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Mithral Hall

A Dungeon for 6th Level Characters

Overview

This famous dwarfhold in The North earns its reputation from the deeds of its renowned inhabitants, the dwarves of Clan Battlehammer. Mithral Hall is named for the hard silvery metal the dwarves mined there for thousands of years.  

The Mists of Time

More recently, however, as the dwarves carved ever deeper shafts following a vein of mithral, they broke through into a hidden chamber, one created far below the surface when the world was young. The shrine was dedicated to a powerful force of pure evil, Asmodeus. The god cunningly twisted the allegiance of some of the miners who found his long-lost fane. Those under his influence concealed the breakthrough into Asmodeus's shrine and began an insidious campaign to take control of the mining complex from within. The most powerful agent of Asmodeus was a cleric who was dissatisfied with his standing in the dwarven community and who sought to increase his power. With Asmodeus's aid, this dwarf, Frelpic, constructed a powerful iron golem, supposedly to assist in the mining. Once the construct was fully animated, Asmodeus sent an evil spirit to possess the golem. In one long, bloody night, the entire dwarven force was murdered. Frelpic alone was allowed to live. However, the cleric was driven insane by his contact with the god and the role he played in the murder of his comrades.   Given no other orders by the wicked Asmodeus, Frelpic animated the corpses of many of his former companions and returned to the work of mining the mithral ore. Meanwhile, Asmodeus continued to expand his malign influence, using the chamber consecrated to him as a focus for his efforts. Although it has taken nearly decades, the god's persistent call has finally attracted a suitable army of mortal followers: the humanoid forces that now control the upper level of the Hall. From this protected position, Asmodeus hopes to expand his sphere of control across the entire region - a disaster of unmitigated proportions for all life nearby.  

External Locale

The few small stands of trees on the mountain consist of pines and yews. The mountains have few bushes, and their rocky sides are worn by glaciation. Mithral Hall resides beneath one of the many mountains in the area. The Hall's mountain is riddled with cleverly concealed ports for ventilation, none of which are large enough to admit a creature. The natural ventilation of the dwarven mines creates a fairly strong breeze flowing from these vents. Creatures in gaseous form cannot penetrate them but are instead blown away from the vents. Each vent includes several grates and grills to stop vermin and small animals from entering. Paths leading to and from the entrances of the Hall were carved by the original dwarves, as may be determined after close inspection of the area. The humanoid trails leading from the front gate (entrance A) are well hidden. At ground level, the trails can be found only by inspection and are not obvious to casual searchers.  

A. Main Entrance

The main entrance is some 80 feet above ground level and cannot be seen from the base of the mountainside. It is cut into the mountainside with a flat rock outcropping in front of it that is roughly circular with a diameter of 60 feet. The entrance itself is rectangular, 30 feet wide and 20 feet high. It is perfectly cut from the surrounding stone. A dwarf or gnome can recognize the entrance as dwarven work.   Day or night, the entrance is watched by five orcs. Each orc carries 1d20 gp. Torches can be seen burning inside the tunnel leading into the Hall. There are a total of six torches along the right side of the tunnel. One must be looking down the tunnel to be able to see and count the torches.   About 100 feet inside the tunnel, next to a torch, is a large bronze gong. If the guards are attacked, one orc always heads toward the gong, sounding it the following round.  

B. Back Door

The rear entrance is also 80 feet from ground level and cannot be seen from the base of the mountain. This entrance is preceded by a 50-foot diameter, flat rock outcropping. The entrance is rectangular, 10 feet wide and 15 feet high. As with the main entrance, dwarves and gnomes can note it as the work of dwarves.   This entrance is guarded by four orcs. Each orc carries 1d20 gp. Torches can be seen burning inside the tunnel leading down into the Hall. There are four torches on the tunnel walls, alternating left and right. One must be looking down the tunnel to see and count torches.   Approximately 75 feet inside the tunnel is an alarm horn hung on a peg. If attacked, one orc always heads toward the horn, blowing it the following round. During the day, this orc stays back in the area near the horn.   This entrance can't be seen from a distance of 200 feet or more due to an ancient dwarven spell that makes it appear as if the mountain continues unbroken over the cave entrances. During daylight hours, adventurers can succeed on a DC 18 Wisdom (Perception) check to notice a slight shimmering effect, similar to heat distortion, in the affected area.  

