TEXT: Frog God 
  Games
  By Tom Knauss
  By Tom Knauss
  Between a Rock and  
  a Charred Place
  Between a Rock and  
  a Charred Place
  
  Frog  
  God 
  Games
  CEO
  Bill Webb
  Creative Director:  
  Swords & Wizardry
  Matthew J. Finch
  Creative Director:  
  Pathfinder Roleplaying Game
  Greg A. Vaughan
  Frog V
  Patrick N. Pilgrim
  Art Director
  Charles A. Wright
  Developers
  John Ling and  
  Patrick N. Pilgrim
  Customer Service Manager
  Krista Webb
  Zach of All Trades
  Zach Glazar
  Final Boss
  Skeeter Green
  FROG GOD GAMES IS
  Author
  Tom Knauss
  Developer
  Patrick N. Pilgrim
  Producer
  Bill Webb
  Editor
  Jeff Harkness
  Swords & Wizardry Conversion
  Jeff Harkness
  Layout and Graphic Design
  Charles A. Wright
  Front Cover Art
  Artem Shukaev
  Interior Art
  Blake Wilkie
  Cartography
  Robert Altbauer
  Adventures 
  Worth  
  Winning
  ©2017 Frog God Games. All rights reserved. Reproduction without the written 
  permission of the publisher is expressly forbidden. Frog God Games and the 
  Frog God Games logo is a trademark of Frog God Games. All characters, names, 
  places, items, art and text herein are copyrighted by Frog God Games, Inc. 
  The mention of or reference to any company or product in these pages is not a 
  challenge to the trademark or copyright concerned.
  Product Identity: The following items are hereby identified as Frog God Games 
  LLC’s Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are 
  not Open Game Content: product and product line names, logos and identifying marks including 
  trade dress; artifacts; creatures; characters; stories, storylines, plots, thematic elements, 
  dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, 
  poses, concepts, themes and graphic, photographic and other visual or audio representations; 
  names and descriptions of characters, spells, enchantments, personalities, teams, personas, 
  likenesses and special abilities; places, locations, environments, creatures, equipment, magical 
  or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark 
  or registered trademark clearly identified as Product Identity. Previously released Open Game 
  Content is excluded from the above list.
  Quests of Doom 4
  Between a Rock and a Charred Place
  
  2
  Quests of Doom 4
  GENERAL RESOURCES 
  Swords & Wizardry Complete S&W 
  The Tome of Horrors Complete PF, S&W 
  Tome of Horrors 4 PF, S&W 
  Tome of Adventure Design
  Monstrosities S&W 
  Bill Webb’s Book of Dirty Tricks 
  Razor Coast: Fire as She Bears PF 
  Book of Lost Spells 5e, PF 
  Fifth Edition Foes 5e 
  The Tome of Blighted Horrors 5e, PF, S&W
  Book of Alchemy* 5e, PF, S&W 
  THE LOST LANDS 
  Rappan Athuk PF, S&W 
  Rappan Athuk Expansions Vol. I PF, S&W 
  The Slumbering Tsar Saga PF, S&W 
  The Black Monastery PF, S&W 
  Cyclopean Deeps Vol. I PF, S&W 
  Cyclopean Deeps Vol. II PF, S&W 
  Razor Coast PF, S&W 
  Razor Coast: Heart of the Razor PF, S&W 
  Razor Coast: Freebooter’s Guide to the Razor Coast PF, S&W 
  LL0: The Lost Lands Campaign Setting* 5e, PF, S&W
  LL1: Stoneheart Valley PF, S&W 
  LL2: The Lost City of Barakus PF, S&W 
  LL3: Sword of Air PF, S&W 
  LL4: Cults of the Sundered Kingdoms PF, S&W 
  LL5: Borderland Provinces 5e, PF, S&W
  LL6: The Northlands Saga Complete PF, S&W
  LL7: The Blight 5e, PF, S&W
  LL8: Bard’s Gate 5e, PF, S&W 
  LL9: Adventures in the Borderland Provinces 5e, PF, S&W
  QUESTS OF DOOM 
  Quests of Doom (Vol. 1) 5e 
  Quests of Doom (Vol. 2) 5e 
  Quests of Doom (includes the 5e Vol. 1 and 2, but for PF 
  and S&W only) PF, S&W 
  Quests of Doom 2 5e 
  Quests of Doom 3 5e, S&W
  Quests of Doom 4* 5e, PF, S&W
  PERILOUS VISTAS 
  Dead Man’s Chest (pdf only) PF 
  Dunes of Desolation PF 
  Fields of Blood PF 
  Mountains of Madness PF 
  Marshes of Malice PF
  Other Products from Frog God Games
  You can find these product lines and more at our website, froggodgames.com, and on the shelves of many retail game stores.  
  Superscripts indicate the available game systems: “PF” means the Pathfinder Roleplaying Game, “5e” means Fifth Edition,  
  and “S&W” means Swords & Wizardry. If there is no superscript it means that it is not specific to a single rule system.
  * (forthcoming from Frog God Games)
  
  3
  Between a rock and a charred place
  Table of Contents
  Credits ........................................................................ p. 1
  Between a Rock and a Charred Place ....................................p. 4
  Map Appendix ..............................................................p. 22
  Legal Appendix .............................................................p. 27
  
  4
  Quests of Doom 4
  A fiery blast tore through their ranks
  And buckled their vulnerable flanks,
  The hobgoblins burned with eyes of flame,
  Still they came, still they came!
   — “Varrandungen”  
  an epic poem translated from the original Dwarven
  Between a Rock and a Charred Place is an adventure for 6th-level 
  characters that thrusts them into the middle of an epic confrontation 
  between the dwarves of the Stoneheart Mountains and the hobgoblins 
  just beyond their borders. Under their new leadership, the hobgoblin 
  warmongers deploy an innovative grand strategy: to forge an alliance 
  with one of the dwarves’ old enemies and a traitor in their foes’ midst. 
  The dwarves’ dominance over the region and very survival hangs in the 
  balance if the characters cannot thwart the monsters’ ambitious plans. 
  Adventure Background
  The frenetic beat of war drums pounds in the heart of every hobgoblin 
  warrior. The martial rhythm urges these aggressive humanoids to new 
  conquests and greater brutality. Their voracious appetite for spilling blood 
  and their compulsive need to subjugate other sentient beings to their will 
  perpetuates a never-ending state of war against their unwilling neighbors. 
  Many of these conflicts rage for centuries as the forces of civilization 
  struggle to keep the expansionistic hobgoblin armies at bay. For dwarves, 
  the battle against the hobgoblins and their malevolent kin is an indelible 
  way of life. From an early age, dwarves learn how to combat these hated 
  foes, and most get the opportunity to put their lessons into practice on the 
  battlefield. Nowhere is this truer than in the Stoneheart Mountains. 
  The mountain dwarves of Clan Craenog who dominate much of the 
  eastern and central Stoneheart Mountains always keep a wary eye pointed 
  north toward the Starcrag Range and, more specifically, the hobgoblin 
  citadels of Exor, Smashed Skull, and Hollow Bone. In spite of several 
  impressive victories by both sides over the past several hundred years, 
  territorial gains are invariably short-lived. The two foes remain locked in 
  a virtual stalemate. For the most part, the leaders on both sides grudgingly 
  accept the status quo. However, a young and remarkably intelligent 
  hobgoblin warlord aspires to finally break the deadlock and assume 
  supremacy over the Stoneheart Mountains. 
  From his stronghold of Exor, the new hobgoblin warlord Grugdour 
  believes that the complacent dwarves are ripe for conquest. The dwarves’ 
  lack of a king fuels rumors of discontent among several prominent 
  families within the court of Erod Flan, the clan’s capital. Grugdour senses 
  weakness and disunity, especially in light of the troubles experienced at 
  Burvaadun, and he intends to exploit the situation. Hobgoblins are not 
  renowned for diplomacy and subterfuge. In the minds of his predecessors, 
  victory was won only on the battlefield. They would happily launch a 
  bloody frontal assault against the heavily fortified dwarven citadel of 
  Tyr Whin, the clan’s only significant military presence in the north. The 
  tactically brilliant and charismatic hobgoblin warlord realizes that it 
  takes more than military might to wrest the critically important military 
  installation from the hands of his enemies. In his mind, it is better to share 
  glory with others than taste defeat alone.   
  With that philosophy in mind, Grugdour knows that his hobgoblins are 
  not the dwarves’ only enemy. Several decades earlier, the dwarves of Erod 
  Flan eradicated a clan of dark folk, a humanoid race with a longstanding 
  grudge against the dwarves, from the abandoned quartz mine beneath the 
  citadel’s foundation. At least, that is what the dwarves thought. The dark 
  folk’s leader, a dark caller named Rogvörn, led a ragtag handful of dark 
  creepers and dark stalkers into a hidden chamber that the dwarves failed to 
  find. Since their devastating defeat, they have slowly and stealthily rebuilt 
  and repopulated the subterranean complex beneath the citadel, waiting for 
  the perfect opportunity to exact their revenge. 
  Hours of Discontent
  Fortunately for Grogdour, Clan Craenog is not fully united behind its 
  current high thane. After the disappearance and presumed death of King 
  Kroma during the Battle of Tsar three centuries ago, the surviving dwarves 
  left the title of king vacant and instead elevated Kroma’s first cousin, Om, 
  to the position of high thane. Naturally, some disagreed with this decision. 
  Om’s older, cousin Garnock, a dwarf poorly suited to diplomacy and rule, 
  demanded that his kin crown him high thane. The clan’s most influential 
  dwarves chaffed at the idea of bestowing the title to a bumbling lout. No 
  one supported the universally disliked Garnock in his bid to assume clan 
  leadership. The bitter old dwarf vehemently protested the perceived slight 
  until his dying breath almost two centuries later. Before succumbing to 
  old age, the venerable dwarf married a dwarven woman more than two 
  hundred years his junior. The short-lived relationship produced his only 
  child — the surprisingly bright and affable Blassian. In fact, the youngster 
  was so different from the unpopular Garnock that many of his relatives 
  were certain that someone else actually fathered the impressive boy. Still, 
  Blassian shares one common trait with his father: He wants to rule Clan 
  Craenog as Kroma’s rightful heir. 
  Though more charismatic and intelligent than his gruff, ignorant father, 
  Blassian’s political maneuverings and machinations appear to be all for 
  naught. The popular dwarf is widely respected within the clan, yet his 
  elusive goal now seems completely unattainable considering that Om’s 
  oldest son and the current high thane, Kaelan, along with his two younger 
  brothers, two sons, and four grandsons all stand in his way. Despite 
  outward appearances, Blassian’s fidelity to the clan is a ruse. He is loyal 
  only to one person — himself. Blassian greatly resents how Om and his 
  descendants treated his admittedly boorish father. Now convinced that he 
  cannot attain his desired goal through peaceful means, the desperate and 
  ambitious dwarf looked elsewhere for aid. 
  Strangest Bedfellows
  Distance and race separate Rogvörn, Grogdour, and Blassian, yet 
  they share one faith that binds them together. Outwardly, each worships 
  the traditional gods of their people. However, in secret, the diverse trio 
  worships Hecate’s daughter, Mirkeer, Goddess of Shadows and the Night. 
  Their divine mistress heard their prayers and united the three conspirators 
  using a bloody bones servant to act as their intermediary. In spite of their 
  differences in language, culture, and ideology, Blassian found willing allies 
  in Grugdour, his equally smart and determined hobgoblin counterpart, and 
  Rogvörn, the dark caller responsible for saving the dark folk beneath Erod 
  Flan. United by their common belief, the devious trio concocted a sinister 
  plot to accomplish all of their goals in one fell swoop.
  The masterful scheme has several moving parts. Rogvörn intends to use 
  a pocket of volatile natural gas to wipe out the high thane’s entire family 
  during a ceremony to honor the characters’ recent actions on the Feirgotha 
  Between a Rock  
  and a Charred Place
  
  5
  Between a rock and a charred place
  Plateau. Naturally, Blassian skips the event, allowing him to survive the 
  devastating blast, which leaves him as the most logical choice to succeed 
  his cousin as Clan Craenog’s undisputed high thane. In accordance with 
  their carefully crafted plan, the dwarves’ new leader urges his kin to venture 
  into the depths below Erod Flan and avenge their fallen high thane. After 
  the dwarves sustain significant casualties in the trapped underground 
  tunnels and chambers, the newly crowned high thane cedes the territory 
  beneath Erod Flan to the conniving dark caller and his dark creeper 
  servitors. Meanwhile, in response to the massive explosion, Blassian 
  summons reinforcements from Tyr Whin, leaving the important outpost 
  at less than half its original strength. As the dwarven relief force marches 
  across the Stoneheart Mountains toward the clan’s capital, Grugdour’s 
  hobgoblins launch a surprise assault against the significantly weakened 
  citadel. If all goes according to design, Rogvörn and the dark folk would 
  rule the underground realm below Erod Flan, Blassian would become high 
  thane and assume leadership over Clan Craenog, and Grugdour would 
  add an important symbolic and tactical piece to his expanding kingdom. 
  Mirkeer and her servants would claim secret dominion over an enormous 
  swath of the central Stoneheart Mountains.         
  Of course, the characters are hopefully there to prove once again that the best 
  laid plans of dwarves, hobgoblins, dark folk, and a secretive goddess all go awry. 
  (The characters’ journey to Tyr Whin and their battle against the hobgoblins and 
  their ambitious overlord appears in the adventure War of Shadows.) 
  Adventure Synopsis
  If the characters participated in the adventure A Little Knowledge, the 
  Referee may segue directly into this adventure by having a column of 
  dwarven reinforcements escort the characters from the distant garrison of 
  Burvaadun to Erod Flan approximately 100 miles away to meet with the 
  high thane. Alternately, Clan Craenog’s high thane invites the characters 
  to the fortress to honor them for their actions on another matter of 
  importance to the mountain dwarves. 
  During the ceremony, Rogvörn and the dark folk ignite a pocket of 
  methane gas that causes a loud and powerful explosion that shakes the 
  audience hall to its foundations. Though the blast causes a considerable 
  amount of structural damage and some injuries, the scheming dark caller 
  and his minions fail in their bid to kill the high thane and his immediate 
  family. The startled high thane again asks the characters to risk their 
  lives and venture into the tunnels beneath Erod Flan to prevent another 
  catastrophe and unmask the culprits. Blassian, one of the conspirators, 
  needs additional time to devise an alternate plan, so he offers to lead 
  the expedition into the underground complex where he hopes to lure the 
  characters to their doom. 
  The characters may either enter the dark folk’s complex through the 
  abandoned quartz mine beneath Erod Flan or by excavating tons of rock 
  and stone from the blast site and infiltrate their lair through the proverbial 
  backdoor. The dark folk expect the dwarves to counterattack, and are well 
  prepared for the dwarves (and possibly the characters). Lethal traps and 
  hand-chosen guardians lie in wait throughout the mine’s claustrophobic 
  tunnels and chambers. Of course, Blassian, the high thane’s supposedly 
  loyal subject and the characters’ alleged ally, intervenes whenever 
  possible to thwart the characters’ interference with the grand scheme. The 
  clan’s would-be ruler shows his true colors at the most opportune moment, 
  joining with his dark folk allies or their minions to prevent the characters 
  from ruining his plans. 
  After the characters successfully stymie the traitorous dwarf, they must 
  still contend with the surviving dark folk and their minions on their home 
  turf. Deadly traps and volatile pockets of explosive gas make their task 
  even more difficult. As the characters explore the dark folk’s alien world 
  and encounter its leader caste, they learn of Grugdour’s involvement in 
  this elaborate plot and the hobgoblins’ planned assault against Tyr Whin. 
  In the depths below the dwarven citadel, the characters encounter one of 
  the plot’s architects, the vengeful Rogvörn. The dark folk’s unquestioned 
  leader and Mirkeer’s bloody bones servant sense that their original plan 
  failed, so they scramble to set off another devastating detonation that 
  could potentially level wide swaths of the city. If the characters cannot 
  stop him, hundreds and perhaps even thousands of dwarves may meet 
  Dwerfater sooner than they intended. 
  Part I: Pomp and 
  Circumstance
  The adventure’s opening scenes take place in the dwarven citadel of 
  Erod Flan, first city of the Great Mountain Clan Craenog. In recognition 
  of their services to Clan Craenog, the high thane personally invites the 
  characters to attend a traditional dwarven feast followed by a ceremony 
  granting them exalted status among the mountain dwarves. Before the 
  festivities, the characters are free to briefly explore the citadel and restock 
  their supplies and equipment or to gather vital information from the 
  local residents that could aid them later in the adventure. After touring 
  Erod Flan, the characters may interact with the high thane and his court 
  throughout the extravagant meal. Then, as the high thane is about to grant 
  the characters the lofty title “Brothers of the Thane,” a powerful blast 
  rips through the hall, collapsing parts of the ceiling and injuring some of 
  the guests. The angered and concerned thane turns to the characters and 
  asks them to unmask the responsible parties and prevent his fortress from 
  coming to ruin. 
  Beginning the Adventure
  The adventure may begin in any location under the dominion of Clan 
  Craenog. However, the remote garrison of Burvaadun from the previous 
  adventure is the most-logical starting point. It is preferential for the high 
  thane to dispatch a contingent of his troops to notify the characters of his 
  intention to honor them and then to escort them back to Erod Flan along 
  the low-ways of the clan peaks, thus eliminating the need for random 
  encounters on their trip to the clan’s capital. Of course, it is possible to 
  allow the characters to venture on their own to Erod Flan from another 
  location somewhere in the Stoneheart Mountains. 
  Adventure Hooks
  Between a Rock and a Charred Place begins in a rather innocuous 
  way. The adventure starts with a happy occasion instead of the characters 
  investigating a mysterious location or confronting a growing menace. 
  The high thane invites them to attend a celebratory gathering held in 
  their honor and to bestow an important title upon them. The three hooks 
  presented below deliver the same message, yet each does so in a different 
  manner. The Referee is free to use one of the following hooks or create 
  one of his own to set the adventure’s events into motion. 
  Heroes of Burvaadun
  Characters who defeated Thanopsis and his undead legions at the 
  behest of Voorn Rockfeller (Neutral male mountain dwarf fighter 3) 
  must eventually return to Burvaadun to collect payment for their services 
  and to inform Thurn Rockfeller, the garrison’s commander, of their 
  success. When the characters arrive at Burvaadun, Thurn hands them 
  a message from Voorn asking them to remain at the garrison until the 
  high thane’s reinforcements finally arrive one week later. As promised, 
  Omgard Karskbit (Lawful male mountain dwarf fighter 5) appears at the 
  remote outpost along with 80 fresh dwarven soldiers under his command. 
  Sixty of the troops join the survivors at the garrison along with several 
  wagons stuffed with provisions and other critical supplies. Omgard tells 
  the characters that the grateful high thane wants them to accompany him 
  and 20 of his men back to Erod Flan for a banquet in their honor as well 
  as to receive a special gift from Clan Craenog’s leader. If the characters 
  travel with Omgard and his soldiers, the overland trip takes a week to slog 
  the roughly 100 miles back to Erod Flan. 
  Thurn Rockfeller, Male Mountain Dwarf Garrison 
  Commander: HD 6; AC 4[15]; Atk hand axe (1d6+2), light 
  crossbow (1d4+1); Move 9; Save 9; AL N; CL/XP 6/400; 
  Special: +2 to hit and damage strength bonus, +4 saves vs. 
  
