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com/)

D&D Basic Adventure (1st level): The Forge


of Rogbrok

Eldecrynn

Sunday, October 15, 2017
(2017-10-15T20:23:00+02:00)

5th edition
(http://realmsofauria.blogspot.com/search/label/5th%20edition)
,
Adventures

(http://realmsofauria.blogspot.com/search/label/Adventures)
,
DnD Basic Rules
(http://realmsofauria.blogspot.com/search/label/DnD%20Basic%20Rules)
4 comments
(http://realmsofauria.blogspot.com/2017/10/d-basic-adventure-1st-level-forge-of.html#comment-form)
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qfdhQHa7JEs/WeOmtbVdB7I/AAAAAAAABSc/Ni_DrqC9zC8O4CBF4Y0LJFnBi0GNIDAPwCLcBGAs/s1600/puz
zles_in_the_dark.jpg)
This is a small adventure for 1st-level
characters, created entirely using the D&D Basic Rules. It
should give
a group of four 1st level characters enough experience points to advance to
second
level. By adding or removing a few monsters, it could probably be a good
challenge for more or
fewer characters.

Should you need, you can use the pre-generated


characters found here
(http://realmsofauria.blogspot.no/2014/10/gathering-party.html).

Background
(https://2.bp.blogspot.com/-7LF6JNvo2-

A/VzEFUS1hVcI/AAAAAAAAA-c/iOiv6MQlM4oRPKmmQnnxb6aVM0ffVSzEgCLcB/s1600/dwarf_miner.jpg)
Skirvir - Dwarven Miner

At a local tavern, the adventurers run into an


old, drunken dwarven miner
(http://realmsofauria.blogspot.no/2016/08/d-basic-npc-gallery-dwarf-commoner.html),
Skirvir, boasting about having located an
old dwarven mine, he is sure belonged to the long lost
Jarmhammar  clan. In fact,
he is sure he has found the location of the lost halls of Gwandatholir
itself.

(https://3.bp.blogspot.com/-

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The old dwarf has not found the halls of


Gwandatholir, but the mines he has found did once
belong to a dwarf of the
Jarnhammar clan; Rogbrok Jarnhammar - a bit of a renegade and
outcast of the
Jarnhammars. Rogbrok was thrown out of the clan, and wandered the lands for
years,
until he settled for a while in the Rust hills, where he built an iron mine and
a forge, before
he moved on to do great heroic deeds, now sung about in ballads.

A few drinks, and a successful Charisma


(persuasion) DC 12, will loosen Skirvir's tongue, and he
will let slip
the location of the mines. He can also be persuaded to show the players the
location
of the mine entrance, and even accompany them in (though he is mostly
useless in a fight), but in
such case he will demand his own cut of any
treasures found.

Rust Hill
If the players choose to go to the mines, give
them opportunity to stock up in town for anything

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YpUM4seqVDQ/VzNXlZcijmI/AAAAAAAAA_Y/UCk60LjjYgIVMFGuivt8jDvCohpCiExEACLcB/s1600/wanderlu
st.jpg)

they might need. Skirvir (if


asked) will suggest various mining supplies, such as a good light
source, pick
axes, shovels, plenty of rope, a canary and a ten foot pole.

Rust Hill lies about one half day's march away


from the town where the players met Skirvir.
Getting there should be fairly
uneventful, though to spice things up, the DM could roll for a
random encounter
on the way if desired.

Finding the entrance to the cave shouldn't be too


difficult, depending on how much information
they managed to get out of Skirvir
the evening before. If he is with them, Skirvir will lead the
players more or
less directly to the mine entrance, otherwise have the players roll a Wisdom
(Perception or Survival) or Intelligence (Nature) DC 13. On a failure, they end
up spending a few
more hours searching for the entrance before they find it
(with the possibility of another random
encounter).

A small stone shed stood where the entrance to the


mines used to be. The shed is now nothing
but ruins, and just a faint trace of
the foundations remain. The entrance itself is a gaping hole in
the hillside leading down into the earth. 

