TEXT: by Micah Watt
  
  1
  Seeking Silver
  Adventure 5 for the What Lies Beyond Reason Adventure Path
  Author: Micah Watt
  Cover Art: Nadegda Milailova
  Interior Art: Dionisis Milonas, Fezbra, Shoz Art 
  Stock Art: Dean Spencer
  Cartography:  Dante Cifaldi, Phil Beckwith
  Editing & Review: Bryan Bartrop
  Playtesters: Owen Giersch, Will Silva, Cameron Davis, Cristian Southall,  
  Lachlan Gurr, Daniel Dougherty, Matthew Jamieson
  Pyromaniac Press Firebrands!
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  Adam Matherly
  Zorba “The Dwarf Smasher”
  Vernon Swain-Nisbet
  Brian Dunnett
  Seeking Silver, Adventure 5: What Lies Beyond Reason, 2018 Pyromaniac Press, Open Gaming License © 2007 Wizards of the Coast. All 
  rights reserved.
  Product Identity: The following items are hereby identified as Product Identity as defined in the Open Game License version 1.0a, Section 
  1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, locations, etc.), dialogue, plots, story lines, 
  locations, characters, artwork and trade dress. (Elements previously designated as Open Game Content or are in the public domain are not 
  included in this declaration.)
  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Pyromaniac Press game product 
  are Open Game Content, as defined in the Open Game License version 1.0a, Section 1(d). No portion of this work other than the material 
  designated as Open Game Content may be reproduced in any form without written permission.
  
  2
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  3
   
  Table of Contents  
   
   
   
                
  Page
   
   
  Editorial - Seeking Something 
   
   
   
   
   
  4
   
  Adventure Background 
   
   
   
   
   
   
  5
   
  Adventure Summary & Advancement Track 
   
   
   
  5
   
  A Note on Running the Adventure   
   
   
   
   
  6
   
  Chapter 1 – Discovery & Dispatch  
   
   
   
   
  7
   
  Chapter 2 – Journey to Silverton 
   
   
   
   
   
  11
   
   
  Chapter 3 – Silverton  
   
   
   
   
   
   
  15
   
  Chapter 4 – The Silverton Mine 
   
   
   
   
   
  23
   
  Chapter 5 – The Citadel 
   
   
   
   
   
   
  28
   
   
  Citadel Level 1 
   
   
   
   
   
   
  28
   
   
   
  Citadel Level 2 
   
   
   
   
   
   
  38
   
   
  Citadel Level 3 
   
   
   
   
   
   
  45
   
   
  Armory Level  
   
   
   
   
   
   
  49
   
   
  Foundry Level 
   
   
   
   
   
   
  57
   
  Conclusion  
   
   
   
   
   
   
   
   
  73
   
  New Magic Items 
   
   
   
   
   
   
   
   
         77 
   
   
  Bestiary 
   
   
   
   
   
   
   
   
  81
   
  NPC Gallery  
   
   
   
   
   
   
   
  85
   
  Silverton Politics 
   
   
   
   
   
   
   
   
         92
   
   
  Pregenerated Player Characters 
   
   
   
   
   
  93
   
   
   
  Legal Appendix 
   
   
   
   
   
   
   
  98
  
  4
  Seeking... Something
  In the very first release of this series - Difficult Circumstances - I used the editorial to thank everyone that made the 
  adventure path possible as well as hinted at where I got started in role playing games. This is the moment for that story.
  I've been very lucky to be enjoying roleplaying games, particularly Dungeons & Dragons, for over 25 years as I write 
  this. I found a group out of a games store when I was 14, after having seen a posted flyer on a pin board (no widely 
  available internet back then). I answered the call, and quickly found myself immersed in the hobby that has become a 
  lifelong joy and occasional obsession, with the enthusiasm only the young can muster.
  My first character was a wizard, which I'd been convinced to play against my inclination. I only had eyes for playing a 
  doughty fighter, but the group needed a wizard. Disappointed, but still keen, I rolled up Milamber the Mage (original 
  I know - apologies to Feist) and set off on my first adventure. The wizard would later become my favorite class, but 
  that's another story. 
  The group was playing the Advanced Dungeons & Dragons 1st Edition classic Against the Giants, using the 2nd 
  Edition rules. The starting level was 10. As a brand-new player with no experience, I was set loose with at 10th level 
  wizard with no concept how spells worked. In the first combat I killed the paladin's warhorse with a poorly aimed 
  lightning bolt spell, much to the ire of the rest of the group. From that point, for much of the campaign, I took a back 
  seat to the action, casting what I was told to cast, when I was told to cast it. I did so out of fear of being kicked from the 
  group and losing access to this wonderful new world of D&D I'd found. Eventually my natural confidence came to the 
  fore again, and the campaign became more enjoyable, and as all 'first campaigns' do, became writ large in my mind 
  forever. But initially I sat sullenly just doing as I was told. 
  This experience helped catalyze my desire to take the Game Master role and world-build. As a less than active participant, 
  I spent much of my time mentally dissecting the play, the Game Master's role, and the adventure itself. Against the 
  Giants is a classic - so much so it has had a revision and re-release in every edition of Dungeons & Dragons since its 1st 
  Edition, in one form or another. Its a lot of fun, but it has its flaws too. As we played one thought kept nagging at me. 
  What do the monsters do when they aren't sitting around waiting for adventurers to break in a kill them? Surely, they 
  have lives? Do they have jobs? Against the Giants isn't too bad at answering this compared to some other adventures. 
  The giant strongholds have a level of detail that almost makes them seem like functioning communities. Yet, sitting 
  quietly for my turn, waiting to be told what to do, I found myself dissatisfied. "Where does all the waste go?" I mused. 
  At times logic needs to take a backseat to story, or efficiency, but it is small details like this that continue to drive me to 
  create immersive environments and adventures. 
  The seed of Seeking Silver was born that day, and it has been kicking around for all these years. Seeking Silver, while 
  not strictly a giants-based adventure, is my homage to Against the Giants. In this we have monsters with ambition, 
  with jobs, and a purpose beyond waiting for adventurers to kick in the door. We have a fortress with functioning daily 
  activities, factions, servants and dissenting personalities. We have wizards and sorcerers. And, of course, we have 
  waste disposal.                  
   
  Seeking Silver has been 25 years in the making. I hope you like it.
  Micah Watt
  Pyromaniac Press
  
  5
  Adventure Background
  The Silversmith is an ancient and unique devil, whose sole purpose and passion is the crafting of effective weapons to 
  supply the infernal armies of the Nine Hells in their eternal struggle against the Demons of the Abyss. The silversmith 
  specializes in silver alloys, the pure metal an anathema to lower planar creatures. Its drive is to create weapons that 
  are safe for devilish handlers, but deadly to their foes. The Silversmith has existed for millennia and is very proficient.  
  Almost a thousand years ago it acquired the Anvil of Kings, a powerful dwarven artifact that increased smithing 
  proficiency and has the power to alter the earth itself. Now the Silversmith travels to sources of silver, conquers the 
  local infrastructure, enslaves the population as workers, strips the area bare, and then moves on. This is the fate of the 
  small town of Silverton near the Eternal City. 
  The choice of target was no accident however. The Echo of Faith recognizes the threat that the activities of the 
  characters, the sorcerer Damien, and the machinations of Rhion Barakar (a god of luck, hopeless causes, fool's errands 
  and insurmountable odds) pose to her plans. Between these three groups, a warding spell has been discovered and 
  refined, one that can close the gaps in the planes, making her divine task that much harder. The Echo is a creature of 
  great foresight and resources, however, and managed to contact the Silversmith, suggesting the rich mines that supply 
  Anduria as a method of both distracting her adversaries and removing the city's supply of the precious metal.
  As the adventure path begins, the silver supplies in the city were already beginning to dwindle, and as Seeking Silver 
  commences the supplies are critically low. The Silversmith's forces have occupied Silverton for many months and have 
  managed to conceal this by ambushing the rare trade traffic between the two locales, and bribing the Trade Guild into 
  silence, with the low supply driving prices up to the guild's advantage in trade. 
  The Echo is aware that eventually the activity will be discovered however is confident in relying on the Silversmith's 
  potent defences to halt any attempts to accumulate silver until her plans or reassembling and repairing the Machine 
  come to fruition.                            
  Adventure Summary
  The characters are enlisted by the Guildmaster of the Watch to travel to Silverton, a nearby mining settlement, to 
  discover the origin of the silver shortage gripping Anduria.
  Upon arrival they discover the town under the control of occupying forces, fortified against outside interference. With 
  the opportunity to save a silver dragon, the party may gain some insight to the situation, but ultimately have the 
  freedom to explore and infiltrate the stronghold as they choose.
  Their investigations determine that a devilish smith has conquered the town for its silver supplies, turning them 
  into silver weapons to supply an eternal lower planar war. The same silver the city of Anduria desperately needs to 
  complete its magical protections. The characters may choose to assault and overthrow the Silversmith, or find another 
  method to obtain the desired metal. Or they may simply return and report the issues to the authorities.
  The adventure concludes when the silver is obtained, and the magical wards are crafted for the Eternal City.   
    
  Advancement Track
  Seeking Silver is an adventure for 7th level characters. If the DM is running this as part of the ongoing adventure path 
  and not using a milestone style advancement option, there is likely to be a difference between actual XP earned and XP 
  
  6
  estimated, and that gulf will grow larger as the adventures continue. Added to this, Seeking Silver is a large sandbox 
  (see Running the Adventure below), meaning that this variance will be greatest here, depending on the number of 
  encounters the DM uses and/or players choose to investigate or complete, but on average the player characters should 
  receive enough experience to advance into 8th level during, or by the end, of the adventure. Characters that complete 
  all the supplied content may find themselves reaching 9th level by adventure's end.
  If the GM has chosen not to run a campaign with many or any of the campaign side-treks, the adventure can be run 
  with 6th level characters with only a little effort to adjust (or not). The challenges represented in this adventure are for 
  7th level characters, at a hard difficulty. It would be an extremely difficult adventure for 6th level characters, bordering 
  on impossible toward the Smelter dungeon level. If the players are very experienced, with highly optimized characters, 
  this may be a way to challenge them. 
  If the adventure is being run for a 6th level party, and the DM would like to adjust the difficulty, make the following 
  adjustments;
  - All skill challenges should have their DCs lowered by 1
  - All creatures and adversaries should have their Hit Points reduced from average to 1/3
  - The treasure found in the adventure should be left as is. It might represent a greater than expected wealth for their 
  current level, but the PCs would have really earned it.
  Of course, the adventure can be adjusted upward as well. If the adventure is being run for an 8th level party simply 
  make the following adjustments;
  - All skill challenges should have their DCs raised by 1
  - All creatures and adversaries should have their Hit Points raised from average to 3/4, or maximum if you really want 
  to challenge them (remember there are some very powerful adversaries in this adventure).
  - The treasure should remain the same.
  Running the Adventure
  Seeking Silver is designed as a very large, living sandbox. Aside from being set goals to achieve, how the party interacts 
  with the adventure location is completely open. The adventure is designed to allow a huge amount of freedom to the 
  players to resolve the challenges and meet their goals. 
  There is a veritable cornucopia of NPCs to interact with - many of which have their own agendas - under varying 
  conditions and situations. GM's are encouraged to read the module thoroughly and familiarise themselves with the 
  NPCs and their general positions to the characters (allies, neutral, opposition). GMs are also encouraged to add, remove 
  or change the NPCs in any fashion that suits the story or playstyle of their group.
  Similarly, there are numerous locations and encounters in the adventure. It is not intended that the players are required 
  to complete all the content provided, and in fact once they embark on a course of action, some locations may become 
  more difficult to complete - or simply unnecessary - due to dynamic changes in play. The DM is free to manage this as 
  play unfolds, however should remind players bent on exploring every 5-foot square of the provided maps that this may 
  not be required to bring the adventure to a successful conclusion.
  Finally, there is the encounter with Damien. Like Sanitarium before it, Seeking Silver does not assume that there is a 
  set or defined outcome from this confrontation. The players (and characters) are free to deal with Damien as they see 
  fit, cultivating an ally or committing him to the role of foe as they choose. It should be noted that a good deal of plot 
  exposition can be gleaned from him, however, if he is not immediately treated as hostile. More details on this are found 
  in the encounter area in the adventure. 
  
  7
  Chapter 1 – Discovery & Dispatch
  At the conclusion of Adventure 4 - Sanitarium, the 
  characters have become something of public figures. 
  They are recognized by the Watch, some members of 
  the public and the Guildmasters, for their testimony in 
  the trial and for the parts they have played in the events 
  of the city up to this point. The party's vigilantism has 
  been 'overlooked' mostly due to their role in uncovering 
  the corruption in the Healing Hands and the insidious 
  activities of the Seekers. However, the City Council can 
  no longer afford to allow the characters to continue to 
  operate with impunity. The council needs to be seen to 
  be taking positive steps to mitigate the rising crisis in the 
  city.
  The unfortunate side effect of dismantling both the 
  Seekers and the Healing Hands organizations is that 
  the council is left without their dedicated investigators 
  into magical malfeasance and misadventure, and their 
  support system for the increasing madness inflicting the 
  city. 
  To address the latter, the hospices are being run by an 
  oversight committee from the Guild of Balance, drawing 
  on the expertise of the city's second best hospitalers - the 
  Explorer's Guild. While medical facilities continue to 
  function, they are less efficient than under the overtaxed 
  Healing Hands, and it's clear they will begin to fail soon. 
  For the former, the council is split. Currently 
  investigations are being conducted by the Watch, with 
  the Guard assisting with auxiliary policing. However, 
  the Guard are ill suited to the subtleties of civil service 
  and the guilds do not work well together. Some of the 
  Council, led by Harbin Wingate, wish to deputize and 
  exploit the characters skills and inclinations, while other 
  factions wish to explore alternatives. For now, Harbin is 
  getting his way, though heavy scrutiny is being levelled 
  on the endeavor.       
  Despite misgivings as to the course of action, the council 
  remains united in their intent to act. If there was a 
  reluctance to accept the severity of the peril to the city 
  in the past, it has vanished with the evidence discovered 
  in the Seeker's temple, along with the undeniable events 
  in the city. Madness and unrest are at an unprecedented 
  high, monster sightings and attacks are being reported 
  hourly, the psychic motes have apparently become so 
  agitated they are displaying numerous color and 
  demeanor changes (from the regular green and general 
  laconic indifference) and are aggressively attacking 
  in deadly swarms. As the city conditions have become 
  more hostile, with many of the travelling merchants have 
  left for safer harbors, and both sea and airship traffic to 
  the city is at an all time low. Few airships have docked at 
  the PTC air docks in the last few weeks, and at the time 
  of this adventure, only one ship - The Emerald Vision - is 
  present, currently under repairs due to damage suffered 
  in its last voyage. The harbor docks have only two dozen 
  ships in port, and all of these are locally owned. Trade is 
  suffering as a result, and having a flow on effect to the 
  "But we don't want to be Watchmen..."
  The 
  current 
  adventure 
  requires 
  the 
  characters to at least work for the Watch. 
  Some groups may jump at the chance to 
  be legitimized, while others may strongly 
  desire to maintain independent status. 
  This well be covered in greater detail in the 
  Campaign Guide 2, but in short, let them 
  retain the status they want. 
  If they want to become official Watchmen, 
  a special operations unit, a hired mercenary 
  force, or a secret vigilante group, tailor it 
  according to their preferences. After all, 
  they are the heroes of this story. 
  For the first three options, Guildmaster 
  Wingate 
  can 
  accommodate 
  those 
  arrangements. 
  For 
  the 
  last, 
  semi 
  legitimacy can be achieved through using 
  Inspector Sharps as a contact - sort of like 
  Commissioner Gordon to their Batman 
  (Batmen? Batpeople?). For something 
  less official, perhaps the party are hired 
  by a citizen's shadow council represented 
  by Radiant Soul, or perhaps a crimelord 
  or merchant, or any other NPCs of their 
  acquaintance.  
  
  8
  Andurian economy. 
  The revelations from the Sanitarium have been 
  catalogued and investigated, including the Arcane 
  Wards discovered in Thaddeus' cell. Specialist wizards 
  and university researchers (possibly including any 
  arcane minded characters) have concluded they are part 
  of an elaborate ritual spell to protect from otherworldly 
  interference. The researchers have determined the 
  required silver component, but not the energy cost unless 
  the characters have informed them. The conclusion 
  from the investigation by these resources is that the city 
  should be warded. The plan is to erect the wards on the 
  inner surface of the city walls or approximation where 
  the walls have been removed). The ramifications and 
  outcome of this are discussed in the Conclusion and will 
  in large part be determined by what the characters know, 
  choose to share, and their actions in this adventure.
  However, currently the city's silver shortage is making 
  that impossible. Despite Merchant Prince Veranion's 
  assurances the Trade Guild is looking into the supply 
  issues, Guildmaster Wingate remains skeptical. His 
  desired course of action is to send his own investigators, 
  and has determined the characters have the necessary 
  skills and motivation to assist. His plan is to officially 
  endorse them as deputy Watchmen, or hire them as a 
  special investigative unit to replace the Seekers.
  Meeting with the Guildmaster
  The party is approached by Inspector Sharps (or another 
  Watch contact) to meet with Guildmaster Harbin Wingate. 
  Sharps knows that Wingate desires the characters 
  assistance however not the specifics. Assuming they 
  agree, they are lead to the Council Chambers rather than 
  the Watchtower in the Council Ward. Both of which are 
  literally across the street from each other. 
  The Council Chambers is a sprawling fortress in the 
  city centre, and the characters have been here recently 
  for the trial. They are led to a series of offices in a wing, 
  and asked to wait in a well-appointed lounge outside 
  Harbin's place of work. Full length windows overlook 
  one of the courtyards of the complex.  
  As the party members wait, with Sharps in attendance, 
  they hear raised voices from within the office - specifically 
  a commanding female voice berating Wingate. A 
  successful DC 18 Perception check allows 
  characters to get enough snippets and key words to 
  understand the general content of the argument if not the 
  actual speech. The female voice is vehemently arguing 
  against Wingate's current course of action which  includes 
  naming the characters, and words like 'stubborn' 'reckless' 
  and 'ill advised' are heard. Eventually the confrontation 
  eases, and the doors fly open, a clearly frustrated Eiria 
  Valdorn (Guildmaster of the Explorer's Guild) exits. She 
  pauses briefly at the sight of the adventurers, and mutters 
  the words "Be careful, you are being manipulated" before 
  moving off. 
  If somehow communicated with (or tracked down later) 
  she will inform the characters that her opposition to their 
  inclusion has to do with the fact they are being used for 
  Foreshadowing the Echo
  The GM has the option here to foreshadow 
  the Echo - which is recommended if the 
  players have not yet begun to piece together 
  that there is a shadow force at work directing 
  the events in the city. The use of this should 
  be organic, based on revelations in previous 
  play. If overused, this could become 
  something of a 'bludgeon' approach.
  As Eiria exits Wingate's office, the most 
  perceptive characters (passive Perception 
  15 or higher) notice her partial reflection in 
  several windows as she passes. 
  A split second later a second reflection 
  passes through the windows as if trailing 
  or stalking the Guildmaster, but no other 
  figures exit the office. It vaguely looked 
  like a pale purple shadow of an old woman, 
  but it passes so quickly the characters are 
  left questioning if they saw it at all. 
  If asked, Eiria has no notion of what they 
  are talking about, having never seen this 
  image. 
  
  9
  political gain, and the council doesn't hold their interests 
  at heart. She is concerned they are being treated as 
  expendable. All of this is true to Eiria's reckoning, but of 
  course the Echo is playing a deeper game. The characters 
  represent an uncontrolled element in the city that seem 
  to keep derailing her plans. She does not want them 
  being sent to Silverton.    
  Guildmaster Harbin Wingate appears in the now open doorway 
  and ushers you in, dismissing Inspector Sharps. The office is 
  well appointed, but the heavy stacks of paperwork that bury the 
  desk demonstrate that it’s not merely for show. As you settle 
  into the provided chairs, the craggy old man seats himself in 
  his own, back straight and penetrating gaze taking you in.
  “I’ll come right to it, as I’m not given to flowery speech” he 
  says directly. “The city’s a mess, and getting worse each day. 
  Despite their cruelty and corruption, the Seekers were effective 
  at investigating, and in many cases managing, whatever the 
  hell this effect on the city is”. He gestures to the piles of paper 
  on his desk. “The chaos is spreading. Reports of sightings 
  & attacks from indescribable monsters, pervasive mass 
  nightmares & madness, civil unrest, and escalating crime 
  cross my desk hourly. Rumor-mongering of magical artefacts, 
  strange events, omens and prophesies spread throughout the 
  city. There are dark forces at work here, and frankly we are 
  not equipped to deal with it. I’ve managed to get the Guard to 
  work with the Watch to help police the civilians, but we don’t 
  have the expertise to combat this. We’ve hired specialists to try 
  to unravel the clues and the strange protection spell we found 
  under the Sanitarium. I’m told that if it’s viable, and could 
  protect the city, but the incantation needs an inscription in 
  silver, and it needs to be huge.  
  We’ve discovered that there’s a silver shortage in the city 
  which has been going on for some time. The current events 
  have hurt trade and forced many of the non-residents, 
  including merchants, from the city. There’s barely a ship in 
  port. Still, this shortage seems to predate the worst of it, and I 
  can’t help but think this isn’t a coincidence. Merchant Prince 
  Veranion, Guildmaster of the Trade Guild assures the council 
  it’s a supply and demand issue, and has sent representatives 
  to Silverton – our biggest silver supplier – to determine the 
  shortages and delays.
  Maybe I’ve been a Watchman too long, or maybe I’m just a 
  suspicious old man, but I don’t trust that squeezer. He’s a 
  political animal through and through, and something just 
  doesn’t add up to me. He might have a few on the council 
  convinced, but my gut tells me there’s something not quite 
  right here.
  I want to conduct my own investigation. And this is where 
  you come in. I don’t condone vigilantes in my city, but I can’t 
  deny your effectiveness, or your motives. You’ve out shone 
  the Seekers at their own specialty, and uncovered threats and 
  conspiracies under our noses. But you’ve done it without 
  support or legitimacy, and outside of the law. That must 
  change.
  I want you to work for me. Travel to Silverton and discover 
  why the silver supplies are so low. Do all you can to secure the 
  silver we need to complete the protective wardings. The city 
  won’t be safe until we can implement something to combat 
  this pervasive miasma of insanity that’s blanketing Anduria”  
  The nature of the employment with the Watch can be 
  negotiated or tailored to suit the campaign. Wingate will 
  happily deputize the characters as actual Watchmen, 
  or hire them as specialists. The remuneration can be 
  negotiated as well, but will likely be ‘on completion 
  of case or task’ rather than an incremental salary. The 
  amount is up to the GM, with a ballpark figure around 
  100gp or more per character, with bonuses paid based on 
  outcomes. This mission is their trial run to evaluate the 
  working relationship between the Watch and the party. 
  Wingate is happy to discuss any and all aspects of the 
  task and destination, but in truth he knows very little. 
  Silverton is a mining town to the west, past the verdant 
  farmlands and up into the Dragon's Teeth Mountains. 
  It is an independent settlement - a ‘company town’ as 
  the major resource and primary employer is the silver 
  mine run by Silver Peaks Mining Concern. All other 
  services there stem from supporting the main industry. 
  He knows Silverton is run by a town council and mayor 
  (Rheese Ildenwald), but little else. It's a harsh frontier 
  town that only has trade dealings to tie it to Anduria, 
  and those go through the Trade Guild. Wingate mistrusts 
  any information from them, hence requiring his own 
  evaluation. 
  Wingate can supply the characters with a map, suggesting 
  either the overland route or hiring air transport – if the 
  characters can actually find an available airship. There 
  is one in dock for repairs at the moment that Wingate 
  is aware of – the Emerald Vision. A meeting can be 
  arranged with the captain if the adventurer's desire.
          
  If the party has its own suspicions, or heeds Eiria’s 
  
  10
  warning, and confronts Wingate with their concerns, he 
  lets out a dry chuckle. 
  “Of course you are being used. That’s the nature of those in 
  power. Don’t make the mistake of confusing business with 
  personal matters. You are effective tools that we need right 
  now. I don’t discard valuable resources easily though. That 
  serves no purpose. You have proven your commitment to 
  help Anduria, and you have useful skills and a demonstrated 
  willingness to use them. I’d rather have you with me than 
  working in an undirected and frankly illegal fashion in the 
  city. We can be more effective together”
  He certainly makes no promises about their safety, 
  but seems genuinely interested in maintaining their 
  wellbeing, if for no other reason than they are useful 
  to him. There’s no sentiment here, but Wingate isn’t 
  entirely made of stone.    
  Troubleshooting
  If the characters don’t want to work for the Watch, or 
  Wingate, he doesn’t press them, but warns that their 
  vigilantism will not be tolerated and that the Watch will 
  be forced to treat them like criminals if they act outside 
  the law, regardless of their intentions.
  Alternatives for hooking the characters into the 
  adventure are presented in the sidebar above, and in 
  Campaign Guide 2.  
  1 hex = 12 miles
  
  11
  Chapter 2 - Journey to Silverton
  Once set the task of travelling to Silverton the party is free 
  to make its own choices or arrangements on the method 
  of transport. The silver mining town is some 160 miles 
  to the east, with the first two thirds of the journey across 
  the flat farmland plains with the last leg going deep into 
  the rugged and craggy territory of the Dragon's Teeth 
  Mountain range.
  By foot or horse the journey takes 15 days. By airship 
  (hired for 400gp for the journey and back) it takes just 3 
  days, accounting for the harsh mountain weather. Jotun 
  will not allow any of his couriers to travel that far from 
  the city, and water travel is impractical for the landlocked 
  town.  
  If the characters do decide they wish to hire an airship 
  they are able to find a solid merchantman called the 
  Emerald Vision. This sleek but slightly shabby vessel is 
  captained by Octavio "Tavo" Velderve, a flamboyant and 
  dashing figure who styles himself and adventurer and 
  corsair, though he does not actually engage in piracy. 
  Octavio will engage with an attractive character and 
  spend much of the voyage outrageously and harmlessly 
  flirting with them. Any serious interest from the character 
  is politely rebuffed, Octavio claiming the endless sky is 
  his true love.  
  The GM is free to spice up the travel leg of the 
  adventure with encounters if they so choose, especially 
  if the characters choose to travel the two weeks by land, 
  however no encounters are provided.
  As the characters come within a few miles of the town, 
  read the following; 
   
  As you journey deeper into the mountains, the clouds become 
  thick and heavy, the land rising to a point where they seem low 
  enough to touch. Winds whip at you, tugging and tangling 
  your hair and cloaks. Stinging sand is carried by the gusts, 
  forcing you to squint and turn away from the breeze. 
  Through the mist and dust, you catch sight of movement on 
  Octavio "Tavo" Velderve
  and the Emerald Vision
  Octavio is a merchant and courier with 
  dreams of grandeur. His ship reflects this. 
  Once serious risk of attack is determined - 
  such as discovering the dragon and Silverton 
  occupation – Tavo is very reluctant to place 
  his ship in peril. Inspiring heroic speeches 
  or the threat to his reputation with a DC 15 
  Bluff, Diplomacy or Intimidate is required 
  to elicit any action that may risk the ship. 
  The character Tavo has struck a bond with 
  gains a +2 circumstance bonus on this 
  check. 
  Even still, as soon as the ship suffers 
  damage Octavio retreats, and cannot be 
  pressed to take further risk. 
  Octavio and the Emerald Vision potentially 
  have roles to play in the final adventure – 
  Doors Best Left Closed - if the characters 
  cultivate a good relationship with the 
  capricious captain.
  Basic statistics for an airship can be found 
  in the Ultimate Combat book.
  
  12
  the horizon. Flying creatures dart in an out 
  of the clouds in sharp banking turns and 
  lunges. Several smaller creatures seem 
  to harry a larger one. The larger beast 
  appears to be a dragon from its 
  profile, and moments later when it 
  breathes a cone of visible cold that 
  drops several of its attackers from 
  the sky, your hunch is confirmed. 
  The aerial battle continues for 
  a number of minutes, growing 
  steadily larger in your vision as the 
  combatants fly in your direction. The 
  smaller creatures resolve into griffons, 
  which appear to be armored. You also see 
  that projectiles are being fired from the 
  ground to strike at the dragon, rocks and 
  ballista bolts that trail heavy chains, with 
  some have found their mark, dragging at 
  the beleaguered wyrm.
  The battle rages on, getting closer by the 
  moment. More strikes by the griffons sees the 
  dragon begin to wilt, its silver scales slick with 
  blood. A fireball explodes, clipping the dragon, and it 
  spirals toward the earth, seemingly overcome at last. It drops 
  from view below a ridge only a few hundred yards away.
  The descriptive text above assumes the characters are at 
  ground level. The DM may wish to modify the distance 
  if the characters are riding an airship, increasing it to 
  around a mile or so in order to allow the next scene to 
  take shape before they arrive. Alternately the GM can 
  simply allow the characters  to view the lead up activities, 
  but the airship will also be visible to the attackers, who 
  will send out a contingent to intercept and warn away 
  the characters.
  It is assumed that the characters will want to investigate 
  the event, either to intervene on behalf of the silver 
  dragon, knowing that such creatures are a force for good 
  in the world, or (in the case of less charitable types) 
  to simply assuage their curiosity or possibly elicit a 
  reward. If the characters want to avoid the scene, see 
  Troubleshooting below.  
  Captured
  The forces of the Silversmith proceed to go about 
  subduing 
  and 
  capturing 
  the 
  dragon. Assuming the characters 
  require at least a few minutes to 
  reach the scene you can read the 
  below text. If they can arrive 
  immediately 
  or 
  remotely 
  view the scene paraphrase 
  having the forces close in 
  on the downed dragon, throw 
  a weighted net over it and 
  pull tight training chains to 
  entangle the wyrm, then move 
  to subdue it with long silver 
  glaives and a few well-placed 
  thrown boulders.
  Topping the ridge you look down 
  into a shallow valley between 
  rising peaks. In the centre is the 
  dragon, entangled in a net of 
  sparkling silver and surrounded by 
  brutish ogres wielding long pikes. 
  Several griffons circle overhead and 
  another rests on the arm of a fire giant 
  like a bird of prey. 
  An enormous wagon drawn by huge oxen has been drawn up 
  alongside the captured wyrm, and the pike wielders viciously 
  prod the great beast in an effort to goad it onto the vehicle.  
  There are 4 ogres, 3 griffons (remaining out of a 
  contingent of 6) and a fire giant here. If the characters are 
  seen, or if they intervene, 3 ogres and the three griffons 
  move to intercept them while the remaining ogre tries to 
  get the dragon on the cart. The giant throws a rock or two 
  at characters unwilling to be chased off easily, and enters 
  the fray if the first wave begins to falter.  
  The creatures are regular versions of their kind, with a 
  few minor enhancements. The ogres are wielding large 
  silver tipped glaives (2d10 piercing damage with a 10 foot 
  reach) treated with a substance called bloodburn (see New 
  Magic Items). The fire giant uses standard weapons, also 
  coated with bloodburn, and has 1 spare dose on its person. 
  The fire giant also has 2 incendiary bombs (see New Magic 
  Items) as well as a handful of rocks. 
  Ogres (4) – HP - 30
  Griffons (3) – Hp - 42 
  Fire Giant – Hp – 142
  
  13
  If the characters are struggling, the dragon manages a 
  breath weapon burst that can encompass a few of the 
  attackers as a last-ditch effort before succumbing to 
  exhaustion. 
  If the heroes are triumphant they can free the Adult 
  Silver Dragon, but find the silvery net almost impossible 
  to damage (AC 25, Hardness 10, Hp 50, Burst DC 
  35) requiring time to untangle it instead (the net can 
  only be used a large creature or larger). Once free, the 
  beleaguered dragon (with 10 hp remaining out of 195) 
  gratefully introduces herself as Silvirantalas (Silvira for 
  short) and can relate some very useful information about 
  the current state of Silverton.
  If the characters fail in their attempts to free the dragon, 
  or are captured, see Troubleshooting below. 
  Silvira explains that the city is under occupation, and 
  while she has no idea how long it has been so, the 
  fortifications are impressive. They consist of a stone wall 
  surrounding the main town and a huge central fortress 
  that did not exist prior to the occupation. The areas seem 
  much hotter too, with the mountain snows retreating 
  from the town itself, leaving arid land behind. When she 
  and her mate Ailishandaver, sought to investigate, not 
  fearing the weapons of lesser creatures, they were 
  assaulted with strange silver weapons - as well as  poison 
  and flame the likes of which they’d never experienced. 
  Silvira's mate was taken down in the surprise assault, 
  and she was driven off, but not before she saw him being 
  bound and captured rather than killed. Silvira tried to 
  infiltrate in humanoid form (with her Change Shape 
  ability), but she was discovered almost as if they had 
  a supernatural sense to find her (see Detecting Silver 
  sidebar), and was forced to flee. She has been watching the 
  town for a few days, noting strange groups of humanoids 
  arriving sporadically with overt banners or parading, 
  like ambassadors or envoys. Each was challenged at the 
  gates, yet allowed to enter. Four days after her mate’s 
  capture (today) Silvira finally grew desperate enough 
  to try to sneak in with one of these groups, concealing 
  herself under a wagon. She overheard their discussions 
  and learned it was a trade delegation from Anduria, and 
  a few snippets about there being rare prizes for sale, and 
  Detecting Silver
  Silvira’s 
  sense 
  that 
  she 
  is 
  being 
  supernaturally detected is not paranoia. 
  The Silversmith’s ability to detect silver 
  within a mile enables her to sense Silvira’s 
  presence, and the ‘dragon silver’ in her 
  body is extremely rare and sought after by 
  the Smith. It is one of the few things that 
  will rouse the devil from her crafting. The 
  Silversmith immediately notes Silvira’s 
  presence within 1 mile of the city, and 
  uses her telepathy (and other abilities and 
  flunkies) to send troops to capture the 
  dragon. 
  The response is swift and unerring. 
  Characters that insist on trying to bring 
  the dragon along will be attacked near 
  constantly in overwhelming force until 
  half the Citadel defenders are slain. In that 
  eventuality the Silversmith will pull back 
  and plan an ambush, assuming the dragon 
  is coming to rescue her mate.   
  
  14
  a need to “continue the current arrangement” that was in 
  place. Before she could discover more a sally force exited 
  the defences before the delegation closed to the gates. 
  Silvira knew it was for her and fled to avoid catching 
  the humans in the attack. The force was the one that was 
  attacking her just as the characters arrived. Silvira hadn’t 
  counted on the griffons and couldn’t evade the pursuit 
  entirely. It was at that point that the characters arrived 
  on the scene to assist.
  If the characters think to ask, she can describe the 
  Andurian delegation. There were eight in all. Six guards 
  and two men that looked and talked like merchants, 
  though they bore no identifying symbols (she knows 
  of the Andurian Guilds, and might surmise they are 
  members of the Trade Guild, as most merchants are, 
  but has no evidence). One was middle aged and portly, 
  while the other was younger and thinner. She gives 
  enough of a description for the adventurer's to identify 
  them on sight, but unlikely enough for the to recognise 
  them by identity if Belzar and/or Trevel are used (see 
  The Merchants sidebar).       
  Silvira the dragon is desperate to discover the fate of her 
  mate, and rescue him if possible, but the last few days 
  have taught her that her chances of getting in are poor at 
  best. Instead she entreats the characters to infiltrate and 
  discover his fate. Silvira offers each character an item 
  from her hoard if they can rescue her mate (any one item 
  of 20,000gp value or less, of their choice). She will also 
  aid them if they are outside the city, but she dares not 
  risk the city defences again. 
  Silvira suggests that once the party are in the city, they 
  might contact either the mayor Rheese Ildenwald or 
  sheriff Celena. Familiar with them (though they never 
  met directly) from previous times the dragons came 
  disguised to the town, Silvira does not know the current 
  status or location of these NPCs (the mayor is deceased).
  Troubleshooting
  Cautious, incurious or uncaring characters may wish 
  to avoid the battle scene with the dragon and its 
  attackers. It might be felt that intervening will place 
  them at unnecessary risk, or ruin any chance of a stealthy 
  investigation. 
  The scene is directly in the path they need to travel, but 
  players willing to lose some time can avoid it altogether. 
  If this is the players’ choice then a few elements of the 
  story will change.
  Firstly, they do not gain the dragon’s help, information 
  and suggested contacts. They will arrive at Silverton blind 
  to the situation there. Arriving openly will likely result in 
  challenge, and if they cannot supply an acceptable reason 
  for their presence (see Chapter 3 – Silverton) they will be 
  assaulted. 
  Secondly, without interference Silvira is captured. She 
  will be loaded onto the oversized cart, bound in the 
  net of silver. The journey back to Silverton will take 
  several days, in which the dragon will be tortured and 
  subdued. Like her mate, Silvira will be taken straight to 
  the citadel, and down to the Silversmith’s forge. Instead 
  of the hook to rescue the mate, the characters will now 
  have the opportunity to rescue Silvira, who will be alive, 
  bound and hung in the forge, awaiting the Silversmith’s 
  attentions once the current weapon is complete (see area 
  96 of the lower citadel). A sidebar offers alternate read 
  aloud text for this development.     
  The Merchants
  The Peregrine Trading Consortium (PTC) 
  are behind much of the silver shortage 
  to Anduria. While this is a trade ploy – 
  manipulating supply and demand – it 
  was actually orchestrated by the Echo to 
  ensure there was not enough silver supply 
  to complete any significant protection 
  wardings.
  The ideal candidates to represent the 
  PTC in this adventure are the rising ex-
  quartermaster Belzar and /or Trevel, if they 
  remain logically available based on previous 
  play. Their availability, appropriateness and 
  attitude to the characters is left to the GM.  
  
  15
  Chapter 3 – Silverton
  Seven months ago, a devilish conqueror came to 
  Silverton, drawn by its silver mines, and took over, 
  occupying the area and turning the townsfolk into an 
  abundant slave force for her operations. The rule of 
  the Silversmith is orderly and harsh, with insurrection 
  brutally oppressed. The townsfolk are slowly adjusting 
  to their new status, and have begun to form an organized 
  resistance after the initial shock has worn off. However, 
  the unnaturally disciplined invaders are slowly rooting 
  out and dismantling the fledgling insurgence. 
  The Town of Silverton 
  The town itself was once an orderly but unplanned 
  community radiating outward from the central smelter, 
  storehouses and shipping infrastructure of the Silver 
  Peaks Mining concern. Along with the town hall, these 
  buildings comprised the heart of the town. Everything 
  else was established with no real thought to planning, 
  save that wide roads were maintained to facilitate travel 
  and transport. Buildings began tightly clustered near the 
  heart, and became more spread toward the fringes of the 
  settlement. 
  Since the arrival of the Silversmith and her occupying 
  forces the town has changed dramatically. Using the 
  Anvil of Kings (see New Magic Items) the Silversmith 
  has magically raised stonework defences around the 
  town, raised a citadel, sunk a moat and raised the level 
  of a pocket of magma in a dormant volcano basin. 
  Almost overnight the landscape of the town changed 
  dramatically. 
  Climate
  Silverton is generally perpetually cold thanks to the 
  temperate zone the town is located in combined with 
  the altitude. Under light snow six months of the year, 
  then arid and barren mountains and hills the other six 
  
  16
  months makes the mountainous Silverton a fairly hostile 
  location where only the hardy survive. It is summer 
  when this adventure takes place (the prologue - Difficult 
  Circumstances - being set in spring) and the mountains 
  around the town the days are chill (59° Fahrenheit / 15° 
  Celsius) in the day, and the nights frigid (36° Fahrenheit 
  / 2° Celsius). 
  The artificial raising of magma has increased the 
  temperature in the vicinity of the town significantly, but 
  only really to a few hundred yards just beyond the walls. 
  The outer areas are pleasant for humans (72° Fahrenheit 
  / 22° Celsius) while the upper citadel is warm (86° 
  Fahrenheit / 30° Celsius).
  Ironically the occupation has made the town a more 
  habitable place for the locals in terms of temperature, but 
  the giants and firenewts still find it uncomfortably cold.
  The clash of the ambient cold and artificial heat cause 
  frequent storms in the area, with lashing rains and 
  unpredictable winds. Fog is also common in the outer 
  sections of the city. The GM is free to use this as they 
  see fit, maybe offering concealment for characters to 
  infiltrate or organize the townspeople.
            