Level 1

1. Guard Post

Stationed here at all times are twelve orcs. Each orc carries 1d20 gp. These orcs are accompanied by an orog carrying 4d10 ep. If the horn has been sounded (see entrance B), half of the orcs rush to the entrance. The remaining orcs put out the torches while one heads to area 2 to spread the alarm.   This circular chamber is cut smoothly from the rock and has a domed ceiling with an apex of 30 feet. There are eight sconces with torches along the walls (four on each side) and a central bonfire. The walls of this chamber (like others on this level) are decorated with intricate carvings depicting scenes from dwarven legends. These have been defaced by the orcs. The chamber has no furniture, just rough blankets to sit on, a supply of wood in a large box, and ten crudely fashioned (unlit) torches.  

2. Bugbear Barracks

Six large, rough pallets occupy this room, along with a large wooden table and two long, high benches. A bonfire burns in the center of the room.   Standing guard here at all times are four bugbears. If three of the bugbears are killed in this room, the remaining one tries to escape farther into the Hall.   Inspection of the room reveals that four of the pallets have been stripped and ransacked. Hidden in the remaining (intact) pallets are a total of 3d12 gp.  

3. Troll Lair

The corridors leading to this chamber are lined with six sconces each, but only half of the torches are lit. In this room lives a single troll.   The chamber is lit by three flickering torches and contains a large wooden table, three chairs, and three straw pallets. Two of the pallets have been ransacked, and the troll sleeps on the third. He is asleep only 20% of the time, however, and will wake up unless intruders succeed on a DC 11 Dexterity (Stealth) check. Human and demi-human bones and offal are spread around the chamber. Smashed and broken weapons also litter the floor, as do torn armor and battered shields.   Hidden in the intact pallet are 140 gp, 220 ep, and a black pearl.  

4. Ogre Lair

The corridors leading from areas 2 and 5 are lined with six sconces apiece, but only one torch in each tunnel is lit. A smoky bonfire burns in the middle of the room. Residing here are two ogres. Each ogre wears a belt pouch containing 10d10 gp.   Strewn about the room are six large pallets, four huge (ogre-sized) clubs, some cured skins (two are lion skins worth 80 gp each), animal bones, broken weapons, and smashed armor. Two of the unused pallets are trapped with itching powder sprinkled through the layers of skins and blankets. The powder requires a successful DC 13 Wisdom (Perception) check to spot, and if a creature searches the unused sleeping pallets, they must succeed on a DC 13 Constitution saving throw or be distracted by the constant, terrible itching. The itching causes the creature to suffer disadvantage on attack rolls and ability checks for one hour. A lesser restoration spell will end the itching instantly There is 4d20 gp hidden in each trapped pallet.   Set into the west wall is a secret door leading to a 10-foot wide tunnel that descends to Level 2 (area 9). When a dwarf or gnome enters the room, the outline of the secret door appears with glowing lines. Otherwise, a successful DC 15 Intelligence (Investigation) check is needed to find the door. Only a dwarf or gnome may open the secret door, although the door may also be opened using a knock spell.   Ancient dwarvish runes are scratched on the wall of the tunnel just beyond the secret door: "Curse the darkness that lies below, and all the horrors it hath spawned, Foesmiter tried and Foesmiter died, his foolish bravery has doomed us all."   Lying beneath these words is the desiccated skeleton of a dwarf. The skeleton is not animated, and it has no treasure. A pair of rusted iron rails leads downward from this location into the darkness. The rails are spaces roughly three feet apart. The passage slopes westward at a 25-degree angle.  

5. Central Lair

The passage from area 3 is lined with six sconces, but only three torches are lit. The passage from area 4 also contains six sconces, but only one torch is lit.   Eight torch-filled sconces line the walls of this chamber, and all are lit save the one closest to the secret door in the northwest section of wall. If this sconce is pulled down, the door opens, revealing small, rough-hewn passages to areas 7 and 8. If the walls are inspected carefully, a dwarf can notice the new stonework around the secret door automatically; for other creatures a successful DC 15 Intelligence (Investigation) check is required. The passage beyond and the chambers it leads to were recently carved out.   This chamber is 330 feet in diameter with a 20-foot diameter central pillar that supports a 60-foot high domed ceiling. Typically encountered here are twenty orcs carrying 1d20 ep each. Also here are two orogs carrying 4d10 ep and an orc war chief carrying 6d8 ep. If no alarm has been sounded, about 40% of the orcs are asleep.   Spaced around the room are twenty orc-sized pallets. Under five of the pallets, arranged at random, are 1-foot deep pits with hinged doors that can be thrown up to face the western passage. If aware of an imminent attack, the orcs hide in their pits (two orcs can fit in each pit) and attempt to surprise intruders. If surprise fails, the orcs use the hinged lids as cover while they engage in missile fire against any visible opponents.  

