Halls of the Hunting Axe

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The Halls of the Hunting Axe were halls that were part of the dwarven realm of Besilmer before falling into ruin when the realm fell.[1] They were located 48km (30 miles) southeast of the Stone Bridge and were used as a dwarven city,[2] occupied by the Delzoun.[3] The halls were constructed of stone with arched walls, and once contained windows consisting of coloured mosaics. They featured gardens and a moat. As of 1368 DR, the smashed shards of coloured glass were popular for use in making bottles.[1]   As of 1368 DR the ruins were occupied by doppelgangers and leucrotta, who prefer to attack at night.[1]     The Halls of the Hunting Axe stand as a reminder of the long-forgotten dwarven kingdom of Besilmer. A gateway between the underground and surface worlds, the halls were once a magnificent complex with soaring, arched walls, beautiful stained-glass windows, and impeccable craftsmanship. The only things left standing now are a few crumbling ruins upon a prominent outcropping that survey the plains for leagues around. Rumors claim the ruins of the halls hide an entrance to the tomb of the king of Besilmer himself, Torhild Flametongue, along with his magical axe, Orcsplitter. Others insist the place serves only as a hideout for bandits and beasts. BACKGROUND Gargosh Blusterhelm, a young shield dwarf from Mithral Hall, has made it his life’s quest to find the legendary axe Orcsplitter and present it to the elders of Clan Blusterhelm in the hopes of restoring his family’s lackluster reputation. Most of the elders believe Gargosh’s plan is a fool’s quest. Gargosh has developed and maintained an extensive diary of his quest, filling it with notes, drawings, rubbings of ancient stone tablets, and so on, all holding clues pointing toward the secret location of the tomb of Torhild Flametongue. Convinced at last that he has enough to go on, Gargosh has set out to find the axe. Now he just needs a few trustworthy souls to assist him in his quest. Gargosh’s greedy cousin, Drannin Splitshield, is also interested in finding the axe for his own glory. Drannin has put a separate plan into motion, one that involves stealing Gargosh’s diary and tricking Gargosh’s allies into doing all the dirty work before Drannin claims the axe himself. Gargosh’s other problem is the Harpers. That faction feels that the legendary axe should remain exactly where it is, hidden away and undisturbed, so that its power will not fall into the wrong hands. They have taken steps to prevent treasure hunters from getting too close, keeping vigilant agents in the vicinity of the Halls in order to head off any serious digging. SETUP This adventure is designed for a party of llth-level characters. Yartar is an ideal starting point because it’s a gathering point for allies of the Lords’ Alliance. Gargosh approaches the characters and pleads with them for their help. If one of the player characters is a member of the Lords’ Alliance, someone from the faction introduces Gargosh to them. The Lords’ Alliance has connections to Mithral Hall and would like to do the dwarves a favor by helping Gargosh find the axe. "It is very kind of you to hear my tale,” Gargosh says. "I am looking for a great weapon, a legendary axe wielded by my ancestors, and I want you to help me find it. I would try and find it myself, as is proper to bring honor to my family and clan, but I simply cannot hope to succeed alone. The risks are more than I could overcome with my wits and talents. There, I said it. I’m just not good enough to try it by myself. “Everyone else thinks this is a fool’s errand,” he continues. “The king’s tomb, where the axe lies, was hidden even from his own people, but I believe we can find it together!” Gargosh continues in detail, giving the adventurers a crash course on Besilmer history (see the “Ancient Bones” section of chapter 1 for an overview) and explaining what he is trying to accomplish. During the conversation, he reveals that he has “an extensive collection of notes and evidence” pointing to the location of the tomb, but he has not brought it with him out of caution for the diary’s safety. He promises that they can see it next time. Gargosh agrees to meet them the next day at the same spot, equipped and ready to go. THE GARGOSH DECEPTION Between the time the characters first meet with Gargosh and when they are to reconvene, Drannin and his misfit team take Gargosh prisoner and get the diary. Liking the idea of letting the characters set off the traps and fight all the deadly monsters, Drannin and his crew hatch a plan to dupe the characters. One of Drannin’s companions, a doppelganger, assumes the guise of Gargosh and goes along with the characters, urging them to hurry with a story of theft and betrayal. The rest plan to stay out of sight, and when the axe is found, they hope to step in and take it from the characters. The doppelganger doesn’t know everything that Gargosh knows. However, it can read surface thoughts and, if questioned, might be able to glean the expected answer from characters who interrogate it. If all else fails, the doppelganger resorts to blackmail, telling the characters to press on “lest