--- type: location region: "[[Valdris]] territory" function: "Dwarven mine / seal anchor site" danger: High --- # Ironheart Mine ## Overview A dwarven mithril mine in the [[Valdris|Valdrian]] highlands, built directly atop a seal anchor. The mine has been in operation for 200 years — the dwarves unknowingly excavated around the ancient anchor obelisk, treating it as a holy site devoted to Moradin. When the [[The Hand of Ruin|Hand of Ruin]] learned this, they contracted the [[The Iron Concord|Iron Concord]] to "guard" the mine while cultists worked to crack the seal. ## The Siege (At Game Start) - The mine has been under cult control for 3 weeks. - 12 surviving dwarven miners are held as hostages in the lower levels. - [[Captain Vara Holt]]'s Iron Concord company "guards" the upper levels, unaware (or willfully ignorant) that cultists are operating below. - [[Scorchmaw]] (young magma dragon) is bound in the anchor chamber as added muscle. ## Level 1 — The Upper Works ### Entrance A fortified gatehouse built into the mountainside. Guarded by 6 Iron Concord mercenaries (use **veteran** stat block) and 2 ballistae. If the party approaches openly, Captain Vara Holt confronts them. ### Barracks Iron Concord quarters. Contains mercenary pay chests (total 800 gp), supply manifests showing suspicious "special deliveries" to lower levels, and Captain Holt's journal. **Holt's Journal (key entries):** - *"New contract. Guard a mine. Easy coin. Commander Holt says to keep the men on the surface. Something about seismic instability."* - *"Men are hearing noises from below. Drums. Chanting. Holt says it's dwarves praying. I've never heard a dwarf pray like that."* - *"I asked Holt what's really down there. She threatened a transfer to the northern front. I'm not asking again."* ### The Great Lift A dwarven mechanical lift that descends 300 feet to Level 2. Requires a DC 15 Intelligence (Investigation) to bypass the cult's sabotage — failing triggers a cave-in (4d10 bludgeoning, DC 15 DEX save for half). ## Level 2 — The Burrows ### The Galleries Network of mine tunnels. 4 cultists patrol in pairs. Evidence of recent combat: dwarven blood on walls, broken picks, a crushed holy symbol of Moradin. ### Hostage Chamber 12 dwarven prisoners, including **Foreman Durgan Ironhand**, who reveals: - The anchor obelisk is in the Deep Gallery (Level 3). - Cultists perform rituals there every midnight. - A dragon arrived three weeks ago — it hasn't left the anchor chamber since. - The cult leader calls himself "Keeper Graven." ### Forgotten Shrine A side chamber the cultists haven't found. Contains: - A Moradin altar with *bless* cast on anyone who prays here (1/day) - A cache of dwarven supplies: 3 healing potions, 1 potion of fire resistance, a +1 warhammer (Moradin's Hammer) - A journal from the original dwarven settlers describing the anchor obelisk in reverent terms — they believed it was a "pillar of the world" placed by Moradin himself ## Level 3 — The Deep Gallery ### The Anchor Chamber A vast natural cavern with the seal anchor at its center — a 40-foot obsidian obelisk carved with First Sage runes. Four cult ritual circles surround it, each channeling elemental energy into the obelisk. **Enemies:** - **Keeper Graven** — cult leader (use **cult fanatic** with +30 HP and 2nd-level spells: *scorching ray*, *hold person*) - 6 cultists (4 at circles + 2 guards at entrance) - 2 **magma mephits** summoned by the ritual - **[[Scorchmaw]]** — young magma dragon (CR 10, see below), bound by an *elemental bane* spell; can be freed if the binding crystal is destroyed (AC 15, 30 HP, at the center of the western ritual circle) ### [[Scorchmaw]] — Young Magma Dragon (Homebrew) - **CR:** 10 | **HP:** 178 | **AC:** 18 (natural) - **Breath Weapon (Recharge 5-6):** 40 ft cone, 14d6 fire damage, DC 17 DEX for half. Creatures that fail are also restrained by cooling magma (DC 15 STR to escape). - **Magma Blood:** When Scorchmaw takes slashing or piercing damage, adjacent creatures take 2d6 fire damage. - **Lair Action:** On initiative 20, a lava fissure opens beneath one creature (DC 15 DEX save or 3d10 fire). **If the binding is broken:** - Scorchmaw turns on the cultists immediately (1 round of rampaging). - He then speaks to the party in Draconic: recognizes them as "scale-friends" of [[Khalyraxis, the Verdant Wing|Khalyraxis]] (if she has been mentioned) or as "useful mortals." - Leaves the mine but gives the party a **Scale Token** — a one-time summon to call him in Arc 4. ## Rewards - **Dragonfang Vault** (behind the obelisk, DC 18 Investigation to find): 8,000 gp, a +1 weapon (party's choice), [[Cloak of the Mountebank]] - **Cult Orders** (on Keeper Graven's body): orders to proceed to the [[Sunken Spire]] after cracking this anchor; signed with [[High Pontiff Vosseth]]'s spiral seal - **Foreman's Gratitude:** Free custom armor or weapon from Ironheart's forge (delivered in Valhold, takes 2 weeks) ## DM Notes - The Iron Concord's role is morally ambiguous — most mercenaries don't know about the cult. The party's choice in how to deal with them (combat, persuasion, infiltration) sets the tone for Iron Concord relations in later arcs. - If the hostage dwarves die, the party loses reputation in Valdris (-2 to future Persuasion checks with dwarven NPCs). - Scorchmaw can be a recurring ally or enemy depending on the party's choices.