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Introduction

D own in the depths of the under-dark, an ancient evil


stirs once more, threatening to spell doom for the surface
Eeürön are channeling the heat of the stolen lava flow into
their newly-made fortress-forge of Brognazur, where they
are constructing infernal weapons powerful enough to
world. Fiendish giants have emptied the lava river that acts finally breach Wurgnd’s gates.
as the region’s heat source to manufacture infernal war-
golems of terrible might. The characters must brave the With their food stores dwindling, their forces spread thin,
depths below, defeat these demonic warriors, and destroy and several scouting expeditions below failing to return,
their Infernal Forges. the grey dwarves of Wurgnd have few options remaining.
They have reached out to their few connections on the
surface in the hopes of enlisting adventurers brave and
Plug-in Adventure tenacious enough to investigate the source of the problem
This module is a 5e adventure designed for a party of five and, should they have the mettle, solve it themselves...
level 5-6th characters, built to be plugged easily into an
existing campaign or as a stand-alone adventure. Adventure Overview
Part I - Into The Dark (Preparation, Exploration,
Background Roleplaying). The characters travel down into the under-
For almost a thousand years, the fortress-town of Wurgnd dark to investigate the situation of Wurgnd, where they
has kept the under-dark domains of the grey dwarves safe find a tense situation waiting for them.
from the elder evils below. Wurgnd has repelled invasion Part II - The Depths Below (Combat, Exploration,
after invasion — whether the foe be devilish hordes Investigation). The character leave Wurgnd behind
or swarms of aberrations from the deep, the fortress’ and head out on the long, dark trail toward the
immense iron walls have stood unconquered for longer Boiling Caverns.
than any dwarf can remember.
Part III - The Krub Mines ( Combat, Diplomacy,
One such foe are the Eeüröns, the blacksmiths of the Stealth). The characters have discovered a bustling
Hells. The Eeüröns were born and bred to craft exquisite mining operation around the underground stronghold of
infernal weaponry for their archdevil masters — but they Brognazur and must devise a plan to infiltrate it.
were more resourceful than their masters knew. They
broke their own bonds and escaped the Hells, making a Part IV - Brognazur (Boss Battle, Combat, Dungeon).
stronghold for themselves in the deep under-dark, below The characters mount an assault on Brognazur to release
even the realms of the dark elves and the grey dwarves. the dammed lava river and return its life-nurturing
warmth to the Boiling Caverns.
For centuries, the Eeüröns have sought to expand their
territory and invade the surface world, and for centuries
they have been rebuffed by the gates of Wurgnd and the
Credits
might of the grey dwarf kingdoms. After many failed Head of Content & Editor - Nadav Brand
sieges, the Eeüröns have been unheard of for almost two Writer - Daniel Smith
hundred years. Two months ago, however, they devised 3D Sculptor - David Pereira
a plan to drain the Boiling Caverns that provide Wurgnd Graphic Design - Callum Dare
with warmth by rerouting the immense river of lava that Maps - In collaboration with Elysium Cartography
gives the cave complex its name. With the heat necessary Proofing- Rob Leonard
to grow food gradually fading, Wurgnd is in danger of Playtesters - Aarushi Menon, Alexandra Williams, Dani
being starved out and is now flooded with refugees from Schoenfeld, James Sutton & Jesse Carse.
the small provincial settlements below it. Meanwhile, the Thank you to all our Patreons & Tribers!
2
d20 Height + Ledge
Part I - Into The Dark 1 200 ft., no ledges
2-5 200 ft., 1 ledge at 100 ft.

I n this section, the characters descend into the


claustrophobic underground realm of the under-dark
6-10
11-15
150 ft., 1 ledges every 50 ft.
100 ft., 1 ledges every 50 ft.
journey down into Wurgnd, the beleaguered fortress- 16-20 70 ft.
town at the lowest edge of the grey dwarf Kingdom
of Kiurgsaar. Traversing to each ledge without falling requires a DC 14
Strength (Athletics) check (DC 9 if using a climber’s kit).
The Hook Magic Mushrooms. Strange, glowing mushrooms grow
The grey dwarves are closed-off and intensely wary of across the walls of many chasms, about 5 ft. below each
outsiders, but their king maintains tenuous connections ledge. These mushrooms release a burst of numbing spores
with a handful of prominent surface families. One such when tampered with. Creatures within 5 ft. must make a
family is House Nysarro, a prestigious and ancient noble DC 15 Constitution saving throw or take 14 (4d6) poison
house with mercantile connections across the world. damage and fall asleep for 1 hour. These mushrooms
House Nysarro’s up-and-coming scion, Morantha, has have a multitude of beneficial and detrimental effects
agreed to contract a band of capable adventurers to delve when consumed, however. When a character harvests a
below Wurgnd and investigate the situation. She will mushroom, roll a d6 and consult the following table to
contact the characters through local ne’er do wells and determine that mushroom’s effects & colour:
offer three hundred gold coins per party member to
locate the source of the problem — or five hundred to d10 A creature that consumes this mushroom:
resolve the matter. 1 Burps loudly at random times and makes
Her agents will provide a map leading to a nearby Dexterity (Stealth) checks at disadvantage for 1
under-dark entrance and directions down to Wurgnd, hour.
as well as a writ of passage marked with the seal of the 2 Has swollen feet (one size category larger) for
grey dwarf king. 1 hour, gaining disadvantage on Dexterity
(Acrobatics) checks. (White + Spots)
Down Under 3 Exchanges bodies with the next humanoid they
touch for 1 day. (Blue + Spots)
Wurgnd is deep below the surface, requiring three full
days of travel through winding lightless caverns to reach. 4 Gains 1 level of Exhaustion. (Red)
The world below is strange and alien to outsiders, the
5 Can cast Comprehend Languages on themselves as
air close and heavy, rocky warrens pockmarked with
an action for 1 hour. (Purple + Spots)
unfamiliar patterns, occasional veins of luminous flora,
and strange glowing subterranean fungi. 6 Can cast Feather Fall on themselves as a reaction
for 1 hour. (White)
Navigating the Gloom. Travel in these lightless depths is
a harrowing affair. For each day of travel, the characters 7 Can cast Invisibility on themselves as action for 1
must succeed on a DC 15 Wisdom (Survival) check or hour. (Blue)
encounter a deadly hazard. Should they fail, roll on the 8 Is immune to fire damage for 1 hour. (Red +
Random Encounter chart below to determine their fate: Spots)

d20 Monster / Hazard The mushrooms appear identical at a glance but have
1 Yawning Chasm + 2 Cloakers colourful undersides and some also have distinctive
spots on their undersides, which a character can notice
2-5 2 Cloakers with a successful DC 14 Wisdom (Perception) check.
6-10 2 Phase Panthers Once harvested, these mushrooms last for 1 week
before spoiling.
11-15 Yawning Chasm
Surface Seekers. The characters are not always alone on
16-20 Chasm + Mushrooms the trail. The sudden loss of heat in the lower depths has
sent refugees scrambling through Wurgnd and up toward
Yawning Chasms. Vast chasms cut through swathes of warmer levels. Bands of grey dwarves, deep gnomes, and
the under-dark. These chasms vary in height, and often even splinter communities of dark elves traveling in the
feature 10 ft. wide ledges stable enough to stand on. To opposite direction to the characters become an increasingly
find out how high up these ledges are, roll a d20 and common sight as they approach Wurgnd.
consult the following table:
These refugees have little left to lose and are glum,
suspicious folk, rarely with anything kind to say. They will
only share their stories of the situation below in exchange
for at least 20 rations of food.

