TEXT: Trouble in
  ironbooT Mine
  Part 1: The Aranea Queen
  by
  Thorsteinn Mar
  
  I claim no ownership of cover art. 
  Acknowledgements: Helgi Már Friðgeirsson, Guðmundur Arnar Guðmundsson 
  Beta Testers: Óskar Freyr Hinriksson, Óðinn Örn Sævarsson, Björn Leví Gunnarsson, Guðbjartur Nilsson, Hjalti Hrafn Hafþórs-
  son, Snorri Guðjónsson
  
  5
  About this module 
  Trouble in Deadsnows is designed for a party of 4-6 
  PCs of 1. level, a good balance of character classes 
  is adviced. It takes place in the Nether Mountains, 
  in the Silver Marches region of the Western Heart-
  lands in Faerun, using the Forgotten Realms set-
  ting. The module can be run using any small settle-
  ments where dwarven mine is in the near vicinity.  
  All encounters can be easily modified to suit larger 
  or smaller parties. This is the first part of three in 
  the Aranea Queen campaign. 
  When a dwarf from a local mine is found dead the 
  PCs are sent to investigate. Once at the mine the 
  PCs discover that something terrible has happened 
  and need to find a way to make things right again. 
  This book is meant for Dungeon Masters and 
  refers the Player’s Handbook, Dungeon Master’s 
  Guide and Monters Manual. Spells and items are 
  described in the Player’s Handbook, magic items 
  can be found in Dungeon Master’s Guide and stat-
  blocks for monsters and villains are contained in 
  the Monsters Manual, unless otherwise noted. 
  Recent developments
  The Spellplague hit the small village of Deadsnows 
  hard. The village that rested in a valley in the 
  northern part of the Nether Mountains was all but 
  destroyed, the inhabitants scattered through the 
  Western Heartlands. A century and two years bet-
  ter, humans and dwarves returned to Deadsnows 
  and the Icespear valley, finding the ruined village 
  and the started rebuilding it. Two years later the 
  village is thriving, mostly due to good relations with 
  the local dwarf clans and the village‘s good situa-
  tion, by the Fork Road to Sundabar.
  One of these dwarf clans was the Ironboot clan. It 
  had ventured deep into the Nether Mountains to 
  mine for gold. The relatively small clan had hit a 
  prosperous vein in an underground chasm created 
  by the Spellplague. Working on the vein the miners 
  discovered series of chambers dating from before 
  the Spellplague, but seemingly abandoned. 
  Investigation lead the dwarves into a decorated 
  chamber where they found a mostly round golden 
  egg on a pedestal. The investigators, blinded by the 
  monetary value of the egg, removed the egg from 
  the pedestal, awakening ancient guardians placed 
  there over a century ago by the former inhabitants 
  of the place. The egg is in fact an Aranea queen egg, 
  left by the Aranea clan there as a safety measure, 
  when Spellplague forced the clan to go deeper into 
  the Underdark. 
  The guardians, once woken, chased the dwarves 
  out of the Aranea complex and killed them. Only 
  one dwarf escaped, barely managed to make it to 
  Deadsnows, where Rubert Anon, priest of Lathand-
  er, finds him dead. 
  Meanwhile a few kobold discover the Ironboot mine 
  abandoned, the guardians having completed their 
  task and taken their position in the decorated 
  chamber. The kobolds find the egg and not under-
  standing what it is decide to take it back to their 
  cave. The Aranea, feeling the gentle summoning tug 
  of the protective spells placed on the egg and the 
  chamber make their way up from the Underdark, 
  intent on retrieving the old queen egg. 
  Adventure overview
  Torbin Ironboot, elder of the Ironboot clan, is dis-
  covered dead in Deadsnows. Rubert Anon, cleric of 
  Lathander, asks the PCs to inform the clan of their 
  elder‘s death. The mine is in the Nether Mountains 
  and the town has had a good relationship with the 
  dwarf clan ever since it was rebuilt. The trip takes 
  a couple of days but once there the PCs discover 
  something terrible has happened. 
  The mine is empty and there are obvious signs of 
  struggle. The main hallway, leading down into the 
  mining area is sealed off, closed with all manner 
  of debris and overturned furniture. Once the PCs 
  go deeper into the mine they find that the dwarves 
  had opened a strange chamber, one with a pedestal 
  with a nest for something. The nest used to store 
  an Araneean queen egg of an old Aranea clan, left 
  there once the clan fled deeper into the Underd-
  ark following the horrors of the Spellplague. The 
  dwarves discovered the chamber and removed the 
  queen egg, waking the guardians. 
  The guardians, after battling the dwarf clan, sum-
  moned the elders of the Aranea clan, which are 
  back for the egg and not that happy finding the 
  chamber opened and empty. They demand the 
  queen egg be given back to them or they will 
  unleash their anger upon the dwarves in nearby 
  mines. A local clan of kobolds, divided by internal 
  bickering between the leader and his son, Kax, 
  made the most of the opportunity when it discov-
  ered that the dwarves where gone and looted the 
  mine and enslaved the remaining dwarves. The PCs 
  need to find the kobolds and discover what hap-
  pened to the egg and the dwarves. 
  
  6
  Dawnlord in distress
  The PCs are on their way to Deadsnows following 
  the Fork Road. It‘s late Mirtul, grass turning green 
  and rivers, once clad with ice are whitewashed 
  and hard to cross. As the hot day passes the PCs 
  draw nearer to Deadsnows. If one or more PC has a 
  Passive Perception 13 or higher they hear a spell 
  boom up the road, the sound of battle and shrill 
  screams. Read or paraphrase the following, if they 
  PCs decide to investigate.
  A cart has been turned over in a fork of the 
  road. Several small creatures surround the cart 
  and send volleys of pebbles over it, screaming 
  with delight. A few of them move forward with 
  crude daggers and clubs. A lone man stands 
  beside the wagon, holding a golden symbol 
  high. He calls forth a rosy-hued shimmering 
  light around himself. Blood stains his face. The 
  attackers will soon overrun him.
  The PCs can make an Intelligence (Religion) DC 
  10 check to recognize the cleric as a priest of 
  Lathander. His name is Rubert Anon (see appen-
  dix), who‘s returning from Sundabar. Rubert is a 
  local priest and lives in Deadsnows. If the PCs help 
  him he will be thankful and talk highly of the PCs 
  in Deadsnows. Rubert will fight to defend his cart. 
  He’s armed with a quarterstaff and has used Shield 
  of faith to bolster his defense. He has already used 
  sacred flame and cure wounds. If the PCs enter the 
  fight he will use bless but save the remaining spell 
  slots for healing.
  The attackers are 6 red scaled kobolds (see MM 
  p.195 ), a small group led by Kax (see appendix), 
  son of Roqua, leader of the Burnt hand Clan. Each 
  kobold have burn marks on the left hand. If half of 
  the kobolds is slain the rest flees. The kobolds try 
  to use their slings as much as they can but once in 
  melee they use their pack tactics as much as they 
  can. Their goal is to loot the cart and two kobolds 
  will use their actions to do so. Kax urges his kob-
  olds on speaking Draconic, eager to impress his 
  draconic master and taking his father’s place as 
  speaker. Kax is the first to flee the scene.
  Kax is a despicable little creature and will use every 
  opportunity to belittle the PC’s. He leads from the 
  rear but is easily recognisable from his red cloak, 
  studded leather armor, eye patch and sqeaky voice. 
  His warriors are fearless while he’s there. 
   
  If the PCs intervene the kobolds fight for three 
  rounds. If they manage to bring down a hero and 
  haven‘t looted the cart they fight on for another 
  two rounds. If they see that the PCs are putting up 
  a good fight, Kax calls them back and flees, Kax 
  Chapter 1: In Deadsnows
  
  7
  doesn’t participate in the encounter in any other 
  manner. If the kobolds have managed to loot the 
  cart they leave. If the PCs try to talk to the kob-
  olds they are only interested in getting their hands 
  treasure the PCs and Rubert have. If the PCs cap-
  ture a kobold and interrogate it, the kobold says 
  that Kax lead the raiding party and the goal was to 
  collect treasure for Alizarinathrax, the red dragon 
  living deep in the Nether Mountains and the kobold 
  clan pays homage to.    
  Once the kobolds have been left Rubert thanks the 
  PCs. If they managed to thwart Kax‘s plan to loot 
  the cart, Rubert is all the more grateful. In the cart 
  he has a small box containing 350 gold pieces, a 
  support from the Lathander church in Sundabar 
  for a new church in Deadsnows. Rubert offers to 
  heal the PCs’ wounds, if there are any. He invites 
  the PCs to accompany him the last few miles to 
  Deadsnows.  Rubert informs the PCs that kobolds 
  have been a nuisance since last summer and the 
  town’s militia and rangers have tried to keep them 
  down, but there have been reports of the kobolds 
  attacking both travelers and small caravans. 
  Traveling Through icespear valley
  The Icespear Valley is a peaceful place. It rests 
  between the Nether Mountains and the steep 
  lower mountainsides are covered with fur and pine 
  woods. The woods are scarce the higher you get and 
  the mountain tops are covered with ice and snow. 
  Many farms dot the valley, though most rest near 
  the village. Sheep and cattle grass in the valley, 
  guarded by sheep dogs and sleepy teenagers. The 
  Icespear River is swollen and whitewashed, due to 
  snow melting high in the mountains. The days are 
  hot but as soon as the sun sets the cold creeps in, 
  a nasty reminder that the summer hasn’t taken 
  completely over. 
  In the northern part of the Valley stand the ruins 
  of Hospice of Marthammor Duin. Formerly a abbot 
  dedicated to the dwarven deity it stands now as a 
  dark reminder of the effect the Spellplague had on 
  the Icespear Valley. 
  Caravans and traveling merchants make their stop 
  in Deadsnow while traveling the Fork Road between 
  Ascore and Sundabar. Militia from Deadsnows 
  occasionally traverse the road from Deadsnow to 
  Fork Road and with the help of locals try to keep 
  the path free of danger.  
  A dead dwarf in the gates 
  As the PCs draw nearer to Deadsnows they spot a 
  village being rebuilt. There are both new houses, 
  houses rebuilt and old houses either crumbled 
  or about to. The walls surrounding the town have 
  been hastily rebuilt and are in the process of being 
  strengthened by a crew led by a dwarven stone 
  mason. 
  Dusk is falling and the warm lights of Dead-
  snows, the small village in Icespear valley, look 
  welcoming and warm. As the sun sets a cold 
  wind picks up, rustling the trees by the road. 
  When you come closer to the village you see that 
  it’s being rebuilt, many houses are new, wooden 
  frames on stone foundation, three story high 
  with steep roofs. White smoke rises from many 
  chimneys. The wooden walls are hastily assem-
  bled but the gates look sturdy. 
  Rubert Anon can fill the PCs on the town’s history 
  and its build up (see Background). He was urged to 
  move to Deadsnows by his mentor in Dagger Falls 
  and bring the gospel of Lathander and partake in 
  the rebirth of the village. Rubert has managed to 
  convert many villagers and has with the help of 
  the congregation managed to build a small church, 
  situated where the old Morning Watchtower used to 
  stand. He invites the PCs to pay him a visit before 
  they leave Deadsnows. 
  As the group draws enter the village they see that 
  there’s something happening in the south gates. 
  Concerned and curious villagers are walking over 
  there. 
  The wooden gates of Deadsnows are closed. 
  On either side of the gate are stone pillars, the 
  one on your left is carved with dwarven runes, 
  the writing on the one to your right says:  Well 
  met, traveler! Rest your bones, rest your weary 
  feet. Rest your sword and leave in peace.
  Rubert Anon calls out: “Lo, guards! Rubert 
  Anon, second speaker, returns.” After a short 
  while the gates are opened by a flustered guard. 
  Rubert greets the man and claims that you are 
  his guests. 
  As you enter Deadsnows you see that the other 
  guards are looking towards the south gate, strain-
  ing to see what’s going on there and seemingly too 
  busy to pay you any notice. People are gathering 
  there. 
  
  8
  name. Two religious groups, Dwarves of Martham-
  mor Duin and Humans of Lathander eventually 
  settled here, building impressive temples to each of 
  their respective gods.
  In Eleint, 1372 DR, during the winter melt a hunter 
  was filling his waterskin at a swollen river 3 miles 
  from the village when he noticed the water con-
  tained tiny golden flecks. He returned and began 
  to prospect, discovering to his joy that there was 
  indeed gold to be found. Word spread around the 
  village which then got out, and within a couple of 
  months, 300 dwarves, elves, humans and halflings 
  had flocked to the village, either looking to mine the 
  gold themselves or hawk their wares to said miners. 
  A few also arrived for more nefarious ends, to sell 
  illegal items or to steal.
  This sudden influx of people taxed the village to 
  its limit and it looked like it would continue to do 
  so until the gold ran out. However, the Spellplague 
  destroyed the buildings and fields of the village, 
  forcing the survivors to flee.
  In 1486 DR rumors of Deadsnows being rebuilt 
  started circling in the Silver Marches. Many hope-
  ful entrepreneurs and adventurers made their way 
  to the old, abandoned village in the next months. 
  The first winter was hard but the coming spring the 
  villagers saw that a few dwarf clans found their way 
  to Deadsnows and started mining in the Icespear 
  Valley and nearby valleys. Once again Deadsnow 
  prospers. 
  Leadership
  Deadsnow is led by a council of elders. Since the 
  population is still small the elders are mostly people 
  that have been handpicked and asked to sit on the 
  council. The council meets as often as is needed 
  and makes decisions on pressing issues. Now, in 
  1489 DR, there are five council members, each rep-
  resenting a small part of either the town’s popula-
  tion or some part of its social or economy. 
  The council is led by Diliana Viveros (see appendix 
  A) and has the title Speaker. Diliana is a Cormyr-
  ian, she was among the first settlers along with 
  her husband, Garos, but he didn’t make it through 
  the first winter. Diliana speaks for the council and 
  takes care of the everyday business. She organ-
  izes the militia, but every able man and woman is 
  supposed to serve one day of every tenday. She is 
  respected in the community and thought of as fair 
  and just. 
  Rubert decides to investigate this further. If the 
  PCs decide to join him, read or paraphrase the text 
  below. If the PCs feel weary and in need of a warm 
  bath and cozy bed it shouldn’t take them long to 
  find The Rose and Hammer, the only house in the 
  village that survived the Spellplague.
  The villagers have gathered in the South gate. 
  Rubert pushes his way through, coming to an 
  abrupt stop. An old, white haired dwarf lies 
  beside one of the carved gate poles, clutching 
  a dire wound in his side. Rubert starts praying 
  to his god but the dwarf grabs his hands and 
  opens his eyes. He draws the cleric closers and 
  whispers something in his ear. The people pre-
  sent there strain to hear what he has to say. 
  The PCs can make a DC 10 Wisdom (Perception) 
  check to hear what the old dwarf says to Rubert. 
  Those that pass the test hear the dwarf say: Don’t 
  let them have it.
   