6. Prison and Stables

The floor of this circular room is strewn with of straw, offal, and rotting feed for the orcs' mounts. There are six riding horses tethered to iron rings bolted to floor. The horses are frightened and do not allow riders without a struggle.   The chamber is 150 feet in diameter and has a domed ceiling 50 feet above. Eight iron brackets are set into the walls of this room, four per side. All but one bracket in the north wall contains a lit torch. The empty bracket, when turned 90 degrees clockwise, opens the secret door in the northeast section of wall. This can be discovered with a successful DC 15 Intelligence (Investigation) check. The secret door leads to areas 7 and 8.   The south wall has been converted into a series of rough cells for prisoners. The prisoners are secured by their wrists and ankles, and the manacles around their wrists are attached by stout chain to an iron ring bolted to the wall. There are five prisoners currently in this area, including Lashanda Suithrasas (CN female sea elf commoner), Erick Rapp (LG male Illuskan human commoner), Duhamel Bafflestone (CG female forest gnome commoner), Anna Sigurdsson (LG female Illuskan human commoner), and Arjan Knurling (LG male Illuskan human commoner). All of the prisoners have 1 hit point remaining and are hysterical. The prisoners must be healed before they can travel, and some attempt must be made to clothe them before they can be safely transported from the lair.   The room is normally guarded by four orcs, each carrying 1d20 ep.  

7. Treasure Room

Entry to this room requires a successful DC 15 Dexterity (Thieves' Tools) check or knock spell. The room contains two wooden chests, one containing 7,940 cp and the other holding 643 ep, 697 sp, and 1,470 gp. These funds constitute the orcs' payroll and treasure recovered from raids. Secured to a wooden rack is a +2 handaxe.  

8. Teleporter Room

The floor of this room consists of three raised tiers, each tier approximately 5 feet above the one beneath. The effect resembles a pyramid. The top is 10 feet long and 5 feet wide and acts as a teleporter between this level and Level 3. The teleporter functions only when a holy symbol of Asmodeus is held or worn by someone standing on the top tier of the pyramid. Anyone on the top tier when the ring activates is instantly teleported to area 38. The teleporter can be used only once a day.   This 30-foot high rectangular room is lit by a dim continual flame spell, but the command word "off" extinguishes the light. Speaking the command word "on" reactivates the spell.  

Level 2

9. Staging and Bunk Area

This 90-foot diameter chamber has a domed ceiling 30 feet high. Strewn about the room are pickaxes, shovels, and other digging equipment, none of which is salvageable. In the center of the room is an ore car on a pair of rusted iron rails that leads up to area 4 and down to area 10.   Along the walls are ten wooden beds, upon which lie ten dwarven skeletons. The skeletons' race can be determined only with good lighting and upon close inspection. As soon as any non-dwarf enters the room, the skeletons animate and attack. Once animated, the skeletons ignore dwarves, but any dwarves who attack the dwarven skeletons lose their advantage and are attacked in kind.   The skeletons attack until destroyed but do not leave the room. At the foot of each bed is a locker containing rusted helms, weapons, and armor as well as several articles of rotted clothing. There is no treasure.   The ore car is held in place by a large chunk of rock. If released, it rolls freely down the tracks at a speed of 30 feet per round. The rails can bear the weight of the car, although there is a non-cumulative 5% chance per 100 feet that fatigue causes the rails to break and the car to tip over. The car is large enough to hold three Medium creatures, should anyone decide to use it as a vehicle; barring accidents, it rolls until it reaches area 11.  

10. Bellows Room

The rails continue through this room. This chamber, similar in size to area 9, contains the crumbling remains of wood benches, tables, and two large bellows. The bellows, which point down along the track to area 11, were plainly of the type used for circulating air rather than fanning flames. Age has rendered them inoperable.  

