TEXT:  
   
   
   
  The iron 
  God cometh 
   
   
   
   
   
   
   
   
   
   
   
  
   
  2 
   
  The Iron God Cometh 
   
  Rumours & Hooks 
  Lord Aldred, a winter warrior of advanced years 
  and genuine devotee of Graxus, is on his death 
  bed. He wishes to be laid to rest in a hidden 
  shrine to the Iron God. He hires the adventurers 
  to find it. 
   
  In chance loot, the party discovers a weighty 
  tome; Litanies of Blood & Iron, a prayer book 
  dedicated to Graxus. On the back of one page is 
  a hand scrawled entry that refers to a hidden 
  shrine along the Spine of Ulgoth. 
   
  The Iron God 
  Beneath a stony rise, in the high mountains of the 
  Spine of Ulgoth,  lie a series of cold tunnels 
  dedicated to Graxus, the god of war, struggle and 
  glory. Commonly portrayed as a juggernaut of 
  destruction, the Iron God is a towering half man, 
  half metal fusing of steel and flesh. During times 
  of conflict and strife, Graxus’ name is invoked to 
  implore victory, rally strength or to deflect his 
  wrath.  
   
  In the Second Age, amidst years of war and 
  suffering, a wealthy priest commissioned the 
  construction of a secret shrine to the Lord of 
  Battle; a holy place of ritual offering to win the 
  deity’s favour.  
   
  In a great arena, beneath the sacred visage of 
  Graxus himself, fervent devotees fought and died 
  in gladiatorial combat, sacrificing their lives to 
  entreat victory and end the war. Whether Graxus 
  answered his faithful, and what became of the 
  warring peoples, is unknown, but the Halls of 
  the Iron God still remain. 
   
  The adventurers might learn about the 
  ancient halls through obscure historical texts, by 
  wandering into the area while exploring the 
  Spine, or on retainer for Lord Aldred (an elderly, 
  ex-mercenary captain with a wet cough, on his 
  death bed, who wishes to be entombed within the 
  hallowed complex). 
   
  Random Encounters  
  The halls are approximately five days trek up the 
  cold, steep mountains of the Spine of Ulgoth. 
  Wind and rain are relatively common in the 
  ranges, making climbing more hazardous and 
  increasing the risk of landslides. There is a 20% 
  chance of a random encounter every six hours. If 
  an encounter occurs, roll 1d8 (plus 2 during the 
  last day of travel): 
   
  1. 10d6 Beastmen (LFG p.100) have made 
  a home here in shallow caves. Their 
  drums can be heard during the day. 
  There is a 50% chance a sentry is 
  downwind from the adventurers, and 
  rallies a hunting party.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  3 
   
  2. The adventurers wander into a steep 
  ravine, requiring a Str (Athletics) check 
  to climb out. The ascent is littered with 
  scree 
  and 
  loose 
  rock, 
  making 
  it 
  particularly taxing. A failed Str check 
  causes 1 Str loss due to exhaustion. 
   
  3. 2d6 Griffons (LFG p.113) are on the 
  wing, hunting for a meal to carry away to 
  their mountaintop aerie. 
   
  4. 2d4 Ogres (LFG p.120) are rampaging 
  through this area, throwing boulders, 
  snarling and generally making an awful 
  ruckus.  The ogres are arguing over 
  dinner: bear or beastman? If they spot 
  the party however, everyone agrees 
  human tastes best.  
   
  5. Landslide! Whilst navigating a long, 
  narrow ledge, the weather turns poor, 
  releasing a roaring torrent of mud and 
  rock! A Luck (Dex) save is required to 
  avoid 
  being 
  carried 
  down 
  the 
  mountainside, causing 6d6 damage.  
   
  6. 3d6 Cyclops (LFG p.103) are waiting for 
  the 
  adventurers. 
  Their 
  shaman, 
  descendent of a line of true augers, 
  foresaw their arrival. The shaman might 
  have a message for the party (possibly: 
  humans are her favourite meal). 
   
  7. 1d6 Giant Spiders (LFG p.125) can be 
  heard skittering across the stony earth, 
  around the next mountain bend, zeroing 
  in on the party’s location. 
   
  8. A Wyvern (LFG p.130) from the highest 
  peaks is gliding overhead, casting its long 
  shadow across the earth. It is either 
  hunting, or returning to its den to mate 
  (50% chance). 
   