  The dwarf passes away not long after this. He’s 
  too weak to answer any questions and refuses 
  to receive healing from Rubert, who only eases 
  the dwarf’s pain. After the dwarf’s death Rubert 
  arranges that the body will be carried to his temple 
  and he proclaims that he will be singing over the 
  body in the morning. 
  The PCs can easily learn that the dwarf’s name 
  was Torbin Ironboot, a ledge keeper of the Ironboot 
  clan from a mine nearby. Rubert excuses himself 
  but asks the PCs to find him in the morning in the 
  temple. He tells the PCs to stay at The Rose and 
  Hammer and where to find the inn.      
  Deadsnows
   
  Village, population 230
  Deadsnows was until recently little more than a 
  ghost town. Now it thrives once more and travel-
  ers and caravans are making a stop there, bringing 
  coin and product.  
  History
  Originally a keep for a human lord who desired 
  his own kingdom, his dream was shattered before 
  it had ever really started. He died in the Battle of 
  Deadsnows, a minor skirmish with some of the 
  countless orc raiders that continually plagued his 
  designs and the battle which gave the place its 
  
  9
  The council also includes Rubert Anon, Thodvar 
  Nun, Coral Brittlebeard and Ol’ Tom. Rubert rep-
  resent the divine and religious part. Thodvar Nun 
  speaks for the farmers, Coral is the spokesperson of 
  the dwarven community and Ol’Tom leads a small 
  circle of druids and sits on the council on their 
  behalf. 
  Demographics
  Deadsnows population is mostly humans and 
  dwarves. There are a few halflings and half-elves 
  there as well, but elves are few. Other races are 
  seldom seen. 
  Economics
  Deadsnows is an agricultural village based on bar-
  ter and trade. The dwarf clans bring their ore and 
  metal into town where the craftsmen work it into 
  products. Adventurers should have no trouble buy-
  ing common items but uncommon and rarer items 
  are harder to come by.  
  Key To DeaDsnows
  1. 
  Village gates
  The gates are usually guarded by a pair of guards. 
  Both are part of the town’s militia and armed 
  with halberds, short swords and shields, wearing 
  leather armor. The gates are wooden and closed 
  after sunset and barred. Only a councilmember can 
  overrule this. Stone pillars are on either side of the 
  gates, one carved with dwarven runes, the other in 
  common. The pillars say: Well met, traveler! Rest 
  your bones, rest your weary feet. Rest your sword 
  and leave in peace. The guards remind visitors and 
  travelers to stay their weapons while in the Icespear 
  Valley and that the use of magic is frowned upon.
  2. The Rose and Hammer
  Deadsnow’s only inn is The Rose and Hammer. It 
  was the only building that survived the Spellplague. 
  Harad Havsum (see appendix A) took over the inn, 
  which needed a lot of rebuilding. The inn is cozy 
  and welcoming. It’s a three story building, stone 
  foundation and a cellar below. The upper floors are 
  mostly bedrooms, the 2nd floor is used for guests 
  but the 3rd floor is used by Harad and his staff. 
  The common room isn’t as large as the big inns in 
  Silverymoon and Waterdeep, but it can easily house 
  30 people. There’s a moderately sized bar in one 
  end and a fireplace in the other. Round tables are 
  set around the support beams and therefor can’t 
  be moved. There’s a head of a stag above the fire-
  place, a trophy Harad claims he collected in the 
  Vordron Woods. There’s always a fire burning in 
  the fireplace and at nights a large chandelier is lit. 
  The windows all look over the nearby marketplace. 
  There’s always a faint smell of cooking in the com-
  mon room, since the kitchen is in next room. 
  The rooms are comfortable but Spartan. Guests 
  can choose between a shared room, where there are 
  two beds and a nightstand. At the end of each bed 
  there’s a trunk, which can be locked, but the inn 
  doesn’t provide locks. There are two single rooms, 
  both have a bed and a nightstand along with a 
  cabinet and a trunk. The shared rooms are 3 sp 
  per night which includes an oatmeal breakfast. The 
  single rooms are 5 sp per night and includes oat-
  meal breakfast. Harad also allows poorer travelers 
  to spend the night in his stable for a meager 5 cp 
  but that doesn’t include breakfast.   
  3. Hope’s Rebirth,  
  temple of Lathander
  The temple is being built and is far from being 
  ready. Its four main walls are up but the main hall 
  is empty. A large window faces the morning sun 
  and beneath it stands a small dais with a modest 
  altar. The roof isn’t finished but is being worked 
  upon. The temple is built from local wood and even 
  now one can see where the locals have etched their 
  initials in the wood planks. Rubert explains that 
  the villagers believe it brings them good fortune and 
  Lathander’s blessing if they do this. 
  What looks like a small ramshackle hut beside the 
  temple is in fact Rubert’s quarters. He uses only a 
  portion of what funds he manages to raise for the 
  temple for himself. His clothes are washed by peo-
  ple in the congregation and he accepts what food 
  he’s given. He has a bedroll, a few books, his holy 
  symbol and his travelling clothes. In a locked chest 
  he stores his chainmail and Morningstar.  
  4. Brittlebeard’s smithy
  Coral Brittlebeard’s smithy is a little more than a 
  huge forge and a massive anvil. The smithy is a one 
  story house, a sturdy building that reminds one of 
  a small fort. The walls are made of thick stone, the 
  windows fortified with iron and the door ironbound 
  and massive. 
  Smoke billows from the chimney and the heavy 
  sound of hammer falling on anvil can be heard from 
  dawn till sundown. The smithy itself is filled with 
  all manners of tools and if one looks closely one can 
  spot a few weapons, axes, picks and warhammers 
  
  10
  in particular. There’s also bucket full of horseshoes 
  of all sizes. 
  Coral sells most simple weapons made of metal at 
  the price given in PHB. He can also mend and fix 
  armors and weapons. He also sells many simple 
  metal items, such as crowbar, spades and shovels 
  etc.   
  5. Evert’s shop
  Evert and his wife Una run the local shop in a 
  house that they’re still building. The third floor is 
  not ready yet. The shop is on the ground floor and 
  is a wondrous place, where both mundane items 
  imported from neighboring cities and local exot-
  ics can be found. The smell of many different and 
  exotic spices fill the air and linger about outside the 
  shop when the weather is still. 
  Hidden in the doorpost is a small carved mark, a 
  simple harp (Wisdom – Perception DC 15 check). 
  It’s also said that Evert gets strange and foreign 
  visitors after sundown and that lights are often 
  seen in their windows long after midnight. 
  The shop sells all kinds of mundane equipment at 
  standard PHB rates. For a fair price he can also 
  appraise and even identify magical items for the 
  PCs, as long as the PCs have a reputation of being 
  good and trustworthy.  
  6. Sheriff’s house
  Sheriff Olaf’s house stands not far from the north 
  gate. Olaf, who lives alone, uses the first floor as an 
  offce and one room as a holding cell. He prides  
  himself in the fact that he has never been forced 
  to use it, though it has been used a few times for 
  those who have either no other place to go to or 
  have drunk too much. 
  Just outside the Sheriff’s house there’s a board 
  where villagers post ads and all kinds of posters 
  hang. There are also posts from Sheriff Olaf, where 
  villagers and visitors are urged to not use arcane 
  and harmful magic within the village. Wizards and 
  sorcerers are also supposed to let Olaf know of their 
  arrival. 
  If locals or travelers revert to violence, especially if 
  they draw weapons, Olaf and whoever is on militia 
  duty will soon arrive and either settle the dispute or 
  step in and take the fighting parties to the Sheriff’s 
  house. Olaf usually just expels visitors from the vil-
  lage and makes them pay a hefty debt. If locals are 
  involved he tries to settle the dispute. 
  7. Marketsquare
  Every weekday during summer the locals and trav-
  elling merchants set up their stalls and sell their 
  products. The stalls are colorful, where the PCs can 
  buy fruits, bread, meat and all sorts of local crafts. 
  Deadsnows
  
  11
  Prices range from fair to ludicrous but both mer-
  chants and locals are used to haggling. 
  In a small stall the PCs can find Madame Loorou. 
  The Madame is a traveling fortune teller and the 
  PCs can enter the tent for the small fee of 5 sp. 
  The fortune teller uses a crystal ball to divine the 
  heroe’s future but every fortune telling is vague 
  and it doesn’t take long to figure out that Loorou is 
  more of an entertainer than a real diviner. She uses 
  simple tricks and tries to read her guests (she has 
  Insight +7).
  There’s a well in the northern part of the square 
  and often people gather there to gossip. Spending 
  time there one can learn a lot about the locals. 
  8. Old Icespear Manor
  The old manor is more or less in ruins. It was the 
  largest building in the village before the Spellplague 
  struck. The ruined walls still bear marks of the 
  plague. The roof has fallen in and it’s hazardous to 
  enter the ruins. 
  Under the manor is a cellar and the locals say that 
  sometimes during the darkest winter nights they 
  hear voices and strange sounds coming from there. 
  Until now no one has ventured into the cellar and 
  Sheriff Olaf has declared that no one is to enter the 
  ruins. The council hasn’t decided what to do with 
  it. 
  9. Viveros’ bakery
  When Dilana Viveros isn’t acting as a speaker of the 
  town council she can be found in her small bakery. 
  Her house stands in not far from the east wall. It 
  isn’t large or especially noteworthy, standing two 
  story high with a steep roof. One would be hard 
  pressed to guess that it houses not only a bakery 
  but in fact a quite good bakery, for Viveros is in fact 
  a really good baker. 
  When she’s baking a sweet smell entices both old 
  and young alike to enter her small foyer, where her 
  daughter, Annabel, serves customer. Bread, Danish 
  and sweets line the walls and many villagers visit 
  the bakery almost daily. Dilana also brews the ale 
  that Harad sells in the Rose and Hammer. For a few 
  silver pieces the PCs can stock up on good traveler’s 
  bread.
  10. Thodvar’s farm
  Thodvar’s farm is easily recognized, for it’s the only 
  one that has a small windmill. The farm is in good 
  shape and it’s obvious that he runs a good and 
  organized farm. Thodvar also grinds all the grain 
  that the farmers in Icespear Valley harvest each 
  fall. 
  The farm is on one floor and made of stone with 
  thatch roof. Thodvar and his sons have erected 
  a four foot high stone wall around their land. It’s 
  obviously not meant to hold people at bay, but 
  serves its purpose well, since Thodvar also keeps 
  sheep and cattle. 
  When visiting the farm the first thing the PCs 
  should be aware of are his many dogs. Thodvar 
  prides himself in his dogs and many farmers in the 
  valley have dog raised by Thodvar, which are both 
  excellent guard dogs and good sheep dogs. 
  rumors anD hearsay
  These rumors can be easily learned from staying 
  in Deadsnows for a short period of time. The PCs 
  can talk to locals, spend some time in the market 
  square or in the Rose and hammer. The villagers 
  are eager to inform their guests about their neigh-
  bors and learn more about the newcomers. 
  Ol’Tom
  People in the Deadsnow respect the old druid but 
  the respect is mixed with awe and fear. Children 
  are even sometimes chastised saying that if they 
  don’t behave Ol’Tom will take them away. The villag-
  ers often wonder where the old man lives and how 
  comes he knows so much about them. There are 
  even those that believe that Ol’Tom used to live in 
  Deadsnows before the plague. 
  The treasure of the Icespear Manor
  Before the Spellplague the Icespear family, led by 
  Arletha Icespear, used to live in the manor but they 
  were never known to be especially rich, since their 
  richness was mostly tied up in lands and houses. 
  When the Spellplague struck most of it came 
  worthless and so Arletha Icespear and her fam-
  ily fled along with other villagers. But still villagers 
  speak of a lost treasure, hidden in a secret chamber 
  in the cellar. But no one dares to enter the cellar 
  due to the strange nighttime sounds and sightings 
  reported by villagers and travelers alike. 
  Brotherhood of the Moon
  A small band of adventurers called the Brotherhood 
  of the Moon used Deadsnows as a base of opera-
  tions before the Spellplague struck. Unfortunately 
  they didn’t have time to gather their treasure before 
  leaving town, which caused many treasure hunters 
  
  12
  them to Diliana Viveros. He asks them how their 
  stay at the Rose and hammer was and makes small 
  talk before turning to the matter at hand. He tells 
  the PCs that the dwarf that died in the southern 
  gate was Thorbin Ironboot, an elder of the Ironboot 
  clan, which have a mine high in the Nether Moun-
  tains. 
  Rubert and Diliana have their concern about the 
  Ironboots. The elders of the clan haven’t left the 
  mine since opening it three years ago and the fact 
  that Thorbin found his way to the village more dead 
  than alive, only to die with this cryptic message: 
  Don’t let them have it. Viveros fears that something 
  has befallen the clan and the council wants to 
  know if there’s something wrong and if so, what has 
  happened, though of course they hope that nothing 
  is wrong. 
  “We can’t pay you much, but you will have our 
  gratitude,” says Viveros and Rubert nods his 
  head. “We can pay you 20 gp’s each but that’s 
  all we can afford.” Rubert smiles. “I also have 
  two vials of healing potion I’m willing to give you 
  if you are willing to do this for us.”
  Once the PCs have given their answer Diliana 
  excuses herself and exits the church. If the PCs 
  refuse to do this Rubert tries to convince them to 
  help them (see sidebar). If the PCs have agreed to 
  go to the Ironboot mine Rubert can answer any 
  question the PCs might have about the Ironboot 
  clan (see below). Once the PCs have gotten all 
  the answers they need he bids them farewell and 
  reminds them that if something has happened 
  and the PCs think they can help the clan, that the 
  council would be even more grateful, for the rela-
  tions with the Ironboots is valued in Deadsnows.
  QuesTions anD answers
  Where can we find the Ironboot mine?
  You’ll have to walk there. The mine is in mt. 
  Arnetha and it’s about a day’s walk over there. 
  It’s southeast of here, deep in the Nether Moun-
  tains. The entrance is visible from the path, so you 
  shouldn’t have any trouble finding it if you follow 
  the path leading east, when you exit Deadsnow 
  through the South gate. 
  What do you know about the mine?
  The Ironboot clan came three years ago and opened 
  the mine. They have been working there ever since, 
  hammering day and night. They’ve brought their 
  metals to Coral and sold it to merchants in the 
  market square. I’ve never been to the mine but 
  to search for it in the ruins. One of them, an orc 
  called Histarack, discovered it and had the rumors 
  spread that said that the town was a pocket of 
  Spellplague energy, which aroused the interest of 
  Order of the Blue fire, which in turn sent envoys to 
  reveal the hoax for what it was. The treasure how-
  ever disappeared and hasn’t been found ever since. 
  The Hospice of Marthammor Duin
  When the Spellplague struck and the villagers 
  fled no monk was seen leaving the old abbey that 
  stands in the mouth of the valley. Now the abbey is 
  in ruins, though many dwarves still pay a visit to 
  the place and the shrine of Marthammor. No one 
  know what happened to Observer Kerilla Gemstar 
  and his monks but many believe that underneath 
  the abbey is an entrance to the Underdark and fol-
  lowing the Spellplague the Hospice was overrun by 
  some foul aberrations from below.
  Red dragon sighted!
  Lately many travelers have reported seeing a red 
  dragon soaring above the Nether Mountains. The 
  council knows about this but the villagers are con-
  cerned that it isn’t acting on it. If a red dragon has 
  laired in the mountains it could prove a great threat 
  to both villagers and travelers alike. 
  An invitation to an 
  adventure
  When the PCs wake up, they receive a note from 
  Rubert Anon, where he asks them to see him 
  in Hope’s Rebirth as soon as possible. The note 
  doesn’t say anything why the cleric wants to see the 
  PCs. Walking from The Rose and Hammer takes the 
  PCs through the town which gives them an excel-
  lent chance to learn more about the town and even 
  get to know some of the villagers. 
  The day is warm and the villagers go about 
  their business lightly dressed and with a smile 
  on their face. Hope’s Rebirth is bathed in the 
  morning light and it’s easy to imagine how 
  magnificent it will look once finished. A large 
  window faces the sun and once decorated with 
  colored glass the church hall will a testament to 
  Lathander’s glory. As you enter the church you 
  see where Rubert Anon stands by the altar and 
  speaks with a woman in red dress. Her hair is 
  graying but her blue eyes are as sharp as the 
  clear sky. 
  Rubert greets the PCs with warm and introduces 
  
  13
  Coral has. He can probably help you and tell you 
  more of the mine. I’ve heard that it the dwarves 
  have managed to carve out a good mine there, they 
  struck a nice vein of iron not long after they came 
  here, so they’ve probably made a fortune. 
  Who was Thorbin?
  Thorbin Ironfoot was an elder in the clan, serving 
  as a ledge keeper. I’ve only met him once, he came 
  here to arrange a deal with Coral. He struck me as 
  serious and stoic. He always wore a holy symbol of 
  Dugmaren Brightmantle.
   
