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Barad Dharkh

Ancient Dwarven gate tower that connects the surface and the Gajarpan Underdark. The Structure is not a traditional Tower in that its functional points of Entry are on the top and bottom levels. One could accurately say that Barad Dharkh is a fortified bridge between the surface and the Underdark

Purpose / Function

The Fanghur Geld clan built a magnificent hold in the Gajarpan-Aduz Mountains. the secret of their wealth was based on a secret trade pact with the Underkingdom, a powerful empire that controlled Oerth's Underdark, a vibrant ecosystem of cave-dwelling creatures that exists in pockets under Oerth's mountain ranges. The Fanghur made contact with the Underdark through a particularly deep mine in the Gajarpan's Eastern slopes. While hostile creatures from Oerth's underworld frequently attacked the mine a vibrant trade relationship grew out of the exchange of precious stones for overworld slaves. The Fanghur kings fortified the mine into a strong-house/ tunnel that insured their exclusive access to Underdark trade goods.

Architecture

The Tunneling tower sinks 300ft where it makes contact with the original mine that connects to the Underdark. The Decent is divided into 4 levels that served as trade centers and garrisons.  

1st Level- Dwarven trade Emporium

The first level of the tower was a bustling underground marker where tradesmen made new and wonderful object with the unique materials the Underdark offered. Brokers arranged shipments of slaves and material down to the 4th level where they would be sold off to the denizens of the Underdark. There appear to be no light sources on this floor. The walls have been masterfully constructed and are surprisingly chip-free after all this time(Climb DC 25). The floors on this level are a rattled flagstone slanting against itself at every opportunity (Balance DC 10 to charge or run) Doors are set for medium humanoids Large creaturs can pass with difficulty huge and larger creatures must resort to trying to smash through the walls. interior walls rais up 20 feet and form arches the angle up another 10 feet where they meet in the center.
  1. the Bellow room- The air here is uncharacteristically fresh and cool. large openings in the northern wall have Iron slats that will allow more or less air to be fed into room five's furnace. gear works on the Eastern wall appear to operated the air-feed that is closed when you walk-in. The room is topped by an iron grate about 100 feet up that covers a dark opening that feeds in air from somewhere deeper in the mountain. The simple wooden door to the northern Door is locked
    Open Lock DC 40, break DC 15; hard 5, 10 hp
    . The Archway to the east leads to a corridor that connects to room two;
    • Corridor to 2-there are seven demon-faces carved into the stone of the corridor
  2. the Count room- The floor is covered in perfect hexagonal tiles 25 hexagonal gold coins are scattered on the floor, and someone has written "Darkness" across the threshold of the northern threshold

    Touch of Blindness Rune


    Name
    Touch of Blindness Rune
    Type
    Magic Sgil
    Effects
    (DC 20 Perception) CL-8 Touch of Blindness
    Construction_materials
    2 parts Octopus Ink and 1 part Elf Tears
    Tags
    Pathfinder, Trap, CR 3
    IsShared
    1
    from room 5. A Portcullis