  9. 2d6 Urgot from Area 1 are on the prowl 
  in nearby territory. A bone chilling, 
  simultaneous chittering warns of their 
  approach. 
   
  10. Smorc & Runk, the Ettin from Area 2, 
  appears from over the next rise. He has 
  picked up the party’s scent and is 
  salivating for “humey blood”. 
   
  Area 1 – Cave Mouth 
  This 20 ft by 20 ft cave is open on the north 
  eastern side, and contains a campfire and 
  numerous logs for fuel. 4d6 Urgot (LFG p.128) 
  are living here and in Area 2. There are always 
  1d3+1 urgot on sentry duty.  
   
  This particular tribe is accursed with large heads, 
  noduled skin, bestial teeth and malformed faces. 
  They employ ritual scarring on their chest to 
  demonstrate tribal standing.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Technically, the mutants are led by an Urgozer 
  named Norp’Lu, but the entire band has pledged 
  themselves to Smorc & Runk; a massive, 13 ft 
  ettin that lords over them. Perhaps surprisingly, 
  the urgot and ettin have developed close kinship, 
  based on mutual hardship and physical oddity.  
  
   
  4 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Map 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  5 
   
  Urgot, AC 11, HD 1+4, Club 1d6+1 or Bite 
  1d6+1, 19: as weapon, S13 D13 C16 I7 P9 W12 
  Ch6, L5, Mv 30 ft. A group of urgot may issue a 
  simultaneous howl or chitter once/day, causing 
  creatures within 20 ft to suffer a minor madness 
  (Luck (Will) save resists).  
   
  Norp’Lu, Urgozer, AC 11, HD 3+3, Battle Axe 
  1d8, 19: as weapon, S12 D14 C16 I12 P11 W16 
  Ch8, L7, Mv 30 ft. Norp’Lu may cast 3 spells per 
  day chosen from: Hold Person, Charm Person, 
  Slow, Phantasmal Force. 
   
  Norp’Lu is a hunched, elderly urgot with one 
  hand replaced with tentacles. His common is 
  patchy at best, and he primarily shouts in a rare 
  tribal dialect (all but extinct beyond the Spine). 
  Norp’Lu might offer to let most of the party pass 
  if his kin get to eat the fattest of them. He is 
  generally friendly towards Smorc & Runk, but 
  will flee if seriously injured, ettin notwithstanding. 
   
  Area 2 – Sleeping Cavern 
  This 25 ft by 25 ft cavern has a very tall ceiling 
  lined with sharp stalactites, and is the main 
  sleeping area for the urgot and ettin. Dim light 
  makes its way into this chamber via Areas 1 and 
  3.  
   
  A wooden door to Area 4 is barred to prevent 
  access (the ettin and urgot are aware of the 
  scorpion nest, and do not venture there). Stacked 
  in the southern corner are most of the group’s 
  goods (1 x 3 HD Lair Treasure, LFG p.140), 
  stolen from travellers.  
   
  Smorc & Runk, Ettin, AC 13, HD 10+3 (59 
  hp), 2 Big Clubs (2d10), 19: target is knocked 
  prone and mercilessly mocked by both heads, 
  S19 D10 C15 I8 P9 W14 Ch8, L10, Mv 40 ft. 
   
  Smorc & Runk is 13 ft tall, with long hair, large 
  incisors and a sizable gut. As far as ettins are 
  concerned, he is a genius, and his common is 
  quite reasonable. Smorc & Runk likes his urgot 
  “servants” well enough, but will not hesitate to 
  maim or kill them if he must in order to 
  demonstrate who’s boss. He likes to bellow “You 
  go splaaaat now!”, “One headed freak!” and 
  “Humey smell eatey!” when he fights. 
   
  Area 3 – Chasm Entry  
  Surrounded by rough scrub is an alternate 
  entry/exit to the halls; a 5 ft wide chasm that 
  drops 60 ft straight down. Light from above filters 
  into to Area 4. 
   
  The walls are fairly steep, but riddled with large 
  handholds and ledges to cling to. A Str (Athletics) 
  check is required to free climb the descent. An 
  adventurer with climbing gear automatically 
  succeeds. At the GM’s option, recent rain has left 
  the 
  earth 
  slippery 
  and 
  loose, 
  imposing 
  disadvantage on free climbers and requiring a 
  check for an assisted descent. A failed check 
  results in a drop of 1d6 x 10 ft before striking the 
  ground. 
   