  Town Defences
  Occupying Forces
  The occupying forces consist of a total of;
  • 
  250 standard orcs
  • 
  30 elite orcs that serve as officers, 
  • 
  68 firenewts (and mounts), 
  • 
  55 ogres, 
  • 
  12 azers
  • 
  10 fire giants (including the Queen)
  • 
  A number of unique NPCs and monsters. 
  • 
  There is also a flight of 9 trained griffons  
   
  (The previous assaults by the dragons killed a 
   
  significant number). 
  The exact numbers are up to the GM to adjust based on 
  the challenge they wish to present to their players. 
  While this might seem like a lot at first glance, they are 
  generally spread thinly around the town and at the mine, 
  meaning the defences appear to be sparsely populated in 
  many cases. Patrols are regular, but small. The population 
  is mostly kept in check by intimidation and the
  (legitimate) fear that family members and loved ones 
  held in the mine or foundry will suffer for any resistance.  
  The Walls
  The walls are 30ft high, smooth stone that is new but 
  bears no construction marks. There is stair access for 
  both medium and large creatures at intervals. There are 
  two gates - one facing Anduria to the east, and one facing 
  the mine to the north - which have gatehouses that are 
  50ft high, 60ft wide and 100ft deep with heavy portals at 
  each end bolstered by metal portcullises. The area in the 
  middle is an open air killing ground. Each gate is always 
  Getting Captured
  If the characters are defeated in the town 
  it is unlikely they will be killed, as the 
  Silversmith needs slaves to work the mines 
  and smelter. If captured in town, or in the 
  Citadel, the characters find themselves in 
  Area 83 on the foundry level, along with 
  the rest of the slaves, while any magical 
  or interesting equipment will be spread 
  between the treasury in the citadel and the 
  major NPCs.
  The exception to this is if they slay more 
  than half of the citadel’s occupying 
  population or slay a number of powerful or 
  key NPCs. In this case they are deemed a 
  serious threat, and are taken to the Chamber 
  of Dark Delights (Upper Citadel, 2nd level, 
  Area 37) for torture unto death. 
  In either case the characters should be given 
  opportunity to escape the first time they 
  are captured, either by their own skills, or 
  assisted by an ally NPC, Damien or another 
  NPC they can convince, bribe or threaten 
  into aiding them. If they do escape and 
  are later recaptured they are put to death 
  immediately.   
  
  17
  heavily defended, with at least 4 ogres and 12 orc troops 
  present at all times. 
  The Towers
  The towers rise another 30ft from the wall (60ft total), 
  have medium and large creature access, and are fitted 
  with 1 heavy catapult (on roof) and 4 ballistae (on second 
  top level). There is a tower every five hundred yards and 
  each has warning horns. Each of the towers is manned 
  by an ogre and 2 orcs.
  Patrols
  Under standard day conditions there are 4 patrols of 5 
  firenewts & striders wandering throughout the city, and 
  2 patrols (same numbers) shepherding silver carts to and 
  from the mine. At night there are 4 firenewt patrols (two 
  of 7 and 2 of 8) within the city and none on cart duty.
  When there is unrest or revolt in the town, these patrols 
  are augmented with 5 orcs and an elite orc each.
   
  Morale in the City
  The Occupying Forces
  The invaders are arrogant and comfortable. Despite the 
  innate toughness of the mountain people of Silverton, 
  they were no match for the organized and well-armed 
  invaders, and fell to capture easily. The Silversmith 
  (using the Anvil of Kings) shaped the fortress and the 
  walls in only a few hours, a show of power which cowed 
  the locals and emboldened the occupiers. Armed with the 
  Silversmith's weapons, the invaders have even captured 
  a silver dragon. Secure in their power, complacency has 
  set in. They are not expecting attack or uprising.  
  The first significant defeat the characters hand the 
  invaders will not hurt morale, but successive defeats 
  will rattle them. More and more the city forces will 
  fall back to the Citadel if pressed, returning with large 
  reinforcements (either in contingent size, or literally 
  ogres and giants).   
  The citizens of Silverton
  The morale of people of Silverton is low. Occupied by 
  a brutal force of humanoids, isolated and enclosed in 
  walls, under the eye of infernal powers that can shape 
  the earth and having watched (or heard about) the defeat 
  of a silver dragon has left much of the people feeling 
  completely hopeless. There are a few individuals that 
  retain a will to fight back (as discussed in The Resistance 
  below) but most are thoroughly cowed. However, the 
  people of Silverton are hardy, and the spark of defiance 
  remains. If the characters can fan that spark they can fuel 
  the fire of uprising.
  There are a little over 1000 citizens of Silverton remaining, 
  but only half of those are combatants, the remainder 
  being too young, old, sick, injured or lacking the will. 
  That is still a potential force of 500 angry townsfolk to 
  rally. The townsfolk are merely average people however, 
  and will fair poorly against any of the invaders unless 
  they vastly outnumber them. It is up to the GM to 
  determine how effective they are (see Uprising below).
  The Resistance    
  Within the town are a number of key figures that could 
  help galvanise the populous, organize them and lead 
  them - in either an uprising or a retreat. These figures 
  meet with each other on occasion, and with the general 
  people of the town, but are only really on the cusp of 
  organization. Several run their own guerrilla operations, 
  striking at lone or vulnerable enemy soldiers where 
  possible.
  Unfortunately, all but one of these figures has been 
  captured and the resistance has lost cohesion and hope. 
  Oswin the Cheesemonger is currently all that remains of 
  the four ringleaders. Without at least two others rescued, 
  the people of Silverton will not aid the characters with 
  anything more elaborate than some information and 
  a place to hide. How they will help is based on the 
  specialties of the leaders. Celena is required to form an 
  offensive rebellion or uprising, while Terlamin can form 
  a defensive stand within the city, and Lanos can organize 
  an escape or other non-combat based distraction.     
  Oswin can be found in the basement of Caroman’s 
  Textiles (Location A). The others include;
  Celena the Sheriff – recently captured trying to sneak 
  several women and children out of the city, and sent to 
  the Silver Mine (Chapter 4) to the North.
  Lanos Vilderman – Discovered planning an ambush of a 
  patrol. His squad was slaughtered, and he was dragged 
  off and languishes in the Ogre barracks in the Upper 
  Citadel (Area 32).
  Terlamin the Smith was taken a few weeks ago to the 
  foundry deep below the citadel. He hasn’t been seen 
  since.
  
  18
  What They Know
  The resistance is very well versed in the numbers and 
  habits of the invaders. Oswin in particular serves as the 
  information administrator, and along with the locations 
  of the other leaders, he can tell the characters anything 
  about Silverton before the invasion, and the following 
  after;
  • 
  The invaders are ruled by a creature called the 
  Silversmith, but no one’s ever seen it.
  • 
  He can give general numbers and types of creatures 
  in the invading army.
  • 
  He can give general patrol numbers and composition, 
  but not the routes (but the routes regularly change)
  • 
  Discipline is high, but occasionally orcs sneak into 
  town to drink and start fights – they believe entry 
  can be gained through a sally port on those nights.
  • 
  Travellers or guests have been gathering at the 
  citadel. One came by airship, others by flying beasts 
  (a wyvern and a nightmare) and still others by land. 
  He is not sure why.
  • 
  Two silver dragons were in the vicinity until recently. 
  One was captured and dragged through the city by 
  cart. This was a week ago.  
  By Any Means Necessary - Attack, Infiltration, 
  Uprising 
  To accomplish their goals (primarily procure silver, and 
  perhaps free a dragon and the people of Silverton) the 
  characters are free to use whatever methods they can 
  bring to bear. The town is set up as a sandbox of places, 
  personalities and resources for the players to do as 
  they will. While not every plan, scheme or method can 
  be anticipated, the most likely are discussed in detail. 
  It is possible that all three scenarios are used in some 
  combination (i.e. an uprising to act as a distraction to 
  cover infiltration or assault). 
  Attack
  Powerful or combat optimized parties may simply go on 
  the offensive from the outset. This is a risky proposition 
  because while they will likely overwhelm the first few 
  invader positions or patrols they encounter, attack will 
  announce their presence and they will soon face escalated 
  and coordinated counter attack, and the likely massing 
  of powerful troops (particularly the giants) at the citadel. 
  A hammer of thunderbolts was seeded into the material for 
  just this situation, appearing as an option in the side trek 
  Beneath the Waves. A belt of giant strength – required to 
  make use of the hammer if the characters dont already 
  posess one - can be found in this adventure in the ruins 
  of the smithy (Location B) as an option, with the clues 
  to its whereabouts offered in interactions with various 
  NPCs in the adventure.    
  If you feel your group is likely to exhibit this playstyle 
  as a primary method of goal resolution, and you have 
  included the lead up items, you may want to have NPCs 
  volunteer this information quickly and upfront, the 
  braver ones seeking out the characters to deliver it.       
   
  Similarly, the silver dragon Silvira could make a few 
  strafing runs and even commit to the assault, feeling that 
  this is her last opportunity to rescue her mate, no matter 
  how foolhardy a frontal assault seems. If the characters 
  Best Laid Plans
  As GM it falls to you to be arbiter of 
  the chances of success of any plan the 
  Players decide to embark on. While I have 
  advocated previously that the adventure 
  path is intended to be hard, and not 
  forgiving of foolishness, there is a special 
  consideration to this adventure given 
  possible overwhelming opposition.
  When deciding on enemy reactions to player 
  plans you should endeavor to be fair, and to 
  not play the invaders as a ‘single mind’. It 
  takes time to send messages, marshal troops 
  and react to threats. Miscommunication 
  or incorrectly relayed orders should be 
  a factor and the invaders should not be 
  perfectly timed or coordinated in actions. 
  Ridiculous play should not be rewarded, 
  but the characters should be offered the 
  benefit of imperfect adversaries.    
  
  19
  seem determined to take this path she will aid them.
  If the characters arrived in an airship they might simply 
  look to fly over the town and straight to the citadel, where 
  an air dock (and possibly an airship) awaits. Arriving 
  in this way unannounced however, will provoke 
  bombardment via the citadel siege engines, giants and 
  the griffons.    
   
  Infiltration
  The town, and even the fortress itself, is not hard to 
  penetrate with a little stealth or deception, or even a 
  combination of both;
  Stealth
  The city walls are long and only sparsely patrolled, and a 
  stealthy party could slip over them if they are careful and 
  plan the infiltration well (observe guard movements, go 
  at night etc.) or conversely are just lucky. Moving around 
  the town is equally easy as most of the occupants are 
  put to work or severely cowed and do not venture out. 
  Only sporadic patrols need be dodged. Of course if the 
  characters are spotted on the streets fleeing is made more 
  difficult due to the lack of crowds or regular activity to 
  blend into or use as a distraction.
  Entering the Citadel or Foundry by stealth is harder, but 
  not impossible. The areas vary in occupancy, though 
  some are almost always attended. The characters are 
  clearly out of place in this area, so unless combined 
  with deception (below) they may find that once they are 
  spotted the response is swift and direct. 
  Deception
  There are a few representatives in the town that are 
  neither locals nor invaders, and this is an eclectic 
  group without a doubt.  With the permission of the 
  Silversmith Bealazon has invited a number of ‘select and 
  discerning’ individuals to bid for some unique weapons. 
  Additionally, several representatives have arrived for the 
  purposes of engaging in broader politics or commerce 
  (including the PTC party). This creates the opportunity 
  for the characters to pass themselves off as welcome 
  visitors to the lesser invaders. Such a deception will not 
  work in the presence of Bealazon, and several key NPCs 
  might recognize and even reveal the characters, but most 
  of the occupying forces and even the other invitees will 
  not know the characters aren’t what they claim to be. 
  Invitees have been issued with written invitations, 
  or responses to overtures sent to the affirmative, 
  and many of the invaders (gate or sensitive location 
  guards, elite warriors and officers etc.) know to ask 
  for such identification. The characters can get around 
  this by procuring an invitation (from any of the other 
  representatives), or making a forgery from either seeing 
  one or making one if they can access the office (area 41) 
  on the 2nd floor of the citadel.
  Invitees do not have the full run of the complex (no access 
  to the Foundry or specific areas of the citadel), but such 
  a ruse will allow the characters the best unchallenged 
  access of all the options available to them.      
  Uprising
  Alone, or in possible coordination with the above, the 
  characters might seek to empower the citizens of Silverton 
  to rise up and throw off their oppressors. The locals do 
  vastly outnumber the invaders, and the invaders (until 
  alerted or attacked) are quite thinly spread and somewhat 
  complacent about the prospect of resistance. The locals 
  are not warriors, however, and are poorly equipped and 
  are really no match for the aggressors, particularly to 
  more powerful creatures (ogres and giants).   
  The locals are also reluctant to embark on potentially 
  suicidal attacks without some form of assistance, 
  assurances and demonstration that such an action would 
  work. That said, the hardy folk of Silverton are almost 
  eager to be convinced. 
  Any uprising effort would need to show a plan that will 
  have a reasonable chance of working, and it would have 
  to be delivered to the leaders of the people of  Silverton.  
  As stated in The Resistance (above) no formal organized 
  uprising will occur without at least 3 of the resistance 
  leaders present.
   
  
  20
  Locations of Interest in Silverton
  Silverton has taken damage in the initial attack that 
  has not been repaired, and many of the buildings are 
  empty as their original occupants are either dead, fled or 
  pressed into service. Maybe one in every 4 or 5 buildings 
  is occupied now. Silverton is a very much a ghost town.
  What little remain of the population in town are effective 
  hostages, or provide essential services. The folks are half 
  starved (thanks to enforced rationing), beaten and weary. 
  Everywhere the characters look they will see suffering 
  faces in the sparse population. 
  At every crossroads are gallows from which hang 
  rotting bodies - the corpses of insurgents left to serve as 
  a warning to the rest. The citizens are so cowed that they 
  do not dare cut them down for fear the occupiers will 
  replace them with new ones.
  A few taverns remain open, being one of the few places 
  the townsfolk are permitted to gather without being 
  dispersed. Though they live in fear, they still seek out 
  the reassurance of others, and so taprooms full of people  
  are not uncommon occurrences on a daily basis.  
  Aside from those few gatherings, the townsfolk stay out 
  of sight. Characters may notice the occasional face in a 
  window or peeking through a curtain, but otherwise 
  are unlikely to encounter anyone on the streets except 
  firenewt patrols.
  Location A - Caroman’s Textiles 
  A shop with boarded up windows stands here, it’s wooden sign 
  above the door dangling from one chain, the other broken and 
  swinging loose in the breeze. The sign has a bolt of cloth and 
  reads Caroman’s Textiles.
  D
  E
  F
  A
  B
  C
  
  21
  Inside the shop has been looted and 
  trashed, but eagle-eyed searchers 
  (DC 18 Perception check) can 
  discover a trap door that opens onto 
  a staircase to the cellar. 
  The cellar is a large area filled 
  with storage foodstuffs and a few 
  weapons. The room looks lived in 
  and a small stove has seen recent 
  use. There is a small table and 
  chairs, and a cot in one dark corner. 
  Concealed in some old crates (DC 18 
  Perception) on a search) are maps of 
  the city that have been updated after 
  the occupation, detailing defences 
  and troop deployment.
  Oswin the Cheesemonger is currently staying here. 
  Unless taken by surprise he will be here still, concealed 
  with invisibility and assessing any intruders. If he deems 
  the characters worth the risk, or they are led here by other 
  locals, he will seek their assistance with the resistance 
  and offer aid in return. He has a number of enchanted 
  cheeses that serve as potions (see NPC Gallery).    
  Location B – The ruins of the Seven Stars Smithy
  A burned-out shell of a building lies here, the remnants of a 
  smithy by the looks of the cracked forge and half buried anvil. 
  A discarded wrought iron sign reads ‘the Seven Stars’.
  While barely anything is salvageable, concealed within 
  the loose bricks of the forge is a wrought iron lockbox 
  (locked – DC 16 Disable Device or DC 18 Strength check 
  to open) containing a heavy belt seemingly crafted from 
  fine flat stone pieces linked by steel wires. This is a belt of 
  giant strength +4.
  Location C – The Rough and Tumble Tavern.
  A large stone establishment, with a sign that boldly proclaims 
  it to be ‘the Rough and Tumble Tavern’ seems to have fared 
  passing well under the occupation. A few broken windows 
  aside, the establishment appears to be open for business.
  The tavern is in fact still open, having deep stocks that 
  are only now beginning to dwindle. Commerce is not 
  banned under the occupation, but the orcs and firenewts 
  can make it tough for the locals and having a few ales 
  has become a balm to some of the townsfolk. They never 
  get rowdy for fear of attracting 
  attention, so the taproom is a sullen 
  affair most days, with a dozen or so 
  souls sharing their misery.
  The appearance of the characters 
  is treated warily, though the locals 
  can be convinced with a DC 16 
  Diplomacy check, and brought 
  to a helpful mindset. Garrat, the 
  owner 
  and 
  bartender, 
  knows 
  Oswin and where to find him, 
  and will assist characters that 
  have either convinced him of their 
  good intentions (as above), or 
  have visibly skirmished with the 
  occupiers.   
  Location D – The Hogshead Tavern
  A large wooden one-story building stands here, its façade 
  scarred by fire in places. A wooden sign hangs above its door, 
  its name – “The Hog’s Head” inscribed above a stylized pig. 
  An axe has been buried in one side of the sign.
  From inside you can hear course laughter and shrieks of fear 
  and pain.
  The Hog’s Head has the unfortunate distinction of being 
  the favorite hangout of one of the orc squads that occupy 
  the city. Despite being against the army's rules, the orcs 
  continue to shirk their patrol duties whenever they feel 
  they can get away with it. 
  If the characters venture a look, they will see that the 
  inside of the tavern is heavily damaged, with axe scarred 
  walls and broken furniture. The bar owner – Tessa - and 
  her family (husband, 2 sons and 1 daughter) continue to 
  serve as required, and they do so meekly. The orcs slap 
  them around out of spite, throwing tankards and the 
  occasional axe at them as they try to remain unobtrusive. 
  The orcs games are cruel, but do not extend further than 
  this as they do not wish to draw the attention or ire of 
  their superiors.
  When the characters arrive, there will be a squad of 12 
  orcs in the tavern. If the characters do intervene and 
  slay or run off the orcs Tessa gratefully sends them to 
  Garrat at the Rough and Tumble Tavern (Location C) 
  suggesting he might know someone who can assist them 
  in their efforts.     
  
  22
  Location E – The Old Foundry
  Numerous cart tracks lead into this dilapidated warehouse, 
  many of which go nowhere or have clearly been dismantled. 
  It looks as though it once might have managed the minecart 
  traffic but has now been bypassed and abandoned. 
  If the characters look inside;
  Inside, the building is little more than a massive shell, with 
  only foundations and fittings where equipment once stood. 
  There are half a dozen broken brick ovens and smelters, however 
  these appear to have been at least partially dismantled. Several 
  grates in the floor cover slag runoff areas, and large piles of 
  broken debris are scattered about.
  The occupying forces stripped the foundry of everything 
  useful and moved it to the lower levels of the citadel to 
  use in their ‘efficient’ refining process. 
  The Foundry has now become the home of a gang of 
  half feral children who live in the slag runoff pits. If 
  the characters search the area or stay more than a few 
  minutes they are assaulted by a band of 10 children (use 
  level 1 commoner statistics) wielding broken weapons, 
  pipes and sharp slivers of metal.
  The band can be calmed by a DC 17 Diplomacy check, 
  which can be made with a +5 circumstance bonus if food 
  is offered. If failed the characters may have to retreat or 
  resort to other methods of pacification. The gang will not 
  pursue them out of the foundry.
  If calmed the children can tell the characters of the 
  attack and invasion, of the slaughter and imprisonment 
  of the adults. They are all without parents now and 
  have banded together to survive. They have no useful 
  information about the occupation or resistance.     
  Commoners (10) – Hp - 4  
  Location F – The Citadel
  See Chapter 5
  Encounters in Silverton
  In addition to the locations of interest, the characters 
  are likely to encounter other events as they traverse the 
  town. For each hour they spend in the town, roll on the 
  following table. Anything marked with an asterisk will 
  only occur once. Treat further such rolls as 'no encounter'. 
  Roll (1d12) 
  Result
         1 
   
  Patrol - 10 orcs looking for mischief. 
   
   
  They will hassle locals and seek to arrest 
   
   
  any armed characters they discover.   
         2 
   
  Patrol - 4 firenewts on striders. They  
   
   
  ignore locals but seek to arrest armed  
   
   
  characters.
         3 
   
  Child in harm's way* - a child will chase 
   
   
  a ball out into the street in front of  
   
   
  a patrol (either #1 or #2 above). If  
   
   
  the characters do not intervene the child 
   
   
  gets savaged or trampled.
         4 
   
  Resistance Ambush - 12 commoners 
   
   
  attack 10 orcs. If the characters do not 
   
   
  intervene the commoners are cut down 
   
   
  and the orcs lose half their numbers.
         5 
   
  Ambush Lost - 10 commoners lie 
   
   
  butchered in the street, along with 2 
   
   
  orcs. The 8 remaining orcs are brutally 
   
   
  torturing the 2 surviving commoners.  
         6 
   
  Fire* - a building is on fire, and a few 
   
   
  bedraggled locals are trying to douse 
   
   
  it. Without the characters help it will 
   
   
  spread to several nearby buildings 
   
   
  before eventually burning itself out.
       7-8  
  No Encounter 
         9 
   
  Wandering Ogre - 1 ogre wanders 
   
   
  the streets, smashing windows and 
   
   
  taking anything it fancies from within.
        10 
   
  Fire Giant* - 1 fire giant makes its way 
   
   
  to one of the walls to check on the guards 
   
   
  there. It will question any characters it 
   
   
  sees, and if not satisfied they are envoys 
   
   
  will seek to kill them.
        11 
   
  Ore Cart - (only along the tracks) - An 
   
   
  ore cart pushed by manacled prisoners 
   
   
  makes its way to or from the citadel. 
        12 
   
  Envoys* - A carriage carrying a rustic
   
   
  outlands lord and his entourage (3   
   
   
  lesser lordlings) and a half dozen guards 
   
   
  afoot, make their way to the citadel. 
   
   
  They have a legitimate invitation and a 
   
   
  chest carrying 5000gp in order to 
   
   
  purchase weapons due to a local petty  
   
   
  border dispute. They have just arrived  
   
   
  through the gates and are making for  
   
   
  the citadel.     
  
  23
  Chapter 4 - The Silverton Mine
  The silver mine is deeper into mountains away from 
  town, some five miles north. There is a compacted earth 
  road, and two sets of mine cart tracks that traverse the 
  open land between the town and the mine site. The mine 
  itself is a branching shaft underground mine with limited 
  upper works. No ore processing is conducted on the 
  site. The upper works was purely for the organization 
  of mining and shipment of ore back to the foundries in 
  town.  
  Under the occupying forces however, many of the 
  buildings have been destroyed, a wall built (constructed 
  rather than created by the Anvil) and it is now as much a 
  prison as a mine. All the workers have been permanently 
  relocated underground, where they both work and sleep, 
  and what remains of the buildings turned into quarters 
  for the invaders. 
  The Journey
  The five-mile journey is though cold, open and 
  inhospitable tundra. The tracks run relatively straight 
  through the wilderness, and every hour or so, slow 
  moving ore carts will make their way to and from the 
  mine to the town with the left track is for returning 
  empty carts, the right is for laden carts to travel to the 
  town. The carts move at about half the speed of the 
  average walking person. The carts are unguarded, being 
  manned by a dozen slaves that are shackled to the cart 
  itself. Periodically patrols of firenewt cavalry check on 
  the progress of the transport. Every mile or so the tracks 
  connect at a waystation that has several spur tracks and 
  switches to allow carts to change tracks. 
  Occupants
  There are 12 ogres and 40 orcs present at the mine, as 
  well as a brutal human commander – Talshak Esvandurg 
  - set in place to manage the operation and keep order. 
  Talshak was a canny barbaric warlord, who pledged 
  service to the Silversmith when she overran his homeland 
  in a previous mining operation (not unlike the current 
  situation) rather than be made a slave. He embraces his 
  new role, and his knowledge of mining has made him 
  invaluable. He keeps both subordinates and prisoners in 
  line with savage brutality, perfect for managing orcs and 
  ogres, who genuinely fear and respect him.
  Talshak can be placed wherever the GM desires, or 
  randomly between the orc barracks, firepit, equipment 
  shed or walls.  Only Talshak has keys to the prisoner’s 
  manacles, and these he always guards jealously on his 
  person.
  The mine houses 276 townsfolk and miners pressed into 
  servitude. The workers are chained to each other, or 
  to fixed points in the mine, forced to work 16 hours a 
  day, are fed irregularly and they sleep where they fall. 
  Exhaustion and hunger keep them from rebelling. It is 
  a brutal existence, and many have died in the depths of 
  the mine under the new order. Mine duty is reserved as 
  a punishment for townsfolk who make trouble, or those 
  that can be used to leverage the good behavior of citizens 
  in the town – family members of people that are useful 
  to the invaders. Among the townsfolk here is Celena the 
  former sheriff, who is a respected figure and a member of 
  the resistance. Without her the people of the town cannot 
  be rallied to rebellion.           
  Defences
  The upper works are surrounded by a new 20 foot high 
  wall manned at all times by 4 ogres (three rotating shifts 
  of 4) and a dozen orcs (three rotating shifts of 12). The 
  remaining orcs take shifts in and out of the mines in 
  groups of 2-3. 
  The gates are stout (AC 1, Hardness  5, HP 100, Strength 
  Dragon Assault
  If full out attack is the plan, Silvira the 
  dragon will gladly assist in assaulting the 
  upper works if asked. She cannot enter the 
  mines themselves, but will gladly distract 
  or destroy the occupiers in the upper works. 
  Out of sight of the town, and against 
  very limited defences, Silvira can single-
  handedly destroy any and all forces and 
  fortifications here.  
  
  24
  N
  1
  2
  3
  c
  c
  c
  4
  5
  6
  7
  8
  9
  10
  11
  12
  1 square = 5 feet
  
  25
  DC 25 to burst), and controlled by pulleys inside the 
  adjoining towers. They can be operated by any creature 
  or creatures with a combined strength of 20.   
  1) The Approach
  The walls of the mine’s upper works can be seen from half a 
  mile out, nestled between two mountain peaks. The tracks lead 
  up to and through a pair of gates set into the bleak stone walls. 
  The foundations of several buildings can be seen before the 
  walls, recently torn down it appears.  
  Visibility is clear for miles, so the characters will be 
  spotted approaching unless they take significant methods 
  to conceal themselves, either by stealth or disguise. 
  Characters approaching with no obvious business here 
  (i.e. not of the occupying forces) will be challenged at 300 
  feet and fired upon if they continue to advance.
  If the  wait long enough carts will leave and approach 
  the mine – huge contraptions 10 feet wide and 20 feet 
  long, pushed and pulled by a 
  dozen shackled slaves. 
  This occurs every hour or so. 
  This may provide 
  cover or disguise (or a way to 
  get through the 
  gates) but also risks civilians 
  in their plans.
  2) The Walls
  The walls are 20 feet high and 
  crenelated, with guards that patrol 
  regularly. The walls are manned at all 
  times by 4 ogres (three rotating shifts of 4) 
  and a dozen orcs.
  Ogres (4) – Hp – 30
  Orcs (12) – Hp – 6
  3) The Towers
  The towers are 30 feet high, with hollow 
  interiors and flat tops. Inside, each stores spare 
  weapons and foodstuffs for the occupiers. Stairs 
  lead to the battlements, while internal ladders 
  reach trapdoors in the ceiling that allow roof 
  access. 
  Each tower has a chain and pulley mechanism 
  which opens the single gate attached to it. A 
  combined strength of 20 is required to operate 
  a gate. The mechanism can be fouled with 
  a DC 18 Disable Device check or damaged by 
  inflicting more than 10 points damage (AC 10).
  4) Main Gate
  A massive gate stands here, roughly crafted of thick wooden 
  beams bound in iron. The left door has been raised a half foot or 
  so to allow cart tracks to run underneath.
  Most of the gap is filled with the tracks themselves, 
  leaving maybe a 2 feet wide by ½ foot high. A small 
  creature could squeeze through with a successful DC 14 
  Acrobatics check.   
  5) Secondary Gate
  A secondary gate bars entry here – half the size of the main 
  gate. Like its counterpart, it has been raised to accommodate 
  cart tracks. 
  Most of the gap is filled with the tracks themselves, 
  leaving a section 2 feet wide by ½ foot high. A small 
  creature could squeeze through with a successful DC 14 
  Acrobatics check.   
  6) Compound
  Beyond the walls is a compound dominated by a huge 
  mining pit that delves deep into the earth. Cart 
  tracks extend from it, into a huge central shed 
  structure and then out across the tundra. To 
  the west a pile of rusted and broken mining 
  equipment lies in ruin, while to the east two 
  large buildings flank a huge firepit area.
  The compound generally sees 
  a constant stream of activity as 
  carts move back and forth, under 
  the watchful eyes of the orcish 
  guards.   
  The firepit area is lit twice a day for 
  meals, but otherwise is the general 
  gathering place, and 0-2 (1d3-1) 
  ogres and 2-8 (2d4) orcs can be 
  found here. 
  Ogres (var) – Hp – 30
  Orcs (var) – Hp – 6
  
  26
  7) Equipment Shed
  The sound of metal on metal echoes throughout this area. This 
  massive wooden shed is cluttered with shelves, racks and rows 
  of wood and metal bars, beams and parts. The northern section 
  is bisected with a section of track, and a huge iron cart sits here, 
  being worked on by a group of humans in chains, guarded by 
  a pair of orcs.   
  The equipment shed holds mining tools (picks, shovels 
  etc), lanterns, chains and manacles, mining engineering 
  equipment (pulleys, ropes etc.), wooden beams, metal 
  rods, panels and cart parts, maintenance tools (smiths 
  tools, rivets etc.), rail sections, sleepers, and everything 
  needed to manage a mining operation.  
  There are 8 humans fixing a cart (the cart crew) with a 
  bent axle, under the watchful eye of 2 orcs. The noise is 
  so loud that all creatures incure a -5 circumstance penalty 
  on Perception checks, and are unlikely to be roused by 
  anything short of full alarm outside. Combat in here is 
  also unlikely to be heard externally.
  If the slaves are liberated, they can detail the entirety of 
  the complex and its occupants to the PCs.
   
  Commoners (8) – Hp - 4
  Orcs (2) – Hp – 6
  8) Orc barracks
  The rough wooden exterior of this building has been scarred 
  by various blade marks and crude graffiti and images. Several 
  knives and hand axes are in bedded near a man shaped target 
  painted on one wall. Windows pierce the walls in a dozen 
  places, shuttered tight against the mountain chill.
  If the PCs approach quietly and the alarm has not been 
  raised, guttural (orcish) voices can be heard within. The 
  Barracks holds 50 or so beds and pallets in haphazard 
  fashion, currently occupied by the remaining orcs not on 
  duty, which is around 8 or so (minus any around the fire 
  pit). Talshak also bunks here in the north west corner.
  Searching the rancid bedding turns up innumerable 
  personal items including weapons, skulls and bones 
  (animal and humanoid), crude art, clothing, dice and 
  cards, and some coins and trinkets worth a total of 300gp 
  (no silver though).  
  Orcs (var) – Hp – 6
  9) Ogre barracks
  This large building seems mostly undamaged, but the putrid 
  reek emanating from it is detectable a dozen feet out.  
  The ogre barracks is a festering flophouse filled with lice 
  ridden piles of (uncured) furs that act as beds for 12 ogres. 
  The remainder of the off duty ogres are here (8 - minus 
  any at the fire pit). The place is filled with rotting animal 
  carcasses and smells worse than the midden pit. There 
  is a few choice pieces of miscellaneous treasure and a 
  scattering of coins among the pallets, totaling 400gp, but 
  all reek until thoroughly cleansed.   
  Ogres (var) – Hp – 30
  10) Midden pit
  A deep, wide pit has been dug here, half filled with trash and 
  excrement, the stench eye watering, though still somehow not 
  as bad as the ogre barracks nearby. A shimmering scrap of 
  cloth on the surface gets your attention, clearly richly made 
  despite the filth staining it.
  The midden pit is home to a gargantuan swarm of 
  poisonous carrion beetles (see Bestiary) of terrifying 
  proportions that aggressively attack anyone or anything 
  that disturbs the pit more than simply dropping 
  something in.
  Just above the surface but covered in...dirt...is a cloth 
  than an ogre used to wipe itself. This is a powerful magic 
  item called a robe of the magi (see New Magic Items), but 
  is stuck fast and snagged on several sticks and other 
  debris. Removing it from the pit will disturb the swarm.    
  Swarm of Poisonous Carrion Beetles – Hp - 90
  11) Rust heap
  A large pile of rusted scrap has been collected here. You can 
  make out the shells of several carts as well as track rails and 
  other metal objects. A strange insect like creature the size of 
  a dog is tied to a wooden stake in the middle, its rope leash 
  allowing it to reach most of the scrap, but roam no further.
  The creature is a rust monster that Talshak employs to 
  reduce metal waste in the area. If set loose it will unlikely 
  move from the area without prompting (as it has ample 
  food) but if lead away it can certainly be used to cause 
  damage elsewhere. If attacked it will flee. 
  
  27
  If it is discovered running loose the orcs seek to recapture 
  it, and this would make an effective distraction for a few 
  minutes. 
  Rust Monster – Hp – 27
  12) The Pit
  The enormous mining pit descends several hundred feet into 
  the earth, encircled by a spiraling track into the depths. At 
  numerous places tunnels into the rock diverge from the main 
  track, offering dozens of sub tunnels and spurs to choose from. 
  Disheveled figures can be seen working the stone or pushing 
  the mammoth carts under the eyes and lash of orcish guards.
  The 
  various 
  mining 
  tunnels 
  extend 
  for 
  miles 
  underground, and contain the bulk of the prisoners, 
  as well as  around 20 orcs spread thinly through the 
  complex (generally in pairs).  
  The townsfolk are the most brutalized of all in the 
  occupation, and most are too weak or weary to do 
  anything except watch the characters in disbelief, though 
  they will accept their freedom if it is won for them. The 
  exception is the Silverton sheriff, Celena, a fiery halfling 
  who is eager to assist the characters and rally the people 
  against the invaders. Her time here has only stoked the 
  fires of rebellion in her, and if freed she will be able to 
  not only generate support for the  characters from the 
  Silverton locals, but effectively coordinate any actions 
  the locals take (such as guerrilla attacks or evacuations 
  etc.). When found Celena has the exhausted condition and 
  only half her hit points, but if given sufficient time to 
  recover will become a useful ally for the characters (her 
  statistics can be found in the NPC Gallery). She is also 
  aware of the belt of giant strength Terlamin has secreted in 
  his smithy, and was planning on using it herself, but will 
  just as easily tell her rescuers about it.  
  
  28
  Chapter 5 – The Citadel  
  The citadel sits on an artificial island of rock, roughly 
  1000 feet in diameter, surrounded on all sides by a deep 
  moat (250 feet down) filled with cooling lava. The citadel 
  itself occupies one edge, defending the single bridge to 
  the island, while the remaining plateau is featureless, 
  barren rock.
  It is immediately evident that this is not a natural 
  formation. In addition to the obvious geological 
  inconsistency of the lava moat with the terrain, the rock 
  of the plateau and the walls of the citadel are unnaturally 
  smooth, as if shaped from clay or similar malleable 
  substance. The power of the anvil of kings allowed the 
  Silversmith to do almost exactly that, shaping hard 
  stone as though it were soft. While some of the detached 
  buildings inside the courtyard are regular construction, 
  the lower chambers, the citadel and the smoke stacks 
  are all eerily smooth, with no joins or tool marks, except 
  where doors and other fittings have been later attached.      
  State of Alarm
  As the characters begin to explore the citadel, it is likely 
  their presence and hostile intentions are going to be 
  discovered at some point – though when and to what 
  extent is largely based on the choices of the players.  
  While many areas are isolated enough that combat is not 
  necessarily immediately noticed, clearly overt attacks 
  or large visible activities - such as assaulting the walls 
  with a rebellious populous or enlisting a silver dragon 
  for a frontal assault - will invoke an organized response. 
  Similarly, retreating to rest, or holing up inside the 
  complex to rest for an extended period (overnight) will 
  almost certainly result in the incursion being noticed, 
  and defences being increased.
  Overt attacks will be met with full mobilisation (all 
  combatants in the occupying force) initially, with most 
  protecting the citadel first, and them moving into the 
  town itself to quell unrest and man the walls. Assume 
  2/3 forces for the citadel and 1/3 for the town unless the 
  citadel is hard pressed, in which case all forces congregate 
  there. 
  Incursions will initially be responded to by sending 
  two search parties to split up and look for intruders. If 
  no giants have been slain the groups will consist of 2 
  ogres and 6 orcs. If giants have been killed, each group 
  is doubled in size and 2 fire giants (if available) also join 
  each hunting party. If one or both the hunting parties are 
  destroyed the citadel goes to full mobilisation as if under 
  assault.   
  Morale in the Citadel
  The citadel is run by a ruthless devil, and as such military 
  discipline is uncommonly good in such a disparate 
  occupational force. In any given encounter in the citadel, 
  creatures will not surrender or run unless more than half 
  of their number have been slain. Even then, the retreat 
  will be orderly, seeking reinforcements and defensible 
  locations. Only once more than 80% of the group has 
  been defeated will creatures break and run. 
  If the Silversmith is alive the occupying forces will 
  not surrender, even to the point of total annihilation. 
  A unique devil that can literally move the earth is far 
  more intimidating that the characters, regardless of their 
  lethality. They can be forced to temporarily withdraw, but 
  they will not abandon their roles. However, should the 
  Silversmith be slain, and that knowledge made apparent, 
  the discipline of the occupying forces will crumble with 
  astronomical speed. If most of the force is still intact the 
  various factions will fall to infighting to establish a new 
  order (which will quickly be decided by physical power) 
  and the occupation will continue – at least temporarily 
  – in a similar fashion, though more brutally for the 
  townsfolk. If left alone, the occupying forces will slowly 
  shrink due to purposelessness and desertions, and within 
  a few months most of the humanoids will move on or be 
  driven out. More likely though, the characters (and allies) 
  will seek to rout them sooner. Without the Silversmith 
  this will be as easy as slaying or defeating 50% of any of 
  the contingents (firenewts, orcs, ogres or giants) to force 
  that contingent to flee. If more than 50% of the giants are 
  slain, or 50% of the total of the other contingents ALL the 
  occupying forces flee.        
   
  The Citadel Level 1
  On Approach
  The fortification in the centre of the town is truly impressive. 
  Sitting on a barren rock island, surrounded on all sides by a 
  
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  1 square = 5 feet
  
  30
  deep chasm, the fortress spans more than 500 feet across and 
  more than 70 feet high, its two towers reaching in excess of 
  150 feet. The Citadel is surrounded by a curtain wall 25 feet 
  tall, complete with watchtowers and gatehouse that rise even 
  further. Several support buildings reside within the protective 
  walls, and three stone chimneys continuously belch smoke to 
  the heavens. The entire edifice is plan stone, yet is all the more 
  imposing for its bleak, unadorned facia.   
  1) Gatehouse
  The gatehouse consists of two tall towers flanking a massive 
  wooden gate, each of its portals 20 feet across. A huge iron 
  portcullis stands raised, but twisted iron points reach downward 
  like broken teeth, giving the impression of a monstrous mouth 
  poised to bite down. The towers have conical roofs over 
  battlements, and figures can be seen moving overhead.
  The gates are heavy and have no mechanisms, being 
  opened by hand. A combined Strength of 30 is required 
  to open a single gate. They can be barred from the inside 
  (Burst DC 50), and can withstand significant assault (AC 
  5, Hardness 5, HP 300).
  The portcullis weighs an astronomical amount, and 
  requires the use of twin windlass (found on the lowest 
  level of the towers) and gears to raise. Each windlass 
  requires application of at least a combined strength of 
  20, and they must be turned simultaneously (the orcs/
  ogres achieve this with a signal horn). The windlass, 
  chains, gears or counterweights can be disabled with a 
  DC 20 Disable Device check or by dealing 30 points of 
  damage (AC 10, Hardness 5). The portcullis itself weight 
  more than even the giants can lift and it can take a huge 
  amount of damage before failing (AC 5, Hardness 10, HP 
  300). If the portcullis is disabled in the lowered position 
  it would take an extended feat of engineering to reopen.     
  The gates are usually manned by 12 orcs and 2 ogres, all 
  except the ogres manning the gates above – (see Area 31). 
  The ogres lounge in the windlass rooms awaiting the call 
  to open the gates.
  Ogres (2) – Hp - 30
  1a) Sally Ports
  Each of the three smaller towers has a sally gate. These 
  are always closed and barred unless being actively used 
  in a tactical maneuver (in theory, see below). Each of 
  the gates requires a combined strength of 20 to open if 
  unbarred, but otherwise is difficult to penetrate (DC 30 
  Strength check to burst, AC 5, Threshold 5, HP 120). 
  The smaller towers are manned by a contingent of 3 orcs 
  spread between the upper and lower levels.
  If the citadel is not on alert there is a 10% chance at night 
  that one of these gates is open. Despite the Silversmith’s 
  need for ridged order, the chaotic occupying forces 
  occasionally lapse and a few periodically sneak out into 
  the town to find ‘fun’ amongst the cowed populous, 
  drinking and pushing around the humans. They bribe 
  the guards with stolen ale. The locals have figured this 
  out, knowing that orcs at ‘play’ in town means one of 
  the sally ports is compromised – See Chapter 3 – The 
  Resistance).     
  Orcs (3) – Hp – 6
  2) Marshalling Yard
  This area has seen the tread of countless feet, as well as livestock 
  and wagons. Tracks lead in all directions and there is no way 
  to track a specific trail. The area is kept clear at all times unless 
  troops are marshalling for defence or to sally. 
  If the characters are present for the arrival of a guest, 
  dignitary or trader (or are posing as such themselves), 
  they will see a formal greeting conducted by Bealazon 
  himself, and orcs will take the mounts, wagons and the 
  like to the stables (area 20) while the guests are ushered 
  inside.   
  3) The Chimneys
  Three tall chimneys stand here, constructed of well fit stone 
  blocks and rising some 75 feet in height, just past the battlements 
  of the Citadel. Thick black smoke billows from them, sweeping 
  across the top of the building.
  The stacks are well constructed, but clearly lack the 
  smooth, unworked look of the rest of the citadel, as if 
  they were an afterthought (which they were). Bricks can 
  be pried loose with effort, but the chimneys are sound, 
  and will not fall without significant structural damage 
  (AC 5, Hardness 8, 100 hp). They radiate heat around the 
  clock.
  While it is technically possible to traverse the chimneys, 
  
  31
  anyone doing so will begin to asphyxiate unless immune 
  to poison or able to sustain themselves without breathing 
  (See sidebar above).
  4) Ogre Hall
  The interior of this hall reeks with sweat and rotten meat. Huge 
  pallets fill the entire open space, heaped with matted pelts and 
  skins, and heavy snores can be heard from several places. Half 
  eaten animal carcasses are hung from chains thrown over the 
  rafters, and various brutal weapons hang from hooks or are 
  plunged point first into the floorboards. 
  This is the main ogre barracks. There are 20 pallets in the 
  lower area and 25 in the upper (See Area 32). None of 
  these pallets are owned individually, the ogres taking 
  whichever is free as needed. Currently there are 7 Ogres 
  in here asleep, four on the lower level and 3 on the upper. 
  The ogres keep their personal wealth on them rather than 
  left in the Hall, with only weapons, blankets and hides, 
  tin plates and mugs and a few trophies (usually animal 
  skulls or odd shaped rocks) amid the pallets. However, 
  a careful search (DC 18 Perception check) reveals a small 
  black marble that rolled into a crack in the floorboards 
  near the base of the stairs. It is actually a bead of force.
  Ogres (4) – Hp - 30
  4a) – Ogre ‘Champion’  
  This room has a massive timber frame bed that has split 
  with overuse and applied weight. The hides here are slightly 
  less dank than those in the common area, and the walls are 
  decorated with mounted animal heads and torn banners. 
   
