EAST1-1 These Hallowed Halls

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EAST1-1

These Hallowed
Halls
A Dungeons & Dragons® Living
Forgotten Realms Adventure

By Bill Benham
Reviewed by M. Sean Molley
Playtested by Kevin Cox, Jon Kruger, Jim Leising, Roy Thalman,
and Travis Woodall

The Crafty Kobold Salvage Company has fearlessly plumbed forgotten treasures from the depths of the earth for
many years. Now the owner’s son and his expedition have gone missing and he needs adventurers of uncommon
mettle to brave the dangers of the Underdark, find the lost explorers, and perhaps even unlock the ancient secrets of
Lodestone Deep. A Living Forgotten Realms adventure set in the East Rift for characters levels 1-4.

Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game
designed by Andy Collins, Rob Heinsoo, and James Wyatt.
This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of the
Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20.
This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS &
DRAGONS game events of all sizes, visit our website at www.rpga.com.
DUNGEONS & DRAGONS, D&D, D&D REWARDS, RPGA, Player’s Handbook, Dungeon Master’s Guide, and Monster Manual are trademarks of
Wizards of the Coast, Inc, in the US and other countries. This material is protected under the copyright laws of the United States of America. Any
reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of
the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. © 2008
Wizards of the Coast, Inc.
For rules questions specific to this document email [email protected].
RPGA® Sanctioned Play Manual. Attacks have a letter next to them designating
the type: M for melee, R for ranged, C for close, and A
Most likely you ordered this adventure as part of an for area. A lower-case letter (used only in some melee
RPGA event from the RPGA website, or you received it and ranged attacks) denotes that the attack can be used
from your senior gamemaster. To play this adventure as a basic attack.
and receive rewards from the RPGA REWARDS program,
you must sanction it as part of an RPGA event. This
event could be as elaborate as a big convention, or as
Important DM Information
simple as a group of friends meeting at the DM’s house. As the DM of the session, you have the most important
To sanction an RPGA event, you must be at least a role in facilitating the enjoyment of the game for the
HERALD-LEVEL™ gamemaster. The person who sanctions players. You take the words on these pages and make
the event, called the senior gamemaster, is in charge of them come alive. The outcome of a fun game session
making sure the event is sanctioned before play, runs often creates stories that live well beyond the play at the
smoothly on the date sanctioned, and gets reported back table. Always follow this golden rule when you DM for a
to the RPGA in a timely manner. The person who runs group:
the game is called the table Dungeon Master (or usually
just DM). Sometimes (and almost all the time in the Make decisions and adjudications that enhance the
cases of home events) the senior gamemaster is also the fun of the adventure when possible.
table DM. You don’t have to be a HERALD-LEVEL GM to
run this adventure if you are not the senior GM. To reinforce this golden rule, keep in mind the
By sanctioning and reporting this adventure you following:
accomplish a couple of things. First, it is an official game,
tracked under your play history. Second, players and • You are empowered to make adjustments to
DMs gain rewards for sanctioned RPGA play if they are the adventure and make decisions about how
members of the RPGA REWARDS program. Playing this the group interacts with the world of this
adventure is worth four (4) points. adventure. This is especially important and
This adventure retires from RPGA-sanctioned play applicable outside of combat encounters, but feel
on December 31, 2011. free to use the "scaling the encounter" advice
To learn more about RPGA event sanctioning and (usually for adjusting to different-sized groups) to
RPGA REWARDS, visit the RPGA website at adjust combat encounters for groups that are
www.rpga.com. having too easy or too hard of a time in an
adventure.
Preparing for Play • Don't make the adventure too easy or too
difficult for a group. Never being challenged
In order to play this adventure, you’ll need copies of the makes for a boring game, and being
following D&D 4th Edition rulebooks: Player’s Handbook, overwhelmed makes for a frustrating game.
Dungeon Master’s Guide, and the Monster Manual. Any Gauge the experience of the players (not the
other rules referenced in this adventure will be noted in characters) with the game, try to feel out (or ask)
the New Rules Items section at the end of the what they like in a game, and attempt to give
adventure. each of them the experience they’re after when
Throughout this adventure, text in bold italics they play D&D. Give everyone a “chance to
provides player information for you to paraphrase or shine.”
read aloud when appropriate. Information on nonplayer • Be mindful of pacing, and keep the game
characters (NPCs) and monsters appear in abbreviated session moving along appropriately. Watch for
form in the adventure text. stalling, as play loses momentum when this
Along with this adventure, you’ll find a RPGA happens. At the same time, make sure that the
Session Tracking sheet. If you’re playing this adventure players don’t finish the adventure too early;
as part of an RPGA-sanctioned event, complete and turn provide them with a full play experience. Living
in this sheet to your Senior GM directly after play. Forgotten Realms adventures are designed to be
played within 3.5 – 4 hours; try to be very aware
Reading Monster Stat Blocks of running long or short. Adjust the pacing
accordingly.
Most of the information should be easy to understand, as
• Give the players appropriate hints so they can
it mirrors the information presented in the Monster
make informed choices about how to interact
EAST1-1 These Hallowed Halls Page 2
with their environment. Players should always awarded half experience points (round down) for the
know when enemies are affected by conditions encounter. If they manage to tackle the encounter later
and are bloodied. They should be given clues on and defeat it, award them the other half of the
about how to interact with their surroundings so experience points for the encounter.
they can tackle skill challenges, combats, and
puzzles without getting too frustrated over lack of Character Death
information. This helps to encourage immersion
in the adventure and gives players “little If a PC dies during the course of the adventure, the
victories” for figuring out a good choice from a player of that character and the rest of the group have
clue. two options, provided that they have access to the Raise
Dead ritual (either a PC has it and can use it or the
In short, being the DM for a Living Forgotten Realms characters return back to civilization), they have access
adventure isn’t about following every word on the page; to the body, and it is possible to return the dead PC to
it’s about creating a fun, challenging game environment life.
for the players. A great deal of good information on • Pay the component cost for the ritual. If the
being a DM for a D&D game can be found in Chapters group chooses this option, the cost should be
1-2 of the Dungeon Master's Guide. divided evenly amongst the group (500 gp for
heroic tier, 5,000 gp for paragon tier, and 50,000
gp for epic tier). Using a source outside the group
Appropriate Character Levels to cast the ritual costs 20% more than the
This adventure is designed for player characters (PCs) component cost. Total cost when using an
levels 1-4. Characters that fall outside of the level range outside source is 600 gp for heroic tier, 6,000 gp
may not participate in the adventure. Make certain to for paragon tier, and 60,000 gp for epic tier. A PC
check the levels of the PCs before beginning play to that dies and chooses this method of return gains
ensure that they are the proper level. full (or half, if the party was defeated) experience
Each adventure has a low-level version and a high- points from the encounter in which the character
level version. The low level is meant for a group whose died, but no experience points for any encounters
levels, on average, fall in the first two levels of the that were missed while the character was dead. If
adventure’s level spread. The high level is meant for a there’s still more of the adventure remaining, the
group whose levels, on average, fall in the last two levels PC continues to earn experience as normal, and
of the adventure’s level spread. receives a normal cut of the rewards at the end of
A group may decide to play riskier and play the high the adventure.
level when their levels are more suited to the low level if • Invoke the Death Charity clause. If the group
everyone in the group is in agreement to do so; however, cannot afford to pay for the ritual (or doesn’t
some of the rewards may not be available to them. desire to do so), the PC can choose to return back
Conversely, a group may decide to play the low level to life at the end of the adventure. Doing so
when their levels are more suited to the high level if forfeits all rewards (including treasure and story
everyone in the group is in agreement to do so; however, rewards) earned for the adventure except
some of the rewards may be less than what they’d experience points gained prior to the character’s
ideally want from the adventure. death (the character receives the experience
Reading the Numbers: Each encounter will have a point award for the encounter in which they
level and other values (such as XP or sometimes skill died). The PC cannot participate in the same
checks) listed with two numbers divided by a slash. The adventure a second time.
number before the slash is always the value for the low-
level version of the adventure; the number after the Milestones
slash is the value for the high-level version of the No matter if the characters succeed or fail in an
adventure. encounter, they reach a milestone if it is the second
encounter they’ve had since the start of the adventure or
Failing to Defeat an Encounter their last extended rest. Encounters that do not give out
If a group fails to defeat an encounter – that is, if they experience points do not count for purposes of reaching
have to flee from a combat because it’s too tough or they a milestone. Make certain to mention this information to
reach the predetermined number of failures in a skill the players when applicable, as it gives each PC another
challenge before reaching success – they are only