great harm befall the real Gargosh.” STARTING OUT A doppelganger in the guise of Gargosh meets the characters at the appointed hour: When you spot the young dwarf at the agreed-upon time and place, he seems beside himself with consternation. “Unbelievable!” He fumes. “Someone stole my diary! Right out from where I had hidden it last night! I swear, you can’t trust anyone these days!” He peers at you as if considering whether you might have had something to do with it, then dismisses the thought. “Doesn’t matter,” he says. “I have all my notes memorized!” Gargosh’s Route. “Gargosh” tells the characters that their destination is the Halls of the Hunting Axe, and that he plans on taking the following route: • Travel west along the Evermoor Way from Yartar to Triboar (60 miles) • Travel south along the Long Road from Triboar to Westbridge (80 miles) • Travel southeast along the Stone Trail from Westbridge to the Stone Bridge, then continue east to Beliard (80 miles) • Follow the Dessarin Road south from Beliard for about forty miles, then cut east through the hills to the Halls of the Hunting Axe (50 miles) Characters can suggest alternative routes, but Gargosh assures them his route is the safest. If the characters recommend a shorter route, Gargosh agrees to follow their lead. Check for random encounters (see chapter 2) regardless of the route the characters decide to take. Drannin’s Route. Drannin and his crew take a much more dangerous and direct route through rugged, hilly terrain: • They travel south from Yartar, through the Dessarin Hills, to the Stone Trail, staying west of the Dessarin River (110 miles) • They cross the Stone Bridge, then continue east to Beliard (20 miles) • They cut through the hills southeast of Beliard to the Halls of the Hunting Axe (30 miles) Drannin and his crew arrive in Beliard one day ahead of Gargosh and the characters if the characters opt to take Gargosh’s route. In addition, Drannin leaves a small force at the Stone Bridge to harry the characters (see “The Stone Bridge” below). THEJ STONE BRIDGE See chapter 2 for more information on the Stone Bridge. When the characters reach the middle of the bridge, read the following text: You see half a dozen figures on the bridge ahead—five dwarves in leather armor and a human in wizard's robes. They appear to be sitting on the edge of the bridge, facing north and enjoying the view. When they see you, they stand, move away from the edge of the bridge, and draw their weapons. The robed fellow pulls out a wand. The figures on the bridge include five thugs (male shield dwarves) and a mercenary mage named Cavil Zaltobar (male Tethyrian human). Cavil is armed with a +1 wand of the war mage. If the characters don’t attack immediately, Cavil tosses a few words at them before ordering the thugs to attack: “Well met!” says the wizard. “Finally caught up with us, eh? Your adventure ends here, I’m afraid.” Drannin left these forces here knowing that they were unlikely to defeat the characters, but he wanted to play up the idea that someone is trying to stop Gargosh from completing his quest. Cavil chose this spot because it’s where Torhild Flametongue, the dwarf king of Besilmer, reportedly fell to his death long ago. “Not a bad place to die,” the mage says with mild amusement. The doppelganger posing as Gargosh doesn’t take part in the fight, remaining on the fringes of the battle and rooting for the characters to triumph. Once three of the thugs are defeated, the remaining two surrender and the mage casts fly on himself to escape. Interrogations. If the characters take prisoners, they can interrogate their captives and learn that they were hired by a dwarf named Drannin. “Gargosh” feigns amazement: “My cousin Drannin? That cad! He stole my diary because he wants the axe and all the glory for himself! We need to make haste and catch up with him!” Characters who have reason to suspect Gargosh might be lying or holding back information can make a DC 16 Wisdom (Perception) check. A character who succeeds on the check realizes that Gargosh’s amazement seems a little rehearsed, suggesting that Gargosh knew Drannin was involved all along. If one or more characters accuse Gargosh of withholding information from them, he admits that he has long suspected Drannin capable of such treachery, but denies knowing of Drannin’s plot. If Gargosh gets the sense that the characters might turn against him, he suggests they all press on to Beliard and get a good night’s rest. The doppelganger then tries to slip away in the night. THE RUINS When the characters finally reach the ruined Halls of the Hunting Axe, “Gargosh” explains that the next step in the treasure hunt is to find four symbols displayed somewhere within the ruins. These symbols, he says, are the key to opening Torhild Flametongue’s tomb. The doppelganger has no more information than that. XL OWLBEAR GREETINGS You find a road of broken stone that meanders through hills, stands of trees, and ancient ruins. The road passes under the occasional stone arch as it weaves northward. One such arch stands ahead of you, and perched on a rocky escarpment to the left of the arch is an owlbear. It shrieks at you but doesn’t leave its perch. The owlbear has been hunting in the area and has fed recently, so it’s not hungry enough to attack a group of well-armed travelers. If the characters leave it alone, the owlbear lets them pass. If they attack it, it leaps down and fights back, fleeing when reduced to half its hit points. This ancient road merges with a ravine that has a small stream flowing at the bottom of it. Characters who follow the road come to a plaza surrounded by crumbled ruins.  