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“The Forge" is a desert adventure of sand and secrets designed for four to six 3rd-level characters. For more useful information on the campaign setting of Ebonyr please visit knightvisionstudios.com. This module is compliant with Goblinoid Games Labyrinth Lord Rules. The OGL can be found at the end of this product.
Adventure Background The Forge is an artifact that the dwarves have kept in trust for eons. It is supposedly the tool God used to create the Zhud. The location of the Forge has been a secret even from the various leaders of the Zhud tribes ever since the stronghold was built. Only one Zhud in existence knows of the Forge’s whereabouts and that person chooses devout and worthy Zhud's to act as guardians at the secret citadel. But even they don't know what they're guarding. So when it was stolen, the keeper informed the various secular and religious leaders of the Zhud tribes who then decided they needed to retrieve it. However by this stage, reports of the Forge and its use had begun to filter throughout the region. The religious leaders became very concerned after reading the holy texts and learned that because the person using the Forge could only wield the artifact with Gods approval. Therefore, whoever was wielding it was on a direct mission from God himself.
The dwarven leaders knew that Forge needed to be returned to the secret citadel. They made a decision that put them between a rock and a hard place, what they needed was someone ignorant, someone who could potentially get to and stop the thieves, but who wouldn't figure out that they were actually acting against God wishes. They needed scapegoats. Enter the PC's.
Part One: Copper Bay
1) The Copper Guild Guild master Jules Doza The Copper guild has the responsibility for supervising the procurement and transport of copper in and out of Copper Bay. The routinely hire mercenaries and adventures as guards in the caravans and mining operations in the wilderness.
The PC's are contacted by a Zhud cleric working for the religious leaders. He will offer 1000gp each for help in guarding his caravan through the Gebroan wilderness and exploring ancient ruins. He may suggest that he's attempting to find a long, lost religious artifact. They travel by ship from Altalissia to the small port of Copper Bay. There they can replenish food and water. The will be wandering monsters in the wilderness to contend with and eventually the caravan comes upon the ruins. The Zhud cleric produces a key that unlocks a door in one of the buildings that has not been plundered by grave robbers and thieves. The PC's adventure down three levels of traps and monsters too finally to a lesser demon called the Fire Tyrant who is trying to use trying to destroy The Forge in a sinister ceremony.
Adventure Hooks •
Guarding the caravan: The party has been contacted by a Zhud cleric that is rather eccentric and will offer 500gp (at first) then 1000gp (final offer) to guard his caravan through the Gebroan wilderness. He won't tell the PC's about the ruins or the Forge of Souls.
Whatever the PC’s reasons for accepting this adventure, be it the hooks or an LL plot device, the PC’s will start in the small seaport of Copper Bay. (See Map page 11) There are several shops and lodging in Copper Bay. The PC’s can get some rest and resupply here before heading out into the wilderness.
2) The Forge and Tome Inn & Tavern Landlord: Koop Adigoldan Menu Main Courses Boiled Pigeon Bake Boiled Steak Roast Puddings Almond Bake Pear Surprise Drinks Mead Grog Local Wine Spring Wine 7 rooms for rent: 40sp/night
Locate the Dead Ones: The Zhud Cleric has charted a caravan and asks the party to help him locate some ruins in the wilderness so he can visit the graves of his ancestors. Again he will offer 500gp up front and 500gp after he returns safely to port. The Zhud will not offer any information about the Forge of Souls.
Did you say you had a map? : A Zhud cleric will disguise himself as an old prospector and divulge information the party about ruins that he discovered in the wilderness. He will offer the map in exchange for protection from some unknown bandit organization. He will lead the PC’s to the ruins the next morning. The cleric will not show up at the rendezvous point the next morning. Will the PC’s take the bait?