(https://4.bp.blogspot.com/-
EZdzTiKYUd0/VyXz4LMU5jI/AAAAAAAAA60/oAVAzGU530E2_NKVrWar9tgSx5ikmHhjACLcB/s1600/random
_encounters_text_box.jpg)

Suggested random encounters in the Rust Hills (roll 2d6):

(https://3.bp.blogspot.com/-s0B-mxauDWY/VyX0olZAGNI/AAAAAAAAA68/xjpjwqBzCCwEcO63KM3JiR71t-
IJz_SOgCLcB/s1600/random_encounters_text_box.jpg)

Roll      
Creature (number appearing)
  
2            Ogre (http://realmsofauria.blogspot.com/2018/09/d-basic-monsters-ogre.html) (1)

  
3            Worg (http://realmsofauria.blogspot.no/2015/12/d-basic-monsters-worg.html) (2)

  
4            Goblin (http://realmsofauria.blogspot.no/2015/02/d-basic-monsters-goblins.html) (3)
(https://3.bp.blogspot.com/-s0B-

mxauDWY/VyX0olZAGNI/AAAAAAAAA68/xjpjwqBzCCwEcO63KM3JiR71t-
IJz_SOgCLcB/s1600/random_encounters_text_box.jpg)

  
5            Kobold (http://realmsofauria.blogspot.no/2014/11/d-basic-monsters-kobold.html) (5)

  
6            Giant Weasels (4)

  
7            Wolf (http://realmsofauria.blogspot.com/2018/08/d-basic-monsters-wolf.html) (2)

  
8            Blood Hawk (http://realmsofauria.blogspot.no/2014/12/d-basic-monsters-blood-hawk.html) (4)

  
9            Bandit (http://realmsofauria.blogspot.com/2018/05/d-basic-npc-gallery-bandit.html) (5)

 
10           Giant Wolf Spider (http://realmsofauria.blogspot.no/2015/01/d-basic-monsters-giant-wolf-

spider.html) (3)

 
11           Orc (http://realmsofauria.blogspot.no/2015/11/d-basic-monsters-orc.html) (2)

 
12           Giant Boar (http://realmsofauria.blogspot.no/2017/07/d-basic-monsters-giant-boar.html) (1)

Mines
Description
The mines have been abandoned for a long time, its
resources having been spent. Recently
however a small band of Kobolds have
entered the mines, with the hope of finding some ore.

Except when noted, there are no light sources


inside. The ceiling is supported by old, but sturdy
beams, and was solidly
built, and there should generally not be any danger of collapse. Except for
the
forge (area 3 and 4) the walls and floor is roughly hewn, with pebbles and
rocks strewn about.
This does not create difficult terrain, except when noted.
(https://3.bp.blogspot.com/-WledQ_Soo4U/VzJVlMNCucI/AAAAAAAAA-8/_TNBCwHlfigQ1NBJX-
plYaZGbVVgQNEFACLcB/s1600/cut_away_map.jpg)
Side view map of the mines (numbers correspond to the area descriptions below).

Since the mines were built for dwarves, the


ceiling in the corridors is quite low (between 5 and 7
feet). Anyone fighting
with large swung weapons here, does so with disadvantage. The chambers
are more
spacious though, and there are no penalties for using large weapon here.

(https://2.bp.blogspot.com/-8PGwcr98b_4/VzNplb0VTvI/AAAAAAAABAI/oXEaURkIb0425ywhLHz0AHMNL
AOhMf_nwCLcB/s1600/map_level_1.jpg)
Mines - upper level

1. Bear Cave
The tunnel from the surface descends steeply into
the first chamber of the mine, where a large
Brown Bear (http://realmsofauria.blogspot.no/2016/04/d-basic-monsters-brown-bear.html)
has made its
lair. Anyone searching can make a DC12 Wisdom (Perception) to notice large
tracks
around the entrance, and a DC13 Intelligence (Nature) will identify the
tracks as bear tracks.
The descent might look deceptively easy, but anyone
going down without taking any precautions
must make a DC12 Dexterity save, or
slip and slide down to the bottom, taking 1d6-3 points of
damage (where 0 or
less means the character takes no damage). A character can choose to slide
down
voluntarily, taking only 1d4-3 damage. If a character takes any damage this
way, he or she
will fall prone at the bottom.

