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The_Forgotten_Halls_of_Brassfire
The_Forgotten_Halls_of_Brassfire
of Brassfire
A 1st–3rd level adventure designed for use with Shadowdark RPG
“A solid brass door ye’ say? I’ve got just the right hammer!”
–Gromli “Goldbeard” Ironfist, mercenary–entrepreneur.
The Forgotten Halls of Brassfire is an independent product published under the Shadowdark RPG Third-Party License
and is not affiliated with The Arcane Library, LLC. Shadowdark RPG © 2023 The Arcane Library, LLC
Written by Brynjar Már Pálsson.
2
Contents
04 Overview
07 Ravine [areas 1–8]
11 Caverns [areas 9–14]
13 Ruins [areas 15–26]
19 NPCs & Creatures
22 Potion Table & Magic Items
23 Keyed Map
3
Overview
ROOM DESCRIPTORS
The keyworded descriptive elements in bold in the beginning of each area are
safe to share with the players. The bulleted descriptions below them are for the
GM only.
BACKGROUND
According to Lemenvios the Lesser –a historian of lesser renown– the Brassfire
Crags once spanned the entire mountain range where the legendary Kytherian
metalsmiths worked brass into wonders. Although no entrance has ever been
discovered, there’s never a shortage of poor village fools searching for it and
the treasures within.
FACTIONS
Cragbairn. Dwarves descended from Kytherian slaves who have endured
generations of darkness and neglect. Frail, blind and savage, they reside
in areas 15–22, worshipping crumbling ruins with cruel blood rituals and
cannibalistic feasts. They are leaderless and rudimentary but fiercely protect
their halls from outsiders seeking to despoil them.
Sahuagin. Tall, blue–green and ruthless humanoids with webbed feet and
hands, neck gills and dorsal fins. These colloquially nicknamed “Seadevils”
make a habit of ambushing unwary villagers who tread too close to their lair.
They have made their home in areas 9–14 where they breed their young. Their
leader, Nerielle, is young and inexperienced, as their last Seer –Nerielle’s father–
was recently slain by the chuul.
Chuul. This horrible 8 foot long mix of crustacean, insect, and serpent is the
result of an ancient magical ritual gone awry. It mostly resides in the bottom of
the ravine but has made a nest for its tadpole offspring inside area 25. It can also
move around underground between its many burrows.
4
RUMORS
1 A group of treasure–seeking thugs are roaming the area.
2 The Kytherians’ secret is guarded by a giant crustacean.
3 A powerful amulet is hidden deep within the halls.
4 The massive brass doors can open by themselves.
5 The slaves who built it were entombed alive and guard it still.
6 They built an enormous brass mechanism capable of granting a wish.
7 Sahuagin leader is said to wield a mighty magical trident.
8 One of the Kytherian kings and all of his possessions were cursed.
◆◆ [1] Reservoir. Drops 40ft. down into 5ft. deep freshwater pool in area 1.
Ravine. A cool breeze blows through over the rushing din of the freezing river a
hundred feet below. Directly above the broken stone bridge is a crevice in the
dirt ceiling, bathing the ravine with faint light from outside.
Caverns. Humid and warm, the cave interiors smell like sulfur and rotten eggs.
Ankle–deep warm water covers the slippery ground and slowly drains over the
edge of the ravine. Steam occasionally seeps out of cracks in the walls.
Ruins. Sounds of dripping water and the smell of rot fills the stale air. The
vaulted 20 ft. tall ceiling is carved from smooth granite, specked with flakes of
sparkling quartz that catch the light. The marble tiles in the floor and walls are
decrepit and decayed.
Brass Doors. Made from solid brass, 20ft. tall, 5ft. wide and 2ft. thick. They
operate on a vast underground hydraulic system. Opening a door requires a
nearby brazier be lit by placing a burning torch into its center receptacle. The
doors open one round later and stay open for as long as the torch burns in the
brazier, closing one round after being extinguished.