  Do you know what could’ve killed him?
  No, but his wounds were serious. The cuts were 
  deep and clean. My guess is that he must’ve been 
  cut with something very sharp. He had more cuts, 
  but none as deep the ones in his side. In fact, it’s 
  amazing that the old dwarf managed to get here, 
  he must’ve been quite fortuitous. Or stubborn. You 
  know dwarves, if they set their mind to something…
  What do you think he was referring to 
  when he said: Don’t let them have it? 
  Who are they and what is it?
  That’s the thousand gold pieces question and what 
  we need to find out. Whatever it was or is, it’s some-
  thing that he gave his life to warn us about. 
  If the PCs have other questions about the mine or 
  the events Rubert doesn’t know the answers and 
  refers to Coral Brittlebeard, the dwarven black-
  smith. He also says that Ol’Tom knows the sur-
  rounding lands quite well and it could be helpful 
  talking to him. Thodvar is also used to go hunting 
  in the mountains along with his sons and dogs, so 
  he could be of some help. 
  What do you know about the clan’s his-
  tory before they came here?
  I know that they came from Citadel Adbar and still 
  had some relations there. I believe the clan decided 
  to move in order to improve their standing, or at 
  least that’s what I’ve heard. 
  Are there other dwarf clans or mines 
  around Deadsnows?
  Yes, the Fenabars are west of here, a small clan 
  and recent addition to the valley’s population but 
  the Gunlaugsons have been mining the Nether 
  Mountains since 1480 DR, I think. They’re south of 
  Deadsnows. 
  TalKing To coral BriTTleBearD
  If the PCs decide to investigate the clan further 
  and talk to Coral Brittlebeard they find him in foul 
  mood. Thorbin Ironboot was Coral’s friend and 
  he’s both mourning for his friend and eager to find 
  whoever murdered the old dwarf. He’s not too keen 
  on having non-dwarves going to the Ironboot Mine. 
  The PCs need to convince him of helping them, the 
  PCs need to pass a DC 10 Charisma (Persuasion) 
  check, non-dwarves have a disadvantage on the 
  roll. If the PCs speak to Coral in Dwarven they can 
  roll a DC 10 Wisdom (Insight) check to under-
  stand that he’s both angry and full of sorrow for 
  his friend. The DC is 15 if they only speak Common 
  with Coral. If the PCs manage to convince Coral to 
  help them he answers their questions as best as he 
  can. 
  What do you know about the Ironboot 
  mine?
  The mine is well crafted and much better than 
  your average human mine. A dwarf’s mine is also a 
  home. The living halls are not far from the entranc-
  es, but the mine itself is deeper in the mountain. 
  If enter the main entrance you should pass Mora-
  din’s halls soon. There you’ll find Durna, the clan’s 
  cleric. She’s grim and unwavering, but fair. Treat 
  her with respect and she’ll show you the same. 
  Beyond the halls is the Ledger room, where Thor-
  bin watched over the clan’s ledgers and planed the 
  mining with Durna and Isarn, the clan leader. His 
  room is beyond the Ledger room. Isarn is usually 
  down in the mine, managing the work. The clan’s 
  living quarters, smelting room, anvils and kilns are 
  below these halls. The mine is accessible through 
  the smelting room. 
  Is there more than one entrance?
  Yes, it’s a dwarven mine! There’s always more than 
  one entrance. I’ve only seen the main entrance, but 
  of course there’s another one. 
  Can you draw us a map?
  Yes, I can. 
  What do you think has happened?
  I honestly don’t know but I hope you find out. Thor-
  bin wouldn’t leave his ledgers unless the situation 
  was dire. 
  Coral knows that the Ironboot clan came from 
  Citadel Adbar and left the dwarfhold hoping to 
  carve out their own place in the Nether Mountains. 
  There were around 30 dwarves living in the mine. 
  
  14
  He hopes that the PCs will find out what happened 
  and says if they return to him with news of the clan 
  he will be grateful. If the PCs return to him and tell 
  him what they’ve found out, he will thank them and 
  offer them 10% discount. 
  Talking to Thodvar
  The PCs can find Thodvar at his farm. Thodvar is 
  vary of strangers and isn’t all too keen on talking to 
  whoever passes by his farm. The PCs need to pass a 
  DC 10 Charisma (Persuasion) check. If they men-
  tion that Rubert Anon sent them, they will have 
  advantage of the roll.
  He has never been at the mine itself but he know 
  the route well enough. He warns the PCs that this 
  the time when the bears have younglings and he 
  knows that there’s a bear cave not far from the 
  path, not far from where the Trout stream comes 
  into the Icespear. He urges the PCs to be careful, 
  since mother bears can be protective.
    
  What equipment do we need?
  I think that a normal traveler’s kit should suffce.  
  A rope, some food packs, good clothes and decent 
  boots is all you need to get there. If you leave late in 
  the day, you might need to camp over a night. 
  Do you know where the entrance is?
  Yes, it’s visible from the path. I’ve also seen Iron-
  boot dwarves in the Shadow gorge, which is a little 
  more east than the entrance. I don’t know what 
  they were doing there, but I’ve seen them more 
  than once. 
  If the PCs want buy a dog Thodvar is more than 
  eager to both talk about and sell his fine breed of 
  dogs. 
  Speaking to other villagers
  Other villagers don’t know more about the Ironfoot 
  clan than these other three persons. No one has 
  had bad experience with the dwarves though most 
  villagers can tell the PCs stories about the gruff 
  and haughty nature of the clan, yet no one has ever 
  been treated unfairly or swindled. The villagers all 
  know Dorna and speak highly of her, she has been 
  a valued adviser in building the town walls. 
  If the villagers are asked about what they think 
  has happened to the Thorbin Ironfoot they quickly 
  blame it on the kobold raids that have been happe-
  ing frequently lately.
  Enroute to Ironboot mine
  Once the PCs have made all preparations they need 
  and gathered what information they need. If the 
  PCs choose to leave after noon they will either have 
  to trek in the dark or pass the night outdoors, since 
  walking to the Ironboot mine takes around 8-10 
  hours. A good part of the way is uphill and ardu-
  ous task. If the PCs decide to leave after noon allow 
  them to make DC 5 Wisdom (Survival) check to 
  figure out that they would need to spend a night 
  under the stars. 
  The first few miles are easy enough, the path lies in 
  the foothills and passes between fir and pine trees. 
  Every now and then a stag or other game is spot-
  ted but the first few hours are uneventful. Once 
  the path starts to climb the walk gets harder and 
  especially for encumbered PCs. 
  There’s no need for random encounters, unless the 
  PCs spend the night in the mountains. The trail is 
  often travelled and watched over by the both the 
  people in Deadsnows and the local dwarf clans. 
  When the PCs see where Trout Stream merges with 
  Icespear River they meet Ol’ Tom. The druid is wor-
  ried and warns the PCs that an angry mother bear 
  is on the loose. One of her cubs is missing. 
  You’ve been climbing the steep path for hours 
  and the task is proving to be harder than you 
  expected. Fur and pine trees cover the moun-
  tain sides, blocking for most parts your view of 
  the surroundings. Suddenly you hear someone 
  whistle a tune higher up on the path. Before 
  long a white haired man in brown and green 
  robe appears. Once he sees you, he stops and 
  looks at each of you in turn. 
  “Well met, travelers,” he says in deep baritone 
  voice, “well met indeed.” He holds a modest 
  wooden staff and leans forward on it, as if to get 
  a better look at you.
  If the PCs introduce themselves, he in turn tells 
  them his name is Thomas, but most folk in Dead-
  snows refer to him as Ol’ Tom, which is as good as 
  name as any. He asks the PCs what brings them 
  to these parts of Nether Mountains. The PCs can 
  make a DC 10 Wisdom (Insight) check to learn 
  that Ol’ Tom is trying to find out if the PCs are 
  there to hunt or otherwise harm the animals in this 
  part of the mountains. 
  If there’s a barbarian, ranger, a druid or anyone 
  proficient in nature, survival or animal handling in 
  
  15
  PCs a small pouch containing 12 goodberries. 
  BlacK Bear cup                            cr 1/4
  Small beast, unaligned
  Armor class 11 (natural armor)
  Hit Points 13 (2d8+4)
  Speed 30 ft, climb 20 ft
     STR        DEX       CON     INT      WIS      CHA
    13 (+1)    10 (+0)   14 (+2)   2 (-4)   13 (+1)   7 (-2)
  Skills Perception +3
  Senses passive perception 13
  Languages -
  Challenge 1/4 (50 xp)
  Keen Smell. The bear has advantage on Wisdom 
  (Perception) checks that rely on smell. 
  Actions
  Bite. Melee weapon attack: +2 to hit, reach 5 ft., 
  one target. Hit: 4 (1d4+1) piercing damage.
  Claws. Melee weapon attack: +2 to hit, reach 5 ft, 
  one target. Hit: 5 (1d6+1) slashing damage.
  If the PC’s decide to attack the cup and try to over-
  bear it, then it will fight feriously. It’s curious about 
  the PC’s but once they show hostility it becomes 
  afraid and will fight dearly for it’s life. The cup 
  favors it’s claws and will use them as long as it can.
  rewarDs
  Award normal XP for defeated foes. Award each 
  player XP for completing the following:
  •	
  Keeping the kobolds from looting Rubert’s 
  cart, 50 XP.
  •	
  Getting to know Deadsnows and it’s citi-
  zens, 25 XP.
  •	
  Learning about the side entrance from 
  Coral Brittlebeard and Thodvar, 50 XP.
  •	
  Returning the black bear cup to Ol’ Tom 
  unharmed, 25 XP. 
  If you are using the Milestone rule the PC’s should 
  be leveled up to 2nd level after completing this 
  chapter. 
  the group he asks the PCs to help him. If the group 
  has a druid he will speak to that person in druidic.
   
  “I’m in a bit of pickle,” he says. “A mother bear 
  lost one of her cubs and she’s going rampant. 
  I need to make sure that she doesn’t come to 
  harm. If you could please help me find her cub, 
  I would be very grateful.”
  If there aren’t any PCs that are proficient in these 
  skills or look like they do, Ol’ Tom only warns the 
  PCs that there might an angry mother bear up 
  the road and asks the PCs to take care not coming 
  between her and her cubs. 
  Finding the cub
  Ol’ Tom tells the PCs that he suspects that the cub 
  has probably gone down the mountain side, since 
  that’s where its mother usually feeds. He asks the 
  PCs to bring the cub back to this place if they find 
  it and whistle loudly. 
  Once the PCs are off the path they need to pass a 
  DC 5 Wisdom (survival) check to make sure that 
  they don’t get lost in the fir woods. To find the cub 
  they can either search for tracks left by the cub or 
  actively search for it. Both are DC 15 Wisdom (per-
  ception) check. If a PC proficient in Nature passes 
  a DC 10 check the PCs have an advantage on the 
  roll.
   
  A little brown cub stands by a large fallen tree 
  and digs into the ground, with bees buzzing 
  around its head. It’s seemingly oblivious to your 
  approach. 
  The cub has found a small beehive and is gorg-
  ing on the sweet honey. The PCs can make a DC 
  10 Wisdom (Animal handling) check to get the 
  cub to follow them. There are other ways to get the 
  cub, award the players for both ingenuity and good 
  ideas. If the PCs decide to use physical force to 
  overbear the bear or make to much of a racket the 
  noise will attract 3 wolves (See MM p. ) who join 
  the fight, eager to get a piece of meat.  
   
  Once the PCs have captured the cub finding their 
  way back to path is easy, if they have passed the 
  earlier Wisdom (Survival check). If they failed the 
  check the PCs need to pass a DC 10 Wisdom (Sur-
  vival) check to find their way back on the path. 
  Ol’ Tom responds quickly once they whistle. He 
  appears on the path above them after a few min-
  utes. When he sees the cub he smiles and thanks 
  the PCs. Once the druid has the cub he gives the 
  
  16
  If the PCs decide to search for another entrance 
  they need to make a DC 15 Intelligence (Investi-
  gation) check. If the PCs have talked to Thodvar 
  and know about Shadow Gorge, from where the 
  small creek flows, they have an advantage on the 
  roll. Each roll means that the PCs have searched for 
  two hours. The side entrance is hidden from view 
  and securely locked. The dwarves also placed a trap 
  that needs to be disabled before the door can be 
  unlocked. 
  After an intensive search you finally spot the 
  side entrance, hidden behind a fallen tree and a 
  large grey boulder. It’s craftily built and blends 
  perfectly with the cliff. 
  The PCs need to find a way past the trap and to 
  unlock the door. If one of the PCs has a Passive 
  Perception 15 or higher they automatically spot 
  the trap. If not they can search for traps if they 
  make DC 15 Intelligence (Investigation) check. If 
  the PCs spot the trap they still need to disarm it. To 
  do so they must pass a DC 10 Dexterity check. If 
  they fail with 5 or more they set the trap off. Once 
  they’ve dealt with the trap they can unlock the 
  door, if they make a DC 10 Dexterity check.
  The trap is simple, a needle is fired at the intruder 
  and an alarm goes off in the mine, which was 
  intended to alert the dwarves.   
  Chapter 2: The Ironboot Mine
  Approaching the mine
  It’s easy to spot the mine from the path. It rises 
  above the treeline and below, in a small valley, the 
  black main entrance stands out in the green foliage. 
  Even from where the group stands it’s obvious that 
  the entrance has collapsed. 
  As the path rises to its highest point you 
  finally see over the treeline. Below you is a small 
  valley, where a small but foaming creek finds 
  its way to the mouth of the valley. You can see 
  where the mine is in the middle of the valley, its 
  black entrance a stark contrast in the green foli-
  age of the surroundings. 
  If the PCs pass a DC 10 Wisdom (Perception) 
  DC check they can see that the mine entrance 
  has collapsed. As they draw closer and investigate 
  the entrance, the PCs make a DC 10 Intelligence 
  (Investigation) check to discover that the entrance 
  has been collapsed intentionally. Dwarven PCs have 
  an advantage on the role due to their Stonecunning 
  feature. The PCs can also make a DC 10 Intelli-
  gence (history) check to know that dwarven mines 
  tend to have more than one entrance, if they haven’t 
  learned that already from Coral and Thodvar. 
  
  17
  poison neeDle Trap                       cr 1/2
  Mechanical trap
  When the trap is triggered a small needle extends 3 
  inches straight out from the lock. A creature within 
  range takes 1 piercing damage and 6 (1D10) Poison 
  damage and must succeed on a DC 10 Constitution 
  saving throw or be poisoned for 1 hour. 
  Ironboot Mine
  The Ironboot mine is relatively new but the clan has 
  already carved deep into the mountain in the three 
  years that have passed since they arrived. The mine 
  is on two levels, the upper level is used by the rul-
  ing class and used for ceremonies and meetings. 
  The lower level is where the clan’s living quarters 
  are and the mine itself. Since the clan opened the 
  Aranea Egg Room the Burnt Hand Clan has man-
  aged to enter the mine and loot what they have 
  found, amongst the treasure the Queen egg.  
  mine feaTures
  The mine is well built and it’s easy to find one’s 
  way, if there’s someone among the PCs who reads 
  dwarven. The corridors are marked with simple 
  dwarven runes. Though most of the PCs have prob-
  ably never been in a dwarven mine the mine itself 
  isn’t what’s most troubling. The eerie silence, the 
  sulphuric smell, the dried bloodstains and the 
  mines desolation should both frighten and interest 
  the PCs. The overwhelming dread and feeling that 
  something terrible has happened is prevalent and 
  tangible as soon as the PCs step through the door. 
  The side entrance leads into the Smelting hall. 
  From there the PCs can either enter the mine itself, 
  the living quarters or go up to the main halls. 
  Hallways and rooms
  All hallways are 10 ft. tall and 10 ft. wide. Unless 
  otherwise noted all rooms are 10 ft. tall. All walls 
  are even and polished stone. The mine itself is 
  rougher and the stone walls unworked. 
  Doors
  All doors are wooden and can be barred from the 
  inside. A door locked this way can be broken down 
  with a DC 15 Strength check. Unless otherwise 
  noted all doors are unlocked and easy to open.
  Floors
  Unless otherwise noted the floors are even and 
  worked stone. 
  Visibility and lights
  There are light globes hanging on walls with 60 ft. 
  interval in the hallways. The globes follow the same 
  rules as torches. The rooms have both globes and 
  braziers that can be lit.  
  lower level
  1. 
  Smelting hall
  The first room the group enters is the Smelting 
  hall, where large anvils, kilns and 2 great furnaces 
  stand. There’s unworked stone and ore in carts and 
  tools lying around. The whole area is in disarray 
  and obvious that it was deserted in haste. 
  The hall beyond the door is dark and silent. 
  You push on and finally reach a large room. 
  Large kilns, two great furnaces and number of 
  rune encrusted anvils bear a silent witness of 
  the work that was done here. Hammers, bel-
  lows and other blacksmithing tools lie scattered 
  on the floor. A dark hallway leads deeper into 
  the mountain, where another opening is obvi-
  ously the mine. A few carts stand there, full of 
  unworked stone. A wooden staircase strength-
  ened with iron bindings leads to the upper level. 
  Beside the staircase is an elevator, large enough 
  for a single cart. 
  The furnaces and kilns are cold, but it should be 
  easy enough to get them burning again. There’s 
  both coal, shovels and tindertwigs beside the 
  furnaces. If the PC’s make a DC 10 Intelligence 
  (Investigation) check they discover a dry blood 
  stain beside one of the three rune encrusted anvils. 
  If any of the PC’s have a Passive Perception 15 
  or higher they hear a shuffling of feet coming from 
  same hallway that the PCs used to get there. A 
  small group of kobolds led by Kax discovered the 
  open door and decided to have look inside, in hope 
  of finding some treasure for their red dragon queen. 
  Kax doesn’t want to confront the PCs, at least not 
  yet. He orders his kobolds to wait in the darkened 
  hallway until the PCs move up to the upper level. 
  If the PCs don’t have that high Passive Perception, 
  they still feel like someone is watching them.  
  2. Living quarters
  The living quarters are a number of rooms that are 
  all in similar state, in places have doors been bro-
  ken down, in other parts are scorched blast marks. 
  The rooms are almost all personal quarters of the 
  clan members and going through them should 
  feel like they’re going through the personal stuff of 
  someone else. 
  