    One-way Wooden Portcullis


    Name
    One-way Wooden Portcullis
    Type
    Mechanical
    Effects
    (lift DC 25, break DC 28; hard 5, 30 hp) mechanical; Perception DC 20; Disable Device DC 22
    Construction_materials
    Wooden Portcullis and Spring loaded Iron Pin
    Tags
    Pathfinder, Trap, CR 3
    IsShared
    1
    to the west leads to the corridor that links to room 1
    • Corridor to 1-there are seven demon-faces carved into the stone of the corridor
  3. the Hidden room- This Room is hidden behind a bronze statue of a scowling dwarf warrior, the coin inserted in his mouth to open the door has rolled center of the room. The wall is decorated in Mosaic. if the players look at it in the light they can see a story of hooded assassins climbing out of a dark pit, killing an elven figure and donning dark robes on a pale-skinned dwarf. There is a wooden door
    Unlocked Simple Wooden Door (hard 5, 10 hp)
    leading to the East
    • hidden corridor-Alternating Wraith and Greed faces are carved into the stone of the corridor each end of the corridor terminate at a bronze dwarven warrior standing over a strong box
  4. Market Entrance- A simple wooden door
    Unlocked Simple Wooden Door (hard 5, 10 hp)
    is the first barrier to met a visitor upon passing through the Dwarven mouth that acts as the gateway to Barad Dharkh. Inside, the wall is decorated in Mosaic. if the players look at it in the light they can see a procession of humanoids in chains being led to the southern door. There are elves, Orcs, Goblins, and Kobolds being led into the darkness with Armored Dwarves standing over them. The Heads of the Dwarves have been chipped off by vandals who also smeared blood where the heads once met the neck of the dwarven warrior. "Keep Out" was also carved in Orcish runes into the mosaic stone on the Northern wall. The is a jammed door
    Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
    to the south; it was obstructed by an iron spike driven into the flagstone. The door leads to room six.
  5. Inner Market- A Iron Portcullis
    Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
    bars the western passage into the inner market. A large dwarven idol with ruby eyes sits in the north-west corner of the room rubbish has been pilled up around the idol's feet. The Northern wall is lined with wooden animal cages. The kiosks that once served as market stalls here have been smashed into firewood that is now stacked up along the Eastern wall. A neglected forge sits in the southeastern corner the pit has glowing embers in it and a roasting spit has been placed over them with a roasted goblin dog waiting to be eaten. two passages lead south; the first is an archway that leads to room 2 the second is a wooden door
    Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10 hp) (slides down, +1 to break DC)
    that leads to room 1.
    • corridor to Room Six- There are seven demon-faces carved into the stone of the corridor. A Wall Scythe trap

      Wall Scythe Trap


      Name
      Wall Scythe Trap
      Type
      Mechanical
      Effects
      Perception DC 20; Disable Device DC 20; Trigger location; Reset automatic reset; Melee slashing x4 crit
      Construction_materials
      Counterwieght, Cable and Scythe
      Tags
      Pathfinder, Trap, CR 4
      IsShared
      1
      is set opposite a face representing greed. A bronze chest sits at the end of the detour of this corridor.
  6. Upper Slave Market- Breaking through the stuck door brings the party into the old slave market. metal cages line the southwestern wall and a flagstone podium rises on the east side. In front of the podium on the northern wall is a bronze statue
    Secret (Search DC 25) Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15 hp) it is opened by dropping a coin into its mouth
    of a scowling Dwarf Warrior. To the west is a wooden door
    Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) Electrified Lock: CR 4; magic; Perception DC 22; Disable Device DC 20; Trigger touch; Reset none; Effect electric shock (5d6 electricity damage, DC 10 Reflex save for half damage)
    that leads to the corridor to Room five. On the Southern wall are a stone door
    Stuck Stone Door (break DC 28; hard 8, 60 hp)
    and an Iron door
    Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
    that lead to the decending corridor
    • corridor to Room five- There are seven demon-faces carved into the stone of the corridor. A Wall Scythe Trap

      Wall Scythe Trap


      Name
      Wall Scythe Trap
      Type
      Mechanical
      Effects
      Perception DC 20; Disable Device DC 20; Trigger location; Reset automatic reset; Melee slashing x4 crit
      Construction_materials
      Counterwieght, Cable and Scythe
      Tags
      Pathfinder, Trap, CR 4
      IsShared
      1
      is set opposite a face representing greed. A bronze chest sits at the end of the detour of this corridor.
    • Decending Corridor- There are seven demon-faces carved into the stone of the corridor. A Thunderstone mine

      Thunderstone Mine


      Name
      Thunderstone Mine
      Type
      Magic
      Effects
      Perception DC 24; Disable Device DC 24; Trigger location; Reset none; thunder blast sonic , DC 14 Fort save for half damage multiple targets (all targets in a 10 ft. radius burst)
      Construction_materials
      3 Thungerstones, Burlap 2 Iron plates and a spring
      Tags
      Pathfinder, Trap, CR 4
      IsShared
      1
      has been set at the head of the stairs descending to the next level
 