  Since the ogres belong to the Silversmith now, they no 
  longer have a Chief, but the tradition of selecting the 
  greatest among them to lead has resulted in the selection 
  of a ‘Champion’, which is just to say the biggest and most 
  powerful ogre. There is a 50% chance that the current 
  champion – Hrulgurlrik – is in his quarters at any time 
  (if not he is patrolling the walls, or down in the mess on 
  the Armory level below (see area 58). Hrulgurlrik has the 
  size and statistics of a hill giant, and wears piecemeal 
  armor of hammered metal plates (AC 23). He carries 
  the key to Lanos’ chain (Area 32). He also has a cache of 
  treasure under his bed in a low footlocker, consisting of 
  37cp, 56gp, 20lbs of various dented pewter serving wear 
  pieces (50gp total), a gold pendant (50gp) and an empty 
  ivory scroll tube (25gp).    
  Hrulgurlrik – Hp – 85
  5) Elite Orc Barracks
  This huge hall is filled with orderly rows of beds, each with a 
  footlocker and weapon rack. The central area has been cleared 
  for a fire pit, and a range of trophies, both grizzly and mundane, 
  hang on the walls.
     
  This is the elite orc barracks, where warriors that have 
  demonstrated unusual intelligence and discipline have 
  been promoted to command roles over the orc troops. 
  Smoke and Asphyxiation      
  Anyone forced into a smoke heavy 
  environment struggles to see and to breathe. 
  Light smoke creates concealment (20% 
  miss chance on attacks). Creatures need to 
  make DC 15 Fortitude saves each round 
  or spend the round coughing and choking. 
  Two consecutive rounds of choking inflict 
  1d6 non-lethal damage. When a creature's 
  non lethal damage exceeds its current hit 
  points it falls unconscious. 
  Heavy smoke creates total concealment 
  (50% miss chance) and causes a creature 
  to risk suffocation. A creature must hold 
  its breath. Creatures may hold their breath 
  for 2 rounds per point of Constitution. 
  Full round actions reduce this by 1 round 
  each time. After this time the creature 
  must make DC 10 Constitution saves, with 
  each subsequent round the DC increasing 
  by 1. On a failed save the creature falls 
  unconscious.
  Unconscious characters begin dying quickly. 
  After the first round of unconsciousness the 
  character drops to -1 hit points and is dying. 
  The round after it suffocates and dies.  
  
  32
  There will be 1d10 elite orcs here at all times, mostly 
  sleeping.  
  There are 15 beds in the lower area, and another 15 
  in the upper (see Area 33). Each bed has a footlocker 
  containing clothes, personal items and 1d6 gp worth of 
  miscellaneous coins and trinkets. The weapon racks hold 
  the weapons and armor of sleeping orcs.
  The central fire pit has ashes, half burned wood and 
  bones. The trophies range from poorly cured animal 
  hides and skulls, to odd weapons, banners and a series 
  of shop signs stolen from Silverton and nailed to the wall.
  Elite Orcs (var) – Hp - 22
  5a) Commander Grushnak’s quarters
  This room has a crude wooden bed heaped with furs, a locker 
  and weapon rack to one side and a small table and chairs to the 
  other. A manticore pelt has been nailed to the far wall, complete 
  with wings and tail.   
  Grushnak is an immensely powerful elite orc, having 
  maximum Hit Points and an additional +2 to damage on 
  attacks. There is a 30% chance he is present, otherwise he 
  might be found anywhere within the citadel.
    
  The footlocker holds clothing and a few personal items, 
  including a bejeweled dagger (100gp), a carved crystal 
  skull (50gp) and a scattering of coins totaling 23gp and 
  12cp. The manticore pelt is in amazing condition despite 
  the nails (having been properly cured) and could fetch 
  200gp from a collector.
  Grushnak – Hp - 33 
  6) Grounds Stores
  This wooden structure holds all manner of tools and equipment. 
  You can see various carpentry and stone working tools, as well 
  as raw materials such as lumber and sheets of shale. Numerous 
  crates and clay pots are stacked toward the rear of the space.
  The items in here are to maintain the grounds, particularly 
  the buildings, gates and siege equipment. The crates hold 
  metal plates, rivets and bolts, while the clay pots have oil 
  for the gears and hinges of the gates. Timber sheets and 
  beams, stone shale and the like can be found, along with 
  carts to move them and ladders (4 of 20 feet in height) to 
  access roofs. There are all manner of manual tools, some 
  of which are sized for giants. The GM has discretion on 
  discovering specific items.
  7) Siege Armory
  This vast hall holds rows of siege weapons, including ballista, 
  catapults and several huge iron pots on frameworks for tipping. 
  Stacks of ballista bolts lean against one wall, while crates and 
  odd clay pots are piled nearby.
  There are 16 ballista, 8 boiling oil pots and 4 heavy 
  catapults here, protected from the elements but ready to 
  be deployed as needed. There are over 500 ballista bolts 
  and the clay pots hold oil that can be set alight by a wick. 
  The oil pots burst on impact, spreading the oil across a 
  20ft by 20ft square centred on the impact point. If the 
  oil is lit it deals 2d6 fire damage per round/turn for 1d6 
  rounds/turn (creatures take damage at the start of their 
  turn. Inside most of the crates are tools and spare parts 
  for the war machines. However one crate holds 12 silver 
  spheres around 1 foot in diameter packed carefully and 
  padded with straw. These are incendiary bombs (detailed 
  in the New Magic Items section). 
  If the characters have led a local rebellion - and the 
  occupying forces have become aware of it in time to 
  mount a defence – some or all of the arsenal here might 
  be deployed to the walls and citadel battlements. 
  8) Exercise Yard
  Five crude wooden targets are arranged in the eastern end of this 
  exercise yard, the large trunks carved into vaguely humanoid 
  shapes and heavily scarred with blade cuts and dents. The wall 
  of the building behind them hasn’t fared much better.
  A worn gravel trail leads east to a more open training yard 
  where the well-trodden stone is scarred and scuffed. A large 
  bench rests on one side, and various boards and signs marked 
  with crude runes adorn the nearby walls.
  This is the giant’s exercise yard, and at any time during 
  the day (when the citadel isn’t responding to an alarm 
  or threat) there is a 30% chance of 1-3 fire giants being 
  present, sharpening their skills or simply staving off 
  boredom.
  If the characters can read or translate the giant language 
  they will see that the various boards are score, wagers 
  
  33
  and debts for around 8 different giants.
  Fire Giants (var) – Hp - 142
  9) The Citadel Gates 
  Ahead stand two massive portals of polished silver, their 
  surfaces reflecting a distorted version anyone approaching. 
  Overhead a balcony provides a vantage of the marshalling 
  yard, behind which are huge glass windows.
  The doors are solid silver and extremely heavy, but not 
  locked. Anyone with less than 15 Strength must make a 
  Strength check (DC 15) in order to open them. 
  If the character's presence in Silverton has caused enough 
  of a disruption to be noteworthy, there is a change that 
  any eagle eyed characters (base Perception skill of +10 
  or more) will notice an extra figure in their distorted 
  reflection - a twisted image of an old woman. It will 
  vanish upon any scrutiny. This is the Echo. She is now 
  powerful enough to project her image and is trying to 
  keep tabs on the characters. She has no way of knowing 
  their progress (unless alerted by their actions) but she 
  maintains a regular watch on the entry here.
  10) Grand Hall      
  Standing where a grand hall would be in a palace or castle, this 
  chamber is not so much grand as cavernous. The expansive 
  space here is an empty stone chamber, echoing and eerie, with 
  shadows playing along the bare walls from the chandeliers than 
  hand around its edges. 
  To the far end is a massive stone staircase that ascends to a 
  landing, then splits to either side to continue the ascent. The 
  stairs seem to be a mixture of larger and smaller steps, as if for 
  varying sized creatures.
  If no alarm has been raised, and the characters aren’t 
  with an invited group, this area is generally deserted. If 
  arriving as part of a delegation, the characters are greeted 
  by 4 elite orcs and either Bealazon or Inferenia. If the 
  alarm has been sounded, a contingent of 10 elite orcs is 
  here awaiting deployment. 
  For all its impressive size this room serves little purpose 
  yet, with the lack of furnishings conveying that it is 
  unfinished. It is Bealazon’s intent that when the citadel 
  becomes a centre for trade and communication amongst 
  the fiendish and tyrannical this will become a reception 
  area or entertainment area for grand events of torture or 
  spectacle.       
  The stairs are split into steps for medium sized creatures 
  and steps for larger creatures. Using unsuitable steps is 
  equivalent to difficult terrain.    
          
  11) Giant’s Commons
  The oversized doors give way to an enormous hall, heavy 
  with heat and thick with smoke given off by a score of braziers 
  placed around the walls. Strangely reflective tapestries adorn 
  the walls between braziers. A huge round table, made of iron 
  and sized for creatures more than twice your height dominates 
  the centre of the room, surrounded by equally large chairs. A 
  firepit blazes in the centre of the table.
  A number of doors lead off the room and its attached corridor, 
  some larger and ornate, while others are smaller, but all are 
  built for giants.
  To the west a section is reserved for weapon and armour racks, 
  bristling with gargantuan armaments, next to a spiral staircase 
  that leads downward into darkness.
  This area is the giant’s commons, and 1d4 fire giants can 
  be found here at any time, either in the main area, or in 
  one of the smaller rooms (Area 11a). It is uncomfortably 
  warm here (95° Fahrenheit / 35° Celsius) for most 
  humanoids.
  The braziers and the firepit are all lit by firestones (see 
  New Magic Items) augmented with additional wood and 
  coal. The giants find the climate here ‘bracing’ despite 
  the raised temperatures and wish to keep their comfort 
  levels up in their personal areas.
  The weapons and armor are all made of heavy iron, sized 
  for fire giants, and act as spares or emergency weapons to 
  augment the giant’s personal arms. There are a 6 spears, 
  two dozen javelins (24), 8 hand axes, 2 greatswords, 2 
  shields and a suit of giant sized plate armor.
  The tapestries are amazing works of art in design, woven 
  from metal wire rather than thread. The various metals 
  (iron, copper, bronze, and various alloys of gold that 
  appear green, blue and rosy) add color and texture to the 
  tapestries. Unfortunately, despite the ingenuity the art 
  is crude in terms of quality and subject rendition. The 
  
  34
  pieces mostly depict giants on the march, or assaulting 
  castles or villages, or forge work and they are not worth 
  much beyond the metal values themselves (around 
  200gp). They are also obscenely long and heavy (12 feet 
  long, 6 feet high, and weighing over 1000lbs each). There 
  are 12 such tapestries.
  The stairs lead down to the lift (Area 74) on the Armory 
  level below.  
  Fire Giants (var) – Hp - 142
  11a) Giant Personal Rooms
  Each of these rooms is plain, having only a huge iron 
  framed reinforced bed with hide bedding, and an iron 
  footlocker and an iron weapons and armor stand.
  Any giants found in these rooms (see above) have a 50% 
  chance of not being in armor.
  Each giant has 1d20 gold pieces, 1d10 copper pieces and  
  few personal items. 
  12) Kitchen
  Thick steam and smoke issue from this area as you enter, along 
  with the aroma of cooked meat. Dozens of servants or slaves 
  dash about preparing meals, both regular and giant sized, all 
  under the watchful gaze of an ogress in an apron. 
  The kitchen is active at all hours due to the numbers of 
  dwellers in the upper citadel and Damien’s alchemists. 
  The regular troops are generally fed from the kitchen in 
  the armory level (area 57), but this kitchen provides for 
  the giants, guests, VIPs, and the servants themselves. 
  The servants are all townsfolk pressed into service under 
  threat to themselves and their families. Most know 
  someone either in the Forges below or in the mines to the 
  north. Unless given proof of their safety and or uprising 
  the servants will not assist the characters, but they will 
  not hinder them or give them away either. 
  The ogress is not a slave and brooks no interlopers in 
  her kitchen. Wielding a cleaver like an axe, she charges, 
  screaming at the top of her lungs if attacked.
  Ogress (1) – HP - 30
  13) Dry Stores
  This area looks like a madman’s warehouse, stacked floor to 
  ceiling with a chaotic and at times precarious assortment of 
  barrels, boxes and crates. A narrow walkway has been cleared 
  between the two doors.
  This area contained the dry stores for the Citadel’s 
  kitchen. Inside the containers are various foodstuffs 
  such as root vegetables, flour, fruit, dried fruit and 
  meats, water, ale etc. The stacks are precarious, with any 
  rummaging through the containers requiring characters 
  to make DC 14 Dexterity checks or cause a cascade of 
  falling crates that generates a huge noise and alerts the 
  kitchen staff.
  14) Cold Stores
  Dozens of whole animal carcasses hang from the ceiling of 
  the cold, tiled room. In the south west corner a bowl sits on a 
  pedestal, mist issuing forth and rolling across the floor. 
  This is where the perishables (meat) are stored for the 
  citadel, which is restocked almost daily. The room is a 
  chill 40° Fahrenheit (4 Celsius). The blue liquid is a form 
  of liquid ice, and is the source of the chill, inflicting 1 
  point of cold damage on touch, or 1d6 cold damage if the 
  entire amount is tipped or thrown on a target. The liquid 
  slowly evaporates over a number of hours, suggesting it 
  is replenished periodically (about once per day).   
   
  15) Pots and Pans
  A veritable ironmongery of pots, pans and cooking utensils can 
  be found here, hanging from hooks, crammed onto shelves or 
  just piled onto the floor. To the south a shelf holds crockery, 
  cups and glasses and serving platters, while a chest of drawers 
  to the west clearly houses a small horde of utensils.
  This utilitarian room has one virtue – limited access. 
  Despite the contents, it is only accessed twice per day – 
  once at dawn to remove the day’s allotment of kitchen 
  requirements, and once after dark to stow the cleaned 
  cookware for the next day’s use. If the characters need 
  a place to hide, rest or hold a clandestine meeting this is 
  the perfect place between these times. Only the servants 
  access this place so if they are discovered, the characters 
  can likely convince their intruder to not report their 
  presence. However, missing staff will be investigated by 
  the ogress eventually.
  
  35
  If the characters can arrange a secret meeting with 
  Reighar, he will suggest it be held here.
  16) Laundry
  Steam billows forth from the open doors of this area. Inside, 
  heated pots of laundry are turned by hand by servants wielding 
  wooden paddles. Dripping baskets of washing are taken outside 
  by haggard looking servants.
  The laundry, like the kitchen, runs at all hours to manage 
  the linens for the Citadel. Servants are constantly moving 
  in and out of this area. Like the kitchen, the staff are not 
  here by choice, but are too afraid to rebel against their 
  captors. The ogress and the occasional orc from outside 
  will wander by to check on the activities here.
  16a) Laundry Yard
  Long lines are strung across the citadel yard here, drying 
  washing fluttering in the breeze. Several servants work 
  doggedly to complete their task while fending off the attentions 
  of a few bored orc soldiers
  Day or night washing is hung here by servants, and 1d4 
  elite orcs are present to proposition, annoy and harass 
  servants, or cruelly damage or soil the cloth to generate 
  additional work or trouble for the townsfolk.   
  Elite Orcs (var) – Hp - 22
  17) Linen Storage
  Floor to cling shelves liner the walls, piled high with various 
  linens from sheets to tablecloths to servant’s livery. 
  This room sees a regular passing of staff. While most of 
  the contents are uninteresting the servant’s uniforms 
  might be of interest to stealthy characters.  
  Unfortunately, 
  a 
  poor 
  overworked 
  servant 
  has 
  accidentally mixed in one of Valsharren’s favorite shirts 
  in with the servant’s clothes. He will certainly come 
  looking for it (and a servant to whip) at some point, 
  and instantly recognizes it if worn by anyone. It is very 
  similar to the servant’s shirts, if a bit more ornate, and 
  there is a 25% chance that purloined uniforms include 
  this garment.    
  18) Refuse Pit
  A deep, dark pit resides in this alcove, cut directly into the 
  stone. Warm, sulphurous air rises from somewhere below. 
  This pit is where the servants dump all internal waste – it 
  is a smooth sided pit that is 250 feet deep, terminating 
  in a lava flow near the alchemy lab (Area 89) on the 
  foundry level. Anyone foolish enough to enter this pit is 
  almost certainly going to fall to their death. The smooth 
  sides requite a DC 25 Climb check each 50 feet traversed. 
  Anyone failing falls the remainder of the distance, 
  impacting onto the lava flow, taking both falling and 
  lava immersion damage (1d6 per 10 feet fallen, to a 
  maxiumum of 20d6, and 20d6 fire damage). Anyone who 
  makes it safely down to just above the lava might be able 
  to push open the metal cover to exit into the laboratory.
  19) Servants Quarters
  Each of these tiny rooms holds 2 sets of bunk beds (4 beds 
  total) and 4 footlockers containing clothing. The cramped 
  quarters will have 2 sleeping servants in each, regardless 
  of time of day. They have no possessions of worth.  
  The small set of alcoves contains various cleaning tools 
  and supplies such as brooms, dusters, buckets, scrubbing 
  brushes etc. 
  20) Stables
  On approach
  This long building is crafted from stone, with a wooden roof. 
  The roof is scorched at the northern end
  Inside
  The stench of confined animals is strong here, mixed with an 
  acrid burned smell. Stalls run the length of the hall, and you 
  can hear movement within them.
  At the southern end large barn doors open into a storage area 
  where two carriages reside
  At the northern end something large moves amongst bales of 
  straw and hanging tack.   
  The stables has 3 elite orcs in attendance at all times, 
  partly to act as grooms and guards, but mostly to alert 
  the guests if their mounts begin to act up.  
  There is a wyvern belonging to Valsharren stabled in the 
  northern end. While responsive to Valsharren, it remains 
  
  36
  a wild and dangerous creature to others, and is currently 
  particularly riled due to the nightmare in the stall next to 
  it. The wyvern will attack anyone that tries to approach. 
  The northernmost stall holds Reighar’s nightmare, a 
  cantankerous creature that tried to burn down the stables 
  recently. The inside of the stall has been lined with 
  waxed tarpaulins to limit damage, and the creature has 
  been ‘chastised’ by Reighar into behaving for now. Any 
  incursion by the characters sees it act out, breaking out 
  of its stall and seeking to burn and/or attack anything 
  in sight.
  The next three stalls down from the nightmare are empty, 
  however all the remaining stalls are filled with horses of 
  various types and quality. There are 3 trained warhorses, 
  while the rest are a mix of riding and draft animals.
  The carriages in the southern section couldn’t be more 
  different. One is an ornate, crimson red passenger 
  carriage with plush seats and carved paneling. There is 
  space below for stowing crates or luggage and it is rigged 
  for two horses to pull the load - both are in stall 1.
  The other carriage present is a well-made but plain 
  wooden coach. The vehicle is split into a smaller 
  passenger section in the front (that can hold 2-3 people) 
  and a long cargo section in the rear. Larger in size, it is 
  rigged for four draft horses, which are clustered together 
  in stall 3, and has the emblem of the PTC on it.     
  Elite Orcs (3) – Hp – 22
  Wyvern – Hp – 73
  Nightmare – Hp – 51
  21) Bulk Waste Chute
  A huge square chute is carved into the stone here, dropping 
  away into darkness. Waves of heat combined with a sulphur-
  like stench waft from the shaft. 
  This is the bulk waste chute for the external waste from 
  the citadel – stables waste, corpses that have no use, bulk 
  timber or broken objects etc.
  The chute falls away 250 feet to a lava flow on the 
  Foundry level below. Anyone foolish enough to enter 
  this pit is almost certainly going to fall to their death. 
  The smooth sides requite a DC 25 Climb check each 50 
  feet traversed. Anyone failing falls the remainder of 
  the distance, impacting onto the lava flow, taking both 
  falling and lavalava immersion damage (1d6 per 10 feet 
  fallen, to a maxiumum of 20d6, and 20d6 fire damage).
  Periodically orcs or ogres from the citadel will exit the 
  nearest sally port and portage bulk waste here to be 
  disposed of.
  22) Guest Dining Room
  A dark wood dining table dominates this hall, its polished 
  surface reflecting the light of the candelabra lining the walls. 
  Twelve matching chairs surround it, and a silver sculpture 
  rests in its centre. A cabinet of similar make rests against the 
  south wall.
  If the characters enter this area at a meal time (breakfast, 
  lunch or dinner) some or all of the guests may be present 
  (GM’s discretion). There is a 20% chance that Bealazon 
  or Inferenia are also present (either one or the other but 
  not both). 
  The dining room is well lit by a dozen iron candelabra. 
  Spare candles, dishes, platters and crystal goblets can 
  be found in the cabinet (worth a total of 200gp), along 
  with an assortment of wines and liquors (worth a total 
  of 150gp).
  The sculpture is 1 foot high, made of solid silver and 
  depicts an angel impaled on a spear. It is artistically 
  superior work, if a little gruesome, and is worth 400gp. It 
  was sculpted by Inferenia, and if stolen while she exists, 
  she will track it down and torture the thief for their 
  impertinence.
         
  23) Guest Library & Study
  A small library is illuminated by four drifting globes of pale 
  blue light, which cast dancing shadows across the bookshelves 
  and a number of desks or low couches here.
  The floating globes are a minor, permanent enchantment 
  that produce dim lighting. During the day hours there 
  is a 50% chance that Syndyrdara is here conducting 
  research or simply reading for entertainment. As one of 
  the few places in the citadel upper works that has softer 
  lighting it is her retreat in the day. 
  This is a guest library prepared for the comfort of the 
  Citadel’s guests. Some of the content was plundered 
  from Silverton, and the rest is several hundred years 
  
  37
  of accumulation by Bealazon and Inferenia. There are 
  no books of significant monetary value here, nor any 
  powerful secrets (these are kept in Area 49). However 
  there is one item of interest to the characters if they take 
  time to search (at least an hour).
  This significant item is the one tome entitled “The 
  Enlightened Age” which is a book written in the present 
  tense on the social and political climate of Anduria 
  during the time of Aether’s ascension. The volume 
  indicates that Anduria was ruled by a king (Ghelghar the 
  3rd) before the arrival of the god. King Ghelghar did not 
  enjoy popular support, as he was said to be a weak and 
  introverted man who struggled with the responsibilities 
  of state. When the god appeared King Ghelghar was 
  one of the first to convert to the new religion, though 
  the author suggests this was a necessary political move 
  rather than one of faith. Unable to compete with a deity, 
  Ghelgar abdicated to Aether within a year, the clergy 
  becoming the ruling class, much to the chagrin of the 
  nobility of the day. Liviana was the high priestess of 
  Aether, and administered the city while the god-on-earth 
  resided in his grand temple, mostly away from the view 
  of the zealous populous. The author doesn’t speculate 
  of what occupies a god’s time, and the book ends with 
  the author suggesting that the ‘current’ political state 
  will last forever as gods are eternal and will not die or be 
  subject to popular vote.          
  24) Guest Sitting Room
  Several couches and low tables are arranged in this oddly 
  shaped room. Light is emitted by arrow slits, and several 
  elaborate wrought iron candelabra stand obtrusively around 
  the walls.
  This is a siting or waiting area for the guests, and if the 
  characters arrive as such they will be asked to abide here 
  as the servants prepare appropriate guest quarters.
  The couches are all varying styles, ranging from hard 
  leathery finish to a deep soft velvet, and while the tables 
  are empty, waiting guests may be served platters of fruit 
  or goblets of wine by servants.
     
  25) Trophy Room      
  A glass case resides centrally in this chamber with a number 
  of items on display within. The walls are hung with banners, 
  broken weapons and other assorted trophies.
  The glass case contains numerous small objects, each 
  with its own small nameplate;
  • 
  “The Eye of Abraxus, cleaved from the face of the great 
  beast by General Baalzemon” - A desiccated lump of 
  tissue, vaguely spherical and off white, around 6 
  inches in diameter. A DC 18 Knowledge (planes) 
  check reveals that Abraxus was an infernal Rust 
  Dragon that attacked the hell city of Dis, driven 
  off – but not slain - by a devil general Baalzemon 
  at a battle called the Razing of Iron. It was said the 
  general blinded the dragon and forced it to retreat. 
  The eye is magical. Anyone possessing it gains +1 to 
  Initiative and Perception, but -1 to Sense Motive. 
  • 
  “The Hand of Vecna” – A blackened, withered 
  humanoid right hand. It detects as magical, and 
  if identified it requires activation by attaching to 
  the stump of a right wrist, in exchange for magical 
  power. A DC 15 Knowledge (arcana) check allows 
  characters to recall that the legendary Hand of Vecna 
  is supposedly his left hand. Attaching the hand 
  activates it (see New Magic Items) 
  • 
  “The Eyeglass of Thurston” – A plain magnifying glass 
  with a brass rim and worn wooden handle. It is not 
  magical.
  • 
  “The Crown of Ghelghar, Last King of Anduria” – a 
  golden crown, slightly scuffed and dented with age, 
  set with a dozen emeralds. It is worth 1000gp for it’s 
  materials, and theoretically a great deal more for 
  its historical value (see Area 23). Interestingly, the 
  Explorer’s Guild will be less than enthusiastic at the 
  find, suggesting it’s a fake.
  • 
  “The Spellbook of Nelarin” – A large tome bound in 
  blue leather with brass fittings and an ornate clasp 
  lock. The clasp lock isn’t locked, and the book is 
  blank, save for a glyph of warding holding a feeblemind 
  spell (DC 22 Will saving throw).    
  26) Empty Guest Room 
  This bedroom is neat and tidy, lacking any personal effects. It 
  has low table surrounded by chairs in the section nearest the 
  door, while a dressing screen bisects the room creating a second 
  section with a large plain bed, a footlocker and a wardrobe. 
  Several unlit candelabra line the walls.
  This guest room is empty. The GM could add any NPCs 
  they wish, or the characters might be assigned this room 
  if they arrive as guests. 
  
  38
  27) Empty Guest Room
  This area is exactly the same as area 26.
  28) Occupied Guest Room 
  This room has low table surrounded by chairs in the section 
  nearest the door, a decanter and wine glasses resting on the 
  surface. Past a dressing screen, a second section has a large 
  bed, its covers askew, and an open wardrobe displaying several 
  esoteric outfits. The candelabra against the walls appear to 
  have never been used.
  This room is occupied by Syndyrdara Ilalazza (Syndyr), 
  a female drow magus from a small outpost that broke 
  away from a larger city. Under constant attack by 
  summoned demons, Syndyrdara sought out the 
  Silversmith to procure weapons with which to harm the 
  demonic aggressors.
  If Syndyr has not been found in any other locations prior 
  to the PCs entering, she can be found here studying. 
  She has unpacked several outfits fit for a noble into 
  the wardrobe in order to remove the creases, and 
  a travel chest that rests in the bottom holds her 
  spellbook, and 4000gp in sapphires 
  (that she intends to use as payment 
  for weapons), as well as some 
  travelers equipment and three vials 
  of Cockatrice Spit poison. 
  Cockatrice 
  Spit: 
  type 
  contact, 
  injury, injested; Save Fort DC 12, 
  Frequency 1/round for 4 rounds; 
  Effects 1d2 Dex (victims reduced 
  to 0 Dex are pertified); Cure 1 save.  
  29) Empty Guest Room
  This area is exactly the same as 
  area 26.
  30) Empty Guest Room
  This area is exactly the same as 
  area 26.
  The Citadel Level 2
  31) Portcullis Works
  This cramped chamber is dominated by the portcullis to the 
  east, and a complex set of gear works and counterweights to the 
  west. A path barely wide enough to pass through allows access 
  to the towers on either side.
  When down, the top of the portcullis and heavy chains 
  that allow it to be raised are visible here. The chains go 
  through pulleys in the top of the gatehouse and then link 
  up with the gear works on the east side of this room. 
  These in turn are connected to the windlass in the level 
  below. The gears or counterweights can be disabled with 
  a DC 20 Disable Device check or by dealing 30 points of 
  damage (AC 10, Hardness 5). The portcullis itself weights 
  more than even the giants can lift and it can take a huge 
  amount of damage before failing (AC 5, Hardness 10, HP 
  300). If the portcullis is disabled in the lowered position 
  it would take an extended feat of engineering to reopen.     
  The gates are usually manned by 12 orcs and 2 ogres – 
  each tower having 4 orcs on this level (total 8). 
  Orcs (8) – Hp – 6
  31a) Gatehouse Upper Towers
  These flat-topped towers each have a heavy ballista 
  mounted between the battlements.
  Each of these towers are manned by 2 
  orcs, and along with the ballista have 
  enough bolts for 30 shots. The orcs 
  here have signal horns to raise the 
  alarm (4 short bursts) or to signal the 
  gates open (1 long burst).
  Orcs (4) – Hp - 6  
  32) Ogres Barracks - Upper
  The upper section is similar to the 
  floor below, with pungent pallets 
  lined up in rows. In one corner you 
  can see a huddled figure on a straw 
  pallet, the metallic rustle of a chain 
  suggesting it is not there by choice.
  The room contains 25 ogre pallets, 
  3 of which are occupied by ogres. 
  In the south west corner is a 
  
  39
  a
  31
  31a
  32
  33
  34
  35
  36
  37
  38
  39
  31a
  35a
  b
  46
  45
  44
  43
  42
  41
  40
  a
  b
  N
  1 square = 5 feet
  
  40
  haggard looking young man of about 25, attractive if 
  somewhat disheveled. This is Lanos Vilderman, a local 
  bard and town crier (level 1 bard), and a surprisingly 
  respected figure in Silverton. He was discovered 
  arranging an ambush of a patrol however was spared 
  due to his singing voice. The ogres keep him here and 
  force him to entertain them with song, beating him when 
  his voice gives out. The chain holding him is sturdy (AC 
  10, Threshold 10, Hp 20, DC 18 Disable Device check 
  to unlock, Strength DC 22 to burst) with the key being 
  held by the champion in Area 5. Lanos begs quietly for 
  freedom, and is indebted to the characters if they do so. 
  He one of the four key townsfolk that can help raise the 
  populous in open rebellion - something he is keen to do 
  at the party’s request.    
  Ogres (3) – Hp – 30
  Lanos – Hp - 7
  33) Elite Orcs Barracks - Upper
  The upper section of the barracks is much the same as the lower, 
  with orderly rows of beds, each with a footlocker and weapon 
  rack. The central area has likewise been cleared for a fire pit, 
  though fewer trophies hang on these walls.
     
  This is the elite orc barracks, where warriors that have 
  demonstrated unusual intelligence and discipline have 
  been promoted to command roles over the orc troops. 
  There will be 1d10 elite orcs here at all times, mostly 
  sleeping. 
  There are 15 beds in this area, each has a footlocker 
  containing clothes, personal items and 1d6 gp worth of 
  miscellaneous coins and trinkets. The weapon racks hold 
  the weapons and armor of sleeping orcs.
  The central fire pit has ashes, half burned wood and 
  bones. The trophies include a few more poorly cured 
  animal hides and skulls and a single wyvern’s tail pinned 
  to the wall.
  If the PCs were to inform Velsharran of the existence 
  of this trophy, he will lose his temper and assault the 
  barracks, thrashing (but not killing) any orcs inside in 
  his fury over the ‘disrespect’. This will draw a lot of 
  attention, and require Bealazon or Inferenia to attend to 
  calm the situation. While it will not result in any enemy 
  fatalities, it will be a significant distraction.   
  Elite Orcs (Var) – Hp – 22 
  34) Grand Balcony
  A wide stone gallery rings the great hall below, culminating in 
  a set of iron grillwork, glass inset doors to an external balcony. 
  Despite the glass, the doors appear as if they could present a 
  significant defence to intruders.
  Ringing the gallery are a dozen shoulder high stone 
  plinths with being empty, and others with half-finished 
  sculpture or busts. Between the plinths unlit braziers line 
  the walls.
  Like the grand hall below (Area 10) this is another 
  unfinished area that has fallen by the wayside for now. 
  The half-completed sculpture are Bealazon’s works, 
  postponed in favour of other pursuits. He returns here 
  periodically to advance the work, often in the middle 
  of the night. Several busts are beginning to show their 
  inspiration, such as a fiendish visage, a shapely nude 
  of a female humanoid (Inferenia), a crucifixion scene, 
  a human heart, and a couple of less identifiable pieces. 
  None is complete enough to be worth anything, but are 
  small enough to be carried away (ranging from 50lbs to 
  200lbs each). 
  Tactically, there are numerous places to hide here (behind 
  plinths) and the plinths and sculpture could be dropped 
  onto creature below. Theft or damage to the sculptures 
  sends Bealazon into a rage, and he begins interrogating 
  guests and guards, and creating a significant disturbance 
  and distraction. Anyone caught in the act is attacked, and 
  if possible subdued and taken to the chamber of dark 
  delights for reprisal.
       
  35) Display Gallery 
  This large vaulted area has the feel of a gallery, with silvery 
  weapons of various sorts on display in several interesting ways. 
  Many simply hang on the walls, but others are clasped in the 
  hands of skeletons or suits of armor posed in battle stances, 
  displaying the method of use of each wicked implement. Often 
  this pose includes an accompanying figure set to simulate the 
  damage inflicted, such as a shattered skull or rent armor.   
  This is where Bealazon shows off the Silversmiths work 
  to prospective buyers. All the weapons displayed here 
  are wrought in silver alloy as strong as steel, most 
  embellished with gothic styling, serrations, hooks and 
  barbs or hellish motifs (it is a display gallery after all). 
  These are all normal weapons, though high quality.
  Some of the skeleton and suits of armor are just as 
  
  41
  they seem, but there are also 2 skeletal champions 
  (See Bestiary) and 2 suits of animated armor (medium 
  animated objects, with AC 16) within the display. 
  If anyone handles any of the weapons without the 
  Silversmith, Bealazon or Inferenia present they animate 
  and attack the ‘thieves’. 
  All up, the following masterwork silver weapons are 
  displayed – 2 longswords, 2 battle axes, a great sword, 
  a maul, a warhammer, 2 spears, a poleaxe, 2 warpicks, 
  several javelins, and a few stranger exotic weapons 
  the characters are unlikely to recognize (several oddly 
  shaped and top heavy polearms and diamond headed 
  swords that are not meant for medium humanoids).  
  Animated Armor (2) – Hp – 36
  Skeletal Champion (2) – Hp – 17
  35a) Closet
  This small area is clearly a closet, with a number of cloaks 
  hanging from hooks and several pairs of boots lined up neatly 
  below them.
  The closet does actually function as a closet, but it also 
  has a secret purpose. It is adjacent to the ‘private suite’, 
  the guest quarters generally reserved for the least trusted 
  guest, the closet has a well concealed viewing hole on the 
  west wall to spy on the occupant. The spy hole is easily 
  visible from this side but is protected from use by anyone 
  other than Bealazon by a cloaker.  
  If the closet is searched (once the cloaker is dealt with) 
  there are over a dozen fine cloaks and sets of boots, and 
  one set of boots of elvenkind.
  Cloaker – Hp – 51
  36) Statue Room
  A colossal statute dominates this area, a fiendish looking female 
  with bat wings and a wicked looking hammer rising from the 
  floor to the ceiling some 30 feet above. A row of smaller statues 
  stand before it, depicting a female knight, a fiendish sorcerer 
  and a hellish king. 
  Toward the rear of the room are two more statues – one of a 
  regal man in the throes of agony, and the other is a ghostly 
  figure with the torso of a crone.
  A set of wide stone stairs ascends to a level above.
  The main statue depicts the Silversmith, which the 
  characters will recognize if they have seen her. The 
  other statues before here are Inferenia, Bealazon and 
  Asmodeus himself. The statues at the rear are Aether 
  and the Echo of Faith, though the latter is unlikely to be 
  recognized by the characters. The statues are of a plain 
  granite stone, but are masterfully crafted. They are far 
  too heavy to move, the smaller statues weighing over 
  1000lbs, and any damage to them will send Bealazon into 
  a rage, as discussed in area 34.      
  36a) Storage
  This small room has a multitude of benches, racks and shelves 
  filled with various tools including hammers, chisels, files and 
  other similar items.
  This is where Bealazon keeps his sculpting supplies and 
  several masterwork sets of artisan tools. A thorough 
  search (DC 15 Perception check) reveals a set of silver 
  torture implements stuffed into the back of one shelf. 
  These are the ‘back up’ set for the Chamber of Dark 
  Delights (Area 37) in case of breakage or loss. 
  37) Chamber of Dark Delights – Torture Theatre
  This chamber is staged like a theatre, with comfortable chairs 
  in both regular and giant size set near the doors facing an 
  open, slightly raised stage on the far side. A number of metal 
  frames – both hanging and standing - exhibit the most horrific 
  spectacles of torture, with dozens of humanoids crafted into 
  macabre works of butchery on display.
  As you stare in fascinated horror, they seem to twitch and 
  moan.
  Despite the effect, there are is only currently living 
  subject in this chamber – a vivisected bearded devil that 
  still clings to life. He is no threat and begs for death. The 
  twitching and moaning effect on the remaining cadavers 
  is a specialized application of the animate dead spell to 
  replicate the suffering of the living. However, a detailed 
  inspection and a DC 14 Heal check clearly suggests that 
  the subjects are in fact tortured to death for entertainment, 
  then magically ‘displayed’ afterward. The subjects are 
  mostly human males and females, though there is also a 
  male orc, a female dwarf, a male elf and a male gnome. 
  These were all former townsfolk.
  
