764 The Dwarven Rulers

This adventuring supplement is designed for D&D5e. On out Patreon page you can get it in PDF format (see image). The downloads include hi-res images for the maps. And there is a variant PDF version designed for Shadowdark RPG.

Beneath the stalwart gaze of stone sentinels, the past and present collide. At their feet lie the remnants of their might and power, in physical form.

Dwarvish Inscription

Deep in the cradle of the Ghin Faradum, the Monument of the Four Dwarven Rulers stands as a testament to valor and resilience. The great military leaders made King Davek’s wishes come true. They conquered the goblin territory during the Hundred-Year War. The runes and dwarven motifs engraved upon their plinths narrate their tales.

Goblin Defilers

The heroes arrive to find the once-revered site in dis­array. A goblin shaman and his goons defaced the stat­ues, covering the runes with corrupt symbols. They aim to conduct dark rituals to draw on the residual magic of the site. If successful, they could cause real havoc. Any local dwarf would consider such an act a great insult, and thus, the punishment of the defilers rewarded.

Adventure Hooks

  • Escorts. The heroes are hired in Faradak by Kimli Redbeard. They must escort him and his wife as they wish to pay their respects to the old rulers (20 gp).
  • Tourists. The heroes hear about the ancient dwarven rulers and they are curious to see this emblematic loca­tion in person. Perhaps their only motivation is the faint rumors about great treasure interred here.

The Dwarven Rulers

The four rulers are depicted in the same way. But the inscriptions tell a different story. The characters can read the following descriptions engraved on shiny silver plates at the feet of each of the massive statues.

  • Haggi Ironfist – Known for his unbreakable defense strategies. He used to carry a massive mithral shield, its surface scarred by countless historical battles.
  • Durgar Thunderaxe – He ravaged the battlefields wielding a double-bladed axe that reportedly clove three men in one swing. A dwarf of unwavering might.
  • Jali Stoneblade – The tactician. This singular dwarf opted for a shortsword as his weapon of choice. He would pierce the enemy lines with his swift tactics.
  • Rawi Hammerfall – The fiercest of the commanders, remembered for swinging a warhammer mid-air, he was the embodiment of the dwarves’ crushing strength.

Level 2 Encounter

  • Danger. Risky. Check for a Random Event three times while the heroes decide how to approach this.
 RANDOM EVENT d6 Details
1 A sudden tremor loosens the cave ceiling, causing a cascade of sharp stalactites to plummet toward the statues, affecting all creatures in the area (DC 11 Dexterity). On a fail, they take 1d8 piercing damage. The massive stone statues withstand the hit.
2 Bioluminescent insects swarm the cave, creating a disorienting, glowing fog that obscures vision and hinders movement.
3 A family of four darkmantles descends from the darkness of the ceiling. They flee if reduced to half their Hit Points.
4 A dormant rune embedded in the cave wall activates, unleashing a spectral guardian (shadow) that challenges the living.
5 A band of eight goblins comes looking for the shaman goblin that defiled this place. They want to join their kin and help.
6 Some dwarves have come to visit the statues. Four guards lead a group of ten commoners. When they arrive, the guards join the heroes if they are already fighting the defilers. However, the ten peasants fight too if they must turn the tides in their favor.

First Contact

If the heroes are observant of their surroundings, they may notice the statues are in disarray and the many goblins attempting to hide (DC 12 Perception). If they fail this check, the goblins remain hidden and they are fully aware of the characters’ approach. On the other hand, if the characters are aware of the goblins, they may attempt to ambush them (DC 13 Stealth). A failure means both groups are aware of each other’s presence.

Confrontation

The dwarven statues were defiled by ten mischievous goblins, their goblin boss, and a goblin shaman.

  • No Dwarves. The goblins do not raise their weap­ons at first if they see no dwarves. The heroes are free to leave the goblins alone. However, doing so grants no treasure and the heroes’ lack of empathy for the dwarves’ cultural site may be noticed (See Consequences).

The Four Statues

Without the goblins, the heroes may spend an entire day cleaning the statues and restoring the site to its former state. Kimli and his wife help if they are present, the cou­ple calls the heroes ‘Protectors of the Dwarves’.

After the restoration, the spirit of one of the dwarf rul­ers appears (Roll a d4 to determine who). With a magi­cal word, a secret compartment opens, and the heroes obtain one of these: shield, axe, shortsword, or hammer. All artifacts are sentient +2 items with glowing runes.

Consequences

  • Leaving the goblins to their affairs shall make the characters enemies in Faradak. But perhaps the dwarves in Topaz Beach see their open-mindedness as a virtue. Contrastingly, both towns will hunt anyone who digs up the magic weapons of their ancient rulers. Only the gift­ed item shall defend its owner. The others will not.

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