  Area 4 – Scorpion Nest 
  This 15 ft by 15 ft chamber connects via a barred 
  wooden door to Area 2, and a 5 ft wide tunnel 
  (cool and dark, naturally formed, with an earthy 
  scent) winds away to the east. Rubble and 
  scattered bones litter the area.  
   
  A nest of 1d6+1 giant scorpions live in the tunnel, 
  freely moving between Areas 3 – 7 (they have no 
  difficulty navigating the chasm).  
   
  Giant Scorpion, AC 15, HD 6, 2 Claws 1d8 and 
  Stinger 1d4 + poison, 19: caught in a pincer, the 
  target suffers automatic damage each round (Str 
  contest to break free), S19 D13 C15 I1 P10 W14 
  Ch3, L8, Mv 40 ft. 10 ft reach. The stinger’s 
  poison causes 1 Con loss every hour until death 
  (Luck (Con) save resists). See LFG p.122 for 
  poison treatment details. 
   
  Area 5 – Skeletal Remains 
  No natural light penetrates this far into the 
  underground complex. From this point on, 
  adventurers will need to carry their own light 
  source.  
   
  
   
  6 
   
  This section of tunnel includes a large pile of 
  animal bones, and to the east, humanoid bones 
  scattered beneath a steel shield. Strewn within the 
  bones are 1 x Carry Loot (LFG p.136). The 
  shield is somewhat dirty and well dented, but 
  silvered and fully functional.   
   
  Area 6 – Scorpion Nursery 
  This compact chamber is the scorpion nursery, 
  currently home to 1d100 baby giant scorpions 
  (about six inches long). They are freshly birthed, 
  only days old, feeding on a small wolf carcass.  
   
  The hatchlings have no interest in leaving their 
  chamber, unless the adventurers disturb them. If 
  disturbed, 1d100 of the arthropods surge out. 
  The leaping, stinging torrent of baby scorpions 
  cause 1 point of poison damage per scorpion 
  (Luck (Dex) save for half, or on a great success 
  nil damage).  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Area 7 – Mask of the Warrior 
  This 15 ft wide, 20 ft long chamber’s most 
  striking feature is the massive 25 ft high carving of 
  a warrior’s face on the north eastern wall. A jet 
  black ballast door is set into the face’s open 
  mouth. It is stained with dust, dirt and what looks 
  to be dried blood. Left over scorpion meals 
  (animal bones and a decaying carcass) also 
  occupy this room. 
   
  The door has no handle, lock or other obvious 
  means of opening it. A secret pull ring is hidden 
  in both the left and right eye sockets, about 10 ft 
  off the ground. Climbing up the face is relatively 
  easy, there are many handholds to do so. 
   
  Pulling the right ring causes the door to open, 
  raising itself upwards with a loud grating noise 
  that echoes throughout the chamber. Careful 
  inspection of this ring reveals more scratches and 
  marks on it than the left ring (might require a 
  Perc check, depending on lighting/time spent). 
   
  Pulling the left ring causes poisonous gas to issue 
  from secret compartments hidden inside the 
  nostril cavities. The poison causes 4d6 damage 
  and imposes a serious madness (LFG p.91):  
  “Truly I speak unto you; I am the one scion of 
  the Iron God made flesh. Test not my patience, 
  mortal!”. A Luck (Con) save halves the damage 
  and resists the madness.  
   
  Beyond this door, the remainder of the halls are 
  fashioned of straight cut stone blocks and smooth 
  floors. Torch and lantern brackets line the walls 
  (empty of torches or fuel). The air within is cool, 
  dusty and dry, the corridors completely dark and 
  silent. Sounds are magnified and just walking 
  produces some echo.  
   
  Area 8 – Guardian’s Tomb 
  The north eastern door to this 25 ft square 
  chamber is stuck but not locked, requiring a Str 
  check to force open. The door to the south is 
  similarly wedged.  
   
  Inside is a long, 10 ft sarcophagus, inlaid with 
  silver and gold, with heraldry (twin falcons on a 
  shield) of a long dead Graxus fanatic (his name is 
  not recorded). Next to the sarcophagus is a 2 ft 
  high step for sitting or kneeling beside, careful 
  examination of which reveals a faded anvil and 
  skull icon (a symbol of Graxus). Along the north 
  
   
  7 
   
  western wall are three statues of spear & shield 
  guards (human), one of which is heavily damaged 
  (missing pieces lie on the floor). A steel 
  inscription on the back wall reads “The Iron God 
  Cometh” (in a dead language, an Int check with 
  disadvantage reveals the gist of it). 
   