5
COMBAT OVERVIEW
Thugs. Sneak into area 1 shortly after PCs enter dungeon. Hang around areas
1 and 2 digging through rubble, looking for treasure. Retreat toward area
1 if threatened, exit dungeon if needed. Avoid combat at all costs but loot
mercilessly. Mostly consistent of young, simple human villagers.
Cragbairn. Keep to areas 15–17 and 21, avoiding other areas unless when
attacking the sahuagin tribe. If overwhelmed, retreat to area 21 and barricade
themselves in. Only priests and other higher–ups allowed in area 22 during
ritual. Don’t know about any secret doors or what the receptacles do.
Sahuagin. Mostly keep to areas 10–13, avoiding area 23. Once per day check
the net in area 8 for loot and inspect / reset traps in areas 7 and 14. Retreat to
a pool if threatened. If overwhelmed, escape through area 8 exit or regroup in
area 10 pool. Terrified of the chuul. Know about area 23 secret door and traps.
NARRATIVE HOOKS
◆◆ Two villagers went to dig a new well in the scrublands and haven’t returned.
◇◇ Note: Both are located in area 1.
6
Ravine
AREAS 4–8*
Danger level. Unsafe. Check for random encounters every 3 crawling rounds
and after opening the brass door in area 2. (1d6, 1 = encounter)
Light. Ambient light spills from tiny crevice 50ft. above bridge in area 6.
*Includes areas 1–3 once the Brass Doors in area 2 are open.
RANDOM ENCOUNTERS
2d6 Details
1 The chuul climbs up the ravine searching for prey for its tadpoles.
2-4 1d6 startled stingbats flutter out of a gritty hole in the wall.
5-7 Intense updraft upsets balance and blows out torches and lanterns.
2d4 thugs argue about how to share their newfound treasure.
8-11
(Roll on treasure table 0–3.)
12 2d6 sahuagin hunters carry a human captive to area 13.
1. RESERVOIR
Sound: Loud, mechanical rattling sound coming from area 2 echoes in the
cave. Villagers: A humanoid figure lying in the mud, unmoving. Floor: Wet
mud, sucks feet. Gear: Digging equipment scattered next to pool.
◆◆ Hole. Eldric and Lysandra were digging and fell into the hole together.
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2. COLLAPSED ENTRANCE
Brass Doors: Loud and repetitive mechanical rattling sound. Murals: Dwarf
slaves building a structure while being whipped. Skeleton: Wearing moldy black
robes with stars. Cave–in: Passageway south completely blocked by rubble.
◆◆ Brass Doors. Shut tight, mechanism broken. Once opened they don’t fully
close again.
◆◆ Corpse. Long dead wizard, looted. 1:6 chance to hide random tier 1 scroll.
3. SUBMERGED CAVERN
Water: Dark and murky, vision limited to close.
4. SOUTH PRECIPICE
Skeletons: Dozens of skeletal remains, desperate claw marks cover the walls
and doors. Bridge: Ruined marble bridge with two black pillars on either side.
Cave passage: Cool breeze comes from a narrow crevice. Drawbridge: Rotten
wood and frayed rope. Rats: Two small rats next to bridge fight over scraps.
◆◆ Rats. Two more giant rats are nesting in the corner next to the drawbridge.
◇◇ Nest. Miserable Maplewand is buried under a putrid refuse pile.
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5. EAST PRECIPICE
Cliff Wall: Roughly excavated sections of stone and dirt reveal an overgrown
hole in the wall leading into a lush underground structure. Tools: Bronze tools
lie discarded around the hole.
6. NORTH PRECIPICE
Brass doors: Engraved with the face of a majestic dwarf looking up in veneration.
Crevice: Frayed rope dangles from crevice 50ft. above the bridge. Bridge: A corpse
is sprawled across the steps next to a precariously dangling backpack.
