Dark deeps of Dvergkongerfjell (2024)

Dark deeps of Dvergkongerfjell (1)

Sorry for the long delay between chapters of the Märchenweltgrenze Chronicles and new content in general, it is just that this adventure was a pain to write. I knew going in that I was going to write it in the style of the earlier chapters of the story which gives the players a lot of freedom and a big region to explore. At the same time, I continued my endeavors to include much more meaningful and thought-provoking, player-driven plot lines. I created 6 plot lines regarding 5 factions and wrote no less than 90 pages with images, when I realized that the adventure simply did not work for one reason, 5 of the quests effectively asked the players to commit genocide for one of the 5 factions and I did not give the players enough incentive to go along with these obviously evil quest-lines

So I went back to the drawing board and at the same time decided to cut back on the adventure content to make it more manageable. I refocused the story on two factions and this time I made them pretty evil. Both are embodiments of trends that are eating away the soul of America right now. We have a society that is the logical endpoint of late-stage capitalism where the only measure of value is monetary value, where all other beliefs have been discarded in favor of profit at all costs and selfishness and everybody is a disposable cog in the machine. On the other hand, we have a theocracy where everybody is expected to be and is mindlessly devoted to the prophet king, where the priests do everybody’s thinking. In this society, seemingly harmless questioning of the status quo can get you run out of town by an angry mob. This adventure asks the following questions, are these societies built upon the most banal form of institutionalized evil worth saving, and if so which ones or are they both too far gone to be saved?

This adventure also is an experiment with a new style of adventure presentation. I have been watching the videos of the YouTubers deficient master over on YouTube. He has dedicated no less than 3 videos on how to turn the hard-to-reference walls of text in Wizards of the Coast published adventures into something easy to reference at the table. I have adapted his concepts into my writing by turning each encounter into a series of nested bulleted lists. This is still experimental so I would love feedback

Adventure Background:

In the ancient days of Märchenweltgrenze, the mighty dwarf kingdom of Dvergkongerfjell stood as a testament to dwarven ingenuity and resilience. Carved deep within the heart of the dwarf kings range, the citadel of Dvergkongerfjell was a marvel of craftsmanship and engineering, its halls echoing with the sounds of industry and commerce.

For centuries, the clans of Dvergkongerfjell thrived beneath the mountain’s craggy peaks, mining its rich veins of ore and forging alliances with neighboring kingdoms. But fate had other plans for the proud dwarven kingdom.

During a cataclysmic event that shook the very foundations of Märchenweltgrenze, the entire dwarf kings range was upheaved by powerful magical forces. The rift between the mortal realm and the Feywild shifted, causing the mountain range to be displaced and submerged beneath the waters of the newly formed Feysea.

In the chaos that followed, Dvergkongerfjell was lost to history, its once-great halls and mines swallowed by the depths of the Feysea. The surviving clans, shattered and scattered, were forced to flee for their lives, leaving behind their homeland and their heritage.

Discovery of the Ruins:

Centuries later, a daring gnome archaeologist named Professor Fizzlewhistle stumbled upon the ruins of Dvergkongerfjell during an expedition into the heart of the Feysea. Venturing where few dared to tread, she uncovered the entrance to the submerged citadel, buried beneath layers of rubble and silt.

News of Professor Fizzlewhistle’s discovery spread quickly, sparking hope among the scattered remnants of the four surviving dwarf clans. United by a common desire to reclaim their lost homeland, the clans banded together to mount an expedition to explore the ruins of Dvergkongerfjell and uncover its secrets.

However, the expedition soon vanished without a trace, leaving behind only whispers and speculation as to their fate. In response, a larger and more formidable expedition has been assembled, tasked with uncovering the truth behind the disappearance of their kin and, if necessary, confronting whatever malevolent forces lurk within the depths of Dvergkongerfjell.

Cryptic Remarks:

Rumors abound of strange occurrences within the ruins of Dvergkongerfjell, whispers of shadowy figures moving in the darkness and eerie echoes of long-forgotten voices. Some say that the hold and mines are not as uninhabited as they may seem, hinting at the presence of unseen forces and ancient guardians lurking in the depths.

As the second expedition prepares to embark on their perilous journey, they are warned to tread carefully and remain vigilant, for the secrets of Dvergkongerfjell are guarded by more than just the passage of time. The true nature of the citadel’s fate and the fate of those who seek to uncover its mysteries may prove to be more perilous than anyone could have imagined.

When the disaster came not all that stayed under the mountain perished. Along with the flood wild magic flooded the mountain imbuing every stone and living being, transforming all the dwarves did not die into two new races The necroautomata and the Drakarvær. The centuries of isolation and constant warfare have also twisted both these species societies into disturbing parodies of dwarf society. The information below and the encounters are merely a start. The dm should do whatever he can think up to portray both faction as being the same form of banal insitutionalized evil that is embodied by real-world cults, corporations, and dictatorships.

The Necroautomata:

Dark deeps of Dvergkongerfjell (2)

The necroautomata are a unique blend of undead and machine, once dwarves whose bodies were fused with magitech machinery through dark experimentation. These beings exist in a state of perpetual unlife, their flesh sustained by necromantic energies and their minds augmented by arcane technology.

Necroautomata Society:

The society of necroautomata is characterized by its adherence to principles of meritocracy and objectivism. Individuals are esteemed based on their achievements in craftsmanship, engineering, and the sciences, fostering a culture of fierce competition and ambition.

  • Meritocracy and Objectivism: Success is measured by admiration from peers, driving individuals to strive for excellence in their respective fields. The pursuit of material wealth and technological advancement is paramount, fueling the society’s growth and prosperity.
  • Rationalism and Dystheism: The necroautomata embrace rationalism to the extreme, rejecting superstition and religious beliefs in favor of empirical evidence and scientific inquiry. Their advancement of Dystheism, the belief in a malevolent or indifferent worldshaper, stems from their interpretation of past calamities.
  • Parliamentary Republic: Governance is conducted through a parliamentary republic, where the top achievers in craftsmanship, engineering, and the sciences hold power. Decision-making is driven by rational discourse and debate but also fosters competition and ambition among the ruling elite.
  • Superiority Complex: The necroautomata view their fusion of undead flesh and magitech machinery as the pinnacle of evolution and achievement. They hold themselves in high regard, seeing biological beings as inferior and primitive, fostering arrogance and condescension in their interactions.

The Drakarvær:

Dark deeps of Dvergkongerfjell (3)

The Drakarvær are a race of reptilian beings, once dwarves mutated by the wild magic unleashed during the disaster. They now bear the physical characteristics of dwarf-sized reptile people, with alligator-like tails, raptor-like heads, clawed three-fingered hands, and feet.

Drakarvær Society:

The Drakarvær society is characterized by theocratic rule and religious zealotry, governed by prophet kings who enforce their heretical interpretation of the worldshaper’s will.

  • Theocratic Rule and Religious Zealotry: Prophet kings hold absolute authority, enforcing their religious doctrine through rituals and sacrifices. Dissent is met with severe punishment, fostering a society where independent thought is suppressed in favor of blind obedience to religious leaders.
  • Extreme Conservatism and Intolerance: The Drakarvær cling to traditional values and reject modernity and progress, viewing any deviation from their religious doctrine as blasphemy. They fiercely defend their beliefs and react violently to challenges to their faith, seeing themselves as the chosen people of the worldshaper.
  • Hostility towards Undead and Other Societies: The Drakarvær hold a deep animosity towards the necroautomata and any society they deem heretical or impure. They view the fusion of undead flesh and magitech machinery as an abomination and seek to eradicate such entities from the world. Their militant society is expansionist, seeking to spread their influence and convert or subjugate other civilizations to their religious beliefs.

As the bustling city of Sliberberg awakens to another day in the realm of Mountainheart, the player characters find themselves at home in their familiar surroundings. Having become accustomed to the rhythms of life in the kingdom, they have grown accustomed to the rumors and tales that swirl around the departure of the ill-fated first expedition to the ruins of Dvergkongerfjell.

Yet, on this particular day, a sense of anticipation hangs in the air as the second, larger expedition to the ruins has arrived in Sliberberg. Referred to the player characters by a trusted third party, they receive a handwritten note via courier, bearing the seal of the expedition’s leader. The note requests their presence at the Dwarf tavern known as the Anvil at 5 o’clock that same day.

The Anvil Tavern

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The Anvil Tavern is a cozy establishment, its stone walls adorned with mounted axes, hammers, and shields, attesting to the dwarven craftsmanship that fills the room. The air is thick with the sounds of drinking songs and the aroma of roasted peanuts and ale.

  • Dwarf Bards: Two dwarves in the corner play a lively drinking song on a drum and lute.
  • Dwarf Bartender: Behind the bar stands a stout dwarf, busy serving drinks to the bustling crowd of patrons.
    • After thirty seconds of small talk a group of 14 dwarf warriors enters the tavern, demanding a round of “Old Rustbucket” ale as they greet the bartender. The bartender hurries off to serve the dwarfs their order
  • Important Looking Dwarf: Sitting at a corner table is a dwarf of commanding presence, his demeanor exuding authority and importance.
    • As the players approach the corner table, the important-looking dwarf leans forward, introducing himself as Áleifr Engström, leader of the expedition to Dvergkongerfjell. He offers a brief paraphrase of the information described in the adventure backstory
    • Áleifr Engström is forthcoming with answers to any questions the players may have, drawing from the backstory to provide context and insight into the expedition’s goals and objectives.
    • Finally, Áleifr extends a job offer to the players: join the expedition to Dvergkongerfjell and claim any treasure they can carry out of the mountain on a first-come, first-served basis.
      • If the players agree, Áleifr informs them that the expedition departs in two days from wharf number 3 and orders a round of ale for the party, sealing the deal with a toast to their future endeavors.

The City Docks

The city docks bustle with activity as sailors and longshoremen go about their tasks, loading crates and cargo onto waiting ships. The salty tang of the sea mingles with the scent of fish and tar, carried on the breeze that blows in from the nearby wharves.

  • Áleifr Engström and Gundrik Ironbeard: The expedition leader, Áleifr, converses with a stoic dwarf warrior named Gundrik Ironbeard, his demeanor tense and guarded.
    • As the players approach Áleifr and Gundrik, Áleifr’s face lights up with a warm smile as he greets them, expressing his pleasure at their decision to join the expedition. He then introduces Gundrik Ironbeard, the stoic warrior who stands beside him. Gundrik’s demeanor is tense, his gaze distant as if lost in thought.
    • If the players pass an Insight check (DC 15), they sense an underlying anxiety in Gundrik’s demeanor, hinting at a deeper concern beneath his stoic facade. A successful Persuasion check (DC 20) may coax him into revealing that his older brother, the previous expedition leader, disappeared without a trace, leaving Gundrik to grapple with uncertainty and doubt.
  • Althea Gearspark: A gnome wearing a leather apron and surrounded by strange mechanical devices, Althea shouts impatiently at the longshoremen as they load crates onto the ship.
    • Meanwhile, Althea Gearspark barks impatiently at the players as they approach, her attention consumed by the chaos unfolding before her. She introduces herself as an inventor, tasked with providing diving equipment for exploring the flooded parts of the city. Before the players can ask her any further questions, a crash interrupts their conversation, drawing Althea’s attention as she rushes to confront the longshoremen responsible for the mishap.
  • Longshoremen: The dockworkers go about their duties, hauling crates and barrels onto the waiting vessels with practiced efficiency.

The Sea Voyage to Dvergkongerfjell

The quartet of sturdy galleons commissioned by the dwarfs glide smoothly across the calm waters of the Feysea, their sails billowing in the gentle breeze. The journey to the lost ruins of Dvergkongerfjell is uneventful, the rhythmic creaking of the ships’ timbers and the distant cry of seagulls the only sounds to break the monotony of the voyage.

As the days pass and the expedition members settle into the routine of shipboard life, a palpable tension hangs in the air. Conversations are hushed, and eyes dart nervously, haunted by the memory of the previous expedition’s disappearance. Each passing day only serves to heighten the sense of unease among the crew, their minds filled with uncertainty and foreboding.

Despite the tranquil seas and clear skies, the mood aboard the galleons is somber, a silent reminder of the dangers that await them in the depths of Dvergkongerfjell. As the ships draw nearer to their destination, the sense of anticipation and apprehension grows, casting a shadow over the otherwise serene journey.

Arrival at Dvergkongerfjell

As the quartet of galleons reaches the series of small islands that now comprise the remnants of the dwarf king’s range, a sense of awe and anticipation fills the air. The largest island, still retaining its mountain-like shape despite being surrounded by the waters of the Feysea, looms before the expedition like a silent sentinel guarding ancient secrets.

Navigating through the treacherous waters, the galleons approach a somewhat crude-looking dock, its weathered timbers creaking under the weight of the ships as they come to a halt. Nearby, a cluster of buildings resembling warehouses stand sentinel, their windows dark and empty.

Beyond the dock, a giant hole leads into the heart of the mountain, a yawning chasm beckoning the expedition forward into the depths of Dvergkongerfjell. The tunnel ascends towards a jagged opening in the mountainside, shrouded in shadow and mystery.

As the expedition members disembark from the galleons and set foot on the rocky shore, a sense of solemnity washes over them, mingled with excitement and trepidation. The journey to reclaim the lost kingdom of Dvergkongerfjell has only just begun, and the mysteries that await within its depths are as vast and unfathomable as the waters that surround it.

Searching the Dock Camp

The air is cold and crisp, carrying with it the tang of salt from the nearby sea. The treeless slopes of the mountain/island crunch underfoot as the expedition members move about, unloading supplies from the galleons. Other than the sounds of activity, the camp is eerily quiet, as if holding its breath in anticipation.

  • Warehouse: Wooden structures made from stacked logs the doors are slightly ajar
    • Inside, they find shelves stocked with essential supplies for the expedition, neatly organized and ready for use. Coils of rope hang from hooks, while barrels of dried foodstuffs line the walls, accompanied by stacks of sawed timber and crates of lanterns and tools.
  • Cabins: A cluster of crudely made log cabin-like structures dot the landscape,.
    • The Players notice that most of them have been picked bare, their interiors devoid of personal belongings
    • However inside one cabin, they discover a journal tucked under a cot, its pages yellowed with age. Flipping through the journal, they find entries detailing the mundane activities of the base camp, from inventory counts to daily routines.
      • However, as they reach the halfway mark, the tone of the entries shifts, detailing strange encounters and unsettling phenomena experienced by the base camp. Shadows moving where there should be none, eerie whispers in the dead of night, and unexplained disappearances among the expedition members.
      • The final entry cuts off abruptly, the ink smudged as if the writer hurriedly closed the journal mid-sentence. It reads, “Last messenger from the base camp overdue. Something’s not right…”

Entering the Mountain

As the players finish their search of the dock camp, Áleifr Engström approaches them, his brow furrowed in concern. Sensing that something is amiss, he surveys the scene with a critical eye, noting the absence of any signs of the first expedition members.