EAST1-1 These Hallowed Halls Page 3


action point and affects how some magic item powers Rumors circulating through the Glittering Xorn
are used. Tavern might suggest a suitable option. Several bills
were posted early this morning by a mercantile interest
Adventure Background called Crafty Kobold Salvage. It would seem they are
trying to form an expedition to brave the wilds of the
Many years ago the powers that be in Underhome built Underdark on some sort of special recovery operation.
a series of temple-forges dedicated to Moradin. One of Interested parties are asked to seek their establishment
these forges, named Lodestone Deep, was dedicated to in the warehouse district. Pay is said to be first rate and
exploring the great power of the elements. Due to the time is of the essence.
hazardous nature of these extra-planar energies, What more could any adventurer ask for?
Lodestone Deep was located on the periphery of
dwarven territory.
The smith-priests of Lodestone were on the verge of DM’s Introduction
unlocking revolutionary methods of fusing elemental The focus of this adventure is the rescue of Divhon
energies to enhance armor and weapons when the Boltsmelter’s son, Tamur. Additionally, The PCs can also
Spellplague struck. The Weave’s destruction and the recover lost dwarven knowledge that is quite valuable.
opening of the Elemental Chaos unleashed waves of The bulk of the adventure takes place in the Underdark
elemental fire and savage planar creatures upon the so try and play up the dark, alien nature of the
smith-priests of Lodestone, consuming them. The forge’s environment. Try to impart a sense of urgency to the
great vault, however, remained intact. The knowledge of proceedings. A father is racing against time to rescue his
the smiths remained safe within, lost in the depths of the lost son!
Underdark. The subsequent sacking of Underhome Make sure you read the combat encounters
ensured that the secret location of Lodestone Deep thoroughly as unwitting or unwise PCs can trigger them
remained just that. near simultaneously. Should this occur you’ll need to
Though Lodestone Deep has remained safely have a firm grasp of all the creatures’ abilities. Lastly,
hidden for almost 100 years, a cunning dwarven salvage familiarize yourself with the skill challenge and be
operator, Divhon Boltsmelter, has discovered the prepared to improvise based off the nature and
location of Lodestone Deep and sent his oldest son personality of your table. It’s an opportunity for the PCs
Tamur with a team to extract its treasures to sell to the (and players) to allow their creativity to win the day.
highest bidder. Several weeks after their expedition set Notes on Eartheart: This adventure begins in the
out, Tamur and his crew has not returned. Now, Divhon East Rift capital of Eartheart. Eartheart has most of the
seeks souls of uncommon mettle to plumb the depths of conveniences of any large city, but with an unusual
the Underdark, find his lost crew, and perhaps even layout. Many structures are carved out of the side of the
recover the secrets of Lodestone Deep. Rift and extend below ground. The net effect is that the
city goes in a more vertical than horizontal fashion.
Player’s Introduction Many of the streets run as switchbacks up and down the
side of the Rift. There are wider roads available that
Read or paraphrase the following to the players:
allow for wagons and carts to transport goods up and
down the city. The lower portions of the city are lit day
The sounds of commerce are ringing throughout
and night via magical means (such as continual flame).
Eartheart today! Industrious dwarves are busy working There is a martial feel to the city. The dwarves have
the bounty of the treacherous Underdark. The city of to contend with the constant threat of drow invasion,
Delzimmer, with her masses of refugees and bustling bizarre aberrations pouring out of the Rift, or crazed
port, is hungry for raw materials. Caravans depart elementals let loose from the bowels of the Underdark.
daily to feed her, braving highwaymen, rabid gnolls, Most citizens are militia-trained and there is a
and worse. Caravan guards are in high demand! significant military presence in and around the city.
Teamsters ply the taverns and feasthalls of Dwarven architecture dominates. Eartheart has the
Eartheart daily, trolling for capable souls willing to clean, solid lines dwarves prefer. This allows the city to
brave the trip. The pay is generous, but the work is be both pleasing to the eye (if you prefer that sort of
either monotonous or tremendously deadly – with no thing) and practical for defense. Many buildings have a
way to know ahead of time which is which. Surely there bunker-like quality.
must be other ways to earn good coin and find a bit of For other information on Eartheart, please refer to
excitement. the Forgotten Realms Campaign Guide.

EAST1-1 These Hallowed Halls Page 4


Encounter 1: A Father’s the trip should have taken seven to ten days. Divhon
gives a description of his boy and informs the party that
Request Tamur carries a custom warhammer that was a gift from
his mother (may Moradin rest her soul).
Divhon wants the party to follow Tamur’s route, find
Setup his son, and recover the contents of the temple’s main
Important NPCs: Divhon Boltsmelter (Insight +7) vault if possible. However, finding Tamur is the main
priority! Divhon will allow the PCs to share in any
The Crafty Kobold Salvage Company resides below treasure found and will also pay them handsomely.
ground, in the warehouse quarter of Eartheart. Roleplaying Tips: Divhon has been digging around
Illumination comes from everburning lanterns posted in the Underdark for a long time, so it takes a lot to get
throughout. When the PCs arrive, read or paraphrase him excited. He is tactful, but direct, getting right to the
the following: point. He is primarily concerned with finding his son;
finding treasure is nice, but family is everything. He is
Crafty Kobold Salvage is a modest one-story stone canny, but not book smart; a bit rough around the edges.
building, totally unremarkable save for a large mural of
a prone kobold, his tiny hands outstretched towards a What Divhon knows about Lodestone Deep:
gleaming ruby. Sadly, a warhammer is smashing his • The temple was a place of Moradin’s worship and
head, forever denying him the prize he seeks. a research facility dedicated to the binding of
Double doors wide enough to accommodate a large elemental energies.
wagon sit directly beneath the mural. There is a • It disappeared over 100 years ago, around the
smaller, dwarf-sized door to the right of the main doors. time of the sacking of Underhome. Lodestone
Inside, the warehouse is filled with large piles of Deep had its own garrison of defenders, but there
assorted goods. Several dwarves and at least one human were never any reports of survivors.
are walking through the warehouse. They appear to be • The central repository for the temple’s research
cleaning, sorting, and arranging various items was a large metal book, the Principae Elementus,
including mining apparatus, a filthy collection of which was kept in a special vault.
blacksmith’s tools, and other trade goods that appear to • Divhon’s research turned up some cryptic notes
have been brought up from the depths of the Underdark. that might have had something to do with the
A stout dwarf sporting a bald pate and a smartly mechanism for opening the vault. Tamur took
braided roan beard in a work-worn jerkin and trousers this information with him. Should the PCs find
seems to be directing the action. Having noticed your the vault, this information might help open it.
arrival, he breaks from his duties and calls out a • The temple-forge almost certainly had other
wards, but they were not specified in any of the
greeting. “Welcome to Crafty Kobold Salvage. I’m
documents Divhon has found.
Divhon Boltsmelter. What can I do for ya’ today?”
• Divhon will provide a copy of the same map his
son used. The PCs should try to retrace the same
Allow the PCs to introduce themselves. When the
journey in case the group never made it.
adventurers state their interest in the recovery operation
• If anyone asks how he managed to learn so much
Divhon’s demeanor will change from calm to anxious.
about the “lost” temple-forge, Divhon will state
He’ll quickly usher the PCs back to his office and
he found his information on a salvage run near
explain the current situation.
the ruins of Underhome.
The Situation: Two weeks ago Divon’s son Tamur
• Divhon’s intent is to return the Principae
went missing in the Underdark on a very lucrative
Elementus to the high temple of Moradin for
salvage operation. Divhon recently came into possession
safekeeping (and perhaps make a little coin).
of some documents detailing the location and history of
a lost temple-forge dedicated to Moradin named
Lodestone Deep. There were hints that this particular Ending the Encounter
forge was used for elemental binding of some sort. Once the PCs have asked all the questions they like,
Divhon sent his son, Tamur, to investigate with a six- Divhon will ask them if they are ready to leave right
dwarf team. They left over two weeks ago and have not away. He doesn’t want to waste any more time. Divhon
been heard from since. Divhon is especially worried can loan (or sell) the adventurers some basic supplies if
because Tamur’s crew members were all experienced they aren’t suitably equipped for underground travel
spelunkers with militia training. Divhon calculated that (see the PH for standard equipment prices and details).