  18
  hewn into the cliff, leading down from the dark and 
  to an opening, the PC’s see the steps with a DC 10 
  Wisdom (Perception) check. Getting down isn’t 
  hard, the PC’s get there with a DC 10 Strength 
  (Athletics) check, using rope yields advantage. If 
  the PCs fail their check with more than 5 they lose 
  their grip and start to fall. Let the falling hero do a 
  DC 10 Dexterity saving throw. If the hero makes 
  the save it manages to grab a hold onto something. 
  If not, it’s a long fall down. 
  A trail of blood is on the cliff and the mine floor by 
  the opening, leading down into the dark opening 
  below the mine, PC’s with a Passive Perception 13 
  spot it. 
  A young carrion crawler has found its way up 
  from the Underdark, having caught the scent 
  of blood and carrion in the Ironboot Mine. As 
  soon as it spots the PCs it attacks. If the PCs 
  have taken measures to use stealth they have 
  a chance of surprising the carrion crawler. If 
  the PCs are not moving as silently as they can, 
  the carrion crawler knows they’re coming and 
  hides. 
  If the PC’s have Passive Perception 14 they are not 
  surprised in the first round. The Carrion Crawler 
  attacks the first PC’s, eager to make a kill. It will 
  fight feriously and defend it’s newly gained territory 
  to the death. 
  The clan’s living quarters are simple yet com-
  fortable. Each room is similar in size, though 
  they differ in almost all other aspect. The beds, 
  the sheets, the clothes, each room has their own 
  character. Many doors have been broken down, 
  in a couple of places are visible blast marks. 
  Searching the living quarters shouldn’t take long. 
  If the PC’s make a DC 10 Intelligence (Investiga-
  tion) check their search reveals a few coins (2 gp, 
  31 sp, 10 cp) and pouch containing a small piece 
  of emerald worth 20 gp’s. If the PC’s are actively 
  looking for sign of what could have happened to the 
  dwarves and make a DC 15 Wisdom (Perception) 
  check they spot faint drag marks on the floor. If the 
  PC’s make a DC 10 Wisdom (Survival) check they 
  figure out that it seems that at least some of the 
  dwarves were dragged towards the elevator in the 
  smelting hall.
  3. Mine
  The mine is of typical dwarven design (any dwarf 
  with the stonecunning trait can see that). There are 
  tracks in the floor and globes of light with 60’ inter-
  vals, giving light to 10’ around themselves. The rock 
  is worked and the mine itself is a testament to the 
  Ironboot’s craftsmanship. It’s easy to find the exit 
  to where the mine opens up into a large and deep 
  cave, the opening is in the cave wall and it’s a sheer 
  400’ drop down from the mine opening. The cave 
  leads down into the Underdark. There are steps 
  Ironboot Mine:
  Lower level
  
  19
  sacrifices lie scattered on the floor, most of them 
  are in clay urns or leather sacks. In the middle of 
  the room is a pedestal, decorated with spidery look-
  ing imagery and ancient arcane runes. 
  You follow the strange corridor towards the 
  doorway. Beyond the door is a strange and alien 
  room. The walls are decorated with symbols of 
  spiders and humans alike, foreign-looking sym-
  bols and images. On the floor lie clay urns and 
  leather sacks scattered around, many have been 
  opened. In the other end an octagonal pedestal 
  stands with purple cloth on top, decorated with 
  ancient glyphs and runes. 
  If the PCs decide to investigate the pedestal there’s 
  a lot that can be learned from it. Studying the 
  pedestal itself and the cloth one can see that 
  something oval has rested upon it with a DC 10 
  Intelligence (Investigation) check. Investigating 
  the glyphs can reveal that they contained powerful 
  divination, abjuration and conjuring magic with a 
  DC 15 Intelligence (Arcana) check. But the runes 
  are of a more religious kind, the PC’s can see that 
  there are some connection to both Eilistraee and 
  Mystra with a DC 20 Wisdom (Religion) check. 
  If the PC’s want to know how old the pedestal or 
  the runes they discover with DC 10 Intelligence 
  (History) check that both are pre-Spellplague, but 
  post-Times of Troubles.
  If the PC’s investigate the sacks and the other sacri-
  ficial items they discover quickly that someone has 
  been here before and ransacked the room. A DC 
  10 Intelligence (Investigation) check reveals that 
  probably two groups have entered room. The dust 
  on the floor shows both heavy booted footprints and 
  a few made by small, clawed feet. Under a leather 
  sack there’s a red scale, the PC’s know that the 
  scale belonged to a kobold with a DC 10 Intelli-
  gence (Nature) check. The walls have pictures that 
  are pre-Spellplague and show strange crossbreed of 
  humans and spiders, using spells and other arcane 
  mysteries. With a DC 20 Intelligence (Arcana) 
  check the PC’s can learn that the pictures portray 
  the Aranea. With a DC 15 Intelligence (History) 
  check the PC’s know that the paintings were cre-
  ated pre-Spellplague but after the Times of Troubles 
  since they portray a reference to both Cyric and 
  Kelemvor.   
  The Ironboot clan opened the egg room and investi-
  gated it, discovering the egg on the pedestal. Once 
  they removed the egg from the room the guardians 
  were summoned into being and they attacked the 
  clan. Once Kax discovered that the mine was left 
  unguarded he led an expedition of his most trusted 
  young carrion crawler                 cr 2
  Medium Monstrosity, unaligned
  Armor class 13 (natural armor)
  Hit Points 37 (4d10+12)
  Speed 30 ft, climb 30 ft
     STR        DEX       CON     INT      WIS      CHA
    12 (+1)    13 (+1)   16 (+3)   1 (-5)   12 (+1)   5 (-3)
  Skills Perception +3
  Senses Darkvision 60 ft, passive perception 13
  Languages -
  Challenge 2 (450 xp)
  Keen Smell. The bear has advantage on Wisdom 
  (Perception) checks that rely on smell.
  Spider climb.  The Carrion Crawler can climb 
  diffcult surfaces, including upside down on ceil- 
  ings, without needing to make an ability check. 
  Actions
  Multiattack. The Carrion Crawler makes two 
  attacks, one with its tentacles and one with its 
  bite.
  Tentacle. Melee weapon attack: +7 to hit, reach 
  10 ft., one target. Hit: 3 (1d4+1) poison damage, 
  DC 13 Constitution saving throw or be poisoned 
  for 1 minute. Until the poison ends the target is 
  paralyzed. The target can repeat the saving throw 
  at the end of each its turns, ending the poison on 
  itself on success.
  Bite. Melee weapon attack: +3 to hit, reach 5 ft, 
  one target. Hit: 6 (2d4+1) piercing damage.
  4. Aranea egg room
  Where the steps start in the cliff is another open-
  ing. The walls are uneven and alien, the floor laid 
  with obsidian octagon tiles, strange purple glow 
  emits from below the tiles. At the end of the hall is 
  a stone door, which has been broken down. Beyond 
  is a weird room, an Aranea Queen Egg room, where 
  an Aranea clan hid their queen egg when the Spell-
  plague struck, storing the egg in a place of temporal 
  stasis. Now, the seals have been broken and the egg 
  of extreme value to the clan, which eagerly wants it 
  back.
  The egg room is extensively decorated, with imagery 
  from the Aranea clan’s history, the shapechanger’s 
  history and many powerful arcane runes. Many 
  
  20
  warpick, is carved into the top piece. The walls are 
  decorated with paintings, but it’s also obvious that 
  weapons and shields hung on the wall but have 
  been removed.
  Exquisite wooden chairs lie scattered about 
  the floor in this decorated room. In the middle 
  stands a huge wooden table with the Ironboot 
  crest carved into it. Dwarven art hangs on the 
  walls. 
  If the PC’s investigate the room they discover 
  with a DC 10 Intelligence (Investigation) check 
  that there were weapons and shields also hang-
  ing on the walls, but they have been removed. If 
  the PC’s investigate Isarn’s chair a DC 15 Intel-
  ligence (Investigation) check the PC’s will spot 
  a small latch under the seat, indicating a secret 
  compartment.  If the PC’s try to open it they find it 
  locked, but it can be opened with a DC 10 Dexter-
  ity check. The secret compartment holds a Potion 
  of Bear’s Endurance, a ruby worth 100 gp’s and a 
  Dagger +1. 
  There’s a secret door behind Isarn’s chair but it’s 
  well hidden. If the PC’s declare that they are active-
  ly searching for secret doors they can find it with a 
  DC 20 Intelligence (Investigation) check. If the 
  kobolds have started the fire (see below) it’s easier 
  to find the secret door due to draft, the door can 
  then be found with a DC 15 Intelligence (Inves-
  tigation) check. The door leads to a rough and 
  unworked unlit tunnel, the exit hidden by large 
  boulders and trees in a small ravine east of the 
  main entrance.   
  6. Ledger room
  Thorbin Ironboot was in charge of ledgers, manu-
  scripts, scrolls and books. The walls of this room 
  are lined with bookshelves, scrollcases, maps and 
  all manners of books. In the middle of the room 
  is a large desk littered with scrolls and all sorts 
  of paper. A large candlestick lies on the floor. The 
  annals of the Ironboot clan rests upon a pedestal, a 
  heavy tome wrought in brass and leather. 
  You enter a small library. Bookshelves line the 
  walls, heavy ledgers, scrolls and books bound 
  in leather, wood and even stone in every shelf. 
  In the middle of the room a large desk stands, 
  papers, maps and scrolls cover every inch of it. 
  A heavy tome rests upon a simple pedestal, it’s 
  wrought in leather and brass with the Ironfoot 
  crest. A large candlestick lies on the floor. 
  A short investigation of the room with a DC 10 
  Intelligence (Investigation) check uncovers a cou-
  warriors and looted the place, taking into captiv-
  ity those dwarves that were still alive. He’s eager 
  to find more treasure to bring his dragon overlord, 
  though he’s smart enough not to put himself in 
  harm’s way. 
  Message from the Aranea
  As the PC’s are leaving the Egg Room an image 
  shimmers into being. Each PC hears the message 
  in his own language, i.e. elven characters hear the 
  message in elven, Halfling characters in Lurien etc. 
  The image portrays a figure dressed in a dark robe, 
  with eight black eyes with a red tinge to them vis-
  ible under the hood. 
  As you’re exiting the room you feel a strange 
  sensation send shivers down your spine, the 
  release of arcane energy. Suddenly a large black 
  robed figure shimmers into being before you. Its 
  face is mostly hidden by shadow, though you 
  can see eight small black eyes with a red tinge 
  to them stare down at you. 
  “The Queen has been taken. Woe upon those 
  who break the seals. Woe upon those who dis-
  turb her majesty’s rest. Woe upon you!”
  The robbed figure points a long, clawlike finger 
  at you. Purple luminesence surrounds the finger 
  and streaks out towards you. The light dissi-
  pates before reaching you.
  Then the image fades and disappears. 
  This is a programmed illusion left by the Aranea, 
  a PC proficient in Arcana knows this with a DC 15 
  Intelligence (Arcana) check. It appears to every-
  one who leave the chamber without uttering: ‘Her 
  majesty rests’ in Undercommon. It was left by the 
  Aranea as a last effort to keep would-be robbers 
  away.  
  upper level
  The Upper level of the Ironboot Mine is used by the 
  clan‘s leaders and elders. It‘s also the part that the 
  clan uses to recieve visitors so it‘s lavish and made 
  to impress. The hallways are wide and well lit. All 
  doors are sturdy, made of wood but can be broken 
  down with a DC 20 Strength check. The floor is 
  tiled. 
  5. Clan room
  Isarn Ironboot, the clan’s leader, used this room to 
  conference with his council and to receive visitors. 
  In the middle is a huge table, wherein the clan’s 
  crest has been carved. As many as eight dwarves 
  can sit by the table in good wooden chairs. Isarn’s 
  seat has high back and a wooden frame picturing 
  the clan’s crest and Isarn’s favorite weapon, heavy 
  
  21
  If the PC’s investigate the altar they quickly find the 
  golden ceremonial hammer, which radiates magical 
  aura, Conjuration. If they take the hammer without 
  saying: ‘Moradin bless my hand’ in dwarven, the 
  hammers protector, a small earth elemental, is 
  summoned into place.
  If the PC’s investigate the shrines they discover that 
  they have been looted.  
  earTh elemenTal  
                      cr 2
  Small Elemental, neutral
  Armor class 14 (natural armor)
  Hit Points 33 (3d10+12)
  Speed 30 ft., burrow 30 ft.
     STR        DEX       CON     INT      WIS      CHA
    17 (+3)      8 (-1)    16 (+3)   5 (-3)   8 (-1)     5 (-3)
  Damage Vulnerabilities thunder
  Damage resistances bludgeoning, piercing, and 
  slashing from nonmagical weapons
  Damage immunities poison
  Condition immunities exhaustion, paralyzed, 
  petrified, poisoned, unconscious
  Senses Darkvision 60 ft., tremorsense 60 ft., pas-
  sive perception 13
  Languages Terran
  Challenge 2 (600 xp)
  Earth Glide. The elemental can burrow through 
  nonmagical, unworked earth and stone. While 
  doing so, the elemental doesn’t distrube the mate-
  rial it moves through.
  Actions
  Multiattack. The elemental makes two slam 
  attacks.
  Slam. Melee weapon attack: +6 to hit, reach 5 ft., 
  one target. Hit: 8 (1d8+3) bludgeon damage.
  FIRE!
  After the PC’s have spent time on the upper floor 
  Kax decides to wait no longer. He urges his war-
  riors forward and sets fire to the wooden staircase 
  and jams the elevator. The PC’s are in dire straits 
  and will need to get out as fast as possible, so they 
  won’t suffocate. The PC’s have the chance to dis-
  cover the fire in time, making sure they can escape 
  with little or no harm. After the PC’s have had the 
  chance to investigate two of the rooms on the upper 
  ple of useful scrolls, one containing the spell Invis-
  ibility and the other one the divine spells Divine 
  favor and Shield other. 
  If the PC’s decide to read the annals of the Ironboot 
  clan the book is locked with a pretty good lock, 
  one that can be unlocked with a DC 15 Dexterity 
  check. If the PC’s manage to open the lock, show 
  them handout #1. It’s latest entry shows how the 
  miners opened to Aranea egg room. Despite Dorna’s 
  warnings Isarn decided to remove the egg and the 
  sacrifices from the room, claiming it as a part of the 
  Ironboot treasure. After the guardians had crippled  
  the clan’s defenses the kobolds attacked through 
  the main gate, lead by Kax. Many dwarves where 
  enslaved, those who died in the attack where taken 
  by the kobolds as fodder for their dragon overlord. 
   
  7. Moradin’s Halls
  Moradin’s Halls is the religious center of the Iron-
  boot mine. At one end is an altar devoted to Mora-
  din, which the Ironboots see as their patron deity, 
  but the Halls also include a shrine devoted to 
  Dugmaren Brighmantle, Marthammor Duin and 
  Dumathoin, the PC’s can recognize the shrines with 
  a DC 10 Intelligence (Religion) check. Usually 
  Dorna and her apprentice, Reamar, would be within 
  the halls but now this area is empty just as the rest 
  of the mine. The altar resembles a great anvil and 
  lying upon the altar is a golden ceremonial ham-
  mer, with a DC 15 Intelligence check the PC’s 
  know that the hammer is worth at least 500 gp’s, 
  even more when sold to dwarves. Not far from the 
  entrance is a dried pool of blood, the kobolds found 
  Reamar there and he put of a fight defending the 
  Halls. The kobolds, frighten by the anvils protector, 
  left the halls after defeating Reamar and looting the 
  shrines.
  You open heavy brass doors and enter a large 
  hall. A great anvil stands in one end, heavily 
  decorated with dwarven runes. Three shrines 
  are in the other end, seemingly dedicated to 
  other dwarven deities. Wooden benches line the 
  walls which are decorated with picturesque tap-
  estry. The floor is mosaic and shows Moradin’s 
  holy symbol. A part of it is covered by dried 
  blood.  
  If the PC’s investigate the blood they find out with 
  a DC 10 Wisdom (Medicine) check that someone 
  must’ve been gravely wounded there a few days ago. 
  Upon a closer inspection the PC’s can discover a 
  subtle blast mark with a DC 15 Wisdom (Percep-
  tion) check, left by the spell Sacred flame cast by 
  Reamar. There’s also a small red scale in the blast 
  mark. 
  