3
outsiders, and will need to be convinced to grant non-
The Gates of the Deep dwarves their services with a successful DC 14 Charisma
Wurgnd has stood for the better part of a thousand years, (Persuasion) check. When selling cavern supplies (such as
and though it has seen better days, it is an impressive work ropes, torches, lanterns, oil, etc), they will attempt to sell
of dwarven architecture. As the characters approach it their wares to the characters at double the normal price,
the tunnel opens out into an immense hollow in the rock. citing high local demand.
There, they get their first glimpse of Wurgnd: Rumours of Doom. The refugees are highly suspicious
of outsiders, but they can be convinced to converse by a
Read Out: “Nearing sixty feet tall, a vast plate of character that succeeds on a DC 16 Charisma (Persuasion)
layered black iron stretches from top to bottom of check. Most know very little but what is clear to them
the cave. Battlements are forged into the metal at is that their caves have been gradually losing warmth,
regular intervals, manned by watchful grey dwarf and that this has played havoc on the local environment,
soldiers. Below, near the bottom of the structure, causing fungal crops to wither and die. Consult the list
deep grooves indicate a smaller gate worked into below to determine what rumours the refugees supply the
the iron. The immense construction is covered characters with:
in scars and boulder-sized dents, but none deep
enough to break through it.” Rumours
Watchful Eyes. There are four grey dwarf guards at Myconids have overrun the lower depths.
a small sub-gate that can be opened for travellers and An earthquake has disrupted the lava flows below.
merchants. The party is watched carefully by ten from up
above, however, and should there be any trouble, they An ancient dragon is drinking vast amounts of lava,
will shoot to kill before asking any further questions. causing the caves to cool.
The guards are grim, dour, and standoffish, but showing The gods are furious and have drawn away the heat
them the characters’ writ of passage will grant entry below as a punishment.
into Wurgnd with instructions to seek out the local
Demons have risen from the deep to invade the
quartermaster.
surface world.
Dire Streets. These are bad times to live in Wurgnd.
Normally, the fortress-town supports a population of Desperate Times. Food is short and tempers are high
just over a thousand — mostly soldiers, with a minority in Wurgnd, and a few travellers are willing to steal to
of families and tradesmen that perform logistical duties. survive. At the end of every three hours the characters
Currently, the town is hosting nearly over a thousand spend in Wurgnd, roll a D20. On a result of 1-6, the
refugees from below, most of whom are hungry, tired, characters are confronted by a gang of desperate brigands
and desperate. who will attempt to rob them. Consult the following table
to determine their attackers:
Read Out: The gates open into a vast, narrow
cavern, its walls covered with blocky, squat d20 Creature
buildings carved into the stone itself. Massive
stalagmites reach toward the cave ceiling, similar 1-6 6 Bugbears
dwellings cut into their bases. All around you, 7-14 6 Deep Gnomes
crowds of dirty, ragged refugees — deep gnomes,
15-20 6 Goblins
goblins, even dark elves — are being watched
closely by grey dwarf guards. Many look half-
starved, and they eye you carefully as you pass by.” Quartermaster Gwolgech. Wurgnd’s quartermaster is
currently overseeing the fortress-town’s supply situation
Wurgnd is cramped, dirty, and loud. The soldiery are from a small outpost near the gates. He is a solemn, hard-
stretched thin, and their dwindling supplies are being nosed grey dwarf with a long wispy beard and a slight
tightly regulated. crook in his back. Gwolgech is stretched to his limits, and
Food Shortages. Meals are highly regulated by the grey will snap at anyone in his general vicinity. He wants to get
dwarf garrison, which has been portioning out rations of the characters out of his hair as quickly as possible, and
a tasteless, loamy mushroom-bread. It is impossible to buy will hand them over to a grey dwarf soldier called Brrdo
food and drink from legitimate channels. Drrgam (pg.13), who will serve as their guide below.

Dangerous Streets. A small circle of thieves has been Interacting further with Gwolgech requires a DC 20
stealing supplies to sell at a premium. A character that Charisma (Persuasion) check. On a success, Gwolgech can
succeeds on a DC 16 Intelligence (Investigation) check can be begrudgingly convinced to hand over six days’ rations
track them down, but the small group (comprised of six and twelve torches. Otherwise, he rants angrily at the
deep gnomes) sells rations at five times the normal price. characters before telling them to buzz off.
Should the characters attempt to haggle, they will try to lift The Way Down. When they are ready to leave, Brrdo
their coin purses while they are distracted. will escort the characters to the lower gates of Wurgnd,
Supply and Demand. There are only a few shops still open where they pass by a set of vast iron defenses identical to
throughout Wurgnd and they are manned by suspicious, those above.
hard-eyed shopkeepers. They are extremely wary of

4
Part II - The Depths Below

T he journey below is a two-day march through the


dark. Brrdo is equipped with the map, and knows how
The Boiling Caverns
As the characters approach the Boiling Caverns, the
to navigate the sprawling network of caves fairly well. temperature rises significantly, though Brrdo will
The caves down here are warmer than in Wurgnd, but mention if questioned that the region is still significantly
Brrdo will note that it is still unusually cold. As they cooler than it should be. Eventually, they will reach a
move through the dark, there are signs all about that truly vast cavern, its pitted roof far beyond the touch of
something is amiss. any torchlight.

Read Out: “As you make your way through the Read Out: “The way opens out into a vast, looming
winding caverns you catch occasional glimpses cavern. The floor drops out ahead of you into a
of stone dwellings cut into the rock walls, all cliff of jagged, dark rock, down into a massive
abandoned. Sweeping caves full of fungal crops trench that winds its way out of sight, into deeper
have been left to wither, and the few traces of caverns. Down below, the ground at the bottom of
bioluminescent flora you observe are notably the trench is composed of a layered, igneous crust,
dimmer than those above, their leaves wilting clearly formed from cooled magma.”
downward as though drained of life.”
Magma Theft! The Boiling Caverns are a vast complex
Uneasy Rest. The under-dark is uncannily dark, and filled of caves through which, normally, a gigantic river of
with the constant minute sounds of dropping water or molten lava flows, providing the primary heat-vein for the
shifting geological pressures. Should they not have a light surrounding regions. Presently, however, the entire river
source in the vicinity, a creature from the surface world appears to have been drained, leaving only a crusty bed
must succeed on a DC 10 Wisdom saving throw to get a of igneous rock in its place. Brrdo, visibly concerned, will
full eight hours of sleep. Should they fail, they gain a level express his utter disbelief at this.
of exhaustion. It’s Getting Hot in Here. Even without the lava river,
Monsters in the Dark. The under-dark is teeming with there is enough heat packed into the earth here to make
vicious predators. Should the characters attempt a long surfacers uncomfortably warm. After two hours of travel,
rest, roll a D20. On a 1-6, they are discovered by a pack of characters without fire resistance or immunity must
monsters that attempt to take them unawares. Roll on the succeed on a DC 10 Constitution saving throw. On a
following table to determine their attackers: failed save, they gain a level of exhaustion. Wearing heavy
armour causes characters to make this save at disadvantage.
Characters can avoid making this saving throw by cooling
d20 Monster themselves by magical means or otherwise.
1-6 2 Cloakers Along the River. The only way to travel through the
Boiling Caverns is along the banks of the now-empty lava
7-12 3 Chuuls
flow — or, for now, the former bottom of the river. There
13-16 4 Ghasts is a 60 ft. cliff down to a ledge running along the river’s
17-20 5 Darkmantles edges (when the river was flowing, this would have been
the river bank), followed by another 15 ft. drop all the way
down to the riverbed.

5
Hidden Threat. At the bed of the river, toward the
source of the lava flow, is a huge lump of igneous rock ! Secret Messages. Now would be the perfect time to
crusted around a half-buried object. Smaller bumps dot the pass a player a secret message, informing them that
crust around it. The larger shape is a damaged Hellforge they are now playing a chaotic evil demon wearing
Colossus, which will activate and attack when any living their character’s form.
being comes within 20 feet of it. The smaller objects are
the charred remains of a grey dwarf scouting expedition.
Traversing the Cavern. Brrdo knows which way the lava
The colossus has half its normal hit points. flow should be originating from. Should the characters
proceed along the river in this direction for six hours, they
Readout: A towering automaton of smouldering begin to hear the sound of hammers and pickaxes up
black iron, its rivets and pipes glowing with heat ahead. Roughly 300 ft. from here there is a left turn that
and an immense lance secured to one arm. would bring them within sight of Brognazur (see The
Trench, pg.9). Should they climb up to the cliff edge above
The Horns. The Eeüröns have set a trap for any meddling the river before then, however, they can see the
grey dwarf scouts that might discover Brognazur. This Krub Mines.
trap takes the form of a pair of strange metallic horns
embedded in the cliff faces above the river, 50 ft. up, in the
direction of Brognazur. These horns project an invisible
field of force between them, blocking the way. A creature
that touches the field takes 1 force damage and is pushed
15 ft. directly away. Doing this also causes the colossus
in Hidden Threat to activate and seek out the disturbance.
Casting Dispel Magic on the field causes it to dissipate for 1
minute before returning.
Dark Designs. Touching the horns themselves activates
a defense mechanism, causing them to hum loudly and
release a burst of dark power. A character doing so must
make a DC 16 Wisdom saving throw, taking 14 (4d6)
necrotic damage and being possessed by a demonic spirit
on a failed save, or taking half that much damage on a
successful one.
A possessed creature remains possessed for eight hours,
or until subject to the Protection from Evil and Good spell.
During this time, the malevolent spirit has access to all of
their abilities and memories, and will attempt to sabotage
the characters at every turn.