EAST1-1 These Hallowed Halls Page 5



Encounter 2: Indecent There are some odd looking burrows and cracks
in the ceiling and walls that could potentially be
Descent used to climb out of the area.
• Part of the area looks like it was once a mine
shaft. There are large, broken timbers and other
Skill Challenge Level 1/3, braces that were probably once used to prop up
Complexity 2 (200/300 XP) the ceiling.
• Old mining tools and blasting agents lie scattered
Setup about one corner of the cave. Individuals who can
make a DC 15 Dungeoneering check recognize
Number of Successes: 6 them and know that, if packed properly and lit on
Number of Failures: 4 fire, they can create a sizable explosion.
Primary Skills: Acrobatics, Athletics, Dungeoneering,
Endurance. General notes on running this skill challenge:
Secondary Skill: Heal. • The map seems to indicate branching tunnels up
ahead which would still lead to the temple if the
Your departure from Earthart begins with a PCs could reach them.
breathtaking view of the Rift. Islands of earth drift over • If the players are particularly inventive in dealing
a yawning chasm seemingly wide as creation. The with a problem feel free to grant a bonus to other
sturdy stone streets of the city give way to steps carved skill checks.
directly into the Rift itself. The only thing standing • This is not an exclusive list of skills. Allow players
between you and the hereafter is a length of rope as to use any skill they like as long as it makes sense.
wide as a halfling’s arm. This is, however, a very physical challenge.
After a sweat-inducing descent you are greeted by a • Creative use of powers can and should be
Peacehammer who inspects your travel papers before rewarded with an automatic success or a bonus.
wishing you good luck. The wide open vista of the Rift is • Feel free to assign bonuses to checks based off
swiftly replaced by the claustrophobic caverns of the roleplaying, good descriptions, and creativity.
Underdark. • Stress the dark, chaotic environment and that
time is a factor to increase this scene’s tension.
The map given to the PCs helps speed travel through the • Feel free to modify the environment below as
underdark. However, a minor earthquake causes a cave- you see fit to challenge the party.
in, opening a methane pocket and trapping the PCs.
Read or paraphrase the following: Skill Challenge
It takes a total of 6 successes before the PCs can clear
Through a combination of good fortune and a good map
the cave-in. However, if they reach a total of 4 failures
your party has nearly reached Lodestone Deep after
before they achieve those 6 successes, then the tunnel
only a week. Suddenly, the earth begins to shake, almost collapses completely and they have failed the skill
knocking you off your feet. The tunnel ceiling splits, challenge. Characters who do not want to risk creating a
spewing stone and fine dust. It is a miracle no one is failure can choose not to attempt skill checks.
crushed! Forward progress seems impossible as does Acrobatics (DC 15 / 16): Squeeze through a
retreat, but there is so much dust in the air it’s hard to narrow crevice or burrow in the wall. Failure means the
tell. The ground continues to tremble intermittently and PC wrenches a joint squeezing through the hole and
the ceiling is groaning. Leaving this area quickly is loses a healing surge. Beating the DC by 10 or more
highly advisable. grants a +2 bonus to the next character who attempts an
Acrobatics check.
The PCs are currently located in a chamber 50’ long and Athletics (DC 17 / 18): Move heavy amounts of
20’ wide. The route back to Earthart is completely debris, or physically brace the cavern ceiling with the
blocked. It appears the route ahead could be cleared discarded timbers (or your body). Failure means the PC
enough for the party to squeeze past, but the way back pulls a muscle and loses a healing surge. Beating the DC
does not look like it could be excavated any time soon. by 10 or more counts as two successes.
Feel free to use the following additional elements to Dungeoneering (DC 17 / 18): Utilize old blasting
flavor the encounter: agents or otherwise trigger an explosion to help clear the
route ahead. Failure means a backfire; the character

EAST1-1 These Hallowed Halls Page 6


loses a healing surge from the blast. Beating the DC by hastening its downfall. As the PCs explore the complex
10 or more grants two successes. describe the groaning of the stone, odd hissing from
Endurance (DC 15 / 16): Rapidly clear debris cracks in the wall, and the blistering humidity from the
from the main tunnel exit. Failure means the PC gets elemental confluence in Area 3.
winded and loses a healing surge. Beating the DC by 10 Additional information for detailing the complex is
or more grants a +2 bonus to the next character who listed below:
attempts an Endurance or Athletics check. • The clerical research area and main worship hall
Heal (DC 13 / 14): Help wounded characters or (Encounter 3) have been badly damaged by the
bolster those who are working to clear the tunnel energies of the elemental chaos (particularly fire).
blockage. The use of this skill does not create a success In addition to the fire damage, regular tremors
or failure by itself, but a success with this skill can grant have shaken the structure’s foundations. Dust
another character a +2 bonus on his or her next check. and bits of masonry coat most of the complex.
• The clerical research areas, guard barracks, and
Ending the Encounter kitchen have been ransacked and desecrated.
The main worship hall is too badly damaged to
Either way, the PCs reach Lodestone Deep – it’s just a be used for conducting services (it is no longer
question of how banged up they get on the remainder of considered consecrated ground to Moradin)..
their journey. • A DC 15 Arcana check can determine that the
Success: The adventurers escape the cave-in font of fire in the main worship hall acts as a one-
without additional injury and quickly continue to the way gate from the Elemental Chaos to Faerun. It
temple entrance. does not appear to be a controllable
Failure: The party still reaches the temple entrance, phenomenon.
but they are pummeled by falling rocks from the • The crushed, desiccated corpses of humanoid
aftershocks. Every PC loses one additional healing surge creatures are scattered throughout the complex
before they reach the temple. in groups of 2-3. DC 17 Heal or Nature checks
can roughly determine the type of corpses. Most
Experience Points are dwarven and orcish, with a few drow
Each PC earns 40/60 XP for successfully overcoming scattered throughout.
this challenge (or half XP if they failed the challenge). • If the PCs are moving very slowly, have a mild
temblor strike the complex to emphasize the

Exploring Lodestone Deep geologic instability of the area. (This is also


intended to discourage them from taking an
Use the overview map (which is not to scale) provided in extended rest inside the temple.)
the Appendix to allow the PCs to navigate the temple.
Use the individual tactical maps when the PCs enter Rearranging the Encounters
combat.
The only encounter that needs to occur right away is
In the temple complex the following details apply
Encounter 3, because it’s impossible to get anywhere
unless otherwise specified in a particular encounter:
else in the temple without first going through that area.
Doors: All doors are unlocked and made of oak
Allow the PCs to explore the complex and face the
with banded iron.
remaining encounters in any order they wish after they
Walls: The walls and floor are made of worked
have cleared the Magma Halls.
stone. Ceilings are 10 feet high.
If the PCs open the vault (Encounter 5) before they
have triggered Encounter 4, the undead will
At one point the temple was a showcase of dwarven
nevertheless attack the PCs before they leave the
craftsmanship and religious faith. The entire complex
temple. You can have them attack while the PCs are still
reflected the clean, precise lines typical of dwarven
in the vault area (in which case you would use the
architecture. Walls were adorned with bas-relief murals
Encounter 5 map instead of the Encounter 4 map) or
and rich tapestries depicting Moradin at work, the
throw the undead encounter at them when the PCs try
creation of the universe, and other religious scenes.
to leave the temple (possibly using the Encounter 3 map
The temple has been mostly uninhabited for almost
or improvising your own map of the cavernous area just
100 years. In addition, geologic activity is slowly
outside the temple entrance).
destroying the complex. The once-pristine halls are
crumbling. Drow raiders recently ransacked the facility,

