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004 Deadly Forge

At the bottom of the cavern are several forges and a few Ogres hammering away at weapons.  This part of the cavern is very hot and humid.  The temperature is close to 95 degrees and the humidity is roughly 80%.  As long as the party does not spend hours under these conditions they will not suffer any ill effects. 

There is a water system that runs through the bottom of the cavern in order to cool the forges and the bring the temperature down.  The channels are constructed and not natural.  They are only 10 feet deep and moving at 20 feet per round.  Not all of the forges are active at this point.

To one side of the chamber are several of the crystal chambers that are from the above levels except they are empty.  Off to the corner there are partial chambers that are either incomplete or damaged.

In this secton there are several wooden bridges thatcross the water ways.  Unlike the chamber above these bridges are very sturdy and can take several hundred pounds.  They are also flat and level so that anything can be slid across level.


FORGES:

There are six total forge stations around the room.  When the party arrives only 4 are opperational.  There is enough light cast by the forges to light this room for normal illumination.  The forge stations all have similar features.  Thers is a work table about waist hight with anvil and shaping equiptment.  Thers are also bellows for stoking the fire and walls for impliments that stand about 10 feel tall.  Any Ogre that stood to full height would be able to see over the top of the back to the forge.  Even a large creature like an Ogre is not able to see over the back when working.

Any Dwarf or character with the knowledge of how to forge will see an additional arm that resembles a second belows. Each forge is connected to the flowing water by a series of copper pipes and each forge has the same pressure.  Closer inspection will reveal this lever to be a water pump and spray.  The spray actually showers the heating stones from underneath with a spray of water.  While it is important to repeatedly heat and quench forged metal it is not normal to quench the heating stones.

FORGES 1, 2, 3, 4, 5:

Three of the Ogres are working forges near to the staircase and elevator and a forth forge is operating at the far end of the room.  Two of the working forges are being used to make Bastard Swords of good quality but not masterwork.  The third forge is being used to make Heavy Steel Shields of good but mundane quality and the forth station is being used to make good quality mundane Breastplates.  There are a total of 60 bastards swords, 20 Heavy Steel Shields, and 20 Breastplates plus the materials for another 5 of each.  There are two other forges on the lower level but they are not active when the party arrives.  If the party searches the cold forges they location a station dedicated to javalins and locate a stockpile of 20 completed good quality mundane Javalins and another station with crystal shards and disks. 

At the time the party encounters the forges they are hot and fully active.

FORGE 6:

Unlike the other forges this one is not set up to forge metal.  There are bellows handles and water handles as well as the standard forge set up but there is no sign that his forge has ever been used to heat or shape metal.  The only obvious difference witht his station is the actualy quench troth.  There is a Forge Platestanding verticl in a slot in the middle of the quench troth.  The plate has a very faint red glow and the temperature in the quench troth is nearly boiling.

At this station the party find 9 crystal shards about nine inches long and roughly and 2 inches in diameter.  The long crystals are hollow and filled with the same blue glowing liquid as the larger chambers.  Just like the larger chambers there is not an obvious way to open the crystals and there is not an air bubble or gap.  There are also 9 crystal disks roughly 2 inches in diameter and 1/2 inch thick.  Even though the crystal disks are made of crystal they are not glowing.  There is an inset or indention on the disks that mates perfecttly with the shards.  When the shard is inserted into base it will stand up vertical.   

FORGE PLATES (6):

These plates appear to be a steel like metal.  Each plate is one foot square and is 3 inches thick.  These plates fit into perfectly carved stone slots underneath the heating stones.  Each of the bellows can force air or water to the plates.  The plates identify as having both the Heat Metal and Chill Metal Druid spells. 