Anyone can make a DC 5 Strength (Athletics) or


Dexterity (Acrobatics) to climb down without
any problems, and using a rope
gives advantage to this check.

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db8zbfk40aY/WH_gCUWh27I/AAAAAAAABJE/axweQQ7v45IROiyT6uBLjKn2UyYHVNdUgCLcB/s1600/bear_ca
ve.jpg)
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The Brown Bear will however not be very
happy with intruders to its lair, and will attack.
Should the players find
alternative ways of getting the bear out of its lair, without killing it (such
as luring it away with food, or smoking it out with fire), award full XP (200)
for the encounter.
Just be aware that the bear might be bck in its lair by the time the players want to leave the
mines.

2. High vaulted cave


The ceiling is very high in this chamber, nearly
20 feet, and the room is dimly lit by small cracks
in the roof (unless it's
night time, in which case the cracks are invisible). These cracks are used by
four
Stirges (http://realmsofauria.blogspot.no/2014/11/d-basic-monsters-
stirge.html) to gain access to the outside. Sensing blood, the Stirges will attack
anyone
entering the room.
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Almost in the center of the room, a rusty, but
still sturdy iron rung ladder leads further down into
the mines. A faint glow
can be seen from below (from the Giant Fire Beetles that live there),
and with a successful Wisdom (Perception) check DC 15, the characters can hear
the faint sound
of pickaxes on stone, from the Kobolds in area 8.

(https://2.bp.blogspot.com/-
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evel_2.jpg)
Mines - middle level

3. Beetle Cavern.
The ladder from area 2 leads down
into this chamber. The strange light noticed from above
emanates from five GiantFire Beetles (http://realmsofauria.blogspot.no/2016/05/d-bsi-
monsters-giant-fire-beetle.html) that inhabit the room. Initially the beetles will not show any
interest in the characters.

The ceiling in this chamber is a full 30 feet high. Just as the first character climbing down the
ladder is about two thirds way down, a hungry Giant Centipede
(http://realmsofauria.blogspot.no/2015/01/d-basic-monsters-giant-centipede.html) will start
climbing up the ladder from
below to attack. The centipede will catch the climber by surprise,
unless he
succeeds a Wisdom (Perception) check DC 12.
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The character on the ladder can try to fight from


the ladder, climb up or jump down.  Fighting
from the ladder is difficult,
giving the character disadvantage on attack rolls for the character.
The
centipede does not suffer this penalty. Climbing up might work, but with a
climb speed of 30
ft. the Giant Centipede is likely to catch up with the character.
Finally, jumping down the last 10
feet will cause normal falling damage (1d6
bludgeoning damage). In addition, if the character
jumps down among the Giant
Fire Beetles, they panic, and start attacking any intruders.

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If the characters mange to fight off the Giant


Centipede on the ladder, or lure it with them
back up to area 2
the Giant Fire Beetles will remain calm and placid even if the
characters
move through the room, as long as they do so carefully and quietly.
Any loud noises or sudden
large movements will cause a panic, making the
beetles attack anyone in the room.

As noted, each Giant Fire Beetle has two


glowing glands, which will continue to emit light for
1d6 days after the beetle has been
killed. This can be used a light source. In addition, if they
manage to get any
of the glands back to civilization before the lights go out, they can sell the
glands to a local alchemist for 5gp each. 

To the east a corridor slopes gently downward towards area 6,while on the opposite side of the
room another corridor leads on to the entrance to Rogbrok's forge (area 4 and 5).

4. Entrance to Forge
The rough mine corridor abruptly ends in a sheer,
smoothly hewn wall inscribed with dwarven
runes. Investigation reveals that the
wall shows signs of moving up and down, and a careful
search (a Wisdom
(Perception) DC 14 check) of the walls around, reveals a small lever carefully
hidden in the wall.