  22
  floor the Kobolds have had enough time to get a 
  fire started, smoke starts building up and the PC’s 
  have a chance of smelling something burning. If the 
  PC’s make a DC 15 Wisdom (Perception – Smell) 
  check or if they have a Passive Perception 15 they 
  pick up the smell. If they don’t pass the check allow 
  them another DC 10 Wisdom (Perception – Smell) 
  check after a 10 rounds. After another 10 rounds 
  lower the DC once more. The longer it takes for the 
  PC’s to discover the danger they’re in, more the 
  deadly the situation becomes. 
  Once the PC’s reach the staircase read or para-
  phrase the following, if the PC’s made the 1st Wis-
  dom (Perception) check. 
  The wooden staircase is on fire! You see a few 
  kobolds cheering and chuckling with glee as 
  the red and orange flames reach higher and 
  higher. Smoke is building up, making it harder 
  to breathe and see. A kobold, clad in a fancy 
  leather armor and bearing a feather headpiece, 
  jams a pick into the elevator winch, grinning 
  once it’s properly stuck.
  They have 3 rounds before the smoke gets to thick, 
  Ironboot Mine:
  Upper level
  if they wish to attack the kobolds. Once they’ve 
  made their presence known Kax heroically calls the 
  kobolds back and tells them to exit the mine. Only 
  half of the staircase is burning, making it easier 
  to get down. Running through the fire should only 
  take 1 round, making dangerous but not fatal.
  If the PC’s made the 2nd Wisdom (Perception) check 
  read or paraphrase the following.
  The wooden staircase is on fire. Smoke billows 
  up towards you, making your eyes water and it’s 
  harder to breathe. A pick is stuck in the elevator 
  winch. 
  The PC’s are in a great danger and need to get out 
  as fast as possible, ¾ of the staircase is burning, 
  making it dangerous to run through the fire. 
  If the PC’s made the third or fourth Wisdom (Per-
  ception) check, read or paraphrase the following.
  The wooden staircase is a raging inferno. 
  Black and thick smoke blinds you, making your 
  eyes water and your breath laborious.
  
  23
  If the PC’s exit the mine before the Kax sets fire to 
  the staircase they can overhear Kax talk to Snarl, 
  with a DC 10 Dexterity (Stealth) check in the 
  side entrance doorway. If they understand draconic 
  Kax says: “We will kill them and keep searching the 
  place. Her majesty is ever hungry. There must be 
  something more in there. Perhaps something more 
  in that deep cave.”
  If the PC’s exit the mine without finding the Aranea 
  egg room, they can overhear the same conversation. 
  KoBolD amBush!
  Snarl (see appendix) is waiting for the PC’s in the 
  canyon where the side entrance is and has set up 
  an ambush, eager to take on the PC’s while they 
  are vulnerable after the fire. He is accompanied by 
  7 kobolds and 2 ambush drakes. As soon as the 
  PC’s emerge from the dark door he orders his war-
  riors to attack. If the PC’s declare that they are on 
  alert they can make a DC 15 Wisdom (Perception) 
  check to hear the kobolds whisper and not become 
  surprised. If the PC’s have a Passive Perception 15 
  they also notice the kobolds. 
  You exit the mine coughing and covered in 
  soot. It’s a relief to finally draw a breath of fresh 
  air. Just as you’re catching your breath a shrill 
  shout echoes in the canyon.
  The kobolds use their slings in round 1, then let 
  the rage drake loose and enter melee lead on by 
  Snarl. If the PC’s manage to defeat half of the 
  kobolds the rest tries to flee and escape. The main 
  objective of the kobolds is to try and capture the 
  PC’s, to bring to their dragon overlord as sacrifices.
  If the kobolds manage to overbear the PC’s they tie 
  them up and bring them back to their lair as pris-
  oners. 
   
  conclusion
  The PC’s have now discovered what happened to the 
  Ironboot Clan, and maybe even shared their fate 
  and have become slaves of the Burnt Hand Clan. 
  If they haven’t been enslaved they can return to 
  Deadsnows and collected their payment from 
  Viveros and Rubert Anon. The town’s council will 
  try to encourage the PC’s to save the remaining 
  dwarves. 
  If the PC’s have been enslaved by the kobolds, they 
  need to find a way to escape. The Burnt Hand Clan 
  is divided by political bickering between Kax and 
  Breathing is hard, making the situation even more 
  dangerous, the PC’s have a disadvantage on all rolls 
  if they don’t make a DC 10 Constitution save due 
  to coughing. While the PC’s are in the fire they need 
  to make the test every round unless they decide to 
  hold their breath (see page 183 in PHB). 
  Moving through the fire is very dangerous, possible 
  deadly. Moving through the fire the PC’s move at 
  ¼ their movement rate due to treacherous footing, 
  moving blindly and going down a burning staircase. 
  For each round in the fire the PC’s take 1d6 dam-
  age (Fire), if they make a DC 15 Dexterity saving 
  throw they only take half damage. 
  The staircase is 40 feet high. The wooden frame 
  can be climbed with a DC 10 Strength (Athletics) 
  check, with the damage taken for going into the 
  fire. Due to being climbing the PC’s have a disad-
  vantage on the dexterity save. 
  The walls are scalable and can be climbed with a 
  DC 15 Strength (Athletics) check. Using rope and 
  climbing gear offers advantage on the roll. 
  Designer’s notes
  This is a deadly encounter. Award the players 
  for clever thinking, no one likes to have their 
  character killed in a fire. Use this encounter 
  first and foremost to show how devious and evil 
  Kax is.     
  Once Kax has set fire to the staircase he exits the 
  mine and waits there for the PC’s. A kobold runner 
  comes from the Burnt hand clan lair and tells Kax 
  that the clan has some problem with the dwarves 
  and that Kax is needed. He orders a handful of 
  trusted warriors to watch over the entrance and let 
  no one in and no one leave alive.
  Leaving the mine
  When the PC’s leave the mine they discover that 
  Kax has posted sentries by the door, signed with 
  the task to watch the Mine side entrance and make 
  sure that no one leaves and lives to tell the tale. 
  He’s eager to make sure that every thing of value 
  in the mine is found and brought to his dragon 
  lord, Alizarinathrax. The sentries, 8 kobolds and 
  2 ambush drakes (see appendix), wait hiding not 
  far from the entrance, led by Snarl, Kax’s second in 
  command. If they spot the PC’s exiting, the kobolds 
  send the drake to attack the PC’s if they look hurt 
  or vulnerable. If the PC’s look like they’re ready to 
  take on whatever threat the kobolds flee with the 
  drake and let Kax know that the PC’s escaped. 
  
  24
  his father, Roqua. Kax hopes to take over the clan 
  and believes that he has the approval of his dragon 
  overlord, Alizarinathrax. He has many followers 
  among the warriors of the clan, but the clan’s sha-
  man, Yeera, doesn’t think that Kax is ready to lead 
  the clan. The clan lives in cave system below the 
  dragon’s den. 
  rewarDs
  Award normal XP for defeated foes. Award each 
  player XP for completing the following:
  •	
  Finding the Aranea Egg room, 100 XP
  •	
  Surviving the fire, 150 XP
  •	
  Discovering that the kobolds have enslaved 
  the surviving members of the Ironboot clan, 
  100 XP.
  •	
  Finding the Ironboot Annals, 50 XP
  If you are using the Milestone rule, the PC’s should 
  have reached 3rd level after completing this chapter.
  
  25
  Chapter 3: The Kobold’s lair
  Interlude
  If the PC’s managed to defeat Snarl and his warri-
  ors they need to decide what to do. They can track 
  the kobolds back to their lair or return to Dead-
  snows. 
  Tracking the kobolds isn’t that hard, since they 
  brought drakes with them. With a three consective 
  succesful DC 10 Wisdom (Survival) check they 
  can find the lair, which is east and lies hidden high 
  in a mountain side. If a check is failed the track is 
  lost and needs to be found again with DC 15 Intel-
  ligence (Investigation) check.
  If the PC’s decide to go back to Deadsnows and talk 
  to Rubert Anon, he’s concerned about the dwarves 
  held captive by the kobolds. He urges the PC’s to 
  free the dwarves. If the PC’s talk to Viveros as well, 
  to collect their payment, she pays them what was 
  agreed upon and also appeals to the PC’s to save 
  the dwarves. She says that the Ironboot clan is 
  just and good friends of Deadsnows and she feels 
  terrible knowing that they have been enslaved by 
  the kobolds. If the PC’s wish to seek help from the 
  other clans the Gunlaugsons are more than willing 
  but the Fenabars don’t see this as their problem.
  If the PC’s wish to investigate where the raids have 
  taken place in order to get a lead on where the 
  kobold lair is they can discover with a DC 10 Cha-
  risma (Diplomacy) check from both the travelling 
  merchants and locals that the raid have all occured 
  eastward from Deadsnows on Fork Road between 
  Deadsnows and Ascorp. Thodvar can also be off 
  some help, he has seen some kobold tracks in a 
  valley not far fram the Ironboot mine, a two days 
  hard walk from Deadsnows. 
  Searching the Nether Mountains takes a long time 
  and without any leads will prove fruitless. 
  Spending the night in Deadsnow calls for random 
  encounters. Roll a D6 for every two hours spent 
  outside in the night, once every hour if the PC’s 
  are on the move. On a roll of 6 a random encounter 
  occurs. Consult the random encounter table (see 
  sidebar). Reward the PC’s if they have taken meas-
  ures to protect themselves or for clever thinking, 
  e.g. spending the night in the Ironboot Mine. 
  If the PC’s were defeated by the kobolds they are 
  tied up and brought to the kobold lair to be served 
  as sacrifices to their dragon overlord. The PC’s wake 
  up in area 13.
  Approaching the lair
  The lair is actually well hidden and the kobolds 
  have made efforts to make sure that any attacker 
  should have a hard time entering the lair unseen. 
  
  26
  You enter a short valley, high in the Nether 
  mountains, surrounded by steep and barren 
  cliffs. The wind howls and the cold crawls up 
  your skin, like thousand small spiders. A crude 
  spear holding a rotten gnoll head has been 
  thrusted into the ground, a wicked warning to 
  all trespassers.
  3 kobolds watch over the path to the valley and 
  warn the clan if any intruders are spotted. The 
  sentries lie hiding in the rocks and cliffs above the 
  path. If the PC’s are searching for kobolds they see 
  the kobolds with a DC 15 Wisdom (Perception) 
  check. If the PC’s are actively looking out for sen-
  tries they notice the kobolds as one of the kobolds 
  starts to run back to the lair, if any of the PC’s hava 
  a Passive Perception 15. PC’s that do not spot the 
  running kobold are surprised when the remain-
  ing kobolds spring a boulder trap, meant to fall on 
  unsuspecting wanderers that stop to inspect the 
  gnoll’s head. 
  The kobolds wait out of sight until the PC’s come 
  RAndom encounteRs in the netheR mountAins
  1. Kobold patrol, 4 kobolds. 
  2. Hunting gnolls, 2 gnolls. 
  3. Black bear with 2 cups.
  4. Griffon
  5. Ogre
  6. Ol’Tom
  The Kobold lair
  close enough the gnoll head, before setting the 
  boulders loose. Once the trap has been sprung they 
  use slings. The kobolds are in half cover and on 
  higher ground, 20 ft. higher than the PC’s. If the 
  PC’s fight back and manage to bring down one of 
  the kobolds the other one tries to flee. 
  If any of the sentries make it back to the lair the 
  clan is on alert (see sidebar). If the PC’s manage 
  to overcome the sentries and decide to interrogate 
  them the kobolds only speak draconic. But they 
  know where the dwarves are being held and what 
  treasure where brought before the dragon (the 
  kobolds always speak of her majesty) after raiding 
  
  27
  the Ironboot mine. They describe all sorts of metal 
  weapons and armor, but also gold and the strange 
  sparkly stone (which is the Aranea Queen egg). The 
  kobolds can also inform the PC’s about the bicker-
  ing and political fighting between Kax and Roqua. 
  All this can be learned with a DC 13 Charisma 
  (Intimidation) check. 
  BoulDer Trap 
   
   
   
  cr 1
  Mechanical trap
  When the trap is triggered, it releases boulders of 
  various sizes, which fall on the PC’s. With a DC 10 
  Dexterity save the PC’s manage to dive into safety. 
  The boulders cause 2d6 bludgeoning dmg, half 
  damage on succesful save.
  Lair of the Burnt Hand Clan
  The Burnt Hand Clan found this cave system in 
  mt. Oeraefa few years ago and settled there, the 
  caves suited the kobolds perfectly, for the mountain 
  was a dead volcano but there was still geothermal 
  heat there and deep in the cave system was a fresh 
  water spring. Before long Alizarinathrax, a young 
  red dragon, discovered the clan and enslaved it. The 
  dragon claimed a large cavern as it’s lair and had 
  the clan bring meat and treasure. 
  Lately Kax has been desperatly trying to get on 
  the dragon’s good side, hoping that the dragon will 
  eventually kill and eat his father, Roqua. Alizari-
  nathrax on the other hand has no intention of 
  spoiling her fun watching the endless bickering and 
  struggle for power between the two factions in the 
  clan. 
  Kax and his warriors brought the treasure from the 
  Ironboot clan to Alizarinathrax, though the dragon 
  did not recognize the egg. If the PC’s have been cap-
  tured by the clan their equipment is brought to the 
  dragon’s treasure hoard. 
  Despite the political situation of the clan, it is quite 
  orgainzed if the lair comes under an attack. The 
  warriors take a stand in area 2 and defend the lair 
  to the death. Once the alarm is raised the clan 
  quickly gathers and set all their traps, making it 
  hard even for most veteran adventurers to breach 
  the lair’s defences (see sidebar). 
  lair feaTures
  The lair is in a natural cave system, one left by lava. 
  The walls are rough and unworked, hot water trick-
  les through many holes and the air is musky and 
  hot. In many places fungi grows and due to lack of 
  proper ventilation the lair smells horrible, which 
  means that the PC’s have a disadvantage on any 
  Wisdom (Perception) checks.  
  Hallways and rooms
  All hallways are natural caves, making both footing 
  in some places treacherous and even dangerous. 
  Unless otherwise noted most caves are 7 ft. tall, 
  which means that all weapons that rely on good 
  space, e.g. longbow, are at an disadvantage.  
  Doors
  Most doors are makeshift, made of wood and scraps 
  and easy to break down with a DC 10 Strength 
  check. 
  Floors
  Unless otherwise noted the floor is uneven and 
  rough, in some rooms even hard to cross due to 
  stalagmites, fungi and even litter from the kobolds.
  Visibility and lights
  The kobolds don’t pay much mind to making sure 
  that all rooms are lit. There’s phosphoric fungi in 
  many rooms and in some there are fireplaces which 
  the kobolds use to cook food. Otherwise the lair is 
  dark. 
  AlARm!
  If the alarm is raised Kax organizes his best 
  warrior and makes a stand in area 2. If the 
  defences have been breached he’s smart enough 
  to choose his battles where it suits his warriors 
  the most, e.g. he’d choose to fight few adven-
  turers where his warriors can overwhelme and 
  surround the PC’s. If the attacking group is a 
  large one, he finds a spot where the attackers 
  numbers work against them. 
  If at any time the PC’s use explosives or spells 
  that cause loud noises inside the lair the alarm 
  is raised. If a number of kobolds are discovered 
  dead the alarm is raised (one dead kobold does 
  not raise suspicion). If the kobolds discover that 
  the dwarves have escpaed the alarm is raised. 
  If Kax or Roqua think that the attackers are 
  a bigger threat than the clan can handle they 
  quickly let Alizarinathrax know and try to goat 
  and herd the attackers into the dragon’s lair. 
  