3) Rusty Lantern Tavern Bartender: Male gnome, 5th-level NPC commoner Interesting Clientele: An assassin secretly biding his time, a ranger is looking for her wolf. Rumors Overheard: 1) A woman who mysteriously vanished years ago has been seen walking in the desert. 2) Vampires are preying upon a small town. 3) Two well-known heroes will soon fight a duel. Accommodations: Common (a placed on a raised, heated floor, blanket and pillow, amongst higherclass company) for 3 sp per day. Menu: Breakfast: Bacon, Curds, Gnomes’ yogurt, Blueberries, Sea oats (cost 3sp). Lunch: Veal sweetbreads, Goose eggs, Cabbage, Currants (cost 4sp). Supper: Broiled catfish, Collard greens, Corn, Coarse rye bread, Plain cake (cost 5sp). Snack: Quail eggs, Sea-grapes, Oatmeal (cost 2sp). 4) Stone to Bread Bakery Owner: Ellona Annix Most bakery products: 5 sp/each Pastries 8 sp/each 5) Merchants Market Owners: Sal and Deveron Zorabos This business sells leather and metal goods, small weapons and armor. Prices are 20% higher then the LL guide prices. 6) Copper Stables and Livery Owner: Higlark Straden Will rent burros and carts for 20 gp/week Will stable animals for 5 gp/week
Part Two: Wilderness Journey It’s best for at least run one random encounter from Copper Bay to the Ruins. Roll d10 1 2 3 4 5 6 7 8 9 10
Desert Monster Encounter Table Beetle, Fire Beetle, Oil Lion Hobgoblins Ogre Scorpion, Giant Snake, Pit Viper Snake, Giant Rattler Snake, Giant Tarantella Nomad (human) Raiders
Part Three: The Forge Level 1 General – map on page 12 Walls: Worked Stone Floor: Stone Temperature: Warm Illumination: None Room 1 Stairs lead up to a small building, inside there is no windows or doors to be seen. The floor suddenly gives out from the PC's weight. The PCs fall to the next floor Save vs. DEX or 1d4-1 damage for the fall. Room 2 East Entry - no door leads to a long corridor. Room Features: Carvings and Mosaics. Room 3 West Entry - no door leads to a corridor. South Entry - no door leads to a corridor. Room Features: Circular, no furniture or objects. Dart Trap - Trigger: Loose flagstone on the floor, Effect: a dart will be launched from the north end of room 3 down the corridor toward room 4 about 3 feet off the ground, Damage 1d4 Room 4 North Entry - no door leads to corridor South Entry - Locked stone door West Entry - Secret locked stone door Room Features – Rectangular with two large rectangular pools of water. Arrow Traps - Trigger: Loose flagstone on the floor opposite the trap, Effect: a regular arrow fly’s of the wall 4 feet from the floor, Damage: 1d6 Room 5 North Entry - Locked stone door West Entry - No door East Entry - Stuck stone door Room Features - This room is oval with a large pool of water in the middle Monsters: Water Weird: (1), MV: 20' swim, AC: 8, HD 3, Attacks: 1 (Grapple), Dmg: Drowning of victim, A water weird is a magical creature made of water which lives in a pool or another body of water. It attacks all living things that disturb it, feeding on the life forces of its victims in an unknown way. Water weird does can appear in different shapes; however they most often appear in a snake-like form. It takes a water weird two rounds to create its form, and it will try to do this secretly once it is
aware of potential victims. Once formed, it will attack the closest target, and attempt to grapple it and drag it underwater to drown. It will not attack other creatures until its first target is dead. If hard pressed, water weird will flee to the bottom or dark corner of its home (assuming the body of water is large enough).
Monster: Acidic Flesh Blob, (1). MV: 20', AC 6, HD 2, #AT special, Dmg: 1d4 chemical burns, An acid blob's acid is not strong enough to continue burning flesh after its strike, but metals are in great danger. A metal weapon that strikes an acid blob dissolves immediately unless it succeeds save vs. spell.
Room 6 South Entry - Locked stone door East Entry - Secret locked stone door Room Features – Rectangle, no furniture. Monsters: Scopioped (2), MV: 60' (20'), AC: 9, hp 6 each, Attacks: 1 (bite), Dmg: Poison, Save vs. 0 level human, they attack by biting their foes and injecting a poison. The poison can make the victim sick for 1d10 hours and they can only move at 50% rate. No other physical activity is possible.
Room 10 North Entry - Open archway Southeast Entry - Stone stairs leading down Room features – Square, no furniture and stone steps in the southeast portion of the room.
Room 7 West Entry - Stuck stone door North Entry - No door Room Features – Rectangle, with stone benches have been cut into the east and west walls. Room 8 Southwest Entry - Stuck stone door Southeast Entry - Locked iron door Room features- Rectangle, no furniture. Room 9 North Entry - Locked iron door South Entry - Stuck iron door Room features: Large rectangle rooms, part of the walls have collapsed with large amounts of stone rubble.
