5.3 KiB
type, region, function, danger
| type | region | function | danger |
|---|---|---|---|
| location | Valdris territory | Dwarven mine / seal anchor site | High |
Ironheart Mine
Overview
A dwarven mithril mine in the Valdris 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 learned this, they contracted the The 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 (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.