When shown the journal found in one of the cabins, Áleifr’s expression darkens, his hand clenching into a tight fist. With a grim determination, he turns to the players and speaks in a low, urgent tone.

“We cannot afford to ignore these signs,” Áleifr says, his voice carrying a note of urgency. “If something has happened to the first expedition, we need to know what we’re up against. I’m sending you, along with Gundrik Ironbeard and a squad of dwarf warriors, on a scouting mission to the first expedition basecamp.”

The First Base Camp

As you traverse through the tunnels lined with glowing crystals and fungi, the air becomes thick with an oppressive atmosphere. The faint scent of blood hangs in the air, mingling with the earthy aroma of damp stone. The soft glow of the crystals illuminates the path ahead, casting eerie shadows that dance along the walls. The tunnel ends in a large cavern where the base camp should be.

  • Wreckage of the Base Camp: Before the players lies the wreckage of the first expedition base camp, a scene of chaos and devastation. Tents lie torn and shredded, supplies strewn haphazardly across the ground. The smell of blood permeates the air, a grim reminder of the violence that transpired here.
    • Upon closer inspection, the players find that nothing remains salvageable amidst the wreckage. Most of the supplies and equipment have been destroyed beyond repair, leaving little hope for recovery.
    • Strange square footprints dot the ground around the camp, indicating the presence of some unknown creature responsible for the destruction.
  • Gundrik Ironbeard: Rushing forward in anguish, Gundrik Ironbeard calls out for his brother amidst the carnage, his voice thick with grief and desperation.
  • Tunnels: There are three tunnels leading out of the cavern, The one the players entered through, one leading up towards the summit and one leading down towards the base.
  • Corpses: Scattered throughout the wreckage are the bodies
    • Most of the corpses appear to be of strange lizard creatures, their lifeless forms bearing signs of brutal injuries.
    • Bloodstained mechanisms of brass and iron lie among the fallen, their purpose and origin shrouded in mystery.

Fight for Your Life

Dark deeps of Dvergkongerfjell (5)

As the players finish examining the wreckage of the first base camp, the cavern is suddenly filled with inhuman shouts that echo off the walls like thunder. The cries draw closer and closer until, with a deafening roar, the cavern erupts into chaos as two opposing forces clash in a savage battle.

Objective: The players and their dwarf warrior companions must fight their way through the midst of the battle to reach one of the two remaining entrances of the cavern. With the combatants solely focused on each other, the players have an opportunity to navigate through the chaos without drawing attention to themselves.

  • Necroautomata Warriors: Sixty to one hundred undead flesh and magitech warriors, their bodies a fusion of decayed flesh and mechanical parts, charge into the cavern with an otherworldly ferocity. Their eyes burn with an eerie light as they unleash devastating attacks upon their reptilian foes.
  • Drakarvær Warriors: Eighty to one hundred and twenty reptilian dwarf warriors, clad in armor adorned with symbols of their heretical faith, clash with the necroautomata in a frenzied melee. Their reptilian features twisted into snarls of rage as they meet their undead adversaries with tooth and claw.
  • Stray Cannon Blast: Amidst the chaos, a stray cannon blast from one of the combatants strikes the entrance to the cavern, causing a massive collapse of rubble that blocks off the players’ escape route.
  • Area of Effect Attacks: Both groups of combatants unleash devastating area of effect attacks in their fervent battle, creating a deadly battlefield filled with explosions, shockwaves, and torrents of magical energy.

The Necroautomata Mining Outpost

The corridor leads upward for about half a mile in a smooth arc and ends in an entrance to a mine. The mine is filled with more of the undead dwarf machine things, they are mining glowing crystals. The mine is neatly organized, yet filled with the clamor of machinery and the pungent stench of rot and grease. The air reverberates with the sounds of metal against stone as the miners work diligently along catwalks..

  • Miners and Machinery: Necroautomata miners labor along catwalks, their bodies adorned with devices built-in for extracting crystals. Various belts and mechanical devices throughout the cavern aid in the extraction and transportation of crystals.
    • They pay little attention to the players, their movements robotic and their focus solely on their tasks
  • Important Looking Necroautomata: Adorned with gold and brass decorations, this Necroautomata stands out among the others.
    • He speaks a strange dialect of dwarfish makes communication difficult. Players who speak dwarfish will struggle to understand, but a successful History check (DC 15) reveals that Gærhialm is speaking in an old form of the language.
    • It introduces itself as Gærhialm Birningsson, the foreman of the mine.
    • He explains their society’s reliance on machinery and the extraction of crystals, as well as their strict hierarchy and disdain for other races.
  • Necroautomata Warriors:
    • Two warriors stand guard near the foreman, ready to enforce his commands. They advance threateningly towards the players but are called off by Gærhialm, who dismisses them with a gesture.
    • They continue to give the players meancing glances
  • Crystal-Powered Machinery:
    • The machinery includes conveyor belts, powered mine carts, and impact drills.
    • Investigating the machinery reveals that it is powered by crystal.
    • The minecart tracks lead out of the mine deeper into the mountain.

The Drakarvær Hamlet

The corridor leads downwards and ends in a small hamlet bathed in the soft blue glow of crystal lamps. Deep pools of water reflect the light, creating an otherworldly ambiance. The air is heavy with the smell of damp fungus and feces, mingling with the sounds of village life echoing through the air.

  • Residents:
    • Lizard men and women go about their daily tasks, washing clothes and tending to a garden of giant fungus.
    • They are eager to share their beliefs and culture with the players but become defensive if questioned too deeply about their religion or beliefs.
      • if the players probe too deeply into the religion, the mood quickly sours. The women insist the players leave, and the men brandish their gardening tools threateningly.
  • Temple:
    • Inside the temple, players find an elderly priest dressed in ceremonial vestments, a ceremonial knife at his belt.
    • Altar
      • Players who make a Perception check (DC 15) notice dried blood on the ceremonial knife and altar, along with carved scenes of Drakarvær sacrifice.
    • Priest
      • The priest’s name is Sævil, he appears to be rather quite elderly for one of the Drakarvær.
      • He strikes up a conversation the moment the players come into the temple.
      • Throughout the conversation he remains friendly, poised and calm, even though describes the nature of his fate’s human sacrifice in alarmingly gruesome detail.
      • Unlike the townsfolk the pries seem unable to be offended by the players probes into the nature of the Drakarvær religion. He answers the players questions no matter what hypotheticals the players put before him as if he has done this before.

The Crossroads

As the scouting party returns to the tunnel from which they arrived, they are greeted by an unexpected sight. An envoy from the other outpost stands waiting, ready to escort them to their destination.

If the party had visited the Drakarvær village, a Necroautomata miner awaits them, his mechanical voice emitting whistles and clicks as he invites them to follow him back to the mine.

Alternatively, if the party had visited the mining outpost, a Drakarvær scout approaches, asking them to follow him. He explains that their village priest, Sævil Ketillsson, wishes to meet them.

Regardless of the envoy’s identity, the encounter unfolds as before, with Sævil and Gærhialm showing a heightened interest in the players’ motives and intentions. They engage in intelligent discussion, probing for answers about the players’ presence in Dvergkongerfjell and the purpose of their visit.

As the players navigate the complexities of diplomacy and intrigue, they must tread carefully, for the fate of Dvergkongerfjell hangs in the balance, and the choices they make may have far-reaching consequences for both the Necroautomata and Drakarvær inhabitants of this enigmatic realm.

Back to the Surface

If the players have not yet decided to return to the surface, one of the scouts will insist on their departure. Upon their return, they are met with surprise and horror from Áleifr Engström, who had not anticipated encountering surviving countrymen, let alone in such altered states. He is conflicted about what to do regarding both societies and decides to leave to contemplate his next steps.

As Áleifr departs, Althea Gearspark arrives, eager to learn more about the Necroautomata machinery they encountered below. She bombards the players with questions, seeking to unravel the mysteries of their technological advancements.

The morning after the players return to the surface, a pair of messages appear in the camp, bearing invitations to the capital of the respective senders. One is inked on parchment, resembling the Drakarvær symbols from the temple, while the other is engraved on a paper-thin sheet of copper. Both invitations include maps to their respective capitals.

As the camp stirs with activity, Gundrik Ironbeard makes a scene, his voice booming with anger as he confronts the players and the expedition leadership. He questions whether they are truly considering the invitations from the degenerates in the mountain, expressing his belief that they must have been responsible for the disappearance of his brother.

Áleifr Engström steps forward, his demeanor calm but firm, as he dismisses the warrior’s accusations and turns to the players for their response to the summons

At this point the adventure opens up. It is to the players to explore the mountain and discover its secrets.

Exploring the Mountain

  • Maze-Like Environment: The interior of the mountain is a labyrinth of corridors, tunnels, and caverns, making navigation a daunting task.
  • Variable Travel Times: Traveling between locations within the mountain can take anywhere from one hour for adjacent locations to up to seven hours to traverse the entire tunnel and cave system from top to bottom. The DM determines the time required for each journey based on the distance and complexity of the terrain.
  • Survival Checks: As the players navigate the treacherous terrain of the mountain, they must make progressively harder Survival checks per hour of travel. The DC for these checks starts at a minimum of 20 and increases by 3 with each hour traveled. Failure results in the players becoming lost and stumbling into a random encounter, forcing them to make the check again to continue their journey.
  • Random Encounters: The intense concentration of wild magic in the mountain means that new elementals and undead are constantly being created. As a result, the players are at risk of encountering dangerous foes at any time. Additionally, the complex tunnels are not safe for resting, as there is a 1 in 4 chance of being attacked by a random encounter during a long rest

Navigating Flooded Tunnels

  1. Diving Equipment: To aid in their underwater exploration, the players have access to diving equipment, including diving suits, oxygen tanks, and underwater lights. Additionally, they possess a modified Apparatus of Kwalish, allowing them to move freely underwater and explore submerged areas with greater ease.

The capitals under the mountain

The Great Foundry

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As you enter the Necroautomata capital, you are greeted by the imposing sight of the Great Foundry, a sprawling factory filled with the clamor of industry and the scent of smelting iron and grease. The air is hot. From the overlook, just inside the main gates, you can see the following

  1. A massive blast furnace to the northwest
  2. The foundry floor is directly below
  3. An important-looking building with a big gold domed roof to the north on the other side of the cavern
  4. A group of warehouses to the east
  5. Multiple levels of metal balconies along the wall with what look to be houses
  6. A slightly less important-looking building to the west

1. Giant Furnace

As you approach the Great Foundry of the Necroautomata capital, you are greeted by the imposing sight of the Giant Furnace, a towering structure that stretches seven stories tall and radiates intense heat. Various ducts and piping crisscross the area, leading from the furnace to different parts of the foundry. Despite the roaring flames within, strangely, there is no scent of smoke in the air.

  • Intricate Runes:
    • Twenty runes adorn the surface of the furnace, glowing faintly with arcane energy.
      • Upon closer inspection, the runes appear to be intricately carved and pulsating with magical power. Those who examine them closely may notice a slight glow emanating from within, indicating their purpose in binding an elemental to the furnace.
      • A successful DC 20 Arcanum check reveals the true nature of the runes—they are a means of controlling and harnessing the power of an elemental creature. By binding the elemental to the furnace, the Necroautomata are able to use its energy to power their machines and forge their weapons of war.
      • Each rune on the furnace can be disabled with a single round of focused effort and an arcane check. 11 of the runes must be disabled in this way to disable the furnace
      • Alternatively, it is possible to repurpose the furnace into a weapon against the Necroautomata by adding new runes imbued with holy energy. This process requires two rounds of careful manipulation and a pair of religious checks to ensure the proper alignment of the divine symbols. 20 such runes must be added to cause the holy magic blast
      • As soon as someone attempts to meddle with the intricate runes on the Giant Furnace, an alarm reverberates through the foundry, signaling the Necroautomata to defend their stronghold.
      • Every four rounds, another group of d8 Necroautomata warriors arrives to reinforce the defense of the furnace.
      • After fourteen rounds of relentless assault, the Necroautomata deploy pairs of dreadnoughts to deal with the intruders.

2. The Foundry Floor

As you descend from the overlook to the bustling activity of the Foundry Floor, where the relentless clang of metal on metal fills the air.

  • 3d12 Necroautomata craftsmen toil away with their tool arms, hammering, drilling, and shaping metal bars and sheets with precise efficiency.
  • If the players linger too long or interfere with the craftsmen’s work, one or more of them may approach and request that they move along. The craftsmen are polite but firm, prioritizing efficiency and productivity above all else.

3. The Board of Directors Hall

The building is opulent, made of gold and silver plated marble and topped with a gold dome. Inside the building is one giant hall with polished marble with gold vein stone walls and pillars.

A confrence table surrounded by important looking Necroautomata

  • At the center of the hall, a large table is surrounded by twenty important-looking and heavily ornamented Necroautomata, each exuding an air of authority and power.
  • Insight dc20: The directors all seem to looking at you with some level of disgust.
  • The Necroautomata at the head of the tables rises and with insincere pleasantness introduces himself as Arnor Hvitserksson head of the board of directors of the Necroautomata.
  • The Board of Directors informs the players that they were the ones who summoned them and that they are aware of the return of their exiled countrymen.
  • The other members of the council are willing to answer any questions the players have about Necroautomata society, although they answer with snobbish disdain and radiate a sense that the players are wasting their time.
  • They offer to allow the dwarfs to resettle if the players assist them with several tasks. These tasks are as follows:
    • Retrieve the Gloryhammer from the Stenhammer hold.
    • Collect a dozen crystals from a cavern deep in Drakarvær territory.
    • Drive the Drakarvær out of Kaskbror Hold.
    • Burn down a large Drakarvær settlement with forest.
    • Place a device provided by the Necroautomata in the Drakarvær capital city.

