Trouble in Ironboot Mine - PT 1 The Aranea Queen

Download as pdf or txt
Download as pdf or txt
You are on page 1of 39

Trouble in

Ironboot Mine
Part 1: The Aranea Queen

by
Thorsteinn Mar
I claim no ownership of cover art.

Acknowledgements: Helgi Már Friðgeirsson, Guðmundur Arnar Guðmundsson


Beta Testers: Óskar Freyr Hinriksson, Óðinn Örn Sævarsson, Björn Leví Gunnarsson, Guðbjartur Nilsson, Hjalti Hrafn Hafþórs-
son, Snorri Guðjónsson
About this module when Spellplague forced the clan to go deeper into
the Underdark.
Trouble in Deadsnows is designed for a party of 4-6 The guardians, once woken, chased the dwarves
PCs of 1. level, a good balance of character classes out of the Aranea complex and killed them. Only
is adviced. It takes place in the Nether Mountains, one dwarf escaped, barely managed to make it to
in the Silver Marches region of the Western Heart- Deadsnows, where Rubert Anon, priest of Lathand-
lands in Faerun, using the Forgotten Realms set- er, finds him dead.
ting. The module can be run using any small settle-
ments where dwarven mine is in the near vicinity.
All encounters can be easily modified to suit larger Meanwhile a few kobold discover the Ironboot mine
or smaller parties. This is the first part of three in abandoned, the guardians having completed their
the Aranea Queen campaign. task and taken their position in the decorated
chamber. The kobolds find the egg and not under-
standing what it is decide to take it back to their
When a dwarf from a local mine is found dead the cave. The Aranea, feeling the gentle summoning tug
PCs are sent to investigate. Once at the mine the of the protective spells placed on the egg and the
PCs discover that something terrible has happened chamber make their way up from the Underdark,
and need to find a way to make things right again. intent on retrieving the old queen egg.

This book is meant for Dungeon Masters and


refers the Player’s Handbook, Dungeon Master’s
Guide and Monters Manual. Spells and items are
Adventure overview
described in the Player’s Handbook, magic items Torbin Ironboot, elder of the Ironboot clan, is dis-
can be found in Dungeon Master’s Guide and stat- covered dead in Deadsnows. Rubert Anon, cleric of
blocks for monsters and villains are contained in Lathander, asks the PCs to inform the clan of their
the Monsters Manual, unless otherwise noted. elder‘s death. The mine is in the Nether Mountains
and the town has had a good relationship with the
dwarf clan ever since it was rebuilt. The trip takes
Recent developments a couple of days but once there the PCs discover
something terrible has happened.
The Spellplague hit the small village of Deadsnows
hard. The village that rested in a valley in the The mine is empty and there are obvious signs of
northern part of the Nether Mountains was all but struggle. The main hallway, leading down into the
destroyed, the inhabitants scattered through the mining area is sealed off, closed with all manner
Western Heartlands. A century and two years bet- of debris and overturned furniture. Once the PCs
ter, humans and dwarves returned to Deadsnows go deeper into the mine they find that the dwarves
and the Icespear valley, finding the ruined village had opened a strange chamber, one with a pedestal
and the started rebuilding it. Two years later the with a nest for something. The nest used to store
village is thriving, mostly due to good relations with an Araneean queen egg of an old Aranea clan, left
the local dwarf clans and the village‘s good situa- there once the clan fled deeper into the Underd-
tion, by the Fork Road to Sundabar. ark following the horrors of the Spellplague. The
dwarves discovered the chamber and removed the
One of these dwarf clans was the Ironboot clan. It queen egg, waking the guardians.
had ventured deep into the Nether Mountains to
mine for gold. The relatively small clan had hit a
prosperous vein in an underground chasm created The guardians, after battling the dwarf clan, sum-
by the Spellplague. Working on the vein the miners moned the elders of the Aranea clan, which are
discovered series of chambers dating from before back for the egg and not that happy finding the
the Spellplague, but seemingly abandoned. chamber opened and empty. They demand the
queen egg be given back to them or they will
unleash their anger upon the dwarves in nearby
Investigation lead the dwarves into a decorated mines. A local clan of kobolds, divided by internal
chamber where they found a mostly round golden bickering between the leader and his son, Kax,
egg on a pedestal. The investigators, blinded by the made the most of the opportunity when it discov-
monetary value of the egg, removed the egg from ered that the dwarves where gone and looted the
the pedestal, awakening ancient guardians placed mine and enslaved the remaining dwarves. The PCs
there over a century ago by the former inhabitants need to find the kobolds and discover what hap-
of the place. The egg is in fact an Aranea queen egg, pened to the egg and the dwarves.
left by the Aranea clan there as a safety measure,

5
Chapter 1: In Deadsnows
Dawnlord in distress
of faith to bolster his defense. He has already used
The PCs are on their way to Deadsnows following sacred flame and cure wounds. If the PCs enter the
the Fork Road. It‘s late Mirtul, grass turning green fight he will use bless but save the remaining spell
and rivers, once clad with ice are whitewashed slots for healing.
and hard to cross. As the hot day passes the PCs
draw nearer to Deadsnows. If one or more PC has a The attackers are 6 red scaled kobolds (see MM
Passive Perception 13 or higher they hear a spell p.195 ), a small group led by Kax (see appendix),
boom up the road, the sound of battle and shrill son of Roqua, leader of the Burnt hand Clan. Each
screams. Read or paraphrase the following, if they kobold have burn marks on the left hand. If half of
PCs decide to investigate. the kobolds is slain the rest flees. The kobolds try
to use their slings as much as they can but once in
A cart has been turned over in a fork of the melee they use their pack tactics as much as they
road. Several small creatures surround the cart can. Their goal is to loot the cart and two kobolds
and send volleys of pebbles over it, screaming will use their actions to do so. Kax urges his kob-
with delight. A few of them move forward with olds on speaking Draconic, eager to impress his
crude daggers and clubs. A lone man stands draconic master and taking his father’s place as
beside the wagon, holding a golden symbol speaker. Kax is the first to flee the scene.
high. He calls forth a rosy-hued shimmering
light around himself. Blood stains his face. The Kax is a despicable little creature and will use every
attackers will soon overrun him. opportunity to belittle the PC’s. He leads from the
rear but is easily recognisable from his red cloak,
The PCs can make an Intelligence (Religion) DC studded leather armor, eye patch and sqeaky voice.
10 check to recognize the cleric as a priest of His warriors are fearless while he’s there.
Lathander. His name is Rubert Anon (see appen-
dix), who‘s returning from Sundabar. Rubert is a If the PCs intervene the kobolds fight for three
local priest and lives in Deadsnows. If the PCs help rounds. If they manage to bring down a hero and
him he will be thankful and talk highly of the PCs haven‘t looted the cart they fight on for another
in Deadsnows. Rubert will fight to defend his cart. two rounds. If they see that the PCs are putting up
He’s armed with a quarterstaff and has used Shield a good fight, Kax calls them back and flees, Kax

6
doesn’t participate in the encounter in any other
manner. If the kobolds have managed to loot the
cart they leave. If the PCs try to talk to the kob- A dead dwarf in the gates
olds they are only interested in getting their hands
treasure the PCs and Rubert have. If the PCs cap- As the PCs draw nearer to Deadsnows they spot a
ture a kobold and interrogate it, the kobold says village being rebuilt. There are both new houses,
that Kax lead the raiding party and the goal was to houses rebuilt and old houses either crumbled
collect treasure for Alizarinathrax, the red dragon or about to. The walls surrounding the town have
living deep in the Nether Mountains and the kobold been hastily rebuilt and are in the process of being
clan pays homage to. strengthened by a crew led by a dwarven stone
mason.
Once the kobolds have been left Rubert thanks the
PCs. If they managed to thwart Kax‘s plan to loot Dusk is falling and the warm lights of Dead-
the cart, Rubert is all the more grateful. In the cart snows, the small village in Icespear valley, look
he has a small box containing 350 gold pieces, a welcoming and warm. As the sun sets a cold
support from the Lathander church in Sundabar wind picks up, rustling the trees by the road.
for a new church in Deadsnows. Rubert offers to When you come closer to the village you see that
heal the PCs’ wounds, if there are any. He invites it’s being rebuilt, many houses are new, wooden
the PCs to accompany him the last few miles to frames on stone foundation, three story high
Deadsnows. Rubert informs the PCs that kobolds with steep roofs. White smoke rises from many
have been a nuisance since last summer and the chimneys. The wooden walls are hastily assem-
town’s militia and rangers have tried to keep them bled but the gates look sturdy.
down, but there have been reports of the kobolds
attacking both travelers and small caravans. Rubert Anon can fill the PCs on the town’s history
and its build up (see Background). He was urged to
move to Deadsnows by his mentor in Dagger Falls
Traveling through Icespear Valley and bring the gospel of Lathander and partake in
the rebirth of the village. Rubert has managed to
The Icespear Valley is a peaceful place. It rests convert many villagers and has with the help of
between the Nether Mountains and the steep the congregation managed to build a small church,
lower mountainsides are covered with fur and pine situated where the old Morning Watchtower used to
woods. The woods are scarce the higher you get and stand. He invites the PCs to pay him a visit before
the mountain tops are covered with ice and snow. they leave Deadsnows.

Many farms dot the valley, though most rest near As the group draws enter the village they see that
the village. Sheep and cattle grass in the valley, there’s something happening in the south gates.
guarded by sheep dogs and sleepy teenagers. The Concerned and curious villagers are walking over
Icespear River is swollen and whitewashed, due to there.
snow melting high in the mountains. The days are
hot but as soon as the sun sets the cold creeps in, The wooden gates of Deadsnows are closed.
a nasty reminder that the summer hasn’t taken On either side of the gate are stone pillars, the
completely over. one on your left is carved with dwarven runes,
the writing on the one to your right says: Well
met, traveler! Rest your bones, rest your weary
In the northern part of the Valley stand the ruins
feet. Rest your sword and leave in peace.
of Hospice of Marthammor Duin. Formerly a abbot
Rubert Anon calls out: “Lo, guards! Rubert
dedicated to the dwarven deity it stands now as a
Anon, second speaker, returns.” After a short
dark reminder of the effect the Spellplague had on
while the gates are opened by a flustered guard.
the Icespear Valley.
Rubert greets the man and claims that you are
his guests.
Caravans and traveling merchants make their stop
in Deadsnow while traveling the Fork Road between As you enter Deadsnows you see that the other
Ascore and Sundabar. Militia from Deadsnows guards are looking towards the south gate, strain-
occasionally traverse the road from Deadsnow to ing to see what’s going on there and seemingly too
Fork Road and with the help of locals try to keep busy to pay you any notice. People are gathering
the path free of danger. there.

7
name. Two religious groups, Dwarves of Martham-
Rubert decides to investigate this further. If the mor Duin and Humans of Lathander eventually
PCs decide to join him, read or paraphrase the text settled here, building impressive temples to each of
below. If the PCs feel weary and in need of a warm their respective gods.
bath and cozy bed it shouldn’t take them long to
find The Rose and Hammer, the only house in the In Eleint, 1372 DR, during the winter melt a hunter
village that survived the Spellplague. was filling his waterskin at a swollen river 3 miles
from the village when he noticed the water con-
The villagers have gathered in the South gate. tained tiny golden flecks. He returned and began
Rubert pushes his way through, coming to an to prospect, discovering to his joy that there was
abrupt stop. An old, white haired dwarf lies indeed gold to be found. Word spread around the
beside one of the carved gate poles, clutching village which then got out, and within a couple of
a dire wound in his side. Rubert starts praying months, 300 dwarves, elves, humans and halflings
to his god but the dwarf grabs his hands and had flocked to the village, either looking to mine the
opens his eyes. He draws the cleric closers and gold themselves or hawk their wares to said miners.
whispers something in his ear. The people pre- A few also arrived for more nefarious ends, to sell
sent there strain to hear what he has to say. illegal items or to steal.

The PCs can make a DC 10 Wisdom (Perception) This sudden influx of people taxed the village to
check to hear what the old dwarf says to Rubert. its limit and it looked like it would continue to do
Those that pass the test hear the dwarf say: Don’t so until the gold ran out. However, the Spellplague
let them have it. destroyed the buildings and fields of the village,
forcing the survivors to flee.
The dwarf passes away not long after this. He’s
too weak to answer any questions and refuses In 1486 DR rumors of Deadsnows being rebuilt
to receive healing from Rubert, who only eases started circling in the Silver Marches. Many hope-
the dwarf’s pain. After the dwarf’s death Rubert ful entrepreneurs and adventurers made their way
arranges that the body will be carried to his temple to the old, abandoned village in the next months.
and he proclaims that he will be singing over the The first winter was hard but the coming spring the
body in the morning. villagers saw that a few dwarf clans found their way
to Deadsnows and started mining in the Icespear
The PCs can easily learn that the dwarf’s name Valley and nearby valleys. Once again Deadsnow
was Torbin Ironboot, a ledge keeper of the Ironboot prospers.
clan from a mine nearby. Rubert excuses himself
but asks the PCs to find him in the morning in the
temple. He tells the PCs to stay at The Rose and Leadership
Hammer and where to find the inn. Deadsnow is led by a council of elders. Since the
population is still small the elders are mostly people
that have been handpicked and asked to sit on the
Deadsnows council. The council meets as often as is needed
and makes decisions on pressing issues. Now, in
1489 DR, there are five council members, each rep-
Village, population 230 resenting a small part of either the town’s popula-
tion or some part of its social or economy.
Deadsnows was until recently little more than a
ghost town. Now it thrives once more and travel- The council is led by Diliana Viveros (see appendix
ers and caravans are making a stop there, bringing A) and has the title Speaker. Diliana is a Cormyr-
coin and product. ian, she was among the first settlers along with
her husband, Garos, but he didn’t make it through
History the first winter. Diliana speaks for the council and
Originally a keep for a human lord who desired takes care of the everyday business. She organ-
his own kingdom, his dream was shattered before izes the militia, but every able man and woman is
it had ever really started. He died in the Battle of supposed to serve one day of every tenday. She is
Deadsnows, a minor skirmish with some of the respected in the community and thought of as fair
countless orc raiders that continually plagued his and just.
designs and the battle which gave the place its

8
The council also includes Rubert Anon, Thodvar be moved. There’s a head of a stag above the fire-
Nun, Coral Brittlebeard and Ol’ Tom. Rubert rep- place, a trophy Harad claims he collected in the
resent the divine and religious part. Thodvar Nun Vordron Woods. There’s always a fire burning in
speaks for the farmers, Coral is the spokesperson of the fireplace and at nights a large chandelier is lit.
the dwarven community and Ol’Tom leads a small The windows all look over the nearby marketplace.
circle of druids and sits on the council on their There’s always a faint smell of cooking in the com-
behalf. mon room, since the kitchen is in next room.