6
Part III - The Krub Mines

T he Eeüröns have brought two clans of Krubs (pg.12)


up from the lower depths as slaves. These small devils
mutinous schemes, he will attempt to stop the other Krub
— who is a Stoneclaw — from activating the colossus.
Should he be successful, he will attempt to explain
mine the caverns for adamantine ore. his clan’s situation and make a bid for the characters’
assistance. If they agree to hear him out, he will attempt to
Read Out: “The cave roof overhead here is too sneak them into the mines to meet Zkedvarg.
high to see, but nearer the floor the walls are lit by Deadly Rivalry. The Krub clans that work the mines
flickering torchlight. Gangs of chittering, yelping — the Boomhammer and the Stoneclaws — despise
creatures with greyish skin and pitted, rock- one another. The Eeürön make a game of pitting the
encrusted heads scamper about with mining tools. two clans against each other, punishing whichever one
On the far side of the cave, three smaller tunnels underperforms in daily quotas by hurling one of their
cut their way into a raised shelf of rock. Far in the number from the top of Brognazur. The Boomhammer
distance, where the river-trench winds around a clan have grown tired enough of the situation to plan
corner, the rock is bathed in a reddish-orange glow.” an uprising.
The primary cave that makes up the largest region of the Snitches. The Stoneclaw have caught wind of the
mines is massive, and teeming with activity, but patrols uprising and wish to remain loyal, revealing the
are rare. The area is expansive enough that a small group Boomhammer’s deceit to their masters. When the
can pick their way through it unnoticed by succeeding characters cmove further along the riverbank or begin to
on a DC 14 Dexterity (Stealth) check. Should they fail, a climb the cliff above, read out the following text:
small patrol of four Krubs comes looking, but the creatures
are not particularly diligent and can be evaded with some Read Out: “You hear a set of excited, chittering
quick thinking. voices belonging to a group of creatures just over
the top of the cliff.

! Thinking Stealthily. Should the characters fail “Boomhammers plot, Boomhammers plan to kill
their Stealth checks to traverse the Krub mines, it is
us all, we hear it! Clan-leader Zkedvarg makes his
recommended to give them a short, timed challenge
stupid-dumb schemes in the mine-tunnels! But
in which they can apply a skill or use a resource
Stoneclaw are loyal! Stoneclaw always loyal!”
creatively to escape notice. If the GM has an hourglass
on hand, this is the time.
There is a sound like churning rock, and a deep,
grim voice answers:
Hellish Guardian. There is a single Hellforge Colossus
stationed at the center of the riverbed where it turns
left before it begins to descend into The Trench (pg.9). It “Gather your clan and await The Bellringer. Before
is inactive, but a pair of Krubs are assigned to the area, the hour is done, we will find these traitors and
watching from either bank. They will run to slam an make an example of them. This insult will not go
activation rune upon its back if they see the characters, unpunished.”
causing the colossus to awaken and attack any non-fiend
creature in its vicinity.
There is a chorus of evil laughter, and a set of
One of these Krubs is Smidvarg (pg.13). As he is very heavy footsteps head away from the cliff edge.”
much onboard with the rest of the Boomhammers’
7
The conversation is between a gang of Stoneclaws and an Smidvarg. Zkedvarg’s only surviving son is a young
Eeürön Deadbolt, who is returning to Brognazur to alert Krub called Smidvarg. An ambitious creature with few
his comrades. Within the hour, an Eeürön Bellringer and scruples, and the Boomhurlers’ greatest warrior, Smidvarg
twelve Stoneclaw Krubs will storm the Boomhammer is his father’s go-to man for problem-solving. Should the
caves and attempt to slaughter the rebellion. characters successfully negotiate an alliance with Zkedvarg,
Into the Mines. There are three other tunnels sitting he will send for his son and have him accompany them as a
on a higher shelf on the far end of the cave that lead off guide to Brognazur.
into a maze of mining shafts. Navigating these tunnels is
virtually impossible without help. Should the characters The Toll of Dread
be searching for Zkedvarg, a successful DC 17 Wisdom
(Survival) check is sufficient to find him. On a failure, they The Eeürön have sent their Bellringer and twelve
instead encounter a gang of six Stoneclaw Krub Miners Stoneclaw Krubs — eight Miners and four Boomhurlers —
and three Krub Boomhurlers. After two rounds of combat to crush the Zkedvarg and his co-conspirators. Should the
with these Krubs, Zkedvarg and his small group of co- characters have met with Zkedvarg and come to an accord
conspirators will join the battle on the characters’ side, with him, he and the five other Boomhammer Krubs
hoping to curry favour with them. present are willing to fight the war party alongside them.

The Boomhammer. Distinguished from the Stoneclaw Running the Stoneclaws. Krubs are devious and cruel,
clan by their slightly pointier ears, their muddy brown but excitable to the highest degree. They will attempt
rags, and their firm conviction that left is better than right, to rush the characters and drown them under their
the Boomhammer clan once numbered at fifty Krubs. superior numbers.
Now, there are just over twenty left. Running the Bellringer. The Bellringer is a fanatic,
The Boomhammer clan know the mines like the back devoted solely to the art of death. It fights without
of their hands. They know exactly which ways into regard for its own safety, and can quickly determine
Brognazur would be easiest to sneak through, and how to which character is the most pressing target at any given
get to them. time, often going out of its way to strike at spellcasters,
especially if they are concentrating.
Zkedvarg’s Plan. The Boomhammer clan are led by
Zkedvarg, a long-bearded elder with a penchant for Readout: A hulking, horned giant with skin the
constant spitting. Zkedvarg can be found in the western colour of charcoal and eyes that gleam like fire
caves, plotting with five other Krubs, including his strides ahead of the Krubs, covered in rune-
granddaughter Hleurgah and his grandson Groill. His inscribed armour.
plan is to hoard dynamite, deposit it in increments under
Brognazur, and blow the whole thing to bits.
He is unaware, however, that he has only an hour until
one of the Eeüröns will arrive to end his life. Should the
characters approach him, they can convince him that
his life is in danger by succeeding on a DC 14 Charisma
(Persuasion) check, and should they be successful, he is
open to assisting the characters. Unfortunately, the Eeürön
Bellringer and twelve Stoneclaw Krubs will attack him and
the characters soon after.
Explosive Distraction. If saved from their attackers, the
Boomhammer Krubs can provide the characters with
information on Brognazur’s purpose and how to best
approach it, as well as details regarding the Eeüröns and
their history. They can also be persuaded into creating a
distraction that would pull most of the Stoneclaws away
and clear the way to Brognazur.
Zkedvarg himself can be persuaded to engage in a game
of Cluck Cluck Boom (pg.16) with one of the Stoneclaws,
should the characters succeed on a DC 16 Charisma
(Persuasion) check and properly massage the fiend’s ego.
Doing so gathers most of the Krubs in the mines at one
end of the riverbed, and reduces the DC of all Dexterity
(Stealth) checks to move through the area by 5. Zkedvarg
intends for the Stoneclaws to be occupied in the trench
while the characters destroy Brognazur, unleashing a
torrent of magma that kills them all. He will demand that
they wait to pull the Purge Lever/Flow Lever until the
resulting lava flood would eradicate the Stoneclaws.