X2. CRUMBLING ARCH The road passes through a free-standing arch—an example of how some of the Besilmer stonework has withstood the ravages of time. This grand arch is half-demolished, but what remains suggests that it was once a great, blocky edifice carved with runes, most of which are too weatherworn to be deciphered. Beyond the arch stands the crumbling shell of a once impressive hall and, to its right, the lower half of a monolithic statue. The Dethek runes on the arch once told visitors that they were standing amid the mighty works of the Besilmer dwarves. The statue is described in area X3, the ruined hall in area X4. X3. WATCHTOWER This massive structure was once a building topped by a great statue—a dwarf standing proudly with one arm outstretched, brandishing his greataxe. The head, shoulder, and arm of the statue have crumbled down and lie in a pile of rubble around the base of the building now; only the legs, waist, outstretched arm, and weapon remain. A stairway inside the building rises through the statue, and though it was originally designed to ascend all the way to the statue’s head, it stops suddenly at the shattered torso. X4. ANCIENT HALL Though mostly tumbled down now, this hall must once have been a shining example of Besilmer’s architectural mastery. The jagged remnants of thick, soaring walls with high, narrow stained-glass windows can still be seen, and some of the collapsed great dome still sits on top. The four entrance arches (in the center of each wall) are more or less intact, though the doors themselves are smashed or fallen. Set into each arch is a narrow doorway leading to an equally narrow spiral staircase that descends into the earth. Each staircase leads to a small underground chamber containing dwarven machinery. When the characters first discover one of these four rooms, read the following aloud: This dark room contains a large stone flywheel connected to a series of gears. More of the machinery must be hidden behind walls or beneath the floor. Carved into the ceiling is a symbol. The symbol carved into the ceiling is one of the four elemental symbols (see chapter 1): Room Symbol Northwest Air Northeast Earth Southeast Fire Southwest Water Water, green with algae, partially fills a fifty-foot-wide cistern dug into the earth. The water’s surface sits thirty feet below ground level. The remains of an aqueduct that come from a point higher up the bluff are still visible, but most of that has fallen into ruin. The Besilmer dwarves once had extensive waterworks, though little of it remains. South of the cistern are some old ruins perched on the edge of the bluff. Hidden in these ruins are three good-aligned agents of the Harpers—a mage named Ariana Riverlost (female moon elf) and two half-moon elf scouts named Elifar (male) and Lorendil (female). They’ve heard rumblings of a dwarven plot to loot the tomb of King Torhild Flametongue. They emerge from their hiding spot and confront characters who emerge from the crypts with Orcsplitter (see ‘Aftermath”). X6. AMPHITHEATER If the players want to know what the symbol in each room looks like, sketch out the symbols as they appear on the corners of the Halls of the Hunting Axe map. No matter how hard the characters push, the flywheel doesn’t move. Close inspection accompanied by a successful DC 10 Intelligence (Investigation) check reveals a disengaged sprocket that can be slid along an axle to engage a different part of the machinery. If the sprocket is set in place, the flywheel does move when a character pushes it, and the characters can hear the sound of grinding stone echoing off in the distance. If the characters move the flywheel and then let go, it reverses and spins back to its original position when it is released. There is no apparent way to stop this motion with raw strength; characters who push against the reversal don’t even slow it down. While brute force won’t work, mechanical ingenuity will. A successful DC 15 Intelligence (Investigation) check reveals a small hole on the rim of the flywheel into which a typical weapon hilt or bundle of arrows will fit. If something at least six inches long extends from the flywheel at that point, the flywheel can’t reverse. Along the edge, the flywheel has faint etchings of the elemental symbols of air, earth, fire, and water. If the characters turn the flywheel so that its symbol lines up with a matching symbol on the ceiling, then lock the flywheel into place using the hole on the flywheel’s rim, one of the four locks on the secret door in area X9 opens. Once all four flywheels are properly aligned, the secret door in area X9 becomes unlocked. The doppelganger impersonating Gargosh can’t figure any of this out on his own, and is both surprised and impressed when the characters figure