The rooms are comfortable but Spartan. Guests


Demographics can choose between a shared room, where there are
Deadsnows population is mostly humans and two beds and a nightstand. At the end of each bed
dwarves. There are a few halflings and half-elves there’s a trunk, which can be locked, but the inn
there as well, but elves are few. Other races are doesn’t provide locks. There are two single rooms,
seldom seen. both have a bed and a nightstand along with a
cabinet and a trunk. The shared rooms are 3 sp
Economics per night which includes an oatmeal breakfast. The
Deadsnows is an agricultural village based on bar- single rooms are 5 sp per night and includes oat-
ter and trade. The dwarf clans bring their ore and meal breakfast. Harad also allows poorer travelers
metal into town where the craftsmen work it into to spend the night in his stable for a meager 5 cp
products. Adventurers should have no trouble buy- but that doesn’t include breakfast.
ing common items but uncommon and rarer items
are harder to come by. 3. Hope’s Rebirth,
temple of Lathander
The temple is being built and is far from being
Key to Deadsnows ready. Its four main walls are up but the main hall
is empty. A large window faces the morning sun
1. Village gates and beneath it stands a small dais with a modest
The gates are usually guarded by a pair of guards. altar. The roof isn’t finished but is being worked
Both are part of the town’s militia and armed upon. The temple is built from local wood and even
with halberds, short swords and shields, wearing now one can see where the locals have etched their
leather armor. The gates are wooden and closed initials in the wood planks. Rubert explains that
after sunset and barred. Only a councilmember can the villagers believe it brings them good fortune and
overrule this. Stone pillars are on either side of the Lathander’s blessing if they do this.
gates, one carved with dwarven runes, the other in
common. The pillars say: Well met, traveler! Rest What looks like a small ramshackle hut beside the
your bones, rest your weary feet. Rest your sword temple is in fact Rubert’s quarters. He uses only a
and leave in peace. The guards remind visitors and portion of what funds he manages to raise for the
travelers to stay their weapons while in the Icespear temple for himself. His clothes are washed by peo-
Valley and that the use of magic is frowned upon. ple in the congregation and he accepts what food
he’s given. He has a bedroll, a few books, his holy
2. The Rose and Hammer symbol and his travelling clothes. In a locked chest
Deadsnow’s only inn is The Rose and Hammer. It he stores his chainmail and Morningstar.
was the only building that survived the Spellplague.
Harad Havsum (see appendix A) took over the inn, 4. Brittlebeard’s smithy
which needed a lot of rebuilding. The inn is cozy Coral Brittlebeard’s smithy is a little more than a
and welcoming. It’s a three story building, stone huge forge and a massive anvil. The smithy is a one
foundation and a cellar below. The upper floors are story house, a sturdy building that reminds one of
mostly bedrooms, the 2nd floor is used for guests a small fort. The walls are made of thick stone, the
but the 3rd floor is used by Harad and his staff. windows fortified with iron and the door ironbound
and massive.
The common room isn’t as large as the big inns in
Silverymoon and Waterdeep, but it can easily house Smoke billows from the chimney and the heavy
30 people. There’s a moderately sized bar in one sound of hammer falling on anvil can be heard from
end and a fireplace in the other. Round tables are dawn till sundown. The smithy itself is filled with
set around the support beams and therefor can’t all manners of tools and if one looks closely one can
spot a few weapons, axes, picks and warhammers

9
Deadsnows

in particular. There’s also bucket full of horseshoes


of all sizes. 6. Sheriff’s house
Sheriff Olaf’s house stands not far from the north
Coral sells most simple weapons made of metal at gate. Olaf, who lives alone, uses the first floor as an
the price given in PHB. He can also mend and fix office and one room as a holding cell. He prides
armors and weapons. He also sells many simple himself in the fact that he has never been forced
metal items, such as crowbar, spades and shovels to use it, though it has been used a few times for
etc. those who have either no other place to go to or
have drunk too much.

5. Evert’s shop Just outside the Sheriff’s house there’s a board


Evert and his wife Una run the local shop in a
where villagers post ads and all kinds of posters
house that they’re still building. The third floor is
hang. There are also posts from Sheriff Olaf, where
not ready yet. The shop is on the ground floor and
villagers and visitors are urged to not use arcane
is a wondrous place, where both mundane items
and harmful magic within the village. Wizards and
imported from neighboring cities and local exot-
sorcerers are also supposed to let Olaf know of their
ics can be found. The smell of many different and
arrival.
exotic spices fill the air and linger about outside the
shop when the weather is still.
If locals or travelers revert to violence, especially if
they draw weapons, Olaf and whoever is on militia
Hidden in the doorpost is a small carved mark, a
duty will soon arrive and either settle the dispute or
simple harp (Wisdom – Perception DC 15 check).
step in and take the fighting parties to the Sheriff’s
It’s also said that Evert gets strange and foreign
house. Olaf usually just expels visitors from the vil-
visitors after sundown and that lights are often
lage and makes them pay a hefty debt. If locals are
seen in their windows long after midnight.
involved he tries to settle the dispute.

The shop sells all kinds of mundane equipment at


standard PHB rates. For a fair price he can also 7. Marketsquare
appraise and even identify magical items for the Every weekday during summer the locals and trav-
PCs, as long as the PCs have a reputation of being elling merchants set up their stalls and sell their
good and trustworthy. products. The stalls are colorful, where the PCs can
buy fruits, bread, meat and all sorts of local crafts.

10
Prices range from fair to ludicrous but both mer- organized farm. Thodvar also grinds all the grain
chants and locals are used to haggling. that the farmers in Icespear Valley harvest each
fall.
In a small stall the PCs can find Madame Loorou.
The Madame is a traveling fortune teller and the The farm is on one floor and made of stone with
PCs can enter the tent for the small fee of 5 sp. thatch roof. Thodvar and his sons have erected
The fortune teller uses a crystal ball to divine the a four foot high stone wall around their land. It’s
heroe’s future but every fortune telling is vague obviously not meant to hold people at bay, but
and it doesn’t take long to figure out that Loorou is serves its purpose well, since Thodvar also keeps
more of an entertainer than a real diviner. She uses sheep and cattle.
simple tricks and tries to read her guests (she has
Insight +7). When visiting the farm the first thing the PCs
should be aware of are his many dogs. Thodvar
There’s a well in the northern part of the square prides himself in his dogs and many farmers in the
and often people gather there to gossip. Spending valley have dog raised by Thodvar, which are both
time there one can learn a lot about the locals. excellent guard dogs and good sheep dogs.

8. Old Icespear Manor Rumors and hearsay


The old manor is more or less in ruins. It was the These rumors can be easily learned from staying
largest building in the village before the Spellplague in Deadsnows for a short period of time. The PCs
struck. The ruined walls still bear marks of the can talk to locals, spend some time in the market
plague. The roof has fallen in and it’s hazardous to square or in the Rose and hammer. The villagers
enter the ruins. are eager to inform their guests about their neigh-
bors and learn more about the newcomers.
Under the manor is a cellar and the locals say that
sometimes during the darkest winter nights they
hear voices and strange sounds coming from there. Ol’Tom
Until now no one has ventured into the cellar and People in the Deadsnow respect the old druid but
Sheriff Olaf has declared that no one is to enter the the respect is mixed with awe and fear. Children
ruins. The council hasn’t decided what to do with are even sometimes chastised saying that if they
it. don’t behave Ol’Tom will take them away. The villag-
ers often wonder where the old man lives and how
comes he knows so much about them. There are
9. Viveros’ bakery even those that believe that Ol’Tom used to live in
When Dilana Viveros isn’t acting as a speaker of the Deadsnows before the plague.
town council she can be found in her small bakery.
Her house stands in not far from the east wall. It
isn’t large or especially noteworthy, standing two
The treasure of the Icespear Manor
Before the Spellplague the Icespear family, led by
story high with a steep roof. One would be hard
Arletha Icespear, used to live in the manor but they
pressed to guess that it houses not only a bakery
were never known to be especially rich, since their
but in fact a quite good bakery, for Viveros is in fact
richness was mostly tied up in lands and houses.
a really good baker.
When the Spellplague struck most of it came
worthless and so Arletha Icespear and her fam-
When she’s baking a sweet smell entices both old ily fled along with other villagers. But still villagers
and young alike to enter her small foyer, where her speak of a lost treasure, hidden in a secret chamber
daughter, Annabel, serves customer. Bread, Danish in the cellar. But no one dares to enter the cellar
and sweets line the walls and many villagers visit due to the strange nighttime sounds and sightings
the bakery almost daily. Dilana also brews the ale reported by villagers and travelers alike.
that Harad sells in the Rose and Hammer. For a few
silver pieces the PCs can stock up on good traveler’s
bread. Brotherhood of the Moon
A small band of adventurers called the Brotherhood
10. Thodvar’s farm of the Moon used Deadsnows as a base of opera-
Thodvar’s farm is easily recognized, for it’s the only tions before the Spellplague struck. Unfortunately
one that has a small windmill. The farm is in good they didn’t have time to gather their treasure before
shape and it’s obvious that he runs a good and leaving town, which caused many treasure hunters

11
to search for it in the ruins. One of them, an orc them to Diliana Viveros. He asks them how their
called Histarack, discovered it and had the rumors stay at the Rose and hammer was and makes small
spread that said that the town was a pocket of talk before turning to the matter at hand. He tells
Spellplague energy, which aroused the interest of the PCs that the dwarf that died in the southern
Order of the Blue fire, which in turn sent envoys to gate was Thorbin Ironboot, an elder of the Ironboot
reveal the hoax for what it was. The treasure how- clan, which have a mine high in the Nether Moun-
ever disappeared and hasn’t been found ever since. tains.

Rubert and Diliana have their concern about the


The Hospice of Marthammor Duin Ironboots. The elders of the clan haven’t left the
When the Spellplague struck and the villagers
mine since opening it three years ago and the fact
fled no monk was seen leaving the old abbey that
that Thorbin found his way to the village more dead
stands in the mouth of the valley. Now the abbey is
than alive, only to die with this cryptic message:
in ruins, though many dwarves still pay a visit to
Don’t let them have it. Viveros fears that something
the place and the shrine of Marthammor. No one
has befallen the clan and the council wants to
know what happened to Observer Kerilla Gemstar
know if there’s something wrong and if so, what has
and his monks but many believe that underneath
happened, though of course they hope that nothing
the abbey is an entrance to the Underdark and fol-
is wrong.
lowing the Spellplague the Hospice was overrun by
some foul aberrations from below.
“We can’t pay you much, but you will have our
gratitude,” says Viveros and Rubert nods his
Red dragon sighted! head. “We can pay you 20 gp’s each but that’s
Lately many travelers have reported seeing a red all we can afford.” Rubert smiles. “I also have
dragon soaring above the Nether Mountains. The two vials of healing potion I’m willing to give you
council knows about this but the villagers are con- if you are willing to do this for us.”
cerned that it isn’t acting on it. If a red dragon has
laired in the mountains it could prove a great threat Once the PCs have given their answer Diliana
to both villagers and travelers alike. excuses herself and exits the church. If the PCs
refuse to do this Rubert tries to convince them to
An invitation to an help them (see sidebar). If the PCs have agreed to
go to the Ironboot mine Rubert can answer any
adventure question the PCs might have about the Ironboot
clan (see below). Once the PCs have gotten all
the answers they need he bids them farewell and
When the PCs wake up, they receive a note from reminds them that if something has happened
Rubert Anon, where he asks them to see him and the PCs think they can help the clan, that the
in Hope’s Rebirth as soon as possible. The note council would be even more grateful, for the rela-
doesn’t say anything why the cleric wants to see the tions with the Ironboots is valued in Deadsnows.
PCs. Walking from The Rose and Hammer takes the
PCs through the town which gives them an excel-
lent chance to learn more about the town and even Questions and answers
get to know some of the villagers. Where can we find the Ironboot mine?
You’ll have to walk there. The mine is in mt.
The day is warm and the villagers go about Arnetha and it’s about a day’s walk over there.
their business lightly dressed and with a smile It’s southeast of here, deep in the Nether Moun-
on their face. Hope’s Rebirth is bathed in the tains. The entrance is visible from the path, so you
morning light and it’s easy to imagine how shouldn’t have any trouble finding it if you follow
magnificent it will look once finished. A large the path leading east, when you exit Deadsnow
window faces the sun and once decorated with through the South gate.
colored glass the church hall will a testament to
Lathander’s glory. As you enter the church you What do you know about the mine?
see where Rubert Anon stands by the altar and The Ironboot clan came three years ago and opened
speaks with a woman in red dress. Her hair is the mine. They have been working there ever since,
graying but her blue eyes are as sharp as the hammering day and night. They’ve brought their
clear sky. metals to Coral and sold it to merchants in the
market square. I’ve never been to the mine but
Rubert greets the PCs with warm and introduces

12
Coral has. He can probably help you and tell you
more of the mine. I’ve heard that it the dwarves
Talking to Coral Brittlebeard
If the PCs decide to investigate the clan further
have managed to carve out a good mine there, they and talk to Coral Brittlebeard they find him in foul
struck a nice vein of iron not long after they came mood. Thorbin Ironboot was Coral’s friend and
here, so they’ve probably made a fortune. he’s both mourning for his friend and eager to find
whoever murdered the old dwarf. He’s not too keen
Who was Thorbin? on having non-dwarves going to the Ironboot Mine.
Thorbin Ironfoot was an elder in the clan, serving The PCs need to convince him of helping them, the
as a ledge keeper. I’ve only met him once, he came PCs need to pass a DC 10 Charisma (Persuasion)
here to arrange a deal with Coral. He struck me as check, non-dwarves have a disadvantage on the
serious and stoic. He always wore a holy symbol of roll. If the PCs speak to Coral in Dwarven they can
Dugmaren Brightmantle. roll a DC 10 Wisdom (Insight) check to under-
stand that he’s both angry and full of sorrow for
Do you know what could’ve killed him? his friend. The DC is 15 if they only speak Common
No, but his wounds were serious. The cuts were with Coral. If the PCs manage to convince Coral to
deep and clean. My guess is that he must’ve been help them he answers their questions as best as he
cut with something very sharp. He had more cuts, can.
but none as deep the ones in his side. In fact, it’s
amazing that the old dwarf managed to get here, What do you know about the Ironboot
he must’ve been quite fortuitous. Or stubborn. You mine?
know dwarves, if they set their mind to something… The mine is well crafted and much better than
your average human mine. A dwarf’s mine is also a
What do you think he was referring to home. The living halls are not far from the entranc-
when he said: Don’t let them have it? es, but the mine itself is deeper in the mountain.
If enter the main entrance you should pass Mora-
Who are they and what is it?
din’s halls soon. There you’ll find Durna, the clan’s
That’s the thousand gold pieces question and what
cleric. She’s grim and unwavering, but fair. Treat
we need to find out. Whatever it was or is, it’s some-
her with respect and she’ll show you the same.
thing that he gave his life to warn us about.
Beyond the halls is the Ledger room, where Thor-
bin watched over the clan’s ledgers and planed the
If the PCs have other questions about the mine or mining with Durna and Isarn, the clan leader. His
the events Rubert doesn’t know the answers and room is beyond the Ledger room. Isarn is usually
refers to Coral Brittlebeard, the dwarven black- down in the mine, managing the work. The clan’s
smith. He also says that Ol’Tom knows the sur- living quarters, smelting room, anvils and kilns are
rounding lands quite well and it could be helpful below these halls. The mine is accessible through
talking to him. Thodvar is also used to go hunting the smelting room.
in the mountains along with his sons and dogs, so
he could be of some help.
Is there more than one entrance?
Yes, it’s a dwarven mine! There’s always more than
What do you know about the clan’s his- one entrance. I’ve only seen the main entrance, but
tory before they came here? of course there’s another one.
I know that they came from Citadel Adbar and still
had some relations there. I believe the clan decided
to move in order to improve their standing, or at
Can you draw us a map?
Yes, I can.
least that’s what I’ve heard.