8
Part IV - Brognazur

B rognazur is a marvel of infernal architecture, an


immense dam standing over a hundred feet high that
! Crowded Workplace. It is impossible to traverse
the trench by mundane means without being seen.
has cut off the lava flow to the Boiling Caverns. Inside,
the incredible heat is put to good use by the Eeüröns,
Left of the Trench. The left side is the stretch of mostly
who are manufacturing a whole battalion of Hellforge
flat stone to the left of the trench. This area is less
Colossi — powerful weapons capable of bringing down the
frequented by Krubs, and is closer to The Lift (pg.10).
gates of Wurgnd.
Traversing left of the trench undetected is much easier
than navigating the Krub Mines or The Trench, requiring
Read Out: “Stretching from wall to wall, an that characters succeed on a DC 11 Dexterity (Stealth)
immense dam of black iron blocks off the flow of check to reach any point on the leftmost end of Brognazur.
lava from deeper within the under-dark. It looms
across one side of the cavern, the orange glow Getting to the left side, however, is far more difficult,
beyond silhouetting its shape. On the left side of as the surfaces that lead up to it prior to The Trench are
its wall, a mechanical lift large enough to carry treacherous, requiring that the characters succeed on a
several beasts of burden sits unattended. At regular DC 25 Strength (Athletics) check (DC 20 if they have
intervals, groups of miners push carts back and appropriate climbing gear). They can however attempt to
forth around the base of the structure. At the find a passage leading up to it from the Krub Mines (pg.7),
bottom of the dam a pair of arched entrances sit at but without the aid of someone that knows the mines
either side, and at its center is a large metal hatch.” this requires that they succeed on a DC 25 Intelligence
(Investigation) or Wisdom (Survival) Check.
Right of the Trench. There is a wide open space to the
The Approach right of The Trench. This area is heavily populated by Krubs
There are many routes to Brognazur. going to and fro, and requires successful DC 15 Dexterity
The Trench. The trench leading up to Brognazur is the (Stealth) check to pass through it unseen. All three
drained-out remains of a once mighty-lava river. It leads entrances to Brognazur can be reached from here, but
directly to the front of the fortress. Much of the crusted getting to The Lift or the leftmost doorway without being
lava remnants have been cleared out here, making it deeper detected requires an additional Dexterity (Stealth) check.
than any other section of riverbed. The 60 ft. cliff down to
the bank running along the trench’s edges is followed by
another 30 ft. drop all the way down to the bottom.
Here, Krubs from the Boomhammer and Stoneclaw clans
toil away, dredging up adamantine ore from various caves
cut into the side of the trench, and the entire area bustles
with activity.

9
The Fortress Exterior
Brognazur is approximately 150 feet of unmarked black
iron, its walls sheer and without purchase. It is impossible
to climb without grappling hooks or magical aid.
The Magma Purge. Near the top of the structure, in
the middle, is a large hatch that serves as a way for lava
to be purged into the trench below when necessary. It is
currently closed, and can only be opened from the inside.
The Lift. An exceptionally large, sturdy mechanical lift is
The Foundry
attached to Brognazur’s outer wall, closer to the leftmost
Read Out: “A wave of scalding heat washes over
entrance. An oversized metal lever will activate the lift,
you as you step out into the hall. Iron pipes
taking it up or down, but any character smaller than Large
hiss and rattle overhead, many of them glowing
must succeed on a DC 14 strength (Athletics) check to
orangey-red with heat. Tables run through the
crank it. The lift goes up to The Battlements (pg.11). It
room, cluttered with rough steel weapons and large
travels 70 ft. up or down each turn.
pieces of unfinished metalwork. A wide channel
Archways. There are two simple, arched stone entrances runs through the center of the chamber, flanked by
leading into Brognazur — one on the leftmost side of a pair of towering metal automatons that stand still
the fortress, and one on the right. They lead into The against the walls.”
Ground Floor.
The Foundry is where the majority of the work at
The Ground Floor Brognazur takes place. Here, the Eeüröns practice their
grim craft, working tirelessly to make infernal colossi
The Ground Floor is where the Krubs deposit ore to be and using the heat of the dammed lava river to power
transported up to The Foundry, and where completed their forge.
Hellforge Colossi are stored in an inactive state. The
Ground Floor is separated into two rooms: the Krub The Grand Forge. At the center of the room, against one
Entry, accessed by the leftmost entrance, and the Colossi wall, is a massive forge. A channel for lava to run through
Hall, accessed by the rightmost entrance. is built into the structure, but is currently empty. There is a
hatch above it that can be opened by a pair of Flow Levers
Krub Entry. The Krub Entry is a large, loud, busy room found on The Battlements (pg.11), allowing lava to spill
where Krubs are constantly working to keep The Foundry inside and power the forge. Two oversized anvils flank
above fed with adamantine ore. There are five Krub this huge forge.
Miners, two Krub Boomhurlers, and Krublord Skarlek
working in this chamber. These Krubs are members of the Purge Levers. A massive pair of levers jut from the
Stoneclaw clan, and will immediately attack the characters. floor on the south side of the room. The Purge Levers
On the far side of the room is a conveyor system that feeds control the Magma Purge hatch, allowing lava to pour
ore up into the second floor. It is possible to crawl up from the Grand Forge into the trench outside. The Purge
through it into The Foundry. Levers are designed for Large creatures, and must be
pulled simultaneously to function. They each require
No Krubs Allowed. A red-hot rune is inscribed upon the a successful DC 17 Strength (Athletics) check to pull.
keystone above the entrances to the spiral staircases on Creatures of a size category smaller than Medium can help
either side of this level, preventing Krubs from ascending in this attempt, but by themselves cannot succeed on the
the stairs. When a creature attempts to enter either check itself.
staircase, it must make a DC 16 Constitution saving
throw. A creature takes 21 (6d6) fire damage and is pushed Sleeping Colossi. A pair of Hellforge Colossi guard the
15 ft. directly away from the doorway on a failed save. room, standing inactive at either side of the Grand Forge.
These runes can be deactivated by the Dispel Magic spell. They will awaken and attack should they be damaged,
Triggering them generates a loud crackle, which will alert should the forge be interfered with, or should the
nearby creatures. characters touch either of the Purge Levers.

Colossi Hall. The Colossi Hall is a wide, sweeping


chamber without much adornment. The room is full of
silent, inactive Hellforge Colossi. These colossi are in a
dormant mode, their internal engines utterly quiet, and
would require almost an hour to fully activate. Krubs are
not normally permitted to enter this chamber, but they
are working in the room nextdoor, and may notice the
characters passing through. Moving through the room
undetected requires a successful Dexterity (Stealth) check
against a DC of 14.

10
The Dark Sanctum Should the Flow Levers be pulled and remain so for more
than a minute with the Magma Purge still closed, lava will
Read Out: “Arched metal supports hold up this begin to overflow the proper channels in The Foundry,
long chamber of roughly-cut stone. The air here and start to flood Brognazur. It takes approximately five
shimmers with heat. In the middle of the room, minutes for the fortress to be fully flooded.
lava bubbles in a stone pool, and along one wall
Who Goes There? Activating the Flow Levers instantly
stand a pair of obsidian platforms adorned with
alerts any Eeüröns inside Brognazur that someone is
gleaming metal lines arranged into runic circles.”
tampering with their machinery. They will immediately
The Dark Sanctum is where the Eeüröns pay homage to proceed up to the battlements.
their dread ancestors and summon reinforcements from
deeper into the under-dark.
The Scouring Pit. In the center of the chamber is a huge
! The Floor Is Lava. Combat atop the battlements
can be extremely deadly, as the Eeüröns can quite
stone pit filled with bubbling hot lava. The Eeüröns use it easily attempt to throw or shove characters into
for both leisure and spiritual purposes, bathing in the lava the lava. Note: that’s 99 (18d10) fire damage for
to burn away all filth and meditating under the surface. each round of contact! It can be a good idea to often
The Dark Gates. A pair of giant-sized teleportation remind players of the nearby lava lake with some
circles sit on the north side of the chamber. The Eeüröns well-placed descriptions and maybe half the damage.
use them to summon supplies and fresh Krub workers
from their home deep down in the lowest depths of the
under-dark. The mystic roads to the dark city cannot be
accessed by non-Eeüröns. Eeüröns can use a bonus action
to teleport from one circle to the other.
The Lords of Brognazur. Three Eeüröns reside in this
chamber: an Eeürön Deadbolt, an Eeürön Flamespeaker,
and the Eeürön Warlord that oversees Brognazur’s
operations. They do not take kindly to uninvited guests.