11. A Lair in the Darkness

The railroad continues into this room but is abruptly interrupted by a 10-foot wide crevice that bisects the room. The tracks end at the lip of the crevice, and an ore car rolling down the tracks surely plummets into the pit unless measures are taken to stop it. The ore car can be stopped by pushing with a combined Strength of 36 or better. The ore car can also be stopped by thrusting a heavy object onto the tracks ahead of the car's wheels. Riders in the ore car can leap out of the car with a successful DC 12 Dexterity saving throw, but still take 2d4 bludgeoning damage from the jump.   The crevice bisecting the chamber is just over 60 feet deep (6d6 bludgeoning damage to anyone falling into the crevice). It extends 20 feet above the 30-foot high domed ceiling and about 60 feet to the northwest and southeast. There is nothing within the crevice but shattered rocks and debris. The crevice is approximately 10 feet across.   On the northeast side of the crevice, another old ore car rests on the tracks. Concealed behind the car is the guardian of the room, a spirit naga.   The naga may enter any location on Level 2 (except areas 9 and 10) in defense of her treasure. She is not well disposed to bargaining and is likely to attack without warning. If persuaded to bargain by adventurers, she demands the best of their treasure and no less than one powerful magical item. She will accept a live meal in lieu of a magical item - a prisoner or fellow adventurer. She is picky, however, and does not eat humanoids. The naga is very intelligent and uses her spells to the utmost.   The ore car behind which the naga hides is rusted and incapable of transporting creatures. The naga's treasure is hidden inside the car: a +3 longsword, 480 gp, 300 ep, 800 sp, four emeralds, three blue spinels, a clairvoyance spell scroll, a cone of cold spell scroll, a cure wounds spell scroll, and a magic missile spell scroll.  

12. End of the Line

This 30-foot high circular room is empty. The railroad that began in area 9 and continued through areas 10 and 11 ends here. Upon entering this room, adventurers can hear the distant sound of dripping water (from area 13).   Set into the southern section of wall is a secret door that can be found with a successful DC 15 Intelligence (Investigation) check. The secret door may be opened by depressing a nearby torch sconce.  

13. Flooded Chamber

The dwarven miners encountered an underground spring while excavating this chamber. Only half of the room was actually completed. The western edge of the floor drops 30 feet to the surface of the spring, which is 150 feet deep and frigid water.  

14. Trapped Corridor

This chamber has a magical glow that fills the entire room with dim light, which is 60 feet in diameter with a 25-foot high domed ceiling. Tools and digging equipment lie heaped upon the floor, but these are all rotten or rusted.   The western tunnel descends farther into the Hall, toward area 15. Thirty feet down the corridor is a magical trap set in the floor. A detect magic spell reveals the trap's presence but not how it works. The trap is triggered by 150 pounds (or more) of weight but discounts the weight of dwarves and non-living matter. A successful DC 14 Wisdom (Perception) check spots the trap with a successful DC 20 Intelligence (Investigation) check to determine how to disarm the trap and a successful DC 15 Dexterity (Thieves' Tools) check to disarm it.   The 30-foot long, 10-foot wide trapped section of floor is balanced on a stone axle and designed to tip forward like a seesaw. Below this tilting "lid" is a 20-foot deep pit. When 150 pounds of weight is placed on the western half of the lid, the entire floor tilts on its axle until it becomes a vertical plane, dumping everything into the western half of the pit. All creatures falling into the pit 2d6 bludgeoning damage. When the "lid" reaches its vertical position, it locks into place at both the pit bottom and the tunnel ceiling, effectively blocking the corridor. Simultaneously, vents in the walls of the pit open with an audible clang. When the Hall was inhabited and maintained, cold water would fill the pit, followed by flaming oil. Both substances are now long gone.   The trap can be reset in area 15, or by succeeding on a DC 20 Intelligence (Investigation) check and a DC 15 Dexterity (Thieves' Tools) check. A knock spell also resets the trap.  

15. A Fool's Errand

This circular, 30-foot high, domed chamber is illuminated by a lingering magical glow similar to that encountered in area 14. The illumination provides dim light to the room.   There is a 10-foot wide, 20-foot tall, and 10-foot deep niche in the northeast wall, but the contents cannot be seen from either tunnel leading into the chamber. Within this niche are the controls for the trap in area 14. The controls consist of two iron levers, both of which are fully operational. Experimentation quickly reveals which lever causes the floor to return to its rightful place. The second lever locks the pit's "lid" in place so that the corridor may be traversed safely.   Set into the northwest wall is another large niche. A light source causes something in the back of the niche to glitter. Closer inspection reveals that the rock at the back of the niche is a thick vein of gold. Eight pickaxes stand against the walls of the niche, among various-sized chunks of rock and small nuggets of gold. The picks look slightly rusted and used, but otherwise they are solid. Anyone who gazes upon this scene from within 15 feet must succeed at a DC 13 Wisdom saving throw or pick up a pickaxe and begin mining. Creatures who fail the save may repeat it every hour. Each hour creatures mine, they gain one level of exhaustion. Unaffected characters may physically remove affected characters from the area, and this will also break the compulsion. Any gold taken from the niche eventually turns out to be iron pyrite - "fool's gold."  