  28
  lair entrance, though most of the time the guards 
  rely on the alarm trap. At any given time at least 
  half of the guards are sleeping. 
  If the PC’s attack the guards the winged kobold 
  commands the guards to defend the lair while it 
  raises the alarm. The winged kobold then tries to 
  reach room 2, where he can sound the gong (see 
  room 2). The kobolds will defend the lair to the 
  death, with a DC 10 Wisdom (Insight) check 
  the PC’s discern that the kobolds fear something 
  far more than the PC’s, which is the wrath of the 
  dragon. 
  2. Crossroads
  The kobolds have built a crude wall, made of thorn-
  weed, wood and rocks. There’s a small crawlway in 
  it, with a DC 10 Dexterity (Acrobatics) check the 
  PC’s can reach the other side of the wall. It takes 
  time to breach the wall or break through it, since 
  it’s not constructed in any organised manner. With 
  three consecutive DC 10 Strength checks the PC’s 
  can reach the other side of the wall, if they wish to 
  break through it. The material in the wall is highly 
  flammable, so setting fire to the wall will destroy it 
  in matter of minutes. 
  If the alarm has been raised the kobolds usually 
  make their first stand in this area of the lair. The 
  kobolds close the crawlway with a boulder. 
  On the other side of the wall is a bronze gong, a 
  trincket that Alizarinathrax gave to the kobolds. If 
  the gong is sounded Roqua, Kax and their warriors 
  will enter the area in 5 rounds. 
  Beyond the wall the cave splits in three different 
  branches. At any given time there’s a 25% chance 
  that there’s a kobold in this area. If the PC’s are 
  spotted the kobold dives for the gong and tries to 
  sound the alarm. 
  3. Kurtulmak’s cave
  This is a surprisingly worked cave. The kobolds 
  have evened the floor and build an altar to their evil 
  deity in one end. There the clan’s shamans conduct 
  services on honor of Kurtulmak. 
  The floor is unnatural and even in this side-
  cave. Some sort of altar is in one end and a 
  gnome skull rests upon it along with a crude 
  and barbaric scepter. 
  Yappa, the clan’s shaman (see appendix), spends 
  her time in this area along with 3 kobolds. As soon 
  as she becomes aware of the PC’s she sends one 
  Entrance
  The lair entrance is nothing more than a small 
  opening in the side of mt. Oeraefa. The PC’s can 
  climb up to the entrance with a DC 10 Strength 
  (Athletics) check. A hemp rope has been fastened 
  in the cliff beside the entrance and if the PC’s 
  haven’t raised the alarm using the rope gives the 
  PC’s advantage on reaching the entrance. If the 
  alarm has been raised the rope has been removed.
  The entrance is on a small ledge, which is just large 
  enough to hold two kobolds. The clan believes that 
  the lair is hidden well enough so there aren’t any 
  sentries on the ledge itself. Kax and Roqua both 
  agree on that posting the sentries by the boulder 
  trap is enough defense. 
  There’s a small but simple trap in the entrance. 
  A string has been crossed over the entrance just 
  above the floor, the string is connected to a small 
  bell in area 1. If the bell goes off the alarm goes off 
  and the kobolds organise their defense. With a DC 
  10 Intelligence (Investigation) check the string is 
  spotted. Bypassing the trap is simple, the PC’s just 
  need to step over the string. 
  Designer’s notes
  The kobolds’ leaders are clever and even though 
  they are fighting over who should lead the clan 
  they both know that when the lair comes under 
  an attack they need to work together. If the PC’s 
  are discovered and pose a threat or the alarm 
  is raised Roqua and Kax quickly summon their 
  warriors and attack, using their knowledge of 
  the lair to the extreme and, if needed, herd the 
  PC’s into the dragon’s den. Therefor the kob-
  olds should be roleplayed with this in mind, the 
  clan is well versed in how they should react to 
  intruders and the PC’s need to show extreme 
  caution and they may need to fall back once or 
  twice before succeeding.
  1. 
  Guard room
  The kobolds use this sidecave as a room for guards 
  and warriors. A small fireplace is in the middle of 
  the cave and a few nests around it, where the kob-
  olds have pushed aside stones and even some laid 
  down blankets. In the far end there’s a crude shrine 
  dedicated to Alizarinathrax and Kurtulmak. With 
  a DC 20 Intelligence (Religion) check the PC’s 
  recognize the kobold deity. 
  At any given time there are 8 kobolds and 1 
  winged kobold in this room. 2 of them stand near 
  in the side cave entrance, where they can see the 
  
  29
  of the kobolds to area 2 to sound the gong. She 
  invokes the power of Kurtulmuk and uses spells to 
  slow down or stop the PC’s, for she wishes to have 
  them captured and offered as sacrifices to Alizari-
  nathrax. If there are any gnomes in the party she 
  will become enraged and attack that PC’s head on 
  with lethal spells, screaming the hateful litanies of 
  Kurtulmuk at the top of her lungs.
  With a DC 20 Intelligence (Religion) check the 
  PC’s discover that the altar is devoted to Kurtul-
  muk, the evil kobold deity. If the PC’s decide to 
  investigate the altar they discover a hidden com-
  partment in it with a DC 15 Intelligence (Investi-
  gation) check. It holds a small green vial (Potion of 
  Invisibility) that Yappa stole from the dragon hoard. 
  There’s also 7 cp’s and rotting gnome finger, with a 
  bronze ring worth 10 gp’s, both donations from the 
  clan members. 
  4. Roqua’s harem
  A surprisingly sturdy door shuts this cave off. The 
  door is locked and trapped. With a DC 15 Intel-
  ligence (Investigation) check the PC’s discover a 
  crafty trap, one intended to mark whoever tries to 
  enter the harem. The trap sprays natural glue over 
  the hands of the burglar. Unless whoever is picking 
  the lock makes a DC 15 Dexterity save her fingers 
  are glued together, which means that the burglar 
  has disadvantage to all Dexterity checks relying 
  the use of hands. This also means that spells that 
  reguire intricate somatic components are impossi-
  ble to cast. With a DC 15 Dexterity check the trap 
  can be disarmed. The lock can be picked with a DC 
  10 Dexterity check. The door can also be kicked 
  in with a DC 20 Strength check.   
  In this desolate cave dwell around two dozen female 
  kobold. These are the females that Roqua has 
  claimed for himself. Most of the kobolds have nei-
  ther clothes nor tools. They are oppressed and with 
  a DC 10 Wisdom (Insight) check the PC’s discern 
  that the kobolds both loathe and despise the situa-
  tion they’re in. 
  Once you manage to pick the lock the door 
  opens. On the other side is a foul smelling and 
  hot cave. More than dozen female kobold faces 
  turn in your direction, a few more are still down-
  cast but all are sullen and fearful. Their backs 
  are scarred and none have any clothes nor tools 
  of any sort.
  If the PC’s speak draconic they can persuade the 
  female kobolds to speak with them, with a DC 10 
  Charisma (Persuasion) check. The oldest female, 
  Deka, speaks for the kobolds in the cave. She can 
  inform the PC’s that the kobolds in the cave are 
  Roqua’s harem. The leader of the clan claims the 
  wifes and even daughters of those that have done 
  something to offend the old leader or the dragon. 
  Deka can also be persuaded to tell the PC’s where 
  they can find the dwarves or even to draw them a 
  map of the lair. But she wants something in return, 
  she wants the PC’s to remove Roqua from the lair, 
  though she’d prefer him being murdered. 
  The female kobolds are defenseless, they have no 
  weapons and make no move to defend themselves 
  if they are attacked. Slaying the helpless females is 
  an evil act. 
  There’s a 10% chance that Roqua (see appendix) 
  is in the Harem at any given moment. He usually 
  visits the Harem once a day and whips and abuses 
  the females. He is usually followed by 5 kobolds, 
  his most trusted guards. 
  5. Guard station
  The cave opens up and a number of openings can 
  be seen. At any given time there are 6 kobolds 
  positioned here as guards by Roqua and 2 winged 
  kobolds from Kax’s side of the clan. The two groups 
  warily eye each other and with a DC 10 Wisdom 
  (Insight) check the PC’s can tell that there’s an 
  uneasy truce between the two groups, something 
  that can be easily used to the PC’s advantage. 
  6. Kobold den
  In these two caves many kobolds following Roqua 
  make their living. There are many smal fireplaces 
  and the floor has been mostly cleared of rubble and 
  rocks. If the any of the PC’s has more than Passive 
  Perception 15 they hear many kobolds talking, 
  snoring and going about their business, before they 
  enter the cave. There are about 30 kobolds living 
  there and amongst them the PC’s can find 13 cp’s, 
  7 sp’s and 3 gp’s. 
  7. Roqua’s cave
  Roqua has made his den comfortable in kobold 
  standards, he has a blanket, a pillow and has even 
  pilled some stones so that they form a throne. He 
  stores his riches in a hidden alcove in the far end of 
  the cave, which can be found with a DC 15 Intel-
  ligence (Investigation) check. Roqua’s treasure 
  consists of leather bag with 30 cp’s, 23 sp’s and 34 
  gp’s, a small bloodstone worth 50 gp’s and a magi-
  cal amulet he stole from Alizarinathrax. If the PC’s 
  identify the amulet, it’s an Amulet of Proof against 
  
  30
  detection and location. There’s no trap on the secret 
  alcove but Roqua counts his coins almost daily, so 
  he will notice it soon enough if someone takes his 
  treasure. If the PC’s manage to remove the treasure 
  without killing Roqua there’s a 5% chance that he 
  discovers (adding 2% for every hour that passes) 
  and if he does, he sounds the alarm. 
  You enter a lavishly decorated chamber. Half 
  a rug lies on the cave floor, moldy blanket lies 
  in the far end beside a fireplace, where an iron 
  kettle, broken porcelain disk and a wooden fork 
  can be seen. Three stones have been laid togeth-
  er, forming a throne, suiting a kobold king. 
  There’s a 50% chance that Roqua is here. He has 
  his most trusted guards with him all the time, for 
  he fears more than anything that the time for Kax 
  to strike against him is coming near. If Roqua is 
  not here, only 2 kobolds guard this room. If Roqua 
  is here, he sneers once he spots the PC’s and asks 
  in accented common if they have been sent by his 
  despicable excuse for a son. With a DC 15 Wisdom 
  (Insight) check the PC’s know that Roqua is stress-
  ful. If they decide to play this situation they can, 
  using different social skills. They can also attack 
  Roqua and his guards. Roqua calls immediately for 
  help from the kobold warriors from the den (area 6). 
  With a DC 15 Charisma (Intimidation) check 
  the PC’s can threaten Roqua and make him grovel 
  in fear. On the other hand Roqua is used to grovel 
  before beings far superior than him and he is quite 
  an actor. He can turn things his way, even though 
  making it look like he’s begging for mercy. If the 
  PC’s use this tactic Roqua will beg and whine, 
  saying that his son is the one to blame, he is just 
  an old kobold trying to make sure that his tribe 
  gets by. Not matter what the PC’s bring up Roqua 
  blames Kax. If the PC’s bring up the dwarves he 
  blames Kax and says that the dwarves are being 
  held in area 9, the dragon’s den, and he’s more 
  than ready to show them where. The PC’s need to 
  see through Roqua’s deception or walk straight into 
  a very deadly encounter with a red dragon. 
  If the PC’s treat Roqua with respect he’s at first 
  bit taken back, but quickly recovers and sees the 
  PC’s arrival a chance to strike back at Kax. He will 
  offer the PC’s 500 gp’s if they will kill Kax, using 
  his deceptions. If the PC’s agree he will draw them 
  a map and tell them where to find Kax. If the PC’s 
  bring up the dwarves he will gladly exchange them 
  for Kax’s head, having no intention of keeping that 
  promise. If the PC’s accept and return with Kax’s 
  head, he will tell them that his gold is stored in 
  area 9 and lead the PC’s there. 
  With a DC 15 Charisma (Deception) check the 
  PC’s can play the role of hired assassins. He will 
  curse them and order his guards to attack ´these 
  whimpering dogs’. He will call for help from the kob-
  old den before entering melee himself. 
  With a DC 10 Charisma (Persuasion) check the 
  PC’s can get Roqua to believe that they have noth-
  ing to do with Kax. He will order his guards to be 
  ready but hold a moment. He uses the opportunity 
  to ask the PC’s what there business is in the clan’s 
  lair and if the PC’s mention the dwarves, he will 
  offer to let the PC’s have them in exchange for Kax’s 
  head, though Roqua has no intention on fulfilling 
  his end of the agreement. If the PC’s return with 
  Kax’s head Roqua will cheer and lead the PC’s to 
  area 9. 
  If the PC’s were captured in chapter 2 and have 
  escaped on their own, Roqua doesn’t recognize 
  them, since he had nothing to with their capture. 
  He will believe that they were sent by Kax. 
  8. Alizarinathrax’s shrine
  A large shrine dominates this chamber, one dedi-
  cated to her majesty the red dragon Alizarinathrax. 
  The kobolds have carved a crude looking totem 
  from wood and shows the dragon in almost divine 
  manner. Both Kax and Roqua conducts services for 
  the dragon where they demand tribute and dona-
  tions from every kobold in the clan. Many kobolds 
  also honor the dragon outside the services and 
  often one can find food and carved idols donated by 
  the kobolds by the shrine.
  There aren’t any guards there, for the kobolds 
  believe that the dragon oversees the shrine and 
  his magic protects it. But the members of the clan 
  often visit the shrine with religious devotion. There-
  for there’s a 25% chance at any given time that a 
  kobold is by the shrine. If it spots the PC’s it will 
  try and make for the dragon den to sound the 
  alarm.  
  9. Alizarinathrax’s den
  The dragon’s den is deep in the cave system and is 
  in the center of the mt. Oeraefa caldera. It’s steam-
  ing hot in there and the steam reduces visibility 
  to 10 ft. High in the ceiling is an opening through 
  which the dragon can enter and leave at will. The 
  dragon’s hoard lies in the center of the cave and 
  there’s 75% chance at any given time that the 
  dragon is resting in her den atop her treasure. The 
  dragon, arrogant as she is, truly believes that no 
  one in Nether Mountains can rival her power and 
  in her lair she feels especially powerful, the kobold 
  
  31
  clan fueling her arrogance. If the kobolds have goat-
  ed adventurers or would-be attackers into her den, 
  she likes to play and show off her immense power.
  As you climb down to the wide corridor from 
  the chamber dedicated to the dragon the air 
  turns hotter and more steamy. Suddenly the 
  corridor opens and all you see is white mist. 
  If the dragon is there, with a Passive Perception 
  15 the PC’s hear something large breathing in the 
  chamber. Heavy sulfuric odor hangs in the air and 
  the oppressing feeling of being in the presence of 
  some greater being is overwhelming. 
  If the PC’s decide to investigate the chamber they 
  need to beat the dragon’s Passive Perception. If the 
  dragon notices the PC’s it will play with the PC’s, 
  using intimidation and deception. 
  Not far from the entrance to the dragon’s den is 
  a brass gong, something that the kobolds use to 
  sound the alarm and wake up the dragon in time of 
  need. 
  10. Storage room
  The clan gathers all their mundane items and non-
  currency in a large chamber. They have attacked 
  and looted scores of caravans of late and their stor-
  age is packed with all manner of crates, barrels, 
  bags and caskets filled with food, spices, minerals 
  etc. One would need at least three or four wagons to 
  bring all in the storage room back to Deadsnows. 
  A simple trap is in the corridor leading to the stor-
  age room. A small tripwire crosses the cave just 
  above the floor. Springing the trap releases burning 
  hot steam which fills the corridor. With a DC 15 
  Intelligence (Investigate) check the tripwire can 
  be spotted. With a DC 10 Dexterity check the PC’s 
  can disable the trap. 
  If the PC’s were kidnapped and woke up in the kob-
  old’s holding chamber (see area 13), all their mun-
  dane and non-weapon equipment is there. What 
  currency and magical items they had have been 
  added to the dragon’s hoard. 
  Searching the storage room takes a long time, each 
  Intelligence (Investigation) check takes 20 minutes. 
  There are a few items of note. With a DC 15 Intelli-
  gence (Investigation) check the PC’s find a Potion 
  of Healing hidden in one of the caskets. With a DC 
  20 Intelligence (Investigation) check the PC’s 
  spot a hidden compartment in the bottom of one 
  barrel, containing a scroll with the spell fireball 
  scribed at 6th level and a wand of Magic Missile (22 
  charges), caster level 1. 
  sTeam Trap  
   
   
   
  cr 2
  Mechanical trap
  Sprining this trap releases a 15 ft. cone of hot 
  steam from the cave floor. With a DC 15 Dexterity 
  save the PC’s manage to throw themselves back, 
  taking only half damage. The steam causes 3d6 fire 
  damage.
  11. Kobold den
  The kobolds that follow Kax’s leadership have made 
  their den in this chamber. It’s more crambed than 
  the other den and there are about two dozen kob-
  olds there. Otherwise see room #6. 
  12. Kax’s chamber 
  Kax claimed this chamber as his own. It was for-
  merly used as pen for the drakes and still smells 
  like that. The strong odor is nauseating and quite 
  pungent. Unless the PC’s pass a DC 10 Consti-
  tution save they have a disadvantage on all skill 
  checks. Kax has put up a simple door, closing off 
  the chamber. It is locked and can be opened with 
  a DC 10 Dexterity check. Since Kax only recently 
  claimed the chamber as his own he hasn’t had the 
  opportunity the build his own traps. 
  You open the door and a pungent stench 
  assaults you, bringing water to your eyes. The 
  chamber is long and only lit by a small fireplace 
  in the middle. Weapons of all sizes lie by the 
  walls along with armor and shields. 
  There’s a 50% chance that Kax is here at any given 
  time. He is usually accompanied by 7 kobolds. If 
  they notice the PC’s they will attack immediately.
  If the PC’s were captured by Snarl their weapons 
  and armor are all here. Armors made of non-metal 
  material smell horribly and need to be washed. 
  There are about 30 weapons of all sorts, all mun-
  dane, and 12 armors light or medium, no heavy 
  armor. The armors are all medium sized. 
  Kax’s guards have both good weapons and good 
  armor. Their AC is 14 and they cause 1d6+2 dam-
  age. 
  Kax has no interest in talking with the PC’s, he is 
  convinced that his father has hatched a plan to get 
  rid of him and the PC’s are a part of it. 
  Kax has a small treasure hidden under a rock. With 
  