◆◆ Bridge. Four kolaras hide in their nest perched under the bridge.
◆◆ Brass doors. Touching the closed doors from this side activates the
engraving to speak in dwarvish: “The temple is currently closed. Please come
back later.”
◇◇ Replying to the door in dwarvish with the phrase “This temple opens to me”
opens the doors for one round.
◆◆ Backpack. 1 torch, 2 rations, shovel and roll twice on random potion table (p.22).
7. WHISTLING CAVE
Crevice: A gentle breeze blows through the tight vertical passages in and out.
Trap: Dead cragbairn impaled on wood spikes protruding from the north wall.
South wall: Water soaks this whole wall and drips into small puddles below.
◆◆ Trap. Two identical traps line the north wall 5ft. apart. Right one is already
activated, left one is hidden and ready.
◇◇ Spring–loaded spiked wall, DC 12 DEX or 2d6.
◆◆ Noise. Loud noise or activating the remaining trap will alert the sahuagin
hunters in area 8 that more intruders are coming.
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8. WEST PRECIPICE
Stone Pillar: Curves toward the south wall, forming an overhead arch. Pool:
Two shark–teethed humanoids stand next to the pool, surrounded by corpses.
Baskets: Reed baskets hug the stone pillar. Net: Water reed net spans the ravine.
◆◆ Sahuagin Hunters. Tired after fighting off five cragbairn. Retreat through
pool and hide if attacked.
◇◇ NPCs. Nerielle (yellow eyes, naive leader), Kaanet (wears bovine skull helm,
protective of Nerielle).
◇◇ Gear. Nerielle wields tidepiercer and carries one healing potion.
◇◇ Retreat. Return with five more sahuagin hunters within an hour and set up
an ambush in the pool.
◆◆ Deal. Nerielle grants safe passage through caves if PCs promise to bring her
the clockwork amulet from within the ruins.
◇◇ One Chance. If they return empty–handed from ruins, they become food.
◆◆ Baskets. Three. One has 2d6 raw fish, another has 1d6 dead stingbats and
the third is full of junk and debris (roll on potion table).
◆◆ Net. Sturdy and easy to traverse if done carefully, otherwise DC 12 DEX or foot
stuck for 1 round.
◇◇ Size. 35ft. across and dips down 100ft. into the rushing river.
Caverns
AREAS 9–14
Danger level. Risky. Check for random encounters every 2 crawling rounds and
after disturbing any pools. (1d6, 1 = encounter)
RANDOM ENCOUNTERS
2d6 Details
1 The chuul invades the caverns searching for prey for its tadpoles.
2-4 1d4 curious sahuagin pups approach from a nearby pool.
5-7 Random PC plummets into 10ft. deep crevice of hot water.
8-11 1d4 sahuagin hunters defend against 1d4 invading cragbairn.
12 2d4 sahuagin hunters return from surface hunting trip.
9. RITUAL ANTECHAMBER
Stone Cairns: Three evenly spaced 1ft. tall piles of nearly identical smooth
stones. West Wall: A concave wall covered in primitive drawings of ritual
offerings for fertility and offspring. Pool: Warm and 7ft. deep in the center.
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11. CAVE DEN
Floor: Smooth stone covered in soft moss and lichen beds. Creatures: A dozen
blue–green, lithe figures. Basket: A small reed basket sits in the corner.
◆◆ Sahuagin Hunters. Vigilantly watch the pool for intruders. Fight to the death.
◇◇ NPCs. Ozi (strong), Sirzet (kind), Attuc (sociable) and Keen (practical)
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Ruins
AREAS 15–26
Danger level. Risky. Check for random encounters every 2 crawling rounds or
after PCs make a lot of noise. (1d6, 1 = encounter)
RANDOM ENCOUNTERS
2d6 Details
1 The chuul emerges from a burrow searching for prey for its tadpoles.
2-4 1d4 cragbairn chanting and painting walls with their own blood.