Map on page 13 General Walls: Worked Stone Floor: Stone Temperature: Warm Illumination: None Room 1 West Entry - Trapped/Unlocked/closed stone door (leads to stairs and level 1 room 10) Trap: Darts - Trigger: loose floor flagstone in front of the steps. Effect: 4 darts will drop from the ceiling doing 1d4 damage. North Entry - Open archway (room 1a) Northwest Entry – Leads to room 2 Northeast Entry – Leads to room 3 South Entry – Leads to room 4 East Entry - Locked iron doors leads to room 10 Room features – Extremely large rectangle room with 6 stone columns on either side.
Room 1A South Entry – Archway leads to room 1 Room features – Alcove that features a small stone altar on the north end with several stone benches along the east and west wall. Room 2 South Entry - Unlocked stone door Room features – Square, broken wooden furniture litters the room. Room 3 South Entry - Unlocked stone door Room features – Square, empty, small hole in one corner. Monsters - Demon Bats,(4), AL N, MV 15' (6'), Fly 140' (50'), AC 6, HD 2, #AT 1, Dmg Stab 1d6, Bite 1d4, SV F1, Morale 8. Treasure: One non-magical silver ring (25gp value) Room 4 North Entry Unlocked/closed iron doors South Entry - Open iron door Room features – Oval shaped room, littered with broken wooden furniture. Monsters - Large Spider (2), AL N, MV 120' (40'), AC 5, HD 4, #AT 1 Bite, Dmg 1d8 (non poisonous), SV F2, Morale 8. Room 5 North Entry Locked stone door South Entry Locked secret stone door East Entry - Archway Room features – Rectangle shape, 4 columns in the middle, no furniture. Monsters - Hobgoblin: (1), AL Chaotic, MV 90' (30'), AC 6, HD 2, #AT 1, Dmg +1 Long sword 1d8, SV F2, Morale 8. Treasure: 13 gp, 21 sp, 17 cp Goblins: (4), AL Chaotic, MV 60' (20'), AC 6, HD 1-1, #AT 1, Dmg Short sword 1d6, SV H0, Morale 7. Treasure on goblins: 32 gp, 41 sp, 59 cp, 1 silver necklace (15 gp value)
Treasure - Metal chest (unlocked): 45 cp, 36 sp, 22 gp, 1 garnet gemstone (25gp value) Room 6 North Entry - Locked secret stone door Room features – Small wooden sleeping pallet, locked wood chest next to it. Treasure: inside the chest are 45gp, 65sp and 107cp.
Room 7 West Entry - Archway Northeast Entry - Open stone door Southeast Entry - Unlocked closed stone door Room features – Large rectangular room, 4 columns hold up the ceiling. Stone benches line the east and west walls. There is nothing of value. Room 8 West Entry - Unlocked closed stone door North Entry - Unlocked closed stone door Room features – Square room, large wooden desk, overturned chairs and several empty bookshelves. Room 9 West Entry - Open stone door South Entry - Unlocked closed stone door North Entry - Unlocked closed stone door Room features – Square room, empty.
Room 10 West Entry - Locked stone doors South Entry - Trapped locked stone door Trap - Trigger: Room Features – Large square room, several dwarven statures line the northern wall. Monsters - Lesser Rock Golem (1), AL N, MV 240' (80'), AC 0, HD 8, #AT 1, 2d10 Fists, SV F8, MC 12, HC n/a
Level 3 General – Map on page 14 Walls: Worked Stone Floor: Stone Temperature: Warm Illumination: None Room 1 - Landing - Stairs lead up to Level 2 Room Room 2 Entry 1 - Leads to room 1 Entry 2 - Leads to room corridor and room 2a Room features – Square room, empty Trap – Spear Trap Trigger: Loose floor flagstone right in the middle of the room. Effect: A spear will fly out of the east wall in the middle of the room. 1d6 of damage. Area 2a - Door to nowhere The corridor leads to a stone door with a door knob. Door Trap, trigger: When a PC turns the door knob this sets off the trap trigger. Effect: The stone floor disappears and the PC's fall into a sand pit that is 20' long by 5' wide. Monster: Skull Scorpio (4), AL Chaotic, MV 75' (25'), AC 3, HD 3, #AT 3 (2 claws, sting), Dmg 1d6, 1d6, 1d4, SV F2, MC 9, HC VI Treasure: +2 Dagger and small diamond (25gp value) lie on the floor.