  42
  A search of the room will turn up a set of masterwork 
  silver implements of torture in a rack on the rear wall.        
  Bealazon is the ‘artist’ that performs here. Regular 
  attendees of this entertainment include Inferenia and Vex 
  the Giant Queen, along with amenable guests (currently 
  Valsharren and Reighar) and the occasional favored 
  soldier or captain as a reward for service. Damien is 
  peripherally aware of the existence of this chamber, 
  but studiously maintains his distance and professional 
  relationship. While appalled, he maintains his position 
  on the means justifying the ends to save all of Anduria.    
  Bearded Devil – Hp – (57) 1
  38) Fire Giant Queen’s Chambers
  Heat and smoke boil forth from this room as you open the heavy 
  doors. Within, four huge braziers burn away merrily in the 
  four corners of the room, each as a large as a bonfire. Against 
  the far wall is a monstrous canopied bed that could easily 
  accommodate a small party, draped liberally with hides and 
  skins. 
  To the east is an enormous wardrobe and dresser, complete with 
  a silvered mirror of giant proportions. To the west is a sitting 
  area with plush chairs and couches, on the wall behind which 
  is a tapestry of silver and gold that shimmers in the firelight.
  This is Vex the fire giant queen’s chambers. There is a 
  50% chance she is here when the characters arrive, unless 
  they have met her elsewhere. She is always accompanied 
  by two pet hell hounds. Vex is bored for the most part, 
  and may engage intruders in conversation if convinced 
  they are guests unless they have killed giants or bear a 
  hammer of thunderbolts, in which case she attacks on sight. 
  She is both queen and shaman and instantly recognizes 
  the hammer, and also knows how to destroy it if given 
  the chance. She will seek to incapacitate such a wielder 
  first. If engaged in conversation she discusses the general 
  layout of the keep and the fact that the forges are below. 
  She gossips about the silver dragon that was brought in 
  and taken to the lowest levels. However, if the characters 
  ask too many questions that guests should know she 
  becomes suspicious and invites them to take a ‘tour’ of 
  the display gallery (Area 35) where she suggests they 
  handle the weapons (knowing guests have been warned 
  not to), or to find Inferenia (Area 39 or Area 41).
  If the characters have engaged in combat, distraction 
  or destruction up to this point, and approach or search 
  the dresser, they are spied upon by the Echo using the 
  reflective surface. Sharp eyed characters might notice her 
  (base Perception skill of +10 or more) as a brief visage of 
  a twisted old woman for a moment before it vanishes.          
  The queen possesses several opulent gem studded outfits 
  and jewelry pieces favoring fire opals and rubies. A search 
  of her rooms turns up around 1000gp in such gems. She 
  wears an iron crown set with a single huge ruby (worth 
  1500gp). The tapestry depicts a vista of the elemental 
  plane of fire, and is threaded with iron, platinum and 
  gold, weighs over 1000lbs (12 feet long, 6 feet high). If it 
  can be looted intact it could fetch upward of 3000gp.    
  Vex, fire giant queen – Hp – 189
  Hell hounds (2) – Hp - 30
  39) Inferenia’s Chamber
  This chamber seems fit for a warrior, though one that lives 
  in opulence. A massive four posted bed dominated the far 
  wall, its rumpled covers showing its recent use. A dressing 
  section is partitioned off to the west, a wardrobe visible above 
  the lacquered wood screens. Against the east wall are a series 
  of racks and wooden dress dummies bearing arms and armor 
  fit for a knight.
  This is Inferenia’s room, and while the dresser and 
  weapons area are real and utilized, the bed is a carefully 
  crafted fiction to perpetuate the idea she is mortal. 
  Anyone searching the bed can make a DC 18 Perception 
  check to see that the rumpled covers have a light layer of 
  dust and seem staged. 
  The dressing area is screened by ornate lacquered 
  wood and paper screens (worth 50gp if they can be 
  transported), a dresser and a wardrobe full of tasteful 
  gowns and evening wear (worth a total of 50gp) along 
  with more utilitarian garb.
  The weapons area displays a suit of halfplate and a steel 
  shield (plain centre, but pattern etched edges), as well 
  as a lance, morningstar, footman’s pick, broadsword 
  and heavy crossbow (with a quiver of 20 bolts) All the 
  weapons are masterfully crafted antiques being worth 
  twice the normal listed value.     
  39a) Bathroom
  
  43
  A luxurious stone bathtub rests in 
  the centre of this chamber, rising to 
  waist height and large enough to cater 
  to several occupants comfortably. A 
  nearby cabinet holds shelves of oils and 
  unguents, and a stack of folded towels. 
  Ornate candelabra rest in reach corner, 
  unlit though clearly well used with 
  dried wax clinging in stalactite-like 
  trails to the metal. 
  Inferenia’s 
  bathroom 
  sees 
  significant use, and she can be 
  found here 20% of the time if the 
  alarm has not been raised, or if not 
  previously encountered. Heated 
  water is brought up by bucket 
  by the servants regularly from 
  the laundry. The bath is likewise 
  emptied and cleaned when she is 
  finished. If Inferenia is here when 
  the characters enter, the mercurial 
  knight is as likely to invite one or 
  more of them to join her as she is 
  to take offence (GMs discretion). If 
  attacked she will drop her pretence 
  and access the hidden chamber 
  (Area 39b) via gaseous form to arm and armor herself 
  before returning to slay intruders or raise the alarm.   
  The south wall has a small stone vent in it (DC 20 
  Perception check to find) near the floor that allows access 
  to area 39b.
  39b) Inferenia’s Crypt
  This cramped hollow is barely large enough for the ornate 
  stained wood coffin that rests on the floor and the antique 
  full plate armor that stands to attention against the wall, the 
  gauntlets of which grip an odd green tinged sword. 
  This area has no source of light unless brought by the 
  characters. If they somehow manage to enter this area 
  while Inferenia is both absent and not in her armor, a 
  second set of antique looking full plate and a greatsword 
  can be found here – the set that is listed in her statblock.
  The coffin is of the finest quality, highly polished dark 
  wood, lined with a padded silk interior. If previously 
  defeated, Inferenia might be found here. 
  The armor is serviceable full 
  plate of an antique design. The 
  sword is a magical long sword 
  made from an unidentifiable 
  green metal. This is actually 
  one of the long lost green steel 
  swords created by Aetrekas 
  the tiefling weapon smith in 
  Anduria. On its blade are the 
  infernal runes for the word 
  ‘Inexorable’ (see New Magic 
  Items).
         
  40) Treasury 
  On Approach
  The heavy iron doors here display 
  a massive built in lock, and are 
  cast with forbidding infernal 
  visages of leering devils.  
  The doors are bound with a 
  lock of the highest quality (DC 
  20 Disable Device check) and 
  are sturdy (AC 5, Hardness 10, 
  Hp 100, DC 22 Strength check 
  to burst). The Silversmith, Bealazon and Inferenia all 
  have keys.
  Inside
  This room is filled with neatly stacked wooden crates, a few 
  barrels and several iron bound chests. In the centre of the area 
  is a silvery bipedal construct that faces you with a metallic 
  squeal and then strides forward.     
  The construct is made of silver however in all other 
  respects has the statistics of a stone golem. It will not 
  attack if the Silversmith, Bealazon or Inferenia are 
  present. 
  This is the treasury, containing the accumulated wealth of 
  the Citadel. The crates contain trade bars of gold (500gp), 
  copper (1000gp) and iron (1000gp) in various quantities, 
  as well as various bolts of cloth (500gp) and uncut semi-
  precious stones (700gp). The barrels contain rare vintage 
  wine and spirits from foreign countries (worth 500gp). 
  The chests contain coinage (346 platinum, 1567 gold, 6523 
  copper) as well as both cut and uncut gemstones (worth 
  15,000gp). Almost all the treasure belongs to Silverton 
  
  44
  however. Only the wines/spirits, uncut semi-precious 
  stones and 200 or so gold pieces were from other sources 
  (namely guests and weapon purchasers, either as gifts or 
  down payments). 
  Characters taking the treasure is dealt with in the 
  Conclusion.    
  Silver (Stone) Golem – Hp – 107 
  41) Steward’s Office
  Large iron chandeliers support hundreds of candles that give 
  this room an almost pleasant appearance. Near the doors are 
  several plush chairs around a low table that is piled with thin 
  books and a decanter of liquor.
  Toward the rear of the room stands a dark stained wooden 
  desk, complete with a high backed chair and flanked with filing 
  cabinets in the same wood. 
  This in Inferenia’s office, where she brokers sales and 
  keeps records. The books on the low table are actually 
  brochures displaying both the physical weapons and the 
  alchemical weapons that they supply for the right buyer 
  at the right price.
  The records in the filing cabinet have stocks, sales figures, 
  acquisitions, shipments, outlays etc. Characters searching 
  the records must make an Intelligence or Profession 
  (clerk) check to find the following information;
  DC 5 - Valsharren has ordered a vast amount of war 
  weapons, and made a down payment in uncut semi-
  precious stones worth 700gp.     
  DC 10 – Several shipments of silver weapons have been 
  made to Avernus, the first layer of Hell, over the last 
  few weeks. The shipments have been sent to a devilish 
  general named Razelaphon. 
  DC 13 – Reighar has made several attempts to purchase 
  an undisclosed item, but has been turned down by the 
  Silversmith several times in unequivocal fashion.
  DC 16 – Belzar has offered to sell bulk silver to the 
  Silversmith at exorbitant rates – around 10 times its raw 
  worth – and has proposed an importation arrangement 
  with the PTC to source silver from overseas through 
  Anduria.  
  DC 20 – The Silversmith acquired a promise for securing 
  another source of silver of no less than 100 thousand 
  pounds with a devil named Gevreldrin. In return she 
  promised the devil the soul of a silver dragon.      
  42) Guard Room
  This room contains a basic table and chairs and houses 2 
  elite orcs which are always present. If they come under 
  assault they attempt to raise the alarm. 
  Elite Orcs (2) – Hp – 22
  43) Valsharren’s Quarters
  This opulent room is furnished in shades of red, with the bed 
  linens, cushions and upholstery and wall hangings all in 
  crimson. The room has a large bed against the south wall, and a 
  sitting area to the north. An armor rack and large travel locker 
  sit in the north-west corner.
  This is the room of Valsharren, a savage warlord from 
  the west (over the mountains) who has come seeking 
  weapons of war. 
  A search of the room reveals that the walls are marred 
  where objects have struck them (many are hidden 
  behind the banners and tapestries), and the odd splinter 
  of broken wood or pottery can be found. Valsherran’s 
  travel locker holds several daggers, a dozen sets of travel 
  clothes, a sack of 300gp in uncut semi-precious stones, 
  and a few personal items (comb, a few trinket jewelry 
  items, a few monster teeth).
  Through the door is a bathroom with a ceramic tub, 
  buckets for filling (or emptying) and a cabinet full of 
  towels, soaps and colognes. 
     
  44) Reighar’s Quarters 
  This well-appointed room has been furnished in shades of blue, 
  with the bed linens, cushions, upholstery and wall hangings in 
  a range of matching colors. A sitting area has been set to the 
  east, while a large bed rests to the west. Against the south wall 
  is a partitioned dressing area screened by a blue folding frame.
  This is the room of Reighar, a reserved and cadaverous 
  looking dwarven sorcerer seeking to purchase (so far 
  unsuccessfully) the Anvil of Kings.
  There are a number of severe grey outfits in the dressing 
  area, and a trunk under the bed holds Reighar’s personal 
  belongings as well as his arcane tools. He also has 200gp 
  
  45
  in assorted coinage and a 
  journal that details his research 
  into undeath and musings on 
  necromancy. 
  Through the door is a bathroom 
  with a ceramic tub, buckets 
  for filling (or emptying) and a 
  cabinet full of towels, soaps and 
  colognes. 
    
  45) 
  Belzar’s 
  (and 
  Trevel’s) 
  Quarters
  This 
  lavish 
  room 
  has 
  been 
  furnished in shades of green, with 
  the bed linens, cushions, upholstery 
  and wall hangings in a range of 
  matching colors. A low table and 
  sitting area takes up the north 
  section of this room, while several a small beds lie to the south, 
  partially screened by a wooden partition. 
  The beds are occupied by the PTC guards, who have 
  little personal effects beyond their weapons and armor.
  45a) This room is a bedchamber, with a large bed and a 
  screened dressing area with a wardrobe. If Trevel is in 
  the PTC party the screen has been placed against the wall 
  and a second bed has been placed here. In trunks under 
  the beds are the personal effect of Belzar and Trevel, 
  which consist of travel gear and good clothing (with the 
  PTC crest) as well as a scattering of coinage 30gp each). 
  In Belzar’s locker there is also 200gp in coin, copies of the 
  formal documents proposing the silver trade deal and 
  a personal journal filled with Belzar’s ambitions, half a 
  dozen poorly thought out schemes for advancement and 
  some scathing insights about his superiors.
  45b) Through the door is a bathroom with a ceramic tub, 
  buckets for filling (or emptying) and a cabinet full of 
  towels, soaps and colognes. 
             
  46) Guest Storage
  Stuffed into this room are a number of stacked bed 
  frames, as well as cloth covered mattresses and other 
  furniture.  
  This room serves as the storage for replacement or extra 
  furnishings for the guests. If the 
  characters attend as guests, this 
  is where additional beds are 
  sourced to accommodate them 
  if the three spare guest rooms 
  below are insufficient.
  One bed frame looks recently 
  damaged, and was in fact 
  destroyed by Velsharren in a 
  rage.
   
  Citadel Level 3
  47) Tower Landing
  A large set of stone stairs descends 
  and ascends from this landing area. 
  A set of iron double doors is set into 
  the south wall, and the rest of the chamber is plain stone hung 
  with tattered banners. 
  The iron doors don’t have a lock, but can be barred 
  from the inside, making them difficult to breach (AC 5, 
  Hardness 10, Hp 100, Strength DC 25 to burst). Several 
  heavy iron bars stand to one side for this purpose.
  The tattered banners depict various military company 
  symbols (a raven clutching a lance, a dragon rampant, 
  etc) and are all obviously old and in disrepair. However, 
  one single red "banner" - threadbare and faded with 
  a device of a winged warthog in stained off-white - is 
  actually a carpet of flying (5ftx10ft 400lbs). The ancient 
  item is so old that the next time it is used there is a 25% 
  chance that it fails mid-flight and is destroyed. Each use 
  thereafter the failure chance increases by a cumulative 
  1%. The item cannot be repaired. The carpet is literally 
  tens of thousands of years old and is simply failing with 
  age. Bealazon knows about this item (he placed it) and is 
  not above using it to flee if needs be. 
  48) Bealazon’s Room
  The ascending stairs pause at a landing here before continuing 
  upward. A set of plain bronze doors stand closed here.
  The doors have handles and locks (DC 15 Disable Device 
  check) which are arcane locked (Raised to DC 25). The 
  door is tough to break down, with an AC 5, Hardness 
  
  46
  8, Hp 50, Strength DC 15 (or 25 with arcane lock) to burst.
  The room beyond is a small round chamber with no windows 
  and no light source, save the illumination that spills in from 
  the arrow slits behind you. In the shadow filled space you see 
  a large round bed in the centre, surrounded by low tables, 
  couches and eclectic almost organic looking wooden furniture. 
  The walls are draped with alternating red and purple hangings, 
  plain except for golden thread edging.
  The room has an odd feel, as there are no corners or hard 
  edges, and the striping pattern of the alternating red and 
  purple hangings is disconcerting and a little disorienting.
  The furnishings are of fine quality and craftsmanship, but 
  again feel odd and alien. There are almost no personal 
  items here, but there are a few smooth, globular stone 
  ‘artworks’ on various surfaces (worth nothing). A search 
  of the room turns up a chest with clothing tailored for 
  a winged man (and thus useless to anyone else) and a 
  crystal decanter and glasses stowed on a low shelf under 
  a table. The crystal set is worth 50gp, but the wine within 
  is a fiendish brew that is highly poisonous to mortals – 
  anyone drinking 4d6 acid damage, with a successful DC 
  20 Fortitude saving throw reducing the amount by half.           
  49) Bealazon’s Wizard Workshop
  The stairs end in a set of bronze doors, their surfaces cast with 
  fiendish faces. 
  The doors have handles and locks (DC 15 Disable Device 
  check) which are arcane locked (+10 to DC). The door is 
  tough to break down, with an AC 5, Hardness 8, Hp 50, 
  Strength DC 15 (or 25 with arcane lock) to burst.
  The circular chamber is pierced with dozens of arrow slits all 
  fitted with grimy glass, allowing the ambient light to filter in, 
  but still maintaining a shadowy ambience. The walls between 
  the windows and the floor are plain, unadorned stone. Various 
  tables, stands and free standing book shelves dot the room, 
  making it feel like a strange collection of projects rather than 
  a cohesive workroom. On the north side of the room, a pair of 
  arcane circles have been inscribed into the floor. In the centre 
  of the room a slender staff stands upright on one end, held aloft 
  by unknown means, while a worn and chipped brass cog hovers 
  above it in the air. You get a deep sense of foreboding from the 
  innocuous brass trinket.
  This is Bealazon’s workroom, and it is set up in ‘stations’ 
  that cater to a specific ongoing project or interest. 
  One station has a small alchemical set up that (with a DC 
  10 Knowledge (arcana) check) can be determined to be 
  extracting some sort of essence from various samples of 
  blood. The essence is vaguely magical but doesn’t seem to 
  have a specific function. There are 12 distinctly different 
  blood samples (varying in color and consistency) being 
  extracted.
  Another station has an odd apparatus of twisting silvery 
  wires that looks very much like a bramble patch. Close 
  examination shows that the wires are actually iron 
  coated in a liquid silver than constantly flows across the 
  endless twists and paths. If interrupted by touching the 
  silver with an object or hand, the silver congeals into a 
  swirling ball of liquid around 2 inches in diameter. The 
  substance has been dubbed ‘living silver’ by Bealazon, 
  and is always magically mobile. If not set on a perpetual 
  course (like the framework) the 'living silver' tends to 
  move in random directions. It is a magical curiosity.
  A third station has a complex glass terrarium with 
  multiple chambers and levels. Various forms of plants 
  and small animal and insets live within the environment. 
  Most of the contents resemble known flora and fauna 
  but have color or textural variations not seen before. A 
  DC 15 Knowledge (nature) check indicates that most 
  of the plants and animals are not only predatory and 
  carnivorous, but also poisonous. They do not attack 
  each other. There is another set of containers nearby 
  that house mice, lizards and beetles respectively, and if 
  any are placed into the terrarium they are gruesomely 
  devoured by the plants and animals within. If the GM 
  wishes to introduce an exotic familiar or small animal 
  companion this is a good place to do so.  
  A fourth station is a complex cylinder of rotating shelves 
  that has a central core that each shelf is fixed to at a 
  different point. While the shelves can be moved, they can 
  never be aligned, giving the apparatus the look of an odd 
  fungus or coral shape. On each of the shelves are dozens 
  of bottles, jars and pots, containing hundreds of spell 
  components. There is nothing of real monetary value 
  here, but any wizard can restock a component pouch 
  with anything of less than 10gp value.  
  There are three cylindrical bookshelves that free stand 
  in locations in the room. These are 7 feet tall and have 
  shelves every foot in height, filled with various tomes. 
  
  47
  49
  48
  47
  50
  51
  52
  53
  N
  1 square = 5 feet
  
  48
  The collection is extensive, dealing primarily with 
  magical theory, planes of existence and metallurgy. The 
  entire collection is worth maybe 2000gp, but 
  constitutes hundreds of books. Amongst 
  the books are a scroll 
  of protection from good 
  (CL 10), a scroll that is 
  blank but trapped with 
  a glyph of warding (dealing 
  5d8 cold damage, DC 18 
  Reflex save for 1/2), and 
  Bealazon’s 
  spellbook 
  (his ‘everyday’ book he 
  has others secreted 
  away) 
  containing 
  all his regularly 
  used spells (see 
  Bealazon's 
  statblock 
  on 
  page 
  85).
  The 
  two 
  inscribed 
  circles are different, 
  but likely recognizable 
  by 
  a 
  magical 
  practitioner with a DC 
  10 Knowledge (arcana) 
  check. Each is inscribed 
  with a sparkling silver 
  and diamond powder, 
  cemented 
  hard 
  by 
  unknown means. One is a 
  summoning circle, and the 
  other is a teleportation circle.
  The staff in the centre is made of 
  polished brown wood, slightly 
  twisted but otherwise straight. 
  It is perfectly balanced however, 
  and can be made to stand on its 
  own with careful placement. This 
  is not a magical effect. Any contact 
  causes the staff to fall.
  The cog is most certainly magical, and detects as both 
  magical and evil to detection spells. It is around 3 inches 
  in diameter, and is scratched and worn in appearance. 
  However it is immune to all attempts to damage it that 
  the characters can manage. It hovers in place if released, 
  but can be easily grasped and moved. It exudes an aura 
  of unease and foreboding, but while uncomfortable to 
  be around it is not actually harmful. It is a tiny piece of 
  the great Machine, an unimportant and replaceable cog 
  that has not been infused with much of the corruption. 
  Bealazon 
  has 
  been 
  studying it. Characters taking 
  it may find it useful 
  (See Campaign Guide 2). 
     
  50) Citadel Top and 
  Battlements
  The top of the 
  citadel is a cold and 
  windswept open area of plain 
  stone. At several points around 
  the battlements are metal 
  anchor points and stone 
  bins. Scratch and wear 
  marks 
  indicate 
  that 
  large objects have been 
  moved roughly across 
  it at some juncture, 
  marring 
  the 
  stone 
  surface.
  There are 2 ogres and 
  2 elite orcs stationed 
  here at all times to keep 
  a watch, but they mostly 
  gather in their pairs and 
  dice or otherwise pass 
  the time. Unless under 
  alarm there is a very 
  good chance of surprising 
  the guards here.
  The anchor points and stone bins 
  are for the deployment of the siege 
  weaponry held in Area 51. The anchor 
  points keep the weapons in place as 
  they are fired while the stone bins store ammunition 
  as needed. As the catapults and ballista are rolled into 
  place they mar the surface and a DC 5 Survival check 
  will indicate the tracks lead to the closest doorway from 
  area 51.    
  Elite Orcs (2) – Hp – 22
  Ogres (2) – Hp - 30 
  
  49
  51) Wargear
  This high chamber is open on both east and west ends with 
  25 foot arched entrances. Around the bare stone chamber are 
  a dozen engines of war – ballista and catapults – along with 
  stacks of ammunition for both on low carts and in bins along 
  the walls. Against the south wall is a caged rack that holds 
  silvery spheres sized for the catapults to throw. Along the 
  north wall a sturdy set of stone stairs lead upward.
  There are 7 heavy catapults and 7 ballista, though only 
  2 of each are fully deployed, with the rest in partial lock 
  and storage position. It would take only a few moments 
  to deploy the readied ones, but several minutes to set 
  those partially disassembled to save space. There are 
  hundreds of catapult shot (rocks and iron spheres) 
  and thousands of ballista bolts. There are also crates of 
  tools, iron nuts and bolts, rope, oil and other care and 
  maintenance equipment.
  The rack on the south wall has a metal grate across it 
  to ensure the contents don’t spill, and holds 2 dozen 
  incendiary bombs (see New Magic Items).
    
  52) Griffon Roost
  This area is filled with the stench of mouldering hay and 
  droppings. Dozens of nests fill this area, and you can see a 
  scattering of bones across the muck stained floor.
  This is the griffon roost. There are enough nests for 12 
  griffons. There are 6 griffons here, plus any that survived 
  the encounter with the characters and the dragon in 
  Chapter 2 Journey. There is no treasure, but there is a 
  single newly born baby griffon (non-combatant, 1 hp) 
  that the characters could take and sell (worth around 
  1000gp to the right buyer) or try to raise. If the characters 
  use indiscriminate 'area of effect' spells in here this 
  creature will certainly perish. 
  Griffons (6+) – Hp - 42  
  53) Parapet and Airship Dock   
  This open tower top is raked by cold winds and the 
  wafting smoke from the nearby stacks. The bare stone is 
  surrounded by crenelated parapets on all sides except for 
  a long pier that juts out into space. A ballista is mounted 
  near the centre of the roof. 
  There are 3 elite orcs on duty here at all times, one of 
  which has a set of signal flags and a warning horn. 
  Any airships approaching that do not give the correct 
  responses warrant an alarm and are fired upon. Unless 
  otherwise garnered by some other method, parties 
  relying on ‘guessing’ the correct sequence have only a 
  10% chance to do so.    
  Elite Orcs (3) – Hp - 22
  Armory Level (Below Citadel Level 1)
  All ceilings are 20 feet high unless specified, the level is 
  warm (95° Fahrenheit / 35° Celsius) and a light smoke 
  haze permeates the entire level. 
  Certain areas are hot enough to induce heat fatigue 
  (see sidebar). These are covered in the individual area 
  descriptions. 
  54) The Bridges
  Three stone bridges span a staggeringly deep moat. Lava roils 
  restlessly some 250 feet below, its hellish light bathing the 
  undersides of the spans. Sulphur and brimstone odors permeate 
  the chokingly hot air rising from below. The bridges themselves 
  are each 40 feet across and 200 feet long, and for all their vast 
  size seem perilously small and fragile against the enormity of 
  the gulf. The central bridge reaches directly across to the gates 
  of the immense fortress. Figures can be seen patrolling the 
  walls above. The north and south bridges angle downwards, 
  disappearing into tunnels cut into the sheer rock face some 50 
  feet below the citadel. While the north bridge is unadorned, the 
  south bridge is fitted with two sets of iron tracks, and human 
  slaves push massive mine carts into and out of the tunnel.
  Anyone on the bridges can be easily seen from the walls 
  of the Citadel, and 200 feet is a long distance to cross. 
  Armed parties (or anyone appearing to be out of place) 
  heading to the lower level triggers an alarm. 
  Strange parties approaching the main citadel gates (via 
  the central bridge) are not uncommon, and are able to 
  cross and announce themselves without early warning. 
  Anyone falling from the bridge may end up contacting 
  the lava 250 feet below. Such a fall deals standard fall 
  damage (1d6 bludgeoning damage per 10 feet fallen, to a 
  maximum of 20d6) and damage on contact with the lava 
  
  50
  (20d6 fire damage per contact or turn of contact unless 
  immune to fire damage).  
  55) Ore Drop
  A thick dust and smoke haze permeates this large chamber, 
  adding a choking element to the already hot air and reducing 
  visibility. Metallic squealing drowns out all other sounds as 
  mine carts are pushed along tracks, or tipped into a massive 
  chute on the north side. The smoke seems to emanate from there. 
  Several ogres crack whips or prod the bedraggled human slaves 
  as they struggle to manoeuvre the massive ore carts. Against 
  the wall here and there are the huddled forms of unconscious 
  or dead slaves.
  The smoke haze and noise level cause all creatures to incur 
  a -5 circumstance penalty to perception checks in this 
  area. Sounds of combat are unlikely to be differentiated 
  from the metallic straining of carts on tracks. 
  There are 3 ogres here, and several orcs periodically 
  coming and going – primarily collecting the collapsed 
  slaves and taking them to Area 56. There is also a dozen 
  or more slaves in the process of moving ore carts. 
  Ogres (3) – Hp – 30
  56) Larder
  Unlike the rest of the complex, this room lacks a smoke haze and 
  heat, and is instead jarringly cool and reeks with the copper 
  tang of blood. On a pedestal in the centre of the room is a glass 
  bowl filled with some sort of misting blue liquid which appears 
  to be the source of the unnatural chill. The walls are lined with 
  meat hooks, and the butchered remains various animals and 
  humanoid creatures hang here, slowly bleeding into several 
  drains in the floor. The southern extension of the room holds 
  a butcher’s block, where a misshapen ogre is dismembering 
  carcasses, and removing entrails and viscera into several metal 
  pots. A pile of dirty human corpses lies next to the block, clear 
  evidence of what happens to the slaves that can work no more.
  There is 1 ogre here, and the occasional orc servant 
  running between Area 55 (corpse collection), this room 
  and the kitchen (Area 57).  
  The chamber is kept at an almost frigid 53° Fahrenheit 
  (12° Celsius). Meat will not last long here, but given the 
  kitchen turnover it tends not to be here longer than a few 
  hours in any case.
  The blood is collected in narrow pipes (6 inches) that lead 
  down to a catchment in the alchemy laboratory (Area 89) 
  on the level below. 
  The blue liquid (a form of liquid ice) is indeed the source 
  of the chill, inflicting 1 point of cold damage on touch, or 
  1d6 cold damage if the entire amount is tipped or thrown 
  Heat Fatigue
  Throughout 
  areas 
  of 
  the 
  complex, 
  particularly the lower sections, characters 
  are subject to fatigue based on exposure to 
  temperature extremes. In different areas this 
  heat fatigue may occur more rapidly based 
  on the ambient conditions. These effects 
  do not stack. They are simply more or less 
  likely to occur based on the circumstances. 
  A character in areas above 90o F/ 32o C must 
  make a DC 15 Fort save each hour (rolls 
  incur -4 for heavy clothes or armor, and 
  cumulative -1 per previous check) takes 
  1d4 non lethal damage and is fatigued. 
  Characters reduced to unconsciousness 
  begin taking lethal damage.
  In severe heat (110o F/ 43o C) the save is 
  each 10 minutes.
  Characters under the effect of endure 
  elements are unaffected. 
  Non-lethal heat fatigue damage can 
  only be alleviated by leaving to a lower 
  temperature area – one that does not cause 
  heat fatigue. For example, incurring heat 
  fatigue on the foundry level, a character 
  must either leave the level entirely, or enter 
  the Alchemy complex (Areas 89-95) where 
  the temperatures are lessened.  
  
  51
  69
  67
  66
  65
  64
  63
  62
  61
  60
  59
  58
  57
  56
  55
  54
  68
  74a
  74
  73
  72
  71
  70
  69a
  69b
  N
  1 square = 5 feet
  
  52
  on a target. The liquid slowly evaporates over a number 
  of hours, suggesting it is replenished periodically (about 
  once per day).   
  Ogre (1) – HP - 30
  57) Kitchen
  The smells of cooking meat assail you as you enter this hot and 
  hazy room. Banks of fires burn brightly against all the walls, 
  and several spits turn and pots boil amid the chaos. A dozen 
  or so orcs dash about the room, cooking, clashing, screaming 
  and making a general racket as they prepare food. A massive 
  wooden bench rests in the centre of the room, filled with dirty 
  pots, pans, knives and other utensils.
  There are 12 orcs here, who will assault intruders with 
  various kitchen implements. If reduced to less than half 
  their numbers the remainder try to flee in all directions 
  for reinforcements. 
  With the fires the temperature reaches a scorching 104° 
  Fahrenheit (40° Celsius) here.
  Orcs (12) – Hp - 6
  58) Mess Hall
  Rows of wooden tables and benches run from one end of this 
  hall to the other. Heavy braziers burn along the east and west 
  walls at 10 foot intervals, lighting and warming the chamber. 
  The floor is littered with old bones and gristle, in some cases 
  inches deep in the corners and out of the way places. Streaks of 
  dried mud and footprints give indicate this is a well-used area.
  This mess hall services the orc, ogre and firenewt 
  contingents. Depending on the time of day this hall 
  could be filled to capacity (some 30 creatures, random 
  distribution) or completely empty. At standard meal 
  times (early morning, midday and evening) expect a full 
  (or close to) house, and at any other time there is a 30% 
  chance of 2d6 creatures here.
  59) Marshalling Hall
  This massive worked chamber is illuminated by huge iron 
  braziers set at 20 foot intervals against the walls, though 
  its ceiling is lost in gloom. The floor is streaked with mud, 
  evidencing countless footfalls belonging to clawed feet
  This is the area the patrols form up in when commencing 
  or completing a patrol. At any given time there are 30 
  firenewts on Striders out in patrol (from the total of 68 or 
  so firenewt warriors). The patrols form up every 12 hours, 
  them leave as a group before splitting up into 6 groups of 
  5. At around 6am and 6pm there is a changeover. At this 
  time 60 (!!!) firenewts and mounts are in this area (the 
  returning patrols and the commencing ones). At all other 
  times the Hall is relatively empty, except for incidental 
  traffic to and from the mess. Once the characters begin 
  culling patrols or firenewts in the complex, reduce the 
  numbers accordingly.
  60) Armory
  Racks of silver weapons gleam in the flickering firelight 
  given off by the braziers that light this chamber. Dozens of 
  swords, shields, spears, and more, made from precious silver, 
  are arranged in orderly display here. Against the south wall, 
  rows of shelves are stacked high with clay jars. There is a small 
  archway leading off in the south west corner of the room.
  The armory supplies the elite firenewt forces with 
  weapons from the forge below. At full stock there are 
  80 silver longswords, 80 heavy silvered shields and 80 
  silver tipped longspears – minus of course whatever has 
  been taken by the patrols (usually 30 of each at a time), 
  or is carried by internal inhabitants (see State of Alarm). 
  The jars contain applications of bloodburn, some 40 jars of 
  5 applications each (200 applications total). Each patrol 
  coats their spears as they leave, so 30 applications are 
  used per 12 hours, but these are replenished quickly 
  from the alchemy lab on the level below.
  While there is certainly a wealth of weapons here, most 
  parties will struggle to carry so much loot, and GMs 
  would be advised to enforce encumbrance rules or face 
  the possibility of a sharp surge in character wealth.
          
  61) Locked Access Way
  Within this small alcove is a set of stairs leading down. 
  However, the way is blocked by a stout iron gate with a heavy 
  lock.
  These stairs allow Damien’s assistants to restock the 
  bloodburn, and allow for the occasional replacement of 
  weapons from the forge below. However, as Damien 
  is not appreciative of any unauthorized individuals in 
  his laboratory, a gate has been placed to limit traffic. 
  
  53
  There are several keys – Damien has one, as do all of his 
  apprentices. The Firenewt chieftain also has one in his 
  quarters (area 62) for emergency use, and the Deacon 
  (sub-chief) carries one. Finally, Bealazon carries one on 
  his keyring. The gate is iron (AC 5, Hardness 10, HP 30) 
  and the lock is of good quality (DC 18 Disable Device 
  check to pick, DC 22 Strength check to burst).
  62) Firenewt Chieftain’s Den
  The rough walls of the tunnels open into in a hot, moist den. 
  A pool of water congeals in the far end, and a stone that glows 
  like hot coals rests in the centre of the room. There are a few 
  leathery hides on the walls and floor.
  This chamber belongs to the firenewt chieftain, who is 
  a Chosen of Imix. At night, the chief can be found here. 
  During the day, he is attending his duties and can be 
  found 75% of the time anywhere from Area 58 to Area 
  73, or 25% of the time out in the town with a patrol.
  The glowing stone is a heatstone, and the hides are from 
  several breeds of giant lizard. Under one of the hides 
  is a small hollow in the rock where the chief keeps his 
  most prized possessions – a handful of fire opals (6 in all, 
  worth 100gp each), a key to the armory gate (Area 60) 
  and The Eye of Imix (See New Magic Items for details on 
  both enchanted items).      
  Chosen of Imix – HP – 43
   
  63) Chieftain’s Harem
  This humid chamber is bathed in a fine fog and has water 
  slicked surfaces. Several smooth hollows worn into the floor 
  serve as nests for clutches of orange eggs. 
  This room is the chieftain’s harem. Though male and 
  female firenewts are impossible to distinguish, the four (4) 
  firenewt occupants of this room are the most intelligent 
  and accomplished of the firenewt females, and are thus 
  considered the most likely to bear a ‘suitable’ offspring 
  for the chief. Each hollow has a clutch of 2-4 eggs, and 
  the ‘mothers’ remain here at all times to protect them. 
  Approaching characters are warned away by aggressive 
  hissing, like that of an agitated snake, though as long as 
  they don’t actually come into contact with the firenewts 
  or eggs they can pass through the chamber without being 
  attacked. 
  There is nothing of monetary value in the chamber, 
  though 2 of the eggs (randomly positioned) contain 
  young that will grow to be Warlocks of Imix upon 
  reaching maturity.   
  Firenewt (4) – Hp – 22
   
  64) Deacon’s (sub-chief’s) Den
  The slick chamber appears empty, save for a glowing red stone 
  on a small pedestal toward the back and a rough looking scaled 
  skin.
  The sub-chief rarely spends any time here, preferring 
  to spend it in the alchemy laboratory in the Foundry 
  level, returning only to sleep for a few hours each day. 
  This obsession with alchemy is causing friction between 
  himself and the chief as he neglects his duties, and a 
  confrontation is likely as soon as the chief can confirm a 
  successor in his latest brood. 
  The glowing stone is a heatstone, and the skin is that of 
  a giant lizard. Here is a hollow under the skin, but it is 
  empty.     
  65) Strider Cavern
  The smooth, worked walls give way to a huge natural looking 
  cavern that is oppressively hot and humid. Dim light shed by 
  braziers reflects off mineral deposits in the walls, revealing 
  several hundred feet of mist shrouded chamber beyond. You 
  stand on the high ledge, overlooking a huge, clear pool that 
  overflows in two waterfalls, emptying into an even larger 
  mud pool some twenty feet below. The thick mud occasionally 
  bubbles and pops. A wide, mud caked ramp descends to the 
  lower section, closed off by a heavy metal barricade. Scores of 
  large bird-like creatures wallow in the boiling mud.   
  There are 62 striders stabled here. At the GM’s discretion 
  there might also be 1d4+1 firenewts present in the pool 
  (area 13)
  This chamber is slightly hotter than the rest of the level 
  (100° Fahrenheit / 38° Celsius) but far more humid. 
  Any creature that is not protected against temperature 
  extremes will begin to feel fatigue after spending more 
  than 1 hour in this area (see sidebar page 50). The 
  condition cannot be alleviated until the creature leaves. 
  The ramp angle is sharp, and the mud and humidity 
  
  54
  makes it very slick. The entire ramp is treated as if affected 
  by a grease spell (Reflex DC 14) to anyone without means 
  to generate grip (such as clawed feet).
  The metal barricade is around 5 feet in height, and made 
  of heavy wrought iron. It is both warm and wet to the 
  touch. It is designed to deter the Striders from leaving 
  the area, though in truth any that wished to do so could 
  jump the barrier (they don’t because they are content in 
  the mud). For medium creatures this barrier requires a 
  DC 14 Climb check to scale (it is smooth and very slick, 
  covered in condensation and mud).       
  Striders (62) – Hp – 18
  Firenewt (Var) – Hp - 15
  66) Hot Springs
  This pool is reasonably clear and gently moving, with 
  a slow current toward two waterfalls on the far 
  edge where the pool spills to the mud below. 
  Steam rises from the surface, and you can 
  feel heat emanating from the water. 
  There is a 30% chance that the pool 
  is occupied by 1d4+1 firenewts 
  when the characters enter 
  the area. Despite this being 
  a place of relaxation, the 
  militant creatures will be armed. 
  A close look into the pool (DC 16 
  Perception check) reveals that the pool 
  is artificial, the water generated by a 
  decanter of endless water wedged 
  into a crack in the rock near the 
  centre of the pool, and the heat 
  is generated by six heatstones 
  spread evenly around the area. 
  The pool is uncomfortably hot without being scalding 
  (160° Fahrenheit / 70° Celsius).
  Firenewt (Var) – Hp - 15
  67) Strider Pen & Mudpool
  The mud of this pool slowly bubbles and pops, sending gobs of 
  scorching mud splattering up the walls. Dozens of creatures 
  that look like large featherless birds roll languidly in the 
  steaming mire.
  The mud ranges from 2 to 6 feet deep, and is scaldingly 
  hot, dealing 1 point of fire damage per turn or contact 
  to anyone not resistant or immune to fire. It also acts 
  as difficult terrain. Thought not immediately apparent 
  without previous knowledge or special insight, the 
  Silversmith directed a lava flow several feet beneath this 
  area to heat the pool. The lava now cycles up from below 
  through tightly pressurized lava tubes. 
  All of the “off duty” striders are penned here, which is 
  usually around 35 or so. They are fairly docile, but become 
  agitated at the approach of non-firenewt creatures, and 
  hostile if such creatures actually enter the mud. 
  Somewhere in the pool (GM’s discretion or random 
  placement) is a staff of fire. This belongs to the Deacon, 
  who lost it to a playful Strider that snatched the 
  ‘stick’ from him and hid it in the pool. Distracted 
  as he is with learning alchemy, he simply hasn’t 
  gotten around to retrieving it. Though the 
  mud blocks any visible radiance 
  from detect magic, other means 
  of location (locate object) might be 
  useful. Randomly searching for 
  several hours will eventually turn 
  it up also. 
  68) Guard Room
  Dust and smoke create a haze in this room, that is 
  otherwise empty save for a large, rough cut wooden 
  table and chairs, and massive gong brass gong against one 
  wall. A bulky figure sits at the table, head bowed. 
  If 
  the 
  characters 
  are 
  quiet 
  (compared to the general noise 
  from area 55) and no alarm has 
  been raised, the ogre here is 
  asleep. If he has been roused he is 
  playing ‘possum’, and will leap up and strike the gong 
  as his first action, and then repeatedly if offered the 
  chance (1 strike per action). 
  If the gong is struck it reverberates through the halls, 
  alerting the nearby areas. One strike alerts the ogres in 
  Area 55, two strikes rouses the firenewts in Area 70, and 
  three strikes reaches the ogres/giant in area 74.  
  The table holds only a pitcher of water and a half-dozen 
  tin mugs. 
  
  55
  Ogre (1) – Hp – 30 
  69) ‘The Promenade’
  The huge tunnel that opens into the side of the moat continues 
  deeply into the earth. The walls are plain stone, with heavy 
  iron braziers affixed to the walls every 40 feet or so. The 
  illumination from the flickering fires causes dancing shadows 
  to be cast down the great hall, giving the passage a hellish 
  aspect.
  The passage is 40 feet wide and over 400 feet long. It 
  is the central access for this level, and there is a 1 in 6 
  chance that other creatures enter each time the characters 
  are here. These creatures may include firenewts moving 
  between the barracks and the armory/mess areas, ogres 
  from Areas 55/68 wandering past, or even a fire giant 
  heading to or from Area 74.     
  69a) Marshalling Fork
  The massive hall branches here, a second major passage angling 
  off to the south west. The floor is coated in patches and trails of 
  what looks like mud and heavy scuffing.  
  69b) Pen Fork
  The Tunnel branches to the south here, and the main passage 
  opens up into a large chamber to the west. To the south you see 
  a fine fog mixed with the smoke haze, and condensation trickles 
  down the walls.
  70) Firenewt Barracks
  Downward angled tunnels open into a vast chamber, which is 
  partly worked to the south and east, and more naturally shaped 
  elsewhere. The entire floor is covered with scores of pallets and 
  hides, many of which are occupied by red skinned firenewts. 
  A strange brick wall is built into the west side of the barracks. 
   