EAST1-1 These Hallowed Halls Page 7


Encounter 3: Magma Halls terrain. Entering these squares deals 1d6 points of fire
damage due to the extreme heat radiating from the font.
Touching the font itself (the central 2x2 area) deals
Encounter Level 2/4 (650/900 XP) 2d6 points of fire damage. A creature that begins its turn
completely immersed in the font suffers 6d6 points of
Setup fire damage.
Ceiling: The ceiling in this room is 20 feet high.
The PCs have entered the Temple proper. This area was
overwhelmed by fires from the Elemental Chaos that
persist to this day and several hostile elemental Tactics
creatures now lair here. The Magma Claws hide in plain sight, posing as hunks of
volcanic rock (DC 18 passive Perception to notice).
This encounter includes the following creatures at the They will attack once three or more PCs enter the room.
low tier: Once the fight begins the Claws will each run towards a
2 Magma Claws (Level 2) (C) PC, spew lava as a standard action, and spend subsequent
2 Magma Hurlers (Level 2) (H) rounds beating the immobilized PC to death.
1 Fire Bat (Level 3) (B) The Magma Hurlers begin on the far side of the lava
font. They will use magma ball against PCs that are not in
This encounter includes the following creatures at the melee with the Claws. If a PC targets either of them with
high tier: a cold-based attack they will both focus fire on that PC.
2 Magma Claws (C) The Fire Bat hangs from the ceiling and joins
2 Magma Hurlers (H) combat on the second round unless it is attacked first. It
1 Fire Bat (B) will preferentially focus on bloodied PCs. If no one is
bloodied it will attack a PC that is separated from the
As the adventurers enter the area, read: party. It does not coordinate its attacks with the magma
creatures; it simply wants the easiest prey.
Beyond the shattered gates of Lodestone deep, the
beautiful dwarven craftsmanship of the walls is deeply Scaling the Encounter
cracked and debris lines the floor. The entryway opens
Make the following adjustments to the combat based on
in to what must have been the worship hall. An
the number of PCs present.
unearthly orange glow emanates from multiple veins of
Four PCs: Remove one of the magma hurlers.
molten earth. Heat shimmers from glowing sections of
Six PCs: Add another magma hurler.
floor making the room almost unbearably hot. Several
protrusions of cooling volcanic rock dot the floor.
Ending the Encounter
It is impossible for the PCs to miss the six charred Once the creatures are defeated the PCs can determine
corpses in this area. Upon closer inspection a DC 10 what they want to do about the dwarven bodies. One
Heal check will indicate the corpses are dwarven. This is corpse carries a beautifully worked warhammer. PCs
all that remains of Tamur and his group. who read Davek can read the inscription from Tamur’s
mother, wishing her boy good luck. In a fireproof satchel
Features of the Area the PCs find Divhon’s notes regarding Lodestone Deep.
Bringing the hammer and bodies back to Divhon will
Illumination: The Magma Halls are well lit due to satisfy his request, although he will be heartbroken. Any
the lingering fires of the elemental chaos. common sense idea the players have regarding
Magma Channels: Areas marked with lava flows transport of the bodies should succeed.
are hindering terrain. The flows are extremely hot and
cause 2d6 points of fire damage to any creature entering Experience Points
a square of magma (whether voluntarily or through
forced movement). Each PC earns 130/180 XP for defeating the fire
Lava Font: There is a lava font in the middle of the creatures.
room (represented by the 4x4 circular area of fire)
where the rift from the Elemental Chaos opens. The 1- Treasure
square-wide stone border around the edge is not The only treasure is Tamur’s warhammer and the sheaf
considered part of the font, but it is treated as difficult of notes and maps. See Encounter 5 for more details.

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Encounter 3: Magma Halls Statistics (Low Level)
Magma Claw (Level 2) Level 2 Brute Fire Bat (Level 3) Level 3 Skirmisher
Medium elemental magical beast (earth, fire) XP 125 Medium elemental beast (fire) XP 150
Initiative +2 Senses Perception +6 Initiative +7 Senses Perception +7
HP 44; Bloodied 22 HP 44; Bloodied 22
AC 14; Fortitude 14, Reflex 12, Will 11 AC 18; Fortitude 13, Reflex 18, Will 11
Immune petrification; Resist 10 fire; Vulnerable cold (slowed until Resist 10 fire
the end of the magma claw’s next turn) Speed 2 (clumsy), fly 8; see also fiery swoop
Speed 4 (8 while charging) m Fiery Touch (standard; at-will) ✦ Fire
m Claw (standard; at-will) ✦ Fire +4 vs. Reflex; 1d6 + 3 fire damage, and ongoing 5 fire damage (save
+5 vs. AC; 1d6 + 3 damage plus 1d6 fire damage. ends).
M Spew Lava (standard; at-will) ✦ Fire M Fiery Swoop (standard; at-will) ✦ Fire
+3 vs. Reflex; the target takes ongoing 5 fire damage and is The fire bat shifts up to 4 squares and can move through occupied
immobilized (save ends both). squares as it moves. It makes a melee basic attack against any
Alignment Unaligned Languages Primordial creature whose space it enters. The fire bat cannot attack a target
Skills Endurance +8, Stealth +7 more than once in this fashion, and it must end its movement in an
Str 18 (+5) Dex 12 (+2) Wis 11 (+1) unoccupied square.
Con 14 (+3) Int 2 (---3) Cha 6 (---1) Alignment Unaligned Languages --
Str 6 (---1) Dex 19 (+5) Wis 12 (+2)
Con 12 (+2) Int 2 (---3) Cha 7 (---1)
Magma Hurler (Level 2) Level 2 Artillery
Medium elemental humanoid (earth, fire) XP 125
Initiative +7 Senses Perception +3
HP 29; Bloodied 14
AC 16; Fortitude 13, Reflex 15, Will 11
Immune petrification; Resist 10 fire; Vulnerable cold (slowed until
the end of the magma hurler’s next turn)
Speed 4
m Slam (standard; at-will)
+6 vs. AC; 1d6 + 3 damage.
R Magma Ball (standard; at-will) ✦ Fire
Ranged 15; +5 vs. Reflex; 1d6 + 5 fire damage.
Miss: Creatures adjacent to the target take 1d6 fire damage.
Alignment Unaligned Languages Primordial
Skills Endurance +6
Str 18 (+5) Dex 22 (+7) Wis 14 (+3)
Con 11 (+1) Int 5 (---2) Cha 8 (+0)

