d20 Silven Publishing Horrendous Habitats - Ironstorm Mountain.pdf

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Credits
by B. Matthew Conklin III, Greg Oppedisano and Christopher Wissel
Content Editor: E.P. Healy
Mechanics Editor: Michael hompson
Artwork: Cover by Mariusz Gandzel, Interior work by the Chris Malidore,
Cartography by Kosala Ubayasekara
Art Direction & Layout: Kosala Ubayasekara
<http://www.silven.com/>
About the Author
Matt Conklin has freelance credits with Paizo, Goodman Games, Wizards
of the Coast. He is one of the founding members of the Were-Cabbages
RPG Design group. He lives a bohemian existence in Metropolitan Detroit.
Matt would like to thank his group (Chad, Craig, Dave, Jason, John, Mike,
Mike Pat, and Tom) for “running with it” the night he came up with this
crazy idea. Who says a group composed of all dwarves (four of whom are
barbarians) can’t work?
Greg Oppedisano agreed to be bitten by the Were-Cabbage because he
thought that he would look more like Swamp hing and less like a brussel
sprout with arms... Happy husband, soon to be father of three, teacher of
history, coach of championship footbal teams, master of dungeons. Greg
would write more if he wasn’t commited to watching the Leafs extend their
Stanley Cup drought into the year 2050. Go Leafs Go!
Horrendous Habitats
Ironstorm Mountain
Requires the use of the Dungeons & Dragons Player’s
Handbook , hird Edition, published by Wizards of the
Coast, Inc. his product utilizes updated material from
the v.3.5 revision.
About the Mechanics Editor
Michael hompson is a computer engineer and IT manager by trade,
but a dreamer and idea man at heart. He is a veteran of 25+ years of
RPG gaming, including D&D, World of Darkness, GURPS, Villains
& Vigilantes, and too many others to list. In addition to writing, he is
currently a D20 Mechanics Editor for Silven Publishing and a forum
moderator at the company’s website. Mike lives in Norton, Massachusetts, a
small town 15 minutes north of Providence, RI.
Web enhancements and free articles and updates can be
found on the Silven Publishing website at http://www.
silven.com.
“d20 System” and the “d20 System” logo are trademarks of Wizards of the Coast, a subsidiary of Hasbro, Inc., and are used according to the terms of
the d20 System License version 6.0. A copy of this License can be found at <www.wizards.com/d20>. Dungeons & Dragons ®, D&D ® and Wizards of the
Coast® are registered trademarks of Wizards of the Coast, a subsidiary of Hasbro, Inc., and are used with permission.
Ironstorm Mountain ©2006 B. Matthew Conklin III et al. All rights reserved. First Publishing Rights in each medium aforded to Silven Publishing.
he contents of this book is copyright as listed in section 15 of the Open Game License at the end of this book. he mention of or reference to any
company or product in these pages is not a challenge to the trademark or copyright concerned. Ironstorm Mountain is created under version 1.0a,
6.0, and/or draft versions of the Open Game License, the d20 System Trademark Logo Guide, and the System Reference Document by permission of
Wizards of the Coast.
Designation of Open Game Content: All mechanics and descriptions are to be considered Open Game Content.
COPYRIGHT NOTICE his material is protected under international copyright laws. Any reproduction, retransmission, or unauthorized use of the
artwork or non-Open Game Content herein is prohibited without express written permission from the author or publisher, except for purposes of re-
view or use of Open Game Content consistent with the Open Game License. he original purchaser may print or photocopy copies for his or her own
personal use only. his document is a work of iction. Any similarity to actual people, organizations, places, or events is purely coincidental.
Silven Crossroads , Silven Publishing and corresponding logos are copyright ©2002-2006 Silven Publishing. All Rights Reserved.
Ironstorm Mountain ©2006 B. Matthew Conklin III et al. All Rights Reserved.
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Contents
High Shoal
27
High Pointe
27
hree Pointes
28
Murky Bottom
29
Introduction
4
Myrwinn’s Maze
29
he Black Cells
29
How to Use his Book
4
Adventure Hooks for Ironstorm Mountain
30
Who is his Book For?
4
Pioneering Spirit
30
Prison Break
30
What is Ironstorm Mountain?
5
Dragonslayers
30
he Cult of the Black Stone
30
he History of Angstradt (as it is known)
5
Restoring the Glory
31
he Secrets that History Forgot
7
Stopping the Slavers
31
Ironstorm Prison
7
Adapting the Setting
31
Getting to Ironstorm Mountain 10
Horrendous Characters
and Creatures
32
1. Ruined Garrisons
10
2. he Forest of Stone
11
New Monsters
41
3. Tommerast
11
4. Anvil’s Rest
12
5. Ironstorm Prison
12
he God on the Black Rock
43
7. he Swing
13
Horrendous Spells
45
he Perilous Ascent
14
Pebbleruns
15
Angstradt Overrun
16
Horrendous Magic Items
46
he Troglodyte Clans
16
Getting Around the Mountain
19
he Upper Mines
19
New Material
47
Boraddin’s Chalice
19
he Upper Garrison
20
he Grand Walk
20
Lower Mines
20
he Gem Mines
21
Angstradt proper
21
Spirehome
21
Downtowne
23
Uptowne
24
Towne B’twixt
25
Iron Crown and Hall of the Departed
25
Temple Column
27
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Introduction
he Horrendous Habitats series features ready-to-use lairs and
hideaways to be integrated easily into your game. he idea
is to feature a complete and detailed “home” for your chief
antagonist, one worthy of striking fear and loathing into the
heart of the players upon entering it.