  This is the main firenewt barracks, housing the bulk of 
  the warriors. There are 45 pallets in all here, with 11 to 20 
  firenewts here at any one time (1d10+10). In addition to 
  their silvery arms and armor, each warrior has collected 
  coinage, trinkets and semi-precious items looted from 
  the townsfolk. While the firenewts have limited interest 
  in material wealth (beyond weapons and objects ‘sacred’ 
  to Imix) they have a strong sense of superiority, and take 
  loot because the orcs and ogres do so. The fear is in not 
  doing so it makes the firenewts look somehow weak to 
  the other humanoids. There is a total of 34pp, 168gp, 
  567cp and several hundred ‘personal’ items totaling 
  50gp in worth.
  The brick work here is unique in the complex. The entire 
  complex was shaped by the Anvil of Kings save for a 
  few existing natural caverns. However the Silversmith 
  failed to enclose this section of the exhaust stacks when 
  creating the fortress and then moved on to crafting the 
  silver weapons. The result was that the smoke emptied 
  into here rather than out to the upper levels, causing 
  the firenewts considerable distress as the hot, dry air 
  affected them adversely. Rather than risk the Smith’s 
  ire, Bealazon had a couple of local masons fix the issue. 
  The stones are well fitted, but not mortared, and can be 
  removed with some effort (10 minutes of heavy labour, 
  or magic such as stone shape etc.). This will open up the 
  exhaust stack once more which will make the barracks, 
  once again, unbearable for the firenewts until repaired.        
  Firenewts (var) – Hp – 15
  71) Smoke Filled Tunnel
  This narrow tunnel is filled with a much thicker smoke 
  haze than the rest of the level, obscuring vision and making 
  breathing difficult. 
  The area is filled with light smoke (see sidebar page 56). 
  Close inspection reveals the thin, cracked stone adjacent 
  to the stack shaft, which can be broken through with 
  little effort. Doing so fills the tunnels and area 70 and 
  73 with heavy smoke quite rapidly (within 10 minutes), 
  obscuring the area and adversely affecting the Firenewts 
  (see sidebar). The risk to the breeding females and young 
  would force the firenewts to relocate and seek the source 
  of the smoke, potentially creating a significant distraction 
  while investigation and repairs took place. 
  Opening both the cracked area at 71 and the stack in 70 
  would cause these areas to become filled with heavy 
  smoke in only 3 minutes, and take significantly longer to 
  repair (GMs discretion).    
  72) Mating Chamber
  At the end of this tunnel is a small chamber filled with rough 
  scaled hides and curtained off with a leathery hanging. It is 
  unoccupied.  
  This is the mating chamber for the firenewts, who 
  treat this sacred duty with reverence and respect. The 
  characters can rest here undisturbed if they are not seen 
  
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  entering and the curtain is closed. The firenewts would 
  not dare disturb the mating rites of others as it is seen as 
  blasphemous.  
  73) Brood Den
  This cavern is roughly circular, though it is dimpled with 
  many small hollows where numerous firenewts reside. 
  Moisture hangs in the air, and though warm the chamber is 
  not unpleasantly hot. The occupants seem smaller and more 
  immature than many of the others you’ve seen, standing 
  between 3 and 4 feet in height.
   
  This is the brood den, and houses the women and children 
  of the clan, some two dozen in total. These are lightly 
  armed (clubs) and fight only is escape is impossible. The 
  brood den doesn’t warrant any heatstones, but the close 
  quarters keeps the clan warm. 
  The three offshoot caverns are hatcheries, each holding a 
  dozen eggs in hollows in each. 
  Firenewts (24) – Hp – 15
   
  74) The Elevator
  This immense chamber is split into several sections which are 
  sized for giant humanoid creatures. To the south a large section 
  holds numerous huge wagons, each sizable enough to haul a 
  small house. Just to the west of the wagons is a pen containing 
  a dozen gargantuan oxen, standing 10 feet at the shoulder.
  To the north is a huge metal grating suspended over a shaft by 
  heavy iron chains. The chains thread through a pulley and into 
  a chamber to the east. 
  Set into the east wall is a spiral staircase that extends both up 
  and down.     
  There may or may not be a guard here, or someone 
  tending to the oxen. Each time the characters enter there 
  is a 50% chance the room is occupied, and if it is then it 
  will be either a fire giant guard or 2 ogres attending the 
  oxen.
  There are 4 wagons, each 15 feet wide and 20 long, 
  parked neatly to the south. These are immensely heavy, 
  and require a combined Strength of 40 to move. The 
  wagons are used to transport large or large quantity 
  goods to and from the Smelter. They have harnesses for 
  2-4 large beasts of burden and are used to transport the 
  weapons crafted below. The wagons were also used to 
  get Ailish the silver dragon down to the Silversmith’s 
  smithy. A careful examination (DC 18 Perception check) 
  will uncover a single silver scale (around 1 foot square) 
  wedged between the boards of one of the wagons.  
  The oxen enclosure holds a half dozen dire oxen (use 
  elephant statblock) held for pulling the wagons. These 
  are ill tempered, stubborn beasts that will not willingly 
  do anything unless goaded – literally. They will mostly 
  ignore characters unless attacked or the characters try to 
  move or prod them into action (requiring a DC 16 Handle 
  Smoke and Asphyxiation      
  Anyone forced into a smoke heavy 
  environment struggles to see and to breathe. 
  Light smoke creates concealment (20% 
  miss chance on attacks). Creatures need to 
  make DC 15 Fortitude saves each round 
  or spend the round coughing and choking. 
  Two consecutive rounds of choking inflict 
  1d6 non-lethal damage. When a creature's 
  non lethal damage exceeds its current hit 
  points it falls unconscious. 
  Heavy smoke creates total concealment 
  (50% miss chance) and causes a creature 
  to risk suffocation. A creature must hold 
  its breath. Creatures may hold their breath 
  for 2 rounds per point of Constitution. 
  Full round actions reduce this by 1 round 
  each time. After this time the creature 
  must make DC 10 Constitution saves, with 
  each subsequent round the DC increasing 
  by 1. On a failed save the creature falls 
  unconscious.
  Unconsious characters begin dying quickly. 
  After the first round of unconsciousness the 
  character drops to -1 hit points and is dying. 
  The round after it suffocates and dies.  
  
  57
  Animal check). There are several whips and goads hung 
  on the walls nearby, and if used as part of the check they 
  grant a +5 circumstance bonus to the roll.   
  The huge wrought iron framework is an elevator. The 
  grating is suspended from four points by the chain, 
  which meets centrally above it at a pulley, and feeds into 
  the gear works (Area 74a). The shaft is smooth and the 
  grating set well enough that it is a relatively smooth ride 
  up and down. The mechanism for operation is a large 
  lever near the north entry to Area 74a. The level has 
  only an up/down action - either level position is merely 
  an ‘activator’, engaging the gears to raise or lower the 
  elevator, triggering the move regardless of position. 
    
  The chains are heavy and durable (AC 6, Hardness 10, 
  Hp 30, Break DC 20). The grating is so heavy and fit so 
  well it won’t tilt or tip with uneven weight distribution, 
  and cannot be destabilized without damaging the chain 
  supports. If two or more supports are severed the grating 
  turns and hangs vertically in the shaft. If all four chains 
  are cut the grating falls to the level below.  
  The stairs to the east go to both the lower level (area 75) 
  and the Keep above (area 11). The steps are sized for large 
  creatures, making the ascent or descent difficult, but not 
  dangerous under normal conditions. If the characters are 
  running or rushing a DC 13 Climb  check is required each 
  round. Failure indicates a fall, the character taking 1d6 
  bludgeoning damage and falling prone. 
  Fire Giant – Hp - 142
  Ogres (2) – Hp – 30
  Dire Oxen (6) – Hp - 93
  74a) Gear Works
  This chamber is cluttered with numerous interlocking gears 
  and cogs which fit into two capstans that are wrapped in 
  lengths of heavy chain. One length is fed north through a 
  channel in the wall to the elevator, while the other is fed south 
  to a shaft in the floor. 
  This room is heavily cluttered, counting as difficult 
  terrain and offering cover to combatants in here. If the 
  elevator is operating (in either direction) anyone in and 
  around the mechanisms must make a DC 16 Reflex 
  saving throw or take 2d6 bludgeoning damage from 
  contact with moving parts.
  The elevator mechanisms are robust, but highly 
  interconnected, and careful sabotage (DC 18 Disable 
  Device check) or causing significant damage (AC 4, 
  Hardness 5, HP 30, Strength DC 20 to break) will jam or 
  render them inoperable.
  Severing either chain coil (AC 6, Hardness 10, Hp 30, 
  Break DC 20) connecting the elevator or counterweight 
  will send the attached item plummeting down its 
  respective shaft. Both fall the full distance, the elevator 
  becoming a twisted metal wreck, while the counterweight 
  shatters at the base, showering Area 75 with stone shards, 
  dealing 10d6 damage (1/2 bludgeoning, ½ piercing) to 
  all occupants.      
  Sabotage of the elevator or counterweight will result in 
  immediate investigation and the citadel will go on alert. 
   
  Foundry Level (Below Armory Level)
  The foundry level is 250 feet below the Citadel, and 200 
  feet below the Armory Level. All ceilings are 40 feet high 
  and lit with wall mounted braziers unless otherwise 
  specified.
  The air is acrid and smoky and the temperature is 
  blisteringly hot (113° Fahrenheit / 45° Celsius). Between 
  the smoke and the heat any creature that is not protected 
  against temperature extremes will begin to feel fatigue 
  after spending more than 10 minutes in this area (see 
  sidebar page 50).
  The entire level (except areas 89-95) reverberates to the 
  sound of metal on metal, and the harsh cries of the oft 
  burned or whipped workers can be heard throughout. 
  No combat noises will draw attention here unless the 
  combat is visible or otherwise distinctive.
     
  75)  Elevator Terminus
  This chamber is partially natural and partially worked, with 
  a large circular depression in the north and a spur to the west 
  that houses a giant sized table and chairs, as well as piles of 
  rust colored furs. 
  To the south and east passages lead off.  
  
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  1 square = 5 feet
  
  59
  Under normal conditions there are 2 fire giant guards 
  here and 2 hell hounds resting on the furs. They 
  immediately challenge anyone that is not disguised as a 
  known personality of the complex as this is a restricted 
  area. They will not immediately attack given the number 
  of foreign buyers in the citadel, but they will adamantly 
  refuse further access to the level. 
  On the table are a set of giant sized knuckle bones, iron 
  plates (filled with roasted meat), iron tankards (filled 
  with ale), an iron pitcher (empty) and 53 gp in loose gold 
  pieces.    
  Fire Giant (2) – Hp - 142
  Hell Hounds (2) – Hp - 30
  76) Runed Arch
  A huge stone arch has been shaped into the stone here, 
  narrowing the passage to 30 feet across. The surface of the arch 
  is inlaid with silver runes. Within the arch is an opaque curtain 
  or crackling purple energy that seems to roil and arc randomly. 
  This is the Silversmith’s infernal equivalent of a ‘do not 
  disturb’ sign. The energy barrier is an evocation effect 
  requiring a DC 16 Knowledge (arcana) check to identify. 
  It is built into the arch and can be activated or deactivated 
  by the Silversmith as an action. Anyone touching the 
  barrier automatically takes 3d6 unholy damage 
  and 3d6 force damage (no saving throw). 
  Anyone passing through it is subject to 
  10d6 unholy and 10d6 force damage, 
  and must make a DC 16 Dexterity 
  saving throw, with success allowing 
  them to take ½ damage and pass 
  through the barrier. Failure results 
  in full damage and being repulsed 
  back to their original point of 
  contact. The energy curtain has the 
  equivalent of a 12th level caster level 
  for the purposes of dispel magic or 
  similar effects. If dispelled the arch 
  becomes inactive for 1 hour, after 
  which the Silversmith can reactivate 
  it.      
  The arch itself could be damaged 
  to the point of failure with enough 
  effort or the right magic. It has AC 
  8, Hardness 8, HP 300, and fails if 
  reduced to 0 hp. It is susceptible to stone 
  altering magic, such as stone shape, but must have at least 
  50% of its mass affected before it fails (75 cu ft, or 14x 5 
  foot cubes).    
  77) Lava Bridge
  A blast of hot air and a growing orange glow precedes the 
  sight of a massive iron grate spanning a lava flow ahead. The 
  corridor you are in bisects a smaller tunnel at right angles, the 
  lower half of which is filled with molten rock that sluggishly 
  flows south. The heat is unbearable.
  The tunnel the characters are in is 40 feet high, while 
  the lava tube is only 20 feet in diameter. It rises 10 feet 
  above the ground level, then there is a drop of 2 feet to 
  the surface of the lava flow (which is 8 feet deep).
  The grating is thick and robust, but heated to a point 
  where a dim read glow can be seen from it. Anyone 
  touching the grate takes 2d6 fire damage, halved if 
  wearing thick clothing or armor  with boots or durable 
  foot coverings. Additionally, the heat and pressure 
  change causes a powerful heated air current to form here, 
  dragging creatures toward the grate and lava tunnel. The 
  10 feet on both sides and the grate itself are considered 
  difficult terrain as creatures must expend effort to avoid 
  being pulled in and to pull away alternately. Creatures of 
  large size or greater are unaffected. 
  There is also an opportunistic Magma 
  Crawler here, who occasionally pulls 
  away a straggler from crossing groups. 
  It does not bother the Giants or Ogres, 
  so pickings are rather slim. Every 
  time the characters or another group 
  of creatures with medium or smaller 
  size passes through the area it tries to 
  drag one into the lava. It will retreat 
  if reduced to ¼ HP. In addition to 
  its formidable attacks, and creature 
  dragged into contact with the lava 
  takes 2d6 fire damage per contact / 
  round of contact, or 20d6 if immersed. 
  Magma Crawler – Hp – 95
  78) Weapons Stockpile
  Ahead you see a wide chamber filled with 
  various crated, boxes and barrels. Several 
  Ogres appear to be directing a stream of dirty and 
  
  60
  despondent slaves that deliver handcarts full of silver weapons. 
  The slaves sort the various items into type, and load them into 
  the containers. Others are hammering lids on full containers 
  and stacking them with great effort.   
  There are generally 4 ogres here, and more than a dozen 
  slaves at any one time. If the ogres are killed efficiently 
  and without drawing attention, the slaves will volunteer 
  to assist any jailbreak effort. If the characters actions are 
  messy and draw attention, or if they are asked to assist 
  without demonstration of any combat proficiency (i.e. 
  stealth infiltration) they are more likely to cower unless 
  convinced to help (DC 14 Diplomacy check) or one of the 
  known Silverton NPCs are with them.   
  This is where the completed weapons are crated for 
  shipment, either to the surface or through the Hell Gate 
  (Area 97). Currently most of the crates are empty, but 
  there are several dozen of each of the following weapons 
  - longswords, shortswords, battleaxe heads, greataxe 
  heads and warhammer heads, as well as hundreds of 
  spearheads and arrow and bolt tips. All of these weapons 
  are a high percentage silver alloy, and are treated as 
  silvered weapons. 
  Ogres (4) – Hp – 30 
     
  79) Trapped Corridor
  This corridor drops down to 20 feet in height, and lit by 
  smaller wall mounted braziers than in other areas. The 
  door at the end of the corridor appears to be made of 
  iron, and has an inset lock (AC 6, Hardness 10, HP 50, 
  DC 16 Disable Device check to disable).
  Two thirds of the way down the corridor is a well-
  constructed pit trap that will drop intruders into the lava 
  channel below. The trap is difficult to spot, requiring a 
  DC 16 Perception check. It is triggered by stepping on 
  the 2nd half of the 10 foot section, potentially catching 
  a closely following ally. Once the trap is triggered, the 
  affected characters must make a DC 16 Reflex saving 
  throw of fall 5 feet into contact with the lava stream, 
  taking appropriate damage (20d6 fire damage) until 
  they are able to extricate themselves. The trap does not 
  reset itself. 
  GM Note – If the PCs are having an easy time of it, and 
  the magma crawler still lives, it might take advantage 
  of the moment to attack the fallen creatures and anyone 
  else trying to assist them.     
  80) The Foundry
  If the characters are entering the Foundry for the first 
  time read this;
  Intense heat washes over you as you look out across a vast 
  cavern that dwarfs anything else you’ve seen in the complex. 
  Hundreds of feet wide, and even greater in length, this foundry 
  is dimly lit in the hellish glow of molten rock, forge and smelter 
  fires and a scattering of iron braziers. The whole cavern is 
  blanketed in a haze of smoke and dust, which thickens the air 
  and coats every surface.
  To the east the floor rises in tiers, a massive stockpile of raw 
  ore creating a mountain on the uppermost level. Nearby slaves 
  fill and push carts into a massive furnace, the resulting metal 
  poured into moulds on the central floor below, while slag is 
  dumped into the flowing river of lava that bisects the chamber. 
  More carts take the cooled metal to the forges in the north. 
  Scores of filthy slaves scamper to and fro, keeping the process 
  moving under the watchful eye of what appear to be flaming 
  dwarf overseers. A lone fire giant paces the floor, barking 
  orders and cracking a silvery whip at any of the workers that 
  begin to flag.  
  The cavern is 300 feet long at its longest and 200 feet wide 
  at its widest point. The ceiling is more than 100 feet high 
  in the central section. The first tier, where the stockpile 
  and furnace sit, is 20 feet above the floor, lowering the 
  ceiling height to around 80 feet. The second tier – where 
  the stairs are – is 20 feet above that, making the ceiling 
  60 feet high. The forge section has a specifically lowered 
  ceiling in order to accommodate the chimney stacks that 
  draw some of the smoke away, being only 20 feet high 
  in total. 
   
  There is a single fire giant (acting as forge master) and 12 
  azer overseers here, managing 67 slaves of various races 
  (see individual areas for monster and slave distribution). 
  The slaves are all worn and weary, but are the toughest of 
  the captives, having survived and acclimatized (mostly, 
  see area 83) to the hellish heat. 
  The heat is almost unbearable to anyone not used to it 
  (122° Fahrenheit / 50° Celsius), with anyone not protected 
  against temperature extremes likely to succumb to the 
  heat quickly (see sidebar page 50).
  The smoke and dust haze, along with the forge noise 
  and frenetic activity limits visibility and perception. 
  Perception checks for all creatures incur a -5 circumstance 
  penalty while in areas 80-88.
  
  61
  The slaves here are among the most brutalized in the 
  town. They will not rise up or assist characters unless the 
  giant and the azer overseers are slain.  
   
  81) The Forges
  Three huge firepits sit here, their coals being fanned by filthy 
  slaves manning bellows. The pits are surrounded on all sides 
  by anvils, where burned and scarred smiths work the silvery 
  metal into weapons. Still more workers load handcarts with the 
  final products. The ceiling is much lower in this section, a mere 
  20 feet above the floor, and is pierced by three shafts directly 
  above the firepits. Smoke from the forge and surrounding areas 
  seems to be channeled up here, though not nearly enough to 
  clear the chamber. 
  There are 2 azer overseers here, watching over 30 workers. 
  At each station a smith creates weapons of silver alloy to 
  be stockpiled in Area 78. At the moment there are dozens 
  of half-finished pieces and several hundred pounds of 
  semi cast raw alloy. 
  The chimneys travel the entire height of the complex, 
  passing through Areas 70 & 71 on the Armory Level, 
  and exiting high above the citadel level in tall stacks. 
  The chimneys are 350 feet long, and unbroken (except by 
  potential PC action on the levels above). Anyone trying 
  to traverse the chimneys begins to asphyxiate unless 
  immune to poisonous gasses (see sidebar page 56) 
  Azer (2) – Hp – 15
  82) The Grate
  A massive wrought iron grate spans this tunnel, some 30 feet 
  across and 20 feet high. A ten foot section in the centre appears 
  to be a swinging section that allows passage, though it is closed 
  and held fast by a sturdy padlock.    
  There is generally 1 azer overseer on guard here (who 
  does not have a key). The lock is sturdy (AC 16, Hardness 
  5, HP 50, DC 16 Disable Device check to disable), but 
  certainly more susceptible to damage than the grate itself 
  (AC 8, Hardness 10, HP 100).
  Azer – Hp – 15
  83) Slave Quarters
  This area is shrouded in darkness, the only light being the 
  ubiquitous hellish glow coming from through the massive 
  grate to the west, and a similar source from a crack in the stone 
  to the east. Despite the darkness the cavern feels expansive, 
  and you can make out the dark outlines of slumped forms on 
  the ground. The oppressive heat and smoke mix with the smell 
  of rot and death. 
  This is the slave quarters. The slaves sleep in short shifts 
  before being roused once more. There are 29 slaves here 
  at the moment, sprawled exhausted on the hard stone 
  floor. They have nothing but the clothes on their backs. 
  Waste is managed by a sinkhole in the west alcove, and 
  when a slave dies their corpses are left for the overseers 
  to find and dispose of (through the crack to the east). The 
  slaves have learned the hard way that disposing of the 
  dead generally brings beatings and questioning over the 
  “missing presumed escaped” slave. There are currently 2 
  corpses here that have yet to be taken care of.
  The slaves are all hard and tough men and women, 
  mostly human but with the occasional dwarf or half elf. 
  Like those in area 27, they can be convinced to join the 
  uprising only when the fire giant and azer have been 
  eliminated.
  Terlamin the Smith can be found here, a member of the 
  resistance leadership, and owner of the (now destroyed) 
  Seven Stars Smithy. Terlamin is gravely ill, and will 
  not survive much longer. He is being worked to death. 
  If rescued, he reveals that he has a belt of giant strength 
  hidden in the ruins of his smithy, and gifts the characters 
  with this knowledge in gratitude.   
  At the east side of the chamber is a narrow crack in 
  the rock that leads out to the lava moat that surrounds 
  the Citadel. There is a small ledge here that sits barely 
  a foot above the surface of the liquefied rock. Whether 
  or not this was a mistake or an intent of the Silversmith 
  when the complex was formed is unknown to either the 
  prisoners or guards. The opening is currently used to 
  dispose of corpses. The opening is not visible from the 
  bridges.      
   
  84) Smelting (Bar pour & production)
  Two sets of tracks cross the centre of the chamber to the main 
  metal pouring area and carts move between it and the forges 
  to the north. 
  A huge set of stone moulds dominates the floor, and ragged 
  
  62
  slaves use an articulated hanging chute to direct the molten 
  metal into channels that feed the slowly cooling alloy into 
  roughly weapon shaped depressions. As the pouring moves 
  from end to end, other workers with prybars remove the semi-
  cooled blocks and load them into the carts.
  There are 2 azer overseers here, along with the fire giant 
  forge master, watching over 15 prisoners here managing 
  the pour. They systematically move from one end to the 
  other to allow the molten metal time to cool. The slaves 
  here are among the most burned and scarred. The tracks 
  each have a single handcart that allows the movement of 
  the cooled bars to the forge area.    
  Contact with the molten metal deals 5d6 fire damage per 
  contact. If the metal remains in contact with a creature 
  as it cools it continues to deal damage each round and 
  each round until it is removed (scraped off with an 
  action), though it deals damage with one less dice (i.e. 
  4d6 damage on the 2nd round, 3d6 on the 3rd etc.).  
  Fire Giant – Hp - 142
  Azer (2) – Hp – 15
   
  85) The Overlook and Stairs
  If the characters are entering the cavern for the first time 
  read or paraphrase the text from Area 80. In addition, the 
  following can be used;
  A set of stairs terminates in a ledge overlooking the foundry 
  cavern below. The ledge is some 20 feet above the next level, 
  which holds a huge ore stockpile and the tower like furnace. 
  20 feet below that is the main chamber where the pouring and 
  forging take place.  
  A single Azer overseer stands guard at the base of the 
  stairs, looking over the cavern. 
  Azer – Hp – 15
  86) Silver Ore Stockpile
  A huge mound of ore rests here, its unstable sides constantly 
  shifting and sliding. From a hole in the ceiling above more ore 
  routinely falls, creating small avalanches that rain down on the 
  workers below. The dust is thick in this area.   
  There are 4 slaves here shoveling ore into handcarts 
  brought by the prisoners working on the Smelter. 
  The stockpile is 50 feet high, its peak sitting 30 feet below 
  the chute that links to Area 2 on the level above. The 
  constant pouring of ore makes the pile unstable, and 
  anyone trying to climb or traverse it must make DC 16 
  Reflex saving throws or fall and become half buried in 
  rock. Any character that falls takes 1d6 bludgeoning 
  damage and gains the pinned condition until a successful 
  DC 14 Strength check or Escape Artist check as an action 
  or taking 1 minute of work to dig themselves out. 
  87) Furnace & Smelter
  A huge cylindrical furnace spans three levels here, and is 
  reminiscent of an anthill in both shape and surrounding 
  activity. On the uppermost section a ramp leads up to a chute 
  where several prisoners push handcarts of ore to pour into 
  the top. On the level below several prisoners work bellows 
  under the gaze of an azer overseer. Another azer seems to 
  be monitoring the activity of the smelting process, directing 
  slaves to feed in iron bars and other items at regular intervals. 
  A couple more slaves work the chutes that drop to the lower 
  level, one releasing molten metal, and the other slag that is 
  directed into the lava flow.
  There are 12 slaves here and 2 azer overseers. 
  The furnace is a complicated multi chamber unit that 
  is fed ore at the top, uses a lava tube – fanned with the 
  bellows - to heat the metal in place of other fuel such 
  as coal or coke. As the ore melts, one the azer oversees 
  the addition of adds several alchemical substances 
  (including limestone, carbon and flamedust - a powder 
  that generates greater heat) and the right quantity of iron 
  to form a viable alloy. Once the concoction is sufficiently 
  heated for the metal to settle below the slag layer, both 
  are drained through their respective chutes.    
  There are 1200 iron bars in a stack at the foot of the 
  furnace, as well as several pounds of carbon and  
  limestone briquettes, and a pouch of flamedust (enough 
  for 20 ‘uses’ – see New Magic Items appendix).  
  Contact with the molten metal deals 5d6 fire damage per 
  contact. If the metal remains in contact with a creature 
  as it cools it continues to deal damage each round and 
  each round until it is removed (scraped off with an 
  action), though it deals damage with one less dice (i.e. 
  4d6 damage on the 2nd round, 3d6 on the 3rd etc.).    
  Azer (2) – Hp – 15
  
  63
  88) Azer Barracks
  This small offshoot cavern has twelve stone biers draped in 
  scaled hides. Weapon, armor and tool racks line the north wall. 
  This is the azer barracks and unless roused by an alarm 
  there are 4 azer resting here at most times. The azer 
  have a collective treasure of 200gp as payment for their 
  services, and three silvered weapons hang from the racks 
  (2 warhammers and a battlexe). There are several sets of 
  artisans (smiths) tools here, including one of astonishing 
  quality (masterwork) that could be sold for 400gp to a 
  competent smith.  
  Azer (4) – Hp – 15
  89) Alchemy Lab
  The sweltering heat gives way to a more bearable temperature 
  in this area, though it is still warm.
  This room is cluttered with benches and tables in odd 
  configurations, all piled high with pots and vessels, stills and 
  glassware. All manner of machines and gadgets spin and turn, 
  gears rotating to keep various vials and tubes moving in circles 
  or complex patterns. You see smoke of various colours rise from 
  points in the room, one vessel emits steam and another gives off 
  sparks. Against the north wall a small channel allows lava to 
  flow into a small catchment. 
  And if the characters have not caused alarm read the 
  following;
  Several figures can be seen moving amongst the fantastical 
  maze, feverishly checking on projects or venting pressure lines. 
  This is the main alchemical laboratory for the Citadel. 
  Here Damien and his apprentices produce the various 
  alchemical substances required for the complex, in 
  exchange for precious silver (See Area 95). As stated in 
  the description these is a small catchment in the north 
  for lava to collect to be used in the experiments, and in 
  the south wall is a disposal chute that allows waste to 
  be dropped into the lava tubes. Anyone or anything that 
  comes into contact (2d6) or immersion (20d6) takes fire 
  damage per contact / round of contact. 
  The layout of the laboratory is a maze, and counts as 
  difficult terrain. Any combat within the room will damage 
  something of the apparatus, each missed attack or Area 
  of Effect ability causing a random effect as detailed in 
  the sidebar (page 64). The location and creatures affected 
  are up to the GM , but generally the closest to where the 
  attack occurred. Clever players might think to target the 
  apparatus to cause these effects, which is as simple as 
  hitting AC 10 and dealing more than 1 hit point as it is 
  all very delicate. After 6 such effects they cease occurring 
  as the apparatus is too damaged to retain pressure or 
  contents.
  If a fight breaks out the apprentices will certainly not 
  initiate breakage of the equipment, but if breakage seems 
  inevitable they will use it to their advantage. Similarly, 
  they have no qualms about using any of the alchemical 
  products being produced here or using a dipper (made 
  of adamantite – worth 100gp) to fling lava from the 
  catchment (improvised weapon, range 10’, dealing 4d6 
  fire damage on contact, and 2d6 fire on the subsequent 
  round) to repel any invaders.   
  The alchemy laboratory is currently producing a number 
  of substances, and has 3 flasks of alchemist's fire, 6 
  vials of acid, 3 packets of flamedust, 4 vials of liquid ice, 
  8 packets of bloodburn and a heatstone (see New Magic 
  Items for statistics).
  Present at any one time here are three of the four 
  apprentices, with the other resting in their quarters – 
  Vortarg (male orc), Rilix (female kobold), Bolnuur (male 
  azer) and Chella (female human) and 75% chance of the 
  Decon Xillril (statistics as Firenewt Chosen of Imix). The 
  apprentices will challenge intruders, but begin politely, 
  thinking them to be Bealazon’s guests/buyers at first, 
  unless the characters have raised an alarm. Guests will 
  be firmly asked to leave, the laboratory being declared 
  “Off Limits” by the “High Alchemist”.
  Combat in here will draw the final apprentice within 1d4 
  rounds and Damien within 3d4 rounds. The apprentices 
  will fight to the death unless ordered not to by Damien, 
  but the Decon will not, going so far as to bargain for his 
  life with the information about his lost staff (Area 67). 
  If Damien is drawn to this section, refer to Confronting 
  Damien (see Area 96).
     
  90) Cold Storage
  This area is supernaturally cold, especially when compared to 
  the rest of the complex. Mist flows forth from a massive iron 
  cauldron sitting in the centre of the room and condensation 
  clings to all everything. Numerous shelves line the walls with 
  a scattering of jugs, jars and clay vessels spread around the 
  
  64
  mostly empty surfaces. A deep stone trough stands against the 
  north wall, filled with a thick red liquid that seems to drain in 
  from a chute above. The coppery scent of blood can be smelled 
  from it.
  The iron cauldron 4 feet across and 4 feet high. It is ¾ 
  filled with a freezing liquid (liquid ice) that gives off the 
  cold chilling the room. It doesn’t freeze buy is bitingly 
  cold, dealing 1d6 cold damage on contact. It is also what 
  keeps the larder (area 56) cool. 
  The trough contains blood (more than 30 gallons of 
  it) which trickles down from the larger above. It is an 
  ingredient in bloodburn. 
  The various jars contain mostly plant or animal matter 
  that needs to be kept chilled, but one pot container 
  holds 17 packets of flamedust, and another contains a 
  strange reddish-brown powder. The powder, dubbed 
  Incendium, is highly unstable in temperatures above 40° 
  Fahrenheit / 5° Celsius. If taken from the room, it will 
  explode in 2d4 minutes (dealing 10d6 fire damage in a 10 
  foot radius). The round before it explodes it will emit a 
  fine stream of smoke, allowing a DC 16 Perception check 
  to see or smell the smoke before detonation, allowing 1 
  round of action.   
  91) Dry Storage
  This walls of this warm and dry room are lined with shelves to 
  a height of 6 feet, with a dizzying array of jars and containers 
  of all shapes and styles. The shelves to the south house 
  exotic alchemical glassware, and there are many gaps in the 
  arrangement.
  In the centre of the room is a broad wooden table, scarred and 
  dented with use. Numerous open jars sit there, in front of a set 
  of scales and weights.
  This is the main storage for the laboratory. It contains dry 
  reagents, and most of the empty containers, utensils and 
  spare glassware needed to manage the lab. There is also 
  a set of ledgers and inventories (written in common) on 
  one shelf, detailing the contents, quantities, values and 
  expected usage and replacement schedules. 
  A detailed search of the room - using the ledgers as 
  guides - can turn up around 2000gp worth or rare and 
  portable herbs, dusts, powders and so forth. In addition 
  there are the following unique items;
  Alchemical Chaos
  Roll 
  (1d10)     Random effect  
  1 
  An acidic compound sprays forth, covering  
   
  all creatures within 5 feet and dealing 4d8 
   
  acid damage (DC 16 Reflex saving throw 
   
  for ½) 
  2 
  A burst pipe jets out a horizontal fan of  
   
  flame acting as a wall of fire 10 feet long,  
   
  that lasts for 4 rounds. Any creature starting  
   
  its turn within 5 feet takes 2d4 fire damage,  
   
  and any creature passing through it takes  
   
  4d8 fire damage.
  3 
  A powerful release of steam causes a 10x10  
   
  scalding fog cloud that lasts for 4 rounds,  
   
  acting as the fog cloud spell and dealing 1d4 
   
  points of fire damage to anyone starting their 
   
  turn in it  
  4 
  Shrapnel (metal, glass) explodes outwards,  
   
  causing 6d6 slashing damage to all 
   
  creatures within 10 feet and generating  
   
  another roll on this table from a random  
   
  point within the area of effect. Creatures can 
   
  make a DC 16 Reflex saving throw for ½  
   
  damage. 
  5 
  A slick, greasy substance gushes onto the  
   
  floor, creating a slick pool 5 feet in radius. 
   
  It acts as a grease spell with a DC 15 for saves.
  6 
  Toxic smoke billows forth requiring all  
   
  creatures within 5 feet to make DC 15 
   
  Fortitude saving throws or suffer 2d6 acid  
   
  damage per round for 1d4 rounds. A successful  
   
  save reduces the damage to only 1 turn of  
   
  exposure.
  7 
  Green Slime spews forth from a containment  
   
  vessel in a 10 foot spray in a random direction  
   
  (roll 1d8 to determine) coating anyone in its  
   
  path. 
  8 
  Dazzling sparks issue forth, requiring all  
   
  adjacent creatures (within 5 of the impact 
   
  point) to make a DC 16 Reflex save  
   
  or gain the blinded condition for 2 turns.
  9 
  A pressurized vessel explodes with a deafening 
   
  concussion. All creatures within 20 feet must 
   
  make DC 16 Fortitude saving throws or take 
   
  4d4 sonic damage and be deafened for 10  
   
  minutes. A successful saving throw negates the 
   
  damage and reduces the deafness to 3 rounds.
   10   
  Cascade! Roll 1d4+1 times on this table, the  
   
  effects going off in random places in the 
   
  room (from origin point roll 1d8 to select  
   
  direction and 1d6 to select distance in squares/5 
   
  foot increments).
  
  65
  • 
  A small rack containing 3 potions of cure serious 
  wounds (3d8+6, CL 6), a potion of invisibility (CL 5), a 
  potion of bull's strength (CL 5), and a potion of resist 
  energy (fire, CL 5).
  • 
  A firebird feather, which with a successful DC 
  18 Knowledge (arcana) check a spellcaster can 
  determine will increase the save DC of any fire based 
  spell by 2 if burned as part of the casting.
  • 
  A withered eyeball about the size of a fist. A 
  successful DC 18 Knowledge (arcana) check reveals 
  it to be the eye of a gazer (a many eyed aberration). 
  Using this as the focus (not consumed) for any spell 
  that allows remote manipulation (mage hand, floating 
  disc, telekinesis etc) increases the strength and/or 
  carrying capacity by 10%.
  • 
  A vial of constantly churning, flowing and color 
  changing semi-liquid (it has the consistency of 
  syrup).  A successful DC 18 Knowledge (arcana) 
  check reveals it to be fluid extracted from a chaos 
  beast. If a portion is drunk (there is enough for 4 
  ‘sips’), and the character makes a successful DC 12 
  Fortitude save (to avoid vomiting it back up), the next 
  spell they cast that alters their physical form (alter 
  self, polymorph, shape change etc) has its maximum 
  duration doubled.   
  92) Apprentice Room - Rilix
  This bedchamber is oddly hot and has a strange mix of 
  sophisticated and barbaric furnishings. On the west side is a 
  study desk and chair, with an oil lamp to provide illumination 
  over a small bookshelf. A few paintings of dragons in flight 
  wall hang on the walls. 
  To the east a pallet of straw and hides has been formed into 
  a nest of sorts, around which are displayed several wooden 
  chests. A glint of gold can be seen in the nest.
  This is the room of Rilix, the kobold apprentice. Rilix 
  favours herself as a dragon, and is appalled at the 
  treatment of the captured silver dragon. Even without 
  Damien’s approval she may assist the characters if 
  they approach her, and eagerly does so with Damien’s 
  consent.
  The desk is of decent quality, as are the books, though 
  they are all rudimentary alchemy texts and not valuable. 
  The paintings are passable quality, worth 10gp each (there 
  are 6). The chests have Rilix’s personal items, clothing 
  and the like, all arranged like treasure, but nothing of 
  real worth. Inside the nest is a scattering of coins (22pp, 
  134gp and 45cp), three semi-precious topaz gems (25gp 
  each), a pearl brooch (40gp), a gold locket (50gp), and a 
  jewelled dagger (100gp). There is also a heatstone.        
  93) Apprentice Room - Bolnuur
  A huge green bonfire burns in a stone firepit in the centre 
  of this spartan space, making it feel more like an oven than 
  a bedchamber. To the east a stone slab serves as a bed, while 
  beaten copper lockers lie at its foot. Other than a huge mural 
  of a phoenix in flight on the west wall the room is otherwise 
  unadorned.
  This is the room of Bolnuur the azer apprentice. The 
  Bonfire has a coal bin at its base, and is fed regularly 
  to keep the area at a temperature Bolnuur appreciates. 
  The copper lockers (three, each worth 30gp) have a set 
  of metalworking tools, a set of paints and several sets of 
  clothes respectively. There are no other items of value 
  here.   
  94) Apprentice Room - Vortarg & Chella
  This chamber is mostly bare, with a large bed and a dressing 
  table against the far wall, with a wardrobe on the south next 
  to a full-length mirror. A few chests lie against the north wall, 
  open and with clothing scattered around them.
  This is the personal room of the apprentices Vortag and 
  Chella, an unusual couple. The wardrobe, dresser and 
  mirror belong to the fastidious male half orc, within 
  immaculately pressed and cleaned clothes, robes and 
  shoes may be found (worth a total of 50gp) as well as 
  several copper and gold pieces of jewelry (rings, earrings, 
  torcs – worth 300gp total) and a collection of brushes and 
  combs.
  The messy chests hold Chella’s clothing and personal 
  items – while some are of reasonable quality nothing is 
  of much worth.     
  95) Damien’s Room
  A large stone desk sits in the centre of this room, a high backed 
  wooden chain behind it. The desk, and numerous side and 
  trestle tables are filled with various papers and books. A small 
  cot is pushed to one side, with a wooden trunk lying nearby.
  This is Damien’s room, which is more of a study and less 
  of a bedroom. The desk is solid stone, weighing in at over 
  a tonne. The books and papers are various research notes 
  
  66
  that Damien is trying to replace after the loss in his tower 
  (Ignorance is Bliss). A detailed search by anyone with 
  proficiency in Knowledge (arcana) will indicate that most 
  of the research here centres on planar rifts, ‘thin spots’ 
  between planes, abjuration of extra planar creatures and 
  ecology and anatomy of extra planar creatures.    
  The cot seems to get regular use, and the trunk contains 
  only clothing. No personal items or items of value can 
  be found here, as Damian has given up on all personal 
  pursuits or attachments to the past to pursue his studies.  
  96) Damien’s Laboratory
  Unless summoned by combat in the main lab, or another 
  obvious source of commotion that requires investigation, 
  Damien will be found here.
  Steam and smoke billows from this small, cramped alchemical 
  laboratory. Tables filled with various glass apparatus line the 
  walls to the north, east and south, with various liquids and 
  concoctions making their way through the dizzying glass 
  maze. Several small braziers burn here, keeping a number of 
  flasks within the process boiling
  The west side of the room is dominated by a huge stack of silver 
  trade bars – thousands of pounds of silver in all. The west wall 
  is covered in silver sigils, as if someone has been practicing 
  warding.
  If Damien is here read the following;
  Damien stands in the room, shirtless in the heat. Green runes 
  pulse on his torso - some form of elaborate spell tattooed into 
  his skin – as he works on some alchemical compound.
  The room has several interesting items of note. The 
  Silver Bars weigh over 4000lbs, and constitute enough 
  silver to cover about half of the walls of Anduria in the 
  protective wards. The silver wards on the walls bear 
  some resemblance to those found in the last adventure, 
  however show signs of being more advanced. The Elder 
  Sign is among them. Finally, the strange green liquid 
  being created as a final product of the apparatus in here 
  has yet to be given a name (though Damien is partial 
  to “Nightmare Slayer”). It is a thick liquid that can be 
  smeared on weapons or surfaces, and is a virulent poison 
  Nightmare Slayer. Type Injury; Save Fortitude DC 
  15, Frequency 1 per round for 4 rounds. Effects 1d2 
  Strength and Dexterity damage. Cure 2 saves; Special 
  Creatures with the aberration type incur a -5 penalty to 
  save against this poison, and ignores poison immunities.
  There is enough for 12 doses currently, and 6 more doses 
  if the current batch is completed. Damien can produce 1 
  dose a day if provided with the ingredients (500gp per 
  dose). The poison must be stored in airtight containers, 
  spoiling after 24 hours exposed to air. Each dose is used 
  after a wounding. 
     