2nd Level- The Necromancer’s Redoubt

The second level of the tower was the slave holding area where the slaves were kept in-between market days. A dwarven necromancer was sealed on this level to establish an arcane line of defense against ages. The sconces of this floor have weakly lit torches that don’t burn but instead are coated in a phosphorescent lichen that emits a pale green light. The walls have been masterfully constructed and are surprisingly chip-free after all this time (Climb DC 25). The floors on this level are smooth flagstone. Doors are set for medium humanoids Large creatures can pass with difficulty huge and larger creatures must resort to trying to smash through the walls. interior walls raise up 20 feet and form arches the angle up another 10 feet where they meet in the center.
  1. The Embalming room- A Locked Simple Wooden Door
    (Open Lock DC 20, break DC 15; hard 5, 10 hp)
    leads into the Embalming Room. A faded and torn tapestry hangs from the west wall, and a putrid odor fills the room. Bronze cages line the southern wall and 3-foot-tall canopic jars line the Eastern wall. The jars contain a medium sized Ocre Jelly
    CR 5

    Ochre Jelly

    N L Undead, Ooze
    Initiative: -5 Senses: blindsight 60 ft.; Perception -5

    This yellow-orange amoeboid creature slithers across the ground, pseudopods grasping ahead of its slow approach.

    Defense

    AC: 4, touch 4, flat-footed 4 (–5 Dex, –1 size)
    HP: 63 6d8+36
    Fortitude: +8 Reflex: -3 Will: -3
    Defensive Abilities: Split Slashing weapons, piercing weapons, and electricity attacks deal no damage to an ochre jelly. Instead the creature splits into two identical jellies, each with half of the original creature’s current hit point total, rounded down. A jelly with 10 hit points or less cannot be further split and dies if reduced to 0 hit points. Immune: electricity, mind-affecting effects, ooze traits, slashing and piercing damage

    Offense

    Speed: 10 ft., climb 10 ft.
    Melee: slam +5 blugeoning acid and grab
    Special Attacks: constrict blugeoning acid
    Space: 10ft Reach: 5ft

    Statistics

    Str 14 , Dex 1 , Con 22 , Int-, Wis 1 , Cha 1 ,
    Base Attack: BAB +4 CMB: +4 , Grapple CMD: 12 Can't be Tripped
    Feats: Str 14, Dex 1, Con 22, Int —, Wis 1, Cha 1
    Skills: Climb +10
    SQ: Acid An ochre jelly secretes a digestive acid that dissolves only flesh (not bone) when it strikes a foe—creatures not made of flesh (including most constructs and oozes, skeletal undead, plants, and incorporeal creatures) are immune to the ochre jelly’s acid damage.

    Ecology

    Environment: temperate underground or marshes
    Organization: solitary

    Ochre jellies are animate masses of protoplasm hued a sickly combination of yellow, orange, and brown. At rest, their flat, pulsing bodies stand roughly 6 inches tall and can stretch out to a wide diameter—in motion, they often ball up into quivering spherical shapes and almost seem to roll as they move. Their malleable bodies allow them to seep through cracks and holes far smaller than the space they fill. Creatures dwelling below ground often attempt to seal up any such cracks to fortify their lairs against ochre jellies.


    An ochre jelly’s highly specialized acid only dissolves flesh. This discovery has led many poisoners and hack alchemists to search out specimens for their tinkering. Some specialized weapons have resulted from these experiments that target the living body in wicked ways. Rumors of a slow-release poison that breaks down the cellular walls in living creatures surfaced a few years ago, but its creator guards the secret with his life.   Notes in a long-forgotten tome mention a burial practice used in faraway places that resembles cremation. Instead of burning the corpse to ashes, the practitioners seal the body into a stone sarcophagus with an ochre jelly so it can dissolve the body. Afterward, the morticians place the ochre jelly into a large canopic jar, complete with a bronze plaque naming the deceased. This practice protects items entombed with the body (which is quickly reduced to nothing but a polished skeleton), and the creature’s essence, it is believed, still rides along with the living jelly.   Ochre jellies stand about 6 inches tall, spread out to a little over 10 feet in diameter, and weigh upward of 2,600 pounds. When in combat, they tend to pile up upon themselves and exude long, dripping pseudopods to slam and grapple anything that moves.   Although the typical ochre jelly has stats as presented here, in the deepest reaches of the underground world these mindless predators can grow to enormous sizes. Perhaps more disturbing, though, are rumors of ochre jellies that have developed additional methods of capturing prey. Adventurers speak of jellies capable of poisoning foes with a touch or exuding clouds of noxious gas that burns the eyes and throat, leaving those who draw too near helpless as the immense protoplasmic beast slithers over their bodies and begins to feed.