Room 4 Entry 1 - Leads to room 3 Room features Monster - Moon Maggot (5), AL N, MV 10' (2'), AC 9, HD 2, #At 1, Dmg 1d4 arm pincers, 1d6 mouth, 1d6 tail, SV 0LH, MC n/a, HC n/a Room 5 Entry 1 - Leads to corridor and area 2a Entry 2 - Leads to room 6 Room features – Long corridor-type room, empty Room 6 Entry 1 - Leads to room 5 Entry 2 - Leads to rooms 8,9,10 Room features – Medium-sized corridor. Trap - Spiked chain, Trigger - Loose flagstone in the middle of the corridor Effect - A spiked chain swing down the center of the corridor from south to north Room 7 Entry 1 - leads to corridor to the west Room features – Rectangle room with 4 columns holding up the ceiling. A half-consumed humanoid body lies in the corner with a two creatures chewing on it. Monster - Grabmutt (2) AL N, MV 60' (20'), AC 5, HD 3, #AT 1, DMG 1d8, SV F3, MC 8, HC VI
Room 3 Entry 1 - Leads to the west corridor Entry 2 - Leads to room 4 Room features – Large circular room, two metal chests lie against the south wall. Chest 1 (trapped by non-poisonous darts 1d4 Dmg) Potion of Extra-Healing, Human-sized Boots of Speed and three +2 arrows. Chest 2 (locked but not trapped) Ring of Fire Resistance, Horn of Frostbite ending a beam in the desired direction, and is identified. The frost horn has 20 charges and can deal 2d6 damage on any creature except for cold-based.
Room 8 Entry 1 - Leads to corridor Room features - Dead Zhud lies in the corner. Monsters - Bone Ants (4) AL N,, MV 140' (40'), AC 3, HD 4, #AT 1, Dmg 2d6, SV F3, MC 7, HC VI Room 9 Entry 1 - Leads to corridor Room features – Small, square room that is empty Room 10 Entry 1 - Leads to corridor Room features – Small square room, with one bed pallet, small wooden table and chair. Monsters: Bone Ants (2) AL N,, MV 140' (40'), AC 3, HD 4, #AT 1, Dmg 2d6, SV F3, MC 7, HC VI Room 11 Entry 1 - Lead to north corridor Entry 2 - Leads to room a, b, c Entry 3 - Secret locked stone door, Leads to room 12 Room features – Long corridor-like room 30’ long by 10’ wide, 2 wooden chairs are against the north wall. Room 11A Entry - Closed iron door Room features Monster - Sand Mummies (4) AL C, MV 60' (20'), AC 3, HD 5, #AT 1, Dmg 1d12, disease, SV F5, MC 12, HC XI Room 11B Entry - Closed iron door Room features – Small prisoner cell with a stone bench and small stone toilet in one corner. There is nothing of value Room 11C Entry - Closed iron door Room features - Small prisoner cell with a stone bench and small stone toilet in one corner. There is nothing of value
Room 12 Entry 1 - Secret locked stone door, leads to room 11 Entry 2 - Stairs lead to room 13 Room features Monsters – Dust devils (2) AL C, MV 60” (20”), AC 2, HD 4, #AT 1, Dmg 1d6 sharp claws and teeth, SV F4, MC 13 Treasure: 1 silver necklace (30gp value), Copper Ring (Ring of Invisibility – page 112 LL Guide), (5) +1 arrows. Room 13 Entry 1 - Leads to northern corridor Entry 2 - Stairs lead to room 12 Room features Trap - Spear Trap, Trigger Loose floor flagstone Effects - 2 arrows shoot from across the corridor into room 13 Room 14 Entry 1- Lead to western corridor Entry 2 - Lead to eastern corridor Room features – 5 walled or Pentagon-shaped rooms with a large raised dais dominating the center. Three large stone statues stand on the dais. Monster – Rock golems (3) AL N, MV 120' (40'), AC 2, HD 6, #AT 2, Dmg 1d6 short sword, SV F5, MC 12, HC n/a Treasure: +1 Long sword hangs on the wall, +1 small metal shield hangs on the wall, and Bone case with a scroll of X-ray vision hangs on the wall. Room 15 Entry 1 - Leads to northern corridor Room features – Small square room with several wooden sleeping pallets, cooking utensil lie around the room. Monster - Zhud fighters (2) AL C, MV 60' (20') AC 4, HD 3, #At 1, Dmg 1d6 short sword 1d6 spear, D3, MC 8, HC XVI Room 16 Entry 1 - Leads to northern corridor Room features – Small square room, empty and nothing of value.
