMG: 3d4/3d4/2d4+2, is
4, HD: 4, HP: 26, 24, 20, 18, #AT: 1, DMG: 2d8, digging a passage to the south. The monster is an apex
recently moved into their territory. The stalagbites have predator and is supremely confident of its strength,
formed a rough picket-line to catch prey moving up mass, and ability to defend itself. Whether it makes noise
and down the passage. Inside the gut of one of the or not, other creatures and monsters know to leave it
stalagbites is the Stone Warrior Figurine 2 (Room 43). alone. Inside the belly of the monster are the following:
Scattered atop the icy floor of their killzone are the Large Broken Translucent Star Ruby (1,450gp), Large
following: 213sp, 43ep, and 25gp. Average Light Green Jade (1,700gp), Very Large Finely
16. The ice spiders in Room 17 pushed the remains Cut King’s Tears (4,700gp), Finely Cut Deep Crimson
of their prey in this dead-end corner. The bones of Ruby (4,100gp), and the Blue Runestone (key to open
dwarves, orcs, and a handful of duergar can be found the secret doors from Room 1 to Room 46).
in the midden. There is a 1 on d6 chance of 1d3 Note there is a partial collapse in the northwestern
random treasure items in the pile for every two turns corner of this chamber. The collapse, alongside the
of searching. The first item found will be Dhurindain’s digging of the amber bulk, has made this chamber
Portalstone (Room 34).

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