  Confronting Damien
  If Damien is here this will be the moment of showdown – 
  once and for all to either consign him to the villain category 
  or to redeem him to the side of the heroes. Damien is 
  working with the Silversmith, though this is a simple 
  business arrangement. He creates and provides several 
  useful alchemical compounds and minor magics (the 
  liquid ice, bloodburn, hell’s blood and heatstones) in exchange 
  for a huge stockpile of silver and infernal blood (for his 
  poison), and the freedom to pursue his own research. The 
  silver is for the same spell (or one very similar) that the 
  characters have discovered via Rhion Barakar’s influence 
  in the last adventure (Sanitarium). If the characters talk 
  to Damien, or even review his notes (room 95) and the 
  sigils on the walls here, they will recognize this fact. This 
  is intended to ward Anduria. The sticking point is likely 
  to be Damien’s ‘ends justify the means’ attitude and the 
  fact that he is a willing collaborator in the oppression 
  of Silverton to meet his requirements. Again, in this he 
  justifies it as the oppression of a few thousand to save 
  the far larger population of Anduria in the short term, 
  and his growing fears this otherworldly incursion will 
  imperil the whole world drives him on. He sees this as 
  the lesser of two evils. The characters, and certainly the 
  Silverton folk, may not share this viewpoint.
  Damien is growing desperate and tires of the constant 
  interruptions to his work. The characters are either 
  with him or against him – and now is the moment that 
  comes to a head. If the characters insist on obstructing 
  him Damien deems them to be an interference that 
  must be destroyed, and combat to the death ensues. The 
  characters can try to bring Damien around, however, if 
  they agree with his plan but not his methods. He can 
  be convinced to work with them so long as their goals 
  match his, and the outcome will be the same. In this way 
  they can divert him from his current path of actions.
  
  67
  
  68
  The GM is free to let this happen organically through 
  roleplay, or it can be made into a mechanical challenge 
  based on a dice roll. In the latter case, it will be a DC 20 
  Diplomacy check with the following modifiers;  
  • 
  +5 on the roll if they can eloquently describe the 
  threat facing the city in enough detail that conveys 
  they understand the severity (ie potentially reality 
  ending Non-Euclidean threat from another world).
  • 
  +1 if the characters sided with him in the confrontation 
  with Triast in his tower (Ignorance is Bliss)
  • 
  -1 if the characters sided against him in the 
  confrontation with Triast in his tower (Ignorance is 
  Bliss)
  • 
  +1 if the characters are verbally sympathetic with his 
  cause (saving the city of Anduria)
  • 
  +1 if the characters have and are wearing the 
  runestone amulet he created (From the Ashes)
  • 
  +1 if the characters have seen the Keystone in the 
  caves below the manor (From the Ashes)
  • 
  +2 If the characters retrieved his coin from the well at 
  the manor (From the Ashes)
  • 
  -2 If the characters retrieved Alluria’s doll from the 
  fallen tower at the manor (From the Ashes)
  • 
  +1 if the characters tell him they have effectively 
  disbanded the Seekers of Asmodeus (Sanitarium)
  • 
  +1 if the characters indicate they are in the process of 
  gathering silver for a warding spell (Sanitarium)
  Ultimately what Damien believes is that reality itself is 
  under threat, and the loss or subjugation of a few (or 
  few hundred or thousand) lives is an unfortunate but 
  necessary sacrifice to save everyone else. Years of being 
  ignored or dismissed has made him a dichotomous 
  blend of fatalistically resolved but secretly desperate for 
  acceptance and approval. Damien is a brittle individual 
  that can be turned back to reason if he can be convinced 
  that the characters believe the magnitude of the threat 
  and will work with him to combat it. The alternative is 
  Damien is pushed far beyond reason if he perceives they 
  fail to recognize the threat or lack the will or means to act 
  against it.  
  If the characters redeem Damien, he will realize that he is 
  on the verge of losing his humanity to his obsession, and 
  that the characters can act as a ‘moral compass’ of sorts 
  for him. He will share his plans, and agree to assist them 
  in theirs so long as their plans are clear and concise in 
  acting toward saving the city.   
  Development – if the characters reveal to him his 
  daughter still ‘lives’ on as a ghost at his manor he 
  immediately breaks down sobbing, abandons all current 
  activities and makes for Anduria at all speed by using 
  teleport. If on good terms with the characters he implores 
  them to take his research and save the city, and instructs 
  his apprentices to assist them. 
  97) The Silver Smith’s Forge
  The now all too familiar heat blasts out at you as you enter 
  this chamber, an immense natural looking cavern that’s ceiling 
  rises so high it is in shadow despite the ambient illumination 
  provided by both the magma flows and the hellish looking 
  braziers that line the walls. 
  Ahead of you the lava flow splits around a section of the floor, 
  forming a moat around a raised area dominated by a silvery 
  anvil covered in iridescent blue runes. The anvil has silvery 
  roots extending from its base, driving deeply into the rock 
  around it. A long sword lies atop the anvil. 
  Hanging from the ceiling by silver chains is the body of a 
  dragon, its head and wings draping listlessly downwards 
  toward the forge below. Its scales are pale white - a sickly color 
  - as if all the pigment has been leeched from them. There is 
  something very wrong about the scene which more than the 
  mere slaughter and butchery, a disgust that strikes at your 
  very soul, as if something beautiful has been forever sullied.
  Struggling with this sight, you barely notice a nightmare 
  creature shifting at the rear of the cavern. Fully ten feet tall, 
  this demonic looking humanoid ripples with muscles under a 
  vaguely female form. In one hand it grasps a huge hammer, 
  and in the other trails a silvery net. It rises from a huge 
  silver throne, descending stone stairs toward you, bat wings 
  unfurling from behind and a contemptuous expression on its 
  face.
  “You dare interrupt my sacred work?!!” she sneers in a voice 
  like snapping bones, sharp and menacing. “You are arrogant 
  indeed to waste my time, but I do so love testing my creations 
  when the opportunity presents itself. My latest blade is my 
  finest, pure dragonsilver forged in exquisite agony and 
  tempered in sweet regret. It is a work of art, wouldn’t you 
  agree?”           
  The Silversmith is a unique devil whose purpose is to 
  forge weapons for the Bloodwar - an eternal struggle 
  
  69
  What Damien Knows
  The last time the characters saw Damien he was trying to justify 
  his action during the events of Ignorance is Bliss – the theft of 
  the memories of various members of the Explorer’s Guild. He 
  then disappeared, urging them to seek out his history in order to 
  understand his motivations.
  Now suitably informed, he feels the time is right to plead his case. 
  Either the characters will stand with him, knowing the horrors the 
  city faces, or they with side against him. In the latter case they are 
  hopelessly lost in his mind. 
  With the chance to coherently talk to Damien they can find out 
  what he knows.
  Damien knows that powerful but corrupt objects are accumulating 
  in the city. Aside from the Keystone (in his manor), the Crystal 
  Needle (originally in the hands of the Seekers) and the Ring 
  (originally in the characters hands), he believes there is one more 
  unidentified Artifact in the Vault, but he can’t prove it yet (he 
  suspects because of the ‘feel’ of the objects).
  He knows that they are part of a Machine that resides under 
  Anduria. He doesn’t know its purpose, but suspects its a ‘reality 
  engine’ – a powerful magical artefact that can bend reality. He 
  doesn’t know who built it or why, only that it has great potential for 
  harm. He has explored parts of the Machine tunnels and seen the 
  chamber at the centre of the city  although he cannot yet breach it 
  due to the powerful sonic aura it radiates. He has seen the obsidian 
  pillar at the centre. He has also seen the infernal ‘additions’ to the 
  Machine, which fuels his suspicion of Aether’s deal (see below)
  He has NOT seen the Wells (Under Anduria side trek), not having 
  bothered to explore outwards. He assumes the Machine stops at 
  the walls, hence the perfectly circular city.  
  He suspects that the objects are corrupted as a result of improper 
  use, and not functioning correctly from their original purpose. 
  Damien even suspects that they have been warped physically – he 
  believes the Keystone and the Ring used to look different than they 
  do now. 
  With the Seekers collecting the objects, he senses a connection to 
  the lost god Aether, also called the Mad God. He suspects that this 
  is not a coincidence. Damien believes the Machine and the Mad 
  God are connected. His theory is that whatever the Mad God did, 
  it broke the Machine, corrupted the parts, and resulted in the god’s 
  death. Why Azmodeus believes he is entitled to Aether’s soul is 
  not known, but Damien suspects Aether bargained with the arch 
  devil to get the Machine to function (the infernal outfitting of the 
  Machine), and that this was possibly to bypass missing parts.
  He suspects the attempted use caused the god’s death, corrupted 
  the Machine and its parts, and set off a chain of destruction in the 
  city three hundred years ago (where most of the histories stop).
  The reappearance of the parts is too coincidental to be chance, and 
  he believes there is a concerted effort to reassemble the corrupt 
  Machine, though he is not sure exactly by whom, or to what 
  purpose. Damien also believes the rising madness and appearance 
  of otherworldly creatures is connected. He doesn’t know much 
  about the creatures except they are not infernal.
  In his searches Damien has determined that the Guilds are either 
  dupes, pawns, clueless or actual conspirators in the plot. He tried 
  many times to get them to see the danger, and was dismissed and 
  rebuffed every time. 
  Damien began targeting the Explorers because they seemed to 
  have the most likely source of information – being in contact with 
  the unearthed Machine parts and having a mandate to uncover 
  lost items, information and history. The Seekers were a poor target 
  for information because they were hierarchically ignorant and 
  so zealously focused on their goal they were missing the bigger 
  picture.  What he discovered is that a disproportionate number 
  of Explorers were going mad, and so he targeted them with his 
  memory extraction creature (he is apologetic about the harshness of 
  the method, but not too much after what he found). He discovered 
  that they served a creature called the Echo of Faith, and that many 
  of their duties included restoring the Machine and uncovering the 
  artifacts. Damien doesn’t know if they are plants in the Explorer’s 
  Guild or under direction from it. Similarly, he doesn’t know if Eiria 
  is a dupe or a co-conspirator. What he does know is that the Echo 
  of Faith is an incorporeal creature of some kind. 
  In any case, the Echo seeks to reassemble the Machine, and this 
  can only be bad for the city and its people – regardless of its actual 
  specific motivation. Damien’s goal is to thwart this by any means 
  necessary. His current plan is to protect the city with his warding 
  runes spell. For this he needs silver, hence his service here – trade 
  for silver stocks. He also knows the spell will need powering, and if 
  it is souls a lot of people will die – maybe upward of 20,000 – but it 
  will save the city and the rest of the population (of 200,000). 
  As to the Silversmith - she seems to be a devil bent on collecting 
  silver to create weapons for the Bloodwar (an eternal lower planar 
  conflict) – as silver bypasses abyssal resistance and therefore 
  makes powerful weapons. As far as Damien can tell she moves 
  around from location to location, conquering and stripping mines 
  clean before moving on. He believes if the townsfolk can outlast 
  the occupation the Silversmith and her forces will move on and 
  leave them. He isn’t happy about the situation, but he saw a way 
  to exploit it – silver linings and all that. Damien did not consider 
  trying to fight the Silversmith – he is a scholar who is cursed (or 
  gifted) with fire – something she is very much immune to. 
  Damien does find it suspicious that the Silversmith is here at the 
  same time that the world requires silver for the protection spell – 
  and again, it seems to convenient for coincidence. He believes the 
  Echo has a hand in this, trying to thwart his plan.     
  
  70
  between demons and devils. Silver, as pure a substance 
  as there is, can be deadly to many fiends. The Silversmith 
  seeks to create not only strong weapons in bulk, but 
  perfect the greatest weapons with which to turn the 
  stalemate to the advantage of hell. Lured here by the Echo 
  to take advantage of the natural abundance of silver, the 
  discovery of the dragons was an unexpected opportunity. 
  The dead dragon is all that remains of the abducted silver 
  - the creature's natural silver content leached out through 
  unspeakable diabolic rituals involving dark magic and 
  torture. The result left the Silversmith with enough silver 
  to forge a unique sword, partially imprinted with the 
  dragon’s personality while its soul is consigned to the 
  hells for eternity.  
  Despite her assertions that the characters are wasting her 
  time, the Silvermith is secretly pleased at their intrusion, 
  and will happily discuss her ‘art’, the occupation and 
  subjugation of Silverton and its inhabitants of ‘lesser 
  races’, and her plans to expand across the mortal realm 
  (the last is something of a lie, though she plans to stay and 
  collect more silver for weapons). In truth she hopes to 
  goad these ‘emotional’ mortals into taking up the sword 
  on the anvil and using it. The investiture of a sliver of 
  the dragon’s personality was accidental, and she’s wary 
  that such a powerful mind might overwhelm a wielder, 
  or at least cause unexpected complications. She’d rather 
  not test this herself, and weak willed mortals make great 
  first test subjects. The Silversmith plans to work up to 
  more powerful minds. She is not afraid of the characters, 
  having never been seriously challenged in her eons of 
  existence. Her greatest fear is that they will attack her 
  without using the sword, and she’ll slaughter them 
  without seeing the weapon in action. Of course, that will 
  just be a pleasant distraction and she can run tests later.     
  The Silversmith – Hp - 172
  Once the Silversmith is defeated, move onto the 
  Conclusion.
  The sword is a unique weapon crafted in the worst of 
  circumstances, but could still be a force for good in the 
  world. Its name is Silver Sorrow and it is semi-sentient, 
  able to convey feelings through a morose empathy (see 
  New Magic Items).
  The anvil is a dwarven artifact known as the Anvil of 
  Kings or The World Anvil, and is sacred to dwarvenkind 
  everywhere (see New Magic Items). Possessing this 
  item will get the characters slaughtered by any dwarves 
  that see them with it (considering any who have it to 
  be blasphemers and thieves of the highest order - even 
  being a dwarf won’t save a person unless they are also 
  noble and have valid - or at least arguable – claim to it), 
  but returning it to a ruling clan (such as might be found 
  in the nearby settlement of Thun Geldir) will earn them 
  everlasting gratitude. Any dwarven character, any of the 
  few remaining dwarves in Silverton, or any dwarves in 
  Anduria (including Thorgrim) can easily identify this 
  artifact as it’s likeness and legend are burned deeply into 
  dwarven culture. All other characters can recognize it 
  with a successful DC 18 Knowledge (history or arcana) 
  check. Characters that have played through Adventure 
  4 - Ignorance is Bliss might recognize it from the tapestry 
  hung in Damien’s tower.   
  The silver throne is a solid silver chair, high backed and 
  intricately shaped and etched with eye bending designs 
  and diabolic iconography. While it might be pleasant 
  for a devil to look at, mortals are uncomfortable in its 
  presence in a way they can’t quite describe. This is the 
  taint of hell, and nothing can change this aura of unease 
  it seems to radiate. It weighs over a 5000lbs, and has a GP 
  value of 10,000gp in raw silver, though it may need to be 
  broken or melted down. The silver technically belongs to 
  Silverton.
  Standing next to the throne is an iron stand that holds 
  Silvira Captured
  If Silvira was captured in Chapter 2 she is 
  here, bound and ready for the Silversmith 
  to extract her silver for the next experiment.
  Read or paraphrase the following;
  Next to the pale dragon corpse a second 
  dragon hangs, cocooned in a silvery 
  net. The dragon is listless, but twitches 
  occasionally.
  
  71
  a highly polished silver shield. Though mundane, the 
  Echo has been using it as a surface in which to talk to 
  the Silversmith, using the smith’s affinity with silver to 
  her advantage, claiming to be a fiendish spirit of craft, 
  and dispensing advice and information. It was through 
  this she led the Silversmith to Silverton. The mutually 
  beneficial arrangement gave the Silversmith a huge 
  supply of raw material, while the Echo was able to 
  strangle the supply in Anduria, limiting materials for 
  wards against her plans.   
  When 
  the 
  characters 
  approach the throne for the 
  first time, the Echo appears in 
  the silver shield, the characters 
  interferences finally enough 
  to raise her anger to the 
  point of confrontation.
  A shadow moves 
  across 
  the 
  surface of the 
  polished 
  shield, 
  and 
  resolves 
  itself 
  into 
  the 
  wispy, 
  ghostlike 
  shape 
  of an old woman, her 
  wizened, almost skeletal 
  face twisted in hatred. 
  Her hissing voice 
  is like dead leaves 
  crackling underfoot. 
  “Enjoy your victory 
  worms!” she spits 
  “It will avail you 
  nothing in the end. 
  Three hundred years 
  of planning will not 
  be cast down by the 
  actions of a few 
  fools. You’ll die for 
  your blasphemy, 
  screaming 
  in 
  agony like the rest 
  of the filth that 
  are undeserving 
  of 
  my 
  lord’s 
  divine plans”   
  With a final curse she is gone, leaving only silence.
  At this point it is unlikely the characters have any 
  significant clue who the Echo is, though they might have 
  heard a few snippets about her and be able to put a few 
  theories together. More likely they will be baffled as to 
  the identity of the ghostly old woman and why she hates 
  them. Either is fine. The characters have finally incensed 
  the Echo enough to reveal herself briefly. She is shallow 
  enough that threatening the characters makes her feel 
  better for a time, despite the setback here. From an 
  adventure perspective this foreshadows later events and 
  allows the characters to recognize her in these events.  
    
  98) Gate to Hell 
  A huge stone ring stands on its side 
  here, fully 30 feet in diameter, with 
  silver runes are carved into its 
  circumference. Wheel and drag 
  marks mar the stone leading 
  up to it, ending abruptly 
  before passing through.
  This is a gate to 
  Avernus, the first 
  layer of the Nine 
  Hells. Activating it 
  requires a certain 
  knowledge 
  of 
  i n t e r - p l a n a r 
  gates (DC 18 
  K n o w l e d g e 
  (arcana) check) 
  and the casting of an 
  instant transportation 
  spell of 4th level or 
  higher 
  (dimension 
  door, 
  teleport, 
  gate 
  etc.) to trigger the 
  opening. 
  Once 
  triggered, the gate 
  creates 
  a 
  two-way 
  portal 
  to 
  Avernus 
  that lasts for 1 minute. 
  Further spells like to 
  the above can be cast 
  to maintain the gate, 
  each 
  adding 
  another 
  minute to the duration. 
  
  72
  The portal is a clear ‘window’ and the fiery, rocky planes 
  of Avernus can be seen through it, as can numerous 
  infernal creatures. A similar ring exists in Avernus at the 
  ‘other end’, and creatures on the other side can see into 
  the cavern, and cross over if they so choose. The Avernus 
  gate is activated the same way as this one. 
  The Silversmith used the gate to ship the weapons back 
  to Hell for use in the blood war. The area on the other side 
  is a supply depot, from which catalogue and distribution 
  of the shipments occur. The devils on the other side (5 
  bearded devils) are not alarmed by the portal's activation, 
  but do become suspicious when a load of weapons is not 
  transported through. They also scrutinise the characters, 
  as generally the Silversmith operates the gate. Unless 
  the characters cross over, the devils do nothing, though 
  they do send for a superior. Subsequent openings of the 
  gate show more devils amassing in defensive positions (2 
  more bearded devils arrive every minute, to a maximum 
  of 20). If the gate is opened 5 times, or kept open for 5 
  minutes the devil commander (a chain devil) sends 
  through a scout party of 4 bearded devils to investigate, 
  and reopens the portal in 5 minutes to receive a report.
  Unless the characters (or players) are exceptionally 
  foolish, they should recognize the danger of flirting with 
  a gate to hell and resist the urge to step through and or 
  arouse the suspicion or ire of those on the other side. 
  Crossing to Avernus is not covered in this adventure, 
  but is dealt with in the side trek Lost Souls in Campaign 
  Guide 2.     
       
  
  73
  Conclusion
  As a sandbox there are several elements that may bring 
  about or impact on the conclusion of the adventure.
  Slaying the Silversmith 
  With the death of the Smith, all the cohesion and drive of 
  the occupying forces evaporates. The various humanoid 
  groups begin to withdraw or try to fortify various areas 
  of the town, and the upper hierarchy of the citadel retreat 
  to contemplate their next actions, but most certainly flee 
  the citadel within a day or in the face of any organized 
  resistance.
  Recovery of Silverton
  Once the occupiers are sufficiently reduced in numbers 
  and organization, the population of Silverton stage a coup 
  (with or without the characters) and free the remaining 
  prisoners and throw off the shackles of oppression. The 
  town and citizens are in a poor state, but the hardy folk of 
  the mountains are no strangers to adversity, and almost 
  immediately begin to recover and rebuild. Silverton will 
  be a shadow of its former self for many seasons, however 
  it eventually rebounds stronger than before, complete 
  with new defences and a new citadel.  
  Assuming the characters assisted in any recognizable 
  way, the town leaders (those who survive) treat them as 
  allies and saviours.
  The Silver
  The silver the characters were sent to retrieve belongs 
  to Silverton, so they can’t just take it. They will have to 
  negotiate, or have someone negotiate on behalf of the 
  city. However, as Silverton is suffering hardship in the 
  wake of the occupation and has the excess stockpiles at 
  hand, obtaining the needed silver for food, raw materials 
  and manpower can be achieved relatively easily over a 
  few days of talks. 
  The Dragons
  With the death of her mate, and the revelation of his 
  soul being consigned to Hell, Silvira will be heartbroken. 
  She recognizes that Silver Sorrow holds a portion of her 
  mate’s soul, but cannot bear to be around it. The dragon 
  will request the characters take the weapon with them. 
  If they seem amenable, Silvira will request they delve 
  into the Nine Hells to try to retrieve her mate's soul, but 
  is understanding if they do not wish to take the risk (it 
  is the Nine Hells after all). She isn’t willing to go as a 
  silver dragon would draw devils like flies to honey, and 
  she respects any creature’s decision not to undertake a 
  perilous quest. 
  Silvira awards each of the characters a choice of magic 
  item (or rare quality or lower) if they learned the fate of 
  her mate and slew the Silversmith. 
  If the characters are willing to travel to hell for her, this 
  is covered in the Side Trek “Lost Souls” in Campaign 
  Guide 2.      
  Damien
  Redemption may be a possibility, but the Silverton folk 
  only see him as an oppressor at worst, or collaborator at 
  best. Openly working with Damien will strain relations 
  with the town. Similarly, he is still a wanted criminal 
  in Anduria, and if the characters are working with the 
  Watch there is a tacit obligation to turn him in. 
  Conversely, driving him off will only create a greater 
  wildcard in the battles ahead. Damien and the characters 
  have similar goals, but now if they get in his way he will 
  not protect them. They have cost him a lot here, even if 
  the final result (getting the silver for the wards) is the 
  same. 
  If the characters do seek to ally with Damien, he will 
  suggest a clandestine arrangement where he assists them 
  in secret, hiding in the city (perhaps at his old mansion) 
  and contacting in only the most dire of circumstances.   
  There is also the matter of Damien's daughter. If the 
  characters disclose that his daughter remains as a 
  ghost at his manor (or he discovers it for himself upon 
  returning), he abandons all other activities to spend 
  time with her (at least for a while). Anyone seeking to 
  stop this incurs his full and unrestrained wrath. During 
  this period he will be an entirely unhelpful ally and an 
  implacable foe if disturbed. Eventually this contact spurs 
  him into redoubling his efforts to save Anduria (and 
  freeing Aluria, who is bound to the Keystone), joining 
  the characters if they have redeemed him or going his 
  own way if not. 
  
  74
  The Anvil of Kings
  The Anvil is a particularly potent item that characters may 
  wish to claim for themselves and keep secreted away. In 
  truth it is likely to cause little but grief. Aside from the 
  issues with any and all dwarves who see it, is unique 
  powers of earthshaping will serve as a flag to identify its 
  use and draw dwarven crusaders in droves to reclaim it. 
  Indeed all the dwarves in Silverton already suspect it is 
  the cause of the great shifts to the town, and rumor will 
  spread if the anvil doesn’t show up, regardless of what 
  counter stories the characters seek to use to justify the 
  miraculous earthshaping around the town. 
  Once the town is liberated a senior dwarven smith – 
  Belvor Shatterstone (cousin to Thorgrim) approaches 
  them with any remaining representatives to the town 
  council – asking for its return to the dwarves of Thun 
  Geldir.
  Additionally, the Anvil cannot shape any of the City of 
  Anduria that falls within the walls. The Machine maintains 
  the integrity of the city from magical manipulation short 
  of deific interference. While characters can use it outside 
  the walls or in the surrounding areas, any such activity 
  immediately brings investigations from the city, in 
  particular the Guild of Balance, which sends assassins to 
  rectify the ‘imbalance’ created by ill-advised use of the 
  anvil.  
  Even if the characters limit their use to lesser powers, the 
  owner will begin to be overtaken by the urge to craft, 
  and eventually give up adventuring for good. If they 
  choose not to use but merely secure the item, let them. 
  Ultimately, they lose the opportunity to create an alliance 
  with the dwarves of Thun Geldir, and make resisting the 
  R’lyeh incursion in Adventure 7 – Doors Best Left Closed 
  that much more difficult. 
  Should the characters willingly return the Anvil they 
  are named 'Dwarf-friends' by the rulers of Thun Geldir, 
  considered honoured guests and allies, and a granted the 
  use of a boon to be decided later. The boon is tantamount 
  to a favour owed, and cannot be bartered for material 
  wealth (which is also seen as a high insult). Thorgrim 
  or Belvor is appointed as their contact to Thun Geldir in 
  Anduria, as the Shatterstone clan are more highly placed 
  than Thorgrim chose to let on. 
  If using an optional Reputation system, returning the 
  Anvil should see an immediate level or rank increase, 
  while withholding it should equate to an equal loss in 
  reputation.  
  Returning to Anduria
  In returning to Anduria, there are several more elements 
  to tie up.
  Guildmaster Wingate and the Council
  Returning to the City under conditions that either allow 
  the acquisition of silver or shed light on the reason for its 
  unavailability, they have met their mission requirements 
  and will be paid accordingly. 
  If the characters have freed the town and/or negotiated 
  on Anduria's behalf the council assign diplomats and 
  logisticians to oversee the arrangements from here out. 
  Similarly, opening relations with the dwarves of Thun 
  Geldir through their actions is viewed favorably and 
  these diplomatic opportunities are explored as well. 
  If the characters left Silverton with the Silversmith still 
  in power, Guildmaster Wingate is less pleased, and 
  begins to work on the council to either diplomatically 
  or militarily intervene. Any intelligence the characters 
  provide (such as forces distribution or the presence of the 
  Anvil of Kings) helps shape the strategy. The Silversmith 
  does not give up the town or the needed silver easily, 
  and  whatever course of action the Council takes requires 
  months to acquire the necessary silver - time in which the  
  madness, monsters and civil unrest grow steadily worse. 
  If using an optional Reputation system the characters 
  should suffer a loss of a level or the like as the general 
  populous begin to lose faith in both them and the council.
  If the Trade Guild interference in Silverton is exposed, 
  Merchant Prince Veranion suffers embarrassment and 
  loss of face, but claims that his representatives deviated 
  from their mandate and instructions, and were not acting 
  in accordance with his wishes. He vows that he will 
  undertake an internal investigation to root out partisan 
  factions in the guild. The characters have earned a 
  powerful political enemy as well. Such is politics. 
  If the characters bring forth accusations of collusion with 
  the Echo - either against the Guilds or Guildmasters 
  - based on Damien's suspicions Wingate listens, and 
  considers what they have to say, but is going to want 
  
  75
  to know the source of this information, which may put 
  the characters in a difficult position. Damien is still a 
  wanted criminal, and not considered to be either reliable 
  or particularly stable. Wingate will note the characters 
  suspicions and reasoning, but is unlikely to take action at 
  this time unless overwhelming evidence can be provided.
  Eiria and the Echo
  Despite Eiria's misgivings about the characters becoming 
  involved, she is pleased that they have returned. Though 
  she won't seek them out personally, she will meet with 
  them if they seek her out, assuming they have an amicable 
  relationship. She remains suspicious of Wingate's 
  motives, but cant fault the results if the characters are 
  successful in Silverton. 
  If confronted with Damien's theories or accusations of 
  being a dupe, pawn, or complicit in the Echo's plans 
  she is genuinely bemused. Remember that Eria has no 
  knowledge of the Echo's presence or activities. Any 
  questioning, magical or mundane, will reveal that she 
  is genuine when she denies involvement or knowledge. 
  She is inclined to take what the characters say about 
  their personal experiences with the Echo at face value, 
  though she is dubious about anything they reveal as 
  Damien's  information. That said, if it is addressed Eiria 
  is grateful that the characters brought to her the reasons 
  behind Damien's attacks on her guild (Ignorance is Bliss) 
  while at the same time denouncing them as misguided 
  and urging characters who are allied with him to turn 
  him over to the authorities. Given their service to the city 
  she will not press this further, but she may reveal their 
  alliance to Wingate if she believes the characters have 
  withheld this.  
  If the GM wants to use this opportunity to reinforce the 
  connection between Eiria and the Echo at this point, 
  they can optionally have anyone with a high perception 
  (base Perception skill of +10 or more) catch a momentary 
  glimpse of the glowering face of the Echo in a reflective 
  surface. If will vanish before anyone else sees it. They are 
  left with the impression the Echo stares at both them and 
  Eiria with malevolence - reinforcing the idea that both 
  they and Eiria might be targets for the creature. This is 
  optional and should be used only if the GM considers 
  this right for their group.   
        
  The Wards and the Silver
  Once the silver is acquired, Wingate directs his arcane 
  specialists and researchers to begin the warding process. 
  If any characters were involved in the initial research, 
  they are invited to return and assist. Unless the characters 
  have conveyed it, the Wingate and the council are still 
  unaware of the terrible price in life energy the wards will 
  exact. 
  If the characters do not make the council aware of this, 
  when the wards are completed 10% of the population 
  of Anduria randomly die instantly, much to the horror 
  of everyone. Wingate immediately resigns his position, 
  and is arrested and tried for his negligence. The arcane 
  specialists, the characters and anyone else involved is 
  immediately questioned and investigated by the Watch. 
  Anyone found to be withholding important information 
  is prosecuted as accessory to mass murder. Of more 
  concern, the Guild of Balance conducts their own 
  clandestine investigation, meting out swift execution 
  to those who escape the official proceedings. The GM 
  will need to judge how to handle this in their campaign, 
  particularly with regards to the fate of the characters. 
  At the very least, it is recommended that callously, 
  knowingly allowing so many to die should have each 
  character have a chance (10%) of being among the dead, 
  and that one or more important (but not pivotal) NPCs 
  also perish due to their inaction. If they have families, 
  they should suffer loss as well. The GM should use every 
  avenue to drive home the consequences of their choice.
  If the characters do make the council aware of the 
  energy requirements, a week passes as the council 
  searches for alternate energy sources and debates the 
  moral implications. It is hopefully at this time that the 
  characters should come forward with the knowledge of 
  the Machine Reservoirs deep under the guard bastions 
  (from the side trek Under Eternity in the Campaign 
  Guide). If the characters never discovered them, or fail to 
  disclose this information, they are not used, and instead 
  all the moral wrangling splits the council, but eventually 
  it is decided to tap any and all magical sources they can 
  scrounge (existing wards on the Vault, miscellaneous 
  magical items and locations that can be tied to the spell 
  and the like). Still short of the power requirements, the 
  majority of the council vote to use the inmates of Titan's 
  Grasp, and the wretched of Pilgrimage to complete the 
  wards. Eiria and Wingate both quit the council in protest, 
  and are placed under house arrest to avoid creating a 
  
  76
  general panic before the completion.    
  The wards take several weeks to inscribe on the inner 
  surface of the walls, using teams or artisans under the 
  direction of specialists and under heavy guard from both 
  the Watch and the Guard. Where the walls are missing 
  around the Docks, the wards are inscribed on the streets 
  and buildings instead. The inscriptions are kept lit 
  and guarded day and night. A few incidents of crazed 
  individuals attacking, defacing or disrupting occur as 
  the Echo attempts to use her broken and ill-suited slaves 
  to halt the process, however these actions do not overly 
  impede the progress. 
  Conditions in the city steadily worsen, and both monster 
  sightings and attacks (particularly from black many 
  tentacled creatures and seemingly crazed psychic mote 
  swarms) become common. Various forms of madness 
  become evident in the populous, and with the health 
  facilities completely overwhelmed. Many individuals 
  are forced to try to manage their or their loved ones 
  conditions personally, resulting in injury, death and 
  random violence as a daily occurrence. Mobs gather 
  outside the Council Chambers, Watch Tower and even 
  the characters residences if they are well known enough, 
  as the people beg, cajole and demand help. The Council 
  dispatches watch units with criers to spread the word 
  that the wards, once complete, will alleviate the city's 
  suffering. For weeks the population's morale runs the 
  knife edge of hope and despair.   
  Eventually the wards are complete and are powered one 
  way or another - see above - to the relief or horror of the 
  citizens.
  As the last of the wards are complete there is a blinding flash 
  of silver as they activate, bathing the entire city in argent 
  illumination. Slowly the light dims to a soft glow, casting only 
  barely visible radiance around the hundred foot high pattern of 
  arcane runes now visible from every part of the city. 
  More pronounced than the physical effects are the psychological 
  effects. The palpable tension that filled the city is gone, a 
  strange psychic silence where a ...presence... had been before. 
  So subtle that you had not even realized it until it was gone, 
  you now recognize something malevolent and ancient had 
  hung over Anduria like a fog of madness. Its absence is like a 
  crushing weight lifted, and you feel almost giddy with relief. 
  You look around and see it on the faces of those near you. Hope 
  has returned to the city.            
  If the wards were powered by human sacrifice add the 
  following;
  The silence lasts a mere handful of heartbeats before it is broken 
  by a far off cry, a long mournful wail of loss. Other voices blend 
  with the first until the city itself shakes with the heartbreak of 
  its citizens. Anduria is protected, but the cost is unbearably 
  high. 
  The state of the city is now determined by the method 
  of its protection. If the wards were activated using the 
  power of the reservoirs - which are drained to near dry 
  -  the population is buoyed by this victory against the 
  encroaching darkness, the confidence in its heroes and 
  leadership sours and hope returns to the city.
  If, however, either random citizens or the prisoners 
  (some, not all. More on that in Adventure 6 - World In 
  Shadow) and slum dwellers must be sacrificed to erect 
  the wards the populous are horrified, disheartened and 
  heartbroken. Confidence in the heroes and leaders is 
  shattered, with the consensus among the citizens being 
  that of betrayal. Morale is at an all-time low, despite the 
  protection from the otherworldly influences. The city is 
  thrown into turmoil as vast numbers of the people riot 
  and rage. Days of destruction and violence ensue, causing 
  both the Watch and the Guard to enforce a declaration of 
  martial law and put down the mobs with force. Many are 
  injured, both rioters and innocents alike before the unrest 
  is quelled. Dozens of buildings are burned, and several 
  ships sunk. Eventually order is restored, but the city 
  becomes a dark parody of Silverton, with the population 
  oppressed by its own authorities.      
  Regardless of either outcome, once the wards are 
  powered the city is protected from the creeping influence 
  of R'lyeh. Creatures no longer slip through the gaps in 
  the planes to infest the city with those already there 
  becoming much less active. Instances of madness lessen 
  or are completely cured, and the agitated psychic motes 
  settle into a more dormant state. Regardless of the moral 
  state of the people, the city is safe, for now at least.   
   
  
  77
  New Magic Items 
  The Anvil of Kings (the World Anvil) (major artefact)
  Aura  strong transmutation;   CL 20th
  Slot  - ; Weight 200lbs
  DESCRIPTION
  The Anvil of Kings is a large mithral anvil measuring 
  3 feet long (from tip to back), 1 foot wide (at its widest 
  point) and 2 feet tall. Its sides are etched with dwarven 
  runes of creation and strength, which glow with an inner 
  blue fire.
   
  When commanded to ‘take root’, mithral roots 
  extend from its lower section to embed themselves in 
  any material or object the anvil is on, and through into 
  the earth below. When the mithral roots are extended, 
  blazing blue roots extend from the etched runes deeper 
  own the sides of the anvil. 
  • 
  This anvil grants a +10 sacred 
  bonus to all Craft skills that 
  require the use of an anvil. 
  • 
  Items take half as long to craft as 
  they normally would. 
  • 
  The anvil generates its own heat, 
  and can duplicate the effects 
  of a full forge at the owner’s 
  discretion.  
  • 
  All items successfully crafted are 
  light, strong and aesthetically 
  pleasing to behold (aesthetics 
  are to the creator’s values). 
  Items are always masterwork 
  quality. If the crafter fails to 
  achieve the required skill DC 
  to craft a masterwork item of 
  the type, the material used is 
  destroyed instead.  
  • 
  When crafting using the anvil, there is a small 
  chance (1 in 20) that a successfully created item 
  is extraordinary in some way, the anvil infusing it 
  with magical energy. The created item is equivalent 
  to a common or uncommon magic item, gaining a 
  magical +1 (or equivalent of a +1 ability if such a 
  property is not appropriate. The GM determines the 
  magical ability for it).
  • 
  The Anvil’s properties that assist metal shaping are 
  also useful for destroying objects. Any object placed 
  on the anvil and struck with the intent of breaking 
  or reshaping take twice as much damage, and any 
  Hardness is ignored. This property only affects items 
  of lower quality than the Anvil (ie the Anvil cannot 
  be invoked to cause extra damage to an Artifact item 
  placed upon it). 
  • 
  The Anvil can be commanded to anchor itself into 
  the very earth of where it is placed. Silvery mithral 
  roots delve deep into the earth, spreading out over 50 
  feet in every direction. The Anvil becomes immobile 
  and immovable by any force short of anything that 
  possesses the strength to tear the root system from 
  the earth intact (such as the Tarrasque). While 
  embedded the Anvil draws upon the elemental 
  powers of earth and fire. Any non-magical weapons 
  touched to the anvil gain the flaming property and 
  are treated as adamantine for 1d4 hours afterward, 
  while non-magical armor so touched confers resist fire 
  10 and gains the adamantine property for 1d4 hours 
  afterward. While there is no limit to the number of 
  items that can be imbued, each item can only ever 
  be imbued in this way once. If the 
  same item is ever touched to the 
  anvil again it instantly crumbles to 
  dust. Magic items cannot be imbued 
  in this way.  
  • 
  While 
  rooted 
  (see 
  above) 
  the elemental properties can be 
  harnessed in the creation of magical 
  items. It does not confer the ability 
  to create magic items in the owner 
  does not have it, however. Any 
  magical items crafted upon it – 
  assuming the crafter meets any 
  other crafting requirements – that 
  draw upon the elements of Earth 
  or Fire (either thematically, or as 
  requirements – such as flametongue 
  weapons, staves of fire etc) have 
  their costs reduced by 10%.
  • 
  While rooted (see above) the Anvil gives the owner 
  the ability to shape the very earth around the artifact. 
  The GM has final discretion on exactly how much 
  and in what way the earth can be affected, but 
  typically this might include reshaping chambers or 
  caverns, creating rock pillars, tunnels, crevasses etc. 
  This is a slow process, affecting no more than 100 cu. 
  ft. per hour, and is limited to within 1 mile of the 
  Anvil itself. Changes are permanent, and incautious 
  use may have lasting detrimental effects on the local 
  area at the GMs discretion. The owner is in no way 
  protected from the changes wrought if they place 
  themselves in peril.  
  
  78
  CURSE
  The attuned owner becomes more influenced by the 
  artifact the longer they remain attuned to it. The Anvil 
  of Kings is a dwarven relic, forged in antiquity and is 
  infused with the essence of that race.
   
  After one week of use the owner moves one 
  step toward Lawful on the Lawful-Neutral-Chaos scale, 
  and one week later moves another step (if they started 
  as Chaotic). This perspective shift is temporary at first 
  (and is reversible by atonement if the owner relinquishes 
  ownership), but each week after becoming Lawful the 
  owner must make a Will saving throw to avoid the 
  change being permanent. The save DC begins at DC 10, 
  however increases by 1 after each week in possession 
  (maximum DC 40).
   