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Encounter 3: Magma Halls Statistics (High Level)
Magma Claw Level 4 Brute Fire Bat Level 5 Skirmisher
Medium elemental magical beast (earth, fire) XP 175 Medium elemental beast (fire) XP 200
Initiative +3 Senses Perception +7 Initiative +8 Senses Perception +8
HP 64; Bloodied 32 HP 60; Bloodied 30
AC 16; Fortitude 16, Reflex 14, Will 13 AC 20; Fortitude 15, Reflex 20, Will 13
Immune petrification; Resist 10 fire; Vulnerable cold (slowed until Resist 10 fire
the end of the magma claw’s next turn) Speed 2 (clumsy), fly 8; see also fiery swoop
Speed 4 (8 while charging) m Fiery Touch (standard; at-will) ✦ Fire
m Claw (standard; at-will) ✦ Fire +6 vs. Reflex; 1d6 + 4 fire damage, and ongoing 5 fire damage (save
+7 vs. AC; 1d6 + 4 damage plus 1d6 fire damage. ends).
M Spew Lava (standard; at-will) ✦ Fire M Fiery Swoop (standard; at-will) ✦ Fire
+5 vs. Reflex; the target takes ongoing 5 fire damage and is The fire bat shifts up to 4 squares and can move through occupied
immobilized (save ends both). squares as it moves. It makes a melee basic attack against any
Alignment Unaligned Languages Primordial creature whose space it enters. The fire bat cannot attack a target
Skills Endurance +9, Stealth +8 more than once in this fashion, and it must end its movement in an
Str 18 (+6) Dex 12 (+3) Wis 11 (+2) unoccupied square.
Con 14 (+4) Int 2 (---2) Cha 6 (+0) Alignment Unaligned Languages --
Str 6 (+0) Dex 19 (+6) Wis 12 (+3)
Con 12 (+3) Int 2 (---2) Cha 7 (+0)
Magma Hurler Level 4 Artillery
Medium elemental humanoid (earth, fire) XP 175
Initiative +8 Senses Perception +4
HP 41; Bloodied 20
AC 18; Fortitude 15, Reflex 17, Will 13
Immune petrification; Resist 10 fire; Vulnerable cold (slowed until
the end of the magma hurler’s next turn)
Speed 4
m Slam (standard; at-will)
+8 vs. AC; 1d6 + 4 damage.
R Magma Ball (standard; at-will) ✦ Fire
Ranged 15; +7 vs. Reflex; 1d6 + 6 fire damage.
Miss: Creatures adjacent to the target take 1d6 fire damage.
Alignment Unaligned Languages Primordial
Skills Endurance +7
Str 18 (+6) Dex 22 (+8) Wis 14 (+4)
Con 11 (+2) Int 5 (---1) Cha 8 (+1)

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Encounter 3: Magma Halls Map
Dungeon Tiles Lost Caverns of the Underdark
Double Doors 2x1 x2 Tunnel 4x2 x1

Arcane Corridors Fane of the Forgotten Gods


Double Doors 2x1 x1 Floor 8x8 x2
Fire Vortex 4x4 x1 Broken Altar 2x2 x1
Flame Blast 4x2 x1 Flame Barrier 4x2 x2
Flame Trap 1x2 x2
Closed Stone Door 2x1 x2

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Encounter 4: Creeping Death Features of the Area
Illumination: This room is devoid of light. The PCs
Encounter Level 1/3 (525/725 XP) will need to supply their own light sources.
Difficult Terrain: The ruined gates (marked with a
triangle) and any other squares with rubble are
Setup considered difficult terrain.
This room contains the animated remains of several Flammable Residue: Squares marked with a “^”
drow raiders (and their orc slaves) who met their fates contain the dried remnants of alchemical reagents and
while looting the fallen temple. The deathlock wight also other volatile compounds. These items explode if
retains control of several dwarven defenders it has roughly handled or if they come in contact with fire.
animated. The undead are unable to leave the temple Treat this as an area burst 2 attack which deals 2d6
complex. points of fire damage. A DC 15 Arcana check will
identify the danger. Forcing someone into one of these
This encounter includes the following creatures at the squares will cause the alchemical mixture to explode.
low tier:
1 Deathlock Wight (Level 2) (D)
Tactics
8 Decrepit Skeletons (S)
2 Zombies (Level 1) (Z) The deathlock wight will spend a free action each round
to order the zombies and skeletons to attack. Once the
This encounter includes the following creatures at the deathlock is destroyed, if any other undead remain they
high tier: will mindlessly attack the closest PC until they are
1 Deathlock Wight (D) destroyed. The deathlock will use its abilities to keep the
10 Decrepit Skeletons (S) PCs out of melee range and immobilized if possible. The
2 Zombies (Level 3) (Z) zombies will attempt to immobilize PCs so the skeletons
can beat them to death. The deathlock is aware of the
As the adventurers enter the area, read: hazardous terrain and will try to take advantage of it.

This room is a shambles. Furniture lies broken and once Scaling the Encounter
beautiful tapestries are slashed to ribbons. Not all the Make the following adjustments to the combat based on
damage looks like it was caused by the cataclysm that the number of PCs present.
devastated the complex. The vengeful hand of an angry Four PCs: Remove one of the zombies
vandal looks to have caused some of the damage. Six PCs: Add another zombie.

This room was clearly ransacked in addition to being Ending the Encounter
damaged like the rest of the complex. Unless the PCs
Once the deathlock wight has been destroyed, if the PCs
take steps to completely illuminate the area, the undead
search its body they will find that it carries a satchel
have a good chance of gaining a surprise round. The
with some of the drow raiders’ loot.
undead attack once they become aware of the PCs
As the encounter draws to a close a temblor will
(which will certainly occur if a PC with a light source
strike the temple causing dust and debris to rain down
enters the room).
from the ceiling. The structure appears to be holding,
Once the PCs can see their assailants they note the
but for how long cannot be determined.
following:
There are stairs leading down from the back of the
• The deathlock wight looks like a male drow with
parchment thin ebony skin, white hair and room, but the ceiling has collapsed and they are
damaged black and purple robes. Its eyes glow impassable.
with a hateful greenish fire.
• The zombies appear to have been orcs. Each Experience Points
wears damaged armor with an elaborate spider Each PC earns 105/145 XP for defeating the undead.
motif on the chest piece.
• The skeletons appear to be dwarven. They still Treasure
wear armor indicating they were part of the The satchel carried by the deathlock wight contains
temple guard. 50/65 gp worth of gems and art objects.

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Encounter 4: Creeping Death Statistics (Low Level)
Zombie (Level 1) Level 1 Brute Deathlock Wight (Level 2) Level 2 Controller
Medium natural animate (undead) XP 100 Medium natural humanoid (undead) XP 125
Initiative ---2 Senses Perception ---1; darkvision Initiative +3 Senses Perception +0; darkvision
HP 30; Bloodied 15; see also zombie weakness HP 38; Bloodied 19
AC 12; Fortitude 12, Reflex 8, Will 9 AC 16; Fortitude 13, Reflex 14, Will 15
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
Speed 4 Speed 6
m Slam (standard; at-will) m Claw (standard; at-will) ✦ Necrotic
+5 vs. AC; 2d6 + 1 damage. +7 vs. AC; 1d6 necrotic damage, and the target loses 1 healing
M Zombie Grab (standard; at-will) surge.
+3 vs. Reflex; the target is grabbed (until escape). Checks made to
escape the zombie’s grab take a -5 penalty.
R Grave Bolt (standard; at-will) ✦ Necrotic
Zombie Weakness Ranged 20; +4 vs. Reflex; 1d6 + 3 necrotic damage, and the target
Any critical hit to the zombie reduces it to 0 hit points instantly. is immobilized (save ends).
Alignment Unaligned Languages -- R Reanimate (minor; encounter) ✦ Healing, Necrotic
Str 14 (+2) Dex 6 (---2) Wis 8 (---1) Ranged 10; affects a destroyed undead creature of a level no higher
Con 10 (+0) Int 1 (---5) Cha 3 (---4) than the deathlock wight’s level +2; the target stands as a free
action with a number of hit points equal to one-half its bloodied
Decrepit Skeleton Level 1 Minion value. This power does not affect minions.
Medium natural animate (undead) XP 25 C Horrific Visage (standard; recharge 4 5 6) ✦ Fear
Initiative +3 Senses Perception +2; darkvision Close blast 5; +5 vs. Will; 1d6 damage, and the target is pushed 3
HP 1; a missed attack never damages a minion. squares.
AC 16; Fortitude 13, Reflex 14, Will 13 Alignment Evil Languages Common
Immune disease, poison Str 10 (+1) Dex 14 (+3) Wis 9 (+0)
Speed 6 Con 14 (+3) Int 16 (+4) Cha 18 (+5)
m Longsword (standard; at-will) ✦ Weapon
+6 vs. AC; 4 damage.
r Shortbow (standard; at-will) ✦ Weapon
Ranged 15/30; +6 vs. AC; 3 damage.
Alignment Unaligned Languages --
Str 15 (+2) Dex 17 (+3) Wis 14 (+2)
Con 13 (+1) Int 3 (---4) Cha 3 (---4)
Equipment heavy shield, longsword, shortbow, quiver of 10 arrows

