Thordbalmek and the Mines - Beneath Raven Keep, Border Forest, the Dalelands
I do not like dungeon crawls. I don't. Go five feet - check for traps - go five more feet - it drives me absolutely bonkers. That said, every once in awhile, as a Dungeon Master, you find yourself needing to do one for sake of the campaign's story. I forget what was happening that prompted the creation of Thordbalmek but I do remember that I used the 2nd ed Complete Book of Dwarves extensively to get the job done.
Raven and Ra'ziir, who you may have head mentioned a time or five in the posts for my ongoing campaign, were the only PCs who braved the dwarven outpost beneath the keep. They were nearly killed by a pair of hammer golems in the entry hall but rallied, drank some potions and pressed on. The highlight of the adventure (at least for me), came when they reached the mess hall. By this point, an alarm had been sounded and the defending duergar had assembled in the mess. Ra'ziir and Raven reached the hall, opened the door, saw dozens of dwarves crouching behind overturned tables with crossbows leveled at them as well as a quarter of strider-mounted cavalry with long, wicked lances. Ra'zir reacted quickly, cast Cloudkill, and slammed the door.
(What the players didn't know was that in 2nd ed, Duergar were immune to poison and thus, unharmed by the spell).
After waiting long enough for the magic to have done its work, the adventurers opened the door, only to be bombarded by a volleys of crossbow bolts. The two elves gritted their teeth and charged into the room, swords in hand and bolstered by the bladesinger's magic and hewed their way through the defenders.
By the time they reached the end of the dungeon, they were well-nigh exhausted but victorious. A battle with dark elves followed a few days later but by then, the two elves had been reinforced by the rest of the adventuring companions. They lay claim to the outpost and the mine and even though the keep may have been closed, the mine remains in operation to this day, manned by the followers of Algar Longschnozz.
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Thordbalmek
was originally a duergar outpost. It is located roughly three miles
upriver from sub-level one of Raven Keep. The party fought against
the duergar inhabitants and eventually took possession of the outpost
and its mine from the evil dwarves. A group of dwarves from Citadel
Adbar have moved into the outpost and they oversee the operations of
the mines.
Unless
otherwise noted, all ceilings are 15’ high and lighting is provided
via mundane means (oil lamps and lanterns, candles, etc). All
glyphs (Ref half DC21) are triggered by non-dwarven intruders unless
they speak the words “Dumathion protects his secrets”. All
mechanical traps have a Search DC20 and Disable Device DC20.
1.
Entry Hall: The front door (Steel Door: hardness: 10; Hp: 60; Burst
DC28) to the dwarven outpost is protected by a Greater Glyph of
Warding. When the door is touched, the glyph is discharged for 10d8
cold damage to all within a 10‘ radius. A thick iron bar helps
secure the door (+2 circumstance penalty to Str checks to Burst
through).
Aside
from the door glyph, there are three traps in the entry hall. The
first is an Orc Masher built into the ceiling 30’ beyond the front
door. If activated (Dex DC20 avoids), the orc masher swings down and
slams into its victim (no attack roll needed) and anyone following
less than 5’ behind for 3d6 damage. The second trap is located in
the four-way intersection. The first person to enter the
intersection has two Explode Stones drop from the ceiling for 5d4 dmg
in a 5’ radius (Ref half DC20; +10 2 ranged touch - no save on a
direct hit). The last trap is located in front of the door in the
south end of the intersecting passageway (Dex DC20 avoids). Another
Orc Masher is rigged here (no attack roll needed) and if activated
will knock its victim against (and possibly through) the door that
leads into the hallway beyond. (3d6 damage for Orc Masher + 1d6
damage from collision with the door).
2.
Passageway: This is a 50’ long passageway with two doors in both
its west and east walls.
a.