4. Storehouses and Trading Post

The warehouses are made of concrete with copper roofs. Catwalks lead into the buildings through large doorways. There is a constant stream of workers going in and out of the buildings, the sound of metal feet clanging off the catwalks. One of the warehouses seems to be a store of some form.

  • Trading Post:
    • Overseeing the trading post is Valgerd Asbjorndottir, a gold-bedecked Necroautomata of imposing stature and authority..
    • Valgerd’s inventory includes a random assortment of 50 magic items, the only limitation on what he sells is that it must be made from inorganic material.
  • Warehouses
    • There are 4 large warehouses
    • Each filled with a large assortmant of goods, mostly made of metal. The exact contents of the warehouses are at the dm disgression
    • Each warehouse has 6 Necroautomata warriors guarding it and 4d20 workers inside at any given time
    • If the players are caught stealing combat breaks out. Within two rounds of combat an alarm starts to sound and 1d20 more warriors arrive as backup.

5 Workshops

Upon closer inspection, what initially seemed to be residences lining the walls of The workshops are filled with the detritus of invention, with tools, materials, and half-finished projects strewn about in organized chaos. Tables serve as makeshift workbenches, covered in scraps of metal, gears, and other mechanical components.

  • Workbenches
    • Among the clutter, the players notice coins, gems, and precious metals scattered about. Each workshop contains 4d12 gp worth of valuable materials.
    • Strange Devices: On each workbench, players encounter a strange device of unknown purpose. These devices vary in form and function.
  • Craftsmen
    • Each workshop can accomidate 6 craftsmen
    • A workshop has a 1 in 3 chance to be occupied
    • Attempts to steal from an occupied workshop fail automatically and result in an alarm being sound
    • when the alarm is sounded a group of 6 warriors will arrive and try to kill the players

6. Labratories

As you step into the Slightly Less Important-looking building within the Necroautomata capital you realize that it is a research facility. You find yourself in a corridor lit by harsh white light that smells of strong cleaning agents. The walls and floor are made of concrete. There are many doors along the corridor, they each have little brass name plates. You see the following rooms

  1. Specimen storage
  2. BioLab
  3. Research labs
  4. library

1. Specimen Storage

As you step into the room you are hit by the distinct aroma of formaldehyde mingled with the earthy scent of the filth of bodies. The shelves that line the walls are filled with an array of jars containing preserved animal and fungi specimens, each labeled with cryptic names and descriptions, and in the back of the room cages.

  • Shelved Specimens:
    • The shelves are filled with jars containing a variety of animal and fungi specimens, each preserved in formaldehyde.
    • Each of the fungi specimens has a label saying what it is and its effect. When a player examines a jar roll two d20s: the first to determine the name and the second to determine the effect using the tables provided by the tables in the appendix
  • Caged Drakarvær:
    • At the back of the room, a sturdy cage holds three Drakarvær prisoners, their reptilian features betraying a mixture of fear and desperation.
    • They plead with the players to free them from their captivity, promising information or assistance in return for their freedom.
    • The cage is secured with a formidable lock, enchanted to resist magical tampering. Attempting to unlock the cage requires a considerable feat of dexterity, with a DC 25 check.
    • Failure triggers an alarm that echoes throughout the building, alerting nearby inhabitants to the attempted intrusion.

2. The Biolab

Two Necroautumta scientists work feverishly on a Drakarvær corpse, while another scientist toils away at creating a half-mechanical ghoul. Slabs line the walls, each bearing the remnants of past experiments, their contents equally gruesome and macabre. The shelves and tables of the lab are cluttered with vials of unstable chemicals, their contents bubbling and hissing ominously as they await their inevitable use.

  • Gruesome Experiments:
    • The lab is filled with evidence of past experiments, each one more horrifying than the last.
      • Slabs line the walls, each bearing the remnants of twisted and malformed creatures, their bodies mutilated and dissected in the name of science.
      • Tubes and wires snake across the floor, connecting the various apparatuses and instruments to the subjects of the experiments. The air is thick with the stench of decay and corruption, a testament to the horrors that have taken place within the walls of the lab.
  • Unstable Chemicals:
    • The shelves and tables of the lab are cluttered with vials of unstable chemicals, their contents bubbling and hissing ominously.
      • The chemicals will detonate if struck causing 2d8 fire damage
      • If a character is shoved into the shelving the bottles will detonate.
      • If a player misses an attack within 5 feet of the shelf there is a 1 in 6 chance that the bottles will detonate

3. The Library

As you step into the Library within the Research labs, they are enveloped by the musty scent of old paper mingled with the faint tang of copper. The vast room stretches before them, packed with towering shelves laden with countless volumes. Despite the abundance of knowledge within reach, the atmosphere is eerily silent, broken only by the soft shuffle of pages.

  • Shelved Tomes:
    • The shelves are crammed with books and scrolls of various sizes and conditions, containing a wealth of information on diverse subjects. However, the disarray of the shelves makes it challenging to locate specific texts. A DC 25 Investigation check is required to find anything of particular interest amid the chaos.
    • Many of the shelves are rickety and unstable, posing a hazard to those attempting to reach books from higher tiers. There is a 1 in 3 chance that players will need to make a DC 20 Dexterity check to retrieve a book from a precarious position. Failure risks toppling the shelf, drawing the attention of nearby scholars.
  • Scholarly Presence:
    • Amid the quietude of the library, scholars quietly peruse the tomes, their attention absorbed by the knowledge contained within. However, any disruption to the tranquility of the space may prompt one of the scholars to intervene, urging the players to leave immediately.

Small Labs

As you wander the endless hallways of the research facility you find dozens of compact laboratories each one scarcely spacious enough to accommodate two occupants. Despite their limited size, these labs are densely packed with an array of scientific apparatus, emitting the pungent scent of various chemicals mingled with the crackling tang of ozone. Faint sounds of bubbling liquids, whirring machinery, and buzzing arcane energies permeate the air, adding to the atmosphere of experimentation.

  • There are 4d12 labratories
  • Scientific Supplies:
    • Despite their diminutive size, each lab contains an impressive array of scientific supplies. Players can scavenge these labs to assemble alchemist’s kits, prisoner’s kits, and herbalist’s kits, providing them with valuable tools for their journey.
  • Random Potions:
    • Within each lab, players may discover a cache of 1d4 random potions,
  • Occupied Labs:
    • There is a 50/50 chance that the lab they enter is currently occupied by a Necroautomata scientist.
    • These scientists may object to the players rummaging through their equipment and disrupting their research, potentially leading to conflict or negotiation.

Drakarvær Holy City

Dark deeps of Dvergkongerfjell (7)

Upon passing through the submerged tunnel, you emerge into a vast semi-submerged cavern, the heart of the Drakarvær holy city. The cavern is bustling with activity as dozens of Drakarvær go about their daily routines, their voices mingling with the gentle lapping of water against the cavern walls. The scent of cooking fungus.

You see the following

  1. A Marketplace
  2. A large Ziggurat
  3. A residental District
  4. A fort or barracks

1. Marketplace

As you step into the bustling marketplace of the Drakarvær holy city, you are immediately enveloped by a cacophony of sights, sounds, and smells. The air is thick with the aroma of sizzling fungus and roasting meat. There are dozens of drakarvær engaging in barter around you.

  • The marketplace offers a wide array of goods and commodities, ranging from exotic fungi and spices to crude weaponry and primitive tools.
  • The merchants do not except money, instead the players must bater for the items the merchants sell.

2. The Ziggurat

As you ascend the imposing steps of the massive ziggurat, you are greeted by the grandeur of its intricately carved stone facade, adorned with gilded embellishments that catch the sunlight and cast shimmering reflections across the plaza below. Stepping through the towering entrance, they find themselves enveloped in the hallowed halls of the temple, where the air is heavy with the scent of incense and the soft murmur of prayers fills the sacred space.

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  • A Drakarvær sitting on a throne
    • At the heart of the temple, upon a raised dais adorned with offerings of gold and jewels, sits the prophet king of the Drakarvær, resplendent in ceremonial regalia and surrounded by an entourage of devoted followers. He is a fat Drakarvær and he is being feed by preistesses who are dressed more like harem girls.
      • The prophet king comes off like a sleazy politician crossed with a sex cult leader
      • The Prophet King speaks with an air of superiority, his words dripping with arrogance and self-importance. He may use grandiose language and lofty phrases to assert his authority and dominance over his subjects
      • The Prophet King boasts of his accomplishments and achievements, exaggerating his own importance and belittling those who oppose him.
      • A dc 12 insight check reveals that he is lying about all his accomplisments
      • When addressing the players, the Prophet King’s voice takes on a lascivious undertone, laced with innuendo and suggestive remarks towards females of the party. He may make lewd comments or gestures toward his harem girls that wait on him hand and foot
    • The prophet king demands respect and reverance from the players, he will not respond to queries unless they are dressed aggrandizing compliments and when the players fail to do so he insults them.
    • THe prophet king knows what the players seek in the mountain. He decrees that the players and the surface dwellers will get if they complete the following tasks for him. He reveals the tasks one by one after the players report success in the previous one.
      • Undead Menace in Tunnelskägg Hold: The Prophet King tasks the players with eliminating a particularly formidable undead creature that has taken up residence in Tunnelskägg Hold.
      • Infiltrate the Necroautomata’s Profane Factory: The players are charged with infiltrating the Necroautomata’s capital, there they are to find plans for the factory and return them to him.
      • Purge Järnfalk of Necroautomata: Järnfalk hold is close to the unclaimed territory between the two sides. Destroying residents will prove the players commitment to their cause
      • Destruction of the Western Mines: The Prophet King orders the players to sabotage and destroy the mines located in the western caverns.
      • Escort the Priests to the Profane Factory: In a daring and dangerous mission, the players must escort a group of Drakarvær priests to the Necroautomata’s profane factory. These priests are tasked with performing a sacred ritual to purify the grand furnace, transforming it into a holy bomb capable of obliterating the heart of the enemy’s power. The players’ role is to safeguard the priests during their mission and ensure the success of the ritual, even in the face of relentless opposition.
  • Preists
    • There are 7 Drakarvær preists in the temple hall and 5 acolytes
    • If combat breaks out, the acolytes flee out of the hall following the senior priest while the remaining 6 provide support for the warriors.
  • The warriors
    • There are 12 Drakarvær elite warriors dressed in golden armor in the hall.
    • If there is no combat they stand at attention 10 along the walls and 2 beside the throne
    • The two warriors beside the throne will insist that the players kneel in the prophet king’s prescence and will try and force them if the players do not comply
    • Once combat commences half engage the players and half form a cordion around the prophet king.

Residential District:

The Residential District sprawls along the waterways and caverns of the holy city, comprising numerous residences where the Drakarvær populace resides. These dwellings vary in size and style, ranging from modest huts to more elaborate structures adorned with intricate carvings and symbols of religious significance.

There 400 residences in totals

  • Occupied Residences
    • There is a 50-50 chance that each residence is currently occupied by Drakarvær inhabitants going about their daily lives. These occupants may include families, artisans, or individuals engaged in various tasks and rituals.
    • Inside each residence, valuable possessions amounting to 2d20 gp can be found.
  • Guard Response:
    • Any attempt by the players to pilfer from an occupied house risks attracting unwanted attention. If caught stealing, the occupants will raise the alarm, prompting the arrival of Drakarvær guards within two rounds. The number of guards that respond is determined by rolling 1d8.

The Barracks:

As you enter these caverns you here the sound of shouts and weapons hitting padded dummies. Warriors are sparing and training in the central cavern. You can smell cooking coming from your left and there is a curtained off segment of caves to your right

  • Drakarvær Warriors:
    • Upon entering the cavern, players encounter 1d20 fully-fledged Drakarvær warriors engaged in various activities such as training, resting, or engaging in leisurely pursuits.
    • Additionally, there are 2d20 apprentice warriors present, honing their skills under the guidance of their more experienced counterparts. These apprentice warriors use the guard stat block
  • Sleeping Area:
    • Should players choose to search this area, they may uncover valuables amounting to 4d20 gp.
    • However, pilfering from the sleeping quarters is likely to draw the ire of the warriors, who will vehemently object to the theft of their belongings.
  • Mess Hall:
    • A makeshift mess hall provides a space for warriors to gather and share meals, fostering camaraderie and community among the Drakarvær.
    • Players can partake in this communal experience by trading for a hot meal, offering them an opportunity to interact with the Drakarvær warriors on a more informal basis.
  • Training Field:
    • The cavern features a dedicated training field where apprentice warriors undergo rigorous drills under the supervision of seasoned veterans.
    • Players have the option to offer their assistance in training the apprentice warriors, fostering goodwill and potentially earning the aid of Drakarvær warriors in future battles.
      • This assistance grants a 40% chance of 1d8 Drakarvær warriors coming to the players’ aid, provided they maintain favorable relations with the Drakarvær community.

Expedition Base Camp

As you exit the mountain the sounds of an army at camp fill your ears. Shouted conversations, the creak of the ships at anchor, and the crack of boxes landing on wood floors. From the newly constructed palisade you can smell a mix of sea salt and cooking meat

  • Bunkhouses:
    • The players can take long and short rests in the bunkhouse without risk of ambush
  • Supply Warehouse:
    • A warehouse within the camp stores a variety of essential delving supplies, including rations, tools, lanterns, oil, and rope.
  • Ongoing Debate:
    • Áleifr Engström and Gundrik Ironbeard are in the middle of the camp and are still engaged in a heated debate over the best course of action to take in light of recent events within the mountain.
      • Gundrik Ironbeard advocates for a more aggressive approach, endorsing war against both factions in the mountain as the only way to ensure peace and stability.
      • Áleifr Engström, on the other hand, urges caution and diplomacy, believing that there may still be hope for reconciliation between the warring factions.