Conclusion
With Brognazur destroyed or conquered, the characters
are victorious. Depending on how they go about this task,
however, they may find it more or less difficult to return
home and enjoy their reward.
Magma Flooding. A flood caused by keeping the Flow
Levers activated without using the Purge Levers can be
The Battlements incredibly deadly. Brognazur will quickly fill up with
lava, and its entire frame will begin to buckle under
The battlements atop Brognazur overlook the dammed the intense heat after an hour. If the characters do not
lava lake to the north and The Trench to the south. The escape somehow, they risk being swept away in a river of
stone floor is dark and featureless, save for a pair of bubbling magma.
massive, metal levers in the center of the battlements.
Soulforged Revenge. To avoid returning to the Hells
Don’t Look Down. To the south, there is a 150-foot drop when they die, the Eeüröns tether their souls to their
down to the mines below. To the north, there is a 70-foot weapons. Should the characters take them, they could
drop into bubbling, searing lava. very well wait for weeks, months, or even years before
The Flow Levers. The levers in the middle of the attempting to possess them and exact revenge.
battlements open a hatch located on the north side of
Brognazur, allowing lava to flow into The Foundry,
providing heat for its forge.
To operate the Flow Levers, creatures must succeed
on a DC 17 Strength (Athletics) check on both levers
simultaneously. This pulls the levers half of the way,
generating a tremendous grinding noise, and a second
successful check is needed to complete the process.
Creatures of a size category smaller than Medium cannot
attempt these checks, but they can help.

11
Appendix A - DM Shortcut

Sections What happens (Not always in order)

Random encounter table


Down Under Yawning Chasms - Climbing challenge
(1.5-2 hrs) Magic Mushrooms - Harvesting opportunity/hazard
Into the dark

Surface Seekers - Social encounter with refugees


Part I

Watchful Eyes - Entering Wurgnd


Food Shortages - Impossible to buy food
The Gates of the Deep Dangerous Streets - Thieves selling overpriced stolen goods
(1-1.5 hrs) Supply and Demand - Haggling encounters
Desperate Times -Rrandom encounter chart
Quartermaster Gwolgech - Obtaining information and meeting Brrdo
Monsters in the Dark Random encounter table
(15min - 1hr) & Sleep deprivation
The Depths Below

Magma Theft! - Discovering the empty river


It's Getting Hot in Here - Heat exhaustion hazard
Part II

Boiling Caverns Along the River - Navigation challenge


(2-3hrs) Hidden Threat - Hellforge Colossus encounter
The Horns, Dark Designs - Puzzle/trap with integrated combat
Traversing the Cavern - Six hour journey leading to The Krub Mines
Traversing the Krub Mines requires Stealth checks
Hellish Guardian - A Hellforge Colossus guards the trench -possible encounter with Smidvarg
The Krub Mines

The Mines
Snitches - Opportunity to overhear an Eeürön talking to Stoneclaw Krubs
Part III

(2hrs)
Into the Mines - Survival checks to navigate the mines, characters can find Zkedvarg
Zkedvarg's Plan - Characters can ally with Zkedvarg and meet Smidvarg
The Toll of Dread Combat encounter with Eeürön Bellringer and Stonclaw Krubs
(1hr)
The Trench - Risky route, full of Krub Miners, will need magic to make it through unseen
The Approach Left of the Trench - Optional way to Brognazur - easier to go unseen here, harder to reach
(20-40min) Right of the Trench - Optional way to Brognazur - easier to reach, harder to traverse unseen
The Fortress Exterior - The Lift & The Archways

The Ground Floor Krub Entry - Large chamber with Krub combat encounter & stairways that lead to The Foundry
(15min-1hour) Colossi Hall - Large chamber where there is a Stealth challenge
Brognazur

The Grand Forge - Large forge that creates automatons


Part IV

The Foundry
Purge Levers - Levers that allow magma to flow into the trench - Strength challenge
(15min-1hr)
Sleeping Colossi - Hellforge Colossus combat encounter
The Scouring Pit - Lava hazard
The Dark Sanctum
The Dark Gates - Teleportation feature
(15min-1hr)
The Lords of Brognazur - Possible combat encounter with 3 Eeüröns
Don't Look Down - Lava/falling hazard
The Battlements
The Flow Levers - Levers that allow magma into Brognazur
(20min-1hr)
Who Goes There? - Possible combat encounter with 3 Eeüröns

12
Appendix B - NPCs

Smidvarg (S on of Skedvarg) Brrdo Drrgam (G uide)

Read out: "A scrawny, shifty young Krub with Read out: ""A
A grey dwarf whose frame is
long, grabby fingers and eyes that constantly boxlike even by his people’s standards. His
roam his surroundings." beard is heavily braided and one of his eyes
is marred by a long scar."
Goal. Power at any cost.
Statistics. Brrdo is treated as a grey dwarf with
Background. Smidvarg is Zkedvarg’s only
double the normal hit points.
surviving son. He has lived his entire life as a slave
to the Eeüröns, toiling away in their mines and Goal. Guide the characters to the Boiling Caverns
forges. Always fascinated with the dark magics without unnecessary risk.
and mighty crafts of the Eeüröns, he is desperate Background. Brrdo is a relatively unremarkable
to gain such powers, and is convinced that it is his grey dwarf warrior — which is precisely why
destiny to do so. For Smidvarg, his father’s dream he was chosen to guide the characters down
of freeing the Boomhammer clan is merely a means below Wurgnd.
to accrue power for himself, and he will trick and
betray anyone he has to for the smallest shred of He is belligerent and standoffish, grumbling often,
magical might. and rarely seems impressed. He treats the characters
like important but uncomfortable baggage, and has
Equipment. Flickersnap, x2 Dynamite Sticks few kind words for them.
Equipment. War Pick, Scale Mail, Shield, x2
Javelins, 60 ft. Hempen Rope, x2 Pitons, 10gp.

Krublord Skarlek (S toneclaw)

Read out: "A squat, leering Krub with eyes


long burned-out, and a tiny, chittering Zkedvarg (B oomhammer)

winged demon perched on its shoulder".


Read out: "An aging, heavily wrinkled Krub
Goal. Skarlek is a true loyalist, and believes that with a long white beard. His head is crusted
by serving the Eeüröns, he can become more with heavy rocky protrusions and his skinny
like them. He is, of course, utterly incorrect— arms are covered with scars from working
his masters see him as a tool at best and an the mines. He spits constantly."
irritant at worst.
Background. ‘Krublord’ is the self-appointed Statistics. Zkedvarg is treated as a Krub
title of the Stoneclaw Krubs’ patriarch. Skarlek is Boomhurler with double the normal hit points.
an older Krub, his eyes long lost to an explosive Goal. Freedom for Boomhammers and death
mining accident, but his viciousness and cunning for Stoneclaws.
have seen him rise to prominence among his clan. Background. The ancient patriarch of the
He sees his Eeürön masters as aspirational figures Boomhammer Krub clan, Zkedvarg remembers a
to be emulated, giving himself pompous titles, time before his people were conjured to the dark
affecting a deep voice that cracks regularly, and citadel of the Eeüröns, when they mined the deep
often using words he doesn’t understand in an pits of the Hells. He hates and fears the Eeüröns
attempt to appear magisterial. in equal measure, and despises the Stoneclaw clan
Clackjaw. Skarlek compensates for his loss of for the way they grovel at the larger devils’ feet.
vision through the unique bond he shares with Zkedvarg is determined to lead the Boomhammers
the small, ornery devil that often perches on his out of slavery.
shoulder. He believes this creature’s fondness for Equipment. x2 War Picks, x2 Dynamite Sticks.
him is a sign of his great destiny. In truth, it is
gradually siphoning his life force, and will one day
abandon him as an empty shell.
Equipment. x2 War Picks, x4 Dynamite Sticks.