Grolim Toothgnasher’s Quarters: Entered through the last door in
the east wall, this 20’ x 25’ room is furnished with a single
bed, desk and chair (both made of stout oak), and a standing double
locker. The locker is equipped with a good quality lock (Open Lock
DC30). The left-hand side of the locker contains an armor stand and
a small rack for weapons. The right hand side contains three drawers
filled with simple but elegant clothing, a shelf with several stone
slabs and a chisel and hammer, and a portrait of a female dwarf and
two young dwarves. A small plain coffer holds the money that Grolim
has saved from his salary. A secret door (Search DC20) in the
northwest corner leads into the armory (2c) and is opened from this
side by twisting a ball atop one of the bedposts.
b.
Grolim’s Mess: This 20’ x 20’ room is furnished with a single
dining table and chair. Several candle stubs sit upon the table and
smell faintly of spearmint.
c.
Armory: The armory is normally entered via the first door in the east
wall of the passageway. However two secret doors, one from Grolim’s
quarters and the other from the miners’ barracks lead into here as
well. However, neither secret door may be opened from inside the
armory. The main door to this room is trapped. Anyone attempting to
pick the lock (Open Lock DC30) without removing traps first is struck
with a poisoned needle (+8 ranged, 1 plus Giant Wasp poison, DC18,
1d6 Dex/1d6 Dex).
Once
inside, a 20’ x 25’ room filled with shelves is found. The
shelves are labeled to show what should be on them (platemail,
chainmail, medium shields, heavy crossbows, light crossbows,
warhammers, battle-axes, shortswords and military forks).
d.
Briefing Room: This chamber is located directly across from the
armory. This is where Grolim hands out watch and mining assignments
to Algar’s clansmen. This room is furnished with sixteen chairs
and a desk atop a low dais.
3.
Guards’ Mess: Entered through the northernmost door in the entry
chamber, the mess is a 30’ x 40’ room with 5 steps leading down
to a table surrounded by chairs carved of petrified mushroom stalks.
To the west of the door, a ramp leads up and along the west wall and
around to the north wall forming a balcony that overlooks the dining
area. Various banners hang from this balcony that over the sunken
area and two vats of a mushroom and moss beer jut out from alcoves in
the west wall. Two doors are located in the north wall atop the
balcony.
3a.
Guards’ Quarters: Five sturdy sets of low bunk beds line the walls
of this room. Armor racks stand at the foot of each bed. Leather
straps hang above each bed, either on the ceiling or the bottom of
each upper bunk and are used for hanging weapons within easy reach.
Two footlockers are found beneath each set of bunk beds.
3b.
Pantry and Storage: The storage chamber holds food, dinnerware,
clean linen and other items used all over the outpost. Tools and
barrels of lamp oil, wheelbarrow parts and other mining equipment are
also kept within this chamber.
4.
Boatwright‘s Workroom: This 20’ x 40’ room contains lumber,
woodworking tools and equipment that is used to maintain the boats
that Thordbalmek’s dwarves use to transport gold from the mines to
Raven Keep.
5.
Passageway: This 50’ long passageway forms a “T” intersection.
Twenty feet into the passage is a door on both the north and south
walls (into areas 6 & 7). A spear trap is set into the ceiling
between the two doors and is activated by a pressure release switch
in the floor. This trap’s arming/disarming mechanism is located
inside the miners’ barracks. If triggered, two spears attached to
counterweights are fired from the ceiling (+12 2 Spears; 1d8/x3).
The spears are barbed and will stick into the target (Str check DC15
to escape, escape causes 1d3 dmg). The counterweights then retract
the spear-lines and pull the victim from the floor to hang impaled in
the center of the passage. Two doors in the east wall of the north
and south branch of the “T” lead into the dining hall.
6.
Miners’/Smiths’ Barracks: Sixty dwarves live in this large, open
bay barracks. Aside from multiple bunk beds lining the walls, there
are three large tables with four chairs each and a locker that holds
games of chance and other diversions. A secret door in the west wall
(Search DC20) leads into the armory and is opened by pressing
“triggers” located in each corner of the door in a
counter-clockwise fashion and then pushing on the center of the door
itself. Each dwarf has varying personal gear stowed in footlockers
beneath each bunk bed.
7.
Forge: This is where gold from the mines is melted down and made
into ingots (100 gp trade bars). Also, a complete set of
blacksmithing tools is available for making repairs to armor and
weapons.