  In addition, the owner begins to become obsessed 
  with crafting to the exclusion of all else. At first it is 
  merely an interest, followed by a desire, but eventually it 
  becomes an all-consuming passion. After possessing the 
  anvil for a month, the owner must make a Will saving 
  throw each week, beginning at DC 10 and increasing by 
  1 each week (maximum DC 40). Failure indicates that 
  the owner eschews all other activities that week that 
  are not related to the advancement of their craft. They 
  will eat, sleep and pursue activities for survival, but all 
  waking hours are dedicated to crafting or crafting related 
  activities. A successful saving throw means that they can 
  pursue other activities that week.     
  DESTRUCTION
  The Anvil of Kings must be bathed in the blood of a 
  current reigning dwarven monarch, then be used to 
  destroy 100 metallic objects (armor, weapons) within 1 
  hour. On the last blow, the anvil is sundered.
  Note - The Anvil of Kings as written is not capable of 
  the sweeping and rapid changes that affected Silverton 
  in the module. This discrepancy can be attributed to the 
  nature and time the Silversmith was in possession of 
  the Anvil. Ultimately her fiendish nature and immortal 
  lifespan allowed her greater mastery over the Anvil than 
  a mortal can achieve. 
  Eye of Imix (minor artefact)
  Aura moderate evocation and necromancy; CL 12th
  Slot -; Weight lb
  DESCRIPTION
  The Eye of Imix is a tiny orange gem that is hot to the 
  touch, no matter what material is placed between flesh 
  and gem.
  Cleanse by Flame (once per day) – This ability causes the 
  touched individual (requiring a touch attack roll if the 
  creature is unwilling) to be wreathed in orange flame for 
  a number of rounds determined by the owner, up to a 
  maximum of 6. For each round engulfed, the recipient is 
  healed for an increasing amount of damage, and cured 
  of one poison, disease, curse or ongoing magical effect 
  (their choice). On round one the healing is 10 points, 
  round 2 it is 20 points, round three is 30 points, 4 is 40 
  points, 5 is 50 points and 6 is 60 points, to a maximum 
  total cumulative healing of 210 hit points.
   
  Each round so engulfed the recipient is 
  incapacitated, and must make a Constitution saving 
  throw, with the DC starting at 12 on the first round, and 
  increasing by 1 each subsequent round. Success allows 
  the recipient to choose to end the effect or continue. 
  Failure results in the recipient's death, with its body 
  immolated in fire and reduced to ash in 1 round.
   
  Creatures immune to fire gain the beneficial 
  effects, but not the incapacity or immolation risk.
  CURSE
  The Eye of Imix is at all times monitored by Imix (an 
  elemental prince of fire), who can send visions or 
  telepathic communication to the owner (acts as a sending 
  spell). If Imix favors the owner, he may offer it the 
  opportunity to serve him, becoming a slave to his will. 
  Any creature agreeing to such a deal must swallow the 
  gem, gains unique abilities as determined by the GM and 
  becomes an NPC under the GM’s control.
  DESTRUCTION
  The eye must be swallowed by an elemental creature of 
  Water of Ice. The creature must immediately, and every 
  day thereafter, make a DC 18 Constitution saving throw 
  or die. If the creature successfully survives for 1 month 
  (in terrible agony) the eye is extinguished permanently. 
  Inexorable
  Aura moderate transmutation; CL 12th
  Slot -; Price 32,000gp; Weight lb
  DESCRIPTION
  This green steel longsword has a flamberge style blade 
  and a twisting silver hilt that resembles curling flames. 
  The grip is a soft grey leather and the silver pommel 
  resembles a flaming skull. This strange green sword is 
  heavier than its size would suggest, and insanely sharp.
  This is a +2 longsword that deals 2d8 damage rather than 
  1d8 on a strike.
  CONSTRUCTION
  Requirements Craft Magical Arms and Armor, lead 
  blades; Cost 16,000gp.
  
  79
  The Right Hand of Vecna (cursed item)
  Aura strong necromancy; CL 15th
  Slot -; Weight 2lb
  This withered right hand can only be activated by placing 
  it to the wrist of a living creature that is missing its right 
  hand. Upon placement the hand fuses to the creature and 
  functions in all ways as a hand. The creature may cast the 
  following spells requiring somatic only components;
  • 
  mage hand at will
  • 
  chill touch 5/day (DC 15, lasting 10 rounds)
  • 
  vampiric touch 3/day (DC 17)
  • 
  interposing hand 1/day (the hand detaches and 
  enlarges for the effect, if 'destroyed' it reappears at 
  the wrist)
  CURSE
  The hand has a mind of its own, and can act without 
  the owner’s intent or even knowledge, though often the 
  consequences result in immediate repercussions. Initially 
  the hand occasionally makes obscene gestures, grabs at 
  nearby creatures or objects or occasionally picks a pocket 
  or two. 
   
  These prankster-like activities are designed to 
  distract the owner from the hand’s true purpose and belie 
  its powerful dark will. The hand takes over the owner’s 
  sleeping body, using it like a puppet to perform dark 
  magic, murder and to gather power. The owner has no 
  memory of these activities, and if somehow awakened 
  prematurely, are surprised by their situation, much 
  like a sleepwalker is. The hand 
  has unlimited uses of its own spell 
  like abilities when in control. Each 
  night that it takes over the owner, 
  the owner must make a Will saving 
  throw (the GM should ask for a D20 
  roll but not tell the player why). The 
  DC begins at 1, but increases by 1 
  each night to a maximum of DC 
  20. Should the owner eventually 
  fail, the hand talks over in the same 
  method as a magic jar spell, with the 
  hand itself acting as the vessel. The 
  owner may continue to make DC 
  20 Will saving throws each day to 
  break the control, now fully aware 
  of their predicament.   
   
  A remove curse spell or severing the hand breaks 
  the attachment but if the owner’s personality is in the 
  hand at the time, they are destroyed by this action, and 
  unrecoverable except via a wish spell.    
  Robe of the Magi 
  Aura moderate abjuration; CL 12th
  Slot -; Price 50,000gp; Weight lb
  DESCRIPTION
  A lesser version of the Robe of the Archmagi, this elegant 
  garment is made from exquisite cloth of brown, adorned 
  with silvery runes. You gain the following benefits while 
  wearing the robe;
  • 
  +3 armor bonus to AC
  • 
  Spell resistance 15
  • 
  +2 resistance bonus on all saving throws
  • 
  +1 enhancement bonus on caster level checks to 
  overcome spell resistance
  CONSTRUCTION
  Requirements Craft Wondrous Item, antimagic field, mage 
  armor; Cost 25,000gp.
   
  Silver Sorrow (minor artefact)
  Aura  strong transmutation;   CL 12th
  Slot  - ; Weight 200lbs
  Silver sorrow is a mithral longsword, but the wielder can 
  alter the blade to form any other hilted weapon (sword 
  or dagger) as an action, the blade flowing like liquid until 
  the desired size and shape are reached, then hardening 
  once more. The blade remains in its new form until 
  changed by the wielder or is no longer in the possession 
  of a creature (where it reverts to its original shape).
  This is a +2 sword, and is cold to the 
  touch, dealing an additional 1 point 
  of cold damage on attacks. It has 
  both the silver and good properties
  The sword has the following spell-
  like abilities (CL 12), usable by the 
  wielder, each once per day; bless, 
  featherfall, fog cloud
  Silver Sorrow is haunted by the 
  spirit of the silver dragon sacrificed 
  to create it. The wielder is blanketed 
  with a constant melancholia (except 
  when under the influence of the 
  bless ability) and suffers a -2 profane 
  penalty to saving throws against emotion altering spells 
  and effects.
  DESTRUCTION
  Silver Sorrow must be bathed in the tears of a silver 
  dragon, then broken under its claws.
  
  80
  Minor Magic Items
  Firestone 
  Aura minor transmutation; CL 5th
  Slot -; Price 9000gp; Weight lb
  DESCRIPTION
  This item appears as an irregular shard of volcanic rock
  As an action, when the command word is spoken, this 
  stone bursts into flame, giving off light and heat like a 
  torch. The light is considered bright light to a range of 
  20 feet, and dim light to a range of 40 feet. The flame 
  deals 1d4 points of damage on contact, or at the start of a 
  creature’s turn if they are in contact with the stone.
  The stone continues to burn until an action is used to 
  speak the command word, or the stone is immersed in 
  water or smothered by a non-flammable substance, such 
  as sand.
  CONSTRUCTION
  Requirements Craft Wondrous Item, burning hands or 
  produce flame; Cost 4500gp. 
  Heatstone 
  Aura minor transmutation; CL 5th
  Slot -; Price 9000gp; Weight lb
  This item appears as an irregular shard of volcanic rock 
  As an action, when the command word spoken, this rock 
  heats up to 100 degrees Celsius (212 degrees Fahrenheit) 
  and remains at that temperature until the command 
  word is spoken again. Any creature touching the heated 
  surface takes 1 point of fire damage per contact and 
  each time they start their turn in contact with the stone. 
  The stone can be used to raise the ambient temperature 
  of surrounding air or material, the effects based on the 
  volume of material in contact, for such effects as boiling 
  a small volume of water or warming a large volume of 
  water or a small chamber (GM’s discretion).
  CONSTRUCTION
  Requirements Craft Wondrous Item, burning hands or 
  produce flame; Cost 4500gp. 
  Alchemical Items
  Bloodburn   
   
   
  Price 50gp, Weight 1lb
  Bloodburn is a viscous green liquid that is safe to touch, 
  but becomes highly virulent if in contact with blood of any 
  creature that is not of the fiend or plant type, assuming it 
  has blood. It is most often used to coat bladed weapons 
  like a poison, requiring an action to apply, and 1 dose 
  is good for a single strike. It becomes inert after 8 hours 
  of exposure to air. Bloodburn is often stored in air tight 
  packets that are applied by piercing the packed with the 
  blade to be coated.
  When in contact with blood it generates a heat effect, 
  dealing 1 point of fire damage to the creature, which 
  must make a DC 16 Constitution saving throw at the end 
  of each of its turns. Failure results in an additional 1 fire 
  damage. Success ends the effect.  
  Flamedust (Incendium)      Price 100gp, Weight - (pinch)
  This shimmering yellow powder seems to sparkle and 
  give off wisps of smoke. Flamedust increases the heat of 
  any fire temporarily to far beyond its normal temperature. 
  As an action you can add a pinch of Flamedust to a fire 
  or flame, causing it to flare blue increasing heat and fire 
  damage by 1d6 until the start of your next turn. If used 
  as part of the casting of a fire-based spell, the damage 
  is not increased but any saving throws have their DCs 
  increased by 1 for the spell effect. This item is generally 
  found in amounts of 1d6 pinches.
  Hell’s Blood           Price 100gp, Weight 1lb (per ounce)
  Hell’s blood is a viscous, black magical alchemical liquid 
  similar to alchemist's fire, but more potently explosive. 
  If exposed to air it explodes into flame, consuming 
  the liquid and deals 2d6 fire damage per ounce of the 
  liquid to anything in contact with it, or within 5 feet. The 
  damage stacks with greater volume, but caps at 8d6 fire 
  damage at 4 or more ounces. Creatures within the area 
  of effect may make a DC 15 Reflex saving throw for half 
  damage.   
  Hell’s Blood must be kept in an air tight container. It is 
  generally used as a grenade-like device. 
  Incendiary Bomb  
        Price 1000gp, Weight 100lb
  Incendiary Bombs are silver spheres about 1 foot across 
  that contain 5 ounces of Hell’s Blood mixed with a volume 
  of neutral liquid that helps spread the explosive reaction 
  when the shell is ruptured. The shell is hard but thin, 
  with an AC of 14, and requiring 5 points of damage to 
  rupture. A bomb can be hurled via catapult dealing 4d4 
  points of damage on impact. If this is enough to shatter 
  the shell, the contents explode for 8d6 fire damage in a 20 
  foot diameter sphere from the point of impact. Creatures 
  within the area of effect may make a DC 15 Reflex saving 
  throw for half damage.    
  
  81
  Bestiary
  Elite Orcs
  Slightly larger than their green skinned brethren, these tan 
  skin orcs stand straighter, and their equipment is well cared 
  for. 
  Elite Orc 
   
   
   
   
  CR 1
  XP 400
  LE Medium humanoid (orc)
  Init +0; Senses Darkvision 60ft.; Perception +3
  DEFENSE
  AC 18, touch 10, flat-footed 18 (+8 armor)
  Hp 22 (3d8+9)
  Fort +5, Ref +1, Will +0
  OFFENSE
  Speed 20 ft. (30ft base)
  Melee greataxe +6 (1d12+4 /x2)
  Ranged javelin +2 (1d6+3 /x2) 
  STATISTICS
  Str 16, Dex 10, Con 14, Int 10, Wis 8, Cha 8
  Base Atk +2, CMB +5, CMD 15
  Feats Toughness, Weapon Focus (greataxe)
  Skills Perception +3, Intimidate +3
  Language Common, Orc
  Combat gear none
  Other Gear half plate, greataxe, javelins (3), 10gp
  TACTICS
  Elite Orcs advance and try to bull through enemies with 
  brute strength.
  Firenewt
  This humanoid reptile has fiery red scales, wears chain armor 
  and carries a sword and shield. 
  Firenewt 
   
   
   
   
  CR 1
  XP 400
  NE Medium monstrous humanoid (fire)
  Init +1; Senses Darkvision 60ft.; Perception +4
  DEFENSE
  AC 19, touch 11, flat-footed 18 (+6 armor, +1 Dex, +2 
  shield)
  Hp 15 (2d8+6)
  Fort +3, Ref +4, Will +3
  Immune: fire
  Weaknesses: vulnerability to cold 
  OFFENSE
  Speed 30 ft. (20ft in chainmail)
  Melee longsword +3 (1d8+2 19-20/x2)
  Special Attacks: Breath weapon (5 ft cone, 1d6 fire 
  damage, Reflex DC 12 for 1/2, usable every 1d4 rounds) 
  STATISTICS
  Str 14, Dex 13, Con 16, Int 7, Wis 10, Cha 8
  Base Atk +1, CMB +3, CMD 13
  Feats Mounted Combat
  Skills Intimidate +3, Perception +4, Ride +2
  Language Common, Ignan
  Combat gear none
  Other Gear silver chainmail, silver longsword, silver 
  medium shield, 15gp
  TACTICS
  Firenewts charge their Striders into combat and fight 
  mounted, using their breath weapon and that of their 
  mount on creatures when available. 
   
  Firenewt Chosen of Imix
  This humanoid reptile has fiery red scales glares at you with an 
  aggressive and cruel expression. It wears no armor and carries 
  only a light sword, but the air of menace is unmistakable. 
  Firenewt Chosen of Imix, Sorcerer 5 
   
  CR 5
  XP 2400
  NE Medium monstrous humanoid (fire)
  Init +5; Senses Darkvision 60ft.; Perception +4
  DEFENSE
  AC 15, touch 11, flat-footed 14 (+4 mage armor, +1 Dex)
  Hp 43 (2d8+5d6+16)
  Fort +3, Ref +5, Will +7
  Immune: fire
  Weaknesses: vulnerability to cold 
  OFFENSE
  Speed 60 ft.
  Melee longsword +3 (1d8+2 19-20/x2)
  Special Attacks: Breath weapon (5 ft cone, 1d6 fire 
  damage, Reflex DC 12 for 1/2, usable every 1d4 rounds), 
  change energy type of spells to fire, elemental ray (fire, 
  10ft., 1d6+2, 6/day).
  Spells Prepared (CL5, DC13+SL, +8 Conc) 
  2nd (5) – flaming sphere (DC 15), scorching ray, spontaneous 
  immolation (DC 15) 
  1st (7) – burning hands (DC 14), mage armor, magic missile, 
  shield, touch of combustion (DC 14).
  Cantrips - detect magic, flare, ray of frost, read magic
  STATISTICS
  Str 14, Dex 13, Con 16, Int 10, Wis 10, Cha 16
  Base Atk +2, CMB +4, CMD 14
  
  82
  Feats Elemental Spell (lightning), Elemental Spell (cold), 
  Improved Initiative, Mounted Combat.
  Skills Bluff +11, Intimidate +6, Knowledge (planes) +8, 
  Perception +4, Ride +2
  Language Common, Ignan
  Combat gear none
  Other Gear silver longsword
  Giant Strider
  This large biped appears to be a cross between a lizard and a 
  bird, with thick scales and a beaked, crested head. 
  Giant Strider 
   
   
   
   
  CR 2
  XP 600
  N Large magical beast (fire)
  Init +1; Senses Darkvision 60ft., low-light vision; 
  Perception +4
  DEFENSE
  AC 14, touch 10, flat-footed 13 (+1 Dex, +4 natural, -1 
  size)
  Hp 18 (2d8+9)
  Fort +6, Ref +4, Will +0
  Defensive Abilities: Fiery Healing 
  Immune: fire
  Weaknesses: vulnerability to cold 
  OFFENSE
  Speed 40 ft. 
  Melee Bite +5 (1d8+4), Claw +5 (1d8+4)
  Space: 10ft; Reach 5ft.
  Special Attacks: Fire Blast
  STATISTICS
  Str 18, Dex 12, Con 17, Int 1, Wis 9, Cha 8
  Base Atk +2, CMB +7, CMD 18
  Feats Run
  Skills Perception +4
  Language -
  Fiery Healing (Ex): Giant striders are immune to fire. If a 
  giant strider would take fire damage, it is instead healed 
  for an equal amount of damage. 
  Fire Blast (Su): Once every 1d4 rounds, a giant strider 
  can emit a small fireball from ducts near its eyes. Each fire 
  blast has a range of 60 feet and a burst radius of 10 feet. 
  Creatures caught in the blast must make a Reflex save 
  (DC 14) or take 1d6 points of fire damage. A successful 
  save negates all damage. The save DC is Constitution-
  based.
    
  Magma Crawler
  This monstrosity resembles a red-skinned cuttlefish with 
  extended tentacles and waves of heat radiating from its body.
  Magma Crawler  
   
   
   
     CR 8 
  XP 4,800
  CE Large outsider (earth, extraplanar, fire)
  Init +6; Senses darkvision 60 ft., tremorsense 60 ft.; 
  Perception +15
  Aura blistering aura (20 ft., DC 14)
  DEFENSE
  AC 21, touch 11, flat-footed 19 (+2 Dex, +10 natural, –1 
  size) 
  Hp 95 (10d10+40)
  Fort +7, Ref +9, Will +10
  Immune fire; Resist acid 10
  Weaknesses vulnerability to cold
  OFFENSE
  Speed 30 ft., burrow 30 ft., bore 
  Melee 2 arms +15 (1d6+5), 4 tentacles +13 (1d6+2 plus 
  grab), bite +15 (1d8+5)
  Space 10 ft.; Reach 10 ft. (20 ft. with arms and tentacles)
  Special Attacks fiery rend (2 arms, 1d6+7 plus 2d6 fire), 
  magma jet (2d6 fire, DC 19)
  STATISTICS
  Str 20, Dex 15, Con 18, Int 11, Wis 16, Cha 9
  Base Atk +10; CMB +16 (+20 grapple); CMD 28
  Feats Cleave, Cleaving Finish, Improved Initiative, 
  Multiattack, Power Attack
  Skills Escape Artist +15, Knowledge (arcana) +13, 
  Knowledge (planes) +13,  Perception +15,  Sense Motive 
  +15, Stealth +11 
  Languages common, ignan, terran
  ECOLOGY
  Environment any (Plane of Fire)
  Organization solitary or pair
  Treasure none
  SPECIAL ABILITIES
  Blistering Aura (Ex) Waves of heat pour off of a magma 
  crawler. Any creature within 20 feet of a magma 
  crawler at the beginning of its turn takes 1d6 nonlethal 
  damage and becomes fatigued from exposure to heat. 
  A DC 14 Fortitude save negates the fatigue and reduces 
  the nonlethal damage by half.  This does not cause a 
  creature that is already fatigued to become exhausted. 
  The save DC is Charisma-based.
  Bore (Ex)  A magma crawler can burrow through 
  lava or other forms of earth, even solid rock, at its full 
  burrow speed. When burrowing through non-molten 
  earth or stone a magma crawler leaves behind a 10 foot 
  
  83
  diameter circular tunnel. This tunnel has extremely 
  smooth sides where the rock has been melted.
  Fiery Rend (Su) When a magma crawler strikes the 
  same target with both arm melee attacks it can tear the 
  target apart with a violent twisting motion. This also 
  releases a fiery blast from the creature’s arms, adding 
  2d6 points of fire damage. 
  Magma Jet (Su)  When it is in contact with a pool or 
  stream of lava, a magma crawler can shoot a stream of 
  lava at its opponents. Any creatures in a 50 foot line 
  take 2d6 points of fire damage from the lava. A DC 19 
  Reflex save reduces the damage by half. The save DC is 
  Constitution-based.
  Native to the elemental Plane of Fire, when they are 
  encountered on other planes magma crawlers will seek 
  out environments as similar as possible to their home. 
  This usually means active volcanoes, lava fields or other 
  areas with heavy geothermic activity.
  Not much is known about magma crawlers except that 
  they are cruel predators that seem driven by an alien 
  intelligence. They have been known to toy with their 
  prey once it has been wounded before applying the 
  death blow. 
  A magma crawler is about 12 feet long, plus tentacles 
  and weighs approximately 3,000 pounds.
   Skeletal Champion
  This animated skeleton has burning red lights shining from its 
  empty sockets, and its skull seems to twist into an expression 
  of contempt and hate as it moves forward with deadly grace.   
  Skeletal Champion 
   
   
   
  CR 2
  XP 600
  Human skeletal champion warrior 1
  NE Medium undead
  Init +5; Senses Darkvision 60ft.; Perception +6
  DEFENSE
  AC 21, touch 12, flat-footed 19 (+6 armor, +1 Dex, +2 
  natural, +2 shield)
  Hp 17 (2d8+1d10+3)
  Fort +3, Ref +1, Will +3; channel resistance +4
  DR 5/bludgeoning; Immune cold, undead traits
  OFFENSE
  Speed 30 ft. 
  Melee mwk longsword +7 (1d8+3 19-20/x2)
  STATISTICS
  Str 17, Dex 13, Con -, Int 9, Wis 10, Cha 12
  Base Atk +2, CMB +5, CMD 16
  Feats Cleave, Improved Initiative, Power Attack, Weapon 
  Focus (longsword)
  Skills Intimidate +7, Perception +6, Stealth -1
  Language -
  Combat gear none
  Other Gear masterwork silver longsword
  Swarm of Poisonous Carrion Beetles
  A swarm of tiny black beetles pours forth like a wave, the 
  droning and chittering of their movement drowning out all 
  other sounds   
  Swarm of Poisonous Carrion Beetles 
   
  CR 7
  XP 3,200
  N Diminutive vermin (swarm)
  Init +10; Senses Darkvision 60ft.; Perception +4
  DEFENSE
  AC 21, touch 21, flat-footed 14 (+6 Dex, +1 dodge, +4 size)
  Hp 90 (12d8+36)
  Fort +10, Ref +10, Will +7
  DR 10/bludgeoning 
  Immune: swarm traits
  OFFENSE
  Speed 40 ft. 
  Melee swarm (3d6 plus distraction plus poison)
  Space: 10ft; Reach 0ft.
  Special Attacks: Distraction (DC 18)
  STATISTICS
  Str 1, Dex 22, Con 14, Int 6, Wis 13, Cha 9
  Base Atk +9, CMB +11, CMD 16 (cant be tripped)
  Feats Ability Focus (poison), Dodge, Improved Initiative, 
  Iron Will, Skill Focus (Perception), Toughness
  Skills Climb +24, Perception +4, Stelth +24
  Language -
  Poison (Ex): injury; save Fort DC 20; frequency 1/round 
  for 6 rounds; effect 1d6 Con; cure 2 consecutive saves.
  
  84
  The Silversmith
  A nightmare creature stands before you. Fully ten feet tall, 
  this demonic looking humanoid ripples with muscles under a 
  vaguely female form. In one hand it grasps a huge hammer, 
  and in the other trails a silvery net. It rises from a huge 
  silver throne, descending stone stairs toward you, bat wings 
  unfurling from behind and a contemptuous expression on its 
  face.
  The Silversmith                  
   
   
  CR 13
  LE large outsider (devil, evil, lawful, native)
  Init +6; Senses Darkvision 120ft., see in darkness , detect 
  silver; Perception +20
  DEFENSE
  AC 27, touch 12, flat-footed 25 (+2 Dex, +16 natural, -1 
  size)
  Hp 172 (15d10+90)
  Fort +16, Ref +12, Will +18 (reroll one failed Will save)
  DR 10/good and silver; Immune: fire, poison; Resist 
  acid 10, cold 10; SR 24
  OFFENSE
  Speed 30ft.; Fly 60 ft.
  Melee Hell Hammer +28/+23/+18 (2d8+12 plus Stun /
  x3) or +24/+19/+14 (2d8+20 plus Stun/x3 w/PA), tail 
  +22 (2d6+4 plus poison) 
  Or 2 claws +24 (2d8+9), tail +22 (2d6+4 plus poison) or  2 
  claws +20 (2d8+17 w/PA), tail +22 (2d6+4 plus poison)
  Ranged Silver Web +24 ranged touch, range 20ft. 
  (entangled)
  Space 10ft., Reach 10ft.
  Special Attacks: Poison (Injury, Fort DC 18, 2 Dex/round 
  for 5 rounds, Cure 2 saves) 
  Spell-like abilities (CL18, DC13+SL, +21 Conc) 
  At Will - detect magic, greater teleport (self plus 50lbs. of 
  objects only), produce flame, scorching ray
  3/day - fireball (DC 16),  stinking cloud (DC 16), wall of fire 
  (DC 17)
  1/day - quickened fireball (DC 17), cloudkill (DC 19)
  STATISTICS
  Str 28, Dex 14, Con 22, Int 10, Wis 14, Cha 16
  Base Atk +15, CMB +25 (+27 w/ sunder and disarm), 
  CMD 37 (39 vs sunder and disarm)
  Feats Improved Initiative, Improved Iron Will, Improved 
  Sunder, Improved Disarm, Iron Will, Multiattack, Power 
  Attack (-4/+8), Weapon Focus (warhammer)
  Skills Bluff +19, Craft (weaponsmith) +21, Craft 
  (armorsmith) +16,  Fly +17, Intimidate +19, Knowledge 
  (planes) +16, Perception +18, Sense Motive +18
  Language Common, Infernal; Telepathy 100ft.
  Special Abilities
  Bound to the Anvil (Su) After countless centuries in 
  possession of the artifact the Silversmith has formed a 
  bond to the anvil of kings that goes far beyond normal. She 
  is treated as a native outsider to whatever plane the anvil 
  resides on. Additionally, she is able to use the anvil's 
  earthshaping ability far beyond it's standard limits. This 
  has no game effect beyond the justification of the rapid 
  construction of the fortifications in Silverton.
  Sense Silver (Su) The Silversmith can automatically 
  detect the presence, volume, type and purity of any silver 
  within 1 mile of her. 
  Stun (Su) Whenever the Silversmith hits with her 
  hammer, the opponent must make a DC 18 Fortitude 
  saving throw or be stunned until the end of its next turn.
  Combat gear none
  Other Gear Hell Hammer (+3 large adamantine warhammer), 
  Silver Web (+2 large silver net, Hardness 10, Hp 150, Burst 
  DC 40).
  
  85
  NPC Gallery
  Bealazon,  male half-fiend wizard (enchanter) 10   CR 12
  XP 19200
  LE Medium outsider (native)
  Init +7; Senses darkvision 60 ft.; Perception +11
  DEFENSE
  AC 17, touch 12, flat-footed 15 (+4 mage armor, +2 Dex, 
  +1 natural)
  Hp 75 (10d6+40)
  Fort +6, Ref +6, Will +10
  Immune poison; Resistance acid, cold, electricity and 
  fire 10; DR 5/magic; SR 23
  OFFENSE
  Speed 30 ft.; Fly 60 ft. (good)
  Melee quarterstaff +5 (1d6+1)
  Special attacks smite good (+2 hit/+10 damage), dazing 
  touch (8/day), aura of despair (10 rounds per day, -2 
  to enemy ability, attack, damage, skill rolls and saving 
  throws). 
  Spells Prepared (CL10, DC15+SL, +10 Conc) 
  5th - hold monsterE (DC 22), feeblemindE (DC 22), teleport 
  (x2)
  4th - confusionE (DC 19) (x2), charm monsterE (DC 21), 
  dimension door, terrible remorseE (DC 21)  
  3rd - dispel magic, hold personE (DC 20) suggestionE (DC 20), 
  vampiric touch (DC 18)
  2nd – acid arrow, hideous laughterE (DC 19) (x2), invisibility, 
  mirror image, see invisibility,
  1st – charm personE (DC 18), identify, mage armor, protection 
  from good, shield, unprepared combatantE (DC 18)
  Cantrips - daze, detect magic, mage hand*, read magic 
  E - enchantment spell
  * - already cast
  Spell-like abilities (CL10, DC12+SL, +10 Conc) 
  1/day– contagion, desecrate, unholy blight.
  3/day - darkness, poison 
  STATISTICS
  Str 12, Dex 16, Con 16, Int 20, Wis 12, Cha 14
  Base Atk +5, CMB +5, CMD 18
  Feats Scribe Scroll, Improved Initiative, Spell Focus 
  (enchantment), Greater Spell Focus (enchantment), 
  Spell Penetration (+2 to overcome SR), Greater Spell 
  Penetration (additional +2 to overcome SR), Toughness, 
  Iron Will. 
  Skills Diplomacy +16, Fly +15, Heal +11, Knowledge 
  (arcana) +18, Knowledge (planes) +18,  Perception +11, 
  Spellcraft +18
  Language Abyssal, Common, Draconic, Elvish, Infernal, 
  Special 
  Abilities 
  Enchanter 
  (opposition 
  schools 
  evocation and transmutation), Arcane bond (staff), 
  enchanting smile (+4 to Bluff, Diplomacy and Intimidate),
  Combat gear staff of charming, potions of cure serious 
  wounds (3d8+10) (x2).
  Other Gear spell component pouch, spellbook (animate 
  dead, contagion, gentle repose, glyph of warding, arcane lock, 
  blindness/deafness, comprehend languages, interrogation, 
  sculpt corpse).
  Bolnuur, male azer wizard (evoker) 5 
   
     CR 6
  XP 2400
  LN Medium outsider (extraplanar, fire)
  Init +5; Senses darkvision 60 ft.; Perception +6
  DEFENSE
  AC 17, touch 11, flat-footed 16 (+4 mage armor, +1 Dex, 
  +2 natural)
  Hp 42 (2d10+5d6+14)
  Fort +6, Ref +2, Will +8
  Immune fire, SR 13
  Weaknesses vulnerabiity to cold
  OFFENSE
  Speed 30 ft.
  Melee mwk warhammer +4 (1d8+1/x3 plus 1d6 fire) 
  Ranged light hammer +3 (1d4+1 plus 1d6 fire) 
  Special attacks heat (1d6 fire), Intense Spells (+2 to 
  damage of Evocation spells), Force Missile (1d4+2 force, 
  5/day).
  Spells Prepared (CL5, DC12+SL, +7 Conc) 
  3rd - fireballE (DC 17) (x2)
  2nd – flaming sphereE (DC 16), scorching rayE (x2) 
  1st – burning handsE (DC 15) (x2), mage armor, shield 
  Cantrips - detect magic, flareE, ray of fire*E, read magic 
  * fire version of ray of frost 
  E evocation spell 
  STATISTICS
  Str 13, Dex 12, Con 15, Int 14, Wis 12, Cha 9
  Base Atk +3, CMB +4, CMD 14
  Feats Power Attack, Scribe Scroll, Improved Initiative, 
  Spell Focus (evocation), Greater Spell Focus (evocation), 
  Spell Penetration (+2 to overcome SR) 
  Skills Appraise +10, Climb +5, Craft (weaponsmith) 
  8, Craft (armorsmith) +8, Knowledge (nobility) +6, 
  Knowledge (planes) +10,  Perception +6, Spellcraft +10
  Language Common, Ignan
  Special Abilities Evoker (opposition schools illusion 
  and enchantment), Arcane bond (warhammer)
  Combat gear none
  
  86
  Other Gear mwk warhammer, light hammer, a spellbook 
  made of carved slate tiles ring bound in iron with his 
  spells chiselled into it (weighs 50lbs).
  Celena Ashelm, female gnome paladin 8 
  CR 6
  XP 2400
  LG small humanoid (gnome)
  Init +0; Senses low-light vision; Perception +10
  DEFENSE
  AC 17, touch 11, flat-footed 16 (+6 armor, + 1 size)
  Hp 81 (8d10+32) 
  Fort +10, Ref +4, Will +9 (immune to fear & charm)
  Defensive Abilities Defensive training (+4 dodge bonus 
  to AC vs giant subtypes)
  OFFENSE
  Speed 20ft.
  Melee Gnome Hook Hammer +10 /+5 (1d6+2 or 1d4+2 
  x3/x4) or +8/+3 (1d6+11 or 1d4+11  x3/x4)
  Special Attacks Smite Evil 3/day (+2 hit/+8 damage/ 
  +2 AC vs smite target), +1 hit vs reptilian or goblinoid 
  subtypes.
  Spells Prepared (CL5, DC12+SL, +7 Conc) 
  2nd – bull’s strength, widen auras
  1st – cure light wounds, restoration (lesser)
  Spell-like abilities (CL8, DC12+SL, +10 Conc) 
  1/day– dancing lights, ghost sound, prestidigitation, speak 
  with animals. 
  Str 15, Dex 10, Con 14, Int 12, Wis 12, Cha 14
  Base Atk +8; CMB +9; CMD 19 
  Feats Power attack (-3 hit/+6 damage, or +9 with 2hd 
  weapon), Skill focus (perception), Toughness, weapon 
  focus (gnome hook hammer)
  Skills Climb +5, Craft Armour +7, Craft Weapon +7, 
  Heal +8, Perception +10, Sense motive +6, Swim +5  
  Languages Common, Gnome, Sylvan 
  Special Abilities Keen senses (+2 to Perception), Illusion 
  resistance (+2 saves vs illusions), Obsessive (+2 to Craft 
  Weapon), Favored Class (Paladin +1hp), Aura of Good, 
  Detect evil, Smite Evil 3/day (+2 hit/+8 damage/ +2 
  AC vs smite target), Divine grace (+2 all saves), Lay on 
  hands 6/day (4d6 healing, plus sickened and diseased), 
  Aura of Courage (immune to fear, allies within 10’ gain 
  +4 to saves vs fear), Divine Health (immune to diseases), 
  Mercy (Sickened & Diseased), Channel positive energy 
  (uses 2 LoH), Divine bond (weapon, +2 bonus equiv, 8 
  mins 1/day), Aura of resolve (immune to charm, allies 
  within 10’ gain +4 saves vs charm).
  Combat Gear none
  Equipment Gnome hook hammer, chainmail.
  
  87
  Celena’s original equipment is long gone, having been taken 
  by her captors and disposed of. She is able to scrounge a 
  weapon and armor once freed. Her CR reflects this reduction 
  in resources. 
  Chella, female human sorcerer 5 (aberrant) 
      CR 4
  XP 1200
  N Medium humanoid (human)
  Init +6; Senses Perception +7; 
  DEFENSE
  AC 16, touch 12, flat-footed 14 (+4 mage armor, +2 Dex)
  Hp 28 (5d6+10)
  Fort +3, Ref +5, Will +8
  OFFENSE
  Speed 30 ft.
  Melee quarterstaff +2 (1d6)
  Special attacks polymorph subschool spells last 50% 
  longer, acidic ray (30ft., 1d6+2, 6/day), long limbs (+5 
  reach on touch attack)
  Spells Prepared (CL5, DC13+SL, +12 Conc) 
  2nd (5) – hideous laughter invisibility, see invisibility
  1st (7) – corrosive touch, endure elements, enlarge person, 
  mage armor, shocking grasp 
  Cantrips - acid splash, detect magic, ghost sound, light, 
  mending, ray of frost 
  STATISTICS
  Str 10, Dex 14, Con 14, Int 16, Wis 14, Cha 16
  Base Atk +2, CMB +2, CMD 14
  Feats Brew Potion, Combat Casting, Eschew Materials, 
  Improved Initiative 
  Skills Bluff +11, Craft (alchemy) +11, Knowledge (arcana) 
  +11, Perception +7, Spellcraft +11, Use Magic Device +11
  Language Common, Orcish, Ignan, Infernal
  Special Abilities 
  Combat gear none
  Other Gear quarterstaff
  Inferenia, female, human vampire Fighter 7 
      CR 8
  XP 1200
  LN Medium undead (augmented humanoid)
  Init +7; Senses darkvision 60ft., Perception +8; 
  DEFENSE
  AC 30, touch 14, flat-footed 26 (+10 armor, +6 natural, +3 
  Dex, +1 dodge)
  Hp 73 (7d10+35) fast healing 5
  Fort +9, Ref +5, Will +5 (+2 vs fear)
  Defensive Abilities channel resistance +4 
  DR 10/magic and silver; Immune undead traits; Resist 
  cold 10, electricity 10
  Weaknesses vampire weaknesses
  OFFENSE
  Speed 30 ft.
  Melee +1 greatsword +14/+9 (2d6+10 17-20) or +12/+7 
  (2d6+16 17-20 w/PA) or +11 slam (1d4+4 plus energy 
  drain)
  Special attacks blood drain, children of the night, create 
  spawn, dominate (DC 17), energy drain (2 levels DC 17)
  STATISTICS
  Str 18, Dex 16, Con -, Int 15, Wis 12, Cha 18
  Base Atk +7, CMB +11 (+13 w/ trip, disarm & sunder), 
  CMD 24 (26 vs trip, disarm & sunder)
  Feats  Dodge, Improved Initiative, Improved Disarm, 
  Improved Trip, Iron Will, Power Attack (-2/+4 or +6), 
  Toughness, Weapon Focus (greatsword), Weapon 
  Specialization (greatsword) 
  Skills Climb +14, Intimidate +14, Perception +8, Stealth 
  +10
  Language Common, Infernal
  Special Abilities armor training (-2 armor check, +2 max 
  dex, full move), weapon training 1 (+1 hit/damage with 
  blades), shape change (dire bat or wolf, beast shape 2), 
  gaseous form, shadowless, spider climb
  Combat gear none
  Other Gear +1 full plate, +1 keen greatsword, hat of disguise
  Oswin, the Cheesemonger, male human wizard 10 CR 9
  XP 6400
  N Medium humanoid (human)
  Init +6; Senses Perception +9; 
  DEFENSE
  AC 18, touch 12, flat-footed 16 (+4 mage armor, +2 Dex, 
  +2 deflection)
  Hp 58 (10d6+20)
  Fort +5, Ref +5, Will +7
  OFFENSE
  Speed 30 ft.
  Melee +1 alchemical silver dagger +6 (1d4/19-20)
  Special attacks hand of the apprentice (7/day), 
  metamagic mastery 2/day
  Spells Prepared (CL10, DC14+SL, +14 Conc) 
  5th - contact other plane, prying eyes, teleport
  4th - arcane eye, locate creature, scrying, symbol of revelation
  3rd - fly, haste, slow, summon monster 3
  2nd – detect thoughts, glitterdust, psychic reading, rope trick, 
  see invisibility 
  