13
Appendix C - Magical Items

Helmcarver
Weapon (Greataxe), Rare, Requires Attunement
Once wielded one-handed by the Eeürön Warlord of Brognazur,
Helmcarver is heavy enough that it requires two hands to wield in the
hands of a size Medium or smaller, and its black blade smoulders with
constant heat.
Helmcarver is a +1 adamantine greataxe. It contains 3 charges. Whenever
you hit a creature with Helmcarver, you may spend a charge to deal an
additional 2d4 fire damage. It regains any spent charges at dawn.
Helmcarver contains the soul of the deceased Eeürön that crafted it. It is
aware of its surroundings, but cannot speak. After a week of being attuned
to one creature, it can attempt to possess them. The creature must succeed
on a DC 16 Wisdom saving throw or be possessed by the Eeürön until they
are subject to the Protection from Evil and Good or Hallow spells. A possessed
creature permanently transforms into the Eeürön after it spends a week
possessed. For every minute spent inside the radius of the Hallow spell,
the Eeürön spirit must succeed on a DC 16 Wisdom saving throw, being

Gatecrasher
Weapon (Light Ballista), Rare, Requires Attunement, Loading
This huge crossbow is designed for the hands of an Eeürön Deadbolt, and far too heavy for a size Medium or smaller
creature to wield effectively.
Gatecrasher is treated as a +1 heavy crossbow that deals 2d10 additional piercing damage on a hit and weighs 350lbs. It
cannot be operated by a single creature that is not Large or larger. Three Medium creatures with a Strength score of 16
or greater can, however, operate it together—two of them carrying and one firing. For the purposes of attack rolls and
damage, Gatecrasher uses the firing creature’s Dexterity modifier. Gatecrasher requires much larger, more expensive
ammunition than normal, costing five times that of standard crossbow bolts. When Gatecrasher hits a structure with a
ranged weapon attack, it is always considered a critical hit.
Gatecrasher contains the soul of the deceased Eeürön that created it. It is aware of its surroundings, but cannot speak.
After a week of being attuned to one creature, it can attempt to possess them. The creature must succeed on a DC
16 Wisdom saving throw or be possessed by the Eeürön until they are subject to the Protection from Evil and Good or
Hallow spells. A possessed creature permanently transforms into the Eeürön after it spends a week possessed. For every
minute spent inside the radius of the Hallow spell, the Eeürön spirit must succeed on a DC 16 Wisdom saving throw,
being expelled from Gatecrasher on a failed save.

14
Cacophon
Weapon (Bell Maul), Rare, Requires Attunement
An immense, dark-steel bell hangs from this giant stave.
Cacophon was once the weapon of an Eeürön Bellringer, and cannot be wielded by any creature that is not Large
or larger. It weighs 600lbs. The bell contains 1 charge, which can be spent by sounding it as an action, causing all
creatures that can hear it within 60 ft. to make a DC 15 Constitution saving throw or be stunned until the end of their
next turn. Cacophon regains any spent charges at dawn.
Cacophon contains the soul of the deceased Eeürön that created it. It is aware of its surroundings, but cannot speak.
After a week of being attuned to one creature, it can attempt to possess them. The creature must succeed on a DC
16 Wisdom saving throw or be possessed by the Eeürön until they are subject to the Protection from Evil and Good or
Hallow spells. A possessed creature permanently transforms into the Eeürön after it spends a week possessed. For every
minute spent inside the radius of the Hallow spell, the Eeürön spirit must succeed on a DC 16.
.

Gouge Flickersnap
Weapon (Greatsword), Rare, Requires Attunement Weapon (Dagger), Uncommon, Requires Attunement
Gouge was a shortsword in the hands of the Eeürön This fine silver dagger once belonged to the Krub
Deadbolt that forged it, but must be wielded two- Smidvarg, and its blade gleams with a strange light.
handed by a smaller creature. The blade’s dark-steel Flickersnap is a silvered dagger. It contains 3 charges.
edge shines with an unnatural light. As long as you are attuned to it, you may spend a
Gouge is a +1 adamantine greatsword. It contains charge as a reaction after throwing it or a bonus
3 charges. Whenever you hit a living creature with action on your turn to teleport to any space within
Gouge, you may spend a charge to re-roll one or 5 ft. of Flickersnap, disappearing and reappearing in
both damage dice. You must keep the second result. a puff of smoke. When you teleport to Flickersnap,
Gouge regains any spent charges at dawn. Creatures you may pick it up as a free action. Flickersnap
a Strength of 17 or lower attack with Gouge at regains any spent charges at dawn.
disadvantage.

15
Appendix D - Monsters

Eeüröns
The Eeüröns were born in the deep reaches of the Hells,
created by merging the blood of fiends and mortal
giantkin. They were created as a slave race, destined to
toil endlessly in the forges of the Pit, crafting weapons
of dark majesty for devilish nobility. The Eeüröns were
too cunning for their masters to control forever, though,
and six of the most ancient — now known to them as the
Forgefathers — engineered a revolution, leading their
kin to the material realm, where they built a city of dark
iron among the deepest depths of the under-dark. The
Forgefathers have long since vanished, though they remain
the exalted icons to the Eeüröns, and the fell giants have
turned their disciplined, patient minds toward conquest.
Seizing much of the deep under-dark, the Eeüröns found
their plans foiled again and again by the might of the grey Krubs
dwarf kingdoms, who they have come to truly hate.
Krubs are small, frantic devils with an appearance
Eeüröns stand at twice the height of a human male, their reminiscent of both deep gnomes and goblins, their greyish
bodies hirsute and broad. Curling quad-horns sprout skin adorned with odd, rocky protrusions in places. These
from their skulls and their mouths are lined with sharp chittering creatures are native to the deep ravines and lava-
fangs. Their eyes burn with the reddish-orange glow of choked gorges of the Hells, where they dwell as sprawling,
hell’s own fire. closely-interlinked clans that obsessively mine for jewels
Soulsmiths. Eeüröns are among the greatest and other valuables. Krubs are greedy, impulsive, and
metalworkers to have ever lived, born and bred to craft cruel, but have an uncanny sense of community that
marvels of infernal steel. Each Eeürön crafts their own seems to bind them together despite their utter disdain for
unique weapon as a rite of passage, and embeds a fragment other beings.
of their own soul inside it. In this way the Eeüröns escape Cave Dwellers. Krubs are perfectly adapted to life among
returning to the Hells when slain, protecting them from rock and stone, most at home far from the sun. They are
the wrath of their former masters. expert climbers and know how to hide perfectly in rocky
Deadbolts. Deadbolts follow the Craft of Forgefather surroundings.
Vronazar, master of bolts and bows. They are marksmen, Cluck Cluck Boom. Krubs have many odd rituals, but
outrangers, and survivalists. none more deadly or revered by them as Cluck Cluck
Flamespeakers. Flamespeakers follow the Craft of Boom, a dangerous game of chicken where two or more
Forgefather Hrulgannan, master of fire. They are sorcerers Krubs will hold lit dynamite sticks and seek to be the last
and orators that seek to perfect the art of pyromancy. to throw them away.
Bellringers. Bellringers follow the Craft of Forgefather
Khannag, master of destruction, and are fanatic warriors Hellforge Colossi
that deafen themselves in their pursuit of ever-greater Forged from infernal steel and layered adamantine,
destructive strength. Hellforge Colossi are powerful siege automatons crafted by
Warlords. Warlords follow the Craft of High the Eeüröns as weapons of war. Each colossus carries in its
Forgefather Dhanganathor, master of masters, and are plated chest a hellforge, a self-fuelling heart of fire that fills
tacticians, leaders, and steady fighters. Each Eeürön war the automaton with unnatural strength and makes its outer
party is always led by a Warlord. shell scaldingly hot to the touch.
Siege Automatons. Hellforge Colossi are designed to
smash down gates and tumble castle walls, equipped with
immense piledrivers and capable of drawing on their
hellforge to accelerate at incredible speed in a straight line.
Dispelling Vulnerability. A Hellforge Colossus is well-
protected against magical assault, powerful infernal runes
inscribed throughout its frame. It can, however, still be
impeded by effects that thwart magic. Should a Hellforge
Colossus be targeted by the Dispel Magic spell, it is stunned
for one round.

16
Eeürön Bellringer
Large fiend (devil), lawful evil

Armor Class 18 (Plate)
Hit Points 115 (11d10 + 55)
Speed 30 ft.

STR DEX CON INT WIS CHA
21 (+5) 13 (+1) 21 (+5) 12 (+1) 13 (+1) 10 (+0)

Saving Throws Str +8, Con +8, Wis +4
Skills Athletics +8
Damage Vulnerabilities Radiant
Damage Resistances Cold; Bludgeoning, Piercing, and
Slashing from Nonmagical Attacks
Damage Immunities Fire, Poison
Condition Immunities Poisoned
Senses Darkvision 120 ft, Passive Perception 11
Languages Infernal, Undercommon
Challenge 6 (2,300 XP) Proficiency Bonus +3

Devil’s Sight. Magical darkness doesn’t impede the eeürön’s
darkvision.

Magic Resistance. The eeürön has advantage on saving


throws against spells and other magical effects.