The holds of Dvergkongerfjell

Stenhammer Hold

Dark deeps of Dvergkongerfjell (9)

Stenhammer Hold, once a proud stronghold of the Dvergkongerfjell dwarves, now lies in ruins, its once-sturdy stone walls reduced to rubble. Despite its dilapidated state, ominous sounds emanate from within,

The Ruined Hall:

You enter a partially collapsed hall. The smell of decay hits you like a ton of bricks and moans fill the air. The air is cold and damp. There is a dozen or so shambling figured milling about the room

  • Amidst the shattered remnants of Stenhammer Hold lies a once-grand hall, now reduced to a crumbling ruin. The hall’s roof has collapsed dividing the room in two
  • There are 4d12 zombies in the hall. Half are in the front half and the rest are in the back half
  • There are 4 doorways out of the room besides the one the players used. All but one are filled with rubble

The Hall of Wights and Traps:

The hall leads you to a large chamber. The air smells of rot and dried blood. Several lurching the size of dwarfs stand before you

Dark deeps of Dvergkongerfjell (10)
  • Wights:
    • The four wights, former guardians of the vault beyond, are armed with scrolls of thunderwave, which they wield with lethal efficiency to push intruders into the path of the crushing traps.
    • The wights armor is covered with runes
      • A successful DC 20 Arcana reveals that they are bound to their post by enchanted armor, preventing them from leaving their designated area
    • Searching the bodies of the wights yields a trove of valuable treasures, including 8d20 GP worth of valuables and three uncommon magic items selected by the DM
    • They also find journal detailing the wights’ descent into madness as they turned undead. The journal offers a chilling glimpse into the torment and despair that consumed the former guardians as they languished in undeath, trapped within the ruins of Stenhammer Hold.
  • Crushing Piledriver Traps:
    • Scattered throughout the hall are pressure plates rigged to activate crushing piledriver traps
    • Upon activation, the trap’s magic pillars swiftly descend from their concealed positions within the ceiling, plummeting towards the designated area with thunderous force.
      • Piledriver Trap inflicts 6d10 bludgeoning damage to all creatures within a 10-foot radius of its activation point
      • A Dexterity saving throw (DC 18) allows creatures to halve the damage if they manage to evade the full brunt of the trap’s impact.
    • After activation, the Piledriver Trap resets itself automatically, ready to strike again at any subsequent intruders who venture too close to its domain.
    • The trap can be neturalized by jamming the pressure plates with a wedge or a dc20 dex check with thieves tools.
  • Doorway: A doorway leading down into the vault is on the far side of the room

The Vault:

Before you is a massive vault. The door is made of gleaming bronze seemingly untouched by the ravages of the flood.

Description:

  • Lock Mechanism: The Vault’s entrance is secured by a series of three locks, each hidden behind large metal flaps.
    • These locks must be undone in the correct order to access the chamber beyond. TTo unlock the Vault, adventurers must succeed on progressively harder Dexterity checks (starting at DC 18) to bypass each of the three locks in the correct order.
    • Before attempting to unlock each lock, characters must lift the corresponding metal flap guarding it. Each metal flap guarding the locks requires a DC 18 Strength check to lift.
    • The Knock spell can be used once to unlock one of the locks one time.
    • Failure on a dex heck triggers a level 3 Thunderwave spell and resets all the locks.
  • Treasure Hoard: Within the Vault awaits the coveted Gloryhammer, alongside a vast hoard of other riches and artifacts. The treasure hoard is randomized, determined by rolling on the Treasure Hoard table appropriate for a challenge rating of 11-16.

The Dead Guard Room:

As you step into the room, a chill runs down your spine, and the flickering light of a single oil lamp casts eerie shadows on the walls. Seated around a wooden table are four figures, their skeletal forms clad in tattered remnants of adventurer’s garb. With hollow eye sockets fixed upon you, they rise from their seats, weapons at the ready.

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  • Furniture and Illumination:
    • The room is sparsely furnished with only a wooden table and chairs,
    • Room is illuminated dimly by the flickering glow of a single oil lamp.
  • Undead Adventurers: Four skeletal figures, resembling adventurers of old, inhabit the room. Each wields weapons with a deadly purpose, their empty eye sockets gleaming with malevolent intent as they prepare to attack intruders who dare disturb their eternal rest.
    • Undead Mage: Wielding dark magic, the skeletal mage channels necromantic energies to assail the intruders with deadly spells.
    • Undead Priest: A twisted mockery of its former self, the skeletal priest invokes unholy powers to smite those who trespass within its domain.
    • Undead Knight: Clad in ancient armor, the skeletal knight brandishes a rusted sword with lethal precision, charging forth to engage the living in combat.
    • Undead Scout: Swift and agile, the skeletal scout employs stealth and guile to harry the adventurers, launching surprise attacks from the shadows.
  • Trap Activation:
    • Before initiative is rolled, the skeletal mage among the undead adversaries hurls the oil lamp towards the intruders.
    • the players must make a dex check 15 to dodge the lantern
    • The first player who fails takes 2d4 fire damage each round until they extinguish the fire.
  • Treasure
    • A search of the room reveals 600gp worth of valuables on the adventurers and the table
    • The knight is wearing an armor of the dwarfan lords, dwarf sized
  • Doors
    • There is a door that leads to the bone rooms to the adventures left
    • There is a door that leads into the poison gas hall directly in front of them

The Bone Rooms:

As you enter the chamber, a pungent odor of decay assaults your senses, mingling with the dry, dusty air. The room is filled from floor to ceiling with clay jars, each containing a morbid collection of bones. Skulls, femurs, and rib cages are stacked haphazardly, while the ground beneath your feet is littered with scattered bones that crunch ominously with each step. Beyond this room are more rooms just like this one

  • Clay Jars:
    • The chamber is packed with rows upon rows of clay jars, stacked precariously to the ceiling.
    • Each jar holds a ghastly assortment of bones, meticulously organized or carelessly jumbled together.
  • Bone Sorting:
    • Amidst the macabre scene, a dozen skeletons tirelessly labor, sorting and storing the bones with mechanical precision. Some carry armfuls of bones to deposit into the jars, while others rearrange the containers to make room for more. The skeletons do not attack
  • Dim Illumination:
    • The room is dimly illuminated by flickering torches mounted on the walls, casting long shadows that dance across the stacks of jars and piles of bones. The air is thick with the musty scent of decay, making it difficult to discern individual features in the gloom.

Poison Gas Trap Corridor:

As you step into the corridor, the heavy stone doors slam shut behind them with a resounding thud, sealing off their escape. Almost immediately, a faint hissing sound fills the air, and a sickly green gas begins to seep from hidden vents in the ceiling, quickly filling the chamber with a noxious fog.

Description:

  • Trap Activation: The moment the adventurers step into the corridor, pressure plates trigger the trap, causing the stone doors to slam shut and activating the release of poisonous gas from concealed vents in the ceiling.
  • Noxious Fog: The chamber is soon enveloped in a thick fog of sickly green gas, which obscures vision and fills the air with a foul odor. Breathing in the poisonous vapors causes immediate discomfort and can lead to debilitating effects if prolonged exposure occurs.
  • The poison gas fills the chamber, dealing 4d10 poison damage at the start of each character’s turn while they remain within the area of effect.
  • The adventurers can attempt a DC 18 Constitution saving throw at the start of each of their turns to resist the effects of the poison gas. On a successful save, they take half damage; on a failed save, they take full damage.
  • Disabling the Trap
    • The adventurers can search for the mechanism controlling the trap, which is hidden behind a panel on one of the walls. This requires a DC 20 Investigation check.
    • Once the mechanism is located, the adventurers can attempt to disable it. This requires a DC 20 Dexterity check using thieves’ tools or other appropriate equipment.
    • Alternatively, a spellcaster can attempt to dispel or otherwise neutralize the poison gas using magic. This requires a successful DC 18 Arcana check to determine the appropriate spell or method.
  • Doorway
    • The door at the far end of the hall leads to the undead Necromancer’s lair

Undead Necromancer’s Lair

Dark deeps of Dvergkongerfjell (12)

As the you the grim laboratory, you are met with the sight of bubbling alchemical equipment and the stench of decay mixing with potent chemicals. Two large slabs hold cadavers, one of which is being attended to by a zombie-like figure chanting and gesturing over the body.

Dark deeps of Dvergkongerfjell (13)

Features:

  • Alchemy Equipment: Various bubbling flasks, beakers, and vials filled with chemicals. As an action, a player can interact with the equipment to throw one vial of chemicals for a random effect:
    • Ongoing fire damage (1d8)
    • Ongoing acid damage (1d8)
    • Stun (5 ft radius)
    • Turn Undead (2 turns in a 5 ft radius)
  • Slabs:
    • Two large stone slabs with cadavers lying on them.
  • Undead Necromancer
    • The undead necromancer starts combat by animating one of the cadavers on the slab to create a zombie minion.
  • During combat, the necromancer will prioritize casting offensive spells and commanding the zombie minion to attack.
  • The zombie minion will engage the closest enemy and attempt to grapple or restrain them.
  • If the players interact with the alchemy equipment, the necromancer may attempt to shove them into the equipment to prevent further interference.
  • The necromancer will also attempt to maintain distance and use ranged spells to attack.

Aftermath:

  • After defeating the necromancer and its minions, searching the alchemy equipment reveals valuable ingredients and chemicals worth 2000 gp.
  • A search of the necromancer’s body yields a Robe of the Necromancer, sized for a dwarf. The robe provides additional powers related to necromancy (DM discretion on specifics).

Rödskjold Hold

Dark deeps of Dvergkongerfjell (14)

Rödskjold Hold, once a formidable fortress, now stands in the middle of a vast lake, a testament to its resilience against the cataclysmic events that reshaped the landscape. The Drakarvær have repurposed the hold into a fortified village, making use of its strategic location and sturdy defenses. The sounds and smells of village life emanate from within

Gates of Rödskjold Hold

The gates of Rödskjold Hold, once formidable and imposing, now stand weathered and worn. The wooden doors have long since rotted away, and the portcullis hangs rusted and immobile. Despite its dilapidated appearance, the gate is still guarded by vigilant Drakarvær warriors, ensuring the security of the hold.

Dark deeps of Dvergkongerfjell (15)
  • Guarded Entrance:
    • Six Drakarvær warriors are stationed at the gate, divided between those on the ground and those in a guard room above. They only engage in combat if attacked first.
    • The guard room above the gate is equipped with murder holes in the ceiling and arrow slits in the walls, allowing the defenders to rain down projectiles on any intruders.
      • Murder Hole Attack (Ranged): The guards stationed in the guard room above the gate can use their action to drop heavy stones or hurl spears through the murder holes, targeting creatures below.
  • Attack: +6 to hit (assuming standard Drakarvær warrior stats)
  • Damage: 1d8+3 bludgeoning damage (stone) or 1d6+3 piercing damage (spear)
  • Range: 30/120 feet (stone) or 20/60 feet (spear)
  • Narrow Staircase:
    • The narrow staircase leading up to the guard room presents a potential chokepoint or tactical opportunity for the players, allowing them to confront the defenders above directly or potentially bypass them altogether.
  • Beyond the gate: Beyond the gate is the town square

Town Square

The town square of Rödskjold Hold is a lively hub of activity, serving as both a marketplace and a gathering place for the local residents. The air is filled with the sounds of bartering, laughter, and conversation as Drakarvær commoners go about their daily routines. Colorful stalls line the square, offering various goods and produce for trade.

From the town square the players can see the following

  • A residential district
  • a temple
  1. Marketplace: Stalls and makeshift booths are set up around the square, displaying a variety of goods such as food, clothing, tools, and trinkets. Drakarvær commoners haggle and trade with one another, creating a lively atmosphere.
  2. Commoners:
    1. A diverse crowd of Drakarvær commoners, numbering 3d12, fills the square, going about their daily activities. IF the players are here peacefully they pay little attention to the players initially.
    2. If combat breaks out, the commoners quickly scatter, fleeing to the safety of nearby buildings. The Drakarvær warriors, however, stand their ground and engage the players, using their combat prowess to protect their community from harm.
  3. Drakarvær Warriors: Three Drakarvær warriors are stationed strategically around the square, keeping watch over the populace. They are vigilant and ready to defend their home if threatened.

Residential District

The residential area of Rödskjold Hold consists of two dozen modest dwellings, each one constructed from sturdy stone and timber. The buildings are arranged in a haphazard fashion, clustered closely together along narrow lanes and alleyways. Smoke rises from chimneys, indicating the presence of hearths within, while faint murmurs of conversation drift through the air.

  1. Inhabitants:
    • The number of residents in each dwelling varies, with 1d8 individuals occupying each home.
      1. These may include Drakarvær families, consisting of adults, children, and the elderly, going about their daily routines. They may be engaged in household chores, preparing meals, or simply spending time together.
      2. If the players decide to attack the settlement the residents of the village do not put up enough of a fight to be worth playing out
  2. Atmosphere:
    1. Prior to any conflict or confrontation, the atmosphere in the residential district is relatively calm, with a sense of communal camaraderie permeating the air.
    2. However, if the players choose to take aggressive action against the residents, the mood quickly shifts to one of fear and panic, with screams echoing through the streets as families flee for safety.

Temple

The temple within Rödskjold Hold exudes an aura of reverence and solemnity, its interior bathed in flickering candlelight and the scent of burning oil. The walls are adorned with intricate carvings depicting scenes from mythology, while the air resonates with the haunting cadence of chanting.

  • Altar:
    • At the heart of the temple stands a stone altar, draped in dark cloth and adorned with ancient symbols. A flickering oil lamp casts eerie shadows across its surface, illuminating the scene before it.
    • If the players arrived peacefully they have arrived during a “special” service, a priest stands beside the altar, preparing to perform a ritualistic sacrifice, a young Drakarvær virgin is laying on the altar paitiently and calmly awaiting her fate.
    • The priest, clad in ceremonial robes and wearing an ornate headdress, leads the congregation in solemn chants and invocations. If the players are perceived as a threat, the priest may call upon the faithful to defend the sanctity of the temple, leading to a confrontation with the defenders.
  • Congregation
    • There are 2d10 commoners and 2 Drakarvær warriors among the congregation all chanting along with the preist
    • Unless the players make any attempt to stop the sacrifice or attack the preist they do not interact with the players
    • If the players started a fight in the marketplace the congregation is waiting in defensive postures around the priest.

Järnfalk Hold

Järnfalk Hold is nestled within a vast cavern, its boundaries delineated by a low wall constructed from rough-hewn stone. The cavern itself is bathed in a soft, ethereal glow emanating from large crystals embedded within the walls, casting shifting patterns of light and shadow across the rugged terrain.

The Gatekeeper

At the single entrance to Järnfalk Hold stands a formidable figure, a Necroautomata Dreadnaught, its towering form imposing against the backdrop of the cavern’s walls.

