07 · Places of note

The Grey Moun­tains region has many places of inter­est, both natu­ral and construc­ted sites. Ancient ruins of the Elder Days, along with more recent construc­tions are scat­te­red throu­ghout the region. The fol­lo­wing layouts are a broad cross-sec­tion of the types encoun­te­red.

7.1 Norr-dum

While it is nei­ther the oldest or the lar­gest of the Grey Moun­tain colo­nies, Norr-dum is the capi­tal of Durin’s folk. Chosen because of its cen­tral loca­tion in rela­tion to the other set­tle­ments, Norr-dum is the center of Dwar­vish indus­try. The larger mining colo­nies, such as Thun­der­cleft and Silver-pit, trans­port their ore over­land to Norr-dum for smel­ting. Almost all of the for­ging of pro­ducts is car­ried out here.

Norr-dum sprawls over three levels, the lowest of which consists almost enti­rely of mining tun­nels. The second level is the main wor­king area, although there are some Dwarf-lod­gings, and the Halls of Smi­thing are loca­ted here. The upper level consists mostly of resi­den­tial and admi­nis­tra­tion areas.

7.11 General features

The pas­sa­ge­ways of Norr-dum (and this also ap- plies to the other Dwar­ven colo­nies) fall into four cate­go­ries : roads, access­ways, ave­nues, and mining tun­nels.

Roads

These pas­sa­ge­ways are pre­do­mi­nant in the upper level, and in some sec­tions of the second level. They are seven to ten feet wide and six to eight feet wide. Their walls and floors are smooth and the roads gene­rally run straight, only in the outer reaches of Norr-dum (where they are few) do they twist or slope. Many of the roads of the second level have tracks run­ning along one side for the ore-carts. The cei­ling of the roads are either level or arched.

Accessways

The access­ways arc found on all levels and serve to link areas spread over large dis­tances that fall out­side the net­work of the roads. On the lower level, howe­ver, access­ways arc found only in the older mine sec­tions. Pre­viously they were mining tun­nels later wide­ned into access­ways. They are three to five feet wide and five to seven feet high. The walls arc rough, but the floors are smooth and fre­quently have the ore-cart tracks cut into their sur­faces. It is not uncom­mon for the access­ways to twist, turn and slope consi­de­ra­bly.

Mining tunnels

Found mostly on the lower level, these tun­nels are roughly hewn from the sur­roun­ding rock. Their dimen­sions vary consi­de­ra­bly ; bet­ween two and five feet wide and four to seven feet tall. The older tun­nels have the ore-cart tracks cut into their floors. Mining tun­nels are seldom straight for any length of time. Ins­tead they twist, turn and slope, in some places to near ver­ti­cal shafts or pits. The mining tun­nels of the two upper levels are found only in the outer reaches.

Avenues

There are only two ave­nues in Norr-dum, one on the second level and one on the upper level. They arc the center of each level, and the road net­works ema­nate from them. The ave­nues are twenty-one feet wide and four­teen feet high. They both run straight for their entire lengths. The walls and floors are smooth and fea­ture a dia­mond sto­ne­work pat­tern. The cei­lings are arched, being three feet higher in the center than at the edges. The avenue of the upper level lies directly above the one on the second level.

Lighting

Ligh­ting within Norr-dum falls within the stan­dard Dwar­ven cate­go­ries ; torches, lamps, fire-places and lan­terns. Howe­ver, the win­dows cut deep in the moun­tain-side (a common fea­ture in Khazad-dum) arc not uti­li­zed here. The ligh­ting is main­tai­ned by an effi­cient group of Dwarves who check and/​or replace the torches, lamps and lan­terns as neces­sary.

Torches

Torches light up the access­ways, and the mining tun­nels when in use. They are spaced every ten feet on either side of the cor­ri­dor and stag­ge­red (i.e., there is a torch every five feet on one side or the other). The torches light an area in roughly an eight foot radius. They are slow-bur­ning and last seve­ral hours.