8a.
Dining Hall: Three massive tables run east to west in this massive
90’ x 60’ chamber. A door in the south wall leads into the
kitchen and a stairway against the north wall leads up to the chapel
above. There is enough room in this massive chamber for every dwarf
in the outpost and many allies from Raven Keep to dine here with room
to spare. Another door in the east wall leads into the audience
chamber beyond.
8b.
Chapel: The stairway against the north wall of the dining hall lead
up to this chamber. This 90’ long x 70’ wide chamber has 10
granite pews separated by an aisle that leads up to the pulpit area
atop a raised dais. A stone carving a Dumathion’s holy symbol
adorns the south wall.
9.
Kitchen: Through the south door in the dining hall opens a 30’ x
30’ kitchen. The kitchen has two fireplaces (which vent out to the
underground river’s cave), two large tables and a long counter
filled with numerous drawers and cupboards. A trapdoor in the floor
leads down into a large (15’ long x 30’ wide) pantry (not shown
on map).
10.
Audience Hall: This massive 100’ x 90’ chamber has its 30’
high ceiling supported by eight marble pillars. The pillars are
carved and sculpted with images of dwarves battling various Underdark
creatures and trading finished products with other underground races.
A basalt throne sits upon a raised platform at the east end of the
room and is the key to a secret door (Search DC25) behind it.
Turning the throne 45 degrees to the right causes the door to open.
A lever inside the secret door closes the secret door from the other
side. The door is protected by a Greater Glyph of Warding that
causes 10d8 electrical damage in a 10’ radius.
The
audience hall serves a gathering place and is most often used to
celebrate the various dwarven religious holidays and trading
festivals.
11.
Passageway: A narrow 10’ long tunnel behind the secret door of the
Audience Hall leads to the center of this 70’ long passageway. A
door stands at each end of this hall (and both are warded). The
southern door leads into the vault’s antechamber while the door to
the north opens into the chamber of rooms set aside for Algar. The
southern door is protected with another Glyph that causes blindness
(Will save to negate) and a masterful quality lock (Open Lock DC40).
The door is thick and is reinforced with mithral banding (Mithral
Door: hardness: 15; Hp: 90).
The
door to Algar’s suite is also protected with a Greater Glyph that
entraps intruders with a Hold Person spell (Will save to negate).
12.
Vault Antechamber: Immediately beyond the door to the antechamber is
a ceiling-mounted orc masher which is set off when the door is opened
(Disable Device DC20) that strikes its victim (no attack roll needed)
for 3d6 damage. Another trap lies just past the orc masher, just in
the 10’ section of floor in front of the second door. Anyone
stepping into this 10’ square causes 4 Explode Stones to drop from
the recess the orc masher is mounted in. A latch inside the recess
disarms this trap. The explode stones each cause 5d4 damage in a 5’
radius (Ref half DC20; +10 4 ranged touch - no save on a direct hit).
The last trap in this 20’ x 20’ chamber is on the vault door
itself; another Glyph of Warding that causes 10d8 fire damage in a
10’ radius.
13.
Vault: The dwarven vault is a 50’ diameter circle with the highest
point of its domed ceiling rising 25’ from the floor. Shelves line
the walls of this room and are laden with chests. Each chest
contains finished fifteen ingots of gold awaiting transport to Raven
Keep.
14.
Study: Beyond the door at the north end of the passageway is a
private study. This spacious lounge has two stuffed chairs placed in
front of a fireplace. A trophy case against the west wall is filled
with stuffed Underdark creatures. A 30’ long hallway begins in the
center of the north wall and ends with two doors at its far end.
15.
Private Bath: This 20’ x 15’ room has fresh water heated and
piped in from the forge and drained back to the underground river.
Various towels, toiletries, and a bathrobe are found here.
16.
Private Chambers: This is where Algar goes to escape the confines of
Raven Keep. This massive chamber holds nothing more than a double
bed and several chests-of-drawers against the north wall. Algar,
when in Thordbalmek prefers to live simply and has refused to furnish
this chamber anymore that he already has.
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