  Within the sarcophagus is a Sentinel; the undying 
  corpse of a Graxus devotee who sacrificed his life 
  to safeguard the halls for eternity. The sentinel 
  has lain dormant for centuries, but will animate 
  and attack if anyone attempts to open the 
  southern door without first offering a prayer to 
  the Iron God.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Anyone who sits or kneels at the step and prays 
  or makes some other offering to Graxus has a 
  50% chance of restoring 1 point of Luck. Praying 
  to a god other than Graxus has a 50% chance of 
  draining 1 Luck point instead.  
   
  Sentinel, AC 17, HD 8+3 (45 hp), Axe 1d8+4, 
  19: as weapon, S19 D10 C18 I- P16 W- Ch-, L9, 
  Mv 30 ft. The sentinel is immune to ranged 
  piercing weapons, has Off Turn Attacks, 50% 
  Magic Resistance and Causes Injuries on a critical 
  hit.  
   
  The magic sustaining the sentinel has weakened 
  over time, causing its flesh to smell and rendering 
  the guardian prone to confusion. There is a 40% 
  chance (per attack) the sentinel mistakes a statue 
  for a foe and targets it instead of a PC (resulting 
  in a shower of rubble) until all 3 are destroyed. 
  The sentinel cannot leave the halls. If defeated 
  the sarcophagus contains 1 x Valuables and 1 x 
  Trinkets & Curios (LFG p.140, 141).  
   
  Area 9 – Trapped Staircase 
  This steep stone staircase is trapped. Anyone 
  stepping on the landing has a 50% chance of 
  setting off a trapdoor (the centre is rigged, the 
  outer 6 inches of the landing is solid). Triggering 
  the trapdoor requires a Luck (Dex) save to avoid 
  plummeting 30 ft down onto metal spikes, 
  causing 6d6 damage and a roll on the Injuries & 
  Setbacks table.  
   
  The round after the trapdoor is activated, a 
  horrible grinding noise can be heard from above. 
  Each player turn thereafter (roll initiative to 
  determine order) requires a Luck save by the 
  active player to avoid approximately 1 cubic 
  metre of sandstone dropping from the ceiling 
  into the pit, reducing anyone below to zero hit 
  points. Digging out a trapped adventurer is 
  possible but extremely time consuming, assuming 
  the right tools are on hand.  
   
  Careful checking of the staircase might reveal 
  hairline cracks in the floor or ceiling (Perc check 
  at disadvantage, or without penalty if specifically 
  studying the floor or ceiling).  
   
   
   
   
  
   
  8 
   
  Area 10 – Preparation Chamber 
  The iron banded door to this room is locked (the 
  key is lost). A Dex (Traps & Locks) check opens 
  the lock. Alternatively the door can be broken 
  down with enough time.  
   
  This 25 ft square chamber has racks of weapons, 
  armour and other combat paraphernalia lining 
  the north eastern wall. The goods are ancient and 
  tarnished, but still in serviceable condition. One 
  of the weapons or armour (GM discretion) is 
  enchanted, marked with an anvil & skull rune 
  (LFG p.152). The remainder of the chamber is 
  empty (originally used as warm up space before 
  combatants entered the arena).  
   
  Area 11 – Sacred Arena   
  This enormous underground chamber is 80 ft in 
  diameter, wider than the light emitted by most 
  torches and lanterns. The air here is especially 
  still, and the echoes louder. 
   
  A 10 ft deep, 50 ft wide hexagon arena has been 
  built into the floor, with tiered walls and 
  platforms on the northern and southern sides. 
  The western wall is carved in the likeness of an 
  awe inspiring, 30 ft warrior’s head roaring a battle 
  cry. The warrior’s mouth is actually a tunnel, 
  leading to a treasure trove of sanctified offerings 
  (1 x 8 HD Lair Treasure, 1 x Potion and 1 x 
  Scroll; LFG p.140, 150, 152). 
   
  The arena is not undefended. Filling the bottom 
  10 inches of the pit is a Colossal Grey Ooze; a 
  unique monstrosity of elder years, spawned deep 
  underground during the Second Age. Centuries 
  ago, the awful monstrosity burbled its way up 
  through cracks in the arena floor before settling 
  into a stasis like hibernation. The ooze resembles 
  a pool of dark grey, non reflective liquid. 
   