  1. The gatekeeper:
    1. The gatekeeper is a towering construct of metal and magic, its imposing stature a testament to the Necroautomata’s skill in artifice and engineering.
    2. The dreadnaught operates under strict orders to permit entry only to individuals authorized by the hold’s high-ranking officers or military commanders. It scrutinizes all who approach, demanding identification or proof of clearance before granting passage beyond the gate.
  2. Guarded Entrance:
    1. The gate itself is just an ordinary door
    2. Beyond the door is the Asylum

The Asylum

As you enter the hold proper you meet with the sound of hammering and the whistly voice of Necroautomata in what sounds like a song. The courtyard of the hold is filled with Necroautomata, most seem to be engaged in acts of creation. Some are making statues, there is a stage with several Necroautomata acting upon, and still others are singing. Others look to be caretakers or doctors.

Key Elements:

  1. Patients
    1. asylum houses a 30 individuals, each considered “insane” by Necroautomata standards due to their focus on pursuits outside the realm of physical sciences and engineering.
    2. The inmates are friendly and will engage the players on their chosen subject
    3. They use the stat block of commoners and do not retaliate if attacked
  2. Orderlies:
    1. 1d8 necroautomta orderlies are caring for the patients
    2. They explain to the players that the indviduals being cared for here are all considered insane due to their pursuit of the humanities rather than profit. They are not allowed to leave under any circ*mstance.
    3. They use the stat block of necroautomta craftsmen
  3. Artistic Pursuits
    1. A search of the hold produces 2000gp in art and books

Kaskbror Hold

Kaskbror Hold is a desolate sight, its once grand halls now reduced to little more than piles of rubble. The air is heavy with the scent of damp stone and stagnant water, while the sound of dripping echoes through the cavernous chambers.

There are three shafts in the cavern that lead to tunnels that are still accessable

  • The northern shaft: leads to the living vault
  • The western shaft: leads to the flooded bault chamber
  • the eastern shaft leads to the The Accelerating Bouncing Ball Trap corridor and vault.

The Living Vault

The air within the semi-flooded tunnel grows tense as the you approach the vault. The vault door looms before them, its surface adorned with intricate runes and mechanical gears.

  • Living Vault:
    • As the players approach the vault, it springs to life, its mechanical limbs extending menacingly.
      • The vault emits a low, mechanical hum as its bladed arms slice through the air with deadly precision. Its crossbow-tipped arms track the players’ movements, ready to unleash a barrage of bolts at any sign of
      • The Living Vault attacks the players with its array of bladed and crossbow arms, utilizing both melee and ranged attacks to keep them on their toes
  • The vault
  • .Upon defeating the Living Vault, the players gain access to the vault’s interior, where they discover a trove of historical artifacts dating back centuries.
  • The artifacts, if sold to the right collector, are valued at 1000 gold pieces, providing a substantial reward for the players’ bravery and ingenuity.

The Flooded Vault Chamber

The air within the flooded chamber is thick with the scent of dampness and decay. Murky water swirls around the you. Rusted blades jut out from the walls and ceiling, remnants of a deadly trap that once guarded the vault’s entrance.

  • Rusted Swing Pendulum Blades:
    • The blades are stuck in place, their mechanisms rusted and seized from years of disuse. However, any attempt to disturb them risks triggering their release and causing them to break off, dealing damage to anything beneath them.
  • Hidden Treasures:
    • Tucked away beneath a pile of debris, the players discover two rings: a Ring of the Earth Shaper and a Ring of Wealth.

The Accelerating Bouncing Ball Trap

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The corridor is flooded until you reach a small rise that lifts it out of the water. The walls of this part of the corridor are smooth and feature less.

  • Accelerating Bouncing Ball Trap:
    • As the players enter the corridor, they trigger the trap, setting loose a metal ball enchanted with a powerful acceleration spell.
    • The metal ball begins to bounce rapidly along the corridor, gaining momentum with each successive bounce. Its trajectory becomes increasingly erratic, making it difficult to predict its movements and avoid being struck.
    • Knock Back with Shield (requires Dexterity check): Players can attempt to use their shields to knock the ball back in the direction it came from, redirecting its path away from them.
    • Crawl Along the Floor: Players can opt to move cautiously along the relative safety of the corridor floor, avoiding the brunt of the ball’s impact but risking being struck if they linger too long in its path.
    • Catch the Ball (requires Strength check DC 25): Players with exceptional strength can attempt to catch the ball mid-bounce, bringing it to a sudden halt and preventing it from causing further harm.
  • Vault Switch:
    • At the far side of the corridor is a switch that controls the trap
      • The switch controls the mechanism that powers the trap, offering a means to deactivate it and safely access the vault beyond.
  • Vault contents
    • Within the vault, players discover a selection of magic items chosen by the DM.

Bergtunge Hold

Bergtunge Hold exudes an atmosphere of decay and abandonment, its once bustling halls now reduced to a crumbling heap of rusting metal submerged in the murky waters of a small underground lake. The air is heavy with the scent of dampness and rust, while the sound of dripping water echoes off the walls of the cavernous chamber.

The lake surrounding the ruins is 4 feet deep and cold. Amoung the ruins are the following points of intrest.

  • A large stone shed
  • a crawl space in the rubble
  • A powder house

Stone Shed

The heavy iron door creaks faintly in the stillness of the underground chamber as you open the metal doors. Partially submerged in the murky waters of the flooded shed, metal tubs bob lazily on the surface, their contents obscured from view. The air is thick with the scent of dampness and rust, while the faint sound of dripping water echoes off the stone walls.

  • Metal Tubs:
    • The tubs contain a variety of rusted tools and equipment, remnants of the shed’s former occupants. Among the debris, players may find useful items or scraps that could be salvaged for later use.
  • Ore-covered Floor:
    • The rocks appear to be ordinary chunks of ore, their surfaces dull and unremarkable. However, upon closer inspection, players realize that the ore may hold value to certain factions or traders.

Small Crawl Space

The small crawl space leads to a shaft leading downward into the black.

  • Shaft:
    • The shaft is surprisingly dry compared to the flooded chambers of Bergtunge Hold, suggesting that it may have been intentionally sealed off or diverted from the underground lake.
    • At the bottom of shaft are several large chambers filled with debrie and nothing of value
    • Intelligence Check (DC 14): Players with an Intelligence score of 14 or higher realize that the mining shaft could potentially be used to drain the underground lake, providing a shortcut through the flooded tunnels and speeding up travel in the area.
    • Intelligence Check (DC 20): Players with an Intelligence score of 20 or higher deduce that a single keg of blasting powder strategically placed within the mining shaft should be sufficient to trigger a controlled explosion capable of draining the lake and clearing several surrounding tunnels.
    • Flooding the mining shaft with blasting powder successfully drains the underground lake and the surrounding tunnels. This doubles the travel rate through this section of the mountain
  • Stonebane Pickaxe:
    • Players examine the pickaxe sticking out from the wall, its weathered handle worn smooth from years of use.
    • Etched into the handle is the name “Stonebane,” hinting at the pickaxe’s legendary reputation for its ability to sunder even the toughest of rock.

Powder House

The sturdy walls provide a stark contrast to the crumbling ruins surrounding it. As you enter, the faint scent of sulfur fills the air. Inside, row upon row of barrels line the walls, their labels faded with age but their contents unmistakable.

  • Barrels of Black Powder:
    • The barrels appear to be in pristine condition, their seals unbroken and their contents untouched by time. Each barrel contains a substantial quantity of black powder, potent enough to fuel a multitude of explosions if mishandled.
      • Further Information (requires Intelligence check DC 15): Players ascertain that the black powder is of high quality and perfectly preserved, suitable for use in firearms, explosives, or other applications requiring combustible materials.
      • Detonation: Any character with an open flame, such as a torch or lit lantern, risks triggering a catastrophic detonation of the black powder stored within the powder house. The resulting explosion deals 30 fire damage to all creatures within the blast radius.

Gullfot Hold

As you approach Gullfot Hold, they are greeted by the unexpected sight of an intact settlement bustling with activity. Despite the surrounding ruins and the lingering shadows of disaster, the clan within Gullfot Hold has persevered, albeit transformed by the darkness that now shrouds their once-prosperous home. The marketplace teems with life, the air filled with the sounds of merchants hawking their wares and the chatter of the local inhabitants.

Marketplace of Gullfot Hold

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The marketplace of Gullfot Hold teems with activity as you enter, a vibrant tapestry of sights, sounds, and smells. The air is alive with the chatter of traders haggling over prices, the aroma of exotic spices, and the bustle of shoppers navigating the crowded stalls. Among the throng, Gullfot clan members and the lizard-like Drakarvær mingle, their presence adding an air of tension to the lively scene.

  • Gullfot Clan Traders:
    • Players approach the Gullfot clan traders, noting their low, slow, and slightly unnerving voices as they conduct their business.
      • The Gullfot clan traders flicker slightly in the torchlight, their forms shifting and wavering as if struggling to maintain their solidity. Despite their otherworldly appearance, they greet the players with a mixture of curiosity and caution, their eyes betraying a hint of wariness beneath their stoic demeanor.
  • Drakarvær Merchants:
    • Despite the previously observed nature of the Drakarvær these one seem pretty chill about the whole affair
  • Hall
    • Beyond the market is a large hall

Hall of Gamal Leiknirsson

The you enter the hall, your eyes drawn to the singular source of illumination in the room—a massive crystal that casts an eerie twilight glow, bathing the chamber in an otherworldly light. Seated upon a cushion amidst the shadows, a figure dressed in nobleman’s attire awaits their approach.

  • Crystal Illumination:
    • Players observe the central crystal that bathes the hall in its eerie twilight glow, casting elongated shadows across the chamber.
  • Shadowy Dwarf Noble:.
    • The figure introduces himself as Gamal Leiknirsson, his voice carrying a note of excitement that belies the enigmatic nature of his form.
      • Gamal expresses his excitement at the prospect of outsiders visiting Gullfot Hold, acknowledging the rarity of such occurrences in the wake of the hold’s transformation into beings of shadow.
      • He candidly discusses the survival strategies employed by his people, including their transformation and their role as a neutral party between the warring factions of the Necroautomata and the Drakarvær.
      • Gamal shares his people’s desire for peace and stability, expressing their longing for a return to normalcy and the opportunity to engage in trade without the constant threat of conflict hanging over their heads.
      • He offers to answer any questions the players may have.
      • Further Information (requires Insight check): Players discern the underlying sincerity in Gamal’s words, realizing that he speaks from a place of genuine desire for peace and prosperity for his people.

Höghjelm Hold

The unmistakable scent of water rot, must, and ancient magic lingering in the air. The holds one-time grandeur is now marred by the ravages of time and water damage. The faint glow of crystals flickers amidst the shadows, casting a dim illumination upon row upon row of weathered bookshelves and crumbling tomes

Main Collection

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The smell of damp, rot and old parchment hits you as you enter the main collection of the library. The ceiling is 5 stories above you and is ringed with stone balconies. You can hear hollow laughter and the sound of raging fires.

  • Main Collection:
    • Players find themselves surrounded by towering shelves filled with dusty tomes and scrolls, their contents spanning centuries of history, law, and lore.
      • The room is 5 stories tall with stone balconies surrounding shaft
      • Most of the books are historical texts and legal documents.
      • However after a few hours spent searching they find find several spell books. The spell books contain a selection of powerful spells ranging from 7th to 8th level.
  • Flameskulls:
    • Hovering ominously amidst the stacks of books, four flameskulls guard the secrets of the main collection, their fiery visages a testament to the dangers that lurk within the depths of the library.
      • The flameskulls utilize the height of the room to their advantage, darting between the towering shelves and launching magical attacks from above.
      • The flameskulls employ hit-and-run tactics, using their mobility and ranged attacks to harass the players from a distance while avoiding direct confrontation.
  • Magic Open Air Elevator:
    • A magic open-air elevator stands at the center of the main collection, its platform surrounded by a shimmering barrier that springs to life once a person steps upon it.
    • The elevator ascends at a rate of one floor per turn, carrying riders to their desired destination within the library’s towering stacks.
  • Doorways
    • There are dozen collapse passageways spread across the 5 stories of the library
    • On the third floor is a doorway that leads to the scroll room
    • On the top floor is a door that leads to the scrying room

Scrolls Room

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As you step into the Scrolls Room of Höghjelm Hold’s Grand Library, you are greeted by the musty scent of aged parchment and the faint crackle of latent magic lingering in the air. Dozens of scrolls line the shelves.

  • Scrolls Room:
    • The chamber is filled with rows upon rows of shelves laden with scrolls, their contents a repository of ancient knowledge and arcane secrets.
      • The scrolls vary in size and shape, containing a wealth of lore and information on topics ranging from history and mythology to spells and incantations..
  • Undead Mages:
    • Three undead mages stand guard amidst the shelves, their gaunt forms clad in tattered robes and their hollow eyes gleaming with malevolent energy.
  • Sealed Tubes of Spell Scrolls:
    • Amidst the racks of scrolls, two sealed tubes containing spell scrolls of varying levels are hidden from view, their contents shrouded in mystery.
      • Each tube contains three spell scrolls ranging from 4th to 7th level.

Scrying Room

As you enter the Scrying Room of Höghjelm Hold’s Grand Library, you are met with the mesmerizing sight of a scrying machine at its center. The room pulses with otherworldly energy and the air crackles with the faint hum of arcane power. The crystal tablet, adorned with intricate wiring and glyphs, stands as a conduit to unseen realms.

  • Scrying Machine:
    • At the center of the room stands the scrying machine, a crystal tablet adorned with intricate wiring and arcane sigils, its surface pulsating with latent energy.
      • As an action, players may activate the scrying machine and ask it a single question in regards to the inside of the mountain or scry on a specific thing, place, or person.
      • The scrying machine can only answer three questions before losing all power..

Vredgivare Hold

Upon entering Vredgivare Hold. The air is thick with the metallic tang of blood and the stench of decay, mingling with the sound of clashing steel and anguished cries that echo throughout the fortress. Everywhere you turn, you see dwarf skeletons locked in mortal combat, their bones rattling as they clash with one another, each side identifiable only by the color of their armor.

Training Yard

Stepping into the training yard of Vredgivare Hold, the you are greeted by a chaotic scene of perpetual combat. The air reverberates with the sound of clashing bones and steel on steel as skeletal warriors engage in a ceaseless melee. Despite the chaos, the skeletons seem to have notice you arrival.