  6
  Quests of Doom 4
  magic, multiple attacks (6) vs. creatures with 1 or fewer HD, 
  darkvision 60ft.
  Equipment: chainmail, shield, hand axe, light crossbow, 
  20 bolts.  
  Long Days’ Journey
  Characters seeking to claim their compensation for retrieving one of 
  the library’s valuable tomes or solving the mystery surrounding the fate 
  of the missing youngsters at the time of Arcady’s collapse must return 
  to one of the human settlements in either Miners’ Refuge or another 
  suitable lowlands location. Clan Craenog sends Kellyn Cyanbrass 
  (Lawful female mountain dwarf ranger 4) and her band of 12 rangers to 
  find the adventurers who saved the garrison of Burvaadun from certain 
  destruction. Kellyn eventually tracks the characters to their current 
  location and delivers the same message as her counterpart Omgard. She 
  and her followers agree to escort the characters back to Erod Flan to attend 
  the feast and ritual. Depending upon the characters’ starting point, the 
  journey can take anywhere from a few weeks to several months depending 
  on where the characters are located when Kellyn finds them.   
  Enemy Mine
  Clan Craenog has many bitter enemies: Humans, orcs, goblins, 
  hobgoblins, elves, and giants rank at the top of their list. If the characters 
  did not participate in the adventure A Little Knowledge, the high thane 
  instead seeks to honor them for defeating one or more of the preceding 
  foes at some other point in their adventuring career. Rather than directly 
  summoning the characters to Erod Flan, the characters learn of the 
  high thane’s interest through a local settlement’s rumor mill, a public 
  announcement, or a display asking for information about the characters. 
  The Referee may also choose an alternate means of notification. Without 
  the benefit of an armed escort, it is best to use this hook only in close 
  proximity to Erod Flan. Otherwise, the characters may have to negotiate 
  several hundred miles of hostile territory without the protection afforded 
  by traveling with a large group under the high thane’s jurisdiction. 
  Erod Flan
  Roughly 70 miles east of the Feirgotha Plateau, Clan Craenog’s capital 
  and most-formidable fortress is a monument to dwarven engineering and 
  military planning. The citadel is centrally located in relation to the three vital 
  mountain passes under the dwarves’ control. It is nearly halfway between 
  Baen’s Pass and the Southern Pass. Pelivar Pass lies on the western boundary 
  of the narrowest stretch of the Feirgotha Plateau due west from Erod Flan. 
  Though most dwarves refer to Erod Flan as a citadel, the defensive bulwark 
  is more than a military outpost. Aristocrats and soldiers need food, clothing, 
  water, and an assortment of other goods just to meet their basic needs. They 
  also require a vast and sophisticated infrastructure to produce and deliver 
  these essential commodities among desolate mountain peaks and difficult 
  terrain. Every profession typically found in larger rural settlements is well-
  represented in Clan Craenog’s formidable capital. 
  First Impressions
  The towering fortress of Erod Flan is an architectural marvel for 
  peaceful visitors to behold. But the mighty citadel elicits images of sheer 
  terror in the eyes and mind of an attacking warrior. Clan Craenog built the 
  centerpiece of their kingdom atop an elongated mesa 7428ft above sea 
  level. Sheer rock walls and cliffs make up much of the slope surrounding 
  the elevated structure. An attacking army without significant magical 
  resources or an innate ability to fly would find it nearly impossible to reach 
  Erod Flan’s forbidding walls by any means other than the two mountain 
  passes that carve a negotiable path through the mountains bordering the 
  citadel. One pass approaches the main gate from the east, whereas the other 
  leads to a secondary entrance on the southeastern face. Both routes weave 
  a gently sloping, meandering road through the rugged rocks. Hairpin turns 
  and narrow stretches barely wide enough to accommodate two dwarves 
  standing side-by-side mark each path. Of course, Erod Flan’s builders 
  intentionally designed the passes in this manner to prevent enemies from 
  lugging heavy siege equipment up the mountainside and positioning these 
  devices within feasible striking distance of its outer defenses. The Referee 
  may read or paraphrase the following description of the fortress when the 
  characters first set eyes upon the intimidating structure.
  A pair of narrow, winding mountain passes carves a 
  navigable pass through the treacherous stones and sheer 
  surfaces that separate the base of a series of interconnected 
  mountains from an elongated mesa at the summit. A mighty 
  fortress with 30-foot-high walls and two gates dominates 
  the roughly one-square-mile plateau. Numerous figures 
  man parapets atop the walls, keeping a vigilant watch in 
  every direction. Seven 60-foot-high towers are strategically 
  positioned along the walls.   
  Erod Flan
  Lawful large town
   
  Government overlord
  Population 4609 (4534 mountain dwarves, 75 halflings) 
  Notable NPCs
  Kaelan, High Thane of Clan Craenog (Lawful 
  male mountain dwarf cleric of Dwerfater 7)
  Minchain Redash, Guard Captain (Neutral male 
  mountain dwarf fighter 7)
  Edda Brittlestone, Quartermaster (Lawful female 
  mountain dwarf expert 6)
  
  7
  Between a rock and a charred place
  The characters’ escorts lead them through the southeastern gate 
  and into Erod Flan proper. The dwarven citadel looks more like a 
  walled, cosmopolitan settlement than a military installation. The 
  Referee may read or paraphrase the following description detailing 
  the sprawling compound.
  In spite of the omnipresence of dwarven soldiers clad 
  in heavy armor and carrying an arsenal of weapons, the 
  immense citadel boasts all of the features typically found 
  in a large settlement. Several hundred sheep, goats, and 
  cattle graze in an enclosed pasture adjacent to at least 
  100 acres of open farmland. Numerous small homes 
  and granaries dot the landscape. The dwarves in the 
  high thane’s service presumably dwell in two enormous 
  barracks complexes. The larger structure dominates the 
  northeastern quadrant of Erod Flan, and the smaller one 
  is in the southeastern section adjacent to the military 
  training grounds and the high thane’s palace. Merchants, 
  craftsmen and professionals sell their wares and their 
  services in the bustling marketplace at the citadel’s 
  heart. In addition to housing their shops and offices, the 
  businesses’ proprietors and employees alike permanently 
  live here as well.
  The high thane keeps a tight schedule, so the characters cannot spend 
  more than a few hours wandering through Erod Flan. As a rule of thumb, 
  allow the characters 1d4 hours to explore Erod Flan before their audience 
  with the high thane. Still, their brief foray through the streets and alleyways 
  gives them enough time to pick up on some of the prevailing rumors and 
  to restock their supplies.
  General Features
  Not surprisingly, dwarves dominate the citadel by an incredibly large 
  margin. A small halfling community ekes out an existence manufacturing 
  clever gadgets and plying trades useful to the dwarves. Erod Flan is almost 
  evenly divided between its military and civilian population. The high 
  thane’s army boasts 2415 full-time professional soldiers. The majority 
  man the walls and towers along the citadel’s perimeter. Meanwhile, several 
  hundred warriors constantly patrol the rugged mountains surrounding 
  the settlement. These squadrons number between 20 and 40 soldiers, 
  including at least one captain or watch officer. The troops usually spend 
  at least a month in the untamed wilderness before returning home to the 
  comparable safety of Erod Flan. 
  In addition to the regular army, 1155 civilians participate in monthly 
  military exercises and are equipped and trained to serve their liege in an 
  emergency. Still, the dwarven commanders know that infrequent drilling 
  is not a substitute for actual combat experience. Few auxiliary troops have 
  ever swung an axe at a live enemy or stared death in the face. In the minds 
  of Erod Flan’s commanders, deploying them in battle is a measure of last 
  resort and not a tactical option. 
  Like most mountain dwarf communities, men outnumber women by 
  a staggering five-to-one margin. Most dwarves sarcastically quip that 
  it is easier to find a flawless pearl inside a wild boar’s anus than it is 
  to find a wife in Erod Flan. The fierce competition for a suitable mate 
  combined with the effects of copious amounts of beer and frayed nerves 
  provides the catalyst for the steady stream of fistfights and brawls within 
  the citadel. Military leaders clearly understand the reasons for their troops’ 
  frustrations, but they must maintain order within the ranks and not excuse 
  such behavior without disciplining the offenders.
  Brief Tour
  At first glance, Erod Flan appears no different than any other 
  large town. It grows crops and raises livestock to feed and clothe its 
  population. The central market (Area D on the map of Erod Flan), 
  contains a diverse array of shops and businesses that cater to the 
  visitors’ every need. Yet, it differs from the conventional settlement in 
  one important respect. The military is typically born from the need to 
  protect the community. In Erod Flan, the community exists to support 
  the army. 
  Still, the dwarven capital boasts the services and goods found in 
  any commercial center. There are twelve taverns scattered throughout 
  the citadel, including The Sharpened Axe, Dead Man’s Hand, and 
  Dwarves’ Delight. These establishments serve soldiers and civilians 
  alike. On the other hand, all of the proprietors who sell food, basic 
  supplies and adventuring gear primarily serve the military’s needs. 
  Edda Brittlestone (Neutral female mountain dwarf expert 6) makes 
  bulk purchases on behalf of the high thane’s army at a significant 
  discount to the clan. Of course, these businessmen peddle their wares 
  to individuals as well. However, soldiers and civilians typically pay 
  standard prices for equipment, whereas merchants always charge 
  unfamiliar faces 1d4 x 10% more than their usual customers. Alchemical 
  substances are available only at the Smoking Gnome’s Tinker Shop. 
  Located in the tiny halfling section of Erod Flan, the shop’s eccentric 
  owner, Glarn Goldentoe (Lawful male halfling magic-user 6) offers 
  fair prices for his wondrous creations and poor advice for practically 
  everything else. 
  Rumors in Erod Flan
  Erod Flan’s mighty walls are tall enough and strong enough to keep 
  enemies at bay, but they would have to be 100 miles high to keep rumors 
  out of the citadel. Reconnaissance missions and travelers ensure that a 
  steady stream of news and stories enters the fortress on a regular basis. 
  Merely conversing with Erod Flan’s residents and soldiers is sufficient for 
  each character to gain 1d3 of these rumors. 
  • Kaelan, the current high thane of Clan Craenog, is elderly and frail. He is 
  Om’s oldest living son at the venerable age of 269. Consensus holds that his 
  older son Thron is next in line to rule the kingdom. Kaelan’s two younger 
  brothers still have a legitimate claim to succeed their sibling. However, 
  neither has expressed any intention to do so after Kaelan’s passing. 
  • Erod Flan boasts a standing army of 2500 well-trained professional sol-
  diers with an auxiliary force of more than 1000 axes, swords, and cross-
  bows. 
  • Over the last several months, Clan Craenog’s dwarves have skirmished 
  against small bands of goblins, hobgoblins, and orcs during their excur-
  sions into the Stoneheart Mountains. 
  • The hobgoblin strongholds of Exor, Bone Hollow, and Smashed Skull 
  pose the greatest threat to Clan Craenog’s dominance of the region. The 
  highly disciplined and organized goblinoids can muster a combined force 
  of 10,000 warriors. Fortunately, the hobgoblins are fractured and divided. 
  Each of the three strongholds has its own warlord. 
  • Orcs are massing near the Southern Pass and appear poised to launch an 
  assault against Burvaadun and the Fiergotha Plateau. They seem intent on 
  returning to the Library of Arcady for some inexplicable reason. (This is 
  a false rumor.) 
  • Brave adventurers recently saved the garrison of Burvaadun from cer-
  tain destruction. The high thane invited them to Erod Flan to honor them 
  for their heroism.
  Greater Details
  While there is no shortage of rumors in Erod Flan, some stories 
  are more accessible than others. Characters intent on gathering more 
  detailed information may interact with the local residents or recall tales 
  they overheard or personally experienced at some point during their 
  adventuring career. The Referee must exercise judgment when doling out 
  these additional details. The common foot soldier may be a good source 
  of information about present and past battles, but he is less likely to know 
  anything about intrigues within the high thane’s court. 
  