  32
  If the PC’s were captured by the kobolds they 
  are brought here and thrown in the pen with the 
  dwarves. They are naked, just as the dwarves. In 
  the holding chamber they find both Dorna and 
  Isarn of the Ironboot clan, along with 14 other 
  dwarves. Many of the dwarves are injured and their 
  spirit is broken. With a DC 10 Wisdom (Insight) 
  check the PC’s know that the dwarves’ morale is 
  low at the moment and they don’t believe that help 
  is near or that they can escape. 
  If the PC’s talk to Dorna or Isarn they are not in a 
  very talkative mood, given the circumstances. With 
  a DC 15 Charisma (Persuasion) check they con-
  vince the dwarven leaders to speak to them. If the 
  PC’s speak to Isarn or Dorna in Dwarven the DC is 
  10. 
  Dorna is in a higher spirit and with a DC 15 Wis-
  dom (Insight) check the PC’s see that she’s quite 
  upset, though she tries to hide it. She’s really angry 
  at Isarn for not listening to her about the Aranea 
  Queen egg room. She blaimes him for their situ-
  ation and the pair hasn’t talked since they were 
  captured. She want’s to break free and get back to 
  the mine but she hasn’t found any way out. If the 
  PC’s are in the pen with her and talk about break-
  ing out, she is more than willing to help. 
  Isarn is downcast and in a bad mood. With a DC 10 
  Wisdom (Insight) check the PC’s discern that his 
  spirit is broken. He blames himself for everything 
  that happened to the clan, he got greedy and didn’t 
  listen to the advice of the other clan elders. He is 
  ashamed of himself and doesn’t believe that he can 
  lead his clan back out. If the PC’s are in the pen 
  with him and talk about breaking out, he simply 
  shrugs and dismisses the PC’s talk as crazy talk. 
  The other dwarves are not in a good mood and don’t 
  feel like talking. The kobolds have been removing 
  one dwarf at a time and they never return. In fact 
  the kobolds have been sending the dwarves into the 
  dragon’s den, where Alizarinathrax plays with the 
  dwarves before eating them. 
  There are always 4 kobolds present in the main 
  chamber, outside the pen itself. The guards spend 
  their time playing dice and don’t pay much mind to 
  the prisoners. At most times the guards are bored 
  out of their mind and are either too busy playing, 
  and fighting over the dice, or sleeping to notice if 
  the PC’s approach or try to break out. There’s a 
  brass gong on the wall opposite the door to the pen, 
  the kobolds use it to sound the alarm if the prison-
  ers escape. 
  a DC 15 Intelligence (Investigation) check the 
  PC’s can discover a small urn containing 23 gp’s, 
  43 sp’s and 12 cp’s. 
  In a wooden box by Kax’s bedroll lies the Aranea 
  Queen egg. Kax hasn’t presented the egg to the 
  dragon, since he’s waiting for the right moment. He 
  hopes to donate the egg to Alizarinathrax when he’s 
  going to ask her to remove Roqua. The box is crude 
  and obviously made by kobolds. It’s both locked and 
  trapped and Kax makes sure that there’s always 
  someone guarding it. Upon close inspection the 
  PC’s can discover the trap with a DC 10 Intel-
  ligence (Investigation) check. A make-shift bear 
  trap springs on whoever that doesn’t disarm the 
  trap first. The trap can be disarmed with a DC 15 
  Dexterity check. The lock is simple and with a DC 
  10 Dexterity check it can be unlocked. 
  maKeshifT Bear Trap    
   
  cr 2
  Mechanical trap
  A trap closes over the feet of the victim, restrain-
  ing it. With a DC 15 Dexterity save the PC’s safely 
  get out of harm’s way. The trap causes 2d8 piercing 
  dmg and the target is restrained.
  13. Holding chamber
  Lately the clan has been taking captives, using 
  them either as sacrifices for their dragon overlord 
  or as slaves. Every slave is stripped, for the kobolds 
  have no sense of nudity, and kept in the sidecham-
  ber, locked away. The sidechamber has no water or 
  toilet, so the slaves must make do with very little. 
  With a DC 15 Dexterity check the locked door can 
  be picked, if no thieves tools are used the PC’s have 
  a disadvantage to the roll. With a DC 20 Strength 
  check the door can be broken down. 
  The corridor leading to the holding chamber 
  is trapped. A score of ceramic urns are hidden 
  amongst the stalagcites, containing left-overs of 
  a dead gelantinious cube. A small springloaded 
  pressure plate releases the urns, so they fall on the 
  target. With a DC 10 Intelligence (Investigation) 
  check the PC’s spot the pressure plate. With a DC 
  15 Dexterity check the trap can be disarmed. 
  aciD urn Trip  
   
   
   
  cr 2
  Mechanical trap
  A spring loaded pressure plate releases 6 urns that 
  fall on the victim. With a DC 15 Dexterity save the 
  PC’s roll into safety and take only half damage. The 
  urns, that contain the remains of a gelatinious 
  cube, cause 2d8 acid damage.
  
  33
  14. Drake pen
  Deep in the cave system the kobolds hold their 
  domesticated drakes. They seal off a large cave with 
  a geothermal spring where they keep the drakes. 
  The kobolds use thornweed, wood and rocks to 
  create a barricade. It’s easy to set the drakes free 
  by opening the gate. The drakes usually obey their 
  masters but a skillful animal handler could make 
  the drakes angry, before setting them loose in the 
  lair, with a DC 15 Wisdom (Animal handling) 
  check.
  conclusion
  If the PC’s managed to break the dwarves free Isarn 
  and Dorna are extremely grateful. The group of 
  dwarves follow the PC’s back to Deadsnows, where 
  they discuss and decide whether they return to 
  Ironboot Mine, join either of the two other dwarf 
  clan in Nether Mountains or return to Citadel 
  Adbar. 
  If the PC’s found the Aranea Queen egg they need 
  to identify it and decide what to do with it. The Ara-
  nea clan are aware of the fact that the egg has been 
  removed from the stasis chamber and are actively 
  searching for it. 
  If the PC’s made their presence known to Alizari-
  nathrax they’ve made a very powerful enemy, one 
  that will stop at nothing acting it vengence upon 
  the PC’s for attacking and seriously maiming the 
  kobold clan worshipping the dragon. 
  If the PC’s managed to free the dwarves without 
  taking out either of the kobold’s leaders or finding 
  the Aranea Queen egg they will both have a very 
  angry kobold clan on their heals and will probably 
  have to return to the lair, in search of the egg. 
  rewarD
  Award normal XP for defeated foes. Award each 
  player XP for completing the following:
  •	
  Finding the Aranea Egg, 200 XP
  •	
  Freeing the dwarves, 200 XP
  •	
  Killing Kax, 200 XP
  •	
  Killing Roqua, 100 XP
  If you are using the Milestone rule, the PC’s should 
  have reached 4th level after completing this chapter.
      
  
  34
  Appendix A: NPC’s
  Rubert Anon
  LG Human cleric 2 (Acolyte)
  Rubert is dark haired and blue eyed. He’s in his 
  early 30’s yet his well groomed beard has grey 
  streakes in it. Rubert usually wears a rose hued 
  tabbard and his golden holy symbol. He has a small 
  scar under his cheekbone. 
  Background: Rubert was born and raised in 
  Sundabar, where he joined the church of Lathand-
  er. His father was a tanner and had higher hopes 
  for his son, he managed to convince a dawnlord to 
  take Rubert on as an acolyte. Rubert was quick to 
  learn and found that the life of a cleric suited him 
  well. He spent two seasons as a travelling cleric 
  with a group from the church in Sundabar and 
  when he returned to Sundabar, the high cleric 
  asked him to go to Deadsnows and rebuild the 
  church that had once stood there. Rubert accepted 
  this mission and  after he moved to Deadsnows has 
  proven a great asset for the growing community. 
  Personality: Rubert is fair and just, he believes 
  that given the right circumstances people will 
  always endure and do the right thing. He is a 
  strong believer in Lathandar and promotes his deity 
  when he can. He usually has a warm smile on his 
  face and strifes to bring hope to those who have 
  none. 
  Connections: Rubert is a member of the Church 
  of Lathander in Sundabar. He is also a member 
  of the elder council in Deadsnows and he knows 
  both the villagers and the surrounding farms and 
  mines well. He knows how to brew healing potions 
  and can use his spells to heal the wounded. He is a 
  valuable ally. 
  Secret: Rubert has been investigating on his own 
  the Icespear Manor, for he fears that undead are 
  haunting it. So far he hasn’t been able to go deep 
  into the cellar, but a few weeks ago he braved the 
  cellar alone and found strange sigils carved into on 
  wall. A couple of zombies attacked him and man-
  aged to wound him, leaving a white scare under his 
  cheekbone.
  Harad Havsum
  CN Hafling rogue 4 (Criminal)
  Harad is sandy haired and brown eyed, quick-witted 
  and cheerful. He likes to wear colorful clothes and 
  usually wears a brown belt with three sheathed 
  daggers, each richly decorated. He has a brand on 
  his neck, one he eagerly explains he got due to big 
  misunderstanding. 
  Background: Born and raised in Mulmaster, Harad 
  quickly learned to help himself from living on the 
  
  35
  Personality: Ol’Tom is a stoic and relaxed figure. 
  He is eager to help those who are on nature’s side 
  and do not bring harm to it. He isn’t all too fond of 
  people and likes animals more, after being looked 
  down upon most of his youth has left it’s mark on 
  him. 
  Connections: Ol’Tom is a good friend to the farm-
  ers in Icespear Valley and knows the surrounding 
  valleys well. He’s also in good connection with the 
  druid circle in the High Forest, especially those who 
  venerate Chauntea. 
  Secret: Lately Tom has been dreaming about a 
  many faced threat rising from the darkness below. 
  He hasn’t figured out what these dream mean but 
  they have left him deprived of sleep and tired.
  Olaf Arnesen
  LG Human fighter 3 (Soldier)
  Olaf is a large man in every way, his arms resemble 
  tree trunks and his hands look like mallets. His 
  head is bald but he has thick mustache. He usually 
  wears his leather armor and a sword hangs loosely 
  by his side. 
  Background: Olaf used to be a caravan guard 
  before settling in Deadsnows. Originally from Ten 
  Towns Olaf was raised by his father, a blacksmith, 
  and after spending more time around the anvil than 
  he cared for he told his father he wanted something 
  more out of life and signed on as caravan enroute 
  to Waterdeep. Olaf only got as far as Neverwinter 
  but there he joined another caravan. He spent a few 
  summers like this, until he came to Deadsnows and 
  heard that they council was looking for a sergeant.
  Personality: Olaf is serious and down to earth 
  character, he is pragmatic and realistic. He does not 
  tolerate lawbreakers but strifes to solve problems 
  so that he doesn’t need to arrest anyone. So far he 
  has managed to do so and the only people who have 
  spent the night in his holding cell are either drunks 
  or travellers when all rooms are booked in the Rose 
  and Hammer.
  Connections: Olaf is generally well liked by the car-
  avan leaders, who know Olaf from the time when he 
  was a caravan guard. Lately he has also been trying 
  to get Deadsnows a part of the Lord’s Alliance, but 
  so far it has been fruitless. 
  Secret: Though he doesn’t show it, Olaf is in fact 
  xenophobic. Therefor he usually handles things 
  differently when other races than humans are 
  street. His alchoholic parents never paid him much 
  mind and were more concerned about making sure 
  they had something to drink, rather than feeding 
  their children. After his mother died, Harad ran 
  away from home and managed to south to Raven’s 
  Bluff. There he joined a gang of thieves and quickly 
  rose through their rank, though he got caught 
  once and was branded a thief by the magistrate. He 
  joined the Zhentarim a few years later and travelled 
  through the Dragonmere region. After falling into 
  disgrace in the Black Network he slipped away and 
  carved himself out a new life in Deadsnows.
  Personality: Harad is ironic and quick with a sar-
  castic remarks, which sometimes make his guest 
  look twice. But he’s quick with a smile and though 
  many travellers and guest in his inn the people in 
  Deadsnows know that he doesn’t mean much with 
  it. Harad’s eyes usually dart from side to side and 
  for some reasons he always has his back to a wall, 
  whenever he can. 
  Connections: Almost all travellers going through 
  Deadsnow spend the night at The Rose and Ham-
  mer. He knows most caravan leaders and guards 
  and keeps a good eye where the caravans are 
  headed and where they’re coming from. Harad has 
  also a good eye for valuables and can appraise both 
  mundane and magical items. 
  Secret: No one in Deadsnows know that Harad 
  used to be a member of the Zhentarim. There is a 
  price on his head and he knows it. Even though he 
  changed his name and now uses his fathers name 
  (he used to be called Spider), he silently fears the 
  day when his past comes knocking on his door. 
  Ol’ Tom
  N Halfelf Druid 7 (Hermit)
  Ol’Tom is a tall but scrawny figure. He has some 
  whisks of hair in his face, betraying his human her-
  itage. His almond eyes are green as a field of grass. 
  He wears a leather armor and a cape made of twigs 
  and leaves. His gnarled oaken quarterstaff is old 
  and worn. 
  Background: Born to a elven mother many decades 
  ago Ol’Tom was never fully accepted in Evereska. 
  He took to wandering and cherished being alone in 
  nature. He left Evereska and spent many years in 
  the High Forest, being tutored by the druids there. 
  Few years ago he received a dream from Chauntea, 
  where the rebuilding of Deadsnows was prophecied. 
  He travelled to Nether Mountains and has been 
  watching over the rebuilding ever since.
  
  36
  spring broke the ice on the Icespear river. Yet she 
  continued to make a living in Deadsnows and 
  tried to help the people get by. Before long she was 
  elected on the elder council. 
  Personality: Viveros is a kind woman but pragmat-
  ic. Though she would love to help everyone she feels 
  that her duty is first and foremost to the people of 
  Deadsnows. Hard life and sorrow has left its mark 
  on her, there’s always a shadow in her eyes and 
  longing in her voice. 
  Connections: Diliana know almost everyone in 
  Icespear Valley and has a great pull in that soci-
  ety. She’s not concerned about what the dwarven 
  strongholds are doing or how the different power 
  groups are fighting for more political power in the 
  Heartlands. 
  Secret: Diliana secretly hopes that there’s some 
  way  to bring back her husband. She has been 
  pouring over books and scrolls she has discovered 
  in the ruined buildings of the village. 
    
  Evert
  NG Human wizard 5 (Spy)
  Evert is one legged and part of his face is badly 
  scarred. He constantly smells of different kinds of 
  herbs due to constant potion making. He tends to 
  wear his green cloak with golden trimming. Evert is 
  in his 40’s and going bald. 
  Background: Evert joined the Harpers not long 
  after his time as an apprentice. He travelled up and 
  down the Sword Coast, fighting evil where ever the 
  organization needed him to. After a mission went 
  horrible wrong, with him loosing his foot and leav-
  ing his face scarred after a fight with a cambion, he 
  decided that it was time to settle down. 
  Personality: Evert is a loner. He never wastes more 
  words on the villagers than he must and keeps to 
  himself for most of the time. He is a sucker for a 
  good puzzle and nothing interests him more than 
  magical items. 
  Connections: Evert is still a member of the Harp-
  ers and every now and then some agent pays him a 
  visit. His expertize and knowledge of magical items 
  is valuable to the organization. 
  Secret: No one in Deadsnows know that Evert is a 
  part of the Harpers, though Rubert suspects. Evert 
  also fears that the Cambion who took his leg will 
  return and kill him.  
  involvedwhen something happens in Deadsnows 
  that need his attention. Olaf dislikes Harad and is 
  certain that the halfling is up to nothing good. 
   