OGRE  
Size/Type: Large Giant
Hit Dice: 4d8+11 (29 hp)
Initiative: -1
Speed: 30 ft. in hide armor (6 squares); base speed 40 ft.
Armor Class: 16 (-1 size, -1 Dex, +5 natural, +3 hide armor), touch 8, flat-footed 16
Base Attack/Grapple: +3/+12
Attack: Maul +8 melee (2d8+7) or javelin +1 ranged (1d8+5)
Full Attack: Maul +8 melee (2d8+7) or javelin +1 ranged (1d8+5)
Space/Reach: 10 ft./10 ft.
Special Attacks:
Special Qualities: Darkvision 60 ft., low-light vision
Saves: Fort +6, Ref +0, Will +1
Abilities: Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7
Skills: Climb +5, Listen +2, Spot +2
Feats: Toughness, Weapon Focus (greatclub)
Environment: Temperate hills (Merrow: Temperate aquatic)
Organization: Solitary, pair, gang (3-4), or band (5-8)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +2

APPEARANCE:

Normal adult ogres stand 9 to 10 feet tall and weigh 600 to 650 pounds. Their skin color ranges from dull yellow to dull brown. Their clothing consists of poorly cured furs and hides, which add to their naturally repellent odor.  Ogres speak Giant, and those specimens who boast Intelligence scores of at least 10 also speak Common.  The first thing that the party notices is that these Ogres are bald with 6 bolts drilled into the back of their heads.  Two rows of three bolts inserted about an inch apart.  The skin around the bolts shows signs of healing and scarring so the bolts have been inpalce for several months.  Unlike normal Ogres these are actually organized and have the intelligence to atually forge and use stratagy agains the players.

BOLTS (magic):

These bolts radiate arcane magic and with an identify spell will show as a combines set of +6 to INT.  If the bolts are identified seperately they still radiate magic but the identify is not able to determine what the effect would be.  The bolts as a set are what grant the INT bonus.  As these bolts are extremely invasaive and damageing they reduce a creatures CON score by 6.  The adjust men to the CON score is immediate and permanent.  If he bolts are removed and a Heal spell cast the CON damage can be restored.

COMBAT:

Ogres normally favor overwhelming odds, sneak attacks, and ambushes over a fair fight. They are intelligent enough to fire ranged weapons first to soften up their foes before closing, but ogre gangs and bands fight as unorganized individuals.  These Ogres fight with tactics and are combat trained for battle.  They are fearless but still maintain sence to not be reckless.

With the noise of the forges any party member trying to move silently has a +10 bonus.  Unless the party is within clear view for more than three round there is only a 10% chance that the Ogres will see them.  If any member of the party is either seen or heard the Ogres will attack immediaely by moving as close as possible hen throwing their hammer.  After the first attack they howl for the others. 

MAUL (magic):

Each Ogre is wielding a large forging hammer that has the same stats as a large size Maul.  is a large size maul that is being used as a +1 forging hammer that also grants the wielder with a +10 craft check to any metal work.  When used as a forging tool or to work any type of metal the hammer grants the wielder a +10 to any craft check.  This bonus stacks with any other enchantment bonus to craft.

When used as a weapon the hammer functions like a +1 Maul with the throwing ability.  The Maul has another feature.  When thrown the wielder uses their melee attack bonus rather then ranged attack bonus.  This ability can be used only once per day and must be activated prior to throwing as part of the attack.  If the attack fails then the days attempt fails.


STALAGMITE:

If the party takes the time to examine the central collum they discover 8 square holes about 4 inches square carved into the stalagmite.  The square holes are about 8 feet up and are located right below the start of the metal plates that run up the length of the stalagmite.  Only with a search check of DC 15 or a direct examination of the column or the plates.  The metal plates are actually riveted and bolted to the stalagmite and can only be removed with a STR check of DC 30.  Several player working together can combine their STR bonus.  Either a careful examination or pulling off the plates will reveal that channels have been grooved into the stalagmite along with several holes drilled into the groves about a feet deep. 

In order to determine what the groves, the plates, or the channels are for requires knowledge of engineering or Dwarven knowledge.  Any Dwarf will be about to add in his character level to any knowledge check.  Basically the groves and channels are meant to direct any explosive force along the center shaft of the stalagmite and with the plates to focus the blast the result should be to shatter the stalagmite.  There are plates that run along the ceiling of this cavern and are used to direct the force along the ceiling as well. 


INVISIBLE CUBE: 

With a successful search check or if any party member actually specifically searches the square hole they feel an invisible cube with sevaelr riased arieas.  if the party takes time to examine the cubes they see that the sides move and the cube can be slid and rotated.  The shape is a rubics cube with raised knobs on the white side. 

Anyone holding one of the cubes


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