  8
  Quests of Doom 4
  Clan Craenog and Erod Flan
  The characters may learn the following information about Clan Craenog 
  and Erod Flan. Roll 1d20 once and give the characters all the information 
  with the target number and below.
  1d20
  Result
  10
  Even Old High Thane Om’s ascension to high thane 
  did not go undisputed. His boorish older cousin, 
  Garnock, vigorously protested being passed over 
  in favor of his more tactful and widely respected 
  younger cousin. Though he disputed this alleged 
  injustice until his death, Kroma’s family unanimously 
  dismissed his claims and universally supported Om’s 
  succession. Kaelan is Om’s oldest son.
  16
  Erod Flan is built atop a formerly active quartz mine. 
  The dwarves depleted the mine’s rich deposits, 
  and abandoned it a few decades ago after 
  encountering and defeating a small clan of dark 
  folk who moved into the tunnels. The dwarves 
  sealed the mine by deliberately collapsing the adit 
  leading into it and casting powerful spells on the 
  entrance.  
  Stoneheart Mountains
  The characters may learn the following information about the 
  surrounding Stoneheart Mountains. Roll 1d20 once and give the characters 
  all the information with the target number and below.
  1d20
  Result
  7
  Miners dangerously close to Exor recently 
  unearthed a vein of platinum. Tyr Whin sent 100 
  soldiers to the site to fend off the hobgoblins 
  and allow the dwarves to extract the precious 
  metal. As soon as the hobgoblins arrive in force, 
  the miners intend to trap the mine. (This is a false 
  rumor.)
  10
  Humans from the lowlands are attempting 
  to resettle portions of the eastern Stoneheart 
  Mountains. Their emissary offered the indigenous 
  dwarves 100 pearls in exchange for several 
  hundred square miles of land. The high thane is 
  currently contemplating the proposal. (This is a 
  false rumor.) 
  13
  A young and energetic hobgoblin named 
  Grugdour recently assumed control of the citadel 
  of Exor. He is more intelligent than his peers and 
  openly stated that he plans to unite the hobgoblins 
  and wrest the Stoneheart Mountains from Clan 
  Craenog. Despite his boasts, there is no increased 
  hobgoblin activity in the area.
  16
  Truvven Blackgranite, Kaelan’s most-trusted son-in-
  law commands Tyr Whin, the clan’s northernmost 
  citadel. He has 1000 trained dwarves at his 
  disposal. Truvven recently asked Kaelan to transfer 
  an additional 500 soldiers from Erod Flan to Tyr 
  Whin. The high thane denied his request. 
  Audience with the High Thane
  Given the high thane’s advanced age and declining health, his staff 
  and advisors waste no time preparing for the banquet and ceremony 
  scheduled to take place either at noon or in the early evening, 
  depending upon the time that the characters arrived in Erod Flan. As 
  previously mentioned, these arrangements likely allow the characters 
  to explore the citadel for a few hours before meeting Clan Craenog’s 
  ailing ruler. When they arrive at the high thane’s palace (Area F 
  on the map of Erod Flan), a retinue of six dwarven soldiers clad in 
  breastplates and armed with ornately decorated longswords greets 
  them and escorts them through the labyrinth of corridors into the high 
  thane’s banquet chamber. When the characters arrive, the Referee may 
  read or paraphrase the following description.
  Several dozen dwarves attired in fine robes stand at 
  attention and raise their silver tankards. In unison they shout, 
  “In the hall of the High Thane, there are none but brothers. 
  In the eyes of all dwarves, there are no others. Bring glory, 
  duty, and honor to our table. Fight to the end until no longer 
  able. Hail Kaelan, High Thane of Clan Craenog! Hail our 
  honored guests, now blood of his line!” A thunderous ovation 
  echoes through the massive banquet chamber, as servants 
  scramble to bring roasted meats, fragrant cheeses, and other 
  dwarven delicacies to the hungry guests seated at long oak 
  tables in front of a wizened dwarf dozing off on an ornately 
  carved onyx throne. The elderly dwarf wears the trappings of 
  royalty, including a silver-and-gold crown, a golden amulet, 
  and elegant silk clothing. His trembling hands grip the 
  handle of an ivory cane.
  The soldiers who accompanied the characters depart, and a handsome, 
  robust dwarf emerges from the crowd to greet them. He introduces himself 
  as the high thane’s older son, Thron (Lawful male mountain dwarf fighter 
  5). He discreetly whispers to the characters and instructs them to stand 
  behind him and repeat what he does as they approach his father Kaelan 
  (Neutral male mountain dwarf cleric of Dwerfater 7). When they reach the 
  throne, Thron drops to one knee and uses a quiet hand gesture to tell the 
  characters to do the same. 
  With the entire hall watching, Thron says, “We kneel as servants and 
  rise as equals.” If the characters do not get the hint and recite the same 
  words, Thron looks back at them and signals to them to repeat after him. 
  Thron returns to his feet, walks over to the throne and bows in front of 
  the high thane. He places his arms on the high thane’s shoulders and 
  says, “I stand with you, my brother, wherever the path may lead us. I 
  stand beside you, my brother, wherever darkness prevails. I stand in 
  front of you, my brother, where others dare not go. Let neither time nor 
  distance separate us, for the same blood flows through our veins until we 
  pass onto the next world.” Once again, Thron instructs each character to 
  repeat the oath of brotherhood. 
  After the final character recites his vows, the feeble thane leans heavily 
  on his cane and rises to his unsteady feet. He declares in a weak voice, 
  “Though water washes all things away, blood endures forever. In the eyes 
  of gods and mortals, we are now kin, born of the same union.” With those 
  words, the high thane gently falls back into his seat, and the hall again 
  erupts into a mixture of song and applause. The high thane’s statement 
  concludes the Brothers of the High Thane ceremony, and the characters 
  are invited to participate in the ensuing festivities. 
  Feast 
  The high thane’s entire family attends the ceremony, including his older 
  son Thron, younger son Rawdwr (Lawful male mountain dwarf ranger 4) 
  and Kaelan’s two younger brothers, Egan (Neutral male mountain dwarf 
  aristocrat 5) and Hangel (Neutral male mountain dwarf fighter 6). In 
  addition, Thron’s three sons, Eara (Neutral male mountain dwarf thief 3), 
  Ghadra (Neutral male mountain dwarf cleric of Dwerfater 4), Gwydre 
  (Lawful male dwarf paladin of Dwerfater 3), and Rawdwr’s only son, 
  Braydon (Lawful male mountain dwarf barbarian 3), are there as well. 
  Kaelan’s two daughters and his children’s spouses, granddaughters, and 
  nieces are spread throughout the crowd. 
  At this point in Kaelan’s life, the trappings of wealth and power can no 
  longer conceal the ravages of age. The pious high thane remains one of 
  
  9
  Between a rock and a charred place
  Dwerfater’s most fervent worshippers and can still cast divine magic in 
  his deity’s name, but he is a physical wreck. He can barely walk, even with 
  assistance. He cannot pick up a longsword or axe without trembling, and 
  he can hold each weapon only for a few seconds before it falls out of his 
  feeble hands. Kaelan forgets recent events moments after they take place. 
  Nonetheless, Kaelan remains a powerful figure in spite of his limitations. 
  His eyes still sparkle when he speaks of his father Om, his deceased wife 
  Rongara and his children. Now that the characters are official “brothers of 
  the high thane,” they have his complete trust. They can converse with him 
  at any time. Throughout the celebration, the characters are free to interact 
  with Kaelan and any of the other guests for as long as the Referee sees fit. 
  The Referee may also use one or more of the following incidents to spice 
  up the party before the dark folk’s rude intrusion. 
  Eara’s young, beautiful wife Arliss (Neutral female mountain dwarf 
  aristocrat 3) places one arm around a male character’s waist. Her breath 
  smells like ale, and she has trouble keeping her balance. The character 
  subjected to this unwanted attention draws glares from Eara. The noble 
  dwarf observes the spectacle for a few moments before reacting to 
  Arliss’ flirtation. If the character rebuffs her overtures, Eara sheepishly 
  apologizes to the character before he grabs Arliss and leads her away. A 
  character enamored by Arliss’ attention gets a much-different response: 
  Eara confronts the character and accuses him of making advances 
  toward his wife. The loud and unpleasant disturbance instantly alerts 
  Thron to potential trouble. He intercedes and directs an agitated Eara to 
  take the obviously drunk Arliss back to her quarters until she sobers up 
  1d4 hours later.
  Two dwarven soldiers, Vaalgar (Neutral male mountain dwarf fighter 
  4) and Cirral (Neutral male mountain dwarf fighter 4), who originally 
  escorted the characters into the banquet hall, conspicuously discuss their 
  heroism in battle. Vaalgar brags that he stood at the vanguard sixty years 
  ago when his unit singlehandedly pushed the hobgoblin battalion back 
  to the walls of Exor. Cirral responds by boasting that he led a furious 
  dwarven charge against a horde of orcs attempting to wrest the Southern 
  Pass from the clan’s control. He then mentions his role in fighting off the 
  dark demons and monsters that dwelt below the citadel. The pair is grossly 
  exaggerating most aspects of these conflicts. However, Cirral actually was 
  present when the dwarves defeated the dark folk in the abandoned mine 
  shafts. He describes his foes as ragged, filthy beasts deserving of neither 
  honor nor mercy. 
  A dwarven minstrel, Faegoor (Lawful female mountain dwarf expert 
  4) picks a random character from the crowd and asks him to sing an old 
  dwarven favorite with her. If the character turns in a good performance, 
  the crowd cheers. Otherwise, the fickle guests jeer and mock him for 
  delivering a terrible rendition.
  Ingeal Nickelback (Lawful female mountain dwarf expert 5), a quirky 
  yet devout oracle, asks the characters to allow her to bless them after 
  the ceremony. The old dwarf woman places her hands on a character’s 
  temples, closes her eyes, and incoherently mumbles. Her strange behavior 
  continues for 1d4 minutes before she suddenly emerges from her self-
  induced trance and declares that she and the characters share the same 
  dreams. Regardless of the character’s denials to the contrary, Ingeal 
  insists that she and the character keep experiencing graphic nightmares of 
  violence, shadows, and triangles in their visions. 
  Famine 
  After a few hours of intense eating and hard drinking, the revelers 
  steel their swimming minds and heavy stomachs for the final treat of the 
  evening — tantalizing sweets from the dwarven ovens. The tempting 
  aromas of honey, caramelized sugar, and freshly baked confections dance 
  in the air and on the ravenous diners’ tongues. Yet, these magical bouquets 
  mask another far more sinister scent. A character has a 1-in-6 chance to 
  detect a very faint foul sewer stench intertwined with the more pleasant 
  smell. The revelers and servants alike fail to notice the odor or attribute 
  the smell to the ovens in the nearby kitchen. 
  Sadly, the tasty desserts go to waste as Mirkeer’s triad springs their 
  plan into action. As the servants prepare to tote the delicious sweets into 
  the dining hall, the dark folk ignite a large pocket of methane gas located 
  right underneath the thane’s feet. The Referee may read or paraphrase the 
  subsequent description of the chaotic scene. 
  The weary guests brace their stomachs for the final course 
  of the evening, only to be rudely interrupted by what sounds 
  like a peal of thunder and what feels like an earthquake. 
  The ground inexplicably trembles and the ceiling buckles in 
  the wake of a massive explosion. Jagged stone blocks crash 
  to the ground and tumble into a 20-foot-radius crater that 
  instantaneously appears in the center of the floor. These 
  displaced pieces rest on top of the destroyed furniture and 
  mangled bodies beneath them. Agonizing screams and 
  faint whimpers desperately calling for aid are the only 
  sounds heard in the aftermath of the deafening noise that 
  accompanied the ferocious blast.
  Fortunately for the guests, the dwarves’ engineering and architectural 
  prowess proves more formidable than the dark folk’s nasty surprise. In 
  a fortuitous stroke of luck for the dwarves, the blast originated beneath 
  a section of floor that contained several extremely sturdy tables that 
  absorbed some of the explosion’s immense energy. Still, the detonation’s 
  effects are devastating. Everyone in the chamber, including the characters 
  and the high thane, has a 60% chance of being struck by debris from the 
  partially collapsed ceiling. These individuals take 6d6 points of damage, 
  or half that amount if they make a saving throw. Whether the save is 
  successful or not, the individual is buried. 
  In addition, there is a 20% chance that the person was standing or 
  seated in the area now encompassed by the crater. Characters in this area 
  fall 20ft into the hole and take 2d6 points of falling damage. The powerful 
  detonation also caused the underground chamber’s walls and ceiling to 
  collapse as well, filling it with additional debris. To make matters worse, 
  some of the coal deposits imbedded in the rocks catch fire after the 
  detonation, filling the air with black smoke. Characters that do not climb 
  out of the crater take 1d6 points of fire damage every round that they 
  spend within the crater. In addition, black smoke fills the air, making it 
  extremely difficult to see and breathe within the fissure. It is possible to 
  
  10
  Quests of Doom 4
  enter the subterranean tunnels through this entry point if the characters 
  extinguish the flames and then remove the 1040 tons of debris that now 
  fills Area D18 (see Part II) and separates them from the now-blocked 
  corridor into the dark folk’s lair.     
  It is impossible to adjudicate what happens to everyone in the banquet 
  hall at the time of the explosion. Of the twelve servants in the room, the 
  falling debris instantly kills seven of them, and two more perish in the 
  slide zone. Likewise, Kaelan and his family suffer a similar fate. The 
  explosion slays two of his four grandsons, one of his brothers, nearly all of 
  his granddaughters, nieces, and respective in-laws. (The Referee may use 
  any means to determine who perishes in the disaster.) Soldiers stationed 
  throughout the high thane’s palace arrive on the scene moments later. 
  They frantically remove the stones trapping many of the survivors and 
  scramble to aid their badly injured high thane as well as the characters, if 
  they are in need of rescuing. Dwerfater’s clerics also rush to the scene and 
  deploy their magic to heal those wounded in the blast.
  Surprisingly, High Thane Kaelan regains his senses remarkably quickly 
  under the circumstances and intently listens to the reports and advice that his 
  surviving family members provide him. The blast’s tremendous concussive 
  force seemingly jars him out of his lethargic state and focuses his often-
  distracted mind on the task at hand. While everyone around him tries to 
  figure out what just happened and why, the suddenly rejuvenated high thane 
  utters two simple words, “dark folk.” Despite the surrounding chaos, an 
  eerie silence comes over the frantic chamber with that utterance. Worried 
  facial expressions instantly replace the dogged determination etched onto 
  the survivors’ and rescuers’ countenances. Sensing the people’s distress, the 
  concerned high thane immediately convenes a meeting behind closed doors 
  to discuss the clan’s response to the brazen attack. 
  Into the Breach
  As the newest brothers of the high thane, the eyes of Kaelan and his 
  family naturally turn to the characters for aid in these desperate times, 
  even though a few hushed whispers suggest that the characters are willing 
  conspirators in a plot to usurp the high thane and rule in his stead. The 
  isolated handful of doubters is not enough to stem the overwhelming 
  opinion that Clan Craenog needs the adventurers’ services more than 
  ever. Despite his fragile emotional and physical state, Kaelan summons 
  his surviving relatives and the characters to a hastily arranged meeting to 
  address the dark folk threat.
  From the beginning, High Thane Kaelan insists that the dark folk are 
  responsible for this atrocity, and that this act is merely their opening 
  salvo in a much-greater plan. The high thane and his remaining family 
  unanimously agree that a crushing and immediate response is needed to 
  prevent more bloodshed and further damage to the citadel. If the characters 
  challenge Kaelan’s assertion, the energized high thane tenuously rises 
  from his chair, pounds his fist on the table and exclaims, “I was there, 
  thirty-three years ago!” The angry high thane then demands that the 
  characters “behave like true ‘brothers of the high thane’ and carry out 
  this vital mission, instead of disputing what everyone knows to be true.” 
  Kaelan calms down shortly after this outburst and asks the adventurers 
  to delve into the abandoned tunnels beneath the citadel and eradicate the 
  dark folk threat. He tells the characters that they may keep any treasures 
  they discover in underground passageways, including any precious metals 
  that they find. The high thane and his associates reveal the following 
  information to the characters during the course of their discussions. 
  • Erod Flan rests atop an old quartz mine that they abandoned decades 
  earlier. Still, the dwarves patrolled the dormant tunnels for many years 
  without incident until one of the walls in the main passageway inexplica-
  bly collapsed thirty-three years ago. The first engineers sent to investigate 
  the cause disappeared and never returned. 
  • Kaelan sent a squadron of twenty soldiers to locate the missing dwarves. 
  As they tracked the engineers’ movements in the mine, a sizable force of 
  dark folk leapt from their hiding spots and attacked the unit. Only four of 
  the dwarves escaped the onslaught. 
  • A few days later, 200 dwarven soldiers poured into the subterranean tun-
  nels and confronted the dark folk in a series of bloody engagements. The 
  dwarves outnumbered the dark folk, but their numerical superiority and 
  heavy armor worked against them in the twisting, narrow corridors. The 
  devious dark folk trapped expansive areas of their underground domain. 
  Still, the dwarves prevailed after three weeks of heavy fighting. 
  • Dwarven engineers permanently sealed the entrance, and Dwerfater’s 
  clerics cast magical wards to prevent the dark folk from entering Erod 
  Flan. In spite of their efforts, High Thane Kaelan could not shake a nag-
  ging feeling that small pockets of the resilient humanoids escaped the car-
  nage and bided their time waiting for an ideal opportunity to strike. He 
  believes that they deliberately chose this moment for a reason. 
  • The tunnels are now accessible only through a heavily guarded passage 
  underneath the barracks located in the citadel’s southeastern quadrant. A 
  team of six guards monitors the entrance on a continual basis. When the 
  dwarves sealed the tunnels, Kaelan and his most-trusted lieutenant built a 
  well-concealed and magically protected secret passage that would allow 
  the high thane and his soldiers to access the abandoned mine in case of 
  an emergency such as this. There are no reports of any unusual activity in 
  the area, making this situation even more puzzling to the wise and expe-
  rienced thane. 
  If the characters accept the high thane’s request to destroy the dark 
  folk before they act again, one of his sons or grandsons accompanies 
  the characters to the abandoned tunnels, thus beginning Part II of the 
  adventure.           
    