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Encounter 4: Creeping Death Statistics (High Level)
Zombie (Level 3) Level 3 Brute Deathlock Wight Level 4 Controller
Medium natural animate (undead) XP 150 Medium natural humanoid (undead) XP 175
Initiative ---1 Senses Perception +0; darkvision Initiative +4 Senses Perception +1; darkvision
HP 50; Bloodied 25; see also zombie weakness HP 54; Bloodied 27
AC 14; Fortitude 14, Reflex 10, Will 11 AC 18; Fortitude 15, Reflex 16, Will 17
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
Speed 4 Speed 6
m Slam (standard; at-will) m Claw (standard; at-will) ✦ Necrotic
+7 vs. AC; 2d6 + 2 damage. +9 vs. AC; 1d6 necrotic damage, and the target loses 1 healing
M Zombie Grab (standard; at-will) surge.
+5 vs. Reflex; the target is grabbed (until escape). Checks made to
escape the zombie’s grab take a -5 penalty.
R Grave Bolt (standard; at-will) ✦ Necrotic
Zombie Weakness Ranged 20; +6 vs. Reflex; 1d6 + 4 necrotic damage, and the target
Any critical hit to the zombie reduces it to 0 hit points instantly. is immobilized (save ends).
Alignment Unaligned Languages -- R Reanimate (minor; encounter) ✦ Healing, Necrotic
Str 14 (+3) Dex 6 (---1) Wis 8 (+0) Ranged 10; affects a destroyed undead creature of a level no higher
Con 10 (+1) Int 1 (---4) Cha 3 (---3) than the deathlock wight’s level +2; the target stands as a free
action with a number of hit points equal to one-half its bloodied
Decrepit Skeleton Level 1 Minion value. This power does not affect minions.
Medium natural animate (undead) XP 25 C Horrific Visage (standard; recharge 4 5 6) ✦ Fear
Initiative +3 Senses Perception +2; darkvision Close blast 5; +7 vs. Will; 1d6 damage, and the target is pushed 3
HP 1; a missed attack never damages a minion. squares.
AC 16; Fortitude 13, Reflex 14, Will 13 Alignment Evil Languages Common
Immune disease, poison Str 10 (+2) Dex 14 (+4) Wis 9 (+1)
Speed 6 Con 14 (+4) Int 16 (+5) Cha 18 (+6)
m Longsword (standard; at-will) ✦ Weapon
+6 vs. AC; 4 damage.
r Shortbow (standard; at-will) ✦ Weapon
Ranged 15/30; +6 vs. AC; 3 damage.
Alignment Unaligned Languages --
Str 15 (+2) Dex 17 (+3) Wis 14 (+2)
Con 13 (+1) Int 3 (---4) Cha 3 (---4)
Equipment heavy shield, longsword, shortbow, quiver of 10 arrows

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Encounter 4: Creeping Death Map
Lost Caverns of the Underdark
Dungeon Tiles
Tunnel End 4x2 x1
Floor 4x2 x1 Floor w/Debris 2x2 x2
Double Doors 2x1 x2
Obelisk 4x2 x1 Fane of the Forgotten Gods
Single Door 2x1 x1
Floor 8x8 x2
Floor 8x10 x1
Table & Chairs 2x2 x2
Broken Staircase 4x2 x1
Arcane Corridors
Broken Doors 4x2 x1
Magic Lab 8x10 x1

M = Decrepit Skeleton (High Tier only)

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Encounter 5: Dumathoin’s Features of the Area
Vault Illumination: There are 4 eternal flames emplaced
in the ceiling, providing bright illumination.
Cherub Statues: The animated statues are
Encounter Level 1/3 (500/725 XP) indicated as such on the tactical map. A DC 18
Perception check notices that there is something odd
Setup about them.
Dumathoin’s Wrath: A DC 25 Perception check
This encounter includes the following creatures and
notices that the mouths on the two iron faces are set
traps at the low tier:
with very tiny, very cleverly constructed hinges. Squares
Dumathoin’s Wrath (D)
marked with a “D” indicate the actual mouths that open
3 Cherubic Defenders (C)
and make attacks when the trap is triggered.
Squares marked with a “T” indicate pressure plates
This encounter includes the following creatures and
for the trap. A DC 21 Perception check notices that a
traps at the high tier:
square contains a pressure plate. As soon as any plate is
Dumathoin’s Wrath (Level 5) (D)
triggered the entire trap remains active until the vault is
3 Cherubic Defenders (Level 4) (C)
opened (see below).
The Vault: A character can engage in a skill
As the adventurers enter the area, read:
challenge to deactivate the control panel on the vault
door. Making a check requires a standard action, DC 20
A massive set of double doors stands before you. Each
Arcana or Thievery. Complexity 2 (6 successes before 3
door appears to be made of stone with wrought iron
failures). A character who uses Divhon’s notes and
filigree covering it. With the doors closed the design
compares them to the layout of the vault door gains a +2
appears to be an enormous, dour dwarven face.
bonus on all checks relating to this challenge.
Opening the doors would give the effect of walking into Succeeding on the challenge disables the trap. Failure
the face’s maw. causes the control panel to explode (see the stat block
for details) and the trap remains active. Anyone standing
The PCs now stand in front of the vault. A DC 15 adjacent to the vault can participate in this skill
Religion check reveals the face to be that of Dumathoin, challenge if they so choose.
an exarch of Moradin. He is known as the Keeper of
Secrets. The outer doors can be opened by speaking the
proper command phrase and then pushing them open
Tactics
(which requires a DC 20 Strength check). Due to the The cherubic defenders focus attacks on whoever
size of the doors, up to 3 PCs can assist on the check. attempts to open the door so that they gain the benefit of
The command phrase, which must be intoned guard area. They begin with mind touch and follow up
loudly, is “in the dark heart be kept.” This is in Divhon’s with Dumathoin’s key until the target nearest the vault is
notes (which the PCs found on Tamur’s body back in defeated. They will attack other PCs as a team starting
Encounter 3). Once the doors are open read: with the closest PC to the vault door.
Dumathoin’s Wrath divides its attacks amongst the
The doors part, revealing what can only be the main party. Once the trap activates it functions until
vault. A huge single door with dials and sigils arranged deactivated or destroyed. Do not focus both trap attacks
in a radial fashion dominates the far wall. It is flanked on one PC.
by a quartet of statues resembling plump dwarven
women. The statues are stone, slightly smaller than life Scaling the Encounter
size, perhaps the height of a halfling, with frail wings of Make the following adjustments to the combat based on
hammered copper. Each statue points towards the inner the number of PCs present.
vault door, and each clutches an ornate key. They have a Four PCs: Remove one of the cherubic defenders.
serene expression on their faces. Two iron dwarven Six PCs: Add another cherubic defender.
faces, very similar to the one on the outer door, are set
facing each other on the side walls.
Ending the Encounter
Once the PCs open the vault they find the metal tome
Divhon spoke of along with the other treasure detailed

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below. Another aftershock strikes the temple and the
ceiling visibly cracks, showering everyone with debris.
The temple is starting to collapse. The PCs have enough
time to finish looting the vault and leave. Even if the PCs
still have to fight Encounter 4 after this encounter, the
temple will not collapse on them. However, once the
PCs have explored the entire temple, anyone who
wishes to stay will be buried alive in the forthcoming
cave-in.

Experience Points
Each PC receives 100/145 XP for overcoming the
creatures and traps in this encounter.

Treasure
Within the vault the PCs find the metal tome Principae
Elementus. This is the book Divhon spoke of. It contains a
variety of rituals pertaining to elemental binding as well
as other rituals used by the priests. The PCs cannot open
the book as it is warded by powerful dwarven magic.
In addition, the PCs find a glowing holy symbol of
Moradin. (At the low tier this is a symbol of life +1; at the
high tier it is a symbol of battle +1.)