5-7 1 random small item is stolen by a cunning giant rat.
8-11 2d4 hungry giant rats scurry out of a hole searching for morsels.
12 A wide–eyed sacrificial prisoner tries a desperate escape.
◆◆ Watering Jug. One of the brass jugs is full of watered down acid.
◆◆ Cragbairn. Five. They are resentful for having guard duty during the ritual in
area 22. They mostly sleep and play a gambling game.
◇◇ NPCs. Luc (envious), Drav (missing fingers, greedy), Hadri (no teeth,
distrustful), Valers (dumb), Casi (crippled, resourceful).
◇◇ Game. Similar to liar’s dice but with teeth instead of dice. Piled up between
them are 19 polished stones (1sp each), 27gp and an intricate brass walking
cane (10gp).
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16. APOCATHERY CHAMBER
Workshop: Messy stone table workbench with wooden chair. Shelves: Wooden
shelves lined with alchemical vials. Creatures: Two scruffy children wearing
sacks tied with rope play unattended with alchemical equipment on the floor.
◆◆ Workshop. Two brass vials behind workbench, roll twice on potion table.
◆◆ Children. Brother and little sister play on the floor with a petrified griffon
feather (15gp). Are willing to trade their toy. Run to Mikos in area 17 if scared.
◇◇ NPCs. Gradsi (toddler, mischievous) and Hadtor (child, courageous)
◆◆ Cragbairn. Insane and unstable. His fingers are bloody and raw from
painting the poem in area 23.
◇◇ NPC. Mikos (nervous, speaks slow, jagged dwarvish).
◇◇ Gear. Mikos wields gladius of the arena master and is wrapped in a foul
blanket made from rat tail macrame.
◆◆ Rats. Mikos’ two pet giant rats, Maxi and Deci, are nesting in seperate beds.
◆◆ Alcoves. 2:6 chance per alcove; roll on potion table. Otherwise roll on
random treasure table 0–3.
◆◆ Skeleton. Cracked emerald (60gp) and giant rat inside stomach cavity.
◆◆ Backpack. Ten iron pitons, iron crowbar and roll once on potion table.
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19. ARCHIVE CHAMBER
Shelves: Empty moss–covered stone shelves border the room. Repository: Two
chair–sized brass hands protrude out from the floor in the middle of the room.
Corpse: Small body burnt to a crisp kneeling on the floor.
◆◆ Burrow. Cragbairn avoid this room. Loud noises trigger random encounter 1
after 1d4 rounds.
◆◆ Ooze. Four grey oozes encircle the pillar, mezmerised by the yellow light.
◇◇ While the light is yellow, the oozes are docile.
◆◆ Table. Three carved bodies, five copper knives, one large brass bowl full of
harvested vital organs.
◇◇ Two bodies are cragbairn, the other a sahuagin.
◆◆ Cragbairn. Three. Head chef and her two assistants–in–training are preparing
the vital organs for the blood ritual in area 22.
◇◇ NPCs. Maximilima (old, senile), Arm (cruel, eager), Octo (insecure, stutters).
15
22. HALL OF LEGACY
Room: Curved meteorite walls emit low hum. Cages: Bronze bars, gate and wall–
mounted manacles. Guards: East cage guarded by deformed dwarves. Statues:
North wall entirely made of brass with large bas relief statues. Ritual: Robed
figures chant and move rhythmically in front of the statues.
◆◆ Cragbairn Priests. Four. They dance and chant, pausing only to smear their
own blood on the floor in patterns and circles before resuming the dance.
They await the brass bowl from area 21 containing the ritual sacrifices.
◇◇ NPCs. Renatus (very old, bad memory), Valentina (perfectionist, cruel),
Scaurus (extremely short, club–footed), Clemens (weak, hates Valentina).
◆◆ Statue of Hadrian Stoneheart. Crowned dwarf wearing toga, palms held out.
◇◇ Plaque. He who united the people, ushering in an era of peace.