Are there other dwarf clans or mines What do you think has happened?
I honestly don’t know but I hope you find out. Thor-
around Deadsnows? bin wouldn’t leave his ledgers unless the situation
Yes, the Fenabars are west of here, a small clan was dire.
and recent addition to the valley’s population but
the Gunlaugsons have been mining the Nether
Coral knows that the Ironboot clan came from
Mountains since 1480 DR, I think. They’re south of
Citadel Adbar and left the dwarfhold hoping to
Deadsnows.
carve out their own place in the Nether Mountains.
There were around 30 dwarves living in the mine.

13
He hopes that the PCs will find out what happened
and says if they return to him with news of the clan Enroute to Ironboot mine
he will be grateful. If the PCs return to him and tell
him what they’ve found out, he will thank them and Once the PCs have made all preparations they need
offer them 10% discount. and gathered what information they need. If the
PCs choose to leave after noon they will either have
to trek in the dark or pass the night outdoors, since
Talking to Thodvar walking to the Ironboot mine takes around 8-10
The PCs can find Thodvar at his farm. Thodvar is hours. A good part of the way is uphill and ardu-
vary of strangers and isn’t all too keen on talking to ous task. If the PCs decide to leave after noon allow
whoever passes by his farm. The PCs need to pass a them to make DC 5 Wisdom (Survival) check to
DC 10 Charisma (Persuasion) check. If they men- figure out that they would need to spend a night
tion that Rubert Anon sent them, they will have under the stars.
advantage of the roll.
The first few miles are easy enough, the path lies in
He has never been at the mine itself but he know the foothills and passes between fir and pine trees.
the route well enough. He warns the PCs that this Every now and then a stag or other game is spot-
the time when the bears have younglings and he ted but the first few hours are uneventful. Once
knows that there’s a bear cave not far from the the path starts to climb the walk gets harder and
path, not far from where the Trout stream comes especially for encumbered PCs.
into the Icespear. He urges the PCs to be careful,
since mother bears can be protective. There’s no need for random encounters, unless the
PCs spend the night in the mountains. The trail is
What equipment do we need? often travelled and watched over by the both the
I think that a normal traveler’s kit should suffice. people in Deadsnows and the local dwarf clans.
A rope, some food packs, good clothes and decent
boots is all you need to get there. If you leave late in When the PCs see where Trout Stream merges with
the day, you might need to camp over a night. Icespear River they meet Ol’ Tom. The druid is wor-
ried and warns the PCs that an angry mother bear
Do you know where the entrance is? is on the loose. One of her cubs is missing.
Yes, it’s visible from the path. I’ve also seen Iron-
boot dwarves in the Shadow gorge, which is a little You’ve been climbing the steep path for hours
more east than the entrance. I don’t know what and the task is proving to be harder than you
they were doing there, but I’ve seen them more expected. Fur and pine trees cover the moun-
than once. tain sides, blocking for most parts your view of
the surroundings. Suddenly you hear someone
If the PCs want buy a dog Thodvar is more than whistle a tune higher up on the path. Before
eager to both talk about and sell his fine breed of long a white haired man in brown and green
dogs. robe appears. Once he sees you, he stops and
looks at each of you in turn.
“Well met, travelers,” he says in deep baritone
Speaking to other villagers voice, “well met indeed.” He holds a modest
Other villagers don’t know more about the Ironfoot
wooden staff and leans forward on it, as if to get
clan than these other three persons. No one has
a better look at you.
had bad experience with the dwarves though most
villagers can tell the PCs stories about the gruff
If the PCs introduce themselves, he in turn tells
and haughty nature of the clan, yet no one has ever
them his name is Thomas, but most folk in Dead-
been treated unfairly or swindled. The villagers all
snows refer to him as Ol’ Tom, which is as good as
know Dorna and speak highly of her, she has been
name as any. He asks the PCs what brings them
a valued adviser in building the town walls.
to these parts of Nether Mountains. The PCs can
make a DC 10 Wisdom (Insight) check to learn
If the villagers are asked about what they think that Ol’ Tom is trying to find out if the PCs are
has happened to the Thorbin Ironfoot they quickly there to hunt or otherwise harm the animals in this
blame it on the kobold raids that have been happe- part of the mountains.
ing frequently lately.
If there’s a barbarian, ranger, a druid or anyone
proficient in nature, survival or animal handling in

14
the group he asks the PCs to help him. If the group PCs a small pouch containing 12 goodberries.
has a druid he will speak to that person in druidic.

“I’m in a bit of pickle,” he says. “A mother bear


Black bear cup CR 1/4
Small beast, unaligned
lost one of her cubs and she’s going rampant.
I need to make sure that she doesn’t come to
Armor class 11 (natural armor)
harm. If you could please help me find her cub,
Hit Points 13 (2d8+4)
I would be very grateful.”
Speed 30 ft, climb 20 ft

If there aren’t any PCs that are proficient in these STR DEX CON INT WIS CHA
skills or look like they do, Ol’ Tom only warns the 13 (+1) 10 (+0) 14 (+2) 2 (-4) 13 (+1) 7 (-2)
PCs that there might an angry mother bear up
the road and asks the PCs to take care not coming Skills Perception +3
between her and her cubs. Senses passive perception 13
Languages -
Finding the cub Challenge 1/4 (50 xp)
Ol’ Tom tells the PCs that he suspects that the cub
has probably gone down the mountain side, since Keen Smell. The bear has advantage on Wisdom
that’s where its mother usually feeds. He asks the (Perception) checks that rely on smell.
PCs to bring the cub back to this place if they find
it and whistle loudly. Actions
Once the PCs are off the path they need to pass a Bite. Melee weapon attack: +2 to hit, reach 5 ft.,
DC 5 Wisdom (survival) check to make sure that one target. Hit: 4 (1d4+1) piercing damage.
they don’t get lost in the fir woods. To find the cub
they can either search for tracks left by the cub or Claws. Melee weapon attack: +2 to hit, reach 5 ft,
actively search for it. Both are DC 15 Wisdom (per- one target. Hit: 5 (1d6+1) slashing damage.
ception) check. If a PC proficient in Nature passes
a DC 10 check the PCs have an advantage on the If the PC’s decide to attack the cup and try to over-
roll. bear it, then it will fight feriously. It’s curious about
the PC’s but once they show hostility it becomes
A little brown cub stands by a large fallen tree afraid and will fight dearly for it’s life. The cup
and digs into the ground, with bees buzzing favors it’s claws and will use them as long as it can.
around its head. It’s seemingly oblivious to your
approach.
Rewards
The cub has found a small beehive and is gorg-
Award normal XP for defeated foes. Award each
ing on the sweet honey. The PCs can make a DC
player XP for completing the following:
10 Wisdom (Animal handling) check to get the
cub to follow them. There are other ways to get the
• Keeping the kobolds from looting Rubert’s
cub, award the players for both ingenuity and good
cart, 50 XP.
ideas. If the PCs decide to use physical force to
• Getting to know Deadsnows and it’s citi-
overbear the bear or make to much of a racket the
zens, 25 XP.
noise will attract 3 wolves (See MM p. ) who join
• Learning about the side entrance from
the fight, eager to get a piece of meat.
Coral Brittlebeard and Thodvar, 50 XP.
• Returning the black bear cup to Ol’ Tom
Once the PCs have captured the cub finding their
unharmed, 25 XP.
way back to path is easy, if they have passed the
earlier Wisdom (Survival check). If they failed the
check the PCs need to pass a DC 10 Wisdom (Sur- If you are using the Milestone rule the PC’s should
vival) check to find their way back on the path. be leveled up to 2nd level after completing this
chapter.
Ol’ Tom responds quickly once they whistle. He
appears on the path above them after a few min-
utes. When he sees the cub he smiles and thanks
the PCs. Once the druid has the cub he gives the

15
Chapter 2: The Ironboot Mine
Approaching the mine If the PCs decide to search for another entrance
they need to make a DC 15 Intelligence (Investi-
gation) check. If the PCs have talked to Thodvar
It’s easy to spot the mine from the path. It rises and know about Shadow Gorge, from where the
above the treeline and below, in a small valley, the small creek flows, they have an advantage on the
black main entrance stands out in the green foliage. roll. Each roll means that the PCs have searched for
Even from where the group stands it’s obvious that two hours. The side entrance is hidden from view
the entrance has collapsed. and securely locked. The dwarves also placed a trap
that needs to be disabled before the door can be
As the path rises to its highest point you unlocked.
finally see over the treeline. Below you is a small
valley, where a small but foaming creek finds After an intensive search you finally spot the
its way to the mouth of the valley. You can see side entrance, hidden behind a fallen tree and a
where the mine is in the middle of the valley, its large grey boulder. It’s craftily built and blends
black entrance a stark contrast in the green foli- perfectly with the cliff.
age of the surroundings.
The PCs need to find a way past the trap and to
If the PCs pass a DC 10 Wisdom (Perception) unlock the door. If one of the PCs has a Passive
DC check they can see that the mine entrance Perception 15 or higher they automatically spot
has collapsed. As they draw closer and investigate the trap. If not they can search for traps if they
the entrance, the PCs make a DC 10 Intelligence make DC 15 Intelligence (Investigation) check. If
(Investigation) check to discover that the entrance the PCs spot the trap they still need to disarm it. To
has been collapsed intentionally. Dwarven PCs have do so they must pass a DC 10 Dexterity check. If
an advantage on the role due to their Stonecunning they fail with 5 or more they set the trap off. Once
feature. The PCs can also make a DC 10 Intelli- they’ve dealt with the trap they can unlock the
gence (history) check to know that dwarven mines door, if they make a DC 10 Dexterity check.
tend to have more than one entrance, if they haven’t
learned that already from Coral and Thodvar. The trap is simple, a needle is fired at the intruder
and an alarm goes off in the mine, which was
intended to alert the dwarves.

16
Poison needle trap CR 1/2
Mechanical trap Visibility and lights
There are light globes hanging on walls with 60 ft.
When the trap is triggered a small needle extends 3 interval in the hallways. The globes follow the same
rules as torches. The rooms have both globes and
inches straight out from the lock. A creature within
braziers that can be lit.
range takes 1 piercing damage and 6 (1D10) Poison
damage and must succeed on a DC 10 Constitution
saving throw or be poisoned for 1 hour. Lower level
1. Smelting hall
The first room the group enters is the Smelting
Ironboot Mine hall, where large anvils, kilns and 2 great furnaces
stand. There’s unworked stone and ore in carts and
The Ironboot mine is relatively new but the clan has tools lying around. The whole area is in disarray
already carved deep into the mountain in the three and obvious that it was deserted in haste.
years that have passed since they arrived. The mine
is on two levels, the upper level is used by the rul- The hall beyond the door is dark and silent.
ing class and used for ceremonies and meetings. You push on and finally reach a large room.
The lower level is where the clan’s living quarters Large kilns, two great furnaces and number of
are and the mine itself. Since the clan opened the rune encrusted anvils bear a silent witness of
Aranea Egg Room the Burnt Hand Clan has man- the work that was done here. Hammers, bel-
aged to enter the mine and loot what they have lows and other blacksmithing tools lie scattered
found, amongst the treasure the Queen egg. on the floor. A dark hallway leads deeper into
the mountain, where another opening is obvi-
ously the mine. A few carts stand there, full of
Mine features unworked stone. A wooden staircase strength-
The mine is well built and it’s easy to find one’s ened with iron bindings leads to the upper level.
way, if there’s someone among the PCs who reads Beside the staircase is an elevator, large enough
dwarven. The corridors are marked with simple for a single cart.
dwarven runes. Though most of the PCs have prob-
ably never been in a dwarven mine the mine itself The furnaces and kilns are cold, but it should be
isn’t what’s most troubling. The eerie silence, the easy enough to get them burning again. There’s
sulphuric smell, the dried bloodstains and the both coal, shovels and tindertwigs beside the
mines desolation should both frighten and interest furnaces. If the PC’s make a DC 10 Intelligence
the PCs. The overwhelming dread and feeling that (Investigation) check they discover a dry blood
something terrible has happened is prevalent and stain beside one of the three rune encrusted anvils.
tangible as soon as the PCs step through the door.
The side entrance leads into the Smelting hall. If any of the PC’s have a Passive Perception 15
From there the PCs can either enter the mine itself, or higher they hear a shuffling of feet coming from
the living quarters or go up to the main halls. same hallway that the PCs used to get there. A
small group of kobolds led by Kax discovered the
Hallways and rooms open door and decided to have look inside, in hope
All hallways are 10 ft. tall and 10 ft. wide. Unless of finding some treasure for their red dragon queen.
otherwise noted all rooms are 10 ft. tall. All walls Kax doesn’t want to confront the PCs, at least not
are even and polished stone. The mine itself is yet. He orders his kobolds to wait in the darkened
rougher and the stone walls unworked. hallway until the PCs move up to the upper level.
If the PCs don’t have that high Passive Perception,
they still feel like someone is watching them.
Doors
All doors are wooden and can be barred from the
inside. A door locked this way can be broken down
2. Living quarters
The living quarters are a number of rooms that are
with a DC 15 Strength check. Unless otherwise
all in similar state, in places have doors been bro-
noted all doors are unlocked and easy to open.
ken down, in other parts are scorched blast marks.
The rooms are almost all personal quarters of the
Floors clan members and going through them should
Unless otherwise noted the floors are even and feel like they’re going through the personal stuff of
worked stone. someone else.