16. Shrine of the Dwarven Gods

As one travels from area 15, the rock strata changes to a lighter color as the Hall deepens. The chamber emits a magical glow that fills the entire room with dim light.   This hexagonal chamber was chipped from the inside of a monstrously huge quartz crystal. The walls are faceted in great reflecting planes. The 60-foot high ceiling is supported by a 10-foot diameter pillar of transparent crystal. Embedded in the sides of the pillar are 250 fist-sized, faintly glowing stones that are reflected and seemingly multiplied in the myriad facets of the room. These translucent stones seem to be the source of the ambient light. The stones, if pried from the pillar, cast light in a 5-foot radius for 24 hours, after which time their illumination fades. If a light spell is cast upon a stone, it stays lit for four days before going out. This process can be repeated over and over.   If adventurers enters the chamber with lit torches or open lanterns, the quartz walls reflects and multiplies the light enormously, and anyone who is in the room at that time are blinded for 1d4 + 1 rounds.   The northernmost niche contains a green crystal altar dedicated to the dwarven deities, the Morndinsamman. If a dwarf prays to one of the dwarven gods before this altar, he or she receives a bless spell lasting 24 hours. This room is also under the effects of a permanent magic circle spell, with protection against fiends and undead.  

17. The Ghostly Smith

A measured, metallic ringing, as of blows being struck, can be heard several hundred feet from this room. Anyone within 50 feet of the room can detect a flickering light coming from the chamber. The 120-foot diameter, 40-foot high room is lit by the fitful glow of a forge in the center of the room. A dwarven smith stands over an anvil next to the forge and pounds on a great, shining battleaxe. Occasionally he holds it up to look at it, mutters over some imperfection, then continues with his hammering, sometimes thrusting it into the forge to heat it up, sometimes sticking it with a hiss into a barrel of liquid. If they take a moment to look closely, adventurers notice that they can partially see through the smith, his tools, the bellows, and the barrel. Even the flames from the forge look slightly unreal. The only solid objects seem to be the forge, the anvil, and the axe.   The smith takes no notice of anyone who enters the room and does not attack unless he is attacked by a weapon that can damage him or an attempt to take the battleaxe is made. In either case, the smith, actually a wraith, attacks the offender and anyone else in the room. The smith initially attacks using the battleaxe, which crumbles to powder after one hit (enraging him even further). The battleaxe is usable as a weapon only for one strike and is not magical. If the wraith is killed, all the unreal objects disappear, including the light from the fire.   If the final blow against the wraith is landed by a dwarf, gnome, or any axe-type weapon, the wraith assumes a gaseous form and swirls about the weapon used to dispatch it. In seconds, the wraith's dark energy is absorbed into the weapon, which transforms from whatever material it was previously composed of to a dead black substance that reflects no light. The weapon is unchanged in all other respects (including special abilities) but gains an additional +1 bonus to attack and damage rolls and becomes magical if it was not already.   The eastern tunnel from this chamber is a corridor sloping upward. 50 feet from the chamber the corridor widens into a bulge 25 feet wide, and here lie the rotted remains of two huge air bellows similar to those found in area 10. The bellows point eastward, away from the forge. Approximately 20 feet beyond this, the tunnel is blocked where the ceiling has collapsed. The huge pieces of granite filling the tunnel could not be moved by less than a huge work force (this was originally a ventilation and secret escape tunnel).  

18. Hall of the Master Miner

A magical radiance fills this chamber; filling the room with dim light. This great domed room is 60 feet high at its apex. The walls are decorated in alternating sections of carvings and bare rock. The carvings depict famous acts of ancient dwarven heroes. On the northwest wall of the chamber, a ledge is carved from the rock, about 25 feet from the floor. The glow seems to be concentrated here. The rock supporting the ledge rises sheer and smooth from the floor, as do the immediate surrounding walls. Once a great majestic stone staircase rose to the ledge from the floor of the room, free-standing like a flying buttress, but it has fallen, and large pieces of rock litter the floor.   Plainly visible upon the ledge is a throne carved out of granite. Upon it sits a dwarven skeleton. Upon its head rests a great helm.   The area on top of the ledge is protected from nonmagical missiles, or even objects like grappling hooks, and these objects simply rebound from this protective field.   If anyone scales the ledge to inspect the body, such as through a fly spell, they find that the skeleton is indeed dead and inanimate. The skull has been crushed. There are no other objects save rotted clothes and the great helm. The helm is actually a helm of brilliance.   Five huge timbers seal the southern passage out of the room. The timbers are braced by piles of rubble and held in place other timbers and rocks to seal the passage. These timbers can be moved with a successful DC 18 Strength (Athletics) check. However, regardless of any precaution save a silence spell, this is quite noisy.  