it out. A large, semicircular amphitheater built into the side of the bluff takes advantage of the natural rise and the acoustics. It is still structurally sound, though a few weeds, shrubs, and small trees grow up in cracks between the stones. Drannin Splithelm (see “Other Villains” in chapter 7). his shield guardian, and three dwarf veterans armed with battleaxes instead of longswords hide here. They keep a watchful eye on the entrance to the crypts (area X7). Unless they are confronted and defeated here, Drannin and his retinue follow the characters into the crypts (see area X10). X7. ENTRANCE TO THE CRYPTS This structure isn't so much a building as it is a facade built into a bluff. Two alcoves flank an opening, and life-sized statues carved from the stone stand within each alcove: a pair of dwarves in full regalia, perhaps as an honor guard. The statues are badly weathered and have suffered damage from vandals and treasure hunters. The opening leads into a hallway that extends back about 60 feet before coming to a long staircase that descends into the darkness for 200 feet, with landings positioned every 20 feet. On either side of each landing, a small alcove holds a stone brazier. Though none have been lit in many years, touching a torch to one causes all of them to magically burst into flame, as well as the braziers in area X8, which lies at the bottom of the staircase. The stairs open at last into a great hall filled with massive square columns twenty feet thick that rise to a ceiling thirty feet overhead. Stone braziers stand at the intersection of each pathway between the columns. Each column serves as a mausoleum, with an alcove carved into each side, offset so that the alcove takes up only the right-hand half of the facing. The alcoves once held stone effigies of the interred dead. Many of the tombs have been smashed open, revealing the bones of the dead inside. The crumbled and ruined stonework of the broken effigies lies smashed on the floor. “Methinks we’re in the right place,” Gargosh says plainly, strolling among the crypts. “Somewhere in here is the secret entrance to King Flametongue’s tomb. We just have to find it!” The floor here is made of smooth, cut stone. Each column holds four crypts, and each crypt is hidden behind an alcove that either contains or once contained a stone slab carved with a bas-relief of the dwarf entombed within. Crypts that have already been searched stand open, their doors and effigies smashed. Only eight crypts remain sealed, and they contain nothing but the bones of the ancient dead. X9. FALSE CRYPT This particular crypt looks unremarkable among the others, but it reveals a secret. The effigy on this tomb depicts a dwarven king in full regalia clutching a stone scepter with one hand and pointing toward the floor with the other. Close inspection of the effigy reveals that there are no seams to indicate that a crypt lies behind it. In fact, there is none. A successful DC 10 Intelligence (Investigation) check also reveals that the scepter is a separate piece of stonework that can be easily removed from the dwarf king’s grip. The scepter is 2 feet long with a handle 2 inches thick; it weighs 25 pounds. Inspection of the floor reveals that the 20-foot- square section in front of the crypt is different from the smooth stone found elsewhere in the hall. It consists of ten 20-foot-long, 1-foot-wide stone slabs neatly fitted together. Drilled next to the southernmost slab is a 2-inch wide, 6-inch deep hole, which can be found with a DC 10 Intelligence (Investigation) check. The stone slabs are actually the topmost steps of a secret staircase that descends to area X10. Four locks hidden under the floor prevent the slabs from lowering. However, if the flywheels in area X4 are properly lined up, these locks are now open. Once the locks are open, inserting the stone scepter or a similarly sized “key” into the hole causes the stone slabs to sink, forming the steps of the hidden staircase. The staircase remains open as long as the key (the scepter or some other object) remains in place. “Gargosh” might be helpful at noticing the hidden staircase and the hole cut into the floor, but he’s not much help when it comes to figuring out how to lower the stairs. If the characters have not yet turned the flywheels in area X4, Gargosh suggests that they look elsewhere for the symbols needed to open the way. Characters can also “cheat” by casting four knock spells on the secret staircase. If Gargosh is present when the characters open the secret staircase, read the following: Gargosh stares in amazement. “We found it,” he whispers. “The axe will soon be mine at last! See, I didn’t need the stupid diary! Let’s go!” X10. FALSE TOMB The characters reach this area by descending the stairs from area X9. The wide stairs open into an odd-shaped room. Set into the wall next to the stairs is a stone lever in the “down” position. Braziers similar to the ones above burn with mysterious blue flames that give off no heat. In alcoves to either side, large dwarven statues stand at attention, saluting the beautifully engraved marble sarcophagus that sits alone against the far wall, which is carved with runes. Any character who reads Dwarvish