  Coral Brittlebeard
  CG Dwarf fighter 2 (artisan)
  Coral is just above 5ft tall, with dark hair and 
  heavy beard that he usually braids. When he’s in 
  his smithy he has his leather apron on and wears 
  red trousers covered in soot. Coral tends to carry a 
  large and battered warhammer when he leaves his 
  smithy. His eyes are the color of clear sky and when 
  he gets mad they seem to darken.
  Background: Coral was born in Mithril Hall to a 
  happy couple. His parents mentored him in the 
  blacksmithing arts but just as many dwarves in 
  the Halls Coral also received military training. After 
  spending years trying to carve out a niche for him-
  self in different dwarven societies Coral finally came 
  to Deadsnows, bent on succeeding as a master 
  blacksmith. 
  Personality: Coral is gruff and appears almost 
  unfriendly to non-dwarves. His strongsuit is black-
  smithing and socializing with people is something 
  that he feels someone else should be doing. To 
  dwarves he’s friendly and fair. His grasp of Com-
  mon isn’t that strong and much is lost to transla-
  tion. 
  Connections: Coral is the speaker for the dwarven 
  clans in the elder council in Deadsnows. He knows 
  all the leaders of the dwarven clans. 
  Secrets: Coral has been working on getting his fam-
  ily to Deadsnows, he hopes that he can convince 
  them to join him and they could open a mine in the 
  Nether Mountains. 
   
  Diliana Viveros
  LN Human commoner 4 (noble)
  Diliana is a fading beauty. She’s in her late 30’s and  
  was probably a real stunner when she was younger. 
  But years of struggle and hard work has left it’s 
  mark on her. Viveros’ blond hair is greying and her 
  blue eyes have a worried cast on them. She often 
  wears colorful clothes and has big golden earings. 
  Background: Diliana was among the first people 
  who returned to Deadsnows. She came with her 
  husband, a hard working baker who had won her 
  heart few years earlier. Unfortunately he got ill the 
  first winter and never recovered, he passed before 
  
  37
  Thodvar Nun
  CG Human ranger 3 (Outlander)
  Thodvar Nun hails from Furitep in Mulhorand. His 
  skin is dark and he braids his black hair. He wears 
  skins of bears and boars. Nun is usually accom-
  panied by 2 large mastiff dogs, a common breed in 
  Furitep but a rare sight in the Nether Mountains. 
  Background: Born and raised in slavery Thodvar 
  never had any choice about what profession he 
  learned. Though he loved the dogs he was to take 
  care of he hated his masters and their treatment 
  of their canine stock. On a hunting trip Nun lost 
  his temper after his owner had beaten one of his 
  dogs to death for failing to catch a prey. Thodvar 
  attacked his master and killed him. He took the 
  remaining dogs and fled. He wandered for many 
  years, breeding his dogs and selling pups, before 
  settling down in Icespear Valley. 
  Personality: Thodvar is wary of strangers and 
  likes dogs more than people. He watches carefully 
  for how people treat his dogs and how they accept 
  people before he decides how to react. He is a no-
  nonsense type of person, preferring facts over fic-
  tion. The slave in him makes it hard for him to look 
  people straight in the eye. 
  Connections: Thodvar knows the people of Ice-
  spear Valley and the farmers in the neighbouring 
  valleys. 
  Secret: Thodvar despises Harad, simply because 
  his dogs don’t like the halfling and Nun feels that 
  there’s something about the halfling that reminds 
  him off his former masters. 
  The ironBooT clan
  The clan came to the Nether Mountains a couple 
  of years ago, in hope to carve out an existence for 
  themselves. They found a promising veins of iron 
  and copper and their mine has grown larger and 
  larger. 
  The dwarves of the Clan look to Moradin as their 
  patron deity. Their mine contains a large temple 
  devoted to him, though it also contains shrines 
  dedicated to other dwarven deities. The clan is 
  mostly lawful good though chaotic individuals are 
  amongst them. 
  The clan is in good relations with the people of 
  Deadsnows and the other two dwarven clans. 
  The clan’s leaders are concerned about the rising 
  frequency of kobold raids and the fact that lately 
  the non-civilised races have been on the rise in the 
  mountains. 
  Dorna
  LG Dwarf Cleric 5 (Folk hero)
  Dorna is loud, rowdy and strong. She wears her 
  decorated breast plate with pride, the armor sport-
  ing the golden holy symbol of Moradin. She is 
  stocky and muscular, her golden hair flowing freely 
  down her shoulders. Her eyes are blue and protray 
  Dorna’s wisdom. 
  Personality: Dorna is sure of herself, wise and just. 
  She follows the tenets of Moradin to the extreme 
  and feels that he is her guide in life. She is head-
  strong and stubborn and angers easily, but if she 
  has done wrong unto someone she quickly sees her 
  error and apologizes. 
  Isarn
  CG Dwarf fighter 2 (Noble)
  Isarn is simple and an easy going dwarf. He cares 
  deeply for the prosperity of the clan and will stop 
  at nothing in building the riches of the clan. He 
  usually wears his chain mail though he inherited 
  and owns a magical plate mail (one that the kob-
  olds steal and store in the dragon’s hoard) he rarely 
  wears it. He usually wears a rune encrusted bat-
  tleaxe that’s called Flamebitter, due to its flaming 
  ability. 
  Personality: Isarn is charismatic and likeable 
  fellow. He treats his clan members well and they 
  would follow him almost anywhere. Isarn isn’t nec-
  cessarily the wisest dwarf around and he looks to 
  both Thorbin and Dorna for advice. 
  
  38
  Appendix B: Adversaries
  Kax
  CE small humanoid (kobold)
  Kax is red skinned though the scales in his back 
  range from crimson to golden. His eyes are yel-
  low and a scar crosses his face, leaving one of his 
  eye dark and dull. Most of the time he wears a 
  blood stained cloth over his bad eye. Kax wears a 
  studded leather armor and fights with a beautiful 
  shortsword, obviously crafted by elven hands. 
  Background: Kax was the first to hatch of his lit-
  ter and before he was three days old he had eaten 
  two of his brothers. His father taught him the art 
  of kobold warfare and he has been led many raids, 
  growing the hoard of the dragon. Lately Kax has 
  been dreaming of replacing his father and he hopes 
  that he can manipulate events so that Alizarinath-
  rax will get angry at Roqua and eat him. Kax has 
  already talked many of the best warriors over to 
  his side and though he knows that Roqua is aware 
  of what he’s doing Kax doesn’t mind. In fact it 
  only amuses him seeing how paranoid Roqua has 
  become.
  Personality: Kax is the epitome of the despicable 
  and sadistic kobold. He enjoys seeing the fear in 
  his adversaries eyes. He only fights when he knows 
  he has the upper hand and even then he fights 
  as dirty as he possible can. Kicking a man in the 
  groin, no problem. Murdering the innocent, burn-
  ing, maiming or terrorizing in any way, Kax has 
  no problem using any of these techniques if they 
  assure that he has the advantage. To say the least, 
  he is a cunning, manipulative son of a female dog. 
  Kax                      
   
   
  cr 2
  Small humanoid (kobold), chaotic evil
  Armor class 14 (Studded leather)
  Hit Points 30 (6d6+6)
  Speed 30 ft.
     STR        DEX       CON     INT      WIS      CHA
    10 (0)     15 (+2)   12 (+1)  12 (+1)   7 (-2)     10 (0)
  Senses Darkvision 60 ft., passive perception 8
  Languages Common, draconic
  Challenge 2 (450 xp)
  Sunlight sensitivity. While in sunlight, the kob-
  old has diadvantage on attack rolls, as well as on 
  Wisdom (Perception) checks that rely on sight.
  Pack tactics. The kobold has advantage on an 
  attack roll against a creature if at least one of the 
  kobold’s allies is within 5 feet of the creature and 
  the ally isn’t incappacitated. 
  
  39
  Cunning action. On each of its turn Kax can use 
  a bonus action to take the Dash, Disengage, or 
  Hide action.
  Sneak attack (1/turn). Kax deals an extra 7 (2d6) 
  damage when it hits a target with a weapon attack 
  and has advantage on the attack roll, or when the 
  target is within 5 feet of an ally that isn’t incapaci-
  tated and Kax doesn’t have disadvantage on the 
  attack roll. 
  Actions
  Shortsword. Melee weapon attack: +8 to hit, reach 
  5 ft., one target. Hit: 3 (1d4+2) slashing damage. 
  Roqua
  LE small humanoid (kobold)
  Roqua is aging, his red skin is loosing its color and 
  the scales on his back have lost their vibrant hue. 
  His claws are many broken and the same goes for 
  the horns on his head. He wears an ancient scale 
  mail, a treasure he aquired years ago from a gnome 
  adventurer he killed. He uses both a crossbow and 
  a spear. 
  Background: Roqua took over the clan after mur-
  dering his father, Ragek, in his sleep. When Alizari-
  nathrax claimed the lair he quickly perfected his art 
  of groweling. The dragon was amused with Roqua’s 
  pleading and allowed him to lead the clan. Roqua 
  has managed tomake the clan’s life a whole lot bet-
  ter and the most of the older kobolds in the clan 
  are grateful for eating something more than fungi. 
  Personality: Roqua is a master manipulator and 
  has had years of experience learning how to read 
  people  and understanding what makes them tick. 
  He is not only cunning but also a huge opportunist, 
  making the most of every situation. Roqua knows 
  every nook of the lair and if the lair is attacked he 
  quickly summons all his warriors and makes a 
  stand. He is the one that has crafted most of the 
  traps in the lair. Roqua is intelligent, not only for 
  a kobold, and he’s eloquent and charismatic. He 
  will resort to any means to ensure his survival, he 
  would prefer that it wasn’t at the cost of his clan 
  though that wouldn’t stop him. The years have 
  taught Roqua that self preservation is the best 
  preservation.   
  roQua                     
   
   
  cr 3
  Small humanoid (kobold), lawful evil
  Armor class 16 (Scale mail)
  Hit Points 28 (7d6)
  Speed 30 ft.
     STR        DEX       CON     INT      WIS      CHA
    10 (0)     15 (+2)   10 (0)    15 (+2)   10 (0)    13 (+1)
  Senses Darkvision 60 ft., passive perception 8
  Skills Insight +4
  Languages Common, draconic
  Challenge 3 (700 xp)
  Sunlight sensitivity. While in sunlight, the kob-
  old has diadvantage on attack rolls, as well as on 
  Wisdom (Perception) checks that rely on sight.
  Pack tactics. The kobold has advantage on an 
  attack roll against a creature if at least one of the 
  kobold’s allies is within 5 feet of the creature and 
  the ally isn’t incappacitated. 
  Lair resistance (1/day). If Roqua fails a save 
  throw while in the kobold lair he can choose to 
  succeed instead.
   
  Actions
  Crossbow. Melee weapon attack: +7 to hit, reach 5 
  ft., one target. Hit: 4 (1d6) piercing damage.
  Shortspear. Melee weapon attack: +5 to hit, reach 
  5 ft., one target. Hit: 5 (1d4+2) piercing damage.
  Leadership (Recharges after a short or long 
  rest). For 1 minute Roqua can utter a special com-
  mand or warning whenever a nonhostile kobold 
  that he can see within 30 feetof him makes an 
  attack roll or a saving throw. The kobold can add a 
  d4 to its roll provided it can hear and understand 
  Roqua. A kobold can benefit from only one Lead-
  ership die at a time. This effect ends in Roqua is 
  incapacitated. 
  Yappa
  LE small humanoid (kobold)
  Yappa is the Burnt Hand Clan religious leader and 
  she wears that mantle with pride. She dons a feath-
  ery headpiece and a grimson cloak. She recently 
  replaced her mentor, after the older shaman dis-
  pleased the dragon and got eaten by Alizarinathrax.  
  
  40
  magically deal and extra 10 (3d6) radiant damage 
  to a target on a hit. This benefit lasts unti the end 
  of the turn. 
  Spellcasting. Yappa is a 3rd level caster. Her 
  spellcasting ability is Wisdom (spell save DC 12, 
  +4 to hit with spell attacks). Yappa has following 
  cleric spells prepared:
  Cantrips (at will): guidance, sacred flame, 
  resistance
  1st level (3 slots): bane, inflict wounds, shield 
  of faith.
   
  Actions
  Mace. Melee weapon attack: +2 to hit, reach 5 ft., 
  one target. Hit: 1 (1d4-2) bludgeoning damage. 
  Yappa has a crude holy symbol but her main treas-
  ure is a gnome skull the clan brought the temple 
  few years ago, something that has more value in 
  Yappa eyes than all the dragon hoard. 
  Background: Yappa is quite young considering 
  her status. She feels chosen by Kurtulmak, for 
  ever since she can remember shé has dreamt the 
  kobold god. The former shaman discovered that 
  Yappa was wise beyond her years and seemed to be 
  blessed with Kurtulmak’s divine spirit, for Yappa 
  learned quickly how to channel Kurtulmak’s rage 
  and her hatred for the gnome race was endless. It 
  didn’t come as a surprise to Yappa when the drag-
  on decided to eat the old shaman, for Yappa was 
  convinced that the former shaman was overly fond 
  of Alizarinathrax and Yappa believed that it didn’t 
  please Kurtulmak. Lately Yappa has been a huge 
  advocat of attacking Deadsnows, simply for the fact 
  that Yappa believes that gnomes must live there. 
  Personality: Yappa is wise and wicked. She strong-
  ly believes that Kurtulmak has chosen her and 
  that her dreams are visions sent by the god. She 
  delights in tormenting and torturring gnomes and 
  hates the small race more than one could deem 
  healthy, even would be easy to say that Yappa is 
  uterly obsessed with killing and hurting gnomes, so 
  that it borders on the sane. 
  yappa                     
   
   
  cr 3
  Small humanoid (kobold), lawful evil
  Armor class 14 (Studded leather)
  Hit Points 20 (5d6)
  Speed 30 ft.
     STR        DEX       CON     INT      WIS      CHA
     7 (-2)     15 (+2)   10 (0)    10 (0)   15 (+2)   13 (+1)
  Senses Darkvision 60 ft., passive perception 8
  Skills Religion +4
  Languages Common, draconic
  Challenge 3 (700 xp)
  Sunlight sensitivity. While in sunlight, the kob-
  old has diadvantage on attack rolls, as well as on 
  Wisdom (Perception) checks that rely on sight.
  Pack tactics. The kobold has advantage on an 
  attack roll against a creature if at least one of the 
  kobold’s allies is within 5 feet of the creature and 
  the ally isn’t incappacitated. 
  Divine Eminence. As a bonus action, Yappa can 
  expend a spell slot to cause her mace attacks to 
  
  41
  18th of Tarsakh
  Good day. Team 2 found a strong vein, 
  moradin be praised. Dorna blessed the mine. 
  Team 1 worked the vein and it’s pure. 
  Vilma and Norbert announced Isarn that 
  they are expecting. Theirs will be the first 
  Ironboot born in the Nethers. Moradin 
  surely has blessed our clan. 
  22nd of Tarsakh
  The miners opened a new branch, following 
  the new vein. It has already produced over 
  four units of pure iron. 
  Dorna held a service in honor of vilma’s 
  pregnancy, all the women attended and 
  gratulated her. 
  The Fenabars came around collecting their 
  load, Isarn finally mustered the courage to 
  tell them that they’ve had enough and that 
  they have no claim on us. They left empty 
  handed, which is good though I fear that 
  the harsh words the Fenabars and ISarn 
  exchanged will not be forgotten any time 
  soon. 
  28th of tarsakh
  The new branch opened into a large cavern. 
  Team 2 investigated it and mayhaps it was 
  a part of delzoun of old. We need to go 
  deeper. I only fear that the massive cave 
  will open up to the underdark. I’ve propsed 
  to Isarn that we station guards at the 
  opening. 
  30th of Tarsakh
  Strange days! There’s a strange room in 
  the cavern, covered with glyphs and war-
  dens and strange writing. Dorna warned 
  Isarn against opening it, but curiosity got 
  the better of him. 
  The room is full of leather bags and sacks 
  full of trinckets, crude jewlery and gems. 
  It looked like sacrifices of some sort to 
  me. A huge ovalshaped white gem lay on a 
  pedestal. dorna adviced against taking the 
  gem, but Isarn insisted. 
  Once he removed the gem from the room 
  the glyphs started glowing. I have a bad 
  feeling about this. 
  1st of mirtul
  The horror! I tried to warn him. I tried to 
  tell him to not take the strange gem. He 
  didn’t listen and now the curse is upon us...
  Handout #1
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Non-Publisher Titles/Trouble in Ironboot Mine - Pt 1 The Aranea Queen.pdf