17
Ironboot Mine:
Lower level
The clan’s living quarters are simple yet com- hewn into the cliff, leading down from the dark and
fortable. Each room is similar in size, though to an opening, the PC’s see the steps with a DC 10
they differ in almost all other aspect. The beds, Wisdom (Perception) check. Getting down isn’t
the sheets, the clothes, each room has their own hard, the PC’s get there with a DC 10 Strength
character. Many doors have been broken down, (Athletics) check, using rope yields advantage. If
in a couple of places are visible blast marks. the PCs fail their check with more than 5 they lose
their grip and start to fall. Let the falling hero do a
Searching the living quarters shouldn’t take long. DC 10 Dexterity saving throw. If the hero makes
If the PC’s make a DC 10 Intelligence (Investiga- the save it manages to grab a hold onto something.
tion) check their search reveals a few coins (2 gp, If not, it’s a long fall down.
31 sp, 10 cp) and pouch containing a small piece
of emerald worth 20 gp’s. If the PC’s are actively A trail of blood is on the cliff and the mine floor by
looking for sign of what could have happened to the the opening, leading down into the dark opening
dwarves and make a DC 15 Wisdom (Perception) below the mine, PC’s with a Passive Perception 13
check they spot faint drag marks on the floor. If the spot it.
PC’s make a DC 10 Wisdom (Survival) check they
figure out that it seems that at least some of the A young carrion crawler has found its way up
dwarves were dragged towards the elevator in the from the Underdark, having caught the scent
smelting hall. of blood and carrion in the Ironboot Mine. As
soon as it spots the PCs it attacks. If the PCs
have taken measures to use stealth they have
3. Mine a chance of surprising the carrion crawler. If
The mine is of typical dwarven design (any dwarf
the PCs are not moving as silently as they can,
with the stonecunning trait can see that). There are
the carrion crawler knows they’re coming and
tracks in the floor and globes of light with 60’ inter-
hides.
vals, giving light to 10’ around themselves. The rock
is worked and the mine itself is a testament to the
If the PC’s have Passive Perception 14 they are not
Ironboot’s craftsmanship. It’s easy to find the exit
surprised in the first round. The Carrion Crawler
to where the mine opens up into a large and deep
attacks the first PC’s, eager to make a kill. It will
cave, the opening is in the cave wall and it’s a sheer
fight feriously and defend it’s newly gained territory
400’ drop down from the mine opening. The cave
to the death.
leads down into the Underdark. There are steps

18
Young Carrion Crawler CR 2 sacrifices lie scattered on the floor, most of them
Medium Monstrosity, unaligned are in clay urns or leather sacks. In the middle of
the room is a pedestal, decorated with spidery look-
Armor class 13 (natural armor) ing imagery and ancient arcane runes.
Hit Points 37 (4d10+12)
Speed 30 ft, climb 30 ft You follow the strange corridor towards the
doorway. Beyond the door is a strange and alien
STR DEX CON INT WIS CHA room. The walls are decorated with symbols of
12 (+1) 13 (+1) 16 (+3) 1 (-5) 12 (+1) 5 (-3) spiders and humans alike, foreign-looking sym-
bols and images. On the floor lie clay urns and
Skills Perception +3 leather sacks scattered around, many have been
Senses Darkvision 60 ft, passive perception 13 opened. In the other end an octagonal pedestal
Languages - stands with purple cloth on top, decorated with
Challenge 2 (450 xp) ancient glyphs and runes.

Keen Smell. The bear has advantage on Wisdom If the PCs decide to investigate the pedestal there’s
(Perception) checks that rely on smell. a lot that can be learned from it. Studying the
pedestal itself and the cloth one can see that
Spider climb. The Carrion Crawler can climb something oval has rested upon it with a DC 10
difficult surfaces, including upside down on ceil Intelligence (Investigation) check. Investigating
ings, without needing to make an ability check. the glyphs can reveal that they contained powerful
divination, abjuration and conjuring magic with a
DC 15 Intelligence (Arcana) check. But the runes
Actions are of a more religious kind, the PC’s can see that
there are some connection to both Eilistraee and
Multiattack. The Carrion Crawler makes two Mystra with a DC 20 Wisdom (Religion) check.
attacks, one with its tentacles and one with its If the PC’s want to know how old the pedestal or
bite. the runes they discover with DC 10 Intelligence
(History) check that both are pre-Spellplague, but
Tentacle. Melee weapon attack: +7 to hit, reach post-Times of Troubles.
10 ft., one target. Hit: 3 (1d4+1) poison damage,
DC 13 Constitution saving throw or be poisoned If the PC’s investigate the sacks and the other sacri-
for 1 minute. Until the poison ends the target is ficial items they discover quickly that someone has
paralyzed. The target can repeat the saving throw been here before and ransacked the room. A DC
at the end of each its turns, ending the poison on 10 Intelligence (Investigation) check reveals that
itself on success. probably two groups have entered room. The dust
on the floor shows both heavy booted footprints and
Bite. Melee weapon attack: +3 to hit, reach 5 ft, a few made by small, clawed feet. Under a leather
one target. Hit: 6 (2d4+1) piercing damage. sack there’s a red scale, the PC’s know that the
scale belonged to a kobold with a DC 10 Intelli-
gence (Nature) check. The walls have pictures that
4. Aranea egg room are pre-Spellplague and show strange crossbreed of
Where the steps start in the cliff is another open- humans and spiders, using spells and other arcane
ing. The walls are uneven and alien, the floor laid mysteries. With a DC 20 Intelligence (Arcana)
with obsidian octagon tiles, strange purple glow check the PC’s can learn that the pictures portray
emits from below the tiles. At the end of the hall is the Aranea. With a DC 15 Intelligence (History)
a stone door, which has been broken down. Beyond check the PC’s know that the paintings were cre-
is a weird room, an Aranea Queen Egg room, where ated pre-Spellplague but after the Times of Troubles
an Aranea clan hid their queen egg when the Spell- since they portray a reference to both Cyric and
plague struck, storing the egg in a place of temporal Kelemvor.
stasis. Now, the seals have been broken and the egg
of extreme value to the clan, which eagerly wants it The Ironboot clan opened the egg room and investi-
back. gated it, discovering the egg on the pedestal. Once
they removed the egg from the room the guardians
The egg room is extensively decorated, with imagery were summoned into being and they attacked the
from the Aranea clan’s history, the shapechanger’s clan. Once Kax discovered that the mine was left
history and many powerful arcane runes. Many unguarded he led an expedition of his most trusted

19
warriors and looted the place, taking into captiv- warpick, is carved into the top piece. The walls are
ity those dwarves that were still alive. He’s eager decorated with paintings, but it’s also obvious that
to find more treasure to bring his dragon overlord, weapons and shields hung on the wall but have
though he’s smart enough not to put himself in been removed.
harm’s way.
Exquisite wooden chairs lie scattered about
Message from the Aranea the floor in this decorated room. In the middle
As the PC’s are leaving the Egg Room an image stands a huge wooden table with the Ironboot
shimmers into being. Each PC hears the message crest carved into it. Dwarven art hangs on the
in his own language, i.e. elven characters hear the walls.
message in elven, Halfling characters in Lurien etc.
The image portrays a figure dressed in a dark robe, If the PC’s investigate the room they discover
with eight black eyes with a red tinge to them vis- with a DC 10 Intelligence (Investigation) check
ible under the hood. that there were weapons and shields also hang-
ing on the walls, but they have been removed. If
As you’re exiting the room you feel a strange the PC’s investigate Isarn’s chair a DC 15 Intel-
sensation send shivers down your spine, the ligence (Investigation) check the PC’s will spot
release of arcane energy. Suddenly a large black a small latch under the seat, indicating a secret
robed figure shimmers into being before you. Its compartment. If the PC’s try to open it they find it
face is mostly hidden by shadow, though you locked, but it can be opened with a DC 10 Dexter-
can see eight small black eyes with a red tinge ity check. The secret compartment holds a Potion
to them stare down at you. of Bear’s Endurance, a ruby worth 100 gp’s and a
“The Queen has been taken. Woe upon those Dagger +1.
who break the seals. Woe upon those who dis-
turb her majesty’s rest. Woe upon you!” There’s a secret door behind Isarn’s chair but it’s
The robbed figure points a long, clawlike finger well hidden. If the PC’s declare that they are active-
at you. Purple luminesence surrounds the finger ly searching for secret doors they can find it with a
and streaks out towards you. The light dissi- DC 20 Intelligence (Investigation) check. If the
pates before reaching you. kobolds have started the fire (see below) it’s easier
Then the image fades and disappears. to find the secret door due to draft, the door can
then be found with a DC 15 Intelligence (Inves-
This is a programmed illusion left by the Aranea, tigation) check. The door leads to a rough and
a PC proficient in Arcana knows this with a DC 15 unworked unlit tunnel, the exit hidden by large
Intelligence (Arcana) check. It appears to every- boulders and trees in a small ravine east of the
one who leave the chamber without uttering: ‘Her main entrance.
majesty rests’ in Undercommon. It was left by the
Aranea as a last effort to keep would-be robbers 6. Ledger room
away. Thorbin Ironboot was in charge of ledgers, manu-
scripts, scrolls and books. The walls of this room
Upper level are lined with bookshelves, scrollcases, maps and
all manners of books. In the middle of the room
The Upper level of the Ironboot Mine is used by the
clan‘s leaders and elders. It‘s also the part that the is a large desk littered with scrolls and all sorts
clan uses to recieve visitors so it‘s lavish and made of paper. A large candlestick lies on the floor. The
to impress. The hallways are wide and well lit. All annals of the Ironboot clan rests upon a pedestal, a
doors are sturdy, made of wood but can be broken heavy tome wrought in brass and leather.
down with a DC 20 Strength check. The floor is
tiled. You enter a small library. Bookshelves line the
walls, heavy ledgers, scrolls and books bound
in leather, wood and even stone in every shelf.
5. Clan room In the middle of the room a large desk stands,
Isarn Ironboot, the clan’s leader, used this room to papers, maps and scrolls cover every inch of it.
conference with his council and to receive visitors. A heavy tome rests upon a simple pedestal, it’s
In the middle is a huge table, wherein the clan’s wrought in leather and brass with the Ironfoot
crest has been carved. As many as eight dwarves crest. A large candlestick lies on the floor.
can sit by the table in good wooden chairs. Isarn’s
seat has high back and a wooden frame picturing A short investigation of the room with a DC 10
the clan’s crest and Isarn’s favorite weapon, heavy Intelligence (Investigation) check uncovers a cou-

20
ple of useful scrolls, one containing the spell Invis-
ibility and the other one the divine spells Divine If the PC’s investigate the altar they quickly find the
favor and Shield other. golden ceremonial hammer, which radiates magical
aura, Conjuration. If they take the hammer without
If the PC’s decide to read the annals of the Ironboot saying: ‘Moradin bless my hand’ in dwarven, the
clan the book is locked with a pretty good lock, hammers protector, a small earth elemental, is
one that can be unlocked with a DC 15 Dexterity summoned into place.
check. If the PC’s manage to open the lock, show
them handout #1. It’s latest entry shows how the If the PC’s investigate the shrines they discover that
miners opened to Aranea egg room. Despite Dorna’s they have been looted.
warnings Isarn decided to remove the egg and the
sacrifices from the room, claiming it as a part of the
Ironboot treasure. After the guardians had crippled Earth elemental CR 2
the clan’s defenses the kobolds attacked through Small Elemental, neutral
the main gate, lead by Kax. Many dwarves where
enslaved, those who died in the attack where taken Armor class 14 (natural armor)
by the kobolds as fodder for their dragon overlord. Hit Points 33 (3d10+12)
Speed 30 ft., burrow 30 ft.
7. Moradin’s Halls
Moradin’s Halls is the religious center of the Iron- STR DEX CON INT WIS CHA
boot mine. At one end is an altar devoted to Mora- 17 (+3) 8 (-1) 16 (+3) 5 (-3) 8 (-1) 5 (-3)
din, which the Ironboots see as their patron deity,
but the Halls also include a shrine devoted to Damage Vulnerabilities thunder
Dugmaren Brighmantle, Marthammor Duin and Damage resistances bludgeoning, piercing, and
Dumathoin, the PC’s can recognize the shrines with slashing from nonmagical weapons
a DC 10 Intelligence (Religion) check. Usually Damage immunities poison
Dorna and her apprentice, Reamar, would be within Condition immunities exhaustion, paralyzed,
the halls but now this area is empty just as the rest petrified, poisoned, unconscious
of the mine. The altar resembles a great anvil and Senses Darkvision 60 ft., tremorsense 60 ft., pas-
lying upon the altar is a golden ceremonial ham- sive perception 13
mer, with a DC 15 Intelligence check the PC’s Languages Terran
know that the hammer is worth at least 500 gp’s, Challenge 2 (600 xp)
even more when sold to dwarves. Not far from the
entrance is a dried pool of blood, the kobolds found Earth Glide. The elemental can burrow through
Reamar there and he put of a fight defending the nonmagical, unworked earth and stone. While
Halls. The kobolds, frighten by the anvils protector, doing so, the elemental doesn’t distrube the mate-
left the halls after defeating Reamar and looting the rial it moves through.
shrines.
Actions
You open heavy brass doors and enter a large
hall. A great anvil stands in one end, heavily Multiattack. The elemental makes two slam
decorated with dwarven runes. Three shrines attacks.
are in the other end, seemingly dedicated to
other dwarven deities. Wooden benches line the Slam. Melee weapon attack: +6 to hit, reach 5 ft.,
walls which are decorated with picturesque tap- one target. Hit: 8 (1d8+3) bludgeon damage.
estry. The floor is mosaic and shows Moradin’s
holy symbol. A part of it is covered by dried
blood. FIRE!
After the PC’s have spent time on the upper floor
If the PC’s investigate the blood they find out with Kax decides to wait no longer. He urges his war-
a DC 10 Wisdom (Medicine) check that someone riors forward and sets fire to the wooden staircase
must’ve been gravely wounded there a few days ago. and jams the elevator. The PC’s are in dire straits
Upon a closer inspection the PC’s can discover a and will need to get out as fast as possible, so they
subtle blast mark with a DC 15 Wisdom (Percep- won’t suffocate. The PC’s have the chance to dis-
tion) check, left by the spell Sacred flame cast by cover the fire in time, making sure they can escape
Reamar. There’s also a small red scale in the blast with little or no harm. After the PC’s have had the
mark. chance to investigate two of the rooms on the upper