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Encounter 5: Dumathoin’s Vault Statistics (Low Level)
Cherubic Defender Level 2 Lurker Dumathoin’s Wrath Level 2 Blaster
Medium natural animate (construct, homunculus) XP 125 Trap XP 125
Initiative +7 Senses Perception +6; darkvision Trap: The dwarven mouths on the walls open, revealing cast-iron
HP 31; Bloodied 15 darts. Each round, they launch out to impale intruders.
AC 16; Fortitude 13, Reflex 14, Will 15 Perception
Immune disease, poison ✦ DC 19: The character notices the trigger plates.
Speed 6, fly 3 (clumsy)
✦ DC 24: The character notices the hidden hinge and firing
m Key of Dumathoin (standard; at-will) ✦ Poison
mechanism in the mouth.
+3 vs. AC; 1d6 damage, and the cherubic defender makes a Initiative +3
secondary attack against the same target. See also guard area. Trigger
Secondary Attack: +2 vs. Fortitude; the target is slowed (save ends). The trap activates and rolls initiative when a character steps on any
R Mind Touch (standard; at-will) ✦ Psychic of the trigger plates around the room.
Ranged 10; +5 vs. Reflex; 1d6 + 3 psychic damage, and the target is Attack
dazed (save ends); see also guard area. Standard Action Ranged 10
Guard Area Targets: Each face targets a different PC. The trap magically
The cherubic defender gains a +4 bonus to attack rolls against distinguishes intruders from the temple’s other guardians.
targets within 5 squares of the vault door. Attack: +7 vs. AC
Limited Invisibility ✦ Illusion Hit: 2d8 + 2 damage.
The cherubic defender is invisible to dazed creatures. Countermeasures
Redirect (immediate interrupt; when targeted by a melee or a ranged ✦ A character who makes a successful Athletics check (DC 11, or DC
attack; at-will) 6 with a running start) can jump over a single pressure plate square.
The cherubic defender makes an attack against the attacker. ✦ An adjacent character can disable a trigger plate with a DC 19
+4 vs. Will; the triggering attack targets a creature adjacent to the
Thievery check.
cherubic defender instead (as chosen by the cherubic defender).
Alignment Unaligned Languages -- ✦ Attacking a trigger plate (AC 12, other defenses 10) only triggers
Skills Stealth +8 the trap.
Str 10 (+1) Dex 15 (+3) Wis 10 (+1) ✦ A character can attack one of the iron faces (AC 16, other defenses
Con 13 (+2) Int 10 (+1) Cha 16 (+4) 13, hp 30, resist 5 all). Reducing a face to 0 hp stops its attacks.
✦ One or more characters can engage in a skill challenge to disable
the trap. DC 19 Arcana or Thievery. Complexity 2 (6 successes before
3 failures). A character with Divhon’s notes gains a +2 bonus on all
skill checks made as part of this challenge. Success disables the trap.
Failure causes the control panel to explode (close blast 3, 2d6 + 3
damage to all creatures in blast) and the trap is not deactivated. The
vault door also functions as the control panel for this trap.

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Encounter 5: Dumathoin’s Vault Statistics (High Level)
Cherubic Defender (Level 4) Level 4 Lurker Dumathoin’s Wrath (Level 5) Level 5 Blaster
Medium natural animate (construct, homunculus) XP 175 Trap XP 200
Initiative +7 Senses Perception +6; darkvision Trap: The dwarven mouths on the walls open, revealing cast-iron
HP 31; Bloodied 15 darts. Each round, they launch out to impale intruders.
AC 16; Fortitude 13, Reflex 14, Will 15 Perception
Immune disease, poison ✦ DC 22: The character notices the trigger plates.
Speed 6, fly 3 (clumsy)
✦ DC 27: The character notices the hidden hinge and firing
m Key of Dumathoin (standard; at-will) ✦ Poison
mechanism in the mouth.
+3 vs. AC; 1d6 damage, and the cherubic defender makes a Initiative +5
secondary attack against the same target. See also guard area. Trigger
Secondary Attack: +2 vs. Fortitude; the target is slowed (save ends). The trap activates and rolls initiative when a character steps on any
R Mind Touch (standard; at-will) ✦ Psychic of the trigger plates around the room.
Ranged 10; +5 vs. Reflex; 1d6 + 3 psychic damage, and the target is Attack
dazed (save ends); see also guard area. Standard Action Ranged 10
Guard Area Targets: Each face targets a different PC. The trap magically
The cherubic defender gains a +4 bonus to attack rolls against distinguishes intruders from the temple’s other guardians.
targets within 5 squares of the vault door. Attack: +10 vs. AC
Limited Invisibility ✦ Illusion Hit: 2d8 + 3 damage.
The cherubic defender is invisible to dazed creatures. Countermeasures
Redirect (immediate interrupt; when targeted by a melee or a ranged ✦ A character who makes a successful Athletics check (DC 11, or DC
attack; at-will) 6 with a running start) can jump over a single pressure plate square.
The cherubic defender makes an attack against the attacker. ✦ An adjacent character can disable a trigger plate with a DC 22
+4 vs. Will; the triggering attack targets a creature adjacent to the
Thievery check.
cherubic defender instead (as chosen by the cherubic defender).
Alignment Unaligned Languages -- ✦ Attacking a trigger plate (AC 12, other defenses 10) only triggers
Skills Stealth +8 the trap.
Str 10 (+1) Dex 15 (+3) Wis 10 (+1) ✦ A character can attack one of the iron faces (AC 18, other defenses
Con 13 (+2) Int 10 (+1) Cha 16 (+4) 15, hp 54, resist 5 all). Reducing a face to 0 hp stops its attacks.
✦ One or more characters can engage in a skill challenge to disable
the trap. DC 22 Arcana or Thievery. Complexity 2 (6 successes before
3 failures). A character with Divhon’s notes gains a +2 bonus on all
skill checks made as part of this challenge. Success disables the trap.
Failure causes the control panel to explode (close blast 3, 2d6 + 4
damage to all creatures in blast) and the trap is not deactivated. The
vault door also functions as the control panel for this trap.

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Encounter 5: Dumathoin’s Vault Map
Arcane Corridors
Ruins of the Wild
Double Doors 2x1 x2
Double Doors 2x1 x2
Floor 8x2 x1 Dire Tombs
Obelisk 2x2 x1
Rune 2x2 x1 Urn 1x1 x2
Statue 1x1 x4
Floor 8x10 x1 Fane of the Forgotten Gods
Trap Door 1x1 x1 Floor 8x8 x1

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Encounter 6: Returning Home Conclusion B – Partial Success
If they did not find the book, but they did bring back
Once the adventurers have completed their exploration
evidence of Tamur’s fate:
of the entire temple, their journey back to Eartheart is
uneventful. Read or paraphrase the following:
Divhon nods at the conclusion of your tale. “Moradin’s
blessing be upon ye all. I cannae thank ye enough for
After a week’s worth of trekking through the underdark,
finding out about me boy. I cannae fault ye for not
Underwatch is a most welcome sight. Your journey is
gettin’ the book and I’ll let the boys at the temple know
nearly at an end. Upon your arrival at Crafty Kobold
it’s buried for good now. Ye earned this old dwarf’s
Salvage, Divhon moves quickly to see if his son is among
gratitude, an’ a pint each when it’s said an’ done. We’ll
you. Not seeing Tamur among your ranks, his gaze falls
drink to them that dinnae come home.”
to the floor. Sighing deeply he whispers, “Well… what of
it then?”
If the PCs only brought back Tamur’s warhammer and
not his body, as long as they give a thorough account of
Allow the PCs to tell the tale of their journey as they see
what they found, Divhon will be satisfied. Preferably
fit. Divhon will ask a few questions (particularly relating
they recovered the bodies for a proper burial. Divhon
to anything about his son’s death) but for the most part
grieves the loss of his son, but is heartened that he died a
the adventurers’ results speak for themselves.
noble death.
Failure to retrieve the book means the PCs do not
Concluding the Adventure gain any rituals or the enchantments. They will only
The two key objectives are to find Tamur (or proof of his receive payment from Divhon for their time.
fate) and recover the Principae Elementus. PCs who
complete both objectives earn the story object Divhon’s Conclusion C – Failure
a Talker. If the PCs failed to achieve either objective:

Conclusion A – Success Divhon shakes his head angrily. “Worthless


If the PCs completed both objectives: adventurers! It was a waste o’ time to send the likes of
you on this task. I kin see now, a father’s got ta do what
Divhon nods at the conclusion of your tale. “Moradin’s a father’s got ta do.” With that, he motions for you all to
blessing be upon ye all. I cannae thank ye enough for leave and begins buckling on his own armor.
finding out about me boy. By the Soul Forger, ye even
found the book! Will ye do me the honor of bringing it to For returning without any proof of Tamur’s death they
the temple with me? I’m sure the boys up in Moradin’s do not receive the quest XP nor do they get any payment
hall will be pleased to have this thing back. Ye done a from the old dwarf. If they looted anything from the
great thing, all a’ ye. Ye earned this old dwarf’s temple then they can keep that treasure.
gratitude an’ a pint each when it’s said an’ done. We’ll
drink to them that dinnae come home.” Experience Points
Should the PCs return to Earthart with Tamur’s body,
If the PCs want to keep the Principae Elementus for their his warhammer, or both, they receive the quest award
own, they find it is sealed by a powerful ward. The (25/30 XP).
Arcana skill reveals the presence of strange glyphs, the
exact nature of which cannot be determined. The player Treasure
characters cannot open the book on their own (no ritual In addition to the treasure they recovered from the
they can cast will break the bindings). If they give him temple, Divhon will pay each PC 25/35 gp for
the Principae, Divhon will solemnly thank them and ask discovering his son’s fate, and he offers them some nice
that they accompany him to have the book secured by dungeoneering equipment (everlasting provisions and a
the high temple of Moradin in Eartheart. The priests of bag of holding). He does, however, insist that the Principae
Moradin do know the enchantments required to open Elementus be turned over to him so that he can give it to
the book. As a show of gratitude the temple will offer to the temple of Moradin. The PCs cannot keep the book
enchant weapons with either frost or flaming qualities under any circumstances. If they turn it over to the
(depending on tier) as well as offer the PCs several of Temple of Moradin, they gain the Blessing of the All-
the rituals contained within. Father story object.
EAST1-1 These Hallowed Halls Page 21
Rewards Summary online. PCs receive 20% of a magic item's purchase price
for any item they sell.
At the conclusion of the adventure, the PCs earn If a player selects a magic weapon or suit of armor
experience points, treasure, and possibly story awards. for their PC that is not specific on the type of item listed,
All totals listed here are per PC. A number before the they must select the exact item at the time they choose
slash is the low-level value; after the slash is the high- that bundle. For example, if a duelist’s weapon +1 is listed
level value. as a choice in a bundle, a player selects the form of the
weapon amongst the choices possible for that magic
Important DM Information item (light blades). If the player selects the item as a +1
duelist’s dagger, the player writes that information down
It is critical that you enter the PC rewards accurately on
on the PC’s adventure log and the item is forever after
the tracking form, and ensure that the information is
that specific weapon.
reported and entered online in a timely manner. While
players will be able to track their character's
Gold per PC
information on paper, the online information serves as
75 / 100 gp
an important backup and verification of play.
(Encounter 4: 50 / 65 gp, Encounter 6: 25 / 35 gp)

Experience Points Each PC Selects One of the Following


Give PCs a full award for each encounter they Bundle A: frost weapon +1 (low-level version only)
successfully completed, and a half award if they were Found in Encounter 6
unsuccessful. Give no award if the characters did not
play the encounter at all. Bundle B: holy symbol of life +1 (low-level version only)
Found in Encounter 5
Encounter 2: Indecent Descent
40 / 60 XP Bundle C: everlasting provisions
Encounter 3: Magma Halls Found in Encounter 6
130 / 180 XP
Encounter 4: Creeping Death Bundle D: bag of holding
105 / 145 XP Found in Encounter 6
Encounter 5: Dumathoin’s Vault
100 / 145 XP Bundle E: flaming weapon +1 (high-level version only)
Minor Quest: Finding Tamur Found in Encounter 6
25 / 30 XP
Bundle F: holy symbol of battle +1 (high-level version
Total Possible Experience only)
400 / 560 XP Found in Encounter 5

Treasure Bundle G: ritual scroll of Enchant Magic Item


Each PC receives treasure in the form of gold pieces as Found in Encounter 6
well as one share from a treasure bundle. The treasure
bundle may give the PC more gold, a magic item, or Bundle H: ritual book of Endure Elements
some other item of value. Each player makes one Found in Encounter 6
selection for their character; players may choose the
same treasure bundle. Potion plus Gold: If a player doesn’t want to select one
If characters buy or sell magic items or other gear of the bundles listed above for their character, they can
during the adventure (or pay for services) add or choose to add a potion of healing plus 0 / 25 gp to their
subtract that amount from the total gold the PC receives total gold per PC. The player should write the potion
at the end of the adventure. If a player selects an option gained on their adventure log.
that gives their character more gold, add that to the gold
all characters receive, and ensure you enter the total More Gold: If a player doesn't want to select one of the
amount of gold gained (minus any expenditures) online. bundles listed above for their character, they can choose
You can have a negative number and enter that negative to add 50 / 75 gp to their total gold per PC.

EAST1-1 These Hallowed Halls Page 22


Story Awards Adventure Questions
Award these if the PC completes the condition for the Mark the answers to the following adventure questions
award in the adventure. Pass out certificates to the on the tracking form.
players for their story awards. If a PC earns three
awards, they may only have 2 of them and must pick 1. Did the PCs successfully complete their
which two they want before ending the session. objectives?
a. Yes, they completed both objectives.
EAST01 Divhon’s a Talker b. Partially – They recovered Tamur’s body but
Divhon Boltsmelter, owner and operator of Crafty failed to open the vault.
Kobold Salvage, spends a good deal of his time at the c. Partially – They managed to open the vault but
pub when he’s not exploring the Underdark. Now he failed to find evidence of Tamur’s fate.
regales the patrons of his favorite watering hole with d. No – They failed to complete either objective.
tales of your bravery at Lodestone Deep. Due to
Divhon’s popularity in Eartheart, this means that your 2. How do the players rate this adventure? (You can
name is now known to members of the local ask them to rate the adventure individually and
constabulary and the Peacehammers. Should trouble then take the average of their ratings, or come up
arise in the future, they may choose to call on you. Be with a different system.)
ready! a. 5 stars – excellent!
b. 4 stars – very good.
EAST02 Blessing of the All-Father c. 3 stars – average.
For recovering a valuable tome of magical research, the d. 2 stars – below average.
Temple of Moradin at Eartheart wishes to aid you on e. 1 star – poor.
your future journeys.
3. How would you as the DM rate this adventure?
(You should also feel free to e-mail any specific
comments to the author or the campaign staff.)
a. 5 stars – excellent!
b. 4 stars – very good.
c. 3 stars – average.
d. 2 stars – below average.
e. 1 star – poor.

EAST1-1 These Hallowed Halls Page 23


Appendix: Lodestone Deep Overview Map
This section provides an overview map of the temple. General information is found at the end of Encounter 2. This
map is not to scale; use the individual tactical maps provided with specific encounters when the PCs enter combat.

Area 1: Main Temple / Magma Halls (see Encounter 3)


Area 2: Guard Barracks
Area 3: Armory
Area 4: Dining Hall
Area 5: Larder
Area 6: Clerical Research Area (see Encounter 4)
Area 7: Ruined Forge
Area 8: Dumathoin’s Vault (see Encounter 5)

EAST1-1 These Hallowed Halls Page 24

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