 Pulling the lever will cause the stone door to


slide downward about an inch or two and then stop
with a loud thud, while
odd rumbles and grinding noises can be heard from the ground under the
door for a few seconds afterwards.

The mechanism opening the door has become jammed,


the door won't open without the
obstruction being removed. This can only be
done by accessing the inner mechanism from area
1
0

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Any character with Stonecunning (i.e. a


dwarf) will realize the door is jammed, and that nothing
will seemingly budge
it. While it could be hacked trough with pickaxes, it seems to be massive,
and
such activity would probably take a very long time. Should the players choose to do so, the
kobolds below will eventually come to investigate

The players are free to examine and try what they


want here, but to stop players from spending
too much time without getting
anywhere, the DM should feel free to hint that they should
probably
move on for now. 

5. Forge
This is Rogbrok's forge and workshop, where
Rogbrok made some of his legendary items.
Unfortunately for the characters,
Rogbrok took most of these items with him when he left, to
seek his fortune in
the world. Some minor things still remain however.

The room is fitted like a smithy, with a large


fireplace with a large bellows, an anvil and racks of 
tools, such as
tongues, hammers and pokers. A large pile of coal is stacked in one corner of
the
room, and some weapons and pieces of armor can be seen within the room.

Rogbrok did not leave his workshop unguarded


however. In fact, upon entering, a full piece of
plate mail will come alive as
an Animated Armor
(http://realmsofauria.blogspot.no/2016/01/d-basic-monsters-animated-armor.html), and the
large hammer on the anvil by the forge will fly up as a Flying Hammer
(http://realmsofauria.blogspot.no/2016/08/d-basic-monsters-flying-
hammer.html) (a modified flying sword (http://realmsofauria.blogspot.no/2014/12/d-basic-
monsters-flying-sword.html) dealing bludgeoning damage), both trying to repel any intruders.
(https://2.bp.blogspot.com/--
eSeXe4v8DI/WH1I1jbCgxI/AAAAAAAABIk/zo0ovuvi01gYLd7331XxMRwLzvBN6s4lgCLcB/s1600/forge_encou
nter.jpg)

Treasure
The suit of armor that attacked the players is a
dwarven sized half plate. While damaged in the
battle it can be sold on, earning
the player about 250 gold pieces. Alternatively the armor can be
repaired and
refitted to a dwarf. A character proficient with smith's tools who has access to a
smithy (the
characters should be standing in one) can spend two weeks and 75 gp to repair and
adjust the armor. Alternatively, if taken to a smith, he will be able to do the
same job for the
player, but will charge 150 gp for the job (materials included
in the price). Refitting the armor to
a non-dwarf will not be possible.

Additionally the room contains several finely crafted weapons (2 war hammers, 2 battle axes, 2
long swords and 2 short swords). While they are not magical in any way, their craftsmanship is
so good that they can be sold on without any problem. In fact a dwarven smith or armorer will
give full gp value for the weapons (100 gp).

6. Upper Trolley room


The band of Kobolds that currently inhabit the
mines use this area as their main sleeping,
feeding and living area. Currently
four Kobolds (http://realmsofauria.blogspot.no/2014/11/d-
basic-monsters-kobold.html) are in the room, unloading ore from a trolley in the far
corner of
the room. Unless the characters have made a lot of noise in area 3 or 4, the kobolds probably
won't expect intruders, though to surprise
them, the party must still succeed a Dexterity (Stealth)
check against their
passive Perception of 8.

Searching the room will reveal that there are


probably more kobolds in the mines, evident by the
number of sleeping spaces in
the room. Exactly how many, will however be difficult to determine.
Searching
the room will reveal that the kobolds have had little luck in their mining, and
only a
few trinkets of value can be found.
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The trolley in the far corner is used to haul ore


up from the level below. It runs on a rail along a
slope down to the level
below. A winch is used to pull the trolley up from the level below on a
long
metal chain, or to lower it back down. The winch is in remarkably good
condition, despite
the years of disuse.

A lever next to the drum with the chain, can be


switched to determine whether the trolley can be
hoisted or lowered by the winch.
Furthermore, a third setting, will release the chain, sending the
trolley
hurtling down the slope at full speed.