21
Ironboot Mine:
Upper level

floor the Kobolds have had enough time to get a if they wish to attack the kobolds. Once they’ve
fire started, smoke starts building up and the PC’s made their presence known Kax heroically calls the
have a chance of smelling something burning. If the kobolds back and tells them to exit the mine. Only
PC’s make a DC 15 Wisdom (Perception – Smell) half of the staircase is burning, making it easier
check or if they have a Passive Perception 15 they to get down. Running through the fire should only
pick up the smell. If they don’t pass the check allow take 1 round, making dangerous but not fatal.
them another DC 10 Wisdom (Perception – Smell)
check after a 10 rounds. After another 10 rounds If the PC’s made the 2nd Wisdom (Perception) check
lower the DC once more. The longer it takes for the read or paraphrase the following.
PC’s to discover the danger they’re in, more the
deadly the situation becomes. The wooden staircase is on fire. Smoke billows
up towards you, making your eyes water and it’s
Once the PC’s reach the staircase read or para- harder to breathe. A pick is stuck in the elevator
phrase the following, if the PC’s made the 1st Wis- winch.
dom (Perception) check.
The PC’s are in a great danger and need to get out
The wooden staircase is on fire! You see a few as fast as possible, ¾ of the staircase is burning,
kobolds cheering and chuckling with glee as making it dangerous to run through the fire.
the red and orange flames reach higher and
higher. Smoke is building up, making it harder If the PC’s made the third or fourth Wisdom (Per-
to breathe and see. A kobold, clad in a fancy ception) check, read or paraphrase the following.
leather armor and bearing a feather headpiece,
jams a pick into the elevator winch, grinning
The wooden staircase is a raging inferno.
once it’s properly stuck.
Black and thick smoke blinds you, making your
eyes water and your breath laborious.
They have 3 rounds before the smoke gets to thick,

22
Breathing is hard, making the situation even more
dangerous, the PC’s have a disadvantage on all rolls If the PC’s exit the mine before the Kax sets fire to
if they don’t make a DC 10 Constitution save due the staircase they can overhear Kax talk to Snarl,
to coughing. While the PC’s are in the fire they need with a DC 10 Dexterity (Stealth) check in the
to make the test every round unless they decide to side entrance doorway. If they understand draconic
hold their breath (see page 183 in PHB). Kax says: “We will kill them and keep searching the
place. Her majesty is ever hungry. There must be
Moving through the fire is very dangerous, possible something more in there. Perhaps something more
deadly. Moving through the fire the PC’s move at in that deep cave.”
¼ their movement rate due to treacherous footing,
moving blindly and going down a burning staircase. If the PC’s exit the mine without finding the Aranea
For each round in the fire the PC’s take 1d6 dam- egg room, they can overhear the same conversation.
age (Fire), if they make a DC 15 Dexterity saving
throw they only take half damage.
Kobold ambush!
Snarl (see appendix) is waiting for the PC’s in the
The staircase is 40 feet high. The wooden frame
canyon where the side entrance is and has set up
can be climbed with a DC 10 Strength (Athletics)
an ambush, eager to take on the PC’s while they
check, with the damage taken for going into the
are vulnerable after the fire. He is accompanied by
fire. Due to being climbing the PC’s have a disad-
7 kobolds and 2 ambush drakes. As soon as the
vantage on the dexterity save.
PC’s emerge from the dark door he orders his war-
riors to attack. If the PC’s declare that they are on
The walls are scalable and can be climbed with a alert they can make a DC 15 Wisdom (Perception)
DC 15 Strength (Athletics) check. Using rope and check to hear the kobolds whisper and not become
climbing gear offers advantage on the roll. surprised. If the PC’s have a Passive Perception 15
they also notice the kobolds.
Designer’s notes
You exit the mine coughing and covered in
This is a deadly encounter. Award the players soot. It’s a relief to finally draw a breath of fresh
for clever thinking, no one likes to have their air. Just as you’re catching your breath a shrill
character killed in a fire. Use this encounter shout echoes in the canyon.
first and foremost to show how devious and evil
Kax is. The kobolds use their slings in round 1, then let
the rage drake loose and enter melee lead on by
Once Kax has set fire to the staircase he exits the Snarl. If the PC’s manage to defeat half of the
mine and waits there for the PC’s. A kobold runner kobolds the rest tries to flee and escape. The main
comes from the Burnt hand clan lair and tells Kax objective of the kobolds is to try and capture the
that the clan has some problem with the dwarves PC’s, to bring to their dragon overlord as sacrifices.
and that Kax is needed. He orders a handful of
trusted warriors to watch over the entrance and let If the kobolds manage to overbear the PC’s they tie
no one in and no one leave alive. them up and bring them back to their lair as pris-
oners.
Leaving the mine
When the PC’s leave the mine they discover that Conclusion
Kax has posted sentries by the door, signed with The PC’s have now discovered what happened to the
the task to watch the Mine side entrance and make Ironboot Clan, and maybe even shared their fate
sure that no one leaves and lives to tell the tale. and have become slaves of the Burnt Hand Clan.
He’s eager to make sure that every thing of value
in the mine is found and brought to his dragon If they haven’t been enslaved they can return to
lord, Alizarinathrax. The sentries, 8 kobolds and Deadsnows and collected their payment from
2 ambush drakes (see appendix), wait hiding not Viveros and Rubert Anon. The town’s council will
far from the entrance, led by Snarl, Kax’s second in try to encourage the PC’s to save the remaining
command. If they spot the PC’s exiting, the kobolds dwarves.
send the drake to attack the PC’s if they look hurt
or vulnerable. If the PC’s look like they’re ready to If the PC’s have been enslaved by the kobolds, they
take on whatever threat the kobolds flee with the need to find a way to escape. The Burnt Hand Clan
drake and let Kax know that the PC’s escaped. is divided by political bickering between Kax and

23
his father, Roqua. Kax hopes to take over the clan
and believes that he has the approval of his dragon
overlord, Alizarinathrax. He has many followers
among the warriors of the clan, but the clan’s sha-
man, Yeera, doesn’t think that Kax is ready to lead
the clan. The clan lives in cave system below the
dragon’s den.

Rewards
Award normal XP for defeated foes. Award each
player XP for completing the following:

• Finding the Aranea Egg room, 100 XP


• Surviving the fire, 150 XP
• Discovering that the kobolds have enslaved
the surviving members of the Ironboot clan,
100 XP.
• Finding the Ironboot Annals, 50 XP

If you are using the Milestone rule, the PC’s should


have reached 3rd level after completing this chapter.

24
Chapter 3: The Kobold’s lair
Interlude risma (Diplomacy) check from both the travelling
merchants and locals that the raid have all occured
eastward from Deadsnows on Fork Road between
If the PC’s managed to defeat Snarl and his warri- Deadsnows and Ascorp. Thodvar can also be off
ors they need to decide what to do. They can track some help, he has seen some kobold tracks in a
the kobolds back to their lair or return to Dead- valley not far fram the Ironboot mine, a two days
snows. hard walk from Deadsnows.
Tracking the kobolds isn’t that hard, since they Searching the Nether Mountains takes a long time
brought drakes with them. With a three consective and without any leads will prove fruitless.
succesful DC 10 Wisdom (Survival) check they
can find the lair, which is east and lies hidden high Spending the night in Deadsnow calls for random
in a mountain side. If a check is failed the track is encounters. Roll a D6 for every two hours spent
lost and needs to be found again with DC 15 Intel- outside in the night, once every hour if the PC’s
ligence (Investigation) check. are on the move. On a roll of 6 a random encounter
occurs. Consult the random encounter table (see
If the PC’s decide to go back to Deadsnows and talk sidebar). Reward the PC’s if they have taken meas-
to Rubert Anon, he’s concerned about the dwarves ures to protect themselves or for clever thinking,
held captive by the kobolds. He urges the PC’s to e.g. spending the night in the Ironboot Mine.
free the dwarves. If the PC’s talk to Viveros as well,
to collect their payment, she pays them what was If the PC’s were defeated by the kobolds they are
agreed upon and also appeals to the PC’s to save tied up and brought to the kobold lair to be served
the dwarves. She says that the Ironboot clan is as sacrifices to their dragon overlord. The PC’s wake
just and good friends of Deadsnows and she feels up in area 13.
terrible knowing that they have been enslaved by
the kobolds. If the PC’s wish to seek help from the
other clans the Gunlaugsons are more than willing Approaching the lair
but the Fenabars don’t see this as their problem.
The lair is actually well hidden and the kobolds
If the PC’s wish to investigate where the raids have have made efforts to make sure that any attacker
taken place in order to get a lead on where the should have a hard time entering the lair unseen.
kobold lair is they can discover with a DC 10 Cha-
25
You enter a short valley, high in the Nether Random encounters in the Nether Mountains
mountains, surrounded by steep and barren
cliffs. The wind howls and the cold crawls up
1. Kobold patrol, 4 kobolds.
your skin, like thousand small spiders. A crude
2. Hunting gnolls, 2 gnolls.
spear holding a rotten gnoll head has been
3. Black bear with 2 cups.
thrusted into the ground, a wicked warning to
4. Griffon
all trespassers.
5. Ogre
6. Ol’Tom
3 kobolds watch over the path to the valley and
warn the clan if any intruders are spotted. The close enough the gnoll head, before setting the
sentries lie hiding in the rocks and cliffs above the boulders loose. Once the trap has been sprung they
path. If the PC’s are searching for kobolds they see use slings. The kobolds are in half cover and on
the kobolds with a DC 15 Wisdom (Perception) higher ground, 20 ft. higher than the PC’s. If the
check. If the PC’s are actively looking out for sen- PC’s fight back and manage to bring down one of
tries they notice the kobolds as one of the kobolds the kobolds the other one tries to flee.
starts to run back to the lair, if any of the PC’s hava
a Passive Perception 15. PC’s that do not spot the If any of the sentries make it back to the lair the
running kobold are surprised when the remain- clan is on alert (see sidebar). If the PC’s manage
ing kobolds spring a boulder trap, meant to fall on to overcome the sentries and decide to interrogate
unsuspecting wanderers that stop to inspect the them the kobolds only speak draconic. But they
gnoll’s head. know where the dwarves are being held and what
treasure where brought before the dragon (the
The kobolds wait out of sight until the PC’s come kobolds always speak of her majesty) after raiding

The Kobold lair

26
the Ironboot mine. They describe all sorts of metal The walls are rough and unworked, hot water trick-
weapons and armor, but also gold and the strange les through many holes and the air is musky and
sparkly stone (which is the Aranea Queen egg). The hot. In many places fungi grows and due to lack of
kobolds can also inform the PC’s about the bicker- proper ventilation the lair smells horrible, which
ing and political fighting between Kax and Roqua. means that the PC’s have a disadvantage on any
All this can be learned with a DC 13 Charisma Wisdom (Perception) checks.
(Intimidation) check.

Hallways and rooms


Boulder trap CR 1 All hallways are natural caves, making both footing
Mechanical trap in some places treacherous and even dangerous.
Unless otherwise noted most caves are 7 ft. tall,
When the trap is triggered, it releases boulders of which means that all weapons that rely on good
various sizes, which fall on the PC’s. With a DC 10 space, e.g. longbow, are at an disadvantage.
Dexterity save the PC’s manage to dive into safety.
The boulders cause 2d6 bludgeoning dmg, half
damage on succesful save. Doors
Most doors are makeshift, made of wood and scraps
and easy to break down with a DC 10 Strength
Lair of the Burnt Hand Clan check.

The Burnt Hand Clan found this cave system in


mt. Oeraefa few years ago and settled there, the
Floors
Unless otherwise noted the floor is uneven and
caves suited the kobolds perfectly, for the mountain
rough, in some rooms even hard to cross due to
was a dead volcano but there was still geothermal
stalagmites, fungi and even litter from the kobolds.
heat there and deep in the cave system was a fresh
water spring. Before long Alizarinathrax, a young
red dragon, discovered the clan and enslaved it. The Visibility and lights
dragon claimed a large cavern as it’s lair and had The kobolds don’t pay much mind to making sure
the clan bring meat and treasure. that all rooms are lit. There’s phosphoric fungi in
many rooms and in some there are fireplaces which
Lately Kax has been desperatly trying to get on the kobolds use to cook food. Otherwise the lair is
the dragon’s good side, hoping that the dragon will dark.
eventually kill and eat his father, Roqua. Alizari-
nathrax on the other hand has no intention of Alarm!
spoiling her fun watching the endless bickering and
struggle for power between the two factions in the If the alarm is raised Kax organizes his best
clan. warrior and makes a stand in area 2. If the
defences have been breached he’s smart enough
Kax and his warriors brought the treasure from the to choose his battles where it suits his warriors
Ironboot clan to Alizarinathrax, though the dragon the most, e.g. he’d choose to fight few adven-
did not recognize the egg. If the PC’s have been cap- turers where his warriors can overwhelme and
tured by the clan their equipment is brought to the surround the PC’s. If the attacking group is a
dragon’s treasure hoard. large one, he finds a spot where the attackers
numbers work against them.
Despite the political situation of the clan, it is quite
orgainzed if the lair comes under an attack. The If at any time the PC’s use explosives or spells
warriors take a stand in area 2 and defend the lair that cause loud noises inside the lair the alarm
to the death. Once the alarm is raised the clan is raised. If a number of kobolds are discovered
quickly gathers and set all their traps, making it dead the alarm is raised (one dead kobold does
hard even for most veteran adventurers to breach not raise suspicion). If the kobolds discover that
the lair’s defences (see sidebar). the dwarves have escpaed the alarm is raised.

If Kax or Roqua think that the attackers are


Lair features a bigger threat than the clan can handle they
The lair is in a natural cave system, one left by lava.
quickly let Alizarinathrax know and try to goat
and herd the attackers into the dragon’s lair.

