A place wherein this Dwarven Cleric can share his love of maps, dice, miniatures, and all things involving gaming and general geekery--not to mention the occasional witty non-gaming observations--whilst escaping from the humdrum existence of his routine Terran existence.

Hail and Well Met, fellow traveler! May my Stronghold provide a place for enlightenment and amusement, and somewhere to keep your dice dry. Enter and rest awhile.

26 September 2011

[OSR Challenge] To Dim The Glowing Battle-Forge Once More

To Dim The Glowing Battle-Forge Once More: A Get Ready, Get Set, Go! 3.5 Edition adventure set in a Dwarven Stronghold, but easily dropped into any stronghold or similar structure.

Get Ready:
  • The adventurers stumble upon what appears, at first glance, to be a standard stronghold workroom, complete with forge. Instead they find a forgotten High Temple of Moradin.

Get Set:
  • The adventurers happen upon a hidden secret door made of finely hewn stone (search DC 35) and two feet thick. The door is locked (DC 30). Once the party finds its way inside, they find themselves facing a long, narrow hallway 100' long. The hallway is lined with twenty pairs of sconces on either wall. In one side of each sconce is a torch; in the other, an axe. The sconces look like arms; the hands at the ends of the arms holds the torch or battleaxe, respectively. When the first adventure breaks the plane of the hallway entrance, the torches all light. The sconces are long enough and positioned so that either a blazing hot torch or a battleaxe can reach and strike any creature larger than (and including) a gnome at any one point in the hallway. The torches cause 1d6 fire damage (+5 melee BAB) and the battleaxes cause 1d6 damage (+5 melee BAB). The sconces will attack any non-dwarf that enters the hallway.

    The hallway opens up into a large 60' by 60' room. At the far end is a raised gently-curved dais, with a small stair (two steps) on either side of the dais leading up from the main floor. The room is dominated by an enormous anvil in the middle of the dais, with the wall behind the dais taken up by the forge itself. The coals are cold, but the hammer resting on the anvil, and the anvil itself, is warm, just as if it had been used in the past day. Two gold bracers also lie on the anvil next to the hammer.

    A stone representation of Moradin’s face hangs on the wall above the forge while the forge itself is flanked by two massive stone statutes of dwarven smiths. Two more stone statues stand on the floor, one near each small stair.

  • The bracers are Bracers of the Soul Forge and they grant a +4 enhancement bonus to Strength. However, the bonus is only granted to dwarves and only when they are employing a hammer (including, but not limited to a light hammer or warhammer). If a Lawful Good dwarf wears these bracers and strikes the anvil, the resultant ring has four effects: First, all Good-aligned creatures in the room gain the effects of a Heal spell. Second, all Lawful Good-aligned creatures in the room gain the effects of a Bless spell. Third, all dwarven creatures in the room gain the effects of a Restoration spell. Fourth, all chaotic- or evil-aligned creatures in the room feel the effects of a Fear spell. Finally, the dwarf who strikes the hammer receives the effect of a Commune spell, although the number of questions is limited to three in this instance. The answers to this dwarf’s questions are given by the massive stone face on the wall, which animates sufficiently to boom forth the words.

    The hammer is called “Aldgrim” in the Dwarven tongue, meaning “Eternal Forge.” It may not be removed from the forge/temple area. If a character wielding Aldgrim crosses the boundaries of the room with the hammer, it will disappear and reappear in the next round, once again lying on the anvil. If a character attempts to remove Aldgrim from the room a second time, or if the character attempts to teleport or place Aldgrim within an interdimensional space, Aldgrim will disappear, transporting any creature in contact with it directly to Moradin’s presence. If wielded in battle within the room by a dwarf, Aldgrim deals damage as listed below. Otherwise, it will deal 1d6 damage.

    If a non-dwarf steps on the dais or touches the anvil in any way the four statues animate. They are in reality stone golems. The statue closest to the offending creature animates first. The other statues animate in the successive three rounds, one per round. They will attack the offending creature and any who attempt to aid the creature. However, they were originally enspelled to recognize and obey the commands of any lawful good-oriented dwarf.

Notable Creatures:
  • Golems, Stone (4): See 3.5 Monster Manual, p. 137.

Notable Items:
  • Aldgrim: +1 Warhammer. Melee Dmg: 1d10+1 / 19-20 x3).

  • Bracers of the Soul Forge: These bracers are made of fine gold and inlaid with mithral runes. When both are worn by a dwarf wielding any type of hammer, these bracers add to the wearer’s Strength score in the form of an enhancement bonus of +4. Both bracers must be worn for this bonus to take effect.

This is the twelfth of 26 adventures that I will be sharing over the month of September. They are designed for use with edition 3.5 of the world’s most popular fantasy RPG, although they can be easily dropped into any fantasy setting (or modern/sci-fi setting with a little work). These posts are a part of Asshat Paladin’s OSR Short Adventure Challenge , and utilize his Get Ready, Get Set, Go! Format.

1 comment:

Unknown said...

Hey Boric,

I've put an "I Survived the osr Challenge" image on my blog for you to put up at the end of the Challenge.

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