  1d4 rounds after any warm blooded adventurers 
  enter the chamber, strange popping and slurping 
  noises can be heard as the ooze awakens. The 
  next round it attacks, consumed with voracious 
  hunger.  
  Colossal Grey Ooze, Boss Monster, AC 13, 
  HD 15 (120 hp), Tunnelling Pseudopod 2d10 + 
  special and Emotion Burst 19: a psychic lash 
  inflicts Confusion (as the spell, Luck (Will) save 
  resists), S20 D12 C18 I4 P16 W17 Ch1, L15, Mv 
  40 ft.  
   
  The 50 ft ooze is a Boss Monster with all the 
  usual benefits (LFG p.95) and a 15 ft reach. It is 
  more liquid than ooze, a fast flowing and 
  terrifying amoeba that feeds on the thoughts of 
  living creatures. It attacks by surging into an 
  adventurer’s mouth, nose and ears, tunnelling its 
  way to the victim’s brain which it absorbs. Victims 
  suffer 2d10 damage and lose 1d4 Int (Luck 
  (Will) save for half) on each successful attack.  
   
  The ooze has rudimentary intelligence and 
  limited psychic abilities. It can project an 
  Emotion Burst once per round; an overpowering 
  wave of fear, stupefying awe or insane mirth up to 
  120 ft (1d4 targets, Luck (Will) save or lose next 
  action and 50% chance of suffering a moderate 
  madness).  
   
  If seriously injured, the ancient and malevolent 
  grotesque flees, pouring back down through the 
  cracks in the arena floor or other accessible exit. 
   
  Aftermath  
  If the adventurers were tasked with locating the 
  halls, they succeeded, and may report back to 
  Lord Aldred. If cleared, he is particularly happy, 
  and pays them a generous bonus. At the GM’s 
  discretion, he might include further benefits for 
  the PCs in his will – especially if they offer to 
  ensure he is buried at the shrine.  
   
  If the party is driven off by the colossal ooze, the 
  horrible thing quickly makes it way to the surface, 
  and begins feeding on neighbouring inhabitants. 
  If not dealt with, it eventually goes into 
  procreation mode; splitting off baby oozes that 
  venture further and further abroad.  
   
  
   
  9 
   
  CREDITS 
  Author:  
   
  Stephen J. Grodzicki. Copyright © 2017. 
   
  Artwork: 
  Map art copyright 2016 Randy Musseau, used with permission (note: very minor editing, I removed some grid lines). See more 
  of Mr Musseau’s maps and art at:  
   
  Patreon HTTPS://WWW.PATREON.COM/RANDY_M 
   
  Roan Studio HTTP://WWW.DRIVETHRURPG.COM/BROWSE/PUB/8657/ROAN-STUDIO 
   
  The Bay of Spirits HTTP://WWW.THEBAYOFSPIRITS.CA/ 
   
  G+ HTTPS://PLUS.GOOGLE.COM/112489330434466935673 
  Some artwork copyright 2017 Dave Allsop, used with permission.  
  Some artwork copyright 2017 Matt Morrow, used with permission.  
  Some artwork copyright 2006 Bradley K McDevitt, used with permission.  
   
  Website: 
  $1 Adventure Frameworks Patreon: https://www.patreon.com/user?u=645444 
  Low Fantasy Gaming (Free PDF):  https://lowfantasygaming.com/ 
  LFG 
  $6 
  USD 
  Softcover 
  or 
  $22 
  USD 
  Hardcover: 
  http://www.lulu.com/shop/stephen-j-grodzicki/low-fantasy-
  gaming/paperback/product-22916505.html 
  LFG Googleplus Community: https://plus.google.com/communities/110093145029113443506 
   
   
   
   
   
   
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  enforceable.  
   
  COPYRIGHT NOTICE  
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.  
   
  System Reference Document 5.0 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, 
  Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave 
  Arneson. 
   
   
  Swords & Wizardry Core Rules, Copyright 2008 Matthew J. Finch. 
   
  13th Age, Copyright 2013 Fire Opal Media. 
   
  END OF LICENSE 
   
   
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Low Fantasy Gaming/Low Fantasy Gaming Adventures & Settings/Adventure Frameworks (LowFG)/Adventure Frameworks #15 The Iron God Cometh [white] (LowFG).pdf