27
Entrance lair entrance, though most of the time the guards
The lair entrance is nothing more than a small rely on the alarm trap. At any given time at least
opening in the side of mt. Oeraefa. The PC’s can half of the guards are sleeping.
climb up to the entrance with a DC 10 Strength
(Athletics) check. A hemp rope has been fastened If the PC’s attack the guards the winged kobold
in the cliff beside the entrance and if the PC’s commands the guards to defend the lair while it
haven’t raised the alarm using the rope gives the raises the alarm. The winged kobold then tries to
PC’s advantage on reaching the entrance. If the reach room 2, where he can sound the gong (see
alarm has been raised the rope has been removed. room 2). The kobolds will defend the lair to the
death, with a DC 10 Wisdom (Insight) check
The entrance is on a small ledge, which is just large the PC’s discern that the kobolds fear something
enough to hold two kobolds. The clan believes that far more than the PC’s, which is the wrath of the
the lair is hidden well enough so there aren’t any dragon.
sentries on the ledge itself. Kax and Roqua both
agree on that posting the sentries by the boulder 2. Crossroads
trap is enough defense. The kobolds have built a crude wall, made of thorn-
weed, wood and rocks. There’s a small crawlway in
There’s a small but simple trap in the entrance. it, with a DC 10 Dexterity (Acrobatics) check the
A string has been crossed over the entrance just PC’s can reach the other side of the wall. It takes
above the floor, the string is connected to a small time to breach the wall or break through it, since
bell in area 1. If the bell goes off the alarm goes off it’s not constructed in any organised manner. With
and the kobolds organise their defense. With a DC three consecutive DC 10 Strength checks the PC’s
10 Intelligence (Investigation) check the string is can reach the other side of the wall, if they wish to
spotted. Bypassing the trap is simple, the PC’s just break through it. The material in the wall is highly
need to step over the string. flammable, so setting fire to the wall will destroy it
in matter of minutes.
Designer’s notes
If the alarm has been raised the kobolds usually
The kobolds’ leaders are clever and even though make their first stand in this area of the lair. The
they are fighting over who should lead the clan kobolds close the crawlway with a boulder.
they both know that when the lair comes under
an attack they need to work together. If the PC’s On the other side of the wall is a bronze gong, a
are discovered and pose a threat or the alarm trincket that Alizarinathrax gave to the kobolds. If
is raised Roqua and Kax quickly summon their the gong is sounded Roqua, Kax and their warriors
warriors and attack, using their knowledge of will enter the area in 5 rounds.
the lair to the extreme and, if needed, herd the
PC’s into the dragon’s den. Therefor the kob- Beyond the wall the cave splits in three different
olds should be roleplayed with this in mind, the branches. At any given time there’s a 25% chance
clan is well versed in how they should react to that there’s a kobold in this area. If the PC’s are
intruders and the PC’s need to show extreme spotted the kobold dives for the gong and tries to
caution and they may need to fall back once or sound the alarm.
twice before succeeding.
3. Kurtulmak’s cave
1. Guard room This is a surprisingly worked cave. The kobolds
The kobolds use this sidecave as a room for guards have evened the floor and build an altar to their evil
and warriors. A small fireplace is in the middle of deity in one end. There the clan’s shamans conduct
the cave and a few nests around it, where the kob- services on honor of Kurtulmak.
olds have pushed aside stones and even some laid
down blankets. In the far end there’s a crude shrine The floor is unnatural and even in this side-
dedicated to Alizarinathrax and Kurtulmak. With cave. Some sort of altar is in one end and a
a DC 20 Intelligence (Religion) check the PC’s gnome skull rests upon it along with a crude
recognize the kobold deity. and barbaric scepter.

At any given time there are 8 kobolds and 1 Yappa, the clan’s shaman (see appendix), spends
winged kobold in this room. 2 of them stand near her time in this area along with 3 kobolds. As soon
in the side cave entrance, where they can see the as she becomes aware of the PC’s she sends one

28
of the kobolds to area 2 to sound the gong. She Deka, speaks for the kobolds in the cave. She can
invokes the power of Kurtulmuk and uses spells to inform the PC’s that the kobolds in the cave are
slow down or stop the PC’s, for she wishes to have Roqua’s harem. The leader of the clan claims the
them captured and offered as sacrifices to Alizari- wifes and even daughters of those that have done
nathrax. If there are any gnomes in the party she something to offend the old leader or the dragon.
will become enraged and attack that PC’s head on Deka can also be persuaded to tell the PC’s where
with lethal spells, screaming the hateful litanies of they can find the dwarves or even to draw them a
Kurtulmuk at the top of her lungs. map of the lair. But she wants something in return,
she wants the PC’s to remove Roqua from the lair,
With a DC 20 Intelligence (Religion) check the though she’d prefer him being murdered.
PC’s discover that the altar is devoted to Kurtul-
muk, the evil kobold deity. If the PC’s decide to The female kobolds are defenseless, they have no
investigate the altar they discover a hidden com- weapons and make no move to defend themselves
partment in it with a DC 15 Intelligence (Investi- if they are attacked. Slaying the helpless females is
gation) check. It holds a small green vial (Potion of an evil act.
Invisibility) that Yappa stole from the dragon hoard.
There’s also 7 cp’s and rotting gnome finger, with a There’s a 10% chance that Roqua (see appendix)
bronze ring worth 10 gp’s, both donations from the is in the Harem at any given moment. He usually
clan members. visits the Harem once a day and whips and abuses
the females. He is usually followed by 5 kobolds,
4. Roqua’s harem his most trusted guards.
A surprisingly sturdy door shuts this cave off. The
door is locked and trapped. With a DC 15 Intel- 5. Guard station
ligence (Investigation) check the PC’s discover a The cave opens up and a number of openings can
crafty trap, one intended to mark whoever tries to be seen. At any given time there are 6 kobolds
enter the harem. The trap sprays natural glue over positioned here as guards by Roqua and 2 winged
the hands of the burglar. Unless whoever is picking kobolds from Kax’s side of the clan. The two groups
the lock makes a DC 15 Dexterity save her fingers warily eye each other and with a DC 10 Wisdom
are glued together, which means that the burglar (Insight) check the PC’s can tell that there’s an
has disadvantage to all Dexterity checks relying uneasy truce between the two groups, something
the use of hands. This also means that spells that that can be easily used to the PC’s advantage.
reguire intricate somatic components are impossi-
ble to cast. With a DC 15 Dexterity check the trap 6. Kobold den
can be disarmed. The lock can be picked with a DC
10 Dexterity check. The door can also be kicked In these two caves many kobolds following Roqua
in with a DC 20 Strength check. make their living. There are many smal fireplaces
and the floor has been mostly cleared of rubble and
In this desolate cave dwell around two dozen female rocks. If the any of the PC’s has more than Passive
kobold. These are the females that Roqua has Perception 15 they hear many kobolds talking,
claimed for himself. Most of the kobolds have nei- snoring and going about their business, before they
ther clothes nor tools. They are oppressed and with enter the cave. There are about 30 kobolds living
a DC 10 Wisdom (Insight) check the PC’s discern there and amongst them the PC’s can find 13 cp’s,
that the kobolds both loathe and despise the situa- 7 sp’s and 3 gp’s.
tion they’re in.

Once you manage to pick the lock the door 7. Roqua’s cave
opens. On the other side is a foul smelling and
hot cave. More than dozen female kobold faces Roqua has made his den comfortable in kobold
turn in your direction, a few more are still down- standards, he has a blanket, a pillow and has even
cast but all are sullen and fearful. Their backs pilled some stones so that they form a throne. He
are scarred and none have any clothes nor tools stores his riches in a hidden alcove in the far end of
of any sort. the cave, which can be found with a DC 15 Intel-
ligence (Investigation) check. Roqua’s treasure
If the PC’s speak draconic they can persuade the consists of leather bag with 30 cp’s, 23 sp’s and 34
female kobolds to speak with them, with a DC 10 gp’s, a small bloodstone worth 50 gp’s and a magi-
Charisma (Persuasion) check. The oldest female, cal amulet he stole from Alizarinathrax. If the PC’s
identify the amulet, it’s an Amulet of Proof against

29
detection and location. There’s no trap on the secret With a DC 15 Charisma (Deception) check the
alcove but Roqua counts his coins almost daily, so PC’s can play the role of hired assassins. He will
he will notice it soon enough if someone takes his curse them and order his guards to attack ´these
treasure. If the PC’s manage to remove the treasure whimpering dogs’. He will call for help from the kob-
without killing Roqua there’s a 5% chance that he old den before entering melee himself.
discovers (adding 2% for every hour that passes)
and if he does, he sounds the alarm. With a DC 10 Charisma (Persuasion) check the
PC’s can get Roqua to believe that they have noth-
You enter a lavishly decorated chamber. Half ing to do with Kax. He will order his guards to be
a rug lies on the cave floor, moldy blanket lies ready but hold a moment. He uses the opportunity
in the far end beside a fireplace, where an iron to ask the PC’s what there business is in the clan’s
kettle, broken porcelain disk and a wooden fork lair and if the PC’s mention the dwarves, he will
can be seen. Three stones have been laid togeth- offer to let the PC’s have them in exchange for Kax’s
er, forming a throne, suiting a kobold king. head, though Roqua has no intention on fulfilling
his end of the agreement. If the PC’s return with
There’s a 50% chance that Roqua is here. He has Kax’s head Roqua will cheer and lead the PC’s to
his most trusted guards with him all the time, for area 9.
he fears more than anything that the time for Kax
to strike against him is coming near. If Roqua is If the PC’s were captured in chapter 2 and have
not here, only 2 kobolds guard this room. If Roqua escaped on their own, Roqua doesn’t recognize
is here, he sneers once he spots the PC’s and asks them, since he had nothing to with their capture.
in accented common if they have been sent by his He will believe that they were sent by Kax.
despicable excuse for a son. With a DC 15 Wisdom
(Insight) check the PC’s know that Roqua is stress- 8. Alizarinathrax’s shrine
ful. If they decide to play this situation they can, A large shrine dominates this chamber, one dedi-
using different social skills. They can also attack cated to her majesty the red dragon Alizarinathrax.
Roqua and his guards. Roqua calls immediately for The kobolds have carved a crude looking totem
help from the kobold warriors from the den (area 6). from wood and shows the dragon in almost divine
manner. Both Kax and Roqua conducts services for
With a DC 15 Charisma (Intimidation) check the dragon where they demand tribute and dona-
the PC’s can threaten Roqua and make him grovel tions from every kobold in the clan. Many kobolds
in fear. On the other hand Roqua is used to grovel also honor the dragon outside the services and
before beings far superior than him and he is quite often one can find food and carved idols donated by
an actor. He can turn things his way, even though the kobolds by the shrine.
making it look like he’s begging for mercy. If the
PC’s use this tactic Roqua will beg and whine, There aren’t any guards there, for the kobolds
saying that his son is the one to blame, he is just believe that the dragon oversees the shrine and
an old kobold trying to make sure that his tribe his magic protects it. But the members of the clan
gets by. Not matter what the PC’s bring up Roqua often visit the shrine with religious devotion. There-
blames Kax. If the PC’s bring up the dwarves he for there’s a 25% chance at any given time that a
blames Kax and says that the dwarves are being kobold is by the shrine. If it spots the PC’s it will
held in area 9, the dragon’s den, and he’s more try and make for the dragon den to sound the
than ready to show them where. The PC’s need to alarm.
see through Roqua’s deception or walk straight into
a very deadly encounter with a red dragon.
9. Alizarinathrax’s den
The dragon’s den is deep in the cave system and is
If the PC’s treat Roqua with respect he’s at first
in the center of the mt. Oeraefa caldera. It’s steam-
bit taken back, but quickly recovers and sees the
ing hot in there and the steam reduces visibility
PC’s arrival a chance to strike back at Kax. He will
to 10 ft. High in the ceiling is an opening through
offer the PC’s 500 gp’s if they will kill Kax, using
which the dragon can enter and leave at will. The
his deceptions. If the PC’s agree he will draw them
dragon’s hoard lies in the center of the cave and
a map and tell them where to find Kax. If the PC’s
there’s 75% chance at any given time that the
bring up the dwarves he will gladly exchange them
dragon is resting in her den atop her treasure. The
for Kax’s head, having no intention of keeping that
dragon, arrogant as she is, truly believes that no
promise. If the PC’s accept and return with Kax’s
one in Nether Mountains can rival her power and
head, he will tell them that his gold is stored in
in her lair she feels especially powerful, the kobold
area 9 and lead the PC’s there.

30
clan fueling her arrogance. If the kobolds have goat- scribed at 6th level and a wand of Magic Missile (22
ed adventurers or would-be attackers into her den, charges), caster level 1.
she likes to play and show off her immense power.

As you climb down to the wide corridor from


Steam trap CR 2
Mechanical trap
the chamber dedicated to the dragon the air
turns hotter and more steamy. Suddenly the
Sprining this trap releases a 15 ft. cone of hot
corridor opens and all you see is white mist.
steam from the cave floor. With a DC 15 Dexterity
save the PC’s manage to throw themselves back,
If the dragon is there, with a Passive Perception
taking only half damage. The steam causes 3d6 fire
15 the PC’s hear something large breathing in the
damage.
chamber. Heavy sulfuric odor hangs in the air and
the oppressing feeling of being in the presence of
some greater being is overwhelming. 11. Kobold den
The kobolds that follow Kax’s leadership have made
If the PC’s decide to investigate the chamber they their den in this chamber. It’s more crambed than
need to beat the dragon’s Passive Perception. If the the other den and there are about two dozen kob-
dragon notices the PC’s it will play with the PC’s, olds there. Otherwise see room #6.
using intimidation and deception.
12. Kax’s chamber
Not far from the entrance to the dragon’s den is Kax claimed this chamber as his own. It was for-
a brass gong, something that the kobolds use to merly used as pen for the drakes and still smells
sound the alarm and wake up the dragon in time of like that. The strong odor is nauseating and quite
need. pungent. Unless the PC’s pass a DC 10 Consti-
tution save they have a disadvantage on all skill
10. Storage room checks. Kax has put up a simple door, closing off
The clan gathers all their mundane items and non- the chamber. It is locked and can be opened with
currency in a large chamber. They have attacked a DC 10 Dexterity check. Since Kax only recently
and looted scores of caravans of late and their stor- claimed the chamber as his own he hasn’t had the
age is packed with all manner of crates, barrels, opportunity the build his own traps.
bags and caskets filled with food, spices, minerals
etc. One would need at least three or four wagons to You open the door and a pungent stench
bring all in the storage room back to Deadsnows. assaults you, bringing water to your eyes. The
chamber is long and only lit by a small fireplace
A simple trap is in the corridor leading to the stor- in the middle. Weapons of all sizes lie by the
age room. A small tripwire crosses the cave just walls along with armor and shields.
above the floor. Springing the trap releases burning
hot steam which fills the corridor. With a DC 15 There’s a 50% chance that Kax is here at any given
Intelligence (Investigate) check the tripwire can time. He is usually accompanied by 7 kobolds. If
be spotted. With a DC 10 Dexterity check the PC’s they notice the PC’s they will attack immediately.
can disable the trap.
If the PC’s were captured by Snarl their weapons
If the PC’s were kidnapped and woke up in the kob- and armor are all here. Armors made of non-metal
old’s holding chamber (see area 13), all their mun- material smell horribly and need to be washed.
dane and non-weapon equipment is there. What There are about 30 weapons of all sorts, all mun-
currency and magical items they had have been dane, and 12 armors light or medium, no heavy
added to the dragon’s hoard. armor. The armors are all medium sized.