Lamps

Lamps are used in spe­cial cham­bers and hall-ways or during spe­cial occa­sions when softer ligh­ting is desi­red. Their inten­sity” can also be adjus­ted as requi­red. The lamps burn oil and are often deco­ra­ted in some shape or form.

Lanterns

The Dwarves hang lan­terns from the cei­lings of their roads, ave­nues. large cham­bers, and living areas. The lan­terns are quite power­ful and illu­mi­nate large areas quite well. Lan­terns used by the Dwarves in their living quar­ters often have shut­ters on them to enable the Dwarves to control the amount of light they want.

Fire-places

Found in kit­chen areas, mess-halls or Dwar­ven lod­gings these fire-places or fire-pits pro­vide more warmth than light. They usually have moveable screens in front of them to contain the sparks and prevent acci­den­tal bur­ning.

Traps

While they are not as common in Norr-dum as they are in Khazad-dum, traps still play an impor­tant part in the defense of the Dwar­ven set­tle­ment. They pro­tect vital or sen­si­tive areas. Some are construc­ted purely to detain vic­tims while others kill outright. There are three main types.

Pit traps

These are the most common form of trap found in Norr-dum. They are employed in low-key defen­sive areas or in the more remote regions. Pit traps have seve­ral varia­tions.

Although the effect of the stan­dard pit trap is simple”, they ope­rate by rela­ti­vely sophis­ti­ca­ted means. Two steel doors, up to seven by ten feet each, are held level with and dis­gui­sed (Hard (-10) to detect) to look like the floor. They are held in place by two coun­ter­ba­lance blocks each wei­ghing thirty-five pounds (the larger doors will have hea­vier weights). When more than seventy pounds is placed upon the trap­ped area the doors pivot inwards almost ins­tan­ta­neously, and dump their victim(s) into the pit below (an Extre­mely Hard (-30) maneu­ver to avoid). The pits can be any­thing from four­teen to one hun­dred feet deep. Some have seve­ral feet of water at the bottom. As the weight is relie­ved from the doors the coun­ter-blocks slide back into place, shut­ting the doors as though nothing had hap­pe­ned. These traps are Very Hard (-20) to disarm, and some­thing like the normal locking rod must be employed to do this.

Chasm traps

Chasm traps arc very simi­lar to the stan­dard design except that the results are more per­ma­nent — and the remains harder to find. Ins­tead of a normal pit, the victim(s) fall into a chasm. These chasms arc at least fifty (plus 5 D100) feet deep. There are few of this design, of course, because of their very nature. Chasm traps are Hard (-10) to detect, Very Hard (-20) to disarm and Extre­mely Hard (-40) to avoid.

Spiked pit traps are a common varia­tion, and the pits are of normal depth, but addi­tio­nally there are ten to twenty spikes (three-foot long and razor sharp) awai­ting the victim(s) at the bottom. Depen­ding upon the depth, the unfor­tu­nate fool receives one to five B” to Punc­ture cri­ti­cals. Spiked pit traps are Hard (-10) to detect, Very Hard (-20) to disarm and Sheer Folly (-50) to avoid.

Dead-fall traps

The second most common form of trap, dead-fall traps arc effec­tive but rather messy devices. A pres­sure plate, up to seven feet square, is trig­ge­red when more than fifty pounds of weight is placed upon it. A block of stone, with an area of ten feet, falls from the height of the cei­ling onto the trap­ped sec­tion. Anyone caught below is pulped when they receive one to five D” Crush cri­ti­cals. The dead-fall traps are Very Hard (-20) to detect. Extre­mely Hard (-30) to disarm and Very Hard (-20) to avoid.