Our goal with this series is to furnish DMs with a set of easily
adaptable and usable locations that can be used to enhance
your already existing adventures, and which serve
as an inspiration or standing plot hook for a
longer campaign.
How to Use This Book
his book details a complete lair or hideaway
to be used by a chief antagonist in your game.
he text is written in as generic a manner as
possible for you to be able to drag and drop
this directly into your campaign and use with
your own information. However, DMs without
their own characters to populate this lair will
ind ready-made NPCs in the Appendix at the
back of this book.
he irst section will cover using Ironstorm
Mountain in your games, while Sections
2 and 3 go into depth on the Ironstorm
Mountain itself and the area surrounding it.
Who is This Book For?
his book is for DMs and is not designed to
be used by players. It would be detrimental
to read this if you are a player in a campaign
where the DM is planning on using this
hideaway.
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What is Ironstorm
Mountain?
Ironstorm Mountain has many locations ripe for adventure,
including prisons, crumbling cities, dueling dragons, and the
sleeping form of a dark god. In addition to a number of physical
dangers, enterprising azers, nefarious slavers, insane derro,
cloaker assassins, and a devious cult that includes four clans of
troglodytes also populate the mountain.
Parties of adventurers should ind themselves amazed and
challenged by what they ind in the depths of Ironstorm
Mountain.
The History of Angstradt (as it is
known)
Centuries ago dwarven prospectors found the mountain that
would later become known as Ironstorm (or Cair-Ebok to the
dwarves) on the southern tip of a temperate east-west range. It
was a veritable miner’s cornucopia rich in iron, nickel, silver,
zinc and that rarest of metals – mithral. Veins of precious
gemstones ran through her core like frozen streams, for the
mountain was closely connected to the Elemental Plane of
Earth. Planar and geological luctuations between the two
realms caused new deposits of ore to appear spontaneously
within the mountain.
he Dwarves they dug deep, they dug greedily!
were given the duty of safeguarding the mountain and its secrets,
orders they fulill even to this day.
Centuries passed, and the dwarves and their servants grew rich
in their mountain even as humans and elves moved in the forests
and plains surrounding it. he irst people who settled around
the mountain heard the sounds of the dwarven craftsmen and so
named the peak Ironstorm.
Almost immediately a colony was established along the shores
of a lake in a high mountain vale. he vale was later called
Boraddin’s Chalice after the lead surveyor. An unusually
adventuresome dwarf by all accounts, he undertook many of the
dangerous irst delves into the heart of Ironstorm itself. hese
journeys were fraught with peril as the elemental denizens were
eager to keep the mountain to themselves.
It wasn’t long before contact and then dialogue between the
races began, but most of the dwarven kings never took much
interest in the goings on outside their mountain, and so they
became distant from their more frivolous neighbors. heir
representatives stopped attending meetings and they stopped
answering the mountain gates, trading exclusively with other
dwarven communities in the mountains to the north and their
deep gnome kin in the depths. Years passed and the humans and
elves became suspicious after not hearing from their neighbors
for so long. hey inally sent a small military force to the
mountain to see what had become of the dwarves. Whatever the
actual intent of the visit, the dwarves took the act as an invasion
and a series of small, but bloody wars gripped the region for the
next sixty years. Eventually the Outsiders, as the dwarves called
the humans and elves, simply ceased coming to the mountain,
thus ending the Summit War. Claiming victory, the dwarves
returned to their work.
In addition to the various earth elementals, rogue mephits and
magmin from the lava-illed strata further below attempted to
sideline the expedition. But Boraddin would have none of it
and pressed on, much to the anguish of his wife, Bronwen, who
wept bitterly while he was gone. It was during these expeditions
that Boraddin found the hollow core of the mountain, a huge
terraced cavern near its center, its base illed with water from the
higher altitudes.
Seeing this as the ideal place from which to survey the rest
of the mountain, it was decided the colony would move into
the issure. And thus was born the city of Angstradt, a proper
kingdom away from the eyes of the local migrating human tribes
and nosy elves. For his great accomplishments, Boraddin was
made its irst king.
A century passed and Angstradt’s population grew, as did its
need for space. King Baltuck Ironhame II, bitter memories still
fresh in his head from the Summit War in which he had fought
as a prince, ordered the mountain’s lowest mines be dug deeper.
he mines were expanded outward under the neighboring
kingdoms and even into the remote wilds to the south and
west. Branches went north beneath the hidden mountain vales.
Ironhame envisioned one day that Angstradt would form the
In the depths, powerful dwarven arcanists and clerics performed
a great magical rite that bent the earth elementals within the
mountain to their will and bound them to eternal service. With
the elementals at their side, constructing the city and driving of
the rogue magmin was a simple task. Later still, the elementals
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