Level 3

19. Barracks

This is an old, deserted barracks. Any living creature other than Frelpic who enters this room is attacked by two dwarven zombie. Each zombie carries 3d10 gp.   The southern exit from this chamber leads to a series of steep, winding stairs, terminating in area 23. The stairs are unused and dusty. If a search is conducted, a trap may be detected on a successful DC 16 Wisdom (Perception) check at the top of the stairs; apparently part of the wall at the back of the top landing is rigged to spring open.   Tis trap is triggered by stepping on one of the five sequential steps halfway down the flight of stairs, where 100 pounds or more of weight springs open the wall at the top of the stairs, releasing an enormous boulder. This huge stone crashes down the stairway, rebounding from the walls at each landing and careening down the next flight. The sound and its implications are obvious to any adventurers below, and anyone caught on the stairs when the trap is triggered must succeed on a DC 14 Dexterity saving throw or take 4d10 bludgeoning damage.   The trap can be disarmed with a successful DC 15 Dexterity (Thieves' Tools) check, or a successful DC 13 Strength (Athletics) or Dexterity (Acrobatics) check can be used to jump over the step.  

20. Storage

This chamber is a weapon storage room and contains 4 warhammers, 6 halberds, 3 light crossbows, 4 crossbow bolt cases, and 80 crossbow bolts. The weapons are stored in rotted, unlocked wooden chests against the north wall.   This room is guarded by two dwarven zombies carrying 3d10 gp each.  

21. Airweed Center

This 90-foot diameter, 30-foot high room is lit by a continual flame spell. The chamber contains four 20-foot diameter stone basins from which an unpleasant odor arises. Despite the bad smell, the air seems less "used" in this area. The basins are filled with a low, tangled, algae-like plant. This sickly purple stuff grows in a brown sludge that fills the bottom half of each basin. Any dwarves or gnomes recognize the growth as airweed, a plant used to replenish the stale air in the deepest mines where ventilation is difficult or impossible.  

22. Fest Hall

Wooden benches and tables fill this circular chamber, which is lit by a continual flame spell. This room is guarded by three dwarven zombies. The zombies each carry 3d10 gp.  

23. Barracks

This area is guarded by five dwarven zombies. These zombies each possess 3d10 gp. If the boulder trap on the northern stairs has been tripped, the occupants are on alert when adventurers enters the chamber.   This circular chamber is illuminated by a continual flame spell. Arranged about the walls of this chamber are seven decrepit bunks that crumble to dust when touched. In chests at the foot of the bunks is a total of 285 gp.   Anyone in this chamber can hear the sound of mining from the northwest tunnel (leading to areas 24 and 25).  

24. Clerical Chambers

This circular chamber is illuminated by a continual flame spell. Arranged about the walls are twelve decrepit wooden beds that crumble when touched. At the foot of each bed is an unlocked wooden chest, seven of which contain a total of 257 gp.   This area is guarded by three dwarven zombies carrying 3d10 gp each.  

25. Mithral Mine

This room has been the source of recent mithril mining. The chamber is illuminated by a continual flame spell. Digging out the precious ore with pickaxes are three dwarven zombies These zombies carry 4d12 gp each. The zombies stop mining only to attack intruders.   The mining is quite noisy and can be heard as far back as area 22. There are a dozen chunks of mithral in the roughly hewn southwest section of the room. Each chunk is worth 150 gp.  

26. Room of Light

The corridor from area 25 ends before an iron door molded the likeness of a dwarf. The figure holds a trident and wears a seven-pointed crown. The door has no lock but it is barred from the east side. A knock spell opens it, as does a successful DC 18 Strength (Athletics) check. No matter how the door is opened, there is a 50% chance that doing so summons a barbed devil. Anyone not accompanied by Frelpic is attacked on sight.   A soft, magical glow illuminates the 30-foot high, roughly hewn cavern and the many huge stalactites and stalagmites that adorn it. The eastern passage from the room is not obvious or visible from the doorway.   Any living creature that enters the room must succeed on a DC 13 Dexterity saving throw or be affected by faerie fire for one hour.  

27. In the Black

This area is covered with twelve separate and permanent darkness spells; thus, dispel magic or a light-creating spell of 3rd level or higher negates only one-twelfth of the darkness.   n the middle of the area, in separate passages, are three black puddings. There is a 60% chance that any given pudding is attached to the ceiling, a 30% chance that it is clinging to a wall, and a 10% chance that it is on the floor.  