◆◆ Statue of Titus Goldbeard. Levitating dwarf with crustacean face and limbs.
One foot higher as if ascending, pincers holding a scroll.
◇◇ Plaque. He who transformed the people and awakened their souls.
16
23. HALL OF DEVOTION
Walls: Murals of dwarven kings and their deeds have been vandalized with
smeared blood. Niches: Four. Strewn with decrepit offerings in a stone bowl and
earthernware amphoras below a brass plaque.
◆◆ Brass Doors. North double doors require the knock spell to open.
◆◆ Offerings. Roll 4d6gp and treasure table 0–3 for each niche.
◇◇ Amphoras. One per niche. A centipede swarm hides inside one of them.
◆◆ Brass Altar. Small circular holes on each side reveal a brass clockwork
medallion magically suspended inside the hollow altar. Features bas relief
art of a forge, hammer, beard and heart.
◇◇ Buttons. Each bas relief art conceals a thumbsized button.
◇◇ Trapped. Reaching into the altar without sequencially pressing the buttons
in the correct order (Hammer, Heart, Forge, Beard) triggers hidden iris
blades to close around the hole, DC 18 DEX or 2d12 and amputation.
◇◇ Amulet. Retrieving the amulet disrupts the hydraulic system below. Murky
water bubbles and spews out of the altar along with 7 tiny chuul tadpoles.
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25. THE KYTHERIAN MECHANISM
Floor: Knee–deep murky water. Mechanism: Three embedded brass platforms
mounted with countless cogs and gears speckled in bluegreen rust. Brass
Pedestal: Holds a lever shaped like a hand reaching up.
◆◆ Burrow. Partially hidden under the murky water. Chuul returns here once
every hour at least.
◆◆ Alcoves. Dust and grime make peering through the windows difficult. The
windows are hinged and locked with a small bronze latch.
◆◆ Treasure. Hidden behind each window are items once belonging to one of
the four Kytherian kings.
◇◇ (NW) Magnus Forgebane. Silk robes with brass buttons (100gp).
◇◇ (NE) Hadrian Stoneheart. Exquisite brass laurel brooch (60gp).
◇◇ (SW) Titus Goldbeard. Black leather belt with gold pincer buckle (150gp).
Cursed. Wearing this belt permanently swaps your highest and lowest
mental stats before the pincer buckle snaps the belt in two, destroying it.
◇◇ (SE) Baldrak Stormhammer. Battle scarred bronze helm with indigo
plume and polished edges (150gp, hammerhelm of the thunder king).
◆◆ Throne. One throne has a hidden brass lever on the back. Pulling it activates
one of the statues in area 25, striking anyone on the altar for 2d12.
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NPCs & Creatures
19
centipede swarm giant frog
A crawling mass of weaving, sinuous Human–sized frogs with warty skin and long,
centipedes. sticky tongues.
AC 11, HP 18, ATK 3 bite +1 (1d4 + poison) MV AC 12, HP 10, ATK 1 tongue and 1 bite +2 (1d6),
near (climb), S -3, D +1, C +0, I -4, W +3, Ch -4, MV near (swim), S +2, D +2, C +1, I -3, W +0, Ch -3,
AL N, LV 4 AL N, LV 2
Poison. DC 12 CON or paralyzed for 1d4 Tongue. 1 creature in near DC 12 DEX or pulled
rounds. to close range.
20
kolara stingbat
Harmless looking, cat–sized bears Darting, orange insect–bat with four wings
who leap onto unsuspecting and needlelike beak.
heads, latching on with their
AC 12, HP 4, ATK 1 beak +2 (1d4 + blood drain),
claws. Hunt in packs.
MV near (fly), S -2, D +2, C +0, I -2, W +0, Ch -2,
AC 13, HP 5, ATK 1 leap and 1 bite +3 AL N, LV 1
(1d4), MV near (climb), S -1, D +3, Blood Drain. Attach to bitten target; auto–hit
C +0, I -2, W +0, Ch +2, AL C, LV 1 the next round. DC 9 STR on turn to remove.