    and the skeletal remains of the Dwarven defenders
    • Stairway Corridor-there are seven demon-faces carved into the stone of the corridor
  2. the Slave Quarters- A ladder ascends to a catwalk hanging between the north and south walls, and several iron cages are scattered throughout the room. A Wooden Door
    Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)
    Frost Fangs Trap

    Frost Fangs Trap


    Name
    Frost Fangs Trap
    Type
    mechanical
    Effects
    CR 7; Perception DC 25; Disable Device DC 20; Trigger location; Duration 3 rounds; Reset none; Effect jets of freezing water cold damage , DC 20 Reflex save for half damage; multiple targets (all targets in a 40 ft. square area)
    Tags
    Pathfinder, Trap, CR 7
    IsShared
    1
    from the North leads to the Northeastern corridor that links to room 4. There is a Stone Door
    Stuck Stone Door (break DC 28; hard 8, 60 hp)
    and an wooden Portcullis
    Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp) (magically reinforced, +10 to break DC)
    on the western wall. Behind the stone door is a corridor that leads to a kneeling emotionless figure holding a small chest. The corridor behind the wooden portcullis leads to room 3. On the south wall another wooden Portcullis
    (lift DC 25, break DC 28; hard 5, 30 hp)
    leads to room 5.
    • Northeastern Corridor-there are emotionless faces carved into the stone of the corridor a Net Trap

      Net Trap


      Name
      Net Trap
      Type
      mechanical
      Effects
      CR 3; Perception DC 22; Disable Device DC 22; Trigger location; Reset manual; Effect ranged attack (grappled, Escape Artist DC 20 to escape multiple targets (all targets in a 10 ft. square area)
      Construction_materials
      5 lbs of Ettercap Silk and 20 Iron Weights
      Tags
      Pathfinder, Trap, CR 3
      IsShared
      1
      has been set in the hall.
  3. The Runic Circle- A circle of tall stones stands round the room, the room crackles with arcane energy and the torches glow brighter here than in the rest of the floor. An iron door
    Stuck Iron Door (break DC 28; hard 10, 60 hp)
    to the north connects to room 2. Both wooden doors on the north
    Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
    and south
    Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
    feed into a corridor to room 5.
    • western corridor-Alternating Wraith and Greed faces are carved into the stone of the corridor an Electrified Floortile

      Electrified Floortile


      Name
      Electrified Floortile
      Type
      Magic
      Effects
      CR 3; Perception DC 20; Disable Device DC 20; Trigger location; Reset none; Effect electric shock electricity damage , DC 10 Reflex save for half damage multiple targets (all targets in a 10 ft. sqare)
      Tags
      Pathfinder, Trap, CR 3
      IsShared
      1
      defends the passage.
  4. Barracks- An iron door
    Trapped and Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)
    Ice Spike Trap

    Ice Dart Trap


    Name
    Ice Dart Trap
    Type
    Magic
    Effects
    CR 3; Perception DC 20; Disable Device DC 20; Trigger proximity (alarm Reset none; Effect Atk Cold
    Tags
    Pathfinder, Trap, CR 3
    IsShared
    1
    leads into the tower’s barracks from the stairway corridor. Inside, empty bunks line the north and south walls. Empty weapons and armor racks line the Eastern wall. A small firepit is set central to the room. An archway on the western wall leads into the Northeastern Corridor. An iron door
    Trapped and Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)
    Teleporter Crystal