Wheel traps

There is only one of these inge­nious devices in Norr-dum. Fit­tin­gly it guards the trea­sury. Excee­din­gly deadly, wheel traps are among the most com­plex traps the Dwarves have ever construc­ted. They involve four­teen stone wheels, wei­ghing three tons each, ali­gned in two stag­ge­red sets of seven. The wheels are seven feet in dia­me­ter and two feet thick. The stones are hidden (Very Hard (-20) to detect) on either side of a spe­cially construc­ted cor­ri­dor, behind a stone facade. On the oppo­site side of the cor­ri­dor of each stone wheel there is an empty alcove. These alcoves have a slightly lower ele­va­tion to enable the wheels to roll.

In the middle of the cor­ri­dor at the center of this trap­ped area there is a pres­sure plate. If this is trig­ge­red (it is Extre­mely Hard (-30) to detect) it sets a series of coun­ter-weights in motion. They raise the stone facades relea­sing the wheels. The wheels roll out from their alcoves and sweep across the cor­ri­dor into the vacant alcoves oppo­site, bounce back and finally come to rest in the cor­ri­dor, blo­cking it. Anyone caught in the midst of this suf­fers 5 D10 E” Crush cri­ti­cals as they are pulped into bloody pan­cakes ! It is a Very Hard (-20) maneu­ver to avoid the moving wheels.

The two access cor­ri­dors that flank the trap enable the Dwarves to winch the wheels back into posi­tion. Steel pins drilled through the center of each wheel and atta­ched to cables make this pos­sible. The entrances to these two cor­ri­dors are Extre­mely Hard (-30) to detect. The wheel trap itself should be trea­ted as Extre­mely Hard (-30) to disarm.

7.12 Upper level overview

The second level

1 · The Gates of Gloin
The only entrance to Non-dûm, these gates lead onto the main avenue of the second level. They are well pro­tec­ted by seve­ral strong towers built into the moun­tains. The doors stand open, prior to T.A. 2580, in the hours of day­light. (see sec­tion 7.13)
2 · Dain’s Hall
This in ear­lier times was the site of a large Gathe­ring Hall. But from T.A. 2588 this hall becomes the new throne room for the Dwar­ven monarch (then Dain). After T.A. 2589 it becomes the lair of the Cold-drake Ando-anca. (see 7.13)
3 · Gathe­ring Halls (2)
Both of these halls are essen­tially the same in design, but the atmos­phere of each is quite dif­ferent. The halls are one hun­dred and forty feet square, and forty feet high. The nor­thern-most hall is much fre­quen­ted by miners, smiths and war­riors. It is brightly lit, and the Dwarves can be quite bois­te­rous upon occa­sion.
The sou­thern hall, howe­ver, is poles apart. It was the scene of an ugly inci­dent during the early years of the colony. A pom­pous and insul­ting Dwarf-lord named Talin (the then Warder of Norr-dum) slew his family of four in a fit of rage, and seve­ral others who tried to restrain him, before taking his own life. Although their spi­rits do not haunt the hall, the Dwarves feel deci­dedly uneasy about the place, and it is little used. The hall is dimly lit, at the entrances only, and the fit­tings and trap­pings are cove­red with dust.
NoteAfter TA. 2586 the door-locks to these rooms are replaced with more difficult devices, Extremely Hard (-40). The doors are no longer guarded, instead, they are periodically checked by patrols.
4 · Armo­ries (3)
There are three arms repo­si­to­ries on this level. They are large seven-sided rooms with doors in each side. The doors are nor­mally kept locked, Very Hard (-20) to attempt to open. They are guar­ded from without by a Dwarf at each door.
Within these rooms the Dwarves store most of their wea­pons ; hand-axes, mat­tocks, battle-axes, war-ham­mers, heavy cross­bows, etc. They are all of super­ior qua­lity (+5 to +10).
5 · Mess Halls/​Kitchens (3)
These large halls, ninety feet square and thirty feet high, are where the Dwarves gather to eat their meals. They are warm, invi­ting places, and they have the smell of who­le­some food about them.
6 · Stairs
The stairs of Norr-dum fall into two main cate­go­ries ; stair­ways and stair­wells. Throu­ghout all of Norr-dum they pass bet­ween the levels.
7 · Halls of Smi­thing
This group of halls is the heart of Norr-dum. The work done here is the life-blood of the colony. (see 7.13)
8 · Craft Halls
Here the rough pro­ducts formed in the Halls of Smi­thing are worked into Dwar­ven mas­ter­pieces.
9 · Dun­geons (2)
Two of Norr-dum’s three pri­sons are loca­ted on this level, the other is found on the lower level. They are shun­ned by any Dwarves not on any offi­cial busi­ness. (see 7.13)
10 · Nali’s Fault
Named after its dis­co­ve­rer, Nali’s Fault is a large rift, run­ning south-east away from the main grid. A series of dis­join­ted caverns, par­tially filled with water, the fault is over two miles long. It is the site of a large vein of silver, which the Dwarves have mined for cen­tu­ries.