  Traitor in the Midst
  The clever Blassian keeps a close eye on the high thane and the 
  characters. Several minutes after the high thane summons his surviving 
  family members and the characters into a private audience chamber to 
  discuss the crisis, the crafty rogue quietly enters the room. The attendees 
  Blassian    
  Garnock’s son already knows what everyone suspects. Trying 
  to appear as unprepared as possible, the outwardly helpful dwarf 
  dashes to the banquet hall unarmed and half-dressed. Blassian is 
  very handsome, with chiseled facial features, a neatly trimmed 
  reddish-brown beard and moustache, braided hair, chilling gray 
  eyes, and a granite jaw. His physique is the exact opposite of the 
  quintessential barrel-chested, stocky dwarf.
  Blassian’s true intent is to assess the damage and then determine 
  his next step. Like his divine patron, Mirkeer’s servant wants to 
  remain in the shadows and not attract unwanted attention. He feigns 
  genuine concern for the victims and rushes from one injured person 
  to another, gauging the severity of their injuries. If he encounters 
  an unconscious or otherwise helpless member of the royal family, 
  the sly Blassian cannot resist the opportunity to eliminate another 
  competitor. He discreetly pours a dose of poisonous powder down 
  the victim’s throat. If a character confronts Blassian about his 
  actions, absent any concrete physical evidence, such as an empty 
  vial of the poison, High Thane Kaelan and his heirs do not give any 
  credence to the observer’s accusations. 
  Blassian, Male Mountain Dwarf (Ftr2/Thf6): HD 33; AC 
  4[15]; Atk +1 short sword (1d6+1), sling (1d4); Move 9; 
  Save 9 (+1, ring); AL C; CL/XP 8/800; Special: +2 save 
  bonus vs. traps and magical devices,+4 saves vs. 
  magic, backstab (x3), darkvision 60ft., read languages, 
  thieving skills. 
  Thieving Skills: Climb 90%, Tasks/Traps 50%, Hear 4 
  in 6, Hide 40%, Silent 50%, Locks 40%.
  Equipment: +2 leather armor, +1 short sword, 
  dagger, sling, 50 sling stones, ring of protection +1, 
  potion of invisibility, 4 doses poison, thieves’ tools.
  
  11
  Between a rock and a charred place
  nonchalantly acknowledge Blassian’s presence as he joins the meeting 
  already in progress. To allay the characters’ suspicions, Vaalgar, Cirral, 
  and Ingeal from the Feast section of the adventure do the same. Blassian 
  intently listens and says nothing until the very end of the meeting. As the 
  characters prepare to depart for the abandoned quartz mine, Blassian rises 
  to his feet and volunteers to guide the characters through the subterranean 
  tunnels. Vaalgar and Cirral also feign that they were about to offer their 
  services as well. However, they defer to their more-accomplished and 
  better-connected counterpart.
  Blassian walks a fine line in this situation. He desperately wants to 
  eliminate the meddling characters with the help of his dark folk allies, but 
  he does not want to be overly aggressive and give the impression that he 
  has an ulterior motive. Blassian states his case for joining the expedition 
  by pointing out that he is familiar with the mine and has experience 
  fighting the dark folk, both of which are true statements. He dismisses any 
  attempts to excavate the crater and infiltrate the subterranean complex via 
  this route as utter folly. Blassian passionately explains that the explosion 
  dislodged tons of rock and stone, and even after excavating the debris, 
  any passages granting access to the dark folk’s complex may also be in 
  ruins. He states that any time spent chasing this fruitless goblin dog is 
  a waste of valuable resources. Though he obviously prefers to play an 
  active role in the exploration of the tunnels, he does not insist or demand 
  that he accompany the characters on their mission or that they abandon 
  any efforts to confront the dark folk through their proverbial back door. 
  In the end, he acquiesces to the characters’ wishes. Blassian’s actions are 
  described in detail in Part II of the adventure. 
  Part II: Dark Shadows
  After learning of the devastating blast that tore through the high 
  thane’s banquet hall, Erod Flan is understandably on edge. It is now up 
  to the characters to calm the citizens’ frayed nerves and delve into the 
  underground tunnels to prevent another explosion and neutralize the dark 
  folk’s threat once and for all. In the depths below the dwarven capital, the 
  characters soon realize that their enemy spent many years planning for this 
  seminal moment. False entryways, devious traps, ambushes, and murder 
  holes block the characters’ passage through the dark folk’s sinister lair. 
  Blassian, the treacherous turncoat, also conspires against the characters. 
  He either leads them straight into the dark folk’s most lethal obstacle, 
  or he joins their allies and participates in the attack against the daring 
  adventurers. In addition to Blassian, the characters must also battle the dark 
  folk’s leader, Rogvörn, as well as his bloody bones intermediary in order 
  to prevail in their quest to save Erod Flan from near-certain destruction. 
  In spite of their success, the characters come to the frightening realization 
  that their road ultimately takes them to the distant citadel of Tyr Whin and 
  a confrontation with Grugdour, the ambitious hobgoblin overlord and his 
  war machine. 
  Into Darkness
  There are two ways into the dark folk’s subterranean realm, though 
  neither path is easy. The high thane and his entourage direct the characters 
  to the dwarves’ only known entrance into the mines through the guarded 
  passage beneath the southeastern barracks. Entering the underground 
  complex via this route is simply a matter of walking through the secret 
  passage that connects the surface world with the mines. High Thane Kaelan 
  tells the characters where to find the hidden entrance, which comes as a 
  shock to the clan’s stunned guards, who had no idea of its existence. With 
  that said, the dark folk expect the dwarves to use this entrance, regardless 
  of whether the current high thane and his heirs perished in the explosion. 
  The dark folk are well prepared for an assault from this direction. 
  Alternately, the characters can excavate the stones and debris from the 
  crater, extinguish the flames and then gain access to the dark folk’s realm 
  in this manner. Unless the characters use magic to pass through the stones 
  or otherwise remove them, it takes a tremendous, concerted effort to clear 
  the rubble from the blocked corridor and enter the dark folk’s lair through 
  the proverbial backdoor. In addition to the hard labor needed to move 
  1040 tons of rock and stone from an 80ft-deep crater, the characters must 
  also overcome the heat and thick, black smoke emitted by the smoldering 
  Running Blassian
  The would-be thane has bided his time for decades, so he has 
  the patience to wait at least a few more days to claim his elusive 
  prize. As mentioned in Part I of the adventure, Blassian prefers to 
  accompany the characters into the quartz mine. Thanks to Mirkeer’s 
  intercession, the traitorous dwarf is aware of the numerous traps that 
  lie in wait for unsuspecting characters as they pass through the quartz 
  mine. If the characters allow Blassian to lead or guide them through 
  the underground complex, he deliberately takes them to a trapped 
  intersection (Area Q4A) and tips them off to the trap’s presence as 
  a means of further gaining their trust. Later, he takes the characters 
  out of their way to encounter the traps in Area Q4B and Area Q4C. 
  Likewise, Blassian also fights to the best of his abilities against the 
  mindless livestones inhabiting Area Q4, yet he fights defensively 
  against the fungus lichenthropes. He never backstabs either of the 
  preceding foes. 
  Blassian considers the grimlocks to be his strongest allies. If the 
  cunning monstrous humanoids surprise the characters or act before 
  the characters during the initial round of contact, the treacherous 
  dwarf flies into a rage and backstabs the most vulnerable character, 
  preferably a magic-user. If the tide of battle turns against Blassian 
  and his grimlock allies, he discreetly quaffs his potion of invisibility 
  and tries to escape unnoticed. In this case, Blassian heads back 
  toward the mine’s entrance and attempts to convince the high thane 
  and his court that the characters ambushed him in the quartz mines. 
  Despite Blassian’s bluff, Kaelan expresses skepticism about his distant 
  relative’s odd story. In spite of his cloudy memory, the aging high 
  thane quickly points out that Blassian volunteered his services to the 
  expedition. If the characters intended to kill his traitorous cousin from 
  the beginning, the high thane surmises that the characters would have 
  sought out Blassian and made sure that he accompanied them into the 
  mines. Kaelan believes Blassian is too ashamed to admit his cowardice 
  in battle and instead concocted this elaborate ruse to conceal the truth. 
  He dismisses his cousin’s ridiculous charges and awaits word from 
  the characters before committing more troops to the mines. The high 
  thane and his family discreetly confine Blassian to his quarters until 
  the immediate crisis subsides. Fearful of losing his bid to succeed 
  Kaelan, the scheming dwarf reluctantly complies. 
  If the characters refused Blassian’s services, the conniving rogue 
  cajoles the guards in Area Q1 to allow him to pass and explore the 
  tunnels on his own. He then monitors the characters’ progress in the 
  quartz mine. Once they come into contact with the grimlocks or if one 
  of the traps deals significant damage to the characters, Blassian attacks 
  as described in the preceding section. In the event that the characters 
  avoided the grimlocks, Blassian instead attacks the characters when 
  they encounter one of the dark stalkers in either Area D3 or Area D6. 
  Despite his lofty political ambitions, self-preservation is first and 
  foremost on Blassian’s mind. Blassian surrenders if reduced to fewer 
  than 10 hit points. If the characters successfully intimidate their 
  untrustworthy kin or magically compel him to speak against his will, 
  Blassian reveals that he is merely a pawn in a grander plan. He tells the 
  characters that the dark folk are a distraction, and that the real danger 
  lies farther north at the remote outpost of Tyr Whin where Grugdour, 
  the new hobgoblin overlord, and his army of thousands of troops are 
  moving into position to attack the venerable dwarven fortress. Blassian 
  also confesses that his first act as high thane would be to transfer 500 
  troops from Tyr Whin to Erod Flan to deliberately leave Tyr Whin 
  more vulnerable to the hobgoblins’ attack under the guise of protecting 
  the capital.
  
  12
  Quests of Doom 4
  coal deposits. Furthermore, the process of manually removing the heavy 
  objects from the explosion site creates tremendous noise that alerts the 
  dark folk to the characters’ presence. 
  Once the characters decide upon their route, the adventure proceeds to 
  the appropriate locale on the accompanying map of the dark folk’s realm. 
  If the characters go through the entrance below the southeastern barracks, 
  the adventure begins at Area Q1. Characters that opt to excavate the crater 
  instead of using the secret passage start their exploration in Area D18.
  Quartz Mine Features
  The dwarves constructed the quartz mine for functionality rather than 
  aesthetics. There are no unstable or structurally unsound areas within the 
  mine. All surfaces are carved out of rough-hewn stone and the average 
  ceiling height is 2d3+2ft. There are no doors on this level. The dwarves have 
  darkvision, therefore, there are no light sources throughout the complex. 
  Q1. Barracks Passageway
  Stone stairs descend at a steep angle into a nondescript, 
  rough-hewn stone corridor. Six dwarves clad in half-plate 
  armor stand at attention against the walls. They carry 
  dwarven waraxes and light crossbows. Massive stones fused 
  together with mortar block the remainder of the passageway. 
  In spite of their attentiveness, the 6 dwarven soldiers (Neutral male 
  mountain dwarf fighter 3) defending the entrance into the quartz mine are 
  jittery and concerned. They are part of a rotation of 24 soldiers assigned 
  to this duty, and they insist that neither they nor any of their counterparts 
  heard or saw anything unusual up to, during, and after the explosion. The 
  stone and mortar barrier separating Area Q1 from Area Q3 also holds a 
  few unexpected surprises. The dwarves inlaid a thin sheet of lead roughly 
  midway through the obstacle as well as other alloys to foil divination 
  spells and attempts to bypass the barrier by manipulating the stone. 
  The dwarves manning this entrance are stunned to learn of the secret 
  passage that grants access to the other side of the corridor. The characters 
  are aware of the portal’s existence and location. It may take several tries, 
  but the characters eventually find the secret door. 
  Q2. Secret Passage
  A rough-hewn, stone corridor turns west and disappears 
  behind the bend. 
  The secret passage simultaneously serves as an access point 
  for the dwarves to enter the mine and a formidable deterrent 
  to other creatures attempting to infiltrate Erod Flan from 
  below the citadel. The dwarves placed a powerful trap at the 
  section of corridor bearing the “T” symbol. The magical trap 
  does no harm to dwarves, but it releases a deafening blast 
  of sonic energy whenever anything else steps across it. Any 
  characters within 5ft of the blast takes 4d8 points of damage 
  unless they make a saving throw for half damage. The high 
  thane is aware of the spell’s triggering condition, and he 
  gives the password to a halfling or another race with strong 
  ties to the dwarves. He conveniently “forgets” the triggering 
  condition for all others. 
  A wizard lock (caster level 6) protects the secret door on the opposite 
  side of the corridor. The locking mechanism can be found on the side of 
  the door facing Area Q2, thus allowing the dwarves to use the lock to 
  enter into Area Q3 rather than vice versa. 
  Q3. Mine Entrance
  The rough-hewn stone corridor turns west and splits into two narrower 
  passages. 
  Before Bretton Chiselear, Erod Flan’s legendary cleric of 
  Dwerfater, left this world to spend eternity with his divine 
  patron, he performed one last service for his people. He cast 
  a potent symbol of death on the portal connecting Area 
  Q2 and Area Q3. The symbol triggers whenever any non-
  dwarf passes through the portal, so once again a non-dwarf 
  character must figure out a way to circumvent triggering the 
  lethal spell. As in Area Q2, the high thane may provide the 
  password to a non-dwarf based upon the circumstances. Once 
  triggered, the symbol becomes inactive for 10 minutes before 
  it can be triggered again. Needless to say, Bretton’s powerful 
  magic served its purpose, keeping the dark folk at bay and 
  forcing them to devise an alternate means of avenging their 
  defeat.
  Q4. Mine Shafts
  Narrow, twisting corridors bore deeper into the earth 
  at a slight, yet noticeable angle. The rough-hewn stone 
  passageways show visible signs of tunneling and excavating 
  and are also covered by thick layers of mold, lichens, and 
  fungi. 
  The adjoining mine shafts and tunnels are narrower and less precise 
  than the rough-hewn corridor that connects the subterranean complex with 
  the surface world. The passageways generally descend between 10 and 20 
  degrees into the ground. The dark folk spent the better part of this decade 
  preparing for their potential rematch against their dwarven adversaries. 
  They cleverly populated the mineshafts with guardians that are immune 
  to the numerous traps scattered throughout the complex. There are three 
  different groups of creatures that roam the mineshafts. 
  Lichenthropes
  The most numerous are the 18 lichenthropes that tend to the plant 
  growth coating the mineshafts’ surface areas. The alien creatures wander 
  the passages in groups of six. There is a 40% chance of encountering one 
  of their patrols for every 10 minutes spent wandering through Area Q4. 
  Lichenthropes (6): HD 3; HP 23, 21x2, 19, 18, 15; AC 6[13]; Atk 
  bite (1d6); Move 12; Save 12; AL C; CL/XP 5/240; Special: 
  contagion (target takes 50% damage, begins transformation 
  into lichenthrope over 1d4 weeks, 50% chance of turning 
  into patch of fungus), magic resistance (25%, hound form 
  only), shapechange (humanoid or hound). (Monstrosities 
  295)
  Tactics: The dark folk responsible for the lichenthropes’ creation now 
  exert nominal control over the creatures. The 6 lichenthropes wade into 
  melee combat, attempting to encircle the characters and attack them with 
  their bite. The lichenthropes do not retreat and never surrender. 
  Treasure: The strange creatures never stray more than 10d10 x 10ft 
  from their permanent lair. The lichenthropes always bury their worldly 
  goods beneath a small pile of fungus. The treasure consists of 6d6 agate 
  stones worth 10gp each and 2d6 garnets worth 100gp each. 
  Livestone 
  The 3 livestones that inhabit these tunnels are long-time residents of the 
  dwarven mines. These strange oozes are solitary predators that lie in wait 
  for potential prey to wander too close to their lair. There is a 30% chance 
  of encountering a livestone for every 10 minutes spent in Area Q4. It takes 
  