    Teleporter Crystal


    Name
    Teleporter Crystal
    Type
    Magic
    Effects
    CR 7; Perception DC 26; Disable Device DC 22; Trigger touch; Reset none; Effect teleport (teleported into a cage, DC 16 Will save negates)
    Tags
    Pathfinder, Trap, CR 7
    IsShared
    1
    teleports into a cage in Room 1
    to the north also opens into the Northeastern Corridor.
    • Northeastern Corridor-there are emotionless faces carved into the stone of the corridor a Net Trap

      Net Trap


      Name
      Net Trap
      Type
      mechanical
      Effects
      CR 3; Perception DC 22; Disable Device DC 22; Trigger location; Reset manual; Effect ranged attack (grappled, Escape Artist DC 20 to escape multiple targets (all targets in a 10 ft. square area)
      Construction_materials
      5 lbs of Ettercap Silk and 20 Iron Weights
      Tags
      Pathfinder, Trap, CR 3
      IsShared
      1
      has been set in the hall.
    • ]
    • Stairway Corridor-there are seven demon-faces carved into the stone of the corridor
  5. Common Room- A wooden Portcullis
    (lift DC 25, break DC 28; hard 5, 30 hp)
    connects the common room to the Slave Quarters. Inside 12 Tables are set for a garrison that’s no longer here. A large fire pit has been set in the center of the room; it’s equipped with roasting spits and 3 Iron caldrons. A wooden door
    Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
    to the west leads to the Western Corridor. There is also a Secret Passage
    (Search DC 20) Unlocked Strong Wooden Door (hard 5, 20 hp)
    10 feet above the floor and concealed behind a tapestry of ghoulish carnage. it leads into the Stairway Corridor.
    • corridor to Room Six- There are seven demon-faces carved into the stone of the corridor. A Wall Scythe trap

      Wall Scythe Trap


      Name
      Wall Scythe Trap
      Type
      Mechanical
      Effects
      Perception DC 20; Disable Device DC 20; Trigger location; Reset automatic reset; Melee slashing x4 crit
      Construction_materials
      Counterwieght, Cable and Scythe
      Tags
      Pathfinder, Trap, CR 4
      IsShared
      1
      is set opposite a face representing greed. A bronze chest sits at the end of the detour of this corridor.
 

3rd Level- The Lower Warrens

The third level of the tower was a reception area for Underdark merchants. It was arranged to allow the dwarves who controlled the tower to quickly outnumber any unruly clients and prevent any attempted overrun of the tower. The walls have been masterfully constructed and are surprisingly chip-free after all this time (Climb DC 25). The floors on this level are hewn into the cave floor giving the floors on this level a slicker (Balance DC 10 to charge or run) quality than on the other floors. The phosphorescent lichen from the second floor grows wild here; it forms into patches about every 20 feet giving this floor a haunting bluish light. Doors are set for medium humanoids Large creatures can pass with difficulty huge and larger creatures must resort to trying to smash through the walls. interior walls raise up 20 feet and form arches the angle up another 10 feet where they meet in the center.
  1. The Exchange Room- A Locked Stone Door
    Trapped (Open Lock DC 20, break DC 28; hard 8, 60 hp) (magically reinforced, +10 to break DC)
    Contact Poison

    Contact Malyass Root Paste


    Name
    Contact Malyass Root Paste
    Type
    mechanical
    Effects
    CR 8; Perception DC 22; Disable Device DC 22; Trigger touch; Reset none; Effect contact poison (malyass root paste [contact, Fort DC 16, onset 1 min., 1/min. for 6 min., Dex Damage , 1 save])
    Construction_materials
    Malyass Root Paste
    Tags
    Pathfinder, Trap, CR 8
    IsShared
    1
    leads into a Small Room with a stone table against the Northern Wall. A faded and torn tapestry hangs from the east wall, and a shattered hammer lies in the south-east corner of the room. An Adamantine Strongbox sits against the Western wall.
    • Southern Corridor- there are emotionless faces carved into the stone of the corridor. a Frost Fangs