The upper level

11 · Gathe­ring Hall
This hall is some-what smal­ler than the stan­dard” design, it also dif­fers in its decor. Ins­tead of the normal stone-work pat­terns, the hall has large mural-pain­tings on the walls and cei­ling. (see 7.13)
12 · The Trea­sury
Much of the wealth of Norr-dum is kept hidden away in this room. Beyond its many defenses, the trea­sury is a remote room away from the main grid of the third level, making it even harder for would-be thieves. Behind the unas­su­ming door to this room are true riches. (see 7.13)
13 · Coun­cil Cham­bers
The mee­ting room for many com­mit­tees and groups, the coun­cil cham­bers are richly deco­ra­ted. The walls have been wit­ness to many fiery debates and argu­ments. The room also doubles as a spe­cial ban­quet hall upon occa­sion. (see 7.13)
14 · Stairs
These stair­wells and stair­ways pro­vide access to the other lower levels. (see 6, above)
15 · Mess Halls/​Kitchens (6)
Iden­ti­cal to those found on level two (sec 5, above).
16 · Gathe­ring Halls (4)
Four large halls, these are the main sites of Dwar­ven social inter­ac­tion on this level. Each cham­ber is brightly lit, and more often than not music, laugh­ter, and talk resound from these halls.
17 · Old Throne-hall
The seat of the Dwar­ven Kings until T.A. 2588, the Old Throne-hall is a cen­tral buil­ding on this level. It lies directly off the main avenue. (see 7.1.3)
18 · Library
Also loca­ted off the main avenue is the library of Norr-dum. Within its large vaults, this hall contains many wri­tings on the his­tory of the Dwarves. The library is a large hall, three hun­dred feet by eighty feet and twenty-five feet high. It has deep alcoves, areas where inter­es­ted par­ties can read or write without being dis­tur­bed. Other wri­tings speak of more prac­ti­cal mat­ters ; smi­thing, mining, alche­mis­try, engi­nee­ring, etc. There is a staff of thirty scribes and libra­rians on hand to help. Any Dwarf of Durin’s tribe has access to this room, but some sec­tions are res­tric­ted (magi­cal, etc.).
19 · King’s Quar­ters
Loca­ted west of the (Old) Throne-hall these rooms are living areas for the rei­gning Dwarf-king and his imme­diate family. The Royal lod­gings consist of four­teen rooms grou­ped toge­ther in a large circle, with a cen­tral open space. This cour­tyard” is deco­ra­ted with foun­tains and pools. The doors lea­ding off the cour­tyard lead to these rooms : the King’s armory, the King’s pri­vate chapel, the King’s pri­vate audience cham­ber, a small kit­chen, the King’s library, four small bedrooms, a larger main bedroom, a latrine, two sto­rage rooms and a sit­ting room. They are all ele­gantly appoin­ted with the finest of Dwar­ven trap­pings and fit­tings.
20 · Warder’s Quar­ters
The lod­gings of the Warder of Norr-dum, a nomi­nal post­ing that goes to the second son of the King (or the King’s bro­ther), are spa­cious and com­for­table. The fur­ni­shings are not as luxu­rious as those of the King’s quar­ters, but they are still far in excess of the norm. The Warder’s quar­ters are a group of seven rooms, loca­ted east of the (Old) Throne-hall. The lar­gest room, a sit­ting room, is cen­tral and the others lead off it. The rooms are : a library, three bedrooms, a store room, and a latrine.
21 · The Chapel of Aulë
Loca­ted off the main grid of upper level in the south-wes­tern reaches, the chapel is a holy site for the Dwarves. In trou­bled times, or during a per­so­nal crisis, Dwarves will come to this hall to be at peace and seek gui­dance from Aulë. (see 7.13)
22 · Nali’s Fault
The effect of the large rift, (see 10), of the second level conti­nues through to this level. Some of the caverns are connec­ted to those of the lower level, others are merely exten­sions of the same fault. In those of the former the Dwarves have built lad­ders and ele­va­tors lin­king the two levels. The fault runs (on this level) for nearly two miles.
23 · Light Room
Akin to a crude Gathe­ring Hall, this room, only par­tially com­ple­ted, is the first of Norr-dum’s window-rooms”. A large .hole cut deep into the moun­tain-side brings light to this hall. By construc­ting the Light Room the Dwarves hope to recall some of the splen­dor of their lost Khazad-dum.
24 · Crypts of the Kings
Loca­ted at the remote sou­theas­tern edge of the third level, not far from the trea­sury, these Crypts are the res­ting places of the past Kings of Durin’s tribe (from Thorin Ito Nain II). Each crypt is typi­cally a small, roughly-hewn cham­ber, iden­ti­fied only by a short runic ins­crip­tion. One tunnel, loca­ted behind a secret door, Extre­mely Hard (-30) to detect, leads to all the crypts. Each cham­ber is rea­ched by a small (three feet by four feet) door­way. The crypts are empty save for sar­co­phagi. The Dwarf-lords within are fully dres­sed and still bear the items they used in life (use Dain or Borin in 6.21 for examples, or use LOME III).