  13
  Between a rock and a charred place
  a successful DC 18 Perception check to spot the concealed creature while 
  moving past it. When the characters encounter one of the three livestones, 
  the Referee may read or paraphrase the following description. 
  A slab of moss-covered stone separates from the 
  surrounding rock and transforms into a grayish ooze that 
  forms a solidified pseudopod. 
  The livestone slams into its prey and then attempts to engulf its hapless 
  opponent. The mindless creature has no concept of strategy or death, 
  so it uses this tactic until it slays its target or the characters kill it. The 
  unintelligent ooze has no treasure.
  Livestones (3): HD 5; HP 36, 35x2; AC 9[10]; Atk slam (1d8); 
  Move 9; Save 12; AL C; CL/XP 7/600; Special: engulf (1 hp 
  damage per round, save avoids), immunity to petrification, 
  solidify (8d6 damage to engulfed targets unless save for half), 
  surprise (1–4 on 1d6). (The Tome of Horrors Complete 361)
  Grimlocks
  The dark folk are not alone in hating the dwarves. There is a 20% 
  chance of encountering 4 grimlocks for every ten minutes spent exploring 
  Area Q4. The monstrous humanoids are born hunters who sneak up on 
  their prey and slice their foes into pieces. 
  Grimlocks (4): HD 4; HP 28, 26, 25x2; AC 4[15]; Atk battle 
  axe (1d8); Move 12; Save 13; AL C; CL/XP 5/240; Special: 
  immune to gaze attacks, illusions and visual effects. (Tome of 
  Horrors 4 116)
  Equipment: tattered hides, stone axe, pouch 
  containing 2d6 pieces of quartz worth 10gp each. One 
  of the grimlocks also wears a helm of reading magic 
  and languages. 
  Tactics: The grimlocks fly into a wild rage the instant they detect 
  a dwarf. Their tactics are simple: Whenever possible, they use their 
  knowledge of the terrain to surround their enemies and eviscerate them 
  with blinding efficiency. They continue hacking at their foes until one side 
  falls in battle. Surrender and retreat are not in their vocabulary. 
  Q4A. Stand or Fall
  The dark folk positioned this devious pitfall trap at four strategically 
  positioned locations within the tunnels. Unlike most lethal devices, this 
  clever booby trap has two separate components that work in unison. The 
  first part is a hold person trap that affects dwarves and other humanoids, 
  but has no effect against the lichenthropes, livestones, and grimlocks. The 
  trap triggers whenever a humanoid steps into the area. The creature must 
  make a saving throw with a –2 penalty or be held immobile for 1d4+2 
  rounds. The trap affects only the first creature to activate it.
  The device’s second and far-more-lethal component is the deadfall 
  trap beneath the creature. It takes the floor approximately 3 seconds to 
  split apart and open into a 120ft-deep pit with sheer vertical walls. In fact, 
  the floor separates so slowly that any creature not paralyzed or held can 
  easily step aside to avoid falling into the chasm. A paralyzed creature is 
  not as fortunate. Unless another character can take an immediate action to 
  rescue the held humanoid, that creature falls to the bottom and takes 12d6 
  points of falling damage. The trapped passage of the floor returns to its 
  normal position 1 minute after activating the trap. 
  Q4B. Demonic Dreams
  In comparison to the preceding trap, the dark folk’s next trick is much 
  simpler yet equally deadly. The sly creatures engraved 3 symbol traps 
  throughout the complex. Whenever a dwarf steps over an area protected 
  by one of these potent spells, a shadow demon is instantly summoned 
  to the location. It immediately attacks the offending creature and its 
  allies for the next 12 rounds, or until the characters destroy it, whichever 
  comes first.
  Shadow Demon: HD 7; AC 4[15]; Atk 2 claws (1d6), bite 
  (1d8); Move 15 (fly); Save 9; AL C; CL/XP 12/2000; Special: 
  immunities (electricity, poison), incorporeal, shadow blend 
  (surprise, 1–5 on 1d6), spell-like abilities, sunlight powerless, 
  telepathy 100ft. (The Tome of Horrors Complete 151)
  Spell-like abilities: at will—darkness 15ft radius; 3/day—
  fear; 1/week—magic jar.
  Q4C. Dark Folk Say
  Alien artwork depicting humanoid figures covered in 
  thick linens decapitating and torturing dwarves covers the 
  walls. Hand-shaped indentations are scattered among the 
  crude paintings. 
  Like the preceding traps, this sinister barrier has two components. 
  The first part is a suggestion trap uttered in dwarven that directs the 
  individuals to place their hands atop the impressions built into the wall 
  surfaces. The trap’s first component triggers whenever a humanoid 
  approaches within 10ft of the corridor’s end. Creatures within 30ft of the 
  trap that can understand dwarven when it is triggered must make a saving 
  throw or follow the suggestion. 
  True to form, the second part of the trap emulates what the characters 
  see in the artwork. As soon as the character places one of their hands 
  inside of the impression, a concealed blade springs from the wall and 
  attempts to lop off the unfortunate creature’s head. The trap is constructed 
  specifically for dwarves, i.e. the blade strikes an area where a dwarf’s head 
  would normally be. The blade does 2d4 points of damage to anyone it hits. 
  If the target is a dwarf or halfling (or someone of similar size), the blade 
  also has a 20% chance of beheading the target.
  Q5. Passageway
  The dark, rough-hewn corridor heads west before making 
  an abrupt turn toward the southeast. The passageway 
  continues in that direction for as far as the eye can see. 
  A secret door once separated this passageway leading into the dark 
  folk’s lair from the dwarves’ quartz mine. The dark folk dismantled the 
  door after the dwarves’ departure from the quartz mine. The passageway 
  continues heading in a south-southeasterly direction for approximately 
  300ft before reaching the final obstacle in reaching the dark folk’s complex 
  — a narrow, twisting tunnel embedded with razor-sharp pieces of jagged 
  obsidian. The passageway descends into the earth at a 30-degree angle. 
  To make matters worse, the humanoids applied a thin layer of grease onto 
  the smooth surface, making it extremely difficult to negotiate the descent 
  without falling and potentially sliding to the bottom of the tunnel. The 
  Referee may read or paraphrase the following description of this sinister 
  barrier.
  An oily substance glistens on the smooth surface of a 
  polished, stone tunnel that twists and turns at sharp angles 
  all while descending deeper below the surface at a 30-degree 
  angle. Shards of volcanic glass protrude from the walls, floor 
  and ceiling. The subterranean passageway is barely wide and 
  tall enough to accommodate a dwarf-sized creature.  
  In order to avoid coming into contact with the keen edges of the volcanic 
  glass, a dwarf-sized character moving at half his normal speed must roll 
  below his dexterity on 3d6 to avoid the dangerous obstacles and not fall 
  prone. Only one check is needed each round. A character can move at full 
  speed, but must roll on 4d6 against his dexterity. Characters larger than 
  
  14
  Quests of Doom 4
  dwarves must always roll on 4d6 against their dexterity to avoid coming 
  into contact with the embedded obsidian while moving through the tunnel. 
  Creatures larger than humans cannot squeeze through the tunnel at all. 
  Each time that a character fails a check, he takes 1d6 points of slashing 
  damage from the embedded glass. Worse still, the character also falls 
  prone and slides down the tunnel for 1d3 x 10ft, taking an additional 1d4 
  points of slashing damage for every 10ft traveled in this manner. 
  Removing the embedded obsidian is a slow, laborious task. It takes one 
  creature 20 minutes to safely clear out a 10ft section of the tunnel. Two 
  creatures can complete the task in half the time. However, it is impossible 
  to fit more than two creatures in any 10ft section of the tunnel.  
  After negotiating passage through the obsidian tunnel, the subterranean 
  artery widens and returns to its previous state as a rough-hewn stone 
  corridor. After proceeding for another 250ft, the passageway ends at Area 
  D1, one of the entrances into the dark folk’s lair. 
  Ad Hoc XP Award: The Referee may award characters 3200 XP to 
  characters that successfully negotiate the obsidian passageway without 
  taking any damage. An award of 1600 XP is appropriate for adventuring 
  parties that take damage from the obstacle.
  Dark Folk Complex Features
  The dark folk’s ancestral home predates the dwarves’ quartz mine 
  by at least several hundred years. If not for the dark folk’s exploratory 
  tunnel burrowing into the dwarves’ quartz mine, the two races may have 
  never come into contact. Unlike their dwarven adversaries, the chaotic 
  humanoids are not master stonemasons or architects. Still, there are no 
  unstable or structurally unsound areas. However, pockets of methane gas 
  pose a much-greater and less-predictable danger to the characters. There 
  is a 10% chance of encountering this hazard for every 10 minutes spent 
  in the area. 
  T. Dark Folk Traps 
  In addition to the natural hazards prevalent throughout the dark folk’s 
  complex, the cunning humanoids also tailor made several traps specifically 
  designed to ensnare their dwarven adversaries. All of these traps operate with 
  pressure plates that are activated whenever a creature weighing 150 pounds 
  or greater steps onto the trapped section of floor. These areas are denoted by 
  a “T” that appears on the accompanying map of the dark folk’s lair. Presented 
  below are three traps that the Referee may choose or randomly select to 
  challenge the characters during their exploration of the complex.
  Black Smear Trap
  Bolts coated with black smear poison target all creatures within 10ft. 
  The bolts strike as a 4HD creature and do 1d4 points of damage. Any 
  creature struck must make a saving throw or lose 1d2 points of strength 
  for 2d6–1 rounds. Any creature whose strength falls to 0 dies. 
  Falling Stones Trap
  Heavy blocks of stone fall, crushing all creatures in a 10ft area unless 
  they make a saving throw to dodge out of the way. Any creature struck 
  takes 6d6 points of damage and has a 75% chance of being pinned beneath 
  the stones.
  Floor Trap with Yellow Mold
  A 30ft-deep pit opens below all characters in a 10ft line. Anyone who 
  fails a saving throw to jump clear falls 30ft into a patch of yellow mold.
  Yellow Mold: HD n/a; AC n/a; Atk 1d6 damage plus spore 
  cloud; Move 0; Save n/a; AL N; CL/XP 3/60; Special: killed 
  by fire, poisonous spore cloud (10ft diameter, save or die). 
  (Monstrosities 336)
  All surfaces are carved out of rough-hewn stone and the average ceiling 
  height is 2d3+2ft. The dark folk manufactured their doors from an unusual 
  hardened fungus that has the same statistics as a good wooden door. The 
  dark folk can see in darkness, thus there are no light sources anywhere in 
  the complex unless otherwise specified. 
  The dark folk are supremely confident that their assortment of traps and 
  guardians is sufficient to deter adventurers from pressing the fight to them. 
  With the traitorous Blassian presumably in charge of Clan Craenog, they 
  expect him to send his fellow dwarves to their deaths in the trapped quartz 
  mine and then sue for peace. They do not expect adventurers to reach their 
  lair either through the quartz mine or by excavating the crater. Still, the 
  malevolent humanoids keep a wary eye toward both entry points, but they 
  are not fully mobilized or on high alert for intruders.  
  D1. Antechamber
  Thin strips of fungi partially cover crude and gruesome 
  sculptures of unbridled savagery that adorn the walls. Unlike 
  the walls, the floor’s surface hosts several much-larger species 
  of brown, gray and purple mushrooms and fungi.
  The dark folk’s art is primitive and violent. Graphic wall sculptures 
  depict the small humanoids eviscerating scores of dwarves as well as 
  an assortment of other common, subterranean races such as the drow 
  and troglodytes. Like these races, the dark folk make ample use of the 
  indigenous plant life to feed their population and guard it. Interspersed 
  among the ordinary fungi species are 4 violet fungi. The violet fungi 
  immediately attack intruders entering the chamber from Area Q5. In 
  addition, 2 shriekers also share the room with the smaller plants. Unlike 
  the violet fungi, these two, man-sized plants do not engage the characters 
  in combat. As the name suggests, the mindless plants loose a piercing 
  sound as soon as the violet fungi respond to the characters. The deafening 
  noise lasts for 1d3 rounds and attracts the interest of the occupants of 
  Area D2 who come to investigate the cacophony. 
  Violet Fungi (4): HD 3; HP 22, 20, 17, 15; AC 7[12]; Atk 4 
  tendrils (rot); Move 1; Save 14; AL N; CL/XP 4/120; Special: 
  tendrils cause rot (save resists). (Monstrosities 183)
  Shriekers (2): HD 3; HP 21, 20; AC 7[12]; Atk none; Move 1; 
  Save 14; AL N; CL/XP 3/60; Special: shriek (30ft radius, 1hp 
  damage per round, save resists). (Monstrosities 423)
  D2. Antechamber 
  Three columns carved out of hardened fungus presumably 
  support the nearly eight-foot-high ceiling. A dozen black robes 
  in a range of different sizes hang from fungal protrusions in 
  the columns. A black, leather glove affixed to the front of a 
  door is made from the same substance as the columns. 
  Inspired by his mystical new deity, Rogvörn experimented with new 
  forms of magic and strange creations. The 2 rag golems that occupy 
  Methane 
  This highly volatile gas is typically encountered deep 
  underground or in areas with large concentrations of coal. Methane 
  is colorless, and unfortunately for subterranean explorers, it is 
  odorless. The typical pocket of methane has a radius of 1d6 x 10ft. 
  Any exposure to an open flame or spark causes an explosion for 
  6d6 points of damage (saving throw for half) to all within the radius 
  of the gas plus an additional 1d6 x 20ft beyond the original radius. 
  Many miners use canaries or other sentinel animals to detect the 
  gas before they hit a pocket and risk an explosion.
  