Treasure

Hidden among the bedrolls, sacks and gear are the kobolds accumulated treasure - a rather
meager 23 cp, 10 sp, 15 ep and 9 gp. In addition the kobolds have small glass bottle with a potion
of healing stashed away here.

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vel_3.jpg)
Mines - lower level

7. Lower Trolley room


The trolley from area 6 will come to
an end in this chamber. The kobolds gather anything they
mine in this room and
load it onto the trolley to be hauled up. Currently four Kobolds
(http://realmsofauria.blogspot.no/2014/11/d-basic-monsters-kobold.html)and two Giant
Badgers (http://realmsofauria.blogspot.no/2016/03/d-bsi-monsters-giant-badger.html) are in
this room waiting for the trolley to be lowered again. The
giant badgers are the kobolds' pets, and
will fight with them.

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The kobolds are expecting the trolley to be


lowered normally into the room, and if doing so, a few
characters can hide in
the trolley to surprise the kobolds. The trolley can hold two medium sized
characters (or four small sized characters). At least one character is needed
to operate the winch
to lower the trolley.

If the trolley is just simply released while


someone sits in it, it will roll down, then come to an
abrupt stop, dealing 1d4
points of damage to anyone inside. This will also alert the denizens in
the room that
something is amiss, ruining any element of surprise.

If the characters spend a lot of time in area


6 lowering or hoisting the trolley, the kobolds in the
room will get
suspicious, and they might try to launch their own ambush, either by hiding
within
this chamber, or even climbing into the trolley to attack the players as
the trolley is pulled up
again.

Off to the south rhythmic hammering and tapping


can be heard from a tunnel leading of that
direction, while another tunnel leads north.

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lizard.jpg)

8. Mines
If the characters move down this corridor, the hammering noise
becomes louder. As the corridor
curves round, it opens up into a larger
chamber, with several tunnels leading off in different
directions. In the
center of the room the players can see a Giant Lizard
(http://realmsofauria.blogspot.no/2015/02/d-basic-monsters-giant-lizard.html) with two large
baskets across its back. The lizard is used by the kobolds to carry off ore
from the mines to the
main chamber.

Upon seeing the characters, the lizard will growl


loudly, alerting the four Kobolds
(http://realmsofauria.blogspot.no/2014/11/d-basic-monsters-kobold.html) working in the
tunnels, and then
charge. The kobolds will arrive after one round, and attack from the various
tunnels, preferring ranged attacks.

Treasure

In the bags across the Giant Lizard's back are five nuggets of semi precious metals, that can be
sold on for 1 gp a piece, in addition to a large jasper stone, worth 25 gold pieces.
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s.jpg)

The tunnels beyond are all dead ends, but if you want, and the players insist on exploring them,
you can use the following table as the characters progress inwards and downwards:

Tunnel encounters (roll 2d4):

Roll      
Feature/Creature (number appearing)
  
2            Ochre Jelly (1)
  
3            Ladder down (roll again for next level)
  
4            Kobolds (http://realmsofauria.blogspot.no/2014/11/d-basic-monsters-kobold.html) (1d4+1)
  
5            Dead end
  
6            Giant Centipedes (http://realmsofauria.blogspot.no/2015/01/d-basic-monsters-giant-
centipede.html) (1d4)
  
7            Valuable stones (worth 2d10 gp in total)
  
8            Cave in (2d6 points of damage from falling rocks, Dex save DC14 for half)

9. Barred Corridor
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This corridor continues only a short way until it


stops, having been boarded up. The area proved
unsafe, with the roof
collapsing, so the dwarves chose to close off the corridor. After the barrier
was raised, even more earth and rock has come loose,held back by the barricade.