Searching the storage room takes a long time, each Kax’s guards have both good weapons and good
Intelligence (Investigation) check takes 20 minutes. armor. Their AC is 14 and they cause 1d6+2 dam-
There are a few items of note. With a DC 15 Intelli- age.
gence (Investigation) check the PC’s find a Potion
of Healing hidden in one of the caskets. With a DC Kax has no interest in talking with the PC’s, he is
20 Intelligence (Investigation) check the PC’s convinced that his father has hatched a plan to get
spot a hidden compartment in the bottom of one rid of him and the PC’s are a part of it.
barrel, containing a scroll with the spell fireball
Kax has a small treasure hidden under a rock. With

31
a DC 15 Intelligence (Investigation) check the If the PC’s were captured by the kobolds they
PC’s can discover a small urn containing 23 gp’s, are brought here and thrown in the pen with the
43 sp’s and 12 cp’s. dwarves. They are naked, just as the dwarves. In
the holding chamber they find both Dorna and
In a wooden box by Kax’s bedroll lies the Aranea Isarn of the Ironboot clan, along with 14 other
Queen egg. Kax hasn’t presented the egg to the dwarves. Many of the dwarves are injured and their
dragon, since he’s waiting for the right moment. He spirit is broken. With a DC 10 Wisdom (Insight)
hopes to donate the egg to Alizarinathrax when he’s check the PC’s know that the dwarves’ morale is
going to ask her to remove Roqua. The box is crude low at the moment and they don’t believe that help
and obviously made by kobolds. It’s both locked and is near or that they can escape.
trapped and Kax makes sure that there’s always
someone guarding it. Upon close inspection the If the PC’s talk to Dorna or Isarn they are not in a
PC’s can discover the trap with a DC 10 Intel- very talkative mood, given the circumstances. With
ligence (Investigation) check. A make-shift bear a DC 15 Charisma (Persuasion) check they con-
trap springs on whoever that doesn’t disarm the vince the dwarven leaders to speak to them. If the
trap first. The trap can be disarmed with a DC 15 PC’s speak to Isarn or Dorna in Dwarven the DC is
Dexterity check. The lock is simple and with a DC 10.
10 Dexterity check it can be unlocked.
Dorna is in a higher spirit and with a DC 15 Wis-
dom (Insight) check the PC’s see that she’s quite
Makeshift bear trap CR 2 upset, though she tries to hide it. She’s really angry
Mechanical trap
at Isarn for not listening to her about the Aranea
Queen egg room. She blaimes him for their situ-
A trap closes over the feet of the victim, restrain-
ation and the pair hasn’t talked since they were
ing it. With a DC 15 Dexterity save the PC’s safely
captured. She want’s to break free and get back to
get out of harm’s way. The trap causes 2d8 piercing
the mine but she hasn’t found any way out. If the
dmg and the target is restrained.
PC’s are in the pen with her and talk about break-
ing out, she is more than willing to help.
13. Holding chamber
Lately the clan has been taking captives, using Isarn is downcast and in a bad mood. With a DC 10
them either as sacrifices for their dragon overlord Wisdom (Insight) check the PC’s discern that his
or as slaves. Every slave is stripped, for the kobolds spirit is broken. He blames himself for everything
have no sense of nudity, and kept in the sidecham- that happened to the clan, he got greedy and didn’t
ber, locked away. The sidechamber has no water or listen to the advice of the other clan elders. He is
toilet, so the slaves must make do with very little. ashamed of himself and doesn’t believe that he can
With a DC 15 Dexterity check the locked door can lead his clan back out. If the PC’s are in the pen
be picked, if no thieves tools are used the PC’s have with him and talk about breaking out, he simply
a disadvantage to the roll. With a DC 20 Strength shrugs and dismisses the PC’s talk as crazy talk.
check the door can be broken down.
The other dwarves are not in a good mood and don’t
The corridor leading to the holding chamber feel like talking. The kobolds have been removing
is trapped. A score of ceramic urns are hidden one dwarf at a time and they never return. In fact
amongst the stalagcites, containing left-overs of the kobolds have been sending the dwarves into the
a dead gelantinious cube. A small springloaded dragon’s den, where Alizarinathrax plays with the
pressure plate releases the urns, so they fall on the dwarves before eating them.
target. With a DC 10 Intelligence (Investigation)
check the PC’s spot the pressure plate. With a DC There are always 4 kobolds present in the main
15 Dexterity check the trap can be disarmed. chamber, outside the pen itself. The guards spend
their time playing dice and don’t pay much mind to
Acid Urn trip CR 2 the prisoners. At most times the guards are bored
Mechanical trap out of their mind and are either too busy playing,
and fighting over the dice, or sleeping to notice if
A spring loaded pressure plate releases 6 urns that the PC’s approach or try to break out. There’s a
fall on the victim. With a DC 15 Dexterity save the brass gong on the wall opposite the door to the pen,
PC’s roll into safety and take only half damage. The the kobolds use it to sound the alarm if the prison-
urns, that contain the remains of a gelatinious ers escape.
cube, cause 2d8 acid damage.

32
14. Drake pen
Deep in the cave system the kobolds hold their
domesticated drakes. They seal off a large cave with
a geothermal spring where they keep the drakes.
The kobolds use thornweed, wood and rocks to
create a barricade. It’s easy to set the drakes free
by opening the gate. The drakes usually obey their
masters but a skillful animal handler could make
the drakes angry, before setting them loose in the
lair, with a DC 15 Wisdom (Animal handling)
check.

Conclusion
If the PC’s managed to break the dwarves free Isarn
and Dorna are extremely grateful. The group of
dwarves follow the PC’s back to Deadsnows, where
they discuss and decide whether they return to
Ironboot Mine, join either of the two other dwarf
clan in Nether Mountains or return to Citadel
Adbar.

If the PC’s found the Aranea Queen egg they need


to identify it and decide what to do with it. The Ara-
nea clan are aware of the fact that the egg has been
removed from the stasis chamber and are actively
searching for it.

If the PC’s made their presence known to Alizari-


nathrax they’ve made a very powerful enemy, one
that will stop at nothing acting it vengence upon
the PC’s for attacking and seriously maiming the
kobold clan worshipping the dragon.

If the PC’s managed to free the dwarves without


taking out either of the kobold’s leaders or finding
the Aranea Queen egg they will both have a very
angry kobold clan on their heals and will probably
have to return to the lair, in search of the egg.

Reward
Award normal XP for defeated foes. Award each
player XP for completing the following:

• Finding the Aranea Egg, 200 XP


• Freeing the dwarves, 200 XP
• Killing Kax, 200 XP
• Killing Roqua, 100 XP

If you are using the Milestone rule, the PC’s should


have reached 4th level after completing this chapter.

33
Appendix A: NPC’s
Rubert Anon
LG Human cleric 2 (Acolyte) Connections: Rubert is a member of the Church
of Lathander in Sundabar. He is also a member
Rubert is dark haired and blue eyed. He’s in his of the elder council in Deadsnows and he knows
early 30’s yet his well groomed beard has grey both the villagers and the surrounding farms and
streakes in it. Rubert usually wears a rose hued mines well. He knows how to brew healing potions
tabbard and his golden holy symbol. He has a small and can use his spells to heal the wounded. He is a
scar under his cheekbone. valuable ally.

Background: Rubert was born and raised in Secret: Rubert has been investigating on his own
Sundabar, where he joined the church of Lathand- the Icespear Manor, for he fears that undead are
er. His father was a tanner and had higher hopes haunting it. So far he hasn’t been able to go deep
for his son, he managed to convince a dawnlord to into the cellar, but a few weeks ago he braved the
take Rubert on as an acolyte. Rubert was quick to cellar alone and found strange sigils carved into on
learn and found that the life of a cleric suited him wall. A couple of zombies attacked him and man-
well. He spent two seasons as a travelling cleric aged to wound him, leaving a white scare under his
with a group from the church in Sundabar and cheekbone.
when he returned to Sundabar, the high cleric
asked him to go to Deadsnows and rebuild the
church that had once stood there. Rubert accepted
Harad Havsum
CN Hafling rogue 4 (Criminal)
this mission and after he moved to Deadsnows has
proven a great asset for the growing community.
Harad is sandy haired and brown eyed, quick-witted
Personality: Rubert is fair and just, he believes and cheerful. He likes to wear colorful clothes and
that given the right circumstances people will usually wears a brown belt with three sheathed
always endure and do the right thing. He is a daggers, each richly decorated. He has a brand on
strong believer in Lathandar and promotes his deity his neck, one he eagerly explains he got due to big
when he can. He usually has a warm smile on his misunderstanding.
face and strifes to bring hope to those who have
none. Background: Born and raised in Mulmaster, Harad
quickly learned to help himself from living on the

34
street. His alchoholic parents never paid him much Personality: Ol’Tom is a stoic and relaxed figure.
mind and were more concerned about making sure He is eager to help those who are on nature’s side
they had something to drink, rather than feeding and do not bring harm to it. He isn’t all too fond of
their children. After his mother died, Harad ran people and likes animals more, after being looked
away from home and managed to south to Raven’s down upon most of his youth has left it’s mark on
Bluff. There he joined a gang of thieves and quickly him.
rose through their rank, though he got caught
once and was branded a thief by the magistrate. He Connections: Ol’Tom is a good friend to the farm-
joined the Zhentarim a few years later and travelled ers in Icespear Valley and knows the surrounding
through the Dragonmere region. After falling into valleys well. He’s also in good connection with the
disgrace in the Black Network he slipped away and druid circle in the High Forest, especially those who
carved himself out a new life in Deadsnows. venerate Chauntea.

Personality: Harad is ironic and quick with a sar- Secret: Lately Tom has been dreaming about a
castic remarks, which sometimes make his guest many faced threat rising from the darkness below.
look twice. But he’s quick with a smile and though He hasn’t figured out what these dream mean but
many travellers and guest in his inn the people in they have left him deprived of sleep and tired.
Deadsnows know that he doesn’t mean much with
it. Harad’s eyes usually dart from side to side and Olaf Arnesen
for some reasons he always has his back to a wall, LG Human fighter 3 (Soldier)
whenever he can.
Olaf is a large man in every way, his arms resemble
Connections: Almost all travellers going through tree trunks and his hands look like mallets. His
Deadsnow spend the night at The Rose and Ham- head is bald but he has thick mustache. He usually
mer. He knows most caravan leaders and guards wears his leather armor and a sword hangs loosely
and keeps a good eye where the caravans are by his side.
headed and where they’re coming from. Harad has
also a good eye for valuables and can appraise both Background: Olaf used to be a caravan guard
mundane and magical items. before settling in Deadsnows. Originally from Ten
Towns Olaf was raised by his father, a blacksmith,
Secret: No one in Deadsnows know that Harad and after spending more time around the anvil than
used to be a member of the Zhentarim. There is a he cared for he told his father he wanted something
price on his head and he knows it. Even though he more out of life and signed on as caravan enroute
changed his name and now uses his fathers name to Waterdeep. Olaf only got as far as Neverwinter
(he used to be called Spider), he silently fears the but there he joined another caravan. He spent a few
day when his past comes knocking on his door. summers like this, until he came to Deadsnows and
heard that they council was looking for a sergeant.
Ol’ Tom
N Halfelf Druid 7 (Hermit) Personality: Olaf is serious and down to earth
character, he is pragmatic and realistic. He does not
Ol’Tom is a tall but scrawny figure. He has some tolerate lawbreakers but strifes to solve problems
whisks of hair in his face, betraying his human her- so that he doesn’t need to arrest anyone. So far he
itage. His almond eyes are green as a field of grass. has managed to do so and the only people who have
He wears a leather armor and a cape made of twigs spent the night in his holding cell are either drunks
and leaves. His gnarled oaken quarterstaff is old or travellers when all rooms are booked in the Rose
and worn. and Hammer.

Background: Born to a elven mother many decades Connections: Olaf is generally well liked by the car-
ago Ol’Tom was never fully accepted in Evereska. avan leaders, who know Olaf from the time when he
He took to wandering and cherished being alone in was a caravan guard. Lately he has also been trying
nature. He left Evereska and spent many years in to get Deadsnows a part of the Lord’s Alliance, but
the High Forest, being tutored by the druids there. so far it has been fruitless.
Few years ago he received a dream from Chauntea,
where the rebuilding of Deadsnows was prophecied. Secret: Though he doesn’t show it, Olaf is in fact
He travelled to Nether Mountains and has been xenophobic. Therefor he usually handles things
watching over the rebuilding ever since. differently when other races than humans are

35
involvedwhen something happens in Deadsnows spring broke the ice on the Icespear river. Yet she
that need his attention. Olaf dislikes Harad and is continued to make a living in Deadsnows and
certain that the halfling is up to nothing good. tried to help the people get by. Before long she was
elected on the elder council.
Coral Brittlebeard
CG Dwarf fighter 2 (artisan) Personality: Viveros is a kind woman but pragmat-
ic. Though she would love to help everyone she feels
that her duty is first and foremost to the people of
Coral is just above 5ft tall, with dark hair and
Deadsnows. Hard life and sorrow has left its mark
heavy beard that he usually braids. When he’s in
on her, there’s always a shadow in her eyes and
his smithy he has his leather apron on and wears
longing in her voice.
red trousers covered in soot. Coral tends to carry a
large and battered warhammer when he leaves his
Connections: Diliana know almost everyone in
smithy. His eyes are the color of clear sky and when
Icespear Valley and has a great pull in that soci-
he gets mad they seem to darken.
ety. She’s not concerned about what the dwarven
strongholds are doing or how the different power
Background: Coral was born in Mithril Hall to a
groups are fighting for more political power in the
happy couple. His parents mentored him in the
Heartlands.
blacksmithing arts but just as many dwarves in
the Halls Coral also received military training. After
Secret: Diliana secretly hopes that there’s some
spending years trying to carve out a niche for him-
way to bring back her husband. She has been
self in different dwarven societies Coral finally came
pouring over books and scrolls she has discovered
to Deadsnows, bent on succeeding as a master
in the ruined buildings of the village.
blacksmith.