  15
  Between a rock and a charred place
  the antechamber represent his greatest creations. In most likelihood, the 
  creatures answered the shriekers’ call from Area D1 and are no longer 
  here. However, if the characters somehow bypassed the violet fungi 
  and shriekers, these two constructs stand ready to defend the dark folk’s 
  adjacent temple. The rag golems instantly attack any creature other than 
  dark folk. Like their creators, the mindless constructs use their ability to 
  conjure magical darkness to their maximum advantage. They surround 
  their foes in impenetrable blackness, which blinds their enemies yet has 
  no effect on them. They repeatedly pommel their adversaries until either 
  party is destroyed. 
  The black robes hanging from the columns are ceremonial garb that the 
  dark folk must wear at all times while in the adjoining temple. There are 
  12 robes of various sizes. The characters may don the robes as a disguise 
  to infiltrate the creatures’ temple. 
  Rag Golems (2): HD 6; HP 30x2; AC 7[12]; Atk 2 slams (1d4 
  plus aura of darkness); Move 9; Save 14; AL N; CL/XP 8/800; 
  Special: aura of darkness (touch surrounds target with 
  darkness, save or –1 to hit, save or damage), immune to 
  most magic, spell-like ability, vulnerable to fire (200%). (See 
  Sidebox)
  Spell-like ability: at-will—darkness 15ft radius.
  The door requires some effort to open, but it is also protected by a trap 
  attuned to allow only worshippers of Mirkeer and Hecate to pass through 
  it unharmed. Any other creature trying to open the door causes a fiery 
  burst to explode. The blast hits anyone within a 5ft radius for 3d6 points 
  of damage (saving throw for half).
  The black leather glove on the door is the religious symbol of Mirkeer, 
  the daughter of Hecate. 
  D3. Temple of Mirkeer
  An impenetrable veil of darkness shields what lies beyond 
  the threshold. 
  Unlike most temples, Mirkeer’s place of worship is entirely undecorated 
  other than a jagged, oval onyx stone that functions as an altar. Normally, 
  Rogvörn leads the congregation in worship. However, he is currently 
  in Area D17, where he is busy building another trigger for a secondary 
  explosion. 
  The activities of Mirkeer’s devout worshippers remain hidden behind 
  the darkness effect that fills the temple. Fortunately, the dark stalker and 
  6 dark creepers that occupy the temple are currently practicing the ritual 
  of praying to their shadowy deity while blindfolded. They too are unaware 
  of the characters’ presence unless the characters trigger the trap cast upon 
  the threshold or dispel the magical darkness. If Blassian accompanies 
  the characters, he immediately alerts the dark folk and sneak attacks his 
  closest foe. Otherwise, the dark folk remain oblivious to the intrusion 
  until the characters attack them or reveal themselves. Whenever either 
  event occurs, the dark folk charge en mass as they attempt to engulf their 
  enemies in a sea of rags and daggers. The dark folk fight best in magical 
  darkness, so at least one dark creeper or the dark stalker uses their spell-
  like abilities to keep the area cloaked in pitch blackness. The dwarves’ 
  hated rivals fight to the bitter end and never surrender, especially in the 
  virtual presence of their revered goddess. 
  Dark Creepers (6): HD 1+1; HP 9, 8, 7x2, 6, 5; AC 7[12] or 0[19] 
  in darkness; Atk dagger (1d4 plus poison); Move 9; Save 17; 
  AL C; CL/XP 3/60; Special: backstab (x2), create special 
  darkness (50ft radius, 1/day, extinguish normal light sources, 
  magical light sources save or extinguished, darkvision fails), 
  death-flash (10ft radius, save or blinded for 1d6 rounds), level 
  4 thief. (Monstrosities 83)
  Thieving Skills: Climb 88%, Tasks/Traps 30%, Hear 4 in 6, 
  Hide 25%, Silent 35%, Locks 25%.
  Equipment: dagger, 3 doses of black smear poison 
  (save or lose 1d2 strength for 2d6–1 rounds, death at 0 
  strength).
  Dark Stalker: HD 6+2; HP 43; AC 7[12] or 0[19] in darkness; 
  Atk short sword (1d6 plus poison); Move 12; Save 11; AL 
  C; CL/XP 8/800; Special: backstab (x2), create special 
  darkness (50ft radius, 3/day, extinguish normal light sources, 
  magical light sources save or extinguished, darkvision fails), 
  death-flash (40ft radius, save or 3d6 damage), level 4 thief. 
  (Monstrosities 84)
  Thieving Skills: Climb 88%, Tasks/Traps 30%, Hear 4 in 6, 
  Hide 25%, Silent 35%, Locks 25%.
  Equipment: leather armor, 2 short swords, 6 doses of 
  black smear poison (save or lose 1d2 strength for 2d6–1 
  rounds, death at 0 strength), potion of extra healing, 
  potion of heroism, pouch with 2 emeralds (500gp 
  each). 
  Treasure: The dark creepers carry a total of 42 agate stones worth 10 
  gp each and 97gp.
  D4. Rogvörn’s Chamber
  An oddly shaped stone with a removable lid occupies 
  the floor several feet away from a pile of ragged, unevenly 
  dispersed linens that apparently functions as a bed. A mound 
  of fungi roughly shaped into the likeness of a storage jar is 
  against the near wall. A flat piece of hardened, green material 
  serves as a crude lid.
  Golem, Rag
  Hit Dice: 6 (30 hit points)
  Armor Class: 7[12]
  Attacks: 2 slams (1d4 plus aura of darkness)
  Saving Throw: 11
  Special: aura of darkness, darkness 15ft radius, spell-like 
  ability, 
  Move: 9
  Alignment: Neutrality
  Number Encountered: 1
  Challenge Level: 8/800
  The faint stench of body odor and offal accompanies a humanoid-
  shaped mass of soiled, moldy rags propelled by a pair of grotesquely 
  oversized legs created from filthy linens. Rag golems are formed 
  from the castoff belongings of dark creepers or dark stalkers. Any 
  creature struck by a rag golem must make a saving throw or be 
  enveloped in an aura of darkness. The creature takes a –1 penalty to 
  hit, saves and damage for 1 round until the darkness fades. They can 
  cast darkness 15ft radius at will. Rag golems are immune to most 
  magic except fire-based spells, which do double damage. 
  Rag Golem: HD 6 (30 hit points); AC 7[12]; Atk 2 
  slams (1d4 plus aura of darkness); Move 9; Save 14; 
  AL N; CL/XP 8/800; Special: aura of darkness (touch 
  surrounds target with darkness, save or –1 to hit, save 
  or damage), immune to most magic, spell-like ability, 
  vulnerable to fire (200%).
  Spell-like ability: at-will—darkness 15ft radius. 
  
  16
  Quests of Doom 4
  Rogvörn serves as the dark folk’s de facto high priest even though he 
  can cast only a handful of divine spells. The tribe’s leader normally sleeps 
  in this chamber, but in light of recent events, he moved to a more secure 
  location for at least the time being. In spite of his safety concerns, Rogvörn 
  still stores his treasures and important documents in his personal quarters. 
  He irrationally fears losing his precious items to would-be thieves from 
  among his kin, so he safeguards them with traps designed to be more 
  annoying rather than destructive. 
  The stone “chest” is an ideal example of this principle. The 3ft-
  diameter, 1ft-high stone resembles a wide, conventional cooking pot with 
  a lid. Rogvörn keeps his monetary treasures inside the secure vessel. The 
  lid features a small handle that facilitates opening the stone with ease. 
  Rogvörn coated the handle with a fast-acting adhesive. The substance 
  instantly bonds to any object or creature that contacts it. The adhesive 
  permanently affixes the handle to any non-organic matter. In comparison, 
  the bond dissolves 4d6 hours after coming into physical contact with 
  living tissue. The lid is 3ft in diameter and weighs 50 lbs., though it can 
  be broken into smaller pieces to make it more manageable. Still, having a 
  piece of stone attached to one’s hand makes it impossible to hold an object 
  in that hand and also imposes a 20% chance of spell failure. The lid can be 
  safely removed by lifting it along its edges or merely sliding it off the top 
  without coming into contact with the handle.
  The specially grown fungus against the opposite wall is shaped into the 
  likeness of an ancient amphora without the trademark handles. It also has a 
  hinged fungus flap atop the opening. The dark caller stores personal documents 
  inside this container. Unlike the preceding mechanism, the fungus container 
  is a conventional trap. Flipping open the lid releases a cloud of toxic gas. 
  Any creature within a 5ft radius breathing the burnt othur fumes must make a 
  saving throw or begin choking for 1d6 points of damage per round. 
  The fungus quickly repairs any damage within 1d4 minutes, so Rogvörn 
  bypasses the trap by passing his hand through the soft, malleable plant 
  matter without releasing any of the lethal poison. At the present time, 
  the fungus amphora contains a map of the Stoneheart Mountain region 
  stretching from Erod Flan to the south to the hobgoblin citadels and Tyr 
  Whin much farther north. The map features an arrow pointing from Exor 
  to Tyr Whin, and a notation written in dark folk that reads, “Grugdour.” 
  If the characters gathered rumors about the Stoneheart Mountains in Part 
  I of the adventure, they may already be familiar with the name of Exor’s 
  hobgoblin commander.  
  Rogvörn uses the mass of soiled linens as a crude bed. It contains 
  nothing of significance. 
  Treasure: Inside of the stone chest are 1488gp as well as 4 black pearls 
  worth 500gp each and a wand of mirror image (3 charges). 
  D5. Guard Room
  Two large toadstool mushrooms with gnawed caps literally 
  sprout from the filthy floor coated in a thin layer of dirt and 
  slime. Four mounds of moldy linens cover the remainder of 
  the floor. 
  The 6 dark creepers stationed in this guard room feast on the squat, 
  dwarf-sized mushroom caps to break up the monotony. Without the 
  direction of their dark stalker and dark caller masters, the dark creepers 
  are somewhat lackadaisical considering the circumstances. Unless they 
  are alerted to the presence of intruders outside of the door, they are lying 
  down on the filthy rags. Nevertheless, the dark creepers still rally in 
  defense of their subterranean home and fight the intruders to the bitter end. 
  Dark Creepers (6): HD 1+1; HP 9x2, 8x2, 7, 6; AC 7[12] or 0[19] 
  in darkness; Atk dagger (1d4 plus poison); Move 9; Save 17; 
  AL C; CL/XP 3/60; Special: backstab (x2), create special 
  darkness (50ft radius, 1/day, extinguish normal light sources, 
  magical light sources save or extinguished, darkvision fails), 
  death-flash (10ft radius, save or blinded for 1d6 rounds), level 
  4 thief. (Monstrosities 83)
  Thieving Skills: Climb 88%, Tasks/Traps 30%, Hear 4 in 6, 
  Hide 25%, Silent 35%, Locks 25%.
  Equipment: dagger, 3 doses of black smear poison 
  (save or lose 1d2 strength for 2d6–1 rounds, death at 0 
  strength).
  Treasure: The dark creepers carry their listed gear as well as 6 garnets 
  worth 100gp each.
  D6. Prison
  Hardened fungal bars wall off a section of the far wall 
  and form a rudimentary prison. A badly malnourished and 
  physically abused middle-aged dwarf lies in a pool of his 
  own filth inside a cramped cell. Four stone chairs surround 
  a solidified mushroom cap that functions as a table. A stone 
  column with built-in manacles is against the near wall.
  The dwarf prisoner is not alone in this chamber. His jailor is a sadistic 
  and malevolent dark stalker named Ragnarn. The cruel overseer and his 
  3 dark creeper servants relentlessly torment their subject. Unlike typical 
  humanoid prisons, the fungal door is kept unlocked, though it is still stuck 
  like the other portals in this complex. The characters’ intrusion immediately 
  springs the quartet into action. Ragnarn uses his darkness ability to plunge 
  the area into magical blackness and then uses the prevailing lighting 
  conditions to backstab his adversaries. The dark creepers fight to the death 
  and only speak if forced to do so. The dark creepers know nothing of 
  significance. However, Ragnarn is aware that their divine patron forged 
  an alliance between the dark folk, a traitorous dwarf, and the hobgoblins 
  in the north, who imminently intend to assault Tyr Whin. 
  Ragnarn, Dark Stalker: HD 6+2; HP 43; AC 7[12] or 0[19] in 
  darkness; Atk +1 short sword (1d6+1 plus poison), sling (1d4); 
  Move 12; Save 10 (+1, cloak); AL C; CL/XP 8/800; Special: 
  backstab (x3), create special darkness (50ft radius, 3/day, 
  extinguish normal light sources, magical light sources save or 
  extinguished, darkvision fails), death-flash (40ft radius, save 
  or 3d6 damage), level 6 thief. (Monstrosities 84)
  Thieving Skills: Climb 90%, Tasks/Traps 40%, Hear 4 in 6, 
  Hide 35%, Silent 45%, Locks 35%.
  Equipment: leather armor, 2 +1 short swords, sling, 20 
  sling stones, cloak of protection +1, 6 doses of black 
  smear poison (save or lose 1d2 strength for 2d6–1 
  rounds, death at 0 strength), potion of extra healing.
  Dark Creepers (3): HD 1+1; HP 8, 6x2; AC 7[12] or 0[19] in 
  darkness; Atk dagger (1d4 plus poison); Move 9; Save 17; 
  AL C; CL/XP 3/60; Special: create special darkness (50ft 
  radius, 1/day, extinguish normal light sources, magical light 
  sources save or extinguished, darkvision fails), death-flash 
  (10ft radius, save or blinded for 1d6 rounds), level 4 thief. 
  (Monstrosities 83)
  Thieving Skills: Climb 88%, Tasks/Traps 30%, Hear 4 in 6, 
  Hide 25%, Silent 35%, Locks 25%.
  Equipment: dagger, 3 doses of black smear poison 
  (save or lose 1d2 strength for 2d6–1 rounds, death at 0 
  strength).
   