      Frost Fangs Trap


      Name
      Frost Fangs Trap
      Type
      mechanical
      Effects
      CR 7; Perception DC 25; Disable Device DC 20; Trigger location; Duration 3 rounds; Reset none; Effect jets of freezing water cold damage , DC 20 Reflex save for half damage; multiple targets (all targets in a 40 ft. square area)
      Tags
      Pathfinder, Trap, CR 7
      IsShared
      1
      has been set in the hall.
  2. the Watchman’s Quarters- A stone bed sets on the Western Wall, in the Southeastern corner is a small stone table. An armor rack is set up beyond the archway on the Eastern wall. A Locked Iron Door
    (Open Lock DC 20) (slides up, +2 to break DC)
    also from the East opens to the Southern Corridor
    • Southern Corridor- there are emotionless faces carved into the stone of the corridor. a Frost Fangs

      Frost Fangs Trap


      Name
      Frost Fangs Trap
      Type
      mechanical
      Effects
      CR 7; Perception DC 25; Disable Device DC 20; Trigger location; Duration 3 rounds; Reset none; Effect jets of freezing water cold damage , DC 20 Reflex save for half damage; multiple targets (all targets in a 40 ft. square area)
      Tags
      Pathfinder, Trap, CR 7
      IsShared
      1
      has been set in the hall
  3. Underdark Entryway- Inside, the Mosaic from the previous room continues with images of pale figures walking away from the gate with full sacks on their backs and a train of prisoners with Armored Dwarves standing over them. An Iron Portcullis
    (lift DC 25, break DC 28; hard 10, 60 hp)
    blocks the passage out to the underdark.
  4. False End- An stone door
    Stuck Stone Door (break DC 28; hard 8, 60 hp)
    leads into what appears to be a finely decorated antechamber. The wall is decorated in Mosaic. if the players look at it in the light they can see a procession of humanoids in chains being led to a closed gate on the Eastern Wall. There are elves, Orcs, Goblins, and Kobolds being led into the darkness with Armored Dwarves standing over them. A Secret door
    Secret (Search DC 20) Unlocked Stone Door (hard 8, 60 hp) The door is the mosaic Gate and is opened by pressing the lock on the Mosaic
    hides the passage into the Underdark
  5. Dwarven Lobby - An Iron Door
    Trapped and Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)
    Wyvern Arrow Trap

    Wyvern Arrow Trap


    Name
    Wyvern Arrow Trap
    Type
    mechanical
    Effects
    CR 6; Perception DC 20; Disable Device DC 20; Trigger location; Reset none; Effect Atk ranged Piercing /x3 plus wyvern poison [injury, Fort DC 17, 1/rd. for 6 rds., Con Damage , 2 saves])
    Tags
    Pathfinder, Trap, CR 6
    IsShared
    1
    and an Iron Door
    Locked Stone Door (Open Lock DC 40)
    connects the Stairway to the receiving lobby. Inside 12 bronze Dwarven Sentries line the Walls. Three doors are to the South. Two Stone doors
    Unlocked Stone Door (hard 8, 60 hp)
    Lead to the Exchange room and the Southern Corridor, the remaining Stone Door leads to an emptied closet
    Stuck Stone Door (break DC 28; hard 8, 60 hp)
    • Southern Corridor- there are emotionless faces carved into the stone of the corridor. a Frost Fangs

      Frost Fangs Trap


      Name
      Frost Fangs Trap
      Type
      mechanical
      Effects
      CR 7; Perception DC 25; Disable Device DC 20; Trigger location; Duration 3 rounds; Reset none; Effect jets of freezing water cold damage , DC 20 Reflex save for half damage; multiple targets (all targets in a 40 ft. square area)
      Tags
      Pathfinder, Trap, CR 7
      IsShared
      1
      has been set in the hall
  6. Empty Larder – A Locked Stone Door
    (Open Lock DC 40) (slides down, +1 to break DC)
    Bars entry from the West, to the staff dining areas; both the East, Southern Corridor, and Northern passages to the Dining Rooms are blocked by nonfunctional Stone Doors
    (break DC 28; hard 8, 60 hp)
    the Racks, bins, and shelves in this room have been empty for decades.
    • Southern Corridor- there are emotionless faces carved into the stone of the corridor. a Frost Fangs