Leap. Jump up to double near and latch onto
1 target’s head. DC 12 STR on turn to remove, tadpole, chuul
until then target is blind. A slimy fish–like larvae the size of a leech.
Vicious. Cumulative 1:6 chance each turn
AC 10, HP 1, ATK 1 bite +0 (1 + feed), MV near
while latched to maim target’s face or head.
(swim), S -3, D +0, C +1, I -4, W -2, Ch -3, AL N,
LV 0
rat
Feed. Attach to bitten target; auto–hit the
Rangy, plague–carrying rodents that infest
next round. DC 9 STR on turn to remove.
underground places.
AC 10, HP 1, ATK 1 bite +0 (1 + disease), MV near, thug
S -3, D +0, C +1, I -3, W +1, Ch -3, AL N, LV 0 A bruised and boorish ruffian.
Disease. DC 9 CON or 1d4 CON damage (can’t
AC 13(leather + shield), HP 4, ATK 1
heal while ill). Repeat check once per day; end
shortsword +1 (1d6), MV near, S +1, D +0, C +0,
on success. Die at 0 CON.
I -1, W +1, Ch -1, AL C, LV 1
rat, giant
Cunning rats as large as cats. Mangy fur and
wormlike tails.
AC 11, HP 5, ATK 1 bite +1 (1d4 + disease), MV
near, S -2, D +1, C +1, I -2, W +1, Ch -2, AL N, LV 1
Disease. DC 9 CON or 1d4 CON damage (can’t
heal while ill). Repeat check once per day; end
on success. Die at 0 CON.
sahuagin commoner
Humanoids with sea–green skin, webbed
limbs and wearing tribal attire.
AC 11, HP 1, ATK 1 claw +1 (1d4), MV near
(swim), S +1, D +1, C +0, I -1, W +0, Ch -1, AL C,
LV 0
Half–Amphibious. Must be submerged in
water every 4 hours or suffocates.
sahuagin hunter
Humanoids with sea–green skin, webbed
limbs and shark teeth. Vicious hunters.
AC 14 (leather + shield), HP 9, ATK 2 trident
(near) +1 (1d6), MV near (swim), S +1, D +1, C +0,
I -1, W +0, Ch -1, AL C, LV 2
Half–Amphibious. Must be submerged in
water every 4 hours or suffocates.
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Magic Items
RANDOM POTION TABLE
d6 Potion Effect
1 Oil flask Shadowdark page 34
2 Potion of healing Heals 1d6 HP
3 Potion of defense AC 17 for 5 rounds
4 Elixir of health Cures poison and disease
Invisible for 10 rounds or until you
5 Potion of invisibility
attack or cast a spell
6 Potion of speed MV Double near for 5 rounds
Hammerhelm of the
Thunder King
A battle scarred bronze helm with indigo
plume and polished edges.
Benefit. This helm grants you a +1 bonus to
your armor class. Your attacks with maces
and hammers deal additional 1d8 damage.
Curse. You attract storms and bad weather.
22
Spiked wall trap. Spring–loaded board full of sharpened sticks, DC 12 DEX or 2d6.
Banshee trap. Tiny, flat, brass disk. When stepped on, it emits a gravitic field under–foot and a long,
extremely loud warning screech. DC 15 STR to escape, dwarves immune. DC 18 INT to re-arm, 1:6;
device destroyed.
Secret Doors. Murky underwater passages and grinding, revolving walls.
cragbairn priests
hollowspawn
sahuagin
cragbairn
sahuagin
sahuagin prisoners
sahuagin
cragbairn mikos
giant rats
grey oozes
giant frog
cragbairn
sahuagin
giant rat
in/out
kolaras
ratnest
in/out
nerielle
giant leech
kolaras in/out
23