  Development: The dark folk captured their unfortunate prisoner, 
  Doel Thumbcracker (Neutral male mountain dwarf fighter 3) during 
  the dwarves’ last raid into their lair more than 30 years ago. Three 
  decades of abuse and despair took their toll on his jovial demeanor 
  and optimistic personality. Still, the sight of his kin and the prospect 
  of freedom buoy his sagging spirits. The dark folk tortured him 
  on and off for the better part of his stay. At first, they demanded 
  information about Erod Flan, yet their attention recently shifted away 
  from Clan Craenog’s capital and pointed in the direction of Tyr Whin. 
  He also notes that the dark folk started asking him about a group of 
  adventurers, i.e. the characters, just a few weeks earlier. He does 
  not think that the dark folk are planning to attack the distant fortress 
  
  17
  Between a rock and a charred place
  themselves. Instead, he believes that they are gathering information 
  for someone else. 
  There is no conventional door that allows access into Doel’s cell. The 
  fungal bars must be broken down and his manacles must be removed to 
  free him. 
  D7. Communal Chamber
  The fetid air bombards the senses. In spite of the 12-foot-
  high ceilings and ample ventilation, the foul odors of 
  sweat and offal still fill the air. Nine misshapen mushroom 
  caps roughly equivalent to the size of a large tent spread 
  throughout the cavernous chamber. The hardened fungi are 
  almost completely carved out like a jack-o’-lantern (sans the 
  eyes) with a small, oval opening serving as the crude abode’s 
  entrance. Piles of festering rags and linens litter the floor of 
  these cramped residences.
  The resident dark creepers dwell in abject squalor within these 
  disgusting homes. They sometimes cram up to six small humanoids within 
  these tiny, filthy spaces. The creatures use the rag piles as beds. At the 
  present time, 6 dark creepers occupy these quarters. The dark creepers 
  have no concept of privacy and personal property. They simply crawl into 
  an unoccupied mushroom and fall asleep whenever they are tired. Without 
  their dark stalker masters, these lesser humanoids are inherently chaotic 
  and disorganized. Each individual occupies his own mushroom, so there is 
  a 67% chance of encountering one of the dark creepers within their abode. 
  There is also a 50% chance that the dark creeper is asleep. If the characters 
  attack one of the dark creepers, or the creatures otherwise become aware 
  of the characters’ presence, they shout to get the others’ attention. The 
  dark creepers never surrender, and they have no useful information. 
  Dark Creepers (6): HD 1+1; HP 9, 8x3, 6x2; AC 7[12] or 0[19] 
  in darkness; Atk dagger (1d4 plus poison); Move 9; Save 
  17; AL C; CL/XP 3/60; Special: create special darkness (50ft 
  radius, 1/day, extinguish normal light sources, magical light 
  sources save or extinguished, darkvision fails), death-flash 
  (10ft radius, save or blinded for 1d6 rounds), level 4 thief. 
  (Monstrosities 83)
  Thieving Skills: Climb 88%, Tasks/Traps 30%, Hear 4 in 6, 
  Hide 25%, Silent 35%, Locks 25%.
  Equipment: dagger, 3 doses of black smear poison 
  (save or lose 1d2 strength for 2d6–1 rounds, death at 0 
  strength).
  Treasure: As previously mentioned, the dark creepers do not collect 
  items for themselves. Still, characters can locate 3d6 x 10gp scattered 
  within one of the mushrooms among the piles of rags and other filth inside 
  of the crude homes. However, the horrid stench is so strong within these 
  confined areas that a character searching through one of the mushrooms 
  must make a successful saving throw to avoid becoming nauseated for 1d4 
  minutes afterward. 
  D8. Food Production
  A roughly 2-foot-high stone wall spans the chamber’s 
  narrowest section. Large mushrooms and clustered bunches 
  of tendril-shaped fungi grow from the walls, floor and ceiling. 
  Various sized worms ranging from tiny earthworms to 1-foot-
  long night crawlers burrow through the loose soil and refuse 
  littering the floor. 
  The dark folk subsist predominately on a diet of fungi and worms. 
  The primitive plants are mostly edible with the exception of three striped 
  toadstools. The worms are edible and harmless. They pose no danger to 
  the characters. 
  D9. Rag Production
  Fungi attached to the walls radiate an eerie phosphorescent 
  glow that bathes the damp natural cavern in a violet haze. 
  Tall, unusual flowering plants grow in black, potted soil 
  contained within a walled enclosure along the chamber’s 
  edges. Two long poles attached to spinning wheels and 
  a stone vat of brackish water take up the balance of the 
  cramped room’s space. 
  The dark folk grow and harvest a subterranean species of the flax plant 
  in this illuminated, underground greenhouse. The poles and spinning 
  wheel are part of a distaff, a tool used to dry and separate flax fibers. 
  In addition, the stone vat is used to soak the plant stalks after they have 
  already been dried. 
  D10. Metalworking Chamber
  Large chunks of metallic ore and limestone are piled 
  upon the floor near a partially covered stone pit filled with 
  charcoal. An anvil rests near the apparent heat source, and 
  several metalworking tools such as small hammers and 
  tongs are strewn about the floor. A weapons rack against the 
  near wall contains an assortment of daggers and a handful 
  of short swords. 
  The dark folk’s rudimentary metalworking skills pale in comparison to 
  the dwarves’ mastery of the craft. The sly humanoids only use the chunks 
  of iron ore adjacent to the primitive blast furnace to create their daggers, 
  short swords, tools, nails, and other mundane items. Pieces of limestone 
  mixed among the iron ore are necessary to separate the slag from the iron. 
  An examination of the charcoal pit determines that the dark folk used the 
  apparatus within the last several weeks apparently to forge the daggers on 
  the adjacent rack.
  The dark folk’s resident metalworker is the dark stalker Ruvgarn. He 
  toils in this hot chamber along with 2 dark creepers. The apprentice 
  magic-user seems an odd choice to forge mundane metal items and 
  weapons. Unfortunately, he is more skilled than anyone else in the 
  complex. The dark stalker has an array of spells and spell-like abilities at 
  his disposal. Unlike most dark folk, Ruvgarn does not plunge the crowded 
  area into darkness. Instead, he relies upon his wand of magic missiles 
  and his spells to damage the characters. Ruvgarn refuses to surrender or 
  retreat. If forcibly compelled to provide information, he reveals the same 
  details as his dark stalker counterpart in Area D6. Otherwise, he and the 
  dark creepers fight to the death.
  Ruvgarn, Dark Stalker: HD 7; HP 49; AC 8[11] or 2[17] (missile) 
  and 4[15] (melee) from shield spell or 0[19] in darkness; Atk 
  +1 dagger (1d4+1 plus poison), sling (1d4); Move 12; Save 
  8 (+1, ring); AL C; CL/XP 9/1100; Special: +2 save vs. spells, 
  wands or staffs, create special darkness (50ft radius, 3/day, 
  extinguish normal light sources, magical light sources save or 
  extinguished, darkvision fails), death-flash (40ft radius, save 
  or 3d6 damage), spells (4/2/2). (Monstrosities 84)
  Spells: 1st—charm person, protection from evil, shield, 
  sleep; 2nd—invisibility, phantasmal force; 3rd—dispel 
  magic, lightning bolt.
  Equipment: +1 dagger, sling, 20 sling stones, wand of 
  magic missile (18 charges), ring of protection +1, scroll 
  (monster summoning I), 2 doses of black smear poison, 
  blacksmithing tools.
  Dark Creepers (2): HD 1+1; HP 8, 7; AC 7[12] or 0[19] in 
  darkness; Atk dagger (1d4 plus poison); Move 9; Save 17; 
  AL C; CL/XP 3/60; Special: create special darkness (50ft 
  radius, 1/day, extinguish normal light sources, magical light 
  
  18
  Quests of Doom 4
  sources save or extinguished, darkvision fails), death-flash 
  (10ft radius, save or blinded for 1d6 rounds), level 4 thief. 
  (Monstrosities 83)
  Thieving Skills: Climb 88%, Tasks/Traps 30%, Hear 4 in 6, 
  Hide 25%, Silent 35%, Locks 25%.
  Equipment: dagger, 3 doses of black smear poison 
  (save or lose 1d2 strength for 2d6–1 rounds, death at 0 
  strength). 
  Treasure: There are sixteen daggers and eight short swords on the 
  weapons rack, though none of them is magical. 
  D11. Iron Mine
  Large gouges mar the floor of a rough-hewn corridor that 
  sharply descends into the earth. 
  Also not renowned as miners, the dark folk simply kept burrowing into 
  the ground until they struck iron ore deposits. The tunnel descends at a 
  30-degree angle, but it is still easy to negotiate. As their needs for the 
  metal are not particularly great, the tunnel abruptly ends at a rich vein of 
  the versatile metal. 
  D12. Guard Chamber
  Mounds of filthy rags and tattered linens lie scattered upon 
  the floor. The stench of sweat and rancid food fills the air.
  Though confident in his divine mistress’s master scheme, Rogvörn 
  must take at least some precautions against an assault on the dark folk’s 
  vulnerable underbelly. With that in mind, he stationed 1 dark stalker 
  and 6 dark creepers to protect against this contingency. The dark stalker 
  keeps his subservient kin on their proverbial toes. At the first sign of 
  trouble, the group’s leader uses his darkness ability to shroud the chamber 
  in blackness. The dark folk continue attacking until slain. They do not 
  speak to the characters until compelled to do otherwise. The dark creepers 
  are blissfully in the dark about Rogvörn’s machinations. On the other 
  hand, the dark stalker is intimately familiar with Mirkeer’s grand plan. He 
  has the same information as his counterpart in Area D6. 
  Dark Creepers (6): HD 1+1; HP 8x2, 7x3, 5; AC 7[12] or 0[19] 
  in darkness; Atk dagger (1d4 plus poison); Move 9; Save 17; 
  AL C; CL/XP 3/60; Special: backstab (x2), create special 
  darkness (50ft radius, 1/day, extinguish normal light sources, 
  magical light sources save or extinguished, darkvision fails), 
  death-flash (10ft radius, save or blinded for 1d6 rounds), level 
  4 thief. (Monstrosities 83)
  Thieving Skills: Climb 88%, Tasks/Traps 30%, Hear 4 in 6, 
  Hide 25%, Silent 35%, Locks 25%.
  Equipment: dagger, 3 doses of black smear poison 
  (save or lose 1d2 strength for 2d6–1 rounds, death at 0 
  strength).
  Dark Stalker: HD 6+2; HP 40; AC 7[12] or 0[19] in darkness; 
  Atk short sword (1d6 plus poison); Move 12; Save 11; AL 
  C; CL/XP 8/800; Special: backstab (x2), create special 
  darkness (50ft radius, 3/day, extinguish normal light sources, 
  magical light sources save or extinguished, darkvision fails), 
  death-flash (40ft radius, save or 3d6 damage), level 4 thief. 
  (Monstrosities 84)
  Thieving Skills: Climb 88%, Tasks/Traps 30%, Hear 4 in 6, 
  Hide 25%, Silent 35%, Locks 25%.
  Equipment: leather armor, 2 short swords, 6 doses of 
  black smear poison (save or lose 1d2 strength for 2d6–1 
  rounds, death at 0 strength), potion of extra healing, 
  pouch with 4 rubies (250gp each).
  Treasure: The dark creepers have a total of 16 moonstones worth  
  50gp each. 
  D13. Antechamber 
  The corridor opens into an antechamber that ends in three 
  identical doors crafted from hardened fungus. 
  The antechamber represents the dark folk’s last line of defense against 
  intruders. One of the three doors leads to the heart of the complex, whereas 
  the other two doors unleash nasty surprises designed to slay intruders. The 
  doors are exactly the same size, shape and appearance. There is relatively 
  little traffic passing in and out of the complex’s heart, so there are no 
  telltale signs that one door or section of the floor appears to get more use 
  than the others. In fact, the dark folk deliberately walk up to all three doors 
  to give the impression that they are used in an equal fashion. However, 
  the doors leading into Area D13A and Area D13B are less worn than the 
  remaining door. Likewise, there is more foot traffic in front of the door 
  leading into the heart of the dark folk’s complex. They also imbedded a 
  thin sheet of lead in each portal and the surrounding thresholds to thwart 
  spells such as ESP, clairvoyance or clairaudience. The metal does nothing 
  to alter the doors’ structural integrity. They still yield to physical force in 
  the same manner as the other doors on this level. 
  D13A: What Lurks Above
  A wide, rough-hewn stone corridor turns west and then 
  bends sharply to the north. 
  The ordinary looking chamber and passageway are intended to 
  appear normal to hide the ceiling lurker concealed upon the ceiling. 
  The nearly mindless predator camouflages itself into the surrounding 
  environment, making it appear to be just part of the cavern. The lurker 
  above encompasses the entire ceiling from the door to the point where 
  the corridor turns north. The creature drops down from its hiding place as 
  soon as a character passes through the door and sets foot in the chamber.
  Ceiling Lurker: HD 10; HP 67; AC 6[13]; Atk crush (1d6); Move 
  1 (fly 7); Save 5; AL N; CL/XP 12/2,000; Special: smother (1d6 
  damage per round, death in 1d4+1 rounds). (Monstrosities 304)
   
  D13B. Twilight of the Mushrooms
  Ten six-inch high, purplish-black mushrooms are spread 
  across the floor, walls and ceiling of a small alcove. 
  The resident fungi are twilight mushrooms, a deadly hazard that 
  plagues underground explorers. 
  Twilight Mushrooms 
  The Tome of Horrors Complete 579
  Twilight mushrooms are purplish-black mushrooms about 4in to 6in in 
  height. They grow in patches of 5–10 mushrooms and are found only in 
  damp, dark underground areas. Twilight mushrooms sense vibrations and 
  burst forth a cloud of noxious and choking dust when a living creature comes 
  within 10ft of a patch. Creatures within the area must succeed on a saving 
  throw or take 2d6 points of damage. One minute later another saving throw 
  must be made — even by those who succeeded on the first one — to avoid 
  another 1d6 points of damage. Whether or not the saves are successful, a 
  creature is disabled for 2d4 rounds from fits of choking and coughing. Such 
  a creature can take no action other than to defend itself. Sunlight renders 
  twilight mushrooms dormant, and cold instantly destroys them.
  