Personality: Coral is gruff and appears almost Evert


unfriendly to non-dwarves. His strongsuit is black- NG Human wizard 5 (Spy)
smithing and socializing with people is something
that he feels someone else should be doing. To Evert is one legged and part of his face is badly
dwarves he’s friendly and fair. His grasp of Com- scarred. He constantly smells of different kinds of
mon isn’t that strong and much is lost to transla- herbs due to constant potion making. He tends to
tion. wear his green cloak with golden trimming. Evert is
in his 40’s and going bald.
Connections: Coral is the speaker for the dwarven
clans in the elder council in Deadsnows. He knows Background: Evert joined the Harpers not long
all the leaders of the dwarven clans. after his time as an apprentice. He travelled up and
down the Sword Coast, fighting evil where ever the
Secrets: Coral has been working on getting his fam- organization needed him to. After a mission went
ily to Deadsnows, he hopes that he can convince horrible wrong, with him loosing his foot and leav-
them to join him and they could open a mine in the ing his face scarred after a fight with a cambion, he
Nether Mountains. decided that it was time to settle down.

Diliana Viveros Personality: Evert is a loner. He never wastes more


LN Human commoner 4 (noble) words on the villagers than he must and keeps to
himself for most of the time. He is a sucker for a
good puzzle and nothing interests him more than
Diliana is a fading beauty. She’s in her late 30’s and
magical items.
was probably a real stunner when she was younger.
But years of struggle and hard work has left it’s
Connections: Evert is still a member of the Harp-
mark on her. Viveros’ blond hair is greying and her
ers and every now and then some agent pays him a
blue eyes have a worried cast on them. She often
visit. His expertize and knowledge of magical items
wears colorful clothes and has big golden earings.
is valuable to the organization.
Background: Diliana was among the first people
Secret: No one in Deadsnows know that Evert is a
who returned to Deadsnows. She came with her
part of the Harpers, though Rubert suspects. Evert
husband, a hard working baker who had won her
also fears that the Cambion who took his leg will
heart few years earlier. Unfortunately he got ill the
return and kill him.
first winter and never recovered, he passed before

36
Thodvar Nun frequency of kobold raids and the fact that lately
CG Human ranger 3 (Outlander) the non-civilised races have been on the rise in the
mountains.
Thodvar Nun hails from Furitep in Mulhorand. His
skin is dark and he braids his black hair. He wears Dorna
skins of bears and boars. Nun is usually accom- LG Dwarf Cleric 5 (Folk hero)
panied by 2 large mastiff dogs, a common breed in
Furitep but a rare sight in the Nether Mountains. Dorna is loud, rowdy and strong. She wears her
decorated breast plate with pride, the armor sport-
Background: Born and raised in slavery Thodvar ing the golden holy symbol of Moradin. She is
never had any choice about what profession he stocky and muscular, her golden hair flowing freely
learned. Though he loved the dogs he was to take down her shoulders. Her eyes are blue and protray
care of he hated his masters and their treatment Dorna’s wisdom.
of their canine stock. On a hunting trip Nun lost
his temper after his owner had beaten one of his Personality: Dorna is sure of herself, wise and just.
dogs to death for failing to catch a prey. Thodvar She follows the tenets of Moradin to the extreme
attacked his master and killed him. He took the and feels that he is her guide in life. She is head-
remaining dogs and fled. He wandered for many strong and stubborn and angers easily, but if she
years, breeding his dogs and selling pups, before has done wrong unto someone she quickly sees her
settling down in Icespear Valley. error and apologizes.

Personality: Thodvar is wary of strangers and


likes dogs more than people. He watches carefully Isarn
for how people treat his dogs and how they accept CG Dwarf fighter 2 (Noble)
people before he decides how to react. He is a no-
nonsense type of person, preferring facts over fic- Isarn is simple and an easy going dwarf. He cares
tion. The slave in him makes it hard for him to look deeply for the prosperity of the clan and will stop
people straight in the eye. at nothing in building the riches of the clan. He
usually wears his chain mail though he inherited
Connections: Thodvar knows the people of Ice- and owns a magical plate mail (one that the kob-
spear Valley and the farmers in the neighbouring olds steal and store in the dragon’s hoard) he rarely
valleys. wears it. He usually wears a rune encrusted bat-
tleaxe that’s called Flamebitter, due to its flaming
Secret: Thodvar despises Harad, simply because ability.
his dogs don’t like the halfling and Nun feels that
there’s something about the halfling that reminds Personality: Isarn is charismatic and likeable
him off his former masters. fellow. He treats his clan members well and they
would follow him almost anywhere. Isarn isn’t nec-
cessarily the wisest dwarf around and he looks to
The Ironboot clan both Thorbin and Dorna for advice.
The clan came to the Nether Mountains a couple
of years ago, in hope to carve out an existence for
themselves. They found a promising veins of iron
and copper and their mine has grown larger and
larger.

The dwarves of the Clan look to Moradin as their


patron deity. Their mine contains a large temple
devoted to him, though it also contains shrines
dedicated to other dwarven deities. The clan is
mostly lawful good though chaotic individuals are
amongst them.

The clan is in good relations with the people of


Deadsnows and the other two dwarven clans.
The clan’s leaders are concerned about the rising

37
Appendix B: Adversaries
Kax
CE small humanoid (kobold) as dirty as he possible can. Kicking a man in the
groin, no problem. Murdering the innocent, burn-
Kax is red skinned though the scales in his back ing, maiming or terrorizing in any way, Kax has
range from crimson to golden. His eyes are yel- no problem using any of these techniques if they
low and a scar crosses his face, leaving one of his assure that he has the advantage. To say the least,
eye dark and dull. Most of the time he wears a he is a cunning, manipulative son of a female dog.
blood stained cloth over his bad eye. Kax wears a
studded leather armor and fights with a beautiful
shortsword, obviously crafted by elven hands.
Kax CR 2
Small humanoid (kobold), chaotic evil
Background: Kax was the first to hatch of his lit-
Armor class 14 (Studded leather)
ter and before he was three days old he had eaten
Hit Points 30 (6d6+6)
two of his brothers. His father taught him the art
Speed 30 ft.
of kobold warfare and he has been led many raids,
growing the hoard of the dragon. Lately Kax has
STR DEX CON INT WIS CHA
been dreaming of replacing his father and he hopes
10 (0) 15 (+2) 12 (+1) 12 (+1) 7 (-2) 10 (0)
that he can manipulate events so that Alizarinath-
rax will get angry at Roqua and eat him. Kax has
Senses Darkvision 60 ft., passive perception 8
already talked many of the best warriors over to
Languages Common, draconic
his side and though he knows that Roqua is aware
Challenge 2 (450 xp)
of what he’s doing Kax doesn’t mind. In fact it
only amuses him seeing how paranoid Roqua has
Sunlight sensitivity. While in sunlight, the kob-
become.
old has diadvantage on attack rolls, as well as on
Wisdom (Perception) checks that rely on sight.
Personality: Kax is the epitome of the despicable
and sadistic kobold. He enjoys seeing the fear in
Pack tactics. The kobold has advantage on an
his adversaries eyes. He only fights when he knows
attack roll against a creature if at least one of the
he has the upper hand and even then he fights
kobold’s allies is within 5 feet of the creature and
the ally isn’t incappacitated.

38
Cunning action. On each of its turn Kax can use Roqua CR 3
a bonus action to take the Dash, Disengage, or Small humanoid (kobold), lawful evil
Hide action.
Armor class 16 (Scale mail)
Sneak attack (1/turn). Kax deals an extra 7 (2d6) Hit Points 28 (7d6)
damage when it hits a target with a weapon attack Speed 30 ft.
and has advantage on the attack roll, or when the
target is within 5 feet of an ally that isn’t incapaci- STR DEX CON INT WIS CHA
tated and Kax doesn’t have disadvantage on the 10 (0) 15 (+2) 10 (0) 15 (+2) 10 (0) 13 (+1)
attack roll.
Senses Darkvision 60 ft., passive perception 8
Actions Skills Insight +4
Languages Common, draconic
Shortsword. Melee weapon attack: +8 to hit, reach Challenge 3 (700 xp)
5 ft., one target. Hit: 3 (1d4+2) slashing damage.
Sunlight sensitivity. While in sunlight, the kob-
old has diadvantage on attack rolls, as well as on
Wisdom (Perception) checks that rely on sight.
Roqua
LE small humanoid (kobold)
Pack tactics. The kobold has advantage on an
attack roll against a creature if at least one of the
Roqua is aging, his red skin is loosing its color and
kobold’s allies is within 5 feet of the creature and
the scales on his back have lost their vibrant hue.
the ally isn’t incappacitated.
His claws are many broken and the same goes for
the horns on his head. He wears an ancient scale
Lair resistance (1/day). If Roqua fails a save
mail, a treasure he aquired years ago from a gnome
throw while in the kobold lair he can choose to
adventurer he killed. He uses both a crossbow and
succeed instead.
a spear.

Background: Roqua took over the clan after mur- Actions


dering his father, Ragek, in his sleep. When Alizari-
nathrax claimed the lair he quickly perfected his art Crossbow. Melee weapon attack: +7 to hit, reach 5
of groweling. The dragon was amused with Roqua’s ft., one target. Hit: 4 (1d6) piercing damage.
pleading and allowed him to lead the clan. Roqua
has managed tomake the clan’s life a whole lot bet- Shortspear. Melee weapon attack: +5 to hit, reach
ter and the most of the older kobolds in the clan 5 ft., one target. Hit: 5 (1d4+2) piercing damage.
are grateful for eating something more than fungi.
Leadership (Recharges after a short or long
Personality: Roqua is a master manipulator and rest). For 1 minute Roqua can utter a special com-
has had years of experience learning how to read mand or warning whenever a nonhostile kobold
people and understanding what makes them tick. that he can see within 30 feetof him makes an
He is not only cunning but also a huge opportunist, attack roll or a saving throw. The kobold can add a
making the most of every situation. Roqua knows d4 to its roll provided it can hear and understand
every nook of the lair and if the lair is attacked he Roqua. A kobold can benefit from only one Lead-
quickly summons all his warriors and makes a ership die at a time. This effect ends in Roqua is
stand. He is the one that has crafted most of the incapacitated.
traps in the lair. Roqua is intelligent, not only for
a kobold, and he’s eloquent and charismatic. He
will resort to any means to ensure his survival, he
Yappa
LE small humanoid (kobold)
would prefer that it wasn’t at the cost of his clan
though that wouldn’t stop him. The years have
Yappa is the Burnt Hand Clan religious leader and
taught Roqua that self preservation is the best
she wears that mantle with pride. She dons a feath-
preservation.
ery headpiece and a grimson cloak. She recently
replaced her mentor, after the older shaman dis-
pleased the dragon and got eaten by Alizarinathrax.

39
Yappa has a crude holy symbol but her main treas- magically deal and extra 10 (3d6) radiant damage
ure is a gnome skull the clan brought the temple to a target on a hit. This benefit lasts unti the end
few years ago, something that has more value in of the turn.
Yappa eyes than all the dragon hoard.
Spellcasting. Yappa is a 3rd level caster. Her
Background: Yappa is quite young considering spellcasting ability is Wisdom (spell save DC 12,
her status. She feels chosen by Kurtulmak, for +4 to hit with spell attacks). Yappa has following
ever since she can remember shé has dreamt the cleric spells prepared:
kobold god. The former shaman discovered that Cantrips (at will): guidance, sacred flame,
Yappa was wise beyond her years and seemed to be resistance
blessed with Kurtulmak’s divine spirit, for Yappa 1st level (3 slots): bane, inflict wounds, shield
learned quickly how to channel Kurtulmak’s rage of faith.
and her hatred for the gnome race was endless. It
didn’t come as a surprise to Yappa when the drag- Actions
on decided to eat the old shaman, for Yappa was
convinced that the former shaman was overly fond Mace. Melee weapon attack: +2 to hit, reach 5 ft.,
of Alizarinathrax and Yappa believed that it didn’t one target. Hit: 1 (1d4-2) bludgeoning damage.
please Kurtulmak. Lately Yappa has been a huge
advocat of attacking Deadsnows, simply for the fact
that Yappa believes that gnomes must live there.

Personality: Yappa is wise and wicked. She strong-


ly believes that Kurtulmak has chosen her and
that her dreams are visions sent by the god. She
delights in tormenting and torturring gnomes and
hates the small race more than one could deem
healthy, even would be easy to say that Yappa is
uterly obsessed with killing and hurting gnomes, so
that it borders on the sane.

Yappa CR 3
Small humanoid (kobold), lawful evil

Armor class 14 (Studded leather)


Hit Points 20 (5d6)
Speed 30 ft.

STR DEX CON INT WIS CHA


7 (-2) 15 (+2) 10 (0) 10 (0) 15 (+2) 13 (+1)

Senses Darkvision 60 ft., passive perception 8


Skills Religion +4
Languages Common, draconic
Challenge 3 (700 xp)

Sunlight sensitivity. While in sunlight, the kob-


old has diadvantage on attack rolls, as well as on
Wisdom (Perception) checks that rely on sight.

Pack tactics. The kobold has advantage on an


attack roll against a creature if at least one of the
kobold’s allies is within 5 feet of the creature and
the ally isn’t incappacitated.

Divine Eminence. As a bonus action, Yappa can


expend a spell slot to cause her mace attacks to

40
Handout #1

18th of Tarsakh

Good day. Team 2 found a strong vein, a part of delzoun of old. We need to go
moradin be praised. Dorna blessed the mine. deeper. I only fear that the massive cave
Team 1 worked the vein and it’s pure. will open up to the underdark. I’ve propsed
Vilma and Norbert announced Isarn that to Isarn that we station guards at the
they are expecting. Theirs will be the first opening.
Ironboot born in the Nethers. Moradin
surely has blessed our clan.
30th of Tarsakh

22nd of Tarsakh Strange days! There’s a strange room in


the cavern, covered with glyphs and war-
The miners opened a new branch, following dens and strange writing. Dorna warned
the new vein. It has already produced over Isarn against opening it, but curiosity got
four units of pure iron. the better of him.
Dorna held a service in honor of vilma’s The room is full of leather bags and sacks
pregnancy, all the women attended and full of trinckets, crude jewlery and gems.
gratulated her. It looked like sacrifices of some sort to
The Fenabars came around collecting their me. A huge ovalshaped white gem lay on a
load, Isarn finally mustered the courage to pedestal. dorna adviced against taking the
tell them that they’ve had enough and that gem, but Isarn insisted.
they have no claim on us. They left empty Once he removed the gem from the room
handed, which is good though I fear that the glyphs started glowing. I have a bad
the harsh words the Fenabars and ISarn feeling about this.
exchanged will not be forgotten any time
soon.
1st of mirtul

28th of tarsakh The horror! I tried to warn him. I tried to


tell him to not take the strange gem. He
The new branch opened into a large cavern. didn’t listen and now the curse is upon us...
Team 2 investigated it and mayhaps it was

41

You might also like