Room 17 Entry 1 - Leads to northern corridor Room features Monsters: Zhud Fighters (2) AL C, MV 60' (20') AC 4, HD 3, #At 1, Dmg 1d6 short sword 1d6 spear, D3, MC 8, HC XVI Room 18 Entry 1 - Leads to corridor Room features – Small square room which is empty. Room 19 Entry 1 - Leads to corridor Room features – Small square room with 2 wooden sleeping pallets and one small wooden chest. Monsters: Zhud fighter (1) AL C, MV 60' (20') AC 4, HD 3, #At 1, Dmg 1d6 short sword 1d6 spear, D3, MC 8, HC XVI Treasure (chest) +1 dwarven leather armor, +1 silver dagger. Room 20 Entry 1 - Lead to southern corridor Entry 2 - Magical gateway Room features – Long rectangular room with a round metal door at one end. Monsters: Zhud Fighter (2) AL C, MV 60' (20') AC 4, HD 3, #At 1, Dmg 1d6 short sword 1d6 spear, D3, MC 8, HC XVI LL notes: This room is a “gate” room of sorts. The metal door can be activated by a special metal key made of Mythinen. The door will open and anyone can pass through unharmed to dwarven underground city.
Room 23 Entry 1 - Leads to room 21 Entry 2 - Leads to southern corridor Room features – Rectangular room with a cook prep table in the middle. The room is empty. Room 24 Entry 1 - Leads to eastern corridor and rooms 23 & 22 Room features – Huge rectangular room dominated by a massive platform made out of some gem or crystal substance at the opposite of the room. Six massive stone columns hold up the ceiling. Monster: Fire Tyrant (1) AL C, MV 120’ (80’), AC 3, HD 6, #AT 3, Dmg axe/claw/bite 1-8/1-6/1-4, MC 10.
Room 21 Entry 1 - Leads to northern corridor Entry 2 - Lead to room 23 Room features – Five long stone tables line the walls of the room. The room is unoccupied. Room 22 Entry 1 - Leads to northern corridor Entry 2 - Leads to southern corridor Room features – This room is a rather large square room with 9 large stone tables. Two large creatures stands one of the tables and challenges the PC’s Monsters – Chaos Imp (3) AL C, MV 80’ (30’), AC 5, HD 3, #AT 2 1d4/1d4 claw/claw, MC 8, HC n/a
Treasure: The Forge Mace (“Hand of God) See appendices for the full description. Mythinen key Chaos Imp (2) AL C, MV 80’ (30’), AC 5, HD 3, #AT 2 1d4/1d4 claw/claw, MC 8, HC n/a Zhud Cleric (1) AL C, MV 60' (20') AC 4, HD 3, #At 1, Dmg 1d6 spear, D3, MC 8, HC XVI
The Forge of Souls is a magical weapon made of Mythinen. It is well balanced and can make a fine weapon. There is only one known in existence and was created by the Creator himself.
LL Note: The Fire Tyrant and Chaos Imps will fight to the death. The Cleric will surrender if the Fire Tyrant is defeated or has taken ½ hp damage.
1) +2 to hit and damage against all creatures. +4 to hit and damage against all kinds of demons. 2) Any dwarf who holds the Forge of Souls can summon two 16 HD angelic creatures once every two weeks by holding the weapon over his head and yelling the command word at the top of his/her voice. The beings will arrive instantly and stay for exactly one hour. The Angelic beings are very friendly towards the wielder and its companions. 3) All dwarves who wield the Forge of Souls gain +2 on all saving throws against any spells, poisons, etc. 4) The Forge of Souls received a +10 to all of its saving throws due to its extraordinary durability. This bonus does not apply to the wielder.
Conclusion By defeating the Fire Tyrant and his minions and retrieving the Forge of Souls will bring instant success to the PC’s The PC’s can use the Mythinen key found on the Fire Tyrant to travel through the Vortex Path found in room 20. The Vortex will take the PC’s to the dwarven Keeper of the Forge complex. There they will be rewarded with their prize (LL choice) The dwarven high cleric’s may have a change of heart towards the PC’s and may want them killed because they now know of the Forge and its location.
The Forge of Souls has the following abilities:
Appendix The Forge of Souls
Level 3 map
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Level 3 Labyrinth Lord adventure module