  88
  1st – anticipate peril, discern next of kin, mage armor 
  (extended)*, see alignment (x2) 
  Cantrips - detect magic, detect poison, presdigitation, read 
  magic 
  *already cast
  STATISTICS
  Str 8, Dex 14, Con 14, Int 19, Wis 10, Cha 10
  Base Atk +5, CMB +4, CMD 21
  Feats Augment Summoning, Brew Potion, Defensive 
  Combat training, Discovery: Time Stutter, Extend Spell, 
  Improved Initiative, Quicken Spell, Scribe Scroll, Spell 
  Focus (conjuration)
  Skills Fly +15, Knowledge (arcana) +17, Knowledge 
  (nature) +17, Knowledge (planes) +17, Knowledge 
  (religion) +17, Linguistics +11, Perception +9, Profession 
  (cheesemonger) +9, Sense motive +5, Spellcraft +17
  Language Common, Abyssal, Aklo, Auran, Celestial, 
  Infernal, Sylvan, Terran, Undercommon
  Special Abilities Arcane bond (small rind of limburger), 
  Combat gear wand of invisibility (38 charges), assorted 
  'potion' cheeses (CL 10 - potion of fly (x3), potion of haste 
  (x2), potion of anticipate peril (x4), potion of invisibility (x3)) 
  Other Gear +1 alchemical silver dagger, brooch of shielding 
  (34 hp), ring of counterspells (hold person), ring of protection 
  +2, spell component pouch, spellbook (all prepared spells 
  plus flash forward, summon monster 5, telekinesis, black 
  tentacles, summon monster 4, halt undead, phantom steed, ray 
  of exhaustion, stinking cloud, hideous laughter, locate object, 
  authenticating gaze, detect undead, identify, true strike).
  Reighar Deepstone, male dwarf sorcerer 8 
       CR 7
  XP 3200
  CN Medium humanoid (dwarf)
  Init +2; Senses darkvision 60ft.; Perception +1; 
  DEFENSE
  AC 13, touch 12, flat-footed 11 (+2 Dex, +1 deflection)
  Hp 31 (8d6)
  Fort +3, Ref +5, Will +8
  DR 5/- (applies to non-lethal only) Resist Cold 5
  OFFENSE
  Speed 20 ft.
  Melee +1 shortsword +5 (1d6+1 /19-20) or (1d6+3 with 
  arcane strike) 
  Special attacks grave touch (6/day), Bloodline Arcana: 
  Some undead are susceptible to your mind-affecting 
  spells. Corporeal undead that were once humanoids are 
  treated as humanoids for the purposes of determining 
  which spells affect them.
  Spells Prepared (CL8, DC13+SL, +10 Conc) 
  4th (3) - stoneskin 
  3rd (6) - animate dead (lesser), dispel magic, vampiric touch 
  2nd (7) – blindness/deafness, darkness, false life, web
  1st (7) – charm person, chill touch, comprehend languages, 
  disguise self, grease, shadow trap
  Cantrips - detect magic, ghost sound, light, mending, ray of 
  frost, resistance 
  STATISTICS
  Str 10, Dex 15, Con 11, Int 12, Wis 13, Cha 16
  Base Atk +4, CMB +4, CMD 16
  Feats Arcane Strike, Diehard, Endurance, Eschew 
  Materials, Martial Weapon (shortsword), Still Spell
  Skills Bluff +8, Diplomacy +6, Intimidate +7, Knowledge ( 
  arcana) +8, Knowledge (engineering) +2, Knowledge 
  (nobility) +2, Knowledge  (religion) +5, Sense Motive +3, 
  Spellcraft +7, Stealth +4, Use Magic Device +7
  Language Common, Dwarven, Undercommon
  Special Abilities Defensive training (+4 Dodge bonus to 
  AC Vs Giant subtype); Greed (+2 appraise/ nonmagical 
  item with precious metal or gems); Hatred (+1 racial 
  bonus to attack Ork/Goblinoid substype); Hardy (+2 
  racial bonus on St vs Poison, Spell and spell like effect); 
  Stability (+4 Racial bonus on CMD Vs Trip and bull 
  rush); Stonecutting (+2 Bonus to perception to notice 
  unusual stonework); Weapon Familiarity (proficient 
  with battleaxes, heavy picks, and warhammers. Treat 
  any weapon with the word "dwarven" in its name as a 
  martial weapon).
  Combat gear none
  Other Gear +1 shortsword, ring of protection +1, cloak of 
  resistance +1
  Rillix, female kobold wizard 5 (illusionist) 
      CR 4
  XP 1200
  LE small humanoid (kobold)
  Init +7; Senses low-light vision.; Perception +7
  DEFENSE
  AC 19, touch 15, flat-footed 16 (+4 mage armor, +3 Dex, +1 
  natural, +1 size)
  Hp 28 (5d6+10)
  Fort +5, Ref +4, Will +6
  OFFENSE
  Speed 30 ft.
  Melee mwk dagger +1 (1d4-1 19-20) 
  Ranged dagger +5 (1d4-1 19-20) 
  Special attacks Binding darkness (30ft. ranged touch, 
  entangle for 2 rds, 6/day)
  
  89
  Spells Prepared (CL5, DC13+SL, +12 Conc) 
  3rd - dispel magic, major imageI 
  2nd – blindness/deafness (DC 15), haunting mistsI, mirror 
  imageI 
  1st – blurred movementI, mage armor*, shield, vanishI 
  Cantrips - acid splash, detect magic, mage hand, read magic 
  I illusion spell
  * already cast
  STATISTICS
  Str 7, Dex 16, Con 14, Int 16, Wis 10, Cha 10
  Base Atk +2, CMB +0, CMD 10
  Feats Scribe Scroll, Combat Casting, Great Fortitude, 
  Improved Initiative, Iron Will.
  Skills  Knowledge (arcana) +11,  Knowledge (planes) 
  +11, Perception +7, Spellcraft +11, Stealth +15
  Language 
  Common, 
  Draconic, 
  Undercommon, 
  Dwarvish.
  Special Abilities Day Raider (no sunlight sensitivty/
  low-light vision instead of darkvision), Illusionist 
  (opposition schools necromancy and evocation), Arcane 
  bond (amulet), extended illusions (any illusion with 
  duration as concentration lasts 2 additional rounds after 
  ceasing).
  Combat gear none
  Other Gear mwk dagger, spell component pouch, 
  spellbook (containing chill touch, color spray, blur).
  Syndyrdara Ilalazza, female drow magus 9 
  CR 8
  XP 4800
  NE Medium humanoid (elf)
  Init +8; Senses darkvision 120 ft.; Perception +12
  DEFENSE
  AC 22, touch 14, flat-footed 18 (+8 armor, +4 Dex)
  Hp 77 (9d8+37)
  Fort +9, Ref +7, Will +7 (+2 vs enchantment)
  Immune Sleep, SR 15
  Weaknesses Light blindness (blinded in bright light)
  OFFENSE
  Speed 30 ft.
  Melee +1 keen, frost scimitar +12/+7 (1d8+5+1d6 cold, 16-
  20) or +10/+10/+5 (1d8+5+1d6 cold, 16-20, plus touch 
  spell effect)
  Ranged mwk handcrossbow +11/+6 (1d4+1 19-20, plus 
  poison (Cocatrice spit poison - page 38)
  Special attacks Arcane pool (8 points - +3 bonus for 1 
  min for 1 pt, plus other abilities). 
  Spells Prepared (CL9, DC13+SL, +16 Conc) 
  3rd - vampiric touch (x3), haste
  2nd – frigid touch (x3), invisibility, web (DC 15)
  1st – corrosive touch (x2), shield, shocking grasp (x2), unerring 
  weapon
  Cantrips - arcane mark, detect magic, ghost sound, mage 
  hand, read magic
  Spell-like abilities (CL9, +12 Conc) 
  1/day– dancing lights, darkness, faerie fire
  STATISTICS
  Str 10, Dex 18, Con 16, Int 16, Wis 12, Cha 16
  Base Atk +6, CMB +6, CMD 19
  Feats Combat Casting, Dervish Dance, Improved 
  Initiative, Toughness, Weapon Finesse
  Skills Fly +11, Perform (dance) +12, Knowledge (arcana) 
  +15, Knowledge (planes) +15,  Perception +12, Spellcraft 
  +15
  Language Common, Elvish, Undercommon, Drow Sign 
  Language, Infernal
  Special Abilities spell combat (-2 hit full attack plus 
  1 spell cast), spell strike (deliver touch spell through 
  weapon with 'free' strike), spell recall (arcane pool 
  points to recall cast spells), knowledge pool (arcane pool 
  points to prepare unknown magus spell), improved spell 
  combat (+2 conc checks to cast defensively) 
  Combat gear 3 vials of cocatrice spit poison, 20 bolts.
  Other Gear +1 keen, frost scimitar, +2 elven chain, 
  masterwork hand crossbow, masterwork scimitar 
  (spare), spellbook (all 0th level magus cantrips, true 
  strike, magic missile, mirror image, phantom steed).   
  Talshak, male human barbarian 8 
   
  CR 7
  XP 3200
  LE Medium humanoid (human)
  Init +6; Senses Perception +13
  DEFENSE
  AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
  Hp 98 (8d12+46)
  Fort +10, Ref +5 Will +4 (+3 reflex vs traps)
  DR 2/-
  OFFENSE
  Speed 30 ft. (40ft out of armor)
  Melee +1 shocking burst greatsword +15/+10 (2d6+7+1d6 
  electricity 19-20) or +13/+8 (2d6+13+1d6 electricity w/
  PA)
  Special attacks Rage (24 rounds, +4 Str/Con, +2 Will 
  saves, -2 AC) Rage Powers (auspicious mark, guarded 
  stance, increased damage reduction, night vision), 
  uncanny dodge (cannot be flanked or flat footed), 
  damage reduction 1/-. 
  While Raging (AC 14/16 vs melee, Str 22, Con 22, Hp 
  116, +1 shocking burst greatsword +17/+12 (2d6+10+1d6 
  
  90
  electricity 19-20) or +15/+10 (2d6+16+1d6 electricity w/
  PA)
  STATISTICS
  Str 18, Dex 15, Con 18, Int 12, Wis 12, Cha 14
  Base Atk +8, CMB +12, CMD 24
  Feats Power Attack (-2/+4 or +6), Improved Initiative, 
  Toughness, Weapon Focus (greatsword).
  Skills Acrobatics +14, Climb +16, Intimidate +14, 
  Perception +13, Survival +13, Swim +16
  Language Common, Orcish  
  Combat gear none
  Other Gear +1 shocking burst greatsword, hide armor
  Valsharren, male human fighter 10 
   
  CR 10
  XP 9600
  CE Medium humanoid (human)
  Init +6; Senses Perception +11
  DEFENSE
  AC 21, touch 12, flat-footed 19 (+9 armor, +2 Dex)
  Hp 98 (10d10+46)
  Fort +10, Ref +5 Will +6 (+3 vs Fear)
  OFFENSE
  Speed 30 ft. 
  Melee +1 greatsword +19/+14 (2d6+11 17-20/+4 to 
  confirm) or +16/+11 (2d6+20 17-20/+4 to confirm w/PA)
  Special attacks Spirits of the Damned
  STATISTICS
  Str 18, Dex 15, Con 18, Int 14, Wis 12, Cha 10
  Base Atk +10, CMB +14 (+2 to disarm), CMD 26 (26 vs 
  disarm)
  Feats Combat Expertise, Critical Focus, Greater Weapon 
  Focus (greatsword), Improved Critical (greatsword), 
  Improved Disarm, Improved Initiative, Iron Will, 
  Power Attack (-3/+6 or +9), Toughness, Weapon Focus 
  (greatsword), Weapon Specialization (greatsword). 11
  Skills Climb +17, Intimidate +13, Perception +11, Ride 
  +15, Survival +14.
  Language Common, Orcish, Infernal 
  Special Abilities weapon training (+2 hit/damage with 
  heavy blades, +1 with light blades), armor training (+2 
  dex max, -2 armor check penalty, full move in heavy 
  armor).
  Spirits of the Damned (Su): Valsharren is constantly 
  surrounded by the tormented spirits of his victims, their 
  piteous wails filling the air. Anyone coming within 30 feet 
  of him must make a DC 14 Will saving throw or gain the 
  frightened condition. A creature may make a new saving 
  throw at the end of each of its turns to end the effect. 
  Valsharren can suppress this effect at will if he chooses. 
  Combat gear none
  Other Gear +1 greatsword, +1 halfplate
  
  91
  Vex the Fire Giant Queen, Cleric 5 
   
  CR 12
  XP 19200
  LE large humanoid (giant, fire)
  Init +1; Senses low-light vision.; Perception +15
  DEFENSE
  AC 24, touch 8, flat-footed 24 (+8 armor, -1 Dex, +8 
  natural, -1 size)
  Hp 189 (15d8+5d8+100)
  Fort +18, Ref +6, Will +14
  Defensive abilities rock catching; Immune fire
  Weakness vulnerability to cold
  OFFENSE
  Speed 40 ft. (30ft. in armor)
  Melee greatsword +24/+19/+14 (3d6+14) 
  Ranged rock +14 (1d8+14 plus 1d6 fire)
  Space 10ft.; Reach 10ft.
  Special attacks heated rock (+1d6 fire), rock throwing 
  (120ft.), fire bolt (30ft., 1d6+2 fire, 6/day).
  Spells Prepared (CL5, DC13+SL, +8 Conc) 
  3rd - dispel magic, fireball (DC 16), stone shape
  2nd – augury, hold person (DC 15), produce flame, restoration 
  (lesser)
  1st – burning hands (DC 14), command (DC 14), comprehend 
  languages, cure light wounds shield of faith.
  Orisons - detect magic, guidance, mending, spark 
  STATISTICS
  Str 29, Dex 13, Con 21, Int 12, Wis 16, Cha 14
  Base Atk +15, CMB +25, CMD 34
  Feats Cleave, Great Cleave, Improved Overrun, 
  Improved Sunder, Iron Will, Martial Weapon Proficiency 
  (greatsword), Power Attack, Weapon Focus (greatsword)
  Skills  Climb +13, Craft (tapestry making) +8, Intimidate 
  +13, Knowledge (planes) +9, Perception +15, Sense 
  Motive +16
  Language Common, Giant, Ignan
  Special Abilities Domains (Law, Fire), Channel Energy 
  (negative, 3d6, DC 14), touch of law (attack rolls, skill and 
  ability checks, saving throws treated as 11  for 1 round, 
  6/day).
  Combat gear none
  Other Gear greatsword, half plate.
  Vortarg, male half-orc sorcerer 5 (dragon, black)   CR 4
  XP 1200
  N Medium humanoid (half orc)
  Init +5; Senses darkvision 60ft.; Perception +8; 
  DEFENSE
  AC 16, touch 11, flat-footed 15 (+4 mage armor, +1 Dex, 
  +1 natural)
  Hp 55 (5d6+25)
  Fort +3, Ref +5, Will +8
  Resist acid 5
  OFFENSE
  Speed 30 ft.
  Melee 2 claws +3 (1d4+1)
  Special attacks claws (1d4, considered magical), +1 
  damage to acid spells
  Spells Prepared (CL5, DC13+SL, +12 Conc) 
  2nd (5) – acid arrow, fire breath, resist energy
  1st (7) – corrosive touch, identify, mage armor, magic missile, 
  shocking grasp 
  Cantrips - acid splash, detect magic, light, mage hand, ray of 
  frost, resistance 
  STATISTICS
  Str 13, Dex 12, Con 18, Int 10, Wis 10, Cha 16
  Base Atk +2, CMB +3, CMD 14
  Feats Eschew Materials, Improved Initiative, Toughness, 
  Still Spell. 
  Skills Knowledge (arcana) +9, Perception +8, 
  Language Common, Orcish, 
  Special Abilities Orc Ferocity (when brought below 0 hit 
  points but not killed, can fight on for 1 more round as if 
  disabled. At the end of his next turn, unless brought to 
  above 0 hit points, he immediately falls unconscious and 
  begins dying. 1/day)
  Combat gear none
  Other Gear none
  
  92
  Silverton Politics and Plots
  The various NPCs scatted throughout the citadel, mine and town have their own agendas which may or may not 
  directly oppose the Player Characters. Some of the NPCs could be willing allies, or at least self-interested enough to ally 
  with the characters temporarily if it furthers their agenda.
  Desires/Motivations indicates the NPC's prominent drives that the characters might be able to understand or exploit. 
  Loyalty indicates alliances. Loyal implies a close bond, overcoming or suborning which is difficult. Allied indicates 
  loose bond that might be overcome. At the DM's discretion loyalty might be shifted by good social skills rolls or 
  roleplay.
  Enemy/Ally is the default position of any NPC who understands the player character's motivations. This does not 
  account for deception on the part of the characters. The DM is free to alter this as they see fit for all NPCs except Damien 
  and the Silversmith.
    Name  
       Desires/Motivation  
   
   
   
                         Loyalty 
               Ally/Enemy
  Bealazon
  Serve the Silversmith, amass arcane power and personal influence
  loyal to Silversmith and 
  Inferenia, allied with Vex
  Enemy
  Belzar/Trevel
  Rise through the PTC, amass personal wealth and influence
  None
  Enemy
  Bolnur
  Develop arcane power
  allied with Damien
  Either
  Celena
  Overthrow the occupying forces, free Silverton
  loyal to Oswin, Lanos & 
  Terlamin
  Ally
  Chella
  Develop arcane power
  loyal to Vortarg
  Either
  Damien
  Save Anduria by any means necessary, collect silver
  None
  Either
  Decon Xillril
  Develop arcane power, overthrow Firenewt leader
  None
  Enemy
  Inferenia
  Serve the Silversmith, for the moment
  loyal to Bealazon allied with 
  the  Silversmith
  Enemy
  Lanos
  Overthrow the occupying forces, free Silverton
  loyal to Celena, Oswin & 
  Terlamin
  Ally
  Oswin
  Overthrow the occupying forces, free Silverton
  loyal to Celena, Lanos & 
  Terlamin
  Ally
  Reighar
  Obtain the Anvil of Kings
  None
  Either
  Rillix
  Develop arcane power
  None
  Either
  Silvirantalas
  Save mate, overthrow the occupying forces, free Silverton
  None
  Ally
  The Silversmith
  Master weaponsmithing in silver, craft weapons, amass personal power 
  and influence
  None
  Enemy
  Syndyrdara
  Obtain weapons for House
  None
  Either
  Talshak
  Serve Bealazon
  loyal to Bealazon
  Enemy
  Terlamin
  Overthrow the occupying forces, free Silverton
  loyal to Celena, Lanos & Oswin
  Ally
  Valsharren
  Amass personal power, sate destructive urges
  None
  Enemy
  Vex
  Amass personal power
  allied with the Silversmith & 
  Bealazon 
  Enemy
  Vortarg
  Develop arcane power
  loyal to Chella, allied with 
  Damien
  Either
  
  93
  Pregenerated Player Character Statblocks
  Alizsah, Tiefling (kyton spawn) Female Bard 7        
  CG medium humanoid (Tiefling) 
  Init +2; Perception +5; darkvision 60 feet.
  DEFENSE
  AC 20, touch 12, flat-footed 18 (+2 natural, +6 armor, +2 Dex);
  Hp 41 (7d8+7)
  Fort +5, Ref +9, Will +6; +4 vs bardic performance and sonic 
  Resist cold/electricity/fire 5
  OFFENSE
  Speed 30 ft.
  Melee +7 Sickle 1d6+1 (20/x2)
  Ranged +9 Longbow 1d8+2 (20/x3) - (+1 hit/damage within 30ft)
  Special bardic performance 18 rounds/day (countersong, distraction, fascinate, 
  inspire courage +2, inspire competence +3, suggestion).
  Spell-like Ability (CL 7th, Concentration +11)
  2nd (1) - web (DC 16)
  Bard Spells Known (CL 7th, Concentration +11)
  3rd (2) - crushing despair (DC 17), haste
  2nd (4) – blur, eagles splendor, sound burst (DC 16), silence (DC 16).
  1st (5) – comprehend languages, delusional pride (DC 15), ear-piercing scream (DC 15), innocence, undetectable alignment 
  0th (at will) – daze (DC 14), detect magic, ghost sound, mage hand, presdigitation, read magic.
  STATISTICS
  Str 12, Dex 14, Con 12, Int 12, Wis 9, Cha 17 (19)
  Base Atk +5; CMB +5; CMD 17
  Feats Armor of the Pit, Martial Weapon Proficiency (longbow), Point Blank Shot (+1 hit/damage within 30ft), 
  Weapon Focus (longbow)
  Skills Acrobatics +6, Appraise +5, Bluff +14, Climb +5 (+10), Diplomacy +9, Disable Device +6, Disguise +7, Escape 
  Artist +8, Heal +3, Intimidate +14, Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (engineering) 
  +7, Knowledge (geography) +7, Knowledge (nobility) +7, Knowledge (planes) +7, Knowledge (religion) +7, 
  Perception +4, Perform (dance) +14, Perform (oratory) +14, Sense Motive +3, Sleight of Hand +6, Spellcraft +6, Stealth 
  +8, Use Magic Device +11.
  Languages Common, Abyssal, Infernal
  SQ Tielfling racial (cold/electricity/fire resist 5, +2 Escape Artist/Intimidate, prehensile tail), Favoured class bonus 
  (+1 skill point/level), bardic knowledge +1, versatile performance (Acrobatics, Fly; Bluff/Diplomacy).
  Combat Gear potion of cure light wounds (1d8+1), potion of shield of faith (Cl 1st),  
  Other Gear +1 composite longbow (12 str), 24 arrows , cold iron masterwork sickle, +2 glamered mithral chain shirt, cloak 
  of resistance +2, daredevil boots, headband of alluring charisma +2, ring of climbing, mysterious engraved circlet, 1100gp
  TACTICS
  Alizsah tends to use charm, guile and, if needs be, intimidation to achieve her goals. She prefers subterfuge to open action, 
  though she’s not afraid to get her hands dirty when the time comes. In a party she will support any action with spells, 
  performance and her bow, closing to melee only as a last resort. She specializes in confounding her opponents.  
  Description
  Lithe and agile, Alizsah has short black hair, violet skin and wickedly demonic eyes. When working, she wears dark, form fitting 
  leathers, and carries a bow over her shoulders and sickle at her side. When ‘performing’ she wears little more than a smile.
  Background
  Alizsah grew up in the darker parts of the city, her blood and upbringing making the transition to the seamy side of society. She 
  moves through the criminal element like a master, using her burlesque performances to get close to the right people. She takes jobs 
  where she can get them, but excels in spying, information gathering and ‘recovery’. Despite a truly devilish streak, Alizsah has 
  limits to how far she will delve into the darkness, and she is particularly cagey about her past or the mysterious circlet she carries.
  Character Concept - Vernon Swain-Nisbet
  
  94
  Elzix, Human Female Oracle 7          
  CG medium humanoid (Human) 
  Init+0; Roll Twice (always act in surprise round); Perception +10
  DEFENSE
  AC 20, touch 10, flat-footed 18 (+7 armor, +3 shield);
  Hp 41 (7d8+7)
  Fort +3, Ref +3, Will +7
  OFFENSE
  Speed 20 ft.
  Melee +9 longsword 1d8+3 (17-20/x2)
  Ranged +5 throwing axe 1d6+2 (20/x2)
  Oracle Spells Known (CL 7th, Concentration +11, +15 casting defensively)
  3rd (5) - deadly juggernaut, dispel magic, prayer.
  2nd (7) – bull's strength, cure moderate wounds, fog cloud, resist energy
  1st (7)— cause fear, cure light wounds, divine favor, enlarge person, forbid action (DC 15), 
  murderous command (DC 15).
  0th (at will) – create water, detect magic, light, mending, read magic, spark, stabilize
  STATISTICS
  Str 14, Dex 10, Con 10, Int 13, Wis 12, Cha 17 (19)
  Base Atk +5; CMB +7; CMD 17
  Feats Combat Casting, Die Hard, Extra Revelation, Improved Shield Bash, Scribe Scroll, Toughness.
  Skills Craft (alchemy) +10, Diplomacy +13, Heal +10, Knowledge (religion) +10, Perception +10, Sense Motive +10, 
  Spellcraft +10
  Languages Common, Halfling
  SQ Favoured class bonus (+1 skill point/level), Skilled (+1 skill point/level), Mystery (Battle), Revelations (War Sight, 
  Skill at Arms, Weapon Mastery - longsword, Resiliency not disabled at 0hp), Oracle Curse (Lame)
  Combat Gear potion of cure light wounds (1d8+1), potion of shield of faith (Cl 1st), scroll of fog cloud (Cl 4th)
  Other Gear +1 keen longsword, +2 scalemail, +1 heavy steel shield, aegis of recovery, cloak of resistance +1, headband of 
  alluring charisma +2, throwing axe (4), 1700gp 
  TACTICS
  Elzix revels in a brawl, but she’s got a deep vindictive streak. She opens combat with spells that hamper of confuse 
  her opponents, then wades in with her sword and shield, ruthlessly crushing her opposition while they are 
  weakened.  
  Description
  Thin and waifish, with slightly tangled long brown hair, Elzix looks like exactly what she is – a hardened street 
  kid. She has a noticeable limp, and a masterful ‘innocent’ expression only a 15 year old girl can produce. Garbed in 
  slightly oversized armour and wielding a longsword and shield, she cuts a slightly comical figure until observers 
  realise the deadly precision of her movements and the almost maniacal gleam in her eye.   
  Background
  An orphan in an unforgiving city, Elzix grew up rough and poor, falling into street gangs at an early age. She found 
  she had the fire for a fight, and never took a backward step. Her awakening to mystical power occurred at puberty, 
  and she rose even further, her gang and their “Battle Witch” carving out a nice little territory in the Lower Ward. 
  Until recently, she was content with this, but she’s begun to sense true darkness on the horizon…and she’s always up 
  for a scrap.   
  Character Concept - Zorba “The Dwarf Smasher”
  
  95
  Lenalee Shieldheart, Halfling Female Paladin 7 (Hospitaler)   
  LG small humanoid (halfling) 
  Init +1; Perception +6
  Aura - Courage (10' all allies gain +4 saves vs fear)
  DEFENSE
  AC 22, touch 11, flat-footed 19 (+8 armor, +2 shield, +1 Dex, +1 size);
  Hp 60 (7d10+14)
  Fort +11, Ref +9, Will +11; Immune Fear, Disease
  OFFENSE
  Speed 20 ft. (15ft in armor)
  Melee +11/+6 longsword 1d6+3 (19-20/x2) 
  Ranged +9 light crossbow 1d6 (19-20/x2)
  Special Smite Evil (one target, +4 to hit, +7 damage, Bypass DR, +4 AC vs target, 
  damage bonus doubled on 1st attack vs evil outsider, dragon or undead)
  Spells Prepared (CL 4th, Concentration +7)
  2nd (1) - shield other
  1st (2)— cure light wounds (x2)
  STATISTICS
  Str 12, Dex 12, Con 12, Int 11, Wis 12, Cha 17 (19)
  Base Atk +7/+2; CMB +7; CMD 18
  Feats Greater Mercy (+1d6 healing on Lay on Hands when no conditions exist), Toughness, Word of Healing (use Lay 
  on Hands at 30' range), Selective Channeling.
  Skills Diplomacy +14, Heal +11, Knowledge (religion) +8, Perception +6 
  Languages Halfling, Common.
  SQ Halfling Racial (+1 AC and hit, -1 CMB/CMD, +2 saves vs fear, +1 all Saves, +2 Acrobatics/Climb/Perception, +4 
  Stealth), Favoured class bonus (+1 skill point/level), Aura of Good, Detect Evil (move action, single target, 60’ range), 
  Smite Evil 3/day, Lay on Hands (30', 3d6 healing and removes sickened & diseased conditions 7/day, can damage 
  undead), Mercy (sickened), Channel Energy (positive, 30’ burst, 2d6, Will DC 17) 6/day, Divine Bond (Weapon +1 
  enhancement bonus or ability, sheds light, 1/day, 5 minutes). 
  Combat Gear potion of cure light wounds (1d8+1), potion of shield of faith (Cl 1st)
  Other Gear +2 longsword (small), +2 chainmail, +1 light steel shield, masterwork light crossbow (small), 24 bolts, cloak of 
  resistance +1, headband of alluring charisma +2, 2100gp 
  TACTICS
  Lenalee will always attempt a diplomatic solution before combat, and will seek to incapacitate rather than kill 
  opponents if possible, always offering quarter if asked. If her comrades are in genuine danger she will switch, 
  however reluctantly, to lethal combat.
  Lenalee uses her spells and abilities to shield and heal her allies, and will always interpose herself between them and 
  harm.   
  Description
  Lenalee always tries to keep a comely appearance (her only true vice) despite wearing her father's weathered suit of 
  armour. Her auburn hair is usually in a ponytail with some sort of flower decoration. Both her shield and her armour 
  display her family crest, a pair of swords crossing in front of a heart. Her eyes (one blue, the other green) seem to 
  have a welcoming twinkle about them. Unlike most halflings, her feet are covered mainly for protection. Her father's 
  long sword rests in a sheath on her right hip (she's left handed).
  Background
  Lenalee was born to a forgotten hero and took up his mantle when he passed. She seeks to do his memory justice and 
  protect the weak from aggressors. To her everyone is deserving of mercy and bloodshed to her means failure.
  Character Concept - Adam Matherly
  
  96
  Luther “Sarge” Flint, Human Male Gunslinger 7         
  LN medium humanoid (human) 
  Init +7; Perception +11
  DEFENSE
  AC 21, touch 16, flat-footed 15 (+5 armor, +4 Dex, +2 dodge);
  Hp 60 (7d10+14)
  Fort +7, Ref +10, Will +5
  OFFENSE
  Speed 30 ft.
  Melee +8/+3 longsword 1d8 (19-20/x2)
  Ranged +13/+8 pistol 1d8+6 (20/x4, Misfire 1)
  Deeds Deadeye, Gunslinger’s dodge, Quick clear, Gunslinger initiative, Pistol whip, 
  Utility shot, Dead Shot, Startling Shot, Targetting 
  STATISTICS
  Str 10, Dex 17 (19), Con 12, Int 13, Wis 14, Cha 10
  Base Atk +7/+2; CMB +7; CMD 20
  Feats Gunsmithing, Extra Grit, Improved Initiative, Point Blank Shot (+1 hit/damage 
  within 30’), Precise Shot, Rapid Reload (pistol), Weapon Focus (pistol).
  Skills Acrobatics +14, Craft (weaponsmith) +11, Knowledge (engineering) +11, Knowledge (local) +11, Perception 
  +12, Profession (soldier) +11.
  Languages Common, Dwarven.
  SQ Favoured class bonus (1hp/level), Skilled (+1 skill point/level), Grit (4 points/day), Deeds, Nimble (+1), Gun 
  Training 1 (pistol)
  Combat Gear potion of cure moderate wounds (Cl 3rd 2d8+3), potion of shield of faith (Cl 1st)
  Other Gear masterwork longsword, dagger (2),+2 pistol, shot & powder for 120 shots, +2 studded leather armour, cloak 
  of resistance +2, endless bandolier, belt of incredible dexterity +2, gunsmith’s kit, 1530gp 
  TACTICS
  Luther is soft spoken and is equally at home talking things through or ‘taking them outside’. If combat occurs he 
  prefers to think his way through a situation, calm and considered before taking action – which is inevitably through 
  the sights of his pistol.   
  Description
  Luther is a man in his forties, short cut hair and heavily scarred face. He wears leather armour and a heavy coat, and 
  carries a longsword and a pistol holstered at his side. He has the bearing and calm assured purpose of an ex-military 
  man. 
  Background
  Luther served as a sergeant in the Andurian Guard, stationed in one of the few external outposts in the region. Career 
  military, he was content to serve out his days, but a sudden, unprovoked attack on the outpost by a small horde 
  of shambling undead wiped the Guard contingent there out to a man – only Luther survived. The attack ceased as 
  suddenly as it started, with no apparent reason or trigger. Deeply troubled by this he resigned his commission to seek 
  out the cause of the incursion.       
  Character Concept - Brian Dunnett
  
  97
  Tarathiel Crystalthorn, Elf Male Wizard 7          
  NG medium humanoid (Elf) 
  Init +6; Perception +10; Low Light Vision.
  DEFENSE
  AC 13, touch 13, flat-footed 11 (+2 Dex, +1 deflection);
  Hp 36 (7d6+7)
  Fort +4, Ref +5, Will +6; +2 vs Enchantment; Immune Sleep
  OFFENSE
  Speed 30 ft.
  Melee +4 Longsword 1d8 (19-20/x2)
  Ranged +6 Longbow 1d8 (20/x2)
  Special force missile (1d4+3) 7/day
  Wizard Spells Prepared (CL 7th, Concentration +11, +15 casting defensively)
  4th (2) - resilient sphere (DC 18), wall of fire (DC 18)
  3rd (3) - dispel magic, fireball (DC 17), lightning bolt (DC 17)
  2nd (4) – blur, mirror image, scorching ray (x2).
  1st (5)— burning hands (DC 15), grease (DC 15), mage armor, magic missile 
  0th (4) – detect magic, light, ray of frost (DC 14), resistance
  STATISTICS
  Str 10, Dex 15, Con 12, Int 17 (19), Wis 12, Cha 10
  Base Atk +3; CMB +3; CMD 15
  Feats Combat Casting, Craft Wand, Craft Wondrous Item, Improved Initiative, Scribe Scroll, Spell Penetration (+2 CL 
  to overcome SR)
  Skills Appraise +8, Craft (alchemy) +12, Knowledge (arcana) +13, Knowledge (planes) +13, Knowledge (history) +13, 
  Knowledge (local) +12, Perception +10, Spellcraft +13 (+15 for identification).
  Languages Common, Elven, Celestial, Draconic, Sylvan. 
  SQ Elven Racial (Immune to magic sleep, +2 saves vs enchantment, +2 Perception/Spellcraft (identification only), 
  +2 Cl to overcome SR, proficiency with ‘elven’ weapons), Favoured class bonus (1 skill point/level), Arcane Bond 
  (amulet, cast any spell known 1/day), Arcane school (Evocation, opposition schools Necromancy and Enchantment), 
  Intense Spells (add +1/2 level to damage of evocation spells) 
  Combat Gear wand of magic missile (CL 3rd, 50 charges), wand of invisibility (CL 3rd, 50 charges).   
  Other Gear masterwork longsword, masterwork longbow, 24 arrows, cloak of resistance +2, headband of vast intelligence 
  +2 (Knowledge - planes), ring of counterspells (dispel magic), ring of protection +1, spellbook (all 0th, memorised plus 
  expeditious retreat, identify, protection from evil, shield and fox's cunning), 550gp
  TACTICS
  Tarathiel is happy for others to go hand to hand, remaining toward the back where he can rain down destruction on 
  his foes with magic or arrows.  
  Description
  Tarathiel is a young elf, with pale blonde hair blue eyes. He wears finely tailored clothing, and carries a longbow and 
  longsword, the traditional weapons of his people. 
  Background
  Tarathiel is young by the standards of his race, young enough to be impassioned and wish to embark on grand 
  endeavours. ‘Foolish’ other elves deem it. Tarathiel was raised in a distant enclave, to a life of study and privilege. 
  When he uncovered an ancient text predicting a great evil rising in the Eternal City, Tarathiel impulsively journeyed 
  there to uncover and face this menace.   
  Character Concept - T. Minards & Micah Watt
  
  98
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  System Reference Document. Copyright 2000, Wizards of the Coast,
  Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave 
  Arneson.
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  based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved.
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica 
  Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill 
  Webb; Based on original content from TSR.
  Pathfinder Roleplaying Game Bestiary. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based 
  on material by Jonathan Tweet, Monte Cook and Skip Williams.
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  Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, 
  James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick 
  Renie, Sean K. Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor and Greg A. 
  Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 3. Copyright 2011, Paizo Publishing, LLC; Authors Jesse Benner, Jason 
  Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley 
  Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip 
  Williams.
  Pathfinder Roleplaying Game Bestiary 4. © 2013, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, 
  Savannah Broadway, Ross Byers, Adam Daigle, Tim Hitchcock, Tracy Hurley, James Jacobs, Matt James, Rob 
  McCreary, Jason Nelson, Tom Phillips, Stephen Radney- MacFarland, Sean K Reynolds, F. Wesley Schneider, 
  Tork Shaw, and Russ Taylor. 
  Pathfinder Roleplaying Game Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason 
  Bulmahn.
  Pathfinder Roleplaying Game Advanced Class Guide © 2014, Paizo Inc.; Authors: Dennis Baker, Ross Byers, 
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  Keith, Will McCardell, Dale C. McCoy, Jr., Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Sean K 
  Reynolds, Tork Shaw, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Advanced Race Guide. © 2012, Paizo Publishing, LLC; Authors: Dennis Baker, 
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  Nelson, Stephen Radney-MacFarland, Owen K.C. Stephens, Todd Stewart, and Russ Taylor.
  Pathfinder Roleplaying Game NPC Codex. © 2012, Paizo Publishing, LLC; Authors: Jesse Benner, Jason 
  Bulmahn, Adam Daigle, Alex Greenshields, Rob McCreary, Mark Moreland, Jason Nelson, Stephen Radney-
  MacFarland, Patrick Renie, Sean K Reynolds, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Magic. Copyright 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, 
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  Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Campaign. © 2013, Paizo Publishing, LLC; Authors: Jesse Benner, 
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  Macklin, Colin McComb, Jason Nelson, Richard Pett, Stephen Radney-MacFarland, Patrick Renie, Sean K 
  Reynolds, F. Wesley Schneider, James L. Sutter, Russ Taylor, and Stephen Townshend.
  Pathfinder Roleplaying Game Ultimate Combat. Copyright 2011, Paizo Publishing, LLC; Authors: Jason 
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  Reynolds, Owen K.C. Stephens, and Russ Taylor.
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  Benner, Benjamin Bruck, Ross Byers, Brian J. Cortijo, Ryan Costello, Mike Ferguson, Matt Goetz, Jim Groves, 
  Tracy Hurley, Matt James, Jonathan H. Keith, Michael Kenway, Hal MacLean, Jason Nelson, Tork Shaw, Owen 
  KC Stephens, and Russ Taylor.
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  Banks, Wolfgang Baur, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, Adam Daigle, Joshua J. Frost, 
  James Jacobs, Kenneth Hite, Steve Kenson, Robin Laws, Tito Leati, Rob McCreary, Hal Maclean, Colin 
  McComb, Jason Nelson, David Noonan, Richard Pett, Rich Redman, Sean K. Reynolds, F. Wesley Schneider, 
  Amber Scott, Doug Seacat, Mike Selinker, Lisa Stevens, James L. Sutter, Russ Taylor, Penny Williams, Skip 
  Williams, Teeuwynn Woodruff.
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  Thomas M. Reid, Alex Riggs, Robert Schwalb, Mark Seifter, Russ Taylor, and Steve Townshend
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  Groves, Sean McGowen, and Philip Minchin
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  Minchn, F. Wesley Schneider, and Jerome Virnich.
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  E Scott.
  Pathfinder Chronicles: Princes of Darkness. Book of the Damned Vol. 1. Copyright 2009, Paizo Publishing, LLC; 
  Author: F Wesley Schneider.
  Pathfinder Roleplaying Game Ultimate Intrigue © 2016, Paizo Inc.; Authors: Jesse Benner, John Bennett, Logan 
  Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, Robert N. Emerson, Amanda Hamon Kunz, Steven 
  Helt, Thurston Hillman, Tim Hitchcock, Mikko Kallio, Rob McCreary, Jason Nelson, Tom Phillips, Stephen 
  Radney-MacFarland, Thomas M. Reid, Alexander Riggs, David N. Ross, David Schwartz, Mark Seifter, Linda 
  Zayas-Palmer Pathfinder Player Companion: People of the Wastes © 2017, Paizo Inc.; Authors: Logan Bonner, 
  John Compton, Nathan King, Luis Loza, Christopher Wasko, and Linda Zayas-Palmer.
  Pathfinder Roleplaying Game Ultimate Wilderness © 2017, Paizo Inc.; Authors: Alexander Augunas, John 
  Bennett, Robert Brookes, John Compton, Dan Dillon, Steven T. Helt, Thurston Hillman, Eric Hindley, Mikko 
  Kallio, Jason Keeley, Isabelle Lee, Jason Nelson, Stephen Radney-MacFarland, Alex Riggs, David N. Ross, 
  David Schwartz, Mark Seifter, Jeffery Swank, and Linda Zayas-Palmer 
  Pathfinder Player Companion: Divine Anthology © 2016, Paizo Inc.; Authors: Alexander Augunas, Russ Brown, 
  John Compton, Alex Riggs, and David Ross.
  Pathfinder Companion: Taldor, Echoes of Glory. Copyright 2009, Paizo Publishing, LLC; Author: Joshua J. Frost.
  Pathfinder Roleplaying Game Horror Adventures © 2016, Paizo Inc.; Authors: John Bennett, Clinton J. Boomer, 
  Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, Jim Groves, Steven Helt, Thurston Hillman, Eric 
  Hindley, Brandon Hodge, Mikko Kallio, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Alistair Rigg, 
  Alex Riggs, David N. Ross, F. Wesley Schneider, David Schwartz, Mark Seifter, and Linda Zayas-Palmer.
  Pathfinder Player Companion: People of the River © 2014, Paizo Inc.; Authors: Tim Akers, Jason Brick, Ethan 
  Day-Jones, James Jacobs, Nick Salestrom, David Schwartz, and William Thrasher
  Difficult Circumstances, Prologue: What Lies Beyond Reason, 2015, Pyromaniac Press; Micah Watt.
  A Simple Job, Adventure 1: What Lies Beyond Reason, 2016, Pyromaniac Press; Micah Watt.
  Ignorance is Bliss, Adventure 2: What Lies Beyond Reason, 2016, Pyromaniac Press; Micah Watt.
  From the Ashes, Adventure 3: What Lies Beyond Reason, 2016, Pyromaniac Press; Micah Watt.
  Campaign Guide: What Lies Beyond Reason, 2016, Pyromaniac Press; Micah Watt.
  Sanitarium, Adventure 4: What Lies Beyond Reason, 2018, Pyromaniac Press; Micah Watt.
  Seeking Silver, Adventure 5: What Lies Beyond Reason, 2018, Pyromaniac Press, Micah Watt.
  Campaign Guide 2: What Lies Beyond Reason, 2019, Pyromaniac Press; Micah Watt.
  
  Anduria in Crisis
  The Guild of Peace and Healing, one of the most trusted institutions in the 
  Eternal City, has been exposed as a corrupt and spent force. The revelations 
  in the depths below the Sanitarium send shockwaves through the governing 
  City Council  
  Amongst the discoveries is a powerful protective enchantment that can 
  halt the growing madness, but it requires vast quantities of silver that the 
  Andurian reserves simply don’t have.
  With the metal supplies dwindling, the heroes must travel to the nearby 
  mining community of Silverton to discover the secret of the missing silver.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Pyromaniac Press/Seeking Silver.pdf