  • Skirmishing Skeletons:
    • The training yard is populated by a 100 skeletons engaged in a ceaseless melee, their bones rattling as they clash with one another in a relentless struggle for supremacy.
      • The skeletons are divided into factions, each identifiable by the color of their armor—some clad in gleaming silver, others in tarnished bronze.
      • The skeletons pay no heed to the players’ presence unless provoked, their attention consumed by the brutal conflict that consumes them.
      • However, if a player touches or attacks one of the skeletons, the half that skeleton belongs to descends upon them in a mass, their empty eye sockets burning with an otherworldly fury.
  • Empty Barracks
    • The buildings surrounding the training yard are mostly empty, their contents rotted away or smashed by the battling skeletons.
    • The armory is largely untouched however.

Neglected Armory

Entering the neglected armory of Vredgivare Hold, you are met with a scene of decay and desolation. The air is heavy with the scent of rust and mildew, and the shelves that line the walls are filled with weapons that have succumbed to the ravages of time.

  • Relics of Dragon Slaying:
    • Amidst the decaying weapons of the neglected armory, two treasures stand out—a greatsword and a quiver of javelins, both bearing the potent enchantment of dragon slaying.

Skogsälg Hold

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As you venture into Skogsälg Hold, you are enveloped by the sights and sounds of a vast underground world teeming with life. The air is cool and crisp, carrying with it the earthy scent of the forest and the faint echoes of bustling activity. Magic crystals embedded in the cavern walls bathe the surroundings in a soft, ethereal glow, illuminating the verdant landscapes of forests, farmland, and a bustling town nestled within the heart of the underground realm.

Fields and Groves

Stepping into the fields and groves of Skogsälg Hold, you are greeted by the sight of a bustling hive of activity. The air is filled with the earthy scent of fertile soil and the sweet fragrance of ripening crops, while the rhythmic sounds of labor fill the air as Drakarvær commoners toil amidst the verdant fields and orchards.

  • Bountiful Harvest:
    • The fields and groves of Skogsälg Hold yield a bountiful harvest of crops and fruits, tended to by the diligent hands of Drakarvær commoners.
      • Players may gather enough raw food from the fields and groves to sustain themselves for a day with just a half-hour of foraging.
  • Drakarvær Commoners:
    • About 150 Drakarvær commoners labor in the fields and groves, their tireless efforts ensuring the prosperity of Skogsälg Hold.
      • Players may interact with the commoners, learning more about their way of life
  • fourth task of the Necroautomata quest:
    • By laying out trails of lamp oil or gunpowder in strategic locations, the players can ignite a fire that would engulf all the fields and groves.

Farming Town

. The air is alive with the hum of activity, mingling with the comforting aroma of cooking meat and the earthy scent of the fields that stretch out beyond the town’s borders. Streets bustling with activity and the laughter of children playing in the squares paint a picture of serene tranquility amidst the underground realm.

  • Ordinary Farming Town:
    • The farming town of Skogsälg Hold resembles any ordinary settlement one might find on the surface, with its rows of quaint stone cottages, workshopsand a bustling market square.

The Storehouse

Stepping into the expansive storehouse of Skogsälg Hold, you are met with the overwhelming sight of abundant riches and provisions. The air is heavy with the scent of fresh produce and herbs. Towering shelves line the walls, stacked high with the bountiful yield of the farming community.

  • Storehouse Workers:
    • Twelve commoners work diligently within the storehouse, their efforts focused on organizing and safeguarding the provisions stored within.
    • A warrior stands watch at the entrance to the storehouse, his vigilant gaze scanning the surroundings for any signs of trouble.
  • Abundant Provisions:
    • The storehouse is filled to the brim with the bounty of the farming community, its shelves groaning under the weight of fresh produce and preserved goods.
    • Players may avail themselves of the storehouse’s provisions. if they ask the storehouse workers
    • Amongst the mundane goods, the players find roughly 500gp worth of potion-making materials, providing them with valuable resources for crafting potions and elixirs to aid them in their adventures.
  • Urns:
    • The urns contain vegetable-based lamp oil.
      • If players are undergoing the fourth task of the Necroautomata quest players can make a intelligence check dc20 to determine that there is enough oil here to burn down the hold if used strategically.

Bjergblod Hold

Descending into the depths of Bjergblod Hold, you are enveloped by an oppressive atmosphere of cold and decay. The air is thick with the biting chill of the underground cavern, and the sound of dripping water echoes ominously off the walls. Amidst the rubble-strewn ruins of the hold lies a glimmer of hope—a tantalizing glint that beckons the players to explore further and uncover the secrets hidden within.

  • Frozen Depths:
    • The waters surrounding the hidden treasure are frigid and unforgiving, their icy embrace a constant reminder of the harsh realities of life in the underground realm. Every turn the players must make a consitution check dc 15 or else take d20 cold damage.
  • The debris pile:
    • Gaining access to the gleaming treasure object wont be easy it buried under several large pieces of stone
      • The players must use all their strength and determination to overcome the obstacles that stand between them and their prize. Three strength checks, with increasingly difficult DCs of 24, 26, and 28, must be successfully completed to gain access to the treasure.
      • Upon successfully gaining access to the treasure, the players discover the gleaming item—a Solar Mace.

Crystal Cavern

Descending into the depths of the crystal cavern, the you are surrounded by a dazzling display of multicolored lights, as crystals of all shapes and sizes adorn the walls and floor. The air is alive with the faint hum of arcane energy, mingling with the gentle lapping of the underwater currents.

  • Mining the Blue Crystals:
    • The second task of the Necroautomata requires the players to mine the coveted blue crystals from the cavern, a task that is easier said than done.
      • Breaking off the blue crystals requires a considerable amount of strength and effort, with each crystal firmly embedded within the walls of the cavern. A successful DC 20 Strength check, coupled with several well-placed strikes from an ax, hammer, or pick, is necessary to dislodge the crystals from their rocky confines.
      • As the players work to mine the blue crystals, they must contend with the ever-present threat of Drakarvær patrols, who routinely swim through the cavern in search of intruders. On any player’s turn, there is a 1 in 3 chance that a patrol will appear.
  • Drakarvær Patrols:
    • Drakarvær patrols routinely swim through the crystal cavern, keeping a watchful eye on their territory and its inhabitants.
      • Further Details: Upon encountering the players, the patrol immediately becomes suspicious of their presence and demands to know what they are doing in the cavern. Players must use their roleplay and skill checks to negotiate with the patrol, convincing them of their intentions and avoiding confrontation if possible.
      • Consequences: If combat does break out, the crystals will discharge 1d8 elemental energy in a 10 foot radius. The elemental damage depends on the color

Necroautomata Outpost

Entering the Necroautomata outpost, you are greeted by a symphony of mechanical sounds and the acrid scent of smoke and metal. Catwalks crisscross overhead, while conveyor belts and machinery hum with activity, giving the outpost an industrial atmosphere that is both imposing and awe-inspiring.

The players can see two caverns

  • the mine
  • the workshop

The Mine

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You find themselves in the heart of the mine, where the ceaseless toil of miners echoes off the walls of the cavernous chamber. Catwalks and platforms crisscross the space. The sound of drills and pickaxes echo off the wall and the smell fo sulfur burns your nostrials.

cylindrical

  • Cavernous Chamber:
    • The mine is housed within a vast, square chamber that stretches fifty feet high, its walls carved from solid rock and illuminated by flickering torchlight.
  • Laboring Miners:
    • Twenty miners labor tirelessly within the cavernous chamber.
  • Blasting Sticks:
    • Crates filled with blasting sticks are scattered throughout the chamber, their contents volatile and highly explosive.
      • Each crate contains fifteen sticks of blasting powder.. When lit and thrown, the blasting sticks detonate upon impact, unleashing a devastating explosion that deals 2d12 damage in a ten-foot radius and sets nearby blasting sticks alight.
      • Danger: The blasting sticks are a constant threat to the safety of the chamber, their volatile nature posing a risk of accidental detonation if mishandled or ignited by stray sparks. Also, blasting sticks will destroy any catwalk.

The Workshop

Stepping into the workshop of the Necroautomata outpost, you are greeted by the rhythmic clanging of hammers on anvils and the acrid smell of burning metal. Craftsmen labor at their workstations, forging weapons and armor for the undead army.

  • Key Features:
  • Dedicated Craftsmen:
    • Six craftsmen are hard at work within the workshop.
  • Inevitable Conflict:
    • Any combat within the workshop draws the attention of the warriors in the next room, who stand ready to defend their territory at all costs.
    • After three rounds of combat, three warriors enter the fight, drawn by the sound of battle and the call to arms from their fellow soldiers.

Kongsbarn Hold

As you approach Kongsbarn Hold, you are met with foreboding warnings written in old Dwarvish, their faded script hinting at the perils that lie ahead. The air is thick with an eerie stillness, broken only by the faint echoes of maddening voices that seem to emanate from nowhere. Stepping into the hold itself, you are greeted by a breathtaking sight—a vast expanse of glowing crystals that stretch from floor to ceiling, casting the chamber in a mesmerizing array of colors and hues.

  • Foreboding Warnings:
    • The passageways leading to Kongsbarn Hold are adorned with warnings written in old Dwarvish, their ancient script serving as a grim reminder of the dangers that await within.
      • The warnings speak of haunted halls and maddening voices that whisper secrets from the depths, urging travelers to turn back before it is too late. Faded and weathered by time, they serve as a chilling testament to the hold’s dark history and the mysteries that lie buried within its depths.

Tomb of the Last King of the Dwarves

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Within the heart of Kongsbarn Hold, amidst the shimmering crystals of the once regal royal palace, you come upon a solemn chamber—the throne room. Ghostly apparitions of dwarfs float about, their voices echoing with longing and sorrow as they beseech their majesty for deliverance and unity.

  • Ghostly Apparitions:
    • Ethereal forms of dwarfs drift about the chamber, their translucent bodies shimmering in the light of the glowing crystals.
      • The ghostly apparitions move with a sense of purpose, their voices filled with longing and despair as they implore their king for salvation and guidance. Some reach out to the players, their spectral hands trembling with emotion as they recount tales of loss and betrayal that have plagued the mountain for centuries.
  • Crystal Tomb:
    • At the center of the chamber, a towering mass of crystals encase a mass of crystals that look like a dwarf king.
      • When the players get within 20 feet of the crystals the mass starts to move to reveal that the dwarf-shaped mass of crystals is alive
      • He introduces himself as the last king of the mountain.
      • The last king speaks with a voice that echoes with the weight of centuries, his words filled with wisdom and determination as he implores the players for their aid.
      • He knows of the strife that has torn the mountain asunder and seeks to restore peace and unity to his people once more. He request the players help him.
        • First, they must find a tool capable of freeing him from his crystal tomb, such as the legendary Gloryhammer or a Stonebane Pickax.
        • Then, they must strike down the two sources of misguided beliefs among the dominant factions—the Great Foundry of the Necroautomata and the Prophet King of the Drakarvær.
        • Finally, they must aid him in convincing the two factions to see the error of their ways and come to terms with one another, thus bringing about a lasting peace to the mountain.

As the dust settles and the echoes of battle fade within the depths of the mountain, the players stand at the precipice of destiny, their actions having shaped the course of history within the ancient halls and caverns. Four possible paths lay before them, each offering unique rewards and consequences that will reverberate throughout the ages.

The Necroautomata Questline:

If the players choose to align themselves with the Necroautomata and dismantle the Drakarvær, they receive the coveted Necrotechnic Blade as a reward for their service. In addition to their reward, the Board of Directors green light the resettlement of the bottom half of the mountain by the four clans that have returned to the mountain. As the once-flooded tunnels thaw and the water drains, the clans find new hope and prosperity, thanks to the players’ intervention.

The Drakarvær Questline:

Should the players choose to side with the Drakarvær and vanquish the Necroautomata, they are bestowed with Drakarvær’s Devotion. In return for their aid, the Drakarvær grant permission for settlers to occupy the top half of the mountain, under the condition that they dismantle the profane technology of the Necroautomata.

Gundrik Ironbeard’s Questline:

Those who align themselves with Gundrik Ironbeard and bring an end to both factions are rewarded with his family shield the Ironbeard’s Defender. As the last echoes of conflict fade, the dwarves waste no time in reclaiming their ancestral home. Settlers from the surface are welcomed with open arms, and the mountain begins to flourish once more. Yet, amidst the jubilation, rumors of screaming and wailing coming from the direction of Kongsbarn hold.

The Last King’s Questline:

Should the players choose to aid the last king of the dwarves and unite the factions under his rule, they are rewarded with the Gauntlets of Dvergkonger. As the factions reconcile their differences, they submit to the last king’s rule, ushering in a new era of cooperation and prosperity within the mountain. Settlers from the surface are granted permission to settle the middle part of the mountain, bridging the gap between the old and the new.

Epilogue:

Regardless of the path chosen, the players’ actions have left an indelible mark on the mountain and its inhabitants. Whether as heroes of science, champions of faith, agents of unity, or emissaries of reconciliation, their legacy will be remembered for generations to come, shaping the destiny of the mountain and its people for eternity.

Upon returning to Slíberberg, the players are surprised to find a coffer filled with 450 platinum pieces awaiting them, accompanied by a note from an anonymous donor. Although the identity of the benefactor remains a mystery, the players sense a familiar touch in the gesture.

Unbeknownst to the players, the true identity of the anonymous donor is none other than Fionnuala, the enigmatic figure who first recommended them to Áleifr Engström. Through their unwitting progression of her master plan, the players have inadvertently earned her gratitude and support.

Upper Half Encounter Table (Level 14)

  1. Undead Ambush: 1 Necroautomata Dreadnought, 2 Necroautomata Warrior Type B, 3 Wraiths
  2. Elemental Menace: 1 Earth Elemental, 2 Water Elementals, 3 Ghasts
  3. Necromantic Convergence: 1 Necroautomata Type C Warrior, 2 Miners, 3 Zombies
  4. Terror from Below: 1 Necroautomata Miner, 2 Water Elementals, 3 Shadows
  5. Undead Horde: 1 Necroautomata Craftsman, 2 Ghouls, 3 Wights
  6. Elemental Assault: 1 Earth Elemental, 2 Water Elementals, 3 Specters
  7. Graveyard Guardian: 1 Necroautomata Warrior Type A, 2 Miners, 3 Wraiths
  8. Spectral Ambush: 1 Necroautomata Type C Warrior, 2 Shadows, 3 Wights
  9. Cursed Quarry: 1 Necroautomata Miner, 2 Ghouls, 3 Shadows
  10. Elemental Onslaught: 1 Earth Elemental, 2 Water Elementals, 3 Specters

Lower Half Encounter Table (Level 14)

  1. Drakarvær Patrol: 1 Drakarvær Elite Warrior, 2 Drakarvær Skirmishers
  2. Underwater Menace: 1 Drakarvær Skirmisher, 2 Water Elementals
  3. Crocodile Assault: 1 Drakarvær Warrior, 2 Giant Crocodiles
  4. Guardian of the Depths: 1 Drakarvær Elite Warrior, 2 Water Elementals
  5. Swamp Stalker: 1 Drakarvær Warrior, 2 Shadows
  6. Aquatic Ambush: 1 Drakarvær Skirmisher, 2 Water Elementals
  7. Submerged Threat: 1 Drakarvær Elite Warrior, 2 Giant Crocodiles
  8. Dark Depths: 1 Drakarvær Priest, 2 Shadows
  9. Underwater Raiders: 1 Drakarvær Warrior, 2 Drakarvær Skirmishers
  10. Guardians of the Abyss: 1 Drakarvær Elite Warrior, 2 Water Elementals

Drakarvær Acolyte

Medium humanoid (Drakarvær), neutral

Armor Class: 10

Hit Points: 9 (2d8)

Speed: 30 ft., swim 30 ft.