Infernal Hymn. The eeürön constantly recites a droning


infernal chant. Creatures within fifteen ft. of the eeürön that
can hear it make spell attacks and concentration checks at
disadvantage.

Hearing Loss. The eeürön can’t hear. It automatically fails any


ability checks that rely on hearing.

Sunlight Sensitivity. While in sunlight, the eeürön has


disadvantage on attack rolls, as well as Wisdom (Perception)
checks that rely on sight.

Actions
Multiattack. The eeürön attacks twice with its bell bash.

Bell Bash. Melee Weapon Attack: +8 to hit, reach 10 ft., one


target. Hit: 18 (2d12 + 5) bludgeoning damage, and the target
must succeed on a DC 15 Constitution saving throw or fall
prone and be deafened until the end of its next turn.

Hell’s Bell (Recharge 6). The eeürön rings its infernal bell,
sounding an ominous peal that reverberates through flesh and
stone. Every humanoid of its choice within 30 feet of it must
succeed on a DC 15 Wisdom saving throw or take 14 (4d6)
thunder damage and be stunned until the end of its next turn.
On a success, a creature becomes immune to this effect for
the next 24 hours.

17
Eeürön Warlord
Large fiend (devil), lawful evil

Armor Class 19 (Plate)
Hit Points 115 (11d10 + 55)
Speed 30 ft.

STR DEX CON INT WIS CHA
21 (+5) 13 (+1) 21 (+5) 14 (+2) 14 (+2) 14 (+2)

Saving Throws Str +8, Con +8, Wis +5
Skills Athletics +8, Insight +5, Perception +5
Damage Vulnerabilities Radiant
Damage Resistances Cold Bludgeoning, Piercing, and
Slashing from Nonmagical Attacks
Damage Immunities Fire, Poison
Condition Immunities Poisoned
Senses Darkvision 120 ft, Passive Perception 15
Languages Infernal, Undercommon
Challenge 6 (2,300 XP) Proficiency Bonus +3

Devil’s Sight. Magical darkness doesn’t impede the eeürön’s
darkvision.

Magic Resistance. The eeürön has advantage on saving


throws against spells and other magical effects.

Infernal Wounds. The eeürön’s weapon attacks are magical


and cause infernal wounds on any hit that causes slashing
or piercing damage. If the target is a creature other than
an undead or a construct, it must succeed on a DC 12
Constitution saving throw or lose 5 (1d10) hit points at the
start of each of its turns due to an infernal wound. Each time
the devil hits the wounded target with this attack, the damage
dealt by the wound increases by 5 (1d10). Any creature can
take an action to staunch the wound with a successful DC 10
Wisdom (Medicine) check. The wound also closes if the target
receives magical healing.

Sunlight Sensitivity. While in sunlight, the eeürön has


disadvantage on attack rolls, as well as Wisdom (Perception)
checks that rely on sight.

Bonus Actions
Strategic Command. The eeürön gives a verbal command to
a single ally within 60 feet of it. That creature may move 5 feet.
This movement does not trigger attacks of opportunity.

Actions
Multiattack. The eeürön attacks twice with its
Infernal Battleaxe.

Infernal Battleaxe. Melee Weapon Attack: +8 to hit, reach 5


ft., one target. Hit: 14 (2d8 + 5) slashing damage.

Reactions
Block’n’Shove. When a creature misses the eeürön with a
melee attack, the eeürön can attempt to shove a target within
5 ft. of it. On a success the target takes 3 (1d6) bludgeoning
damage and falls prone.

18
Eeürön Deadbolt
Large fiend (devil), lawful evil

Armor Class 18 (Plate)
Hit Points 105 (14d10 + 50)
Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 20 (+5) 15 (+2) 12 (+1) 14 (+2) 10 (+0)

Saving Throws Dex +8, Con +5, Wis +5
Skills Athletics +8, Perception +5, Stealth +8
Damage Vulnerabilities Radiant
Damage Resistances Cold; Bludgeoning, Piercing, and
Slashing from Nonmagical Attacks
Damage Immunities Fire, Poison
Condition Immunities Poisoned
Senses Darkvision 120 ft, Passive Perception 15
Languages Infernal, Undercommon
Challenge 5 (1,800 XP) Proficiency Bonus +3

Devil’s Sight. Magical darkness doesn’t impede the eeürön’s
darkvision.

Magic Resistance. The eeürön has advantage on saving


throws against spells and other magical effects.

Infernal Wounds. The eeürön’s weapon attacks are magical


and cause infernal wounds on any hit that causes slashing
or piercing damage. If the target is a creature other than
an undead or a construct, it must succeed on a DC 12
Constitution saving throw or lose 5 (1d10) hit points at the
start of each of its turns due to an infernal wound. Each time
the devil hits the wounded target with this attack, the damage
dealt by the wound increases by 5 (1d10). Any creature can
take an action to staunch the wound with a successful DC 10
Wisdom (Medicine) check. The wound also closes if the target
receives magical healing.

Sunlight Sensitivity. While in sunlight, the eeürön has


disadvantage on attack rolls, as well as Wisdom (Perception)
checks that rely on sight.

Actions
Multiattack. The eeürön makes two attacks: one with its
“light” ballista, and one with its infernal blade.

Infernal Blade. Melee Weapon Attack: +8 to hit, reach 5 ft.,


one target. Hit: 12 (2d6 + 5) slashing damage.

“Light” Ballista. Ranged Weapon Attack: +8 to hit, range


200/800 ft., one target. Hit: 18 (2d12 + 5) piercing damage. If
the target is Medium or smaller, it must succeed on a DC 13
Strength saving throw or be pushed 10 ft. directly away from
the eeürön and knocked prone.

Infernal Shrapnel Bolt (Recharge 6). The eeürön shoots a


magically charged ballista bolt at a point within 200 feet of it. It
explodes on impact, sending infernal shrapnel in all directions.
Each creature within 15 feet of the target location must
succeed on a DC 14 Dexterity saving throw or take 14 (4d6)
piercing damage and gain an infernal wound.

19
Eeürön Flamespeaker
Large fiend (devil), lawful evil


Armor Class 17 (Half-Plate)
Hit Points 105 (11d10 + 22)
Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+4) 14 (+2) 15 (+2) 12 (+2) 18 (+4) 12 (+2)


Saving Throws Str +6, Con +5, Wis +7
Skills Arcana +5, Perception +7, Persuasion + 5, Medicine +5
Damage Vulnerabilities Radiant
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing
from Nonmagical Attacks
Damage Immunities Fire, Poison
Condition Immunities Poisoned
Senses Darkvision 120 ft, Passive Perception 17
Languages Infernal, Undercommon
Challenge 5 (1,800 XP) Proficiency Bonus +3


Devil’s Sight. Magical darkness doesn’t impede the eeürön’s
darkvision.

Magic Resistance. The eeürön has advantage on saving throws


against spells and other magical effects.

Fire Eater. When the eeürön would take fire damage, it instead
regains that many hit points.

Sunlight Sensitivity. While in sunlight, the eeürön has


disadvantage on attack rolls, as well as Wisdom (Perception)
checks that rely on sight.

Bonus Actions
Flame Conjurer. The eeürön can produce a nonmagical
bonfire within 60 feet of itself as a bonus action. Any creature
in the bonfire’s space must succeed on a Dexterity saving throw
or take 2d8 fire damage. A creature must also make the saving
throw when it moves into the bonfire’s space for the first time
on a turn or ends its turn there.

Actions
Multiattack. The eeürön attacks twice with its runefire halberd.

Runefire Halberd. Melee Weapon Attack: +8 to hit, reach 5


ft., one target. Hit: 10 (1d10 + 5) slashing damage and 5 (1d10)
fire damage.

Torrent of Fire (2/Day). The eeürön projects fire in a 20 ft.


cone. Each creature in that area must make a DC 15 Dexterity
saving throw, taking 14 (4d6) fire damage on a failed save, or
half as much damage on a successful one.

Flamespear (2/Day). The eeürön projects fire in a 120 ft. line


that is 5 ft. wide. Each creature in the line must make a DC 15
Dexterity saving throw, taking 21 (6d6) fire damage on a failed
save, or half as much damage on a successful one.