      Frost Fangs Trap


      Name
      Frost Fangs Trap
      Type
      mechanical
      Effects
      CR 7; Perception DC 25; Disable Device DC 20; Trigger location; Duration 3 rounds; Reset none; Effect jets of freezing water cold damage , DC 20 Reflex save for half damage; multiple targets (all targets in a 40 ft. square area)
      Tags
      Pathfinder, Trap, CR 7
      IsShared
      1
      has been set in the hall.
  7. Eastern Barracks - An Unlocked Stone Door
    (hard 8, 60 hp)
    from the East, leads into a room lined with 20 double bunks and three cold Fire pits; another Unlocked Stone Door
    (hard 8, 60 hp)
    leads to a make shift soldier’s shrine to two dwarven gods. To the North is the statue of a Dwarven king holding a great axe in front of him. To the south is a statue of a dwarven woman holding up an empty hand that appears to be holding something that’s no longer there. A beam on light is shining down to her feet. The statue is a mechanical secret door
    (Search DC 25) Stuck Stone Door (break DC 28; hard 8, 60 hp) (slides to one side, +1 to break DC) Placing a mirror in her hand so that the light reflects into her face opens the door
    leading to the Western Barracks. Each Alcove houses an Adamantium Strongbox that only opens when the secret passage is open.
  8. Western Barracks - An Unlocked Stone Door
    (hard 8, 60 hp)
    from the South, leads into a room lined with 20 double bunks and three cold Fire pits; an Iron Portcullis
    (lift DC 25, break DC 28; hard 10, 60 hp)
    seals off an animal pen in the northern wall of the room. An stone door
    Stuck Stone Door (break DC 28; hard 8, 60 hp)
    blocks off and alcove to the north. There are five busts lining the Western wall: a child followed by a dwarven soldier, a dwarven woman, a dwarven king the a bust without a head. The last bust conceals a Secret door
    (Search DC 30) Stuck Iron Door (break DC 28; hard 10, 60 hp) The door only opens when a Crystal Skull is placed on the last bust
    . Another Secret door
    (Search DC 25) Stuck Stone Door (break DC 28; hard 8, 60 hp) (slides to one side, +1 to break DC) The door does not open from this side
    Is on the eastern wall.
  9. Staff Dining Room - An Unlocked Stone Door
    (hard 8, 60 hp)
    from the south leads into a kitchen with dining space. Cooking pots hang over a firepit on the Eastern wall. A heavy Iron Cauldron sets in the cold pit and Iron pots hang above there is one copper pot on the rack. On the West side of the room there is a long table that would support 10 diners. To the North an Iron Portcullis
    (lift DC 25, break DC 28; hard 10, 60 hp)
    bars entry into a Holding cell. A Secret door
    (Search DC 20) Door (Open Lock DC 25) The door is opened by pulling the chain fused to the copper pot
    opens into the passage between the Larder and the Southern Dining Room
  10. Kitchen - An Unlocked Iron Door
    (hard 10, 60 hp)
    from keg room to the south leads into a large kitchen with a Grilling pit, roasting and baking oven. An Iron Portcullis
    lift DC 25, break DC 28; hard 10, 60 hp
    separates the kitchen from the meat locker
  11. Keg Room An Iron Portcullis
    lift DC 25, break DC 28; hard 10, 60 hp
    Separates each of the Dining rooms from the Keg Room. A stone dais sits in the west side of the room, and several barrel staves are scattered throughout the room. A Variety of barrels are stacked on the Dias. The two Unlocked Stone Doors
    (hard 8, 60 hp)
    lead to the kitchen
  12. Commander’s Mess An Iron Portcullis
    lift DC 25, break DC 28; hard 10, 60 hp
    on the eastern wall leads into a large and exquisite table. With seating for 20. The Secret Door
    (Search DC 20) Locked Stone Door (Open Lock DC 40) A bookcase and section of wall makes a loud grinding noise as it pivots open
    from the Northern Dining room does not open from this side
  13. Northern Dining Room - An Unlocked Stone Door
    (hard 8, 60 hp)
    from the Southern Dining room opens into another large Dining Room with a single long stone table running the length of the room. An altar to Moradin has been set along the western wall. An Archway and Stuck Stone Door
    (break DC 28; hard 8, 60 hp)
    lead into the Central corridor. The altar conceals a Secret Door
    (Search DC 20) Locked Stone Door (Open Lock DC 40) placing the candelabra with Moradin’s symbol into the hexagonal space on the altar and turning it clockwise will cause the door to open slightly
    to the commander’s mess. An Iron Portcullis
    (lift DC 25, break DC 28; hard 10, 60 hp)
    to the East leads to the Keg Room.
    • Central Corridor- there are emotionless faces carved into the stone of the corridor.
  14. Southern Dining Room - A Locked Stone Door
    (Open Lock DC 30) (hard 8, 60 hp)
    from the Southern Corridor opens into a large Dining Room with a single long stone table running the length of the room. A Locked Iron Door
    (Open Lock DC 25) (hard 8, 60 hp)
    on the Southern wall leads to the larder. An Unlocked Stone Door
    (hard 8, 60 hp)
    on the Northern wall opens into another large Dining Room. An Iron Portcullis
    (lift DC 25, break DC 28; hard 10, 60 hp)
    opens to the commander’s mess. An Iron Portcullis
    (lift DC 25, break DC 28; hard 10, 60 hp)
    to the East Leads to the Keg Room.
    • Southern Corridor- there are emotionless faces carved into the stone of the corridor. a Frost Fangs