STR: 10 (+0)
DEX: 10 (+0)
CON: 10 (+0)
INT: 10 (+0)
WIS: 14 (+2)
CHA: 11 (+0)

Skills: Medicine +4, Religion +2

Senses: Darkvision 60 ft., Passive Perception 12

Languages: Draconic

Challenge: 1/4 (50 XP)

Spellcasting. The acolyte is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The acolyte has the following cleric spells prepared:

  • Cantrips (at will): Light, Sacred Flame, Thaumaturgy
  • 1st level (2 slots): Bless, Cure Wounds

Actions:

Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.

Drakarvær Elite Warrior

Medium humanoid (Drakarvær), neutral

Armor Class: 16 (chain shirt, shield)

Hit Points: 60 (8d8 + 24)

Speed: 30 ft., swim 30 ft.

STR: 18 (+4)
DEX: 12 (+1)
CON: 16 (+3)
INT: 8 (-1)
WIS: 10 (+0)
CHA: 8 (-1)

Skills: Athletics +7

Senses: Darkvision 60 ft., Passive Perception 10

Languages: Draconic

Challenge: 4 (1,100 XP)

Actions:

Multiattack. The elite warrior makes two melee attacks: one with its halberd and one with its shield bash.

Halberd. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (1d10 + 4) slashing damage.

Shield Bash. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 4) bludgeoning damage, and if the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Drakarvær Priest

Medium humanoid (Drakarvær), neutral

Armor Class: 13 (16 with shield)

Hit Points: 71 (13d8 + 13)

Speed: 30 ft., swim 30 ft.

STR: 10 (+0)
DEX: 10 (+0)
CON: 12 (+1)
INT: 10 (+0)
WIS: 16 (+3)
CHA: 14 (+2)

Skills: Religion +4, Medicine +6

Senses: Darkvision 60 ft., Passive Perception 13

Languages: Draconic

Challenge: 4 (1,100 XP)

Spellcasting. The priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The priest has the following cleric spells prepared:

  • Cantrips (at will): Guidance, Sacred Flame, Thaumaturgy
  • 1st level (4 slots): Cure Wounds, Guiding Bolt, Shield of Faith
  • 2nd level (3 slots): Hold Person, Spiritual Weapon
  • 3rd level (2 slots): Mass Healing Word, Spirit Guardians

Actions:

Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.

Drakarvær Skirmisher

Medium humanoid (Drakarvær), neutral

Armor Class: 15 (chain shirt)

Hit Points: 38 (7d8 + 7)

Speed: 30 ft., swim 30 ft.

STR: 16 (+3)
DEX: 14 (+2)
CON: 12 (+1)
INT: 8 (-1)
WIS: 10 (+0)
CHA: 8 (-1)

Skills: Athletics +5

Senses: Darkvision 60 ft., Passive Perception 10

Languages: Draconic

Challenge: 3 (700 XP)

Actions:

Multiattack. The skirmisher makes two ranged attacks with its javelins.

Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Drakarvær Warrior

Medium humanoid (Drakarvær), neutral

Armor Class: 16 (chain shirt, shield)

Hit Points: 45 (6d8 + 18)

Speed: 30 ft., swim 30 ft.

STR: 16 (+3)
DEX: 12 (+1)
CON: 16 (+3)
INT: 8 (-1)
WIS: 10 (+0)
CHA: 8 (-1)

Skills: Athletics +5

Senses: Darkvision 60 ft., Passive Perception 10

Languages: Draconic

Challenge: 3 (700 XP)

Actions:

Multiattack. The warrior makes two melee attacks: one with its spear and one with its shield bash.

Spear. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) piercing damage.

Shield Bash. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage, and if the target is a Medium or smaller creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

The Last King of Dvergkongerfjell

Gargantuan Construct, Lawful Neutral

Armor Class: 20 (natural armor)

Hit Points: 300 (24d12 + 144)

Speed: 0 ft., fly 60 ft. (hover)

STR 22 (+6) | DEX 10 (+0) | CON 22 (+6) | INT 20 (+5) | WIS 16 (+3) | CHA 18 (+4)

Saving Throws: Str +12, Con +12, Int +11, Wis +9, Cha +10

Damage Resistances: Bludgeoning, Piercing, and Slashing from nonmagical attacks

Damage Immunities: Force, Psychic

Condition Immunities: Charmed, Frightened, Paralyzed, Petrified, Poisoned

Senses: Truesight 120 ft., passive Perception 13

Languages: Common, Dwarvish

Challenge: 16 (15,000 XP)

Magic Crystal Form. The Last King of Dvergkongerfjell is composed entirely of magic crystals. He cannot be affected by spells or effects that target only creatures or constructs, except those that specifically affect constructs or objects.

Legendary Resistance (3/Day). If the Last King of Dvergkongerfjell fails a saving throw, he can choose to succeed instead.

Energy Ray (Recharge 5-6). The Last King of Dvergkongerfjell emits a ray of energy from one of his crystal facets. Each creature in a 60-foot line originating from him must make a DC 20 Dexterity saving throw, taking 48 (12d8) force damage on a failed save, or half as much damage on a successful one.

Energy Burst. The Last King of Dvergkongerfjell releases a burst of energy in a 30-foot radius centered on himself. Each creature in that area must make a DC 20 Constitution saving throw, taking 55 (10d10) force damage on a failed save, or half as much damage on a successful one.

Crystal Shard. Ranged Spell Attack: +11 to hit, range 120 ft., one target. Hit: 22 (4d8 + 4) force damage.

Crystalline Form. The Last King of Dvergkongerfjell can occupy another creature’s space and vice versa. Additionally, he can move through a space as narrow as 5 feet wide without squeezing.

Magic Absorption. Whenever the Last King of Dvergkongerfjell is targeted by a spell that deals force or psychic damage, he gains temporary hit points equal to half the damage dealt by the spell.

Actions

Multiattack. The Last King of Dvergkongerfjell makes two Crystal Shard attacks.

Crystalline Slam. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 33 (4d10 + 6) bludgeoning damage plus 14 (4d6) force damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be pushed 10 feet away from the Last King of Dvergkongerfjell and knocked prone.

Energy Wave (Recharge 6). The Last King of Dvergkongerfjell releases a wave of energy in a 60-foot cone originating from himself. Each creature in that area must make a DC 20 Dexterity saving throw, taking 88 (16d10) force damage on a failed save, or half as much damage on a successful one.

Living Vault

Large Construct, Unaligned

Armor Class: 18 (Natural Armor)

Hit Points: 200 (16d10 + 112)

Speed: 0 ft. (immobile)

STR 20 (+5)
DEX 14 (+2)
CON 24 (+7)
INT 10 (+0)
WIS 12 (+1)
CHA 6 (-2)

Damage Resistances: bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine

Damage Immunities: poison, psychic

Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Senses: darkvision 120 ft., passive Perception 11

Languages: understands the languages of its creators but can’t speak

Challenge: 14 (11,500 XP)

Immutable Form. The living vault is immune to any spell or effect that would alter its form.

Magic Resistance. The living vault has advantage on saving throws against spells and other magical effects.

Multiattack. The living vault can make up to 8 attacks with its bladed and crossbow arms: 4 with its bladed arms and 4 with its crossbow arms.

Bladed Arm. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 18 (3d8 + 5) slashing damage.

Crossbow Arm. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 13 (3d8) piercing damage.

Reactive Armor. The living vault has 3 reaction points, which it can expend when it is hit by an attack to impose disadvantage on the attack roll. The living vault regains all expended reaction points at the start of its turn.

Legendary Resistance (3/Day). If the living vault fails a saving throw, it can choose to succeed instead.

Actions

Animate Weapon (Recharge 5-6). The living vault animates a weapon within 60 feet of it, causing it to float and attack a target of the living vault’s choice. The animated weapon uses the living vault’s attack bonus and deals damage based on its type (bludgeoning, piercing, or slashing) with a +5 bonus to its attack and damage rolls. The animated weapon remains animated for 1 minute or until it is destroyed.

Legendary Actions

The living vault can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The living vault regains spent legendary actions at the start of its turn.

  • Attack. The living vault makes one attack with its bladed arm or crossbow arm.
  • Animate Weapon (Costs 2 Actions). The living vault uses its Animate Weapon action.

Necroautomata Craftsman

Medium undead, neutral evil

Armor Class: 13 (natural armor)

Hit Points: 26 (4d8 + 8)

Speed: 30 ft.

STR: 14 (+2)
DEX: 10 (+0)
CON: 15 (+2)
INT: 8 (-1)
WIS: 12 (+1)
CHA: 6 (-2)

Skills: Arcana +1, Insight +3

Damage Immunities: Poison

Condition Immunities: Poisoned

Senses: Darkvision 60 ft., Passive Perception 11

Languages: Understands Common and Dwarvish but can’t speak

Challenge: 2 (450 XP)

Actions:

Multiattack. The craftsman makes two attacks with its tool arms.

Tool Arm. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage.

Repair. The craftsman targets one damaged Necroautomata within 5 feet of it. The target regains 4 (1d8) hit points.

Necroautomata Dreadnought

Large undead, neutral evil

Armor Class: 18 (natural armor)

Hit Points: 138 (12d10 + 72)

Speed: 30 ft.

STR: 20 (+5)
DEX: 10 (+0)
CON: 22 (+6)
INT: 8 (-1)
WIS: 12 (+1)
CHA: 6 (-2)

Skills: Athletics +9

Damage Resistances: Bludgeoning, Piercing, and Slashing from nonmagical attacks that aren’t silvered

Damage Immunities: Poison

Condition Immunities: Poisoned

Senses: Darkvision 60 ft., Passive Perception 11

Languages: Understands Common and Dwarvish but can’t speak

Challenge: 7 (2,900 XP)

Actions:

Multiattack. The dreadnought makes two melee attacks or uses its Siege Cannon twice.

Siege Cannon. Ranged Weapon Attack: +5 to hit, range 60/240 ft., one target. Hit: 17 (3d10) bludgeoning damage.

Warhammer. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 5) bludgeoning damage.

Necroautomata Miner

Medium undead, neutral evil

Armor Class: 12 (natural armor)

Hit Points: 9 (2d8)

Speed: 30 ft.

STR: 12 (+1)
DEX: 10 (+0)
CON: 11 (+0)
INT: 8 (-1)
WIS: 10 (+0)
CHA: 6 (-2)

Skills: Athletics +3

Damage Immunities: Poison

Condition Immunities: Poisoned

Senses: Darkvision 60 ft., Passive Perception 10

Languages: Understands Common and Dwarvish but can’t speak

Challenge: 1/2 (100 XP)

Actions:

Multiattack. The miner makes two attacks with its tool arm.

Tool Arm. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.

Dynamite Stick (Recharge 6). The miner throws a dynamite stick at a point it can see within 20 feet of it. Each creature within 5 feet of that point must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.

Necroautomata Warrior Type A

Medium undead, neutral evil

Armor Class: 16 (natural armor)

Hit Points: 68 (8d8 + 32)

Speed: 30 ft.

STR: 18 (+4)
DEX: 12 (+1)
CON: 18 (+4)
INT: 8 (-1)
WIS: 10 (+0)
CHA: 6 (-2)

Skills: Athletics +7

Damage Resistances: Bludgeoning, Piercing, and Slashing from nonmagical attacks that aren’t silvered

Damage Immunities: Poison

Condition Immunities: Poisoned

Senses: Darkvision 60 ft., Passive Perception 10

Languages: Understands Common and Dwarvish but can’t speak

Challenge: 4 (1,100 XP)

Actions:

Multiattack. The warrior makes two melee attacks or two ranged attacks.

Warhammer. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 9 (1d10 + 1) piercing damage.

Necroautomata Warrior Type B

Medium undead, neutral evil

Armor Class: 16 (natural armor)

Hit Points: 68 (8d8 + 32)

Speed: 30 ft.

STR: 18 (+4)
DEX: 12 (+1)
CON: 18 (+4)
INT: 8 (-1)
WIS: 10 (+0)
CHA: 6 (-2)

Skills: Athletics +7

Damage Resistances: Bludgeoning, Piercing, and Slashing from nonmagical attacks that aren’t silvered

Damage Immunities: Poison

Condition Immunities: Poisoned

Senses: Darkvision 60 ft., Passive Perception 10

Languages: Understands Common and Dwarvish but can’t speak

Challenge: 4 (1,100 XP)

Actions:

Multiattack. The warrior makes two ranged attacks or two melee attacks.

Cannon Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Cannon Blast. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 13 (2d10 + 1) piercing damage.

Necroautomata Warrior Type C

Medium undead, neutral evil

Armor Class: 14 (natural armor)

Hit Points: 82 (11d8 + 33)

Speed: 30 ft.

STR: 12 (+1)
DEX: 14 (+2)
CON: 16 (+3)
INT: 16 (+3)
WIS: 12 (+1)
CHA: 8 (-1)

Skills: Arcana +7, Perception +4

Damage Resistances: Bludgeoning, Piercing, and Slashing from nonmagical attacks that aren’t silvered

Damage Immunities: Poison

Condition Immunities: Poisoned

Senses: Darkvision 60 ft., Passive Perception 14

Languages: Understands Common and Dwarvish but can’t speak

Challenge: 5 (1,800 XP)

Prophet King of the Drakarvær

Medium humanoid (Drakarvær), neutral evil

Armor Class: 15 (natural armor)

Hit Points: 168 (24d8 + 48)

Speed: 30 ft., swim 40 ft.