Reactions
Protective Flame (2/Day). When the eeürön would be hit
by an attack, it can raise a protective barrier of fire. Until the
start of its next turn, it adds 2 to its AC. Any creatures within
5 ft. of it must make a DC 15 Dexterity saving throw, taking 7
(2d6) fire damage on a failed save, or half as much damage on
succesful one.

20
Hellforge Colossus
Huge construct, unaligned


Armor Class 18
Hit Points 150 (12d12 + 72)
Speed 40 ft.

STR DEX CON INT WIS CHA
23 (+6) 9 (-1) 22 (+6) 10 (+0) 14 (+2) 6 (-2)

Saving Throws Str +9, Con +9
Skills Athletics +9
Damage Resistances Cold; Piercing and Slashing from
Nonmagical Attacks
Damage Immunities Fire, Poison, Psychic
Condition Immunities Charmed, Exhaustion, Frightened,
Paralyzed, Petrified, Poisoned
Senses Darkvision 120 ft., Passive Perception 12
Languages Infernal, Undercommon
Challenge 7 (2,900 XP) Proficiency Bonus +3

Magic Resistance. The colossus has advantage on saving
throws against spells and other magical effects.

Siege Monster. The colossus deals double damage to objects


and structures.

Red Hot. When the colossus touches another creature that


creature takes 5 (1d10) fire damage and catches fire; until
someone takes an action to douse the fire, the creature takes 5
(1d10) fire damage at the start of each of its turns.

Actions
Multiattack. The colossus attacks twice: once with its
piledriver and once with its burning fist.

Piledriver. Melee Weapon Attack: +9 to hit, reach 10 ft., one


target. Hit: 19 (2d12 + 6) piercing damage, and the target is
pinned in place. If the target attempts to move on its next turn,
it must first succeed on a DC 16 Strength (Athletics) check.

Burning Fist. Melee Weapon Attack: +9 to hit, reach 5 ft., one


target. Hit: 15 (2d8 + 6) bludgeoning damage, and the target
catches fire. Until someone takes an action to douse the fire,
the creature takes 5 (1d10) fire damage at the start of each of
its turns.

Blazing Charge (Recharge 5-6). The colossus bursts into


flame and charges at least 20 ft. in a straight line, moving
through any intervening creatures. Any creature in its path
must succeed on a DC 14 Dexterity saving throw, taking 17
(5d6) fire damage and falling prone on a failed save, or taking
half as much damage on a successful one. This movement
does not trigger opportunity attacks.

Reactions
Purge Heat (1/Day). When an attack hits the colossus, it may
release a blast of fire and steam. Each creature in a 20 ft. cube
centered on it must make a DC 16 Constitution saving throw,
taking 17 (5d6) fire damage on a failed save, or half as much
damage on a successful one. Until the start of the colossus’
next turn, the cube is heavily obscured.

21
Krublord Skarlek
Small fiend (devil), lawful evil


Armor Class 15 (hide)
Hit Points 31 (7d6 + 7)
Speed 25 ft., 25 ft. climb

STR DEX CON INT WIS CHA
14 (+2) 16 (+4) 13 (+1) 12 (+1) 13 (+1) 12 (+1)

Saving Throws Dex +6, Con +3
Skills Acrobatics +6, Perception +3, Survival +3
Damage Resistances Fire
Senses Blindsight 60 ft., Passive Perception 13
Languages Infernal, Undercommon
Challenge 1 (200 XP) Proficiency Bonus +2

Scrabble. Skarlek has advantage on Dexterity saving throws
against area effects that cause damage.

Stone Camouflage. Skarlek has advantage on Dexterity


(Stealth) checks made to hide in rocky terrain.

Frenzy. When Skarlek damages a living creature with a melee


weapon attack, he can immediately make another attack with Krub Miner
his War Pick. Additional attacks granted by this trait do not Small fiend (devil), lawful evil
benefit from this trait.

Armor Class 14 (hide)
Actions Hit Points 13 (3d6 + 3)
Multiattack. Skarlek attacks twice: once with his war pick and Speed 25 ft., 25 ft. climb
once with his firebolt.

STR DEX CON INT WIS CHA
War Pick. Melee Weapon Attack: +4 to hit, reach 5 ft., one 14 (+2) 16 (+3) 13 (+1) 11 (+0) 13 (+1) 11 (+0)
target. Hit: 6 (1d8 + 2) piercing damage.

Saving Throws Dex +5, Con +3w
Firebolt. Ranged Weapon Attack: +6 to hit, range 20 ft., one
Skills Acrobatics +5, Perception +3, Survival +3
target. Hit: 8 (1d8 + 4) fire damage. Being within 5 feet of a
Damage Resistances Fire
hostile creature doesn’t impose disadvantage on this attack.
Senses Darkvision 120 ft., Passive Perception 13
Boom! (4/Day) Skarlek throws a stick of dynamite at a point Languages Infernal, Undercommon
within 30 feet of him. It explodes on impact. Each creature Challenge 1/2 (100 XP) Proficiency Bonus +2
within 10 feet of the target point must make a DC 13 Dexterity —
saving throw, taking 14 (4d6) force damage on a failed save, or Scrabble. The krub has advantage on Dexterity saving throws
half as much damage on a successful one. against area effects that cause damage.

Clackjaw’s Flame (Recharge 5-6) The devil on Skarlek’s Stone Camouflage. The krub has advantage on Dexterity
shoulder exhales fire in a 30-foot line that is 5 foot wide. Each (Stealth) checks made to hide in rocky terrain.
creature in that line must make a DC 13 Dexterity saving throw,
taking 18 (5d6) fire damage on a failed save, or half as much Frenzy. When the krub damages a living creature with a melee
damage on a successful one. weapon attack, it can immediately make another attack with
its War Pick. Additional attacks granted by this trait do not
benefit from this trait.
Reaction
Better You Than Me. When Skarlek would be hit by an attack,
he may switch places with a krub within 5 feet of him. That
Actions
krub then takes the triggering damage instead. War Pick. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 6 (1d8 + 2) piercing damage.

22
Smidvarg
Small fiend (devil), lawful evil


Armor Class 14 (hide)
Hit Points 27 (6d6 + 6)
Speed 25 ft., 25 ft. climb

STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 13 (+1) 11 (+0) 13 (+1) 11 (+0)
Krub Boomhurler
— Small fiend (devil), lawful evil
Saving Throws Dex +5, Con +3
Skills Acrobatics +6, Perception +3, Stealth +6, Survival +3 —
Damage Resistances Fire Armor Class 14 (hide)
Senses Darkvision 120 ft., Passive Perception 13 Hit Points 18 (4d6 + 4)
Languages Infernal, Undercommon Speed 25 ft., 25 ft. climb
Challenge 1 (200 XP) Proficiency Bonus +2

— STR DEX CON INT WIS CHA
Scrabble. Smidvarg has advantage on Dexterity saving throws 14 (+2) 16 (+3) 13 (+1) 11 (+0) 13 (+1) 11 (+0)
against area effects that cause damage.

Saving Throws Dex +5, Con +3
Stone Camouflage. Smidvarg has advantage on Dexterity Skills Acrobatics +5, Perception +3, Survival +3
(Stealth) checks made to hide in rocky terrain. Damage Resistances Fire
Senses Darkvision 120 ft., Passive Perception 13
Frenzy. When Smidvarg damages a living creature with a
Languages Infernal, Undercommon
melee weapon attack, he can immediately make another attack
Challenge 1/2 (100 XP) Proficiency Bonus +2
with his War Pick. Additional attacks granted by this trait do
not benefit from this trait. —
Scrabble. The krub has advantage on Dexterity saving throws
against area effects that cause damage.
Actions
Flickersnap. Melee or Ranged Weapon Attack: +6 to hit, Stone Camouflage. The krub has advantage on Dexterity
reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) (Stealth) checks made to hide in rocky terrain.
piercing damage.
Actions
War Pick. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 6 (1d8 + 2) piercing damage. War Pick. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 6 (1d8 + 2) piercing damage.
Reactions Boom! (4/Day) The krub throws a stick of dynamite at a
Flicker Snap! When Smidvarg hits a target with his magical point within 30 feet of it. It explodes on impact. Each creature
dagger Flickersnap, or throws it at a location within its within 10 feet of the target point must make a DC 13 Dexterity
range, he may teleport to a space within 5 ft. of that target saving throw, taking 14 (4d6) force damage on a failed save, or
or location. half as much damage on a successful one.

23
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24

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