  19
  Between a rock and a charred place
  D13C. Corridor
  The rough-hewn stone corridor splits in two. One 
  passageway leads south and ends in a fungal door. The other 
  continues to the west and also ends in a fungal door. 
  This corridor leads into the heart of the dark folk’s complex. The 
  southern corridor opens into Area D14 and the western passage takes the 
  characters to Area D15.
  D14. Charnel Dump
  Pieces of bone, rotting flesh, and even a mummified eye are 
  visible among the soiled fabrics that create an uneven surface 
  on the floor of this chamber. 
  The dark folk toss the corpses of dead foes onto the floor of this 
  chamber to keep them out from underfoot. Over the decades, there has 
  been a considerable accumulation here. The floor is stacked so heavily 
  rotting bodies that the entire chamber is considered to be difficult terrain.
  D15. Meeting Area
  Eight grotesque statues apparently carved from fungi, 
  molds and mushrooms form a perimeter around a stone table 
  surrounded by eight toadstool chairs. The sculptures depict 
  a winged humanoid with clawed hands and feet as well as 
  a toothy maw. A highly detailed map covers much of the 
  vaguely oval table. Phosphorescent mold clinging to the walls 
  bathes the entire chamber in dim, green light. 
  Rogvörn conveyed his grand strategy to his counterparts in this 
  meeting room. The map covering the table details much of the Stoneheart 
  Mountains, though it is centered on Tyr Whin. Several lines drawn onto 
  the map indicate a large force moving from the hobgoblin citadel of Exor 
  toward Clan Craenog’s remote outpost. In addition, a note scrawled onto 
  the margins states, “B to move half of force to Erod Flan.” This message 
  refers to Blassian’s plan to transfer half of Tyr Whin’s defenders to Erod 
  Flan after the royal family’s demise. The incriminating statement confirms 
  the traitorous dwarf’s involvement in the dark folk’s plans. 
  The statues surrounding the table represent the extent of the dark folk’s 
  artistic abilities. Five of the gruesome statues are inanimate objects carved 
  from an amalgamation of mold, fungi and mushrooms. Interspersed among 
  these statues are 3 fungus gargoyles that remain completely motionless 
  until the characters attack one of them or the characters come within 10ft. 
  The dim, phosphorescent glow emanating from the moldy walls allows 
  them to see in this area. They attack all living creatures other than dark 
  folk and their bloody bones ally. When they spring to life, each releases 
  its frightening breath weapon. After expending their breath weapons, 
  the creatures attack the intruders with their claws. With nowhere left to 
  retreat, the monstrous plants fight to the bitter end. 
  Fungus Gargoyles (3): HD 5; HP 37, 34, 31; AC 4[15]; Atk 2 
  claws (1d6); Move 14 (fly 18); Save 12; AL N; CL/XP 5/240; 
  Special: fungus breath (every 1d4 rounds, 30ft cone, 1d6 
  damage, save avoids), stench (10ft radius, save or retch 
  violently for 1 round). (The Tome of Horrors Complete 263)
  D16. Living Quarters
  Four upright stone beds with footrests and sinewy straps 
  are positioned against the walls of a spotless chamber. A 
  finely crafted shield rests upon a stone pedestal.
  The 4 fastidious dark stalkers sleep in an upright position, affixing 
  themselves to these uncomfortable beds with straps fashioned from plant 
  matter. The room is currently unoccupied. In contrast to the dark creepers’ 
  abodes, there is not even a speck of dust or dirt on the floor.
  Treasure: The quartet saved the +2 shield as a trophy from their first 
  encounter with the dwarves. 
  D17. Rogvörn’s Laboratory
  The stench of burning sulfur and the malodorous wisps of 
  smoke overwhelm the senses. Beakers and jars cover a fungal 
  table abutting the near wall where a lithe, milky-white 6-foot-
  tall humanoid clad in black robes feverishly concocts a volatile 
  creation. Two small humanoids cloaked in filthy, disgusting 
  rags futilely attempt to assist him in this endeavor. A bizarre 
  creature that resembles a skeletal human torso cloaked in 
  roiling shadows that obscures its innards, but not its shape, 
  oversees the frenetic operation. A stone statue of a beautiful 
  and mysterious woman stands just inside of the fungal door. 
  Obsidian chips inlaid into the floor create a crude mosaic that 
  looks like a black glove. A bookcase containing several dozen 
  dog-eared tomes abuts the south wall. 
  The statue depicts Mirkeer. As with most dark folk artwork, the 
  technique is rather poor. The obsidian mosaic on the floor represents the 
  goddess’ symbol. 
  Shortly after the detonation, Rogvörn cast a commune spell to determine 
  whether the plan succeeded. Based upon the answer he received from his 
  divine mistress, he is fairly certain that the methane explosion did not fulfill 
  its intended purpose. In light of that dire information, he frantically tries to 
  create another bomb. The novice alchemist also constructs a crude device 
  that serves as a triggering mechanism. The detonator is nothing more than 
  a merchant’s scale, a funnel, and a bucket of dirt. The bomb flask is placed 
  precariously on the edge of a tall stone column. The merchant’s scale is 
  placed on an adjacent column. The dirt slowly passes through the narrow 
  funnel’s neck and onto one end of merchant’s scale much like sand passes 
  through an hourglass. When the added weight is enough to move the 
  opposite arm, it knocks the bomb flask off the adjacent pedestal causing it 
  to fall to the ground and burst into flames, thus igniting the methane gas. 
  The dark caller’s laboratory is very basic and in poor condition. There 
  are eleven jars and beakers on the table along with several other alchemical 
  substances. The 2 dark creepers assisting him rush from one end of the 
  table to the other in a feeble attempt to please their overlord. The books 
  on the shelf opposite the laboratory table predominately discuss alchemy 
  and other pseudo sciences.
  Rogvörn, Dark Stalker: HD 9; HP 68; AC 3[16] or 0[19] in 
  darkness; Atk +2 freezing dagger (1d4+2 plus 1d6 cold); Move 
  12; Save 5 (+1, ring); AL C; CL/XP 11/1700; Special: +2 save 
  vs. spells, wands or staffs, create special darkness (50ft radius, 
  3/day, extinguish normal light sources, magical light sources 
  save or extinguished, darkvision fails), death-flash (40ft radius, 
  save or 3d6 damage), spells (4/3/3/2/1). (Monstrosities 84)
  Spells: 1st—cause light wounds, charm person, detect 
  magic, magic missile; 2nd—hold person, strength, web; 
  3rd—dispel magic, lightning bolt, speak with dead; 
  4th—cause serious wounds, confusion; 5th—commune.
  Equipment: bracers of defense AC 4[15], +2 freezing 
  dagger, ring of protection +1, scroll (monster 
  summoning II), 2 doses of black smear poison.
  
  20
  Quests of Doom 4
  Bloody Bones, Emissary of Mirkeer: HD 5; HP 34; AC 3[16]; Atk 
  4 tendrils (1d4 plus poison), 2 claws (1d6); Move 12; Save 12; 
  AL C; CL/XP 7/600; Special: resist fire (50%), slippery (escape 
  confinement), tendrils (after hit, save or be held and pulled 
  toward creature; each tendril has 10hp, AC 3[16]). (The 
  Tome of Horrors Complete 63)
  Dark Creepers (2): HD 1+1; HP 9, 7; AC 7[12] or 0[19] in 
  darkness; Atk dagger (1d4 plus poison); Move 9; Save 17; 
  AL C; CL/XP 3/60; Special: create special darkness (50ft 
  radius, 1/day, extinguish normal light sources, magical light 
  sources save or extinguished, darkvision fails), death-flash 
  (10ft radius, save or blinded for 1d6 rounds), level 4 thief. 
  (Monstrosities 83)
  Thieving Skills: Climb 88%, Tasks/Traps 30%, Hear 4 in 6, 
  Hide 25%, Silent 35%, Locks 25%.
  Equipment: dagger, 3 doses of black smear poison 
  (save or lose 1d2 strength for 2d6–1 rounds, death at 0 
  strength).
  Tactics: Rogvörn is so immersed in his work that he barely notices the 
  characters’ intrusion unless otherwise alerted by their failed efforts to open 
  the fungal door or their actions. Mirkeer’s bloody bones emissary is much 
  more attentive. It almost certainly reacts to the unwelcome interruption. 
  Rogvörn does not plunge the area into darkness, as the dark folk do 
  elsewhere. Even when faced with imminent defeat, Rogvörn refuses to 
  surrender. He repeatedly boasts that the dwarves’ time is at hand, and that 
  Tyr Whin’s imminent defeat is the first of many for Clan Craenog. He 
  divulges nothing else of significance during his tirade. If the characters 
  compel him to speak against his will, he reveals Mirkeer’s involvement, 
  Blassian’s treachery, and Grugdour’s role in the grand scheme.    
  The bloody bones never communicates with the characters during the 
  melee. It strikes with its tendrils to pull characters toward its claws. The 
  dark creepers act as fodder, always sacrificing themselves. The humanoids 
  happily die in the service of their dark stalker master.    
  Treasure: Rogvörn’s collection of alchemy equipment, raw ingredients 
  and books are worth a meager 50gp. Otherwise, nothing of value is here. 
  D18. Detonation Site
  Warm, foul-smelling air fills the featureless cavern. 
  Piles of loose stones and debris block the corridor leading from Area 
  D12 to the detonation site proper. Likewise, massive quantities of rubble 
  fill the entire cavern. The passageway connecting the dark folk’s complex 
  with the thane’s banquet hall is 80ft below that room’s floor. In order to 
  focus the explosion’s force upward, the dark folk assembled a conical 
  tower of coal in the center of the empty chamber. Their design strategy 
  explains why the crater continued to smolder after the explosion and the 
  immense quantity of debris present within the hole in spite of the limited 
  damage dealt to the dwarves’ expertly crafted structure. After the blast, 
  the inverted funnel collapsed, and the resulting debris filled the recesses 
  to create a relatively uniform surface 20ft below the banquet hall floor.  
  If the characters somehow remove the rubble, they can locate 
  components from the ignition device. The characters inexplicably find 
  pieces of a merchant’s scale and shards from a ceramic vessel. If the 
  characters already explored Area D16, the items appear identical to those 
  that Rogvörn is using to build another detonation trigger. 
  D19. Secondary Detonation Site
  A thick, uneven layer of guano covers the floor and every 
  other surface within an expansive cavern with an 80-foot-high 
  ceiling. The stench fills the air and spills down the adjoining 
  corridor. A poorly designed mine cart with a lopsided axle 
  and vaguely round wheels sits near the entrance. The piercing 
  shriek of metal striking stone reverberates throughout the 
  expansive chamber. A massive 60-foot-high mound of rock 
  rich with coal deposits and coated with layers of disgusting 
  excrement occupies the cavern’s center.  
  A small colony of bats clings to the ceiling and the surrounding walls. 
  The animals are harmless and pose no threat to the adventurers. The bats 
  feed on the crickets and other small insects that crawl along the guano-
  covered floor. The dark folk collected the mammals from other parts of 
  their complex and the quartz mine and concentrated them in this chamber 
  to rapidly increase the production of methane gas within the confined 
  space. Therefore, the chances of encountering a pocket of methane gas or 
  bad air increase fourfold in this room. Still, the quantities are not sufficient 
  yet to create an explosion capable of destroying the dwarves’ aboveground 
  structures.
  Though he agreed not to attack the dwarves again once Blassian assumes 
  control over Clan Craenog, the treacherous Rogvörn still longs to destroy 
  his hated enemies once and for all. The failed attempt to eradicate the high 
  thane’s family merely accelerated his plans. To that end, 6 dark creepers 
  toil in the spacious cavern, using their metal picks to remove stone from 
  the coal deposits. The laborers then dump the excess stones and rocks 
  onto the mine cart and roll them over to Area D20. When they notice the 
  intrusion, the weary dark creepers drop their picks and immediately attack 
  the characters. Like the rest of their kin, these devoutly loyal dark folk 
  fight to the bitter end. They have no knowledge of their master’s plans. 
  Dark Creepers (6): HD 1+1; HP 9, 8x3, 7x2; AC 7[12] or 0[19] 
  in darkness; Atk dagger (1d4 plus poison); Move 9; Save 
  17; AL C; CL/XP 3/60; Special: create special darkness (50ft 
  radius, 1/day, extinguish normal light sources, magical light 
  sources save or extinguished, darkvision fails), death-flash 
  (10ft radius, save or blinded for 1d6 rounds), level 4 thief. 
  (Monstrosities 83)
  Thieving Skills: Climb 88%, Tasks/Traps 30%, Hear 4 in 6, 
  Hide 25%, Silent 35%, Locks 25%.
  Equipment: dagger, 3 doses of black smear poison 
  (save or lose 1d2 strength for 2d6–1 rounds, death at 0 
  strength).
  D20. Acid Bath
  Five metal barrels filled with clear, viscous liquid are 
  scattered throughout the cramped room.
  The dark creepers dump the rocks and stone cleared from Area D19 and 
  prior to that Area D18 into the metal barrels filled with specialized acid. 
  The corrosive substance is better attuned to dissolving rock and stone than 
  it is to destroying organic material. It deals 1-1/2 times its normal damage 
  to rock and stone (including creatures with the earth descriptor), and only 
  half damage to organic matter, including undead creatures.
  
  21
  Between a rock and a charred place
  D21. Watery Cavern
  A damp chill fills the stagnant air. Water slowly drips 
  from the 40-foot-high ceiling and collects in four large pools 
  scattered throughout the cavern. The glint of golden nuggets 
  is visible beneath the water’s surface. Numerous stalactites 
  resembling stony tendrils cling to the ceiling, though no 
  stalagmites cover the floor. Instead, a colorful assortment 
  of wild fungi grow along the gravely edges surrounding the 
  underground pools. 
  The dark folk originally intended to use this chamber to burrow into 
  Erod Flan and attack their foes from below, but they abandoned that 
  notion once they struck water. Instead, they lured 2 tendriculos that they 
  found in another part of their complex into this natural cavern where they 
  could feast on the mineral-rich water without harassing the dark folk. As 
  an aside, they also believed that the golden nuggets in the water might 
  entice adventurers to explore the chamber. The tendriculos remain close to 
  the edge of the pools and blend in well with the other strange indigenous 
  plants and fungi. 
  Tendriculos (2): HD 8; HP 57, 53; AC 4[15]; Atk 2 tendrils (1d6), 
  bite (2d6); Move 9; Save 8; AL N; CL/XP 9/1100; Special: 
  swallow whole (2 tendrils strike, save or swallowed, 1d6 
  damage per round). (Monstrosities 468)
  Tactics: The tendriculos rush characters if they come within 15ft. If the 
  characters attack the tendriculos from a distance of greater than 20ft, the 
  plants close the gap separating them from their attackers. The monsters 
  fight until destroyed.
  Treasure: The tendriculos do not accumulate any riches. However, the 
  golden nuggets in the pools are real. Each of the pools contains 2d4 small 
  nuggets worth 10gp each and 1d4 larger chunks of the precious metal 
  worth 50gp each.       
  Concluding the Adventure
  The high thane and his surviving family members are eternally grateful 
  to the characters for eradicating the dark folk and thwarting their plans to 
  destroy Erod Flan. Fearful of another incursion from their hated foes, the 
  dwarves permanently station a small military force in the tunnels beneath 
  their capital. In the meantime, the dwarves’ master stonemasons and 
  artisans start to rebuild what the malevolent humanoids destroyed. 
  While there is no love lost for the slain dark folk, the traitorous Blassian 
  poses a different dilemma. The popular dwarf’s treason comes as a shock 
  to all those that knew him, especially Kaelan. If he survived his encounter 
  with the characters, the victims’ families demand justice. Surprisingly, 
  the plot’s intended target acts as the voice of reason. The high thane is 
  willing to spare Blassian’s wretched life and sentence him to 100 years 
  of hard labor, if his distant cousin reveals the intricate details of his dark 
  patron’s plans. In spite of his devotion to Mirkeer, the egotistical Blassian 
  would prefer meeting his proverbial maker sometime in the distant future. 
  In exchange for his life, the dwarf conspirator willingly reveals that the 
  hobgoblin overlord Grugdour plans an imminent assault against Tyr 
  Whin. In addition, he was supposed to transfer roughly half of Tyr Whin’s 
  garrison to Erod Flan in order to bolster the capital’s defenses in the wake 
  of the dark folk’s explosion. If he is compelled to speak against his will, 
  Blassian also discloses that the hobgoblins infected the outpost with a 
  debilitating strain of a disease they crafted to specifically affect dwarves.   
  Blassian’s information and other clues gathered during the characters’ 
  exploration of the dark folk’s lair all point to the inevitable conclusion 
  that the hobgoblins of Exor are marching toward the distant citadel of 
  Tyr Whin. The high thane’s attention now shifts from saving his capital 
  to defending his clan peaks against the hobgoblin threat. The tactically 
  astute ruler realizes that a large force marching through the low-ways of 
  his clan peaks will take time and could be entering an ambush prepared 
  by his enemies. He needs a small, fast advance force to clear the way and 
  begin preparing the defenses of Tyr Whin while the larger force gathers 
  and begins its slower march. For this he turns to the characters again and 
  beseeches them to lend whatever aid they can to Tyr Whin.  
  
  22
  Quests of Doom 4
  
  23
  Between a rock and a charred place
  
  24
  Quests of Doom 4
  
  25
  Between a rock and a charred place
  
  26
  Quests of Doom 4
  
  27
  Between a rock and a charred place
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  System Reference Document Copyright 2003, Wizards of the Coast, Inc.; Authors Jon-
  athan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax 
  and Dave Arneson.
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  Quests of Doom 4: Between a Rock and A Charred Place © 2017, Frog God Games, 
  LLC; Author: Tom Knauss.
  
  29
  Between a rock and a charred place
  Frog God 
  Games
  Quests of Doom 4
  Quests of Doom 4
  ISBN 978-1-62283-486-0
  Between a Rock and a Charred Place is a 7th-level adventure that thrusts the  
  PCs into the middle of an epic confrontation between the dwarves of the  
  Stoneheart Mountains and the hobgoblins just beyond their borders. Under their new 
  leadership, the hobgoblin warmongers deploy an innovative grand strategy: to forge an 
  alliance with one of the dwarves’ old enemies and a traitor in their foes’ midst.  
  The dwarves’ dominance over the region and very survival hangs in the balance if the  
  PCs cannot thwart the monsters’ ambitious plans. 
  Between a Rock and  
  a Charred Place
  Between a Rock and  
  a Charred Place
  QoD4n
  QoD4n
  
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