28. Garbage Pit

A horrid stench pervades this unlit cavern and the tunnels beyond. This room is piled high with offal - some small amount is recent. Anyone who enters the room must succeed on a DC 10 Constitution saving throw or be poisoned until they leave the room.   For those who would delve in this muck, there is a 20% chance per turn of finding a coin: copper (40%), silver (30%), gold (20%), or platinum (10%). The total number of coins in the entire room are 40 cp, 30 sp, 20 gp, and 10 pp.   The room is guarded by an otyugh. If it sees light in the corridor, the otyugh is 90% likely to investigate. It always attacks small groups of 1-3 creatures, but it avoids larger groups. Anyone wounded by the otyugh is exposed to sewer plague. The creature must succeed on a DC 11 Constitution saving throw or become infected.   It takes 1d4 days for sewer plague's symptoms to manifest in an infected creature. Symptoms include fatigue and cramps. The infected creature suffers one level of exhaustion, and it regains only half the normal number of hit points from spending Hit Dice and no hit points from finishing a long rest.   At the end of each long rest, an infected creature must make a DC 11 Constitution saving throw. On a failed save, the creature gains one level of exhaustion. On a successful save, the character's exhaustion level decreases by one level. If a successful saving throw reduces the infected creature's level of exhaustion below 1, the creature recovers from the disease.  

29. Cold Cavern

This great, unlit cavern is kept magically cold. Creatures must succeed on a DC 10 Constitution saving throw at the end of each hour or gain one level of exhaustion. Creatures with resistance or immunity to cold damage automatically succeed on the saving throw, as do creatures wearing cold weather gear (thick coats, gloves, and the like) and creatures naturally adapted to cold climates.   There is a 50% chance that a bone devil is in this area at this time. If he is not encountered here, the bone devil is lurking in area 30.  

30. Lair of the Devil

This ice-coated cavern is filled with stalactites and stalagmites, some of which have joined to form columns that support the 60-foot high ceiling. Icicles clinging to the ceiling occasionally fall to the floor, shattering like glass. If adventurers reach this point without previously encountering the bone devil in area 29, he is here. He is hiding behind a stalagmite near the middle of the cavern and leaps out to surprise intruders.   The temperature in the chamber is far below freezing; creatures must succeed on a DC 10 Constitution saving throw at the end of each hour or gain one level of exhaustion. Creatures with resistance or immunity to cold damage automatically succeed on the saving throw, as do creatures wearing cold weather gear (thick coats, gloves, and the like) and creatures naturally adapted to cold climates.  

31. Lower Mine

The stairs leading to the cavern are long and steep. The stairwell and the cave are each lit by a continual light spell. The secret doors in the north and west walls are each opened by depressing a stone in the nearby wall, which can be discovered with a successful DC 15 Intelligence (Investigation) check. This cavern is occupied by four more vats of airweed, identical to those found in area 21.   There is one dwarven zombies in this area. The zombie has a pouch containing 4d6 mithral nuggets worth 10 gp each.  

32. Lower Mine

This unlit 15-foot high cavern serves as the barracks for the dwarven zombies. There are seven beds and chests. In each chest are 4d6 pp.   There is one dwarven zombie in this area. The zombie has a pouch containing 4d6 mithral nuggets worth 10 gp each.  

33. Lower Mine

This unlit, 25-foot high cavern is a common room for eating, storage, and living. There is nothing of value here.  

34. Lower Mine

This circular chamber is illuminated by a continual light spell. Littering the floor are several pickaxes and iron spikes. Set into the north wall is a hot forge. The dwarves used this forge to mint coins, although no treasure can be found here currently.   There are two dwarven zombies in this area. The zombies each have a pouch containing 4d6 mithral nuggets worth 10 gp each.  

35. Lower Mine

This unlit, circular chamber is used for ore storage. There are unprocessed chunks of raw ore here with a total value of about 500 gp.  

36. Lower Mine

This circular chamber is illuminated by a continual light spell. 500 gp worth of mithral ore can be mined here, taking one creature 6 hours.   There are three dwarven zombies in this area. The zombies each have a pouch containing 4d6 mithral nuggets worth 10 gp each.  

37. Study and Workroom

This roughly circular chamber serves as Frelpic's study and workroom. It contains a desk, a table, and two chairs. Next to the desk is a bookshelf.   The western secret door (leading to area 39) is protected by a glyph of warding that detonates when the secret door is touched by a living creature and required a DC 15 Wisdom (Perception) check to spot. The glyph can only be disarmed by a dispel magic spell. If triggered, all creatures in a 20-foot radius of the glyph must make a DC 13 Dexterity saving throw. The glyph inflicts 5d8 fire damage on a failed save or half as much on a successful one.   On the floor of the tunnel leading to area 39 is another glyph of warding identical to the one placed on the secret door. The glyph is concealed as part of a mosaic on the floor and requires a successful DC 15 Wisdom (Perception) check to find.  