STR: 12 (+1)
DEX: 14 (+2)
CON: 14 (+2)
INT: 16 (+3)
WIS: 20 (+5)
CHA: 18 (+4)

Saving Throws: Wisdom +10, Charisma +9

Skills: Religion +10, Insight +10, Persuasion +9

Senses: Darkvision 60 ft., Passive Perception 15

Languages: Draconic

Challenge: 15 (13,000 XP)

Spellcasting. The Prophet King is a 13th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). The Prophet King has the following cleric spells prepared:

  • Cantrips (at will): Guidance, Sacred Flame, Thaumaturgy
  • 1st level (4 slots): Command, Cure Wounds, Detect Magic, Shield of Faith
  • 2nd level (3 slots): Hold Person, Lesser Restoration, Spiritual Weapon
  • 3rd level (3 slots): Dispel Magic, Mass Healing Word, Spirit Guardians
  • 4th level (3 slots): Banishment, Death Ward, Divination
  • 5th level (3 slots): Flame Strike, Greater Restoration, Scrying
  • 6th level (1 slot): Harm, Heal
  • 7th level (1 slot): Plane Shift

Divine Eminence. As a bonus action, the Prophet King can expend a spell slot to cause his melee or ranged spell attacks to deal an extra 2d8 radiant damage on a hit.

Actions:

Sacred Flame. Ranged Spell Attack: +10 to hit, range 60 ft., one target. Hit: 4d8 radiant damage.

Mace. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

Undead Necromancer (CR 15)

Medium undead, neutral evil

Armor Class 15 (mage armor)

Hit Points 136 (16d8 + 64)

Speed 30 ft.

STR 8 (-1)
DEX 14 (+2)
CON 18 (+4)
INT 20 (+5)
WIS 12 (+1)
CHA 16 (+3)

Saving Throws Int +10, Wis +6, Cha +8

Skills Arcana +14, History +14, Insight +6, Perception +6

Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities poison

Condition Immunities poisoned, exhaustion, charmed, frightened

Senses darkvision 60 ft., passive Perception 16

Languages Common, Abyssal, Infernal, Necril

Challenge 15 (13,000 XP)

Special Traits:

Undead Fortitude. If damage reduces the necromancer to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the necromancer drops to 1 hit point instead.

Spellcasting. The necromancer is a 16th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). The necromancer has the following wizard spells prepared:

  • Cantrips (at will): chill touch, mage hand, prestidigitation
  • 1st level (4 slots): detect magic, mage armor, shield, unseen servant
  • 2nd level (3 slots): blindness/deafness, detect thoughts, mirror image
  • 3rd level (3 slots): animate dead, dispel magic, vampiric touch
  • 4th level (3 slots): blight, dimension door
  • 5th level (3 slots): cloudkill, scrying
  • 6th level (1 slot): circle of death, disintegrate
  • 7th level (1 slot): finger of death
  • 8th level (1 slot): power word stun
  • 9th level (1 slot): power word kill

Actions:

Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.

Unholy Bolt. Ranged Spell Attack: +10 to hit, range 120 ft., one target. Hit: 27 (6d8) necrotic damage.

Animate Dead (Recharge 6). The necromancer targets one or two corpses within 30 feet of it and animates them, turning them into zombies under its control. The undead remain animated for 24 hours or until the necromancer dies, is incapacitated, or dismisses them as a bonus action.

Magic items

Armor of the Dwarven Lords

Armor (any heavy armor), rare (requires attunement)

This ancient suit of armor is crafted from the finest metals and imbued with the resilience and endurance of the dwarven lords of old. While wearing this armor, you gain the following benefits:

  • Dwarven Resilience: You have advantage on saving throws against poison, and you have resistance against poison damage.
  • Dwarven Endurance: While you are wearing this armor, your hit point maximum increases by 1 for each level you have attained.
  • Dwarven Might: When you make a Strength (Athletics) check or a Strength saving throw, you can treat a d20 roll of 9 or lower as a 10.

Drakarvær’s Devotion

Legendary Weapon (Warhammer), requires attunement

Drakarvær’s Devotion is a mighty warhammer forged in the heart of the Drakarvær’s sacred temples, infused with the fervent religious zeal and draconic essence that define the essence of the Drakarvær faction. When attuned to Drakarvær’s Devotion, you gain the following benefits:

  • Divine Blessing: You gain proficiency in Wisdom (Religion) and Wisdom (Insight) if you did not already have it. Additionally, you have advantage on all Wisdom checks made to discern the will of the draconic gods or to sense divine presences.
  • Draconic Fury: Once per long rest, as an action, you can channel the draconic power within the warhammer to unleash a devastating blow. For the next minute, your melee attacks with Drakarvær’s Devotion deal an additional 2d6 radiant damage.
  • Sacred Empowerment: You can cast the Bless spell at will, without requiring material components. Additionally, you gain proficiency in one type of artisan’s tools of your choice, reflecting your dedication to craftsmanship and religious devotion.

Gauntlets of Dvergkonger

Legendary Gauntlets, requires attunement

Forged from the crystalline essence of the mountain itself, the Gauntlets of Dvergkonger are a symbol of unity, power, and the unbreakable spirit of the dwarven people. Crafted by the last king of Dvergkongerfjell, these legendary gauntlets bestow upon their wearer the formidable energy manipulation abilities wielded by the ancient monarch.

Crystal Empowerment: While attuned to the Gauntlets of Dvergkonger, the wearer gains resistance to force damage and can channel the power of the mountain’s crystals to enhance their energy attacks.

Energy Ray: As an action, the wearer can unleash a focused beam of arcane energy from the gauntlets, targeting a creature within 120 feet. The target must succeed on a Dexterity saving throw against a DC equal to 8 + the wearer’s proficiency bonus + their Intelligence or Wisdom modifier (whichever is higher) or take 8d6 force damage, or half as much damage on a successful save. This ability can be used once per short rest.

Energy Blast: Once per long rest, the wearer can unleash a devastating blast of raw magical energy, affecting all creatures in a 30-foot cone originating from them. Each affected creature must make a Dexterity saving throw against the same DC as the Energy Ray or take 12d8 force damage, or half as much damage on a successful save.

Crystal Manipulation: The wearer gains proficiency in the Arcana skill if they do not already have it, representing their attunement to the magical properties of the crystal gauntlets.

Gloryhammer

Legendary item (artifact), requires attunement by a dwarf

The Gloryhammer is a legendary tool of dwarven craftsmanship, imbued with ancient magic and steeped in the rich history of the dwarven clans. Crafted by master artisans of old, it serves as a symbol of dwarven ingenuity and resilience.

Stonecunning. While attuned to the Gloryhammer, you gain proficiency in smith’s tools, mason’s tools, and tinker’s tools if you do not already have it. Additionally, you gain the Stonecunning ability, allowing you to have advantage on Intelligence (History) checks related to stonework, such as architecture, masonry, and underground construction. If you are already a dwarf and possess Stonecunning, you have advantage on all checks made with this ability.

Masterful Craftsmanship. The Gloryhammer grants you unparalleled skill in working with stone and metal. When using any of the tools it grants proficiency with, you have advantage on ability checks made with those tools.

Bane of Stone. Once per day, as an action, you can channel the magic of the Gloryhammer to instantly cut an entranceway in a wall of stone or other similar stonework, creating a passage large enough for creatures to pass through. Alternatively, you can use the hammer to slice through stonework with incredible

Ironbeard’s Defender

Legendary Shield

Forged in the fires of vengeance and borne by Gundrik Ironbeard brother, Ironbeard’s Defender is a legendary shield that symbolizes resilience in the face of darkness and the unwavering resolve to protect one’s kin.

Shield of Retribution: Ironbeard’s Defender grants its wielder resistance to all damage types while they are below half their maximum hit points, representing the shield’s ability to fortify its bearer’s defenses in times of dire need.

Guardian’s Vigilance: Once per short rest, as a reaction when an ally within 10 feet of the wielder is targeted by an attack, the wielder can interpose Ironbeard’s Defender, imposing disadvantage on the attack roll and granting the ally resistance to the triggering attack’s damage.

Vengeful Counter: When the wielder is hit by a melee attack, they can use their reaction to strike back at the attacker with righteous fury. The attacker must make a Dexterity saving throw against a DC equal to 8 + the wielder’s proficiency bonus + their Strength or Dexterity modifier (whichever is higher) or take damage equal to half the damage dealt by the triggering attack, or half as much damage on a successful save.

Ironclad Resolve: The wielder gains a +2 bonus to their Armor Class while wielding Ironbeard’s Defender, representing the shield’s unmatched defensive capabilities

Javelin of Dragon Slaying

Weapon (javelin), rare

A Javelin of Dragon Slaying is a finely crafted weapon designed specifically to pierce the hide of dragons and deliver a deadly blow. When you make a ranged attack with a Javelin of Dragon Slaying and hit a creature that is a dragon, you deal an additional 3d6 piercing damage.

In addition to its potent effect against dragons, a Javelin of Dragon Slaying functions as a normal javelin, capable of being thrown with great accuracy and force.

Necrotechnic Blade:

Legendary Weapon (longsword), requires attunement

The Necrotechnic Blade is a legendary weapon forged through the fusion of dark necromantic magic and advanced technological innovation. This longsword pulsates with an eerie greenish glow, its blade etched with ancient runes and intricate circuitry. While wielding the Necrotechnic Blade and attuned to it, you gain the following benefits:

  • Dark Arcanum: The Necrotechnic Blade is imbued with the power of necromantic magic, dealing an additional 2d6 necrotic damage on a successful hit. Additionally, whenever you reduce a creature to 0 hit points with this weapon, you gain temporary hit points equal to half the necrotic damage dealt.
  • Technological Precision: The blade’s advanced design and precision engineering grant you a +2 bonus to attack and damage rolls made with it.
  • Circuitry Surge: As a bonus action, you can channel the blade’s electrical energy to supercharge your attacks. For the next minute, your attacks with the Necrotechnic Blade deal an additional 1d6 lightning damage, and any creature hit by the blade must succeed on a Constitution saving throw (DC 17) or be stunned until the end of your next turn.
  • Necrotechnic Resilience: The Necrotechnic Blade grants you resistance to necrotic damage, and you have advantage on saving throws against spells and effects that would cause you to become frightened or charmed.

Ring of the Earth Shaper

Ring, rare (requires attunement)

This simple ring is crafted from polished stone, with intricate runes etched into its band. While wearing this ring and attuned to it, you gain the ability to cast the stoneshape spell at will, without expending a spell slot. Additionally, you can expend a spell slot to cast stone shape at a higher level, as normal.

Ring of Wealth

Ring, varies (requires attunement)

These rings are adorned with precious gemstones of varying types, each representing a different aspect of wealth and prosperity. While wearing a Ring of Wealth and attuned to it, you gain the following benefits:

  1. Ruby Ring of Prosperity: This ring is set with a brilliant ruby, symbolizing prosperity and abundance. While wearing this ring, you have advantage on Charisma (Persuasion) checks made to negotiate business deals, barter, or otherwise acquire wealth through social interactions.
  2. Emerald Ring of Fortune: This ring features a shimmering emerald, representing luck and good fortune. While wearing this ring, you gain advantage on saving throws against effects or spells that would cause you to lose wealth, such as theft, gambling, or financial misfortune.
  3. Sapphire Ring of Bounty: This ring showcases a gleaming sapphire, signifying riches and bounty. While wearing this ring, you have advantage on Wisdom (Perception) checks made to spot hidden treasures, valuable items, or opportunities for financial gain in your surroundings.
  4. Diamond Ring of Opulence: This ring boasts a dazzling diamond, epitomizing luxury and extravagance. While wearing this ring, you have advantage on any checks or rolls related to generating income, such as running a business, investing in ventures, or managing finances.

Robe of the Necromancer

Wondrous Item (robe), very rare (requires attunement by a spellcaster)

This flowing black robe is adorned with intricate patterns of bone and skull motifs, exuding an aura of dark power and arcane mastery. While attuned to the Robe of the Necromancer, you gain the following benefits:

  • Mastery of Death: You have advantage on saving throws against spells and effects that deal necrotic damage.
  • Grasp of the Grave: Whenever you cast a necromancy spell of 1st level or higher that targets only one creature, you can choose to deal additional necrotic damage equal to your proficiency bonus to the target.
  • Undead Servitude: You can use an action to summon a spectral servant to aid you. The spectral servant appears in an unoccupied space within 30 feet of you and lasts for 1 hour or until it drops to 0 hit points. It has the statistics of a wight (see the Monster Manual) but is under your control and follows your verbal commands. Once you use this feature, you can’t use it again until you finish a long rest.
  • Cloak of Shadows: As an action, you can command the shadows to cloak you, granting you advantage on Dexterity (Stealth) checks for 1 hour. Once you use this feature, you can’t use it again until you finish a short or long rest.

Solar Mace

Weapon (mace), rare (requires attunement by a cleric)

A Solar Mace is a radiant weapon imbued with the power of the sun, crafted for those who serve as beacons of divine light and righteousness. While wielding this mace and attuned to it, you gain the following benefits:

  • Solar Radiance: The Solar Mace sheds bright light in a 20-foot radius and dim light for an additional 20 feet. This light is considered sunlight.
  • Radiant Strikes: When you hit a creature with the Solar Mace, it deals an additional 1d6 radiant damage.
  • Divine Empowerment: As a bonus action, you can channel the radiant energy within the Solar Mace to empower your spells. For the next minute, whenever you cast a spell that deals radiant damage, you can reroll any 1s and 2s on the damage dice and must use the new rolls.

Stonebane Pickaxe

Weapon (pickaxe), uncommon

A Stonebane Pickaxe is a formidable tool designed for the specific purpose of cutting through stone and earth with ease. When you make an attack with a Stonebane Pickaxe against a stone surface or an earth-based creature, you gain the following benefits:

  • Efficient Mining: When you hit a stone surface with this pickaxe, you deal double damage to it. Additionally, if the surface is a sizeable stone wall or obstacle, you can attempt to destroy it with a successful Strength check (DC determined by the DM) after dealing damage with the pickaxe.
  • Effective Against Earth Creatures: When you hit an earth-based creature with this pickaxe, you deal an additional 1d6 damage of the same type as the pickaxe’s damage.
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