can translate the Dethek runes on the wall: Here lies His Noble Majesty King Torhild Flametongue. He raised a kingdom in the sun, Defending it with his dying breath. The dwarf statues are two stone golems. The moment anyone attempts to open the sarcophagus, the golems animate and attack, returning to their alcoves once all intruders retreat up the stairs. If he is still with the characters, “Gargosh” flees up the stairs to escape the golems’ wrath, and to reunite with Drannin (see “Development” below). TorhiIdfs Dying Breath. Opening the sarcophagus releases a cloud of poisonous gas that fills the room. Any creature in the chamber must make a DC 15 Constitution saving throw, taking 22 (4dl0) poison damage on a failed save, or half as much damage on a successful one. A creature that fails the saving throw is also poisoned for 1 minute. The sarcophagus is empty. Lever. The stone lever protruding from the wall can be used to raise or lower the staircase leading up to area X9. Moving the lever up raises the stairs and seals the tomb; pulling the lever down opens the tomb again. Secret Door. A secret door in the southwest corner swings open to reveal a dusty, 10-foot-high, 10-foot-wide  stone tunnel leading to area XI1. Characters searching the walls for secret doors find the well-hidden door with a successful DC 20 Intelligence (Investigation) check. DEVELOPMENT Once the characters defeat the golems, Drannin Splithelm (see “Other Villains” in chapter 7) arrives with his shield guardian and his retinue—three dwarf veterans armed with battleaxes instead of longswords. If the doppelganger posing as Gargosh yet lives, it tries to reunite with its true companions. Drannin’s crew isn’t stealthy, so the characters can hear the dwarves and shield guardian approaching. Once Drannin and his retinue come into view, read the following aloud: A wall of dwarves wearing splint armor and brandishing axes marches into view. Behind them, a handsome dwarf encased in plate armor claps while standing in the shadow of a 9-foot-tall construct. "Well done, my friends,” says the clapping dwarf. "Well done. You found ol’ Flametongue’s tomb. I had my doubts. I can’t wait to see the expression on poor Cargosh’s face when he discovers that I, Drannin Splithelm, retrieved Orcsplitter, not him!” The dwarf is beaming, but his smile fades quickly. "So, I guess this is farewell." Drannin imbibes a potion of frost giant strength prior to confronting the characters and is spoiling for a fight. He couldn’t be bothered to read Gargosh’s diary in detail, so he has no idea that this tomb is false, or that the sarcophagus might be trapped. If the characters allow Drannin to plunder the tomb, he triggers the gas trap (if it hasn’t already been triggered) and is furious to find the sarcophagus empty. Drannin and his cohorts don’t fight to the death. If a battle erupts and things aren’t going well, they retreat and leave the shield guardian to cover their escape. If he is cornered with no one left to protect him, Drannin surrenders. TREASURE Drannin wears the control amulet keyed to the shield guardian, as well as a ring of cold resistance. He also carries Gargosh’s diary which, among other things, contains a note about a false tomb with a secret door. Xll. THE TRUE TOMB OF KING TORHILD FLAMETONGUE Any character who reads Dwarvish can translate the Dethek runes: Here lies His Noble Majesty King Torhild Flametongue. He raised a kingdom in the sun. May his reign never be forgotten. The dias is a heavy stone lid covering the king’s tomb. Lifting and moving the dais requires three characters acting in concert and each succeeding on a DC 20 Strength check. For each additional creature that helps, reduce the DC by 2. Beneath the dias is a circular stone crypt, 8 feet wide and 3 feet deep, containing a simple stone coffin. TREASURE Within the stone coffin lie the remains of the dwarf king, his skeletal hands clutching his axe, Orcsplitter, to his breast. Orcsplitter is described in chapter 7. The king’s bones lie atop a bed of 500 gold ingots stamped with the king’s face on one side and the rising sun on the other. Tiny runes on each ingot testify to the greatness and longevity of the ancient kingdom of Besilmer. The gold ingots are worth 10 gp each. AFTERMATH Captured members of Drannin’s crew can divulge the location of the real Gargosh. He is imprisoned in a small cave on the riverbank near Yartar, locked in a large trunk with air holes and water. Gargosh can survive for four more days inside the trunk. If the characters emerge from the dwarven crypts with Orcsplitter in their custody, the Harpers hiding in area X5 confront them under the open sky. They point out that Orcsplitter belongs in the hands of dwarven scholars. They’ll first appeal to the characters’ sense of altruism, but if that doesn’t work, the Harpers try to arrange an exchange of magic items. This is an opportunity for your players to ask for something—a specific weapon or two, perhaps—that suits their particular characters. If an agreement is reached, Ariana Riverlost promises to meet the characters again in two weeks, at a location chosen by them, with the agreed- upon payment.

 
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