38. Receiving Teleporter

This 50-foot by 70-foot cave is the destination of the teleporter from area 8. The ceiling is flat and 40 feet high, and the cave is lit by a dim continual flame spell. In the middle of the floor stands a four-tiered, stone pyramid, each tier 5 feet higher than the one beneath.   The receiving end of the teleporter is located atop the highest tier of the pyramid (upon a 10-foot by 5-foot platform) and is enchanted so that any non-evil creature who uses it is stunned for 3d4 rounds. In addition, the creature must make a successful DC 15 Constitution saving throw or be aged 10 years. This platform otherwise works exactly the same as its counterpart in area 8. The receiving teleporter is inactive for 5 rounds following the arrival of anyone from area 8. As Asmodeus's power expands, his minions will establish additional links farther from Mithral Hall that connect here, eventually creating a network that allows the evil forces to move rapidly throughout the region.   The only apparent exit from the chamber is a tunnel leading south. The passage ends before a heavy iron door. Standing on the north side of the door, barring passage, is an iron golem. The golem is hidden in shadows and can be seen only by creatures in the passageway. When a non-evil creature enters the room, the golem animates and moves to kill the offending creature. The animation takes 2d4 rounds.   The iron door is magically sealed. Trying to force open the door with magic (such as a knock spell) proves futile and causes the golem to animate. The door opens only if the command word "hoggle" is spoken (which only Frelpic knows), or if it is forced open by brute physical strength (requiring a minimum combined Strength score of 37). A teleport or dimension door spell also allows passage beyond the door. The door is airtight.  

39. The Temple of Asmodeus

An immense statue rises nearly 50 feet from a marble altar at the far end of this 90-foot high, roughly hewn cavern. Carved from some unknown reddish rock, the statue depicts the god Asmodeus himself.   The statue features two immense red rubies for eyes and a mouth widened in a rictus that promises pain and suffering to all who gaze on the fearful visage of the god. Asmodeus cares little about the gems, but if any attempt is made to remove one a bone devil is immediately summoned to the room. The summoned devil demands the sacrifice of a live person for his Lord. If such a sacrifice is given, the devil rips out the victim's heart and devours it, then throws the body into the pit. The devil will not accept the sacrifice of a prisoner. After the sacrifice, the devil disappears; the ruby eyes fall out and are free for the taking. If the sacrifice is refused, the devil attacks.   Frelpic (LE male shield dwarf high priest), dwarven patriarch of Asmodeus, is in this chamber. Frelpic wears a ring of protection. In his right hand he clutches a +3 mace, and a +2 shield is strapped to his left arm. Frelpic also carries twenty-two gems: ten jades, six black pearls, five star rubies, and one diamond.   Below the statue rests an ominous stone brazier, easily 15 feet in diameter. Flames burn above the surface of this brazier, although there are no coals or other obvious fuel in the bowl. Heat radiates from the brazier, raising the already high temperature another dozen or so degrees within 10 feet of the bowl itself. Anyone who enters the flames directly takes 5d6 fire damage each round they remain within the bowl. Every 10 rounds, the flames in the brazier roar higher and everyone in the room takes 1d6 fire damage from the increased heat. The first such eruption occurs five rounds after adventurers enter the chamber, and an eruption also happens immediately whenever a devil, Felpric, or a lemure is killed in the room.   Each time the brazier flares, a lemure is summoned from Asmodeus's plane. The lemure emerges from the gate and thus appears to crawl up from the floor.   The walls, floor, and ceiling of this area are composed of a dark stone that radiates heat. Any good-aligned creature who touches the walls, floor, or ceiling with bare skin takes 1 fire damage for each segment of contact.   In the eastern section of the chamber is a 90-foot diameter, circular pit masked by an illusion to appear as nothing more than simple cave floor. The hole is a gate directly to Nessus, the ninth layer of the Nine Hells. Frelpic has permission to freely use this gate. If he does, it takes him 66 rounds to reach the layer to ask for aid. Anyone who falls into the gate is almost certainly doomed unless he or she has fly, levitate, plane shift, or some similar power. The gate can be closed only by removing or destroying both of the statue's eye gems.   Destroying the gate and the temple of Asmodeus puts an end to the threat beneath Mithral Hall. Sensing the destruction of the god's temple, the humanoids in the first level flee the hall, staying only as long as it takes to gather their prized possessions.
         
Type
Dungeon

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