Anyone carefully inspecting the barrier will, with


a DC 10 Wisdom (Perception) check, realizes
that it is bulging out at the
center, possibly suggesting that some force is pushing on it from the
other
side. The characters can pry open the barricade using pry bars or similar tools, or hack it
open with axes, picks or hammers. Weakening the barrier will
however cause the earth and rocks
that have piled up on the other side, to come
tumbling out in an avalanche. Any character  within
10 feet of the
blockade must make a DC13 Dexterity save or take 5 (2d4) points of bludgeoning
damage, or half if successful. Characters right next to the barrier will also
be partially buried in
earth and rocks, effectively being restrained
until they use an action to free themselves.
Characters more than 5 feet away
from the blockade have advantage on their saving throw, and
take no damage if
successful.

Along with all the earth and rocks, the skeletal


remains of two dwarven miners trapped in a rock
fall, will come tumbling out,
interspersed among the rocks. These will assemble as two
Skeletons (http://realmsofauria.blogspot.no/2015/01/d-basic-monsters-skeleton.html) that
will attack anything living on the other side.

10. Access to opening mechanism to forge room.


Beyond the barricade there doesn't seem to be much
of use for the characters. The further
corridor beyond has collapsed completely, and
without some serious mining, probably taking
weeks or months, any further
progress is impossible.

However, carefully searching the bit of corridor


that was cleared when the characters removed
the barrier, a DC 15 Wisdom (Perception) will reveal a square
hatch in the ceiling, just big
enough for one person to climb into. After
ascending about 20 feet, the tunnel opens up into a
fairly narrow space, about
two feet wide, but six feet long, extending another 10 feet up. This is
the
mechanism to the door leading into Rogbrok's forge (area 4) that
jammed. The characters
can make out weighted pulleys on wires, various stone
wheels and such that makes the door
open. Apparently loose rocks and rubble has
jammed the mechanism, stopping the door from
opening properly.

Allow the characters the appropriate


Intelligence or Wisdom checks, to realize that while they can
probably remove
the obstructions easily, this will cause the massive stone door, directly above
to
descend straight onto them. There is no absolute solution to this, but
reward players who come
up with clever ways of removing the obstructions
without getting caught under the door as it
opens. (Solutions might include
using spells such as Mage Hand while still in the tunnel under
the door,
or pulling obstructing rocks out using ropes from a safe distance).

Should a character be inside the chamber once the


door comes down, he or she must succeed a
DC 14 Dexterity save or take 17 (5d6)
points of damage, or half on a successful save.

Once the mechanism has been cleared, and the door


has opened, the characters can make their
way back up again to
enter the forge (area 5). 

Concluding the adventure.

(https://4.bp.blogspot.com/-9xeDl6ivMnI/WebzOTVPvxI/AAAAAAAABTU/9mFu4QPLfC4u1mqueUL11dw9
qCzfQ95ogCLcBGAs/s1600/rogbrok_sigil.jpg)
Rogbrok Jarnhammer's sigil.

While the
characters may not leave the mines with quite as many riches, or as many
legendary
artifacts as they may have wished for, the items left in Rogbrok's
forge will still be worth a bit. 

Furthermore, the DM is free to plant hints to


further adventures within, such as clues to other,
richer mines, monster lairs
or clues to where the legendary dwarven hero Rogbrok went after he
abandoned
his workshop.
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In addition, once the mines are cleared, they


characters could adopt the forge as a base or safe
house. If they do so, they
might get a surprise from its former owner. Rogbrok may have been
gone for a hundred
years, or more, but being a dwarf that only puts him in his middle years, so
the legendary hero could still be around...

That concludes the adventure.

If you need, you can find all the maps for the adventure on one printable sheet here
(http://realmsofauria.blogspot.com/2017/10/forge-of-rogrbrok-maps.html), and printable and
unmarked maps are available here (https://realmsofauria.blogspot.com/2020/12/forge-of-
rogbrok-maps-bonanza.html).

Additionally, if you want, you can go here (http://realmsofauria.blogspot.com/2017/10/forge-of-


rogbrok-paper-minis.html) to get all monsters for this adventure as printable paper miniatures.

Finally, the adventure is available as a printable .pdf, with fancy formatting and all at the DMs
Guild (https://www.dmsguild.com/product/246977/The-Forge-of-Rogbrok?
src=newest_in_dmg).


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