7.13 Specific sites of interest

Gathering hall

One of seve­ral in Norr-dum, this hall is based upon those of Khazad-dum. A natu­ral cavern, it was shaped and enlar­ged by the Dwarves until it rea­ched its present size : one hun­dred and forty feet by ninety feet, with a vaul­ted cei­ling that rises to a height of forty feet. Seven gra­ce­ful columns sup­port the roof and are deco­ra­ted with a myriad of pat­terns. In the south-eas­tern corner of the hall there is a small amphi­thea­ter. At the bottom of this lies a small stage. Groups of Dwarves gather here at times to listen to music. No battle-anthems or chan­ting songs are sung here, rather, the har­pers play more reflec­tive pieces ; many are of Elvish origin or influence.

Ins­tead of the usual pat­terns of Dwar­vish sto­ne­work the walls and roof of this Gathe­ring Hall are deco­ra­ted with one gigan­tic, conti­nuous mural depic­ting scenes of Dwar­vish his­tory. The pain­tings are not enti­rely fini­shed. Most of the nor­thern wall is still bare, and ongoing work is being car­ried out by a sole artist, a Dwarf called Loni. He conti­nues the work of his father who began the pain­tings nearly eleven years ago, there are subtle dif­fe­rences in style bet­ween the older and youn­ger pain­tings. The ligh­ting of the hall is bright —many lamps and lan­terns hang from the walls and cei­ling, and seve­ral fire-pits pro­vide a warm glow. The ligh­ting can be sub­dued, howe­ver, for the music per­for­mances.

Underground lake

In a deep sec­tion of the lower level, one of the many streams widens into an under­ground lake. When the Dwarves came upon it, tun­ne­ling for ore, they soon rea­li­zed that it was too large and too deep a body of water to tra­verse. So ins­tead of attemp­ting to bridge the lake they simply went around it. The pas­sa­ge­way that leads to the lake also branches off to ano­ther part of the mines.

At the entrance