      Frost Fangs Trap


      Name
      Frost Fangs Trap
      Type
      mechanical
      Effects
      CR 7; Perception DC 25; Disable Device DC 20; Trigger location; Duration 3 rounds; Reset none; Effect jets of freezing water cold damage , DC 20 Reflex save for half damage; multiple targets (all targets in a 40 ft. square area)
      Tags
      Pathfinder, Trap, CR 7
      IsShared
      1
      has been set in the hall.
  15. Sitting room - A Stuck Stone Door
    (break DC 28; hard 8, 60 hp)
    from the Larder opens into an empty room. A Stuck Iron Door
    (break DC 28; hard 10, 60 hp)
    along the northern wall leads into the Staff dining room.
  16. Meat Locker - A Iron Portcullis
    (lift DC 25, break DC 28; hard 10, 60 hp)
    from the Kitchen opens into a cold room with a Dwarven rune carved several times into the wall.
  17. Holding Cell – A Locked Stone Door
    (Open Lock DC 30)
    on the east leads into the holding cell from the Western Barracks. A Iron Portcullis
    (lift DC 25, break DC 28; hard 10, 60 hp)
    blocks the way into the actual prisoner’s quarters, and a Iron Portcullis
    (lift DC 25, break DC 28; hard 10, 60 hp)
    leads into the Staff Dining room
  18. Patrol Post - A Stuck Stone Door
    (break DC 28; hard 8, 60 hp)
    from the central corridor leads into a room with 4 chairs and an hourglass. A Locked Stone Door
    (Open Lock DC 30)
    and a Trapped Iron Portcullis
    (lift DC 25, break DC 28; hard 10, 60 hp)
    Frost Fangs

    Frost Fangs Trap


    Name
    Frost Fangs Trap
    Type
    mechanical
    Effects
    CR 7; Perception DC 25; Disable Device DC 20; Trigger location; Duration 3 rounds; Reset none; Effect jets of freezing water cold damage , DC 20 Reflex save for half damage; multiple targets (all targets in a 40 ft. square area)
    Tags
    Pathfinder, Trap, CR 7
    IsShared
    1
    lead into the eastern barracks

History

The denizens on the Underdark became violent and unruly with the collapse of the Underkingdom. the darkgate became the principal fortress blocking roving packs of monsters from escaping into the overworld. The Clan maintained trade with the few caravans that operated in the Underdark until those stopped. Fanghur eventually collapsed under the wieght of its holdings when it came time to seal Karad Dharkh, the task was given to the Dwarven necromancer Noldroul, who sealed himself inside and was never seen again.

Maps

  • Barad Dharkh
RUINED STRUCTURE
-800
Alternative Names
Darkgate
Type
Tunnel
Parent Location

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Articles under Barad Dharkh



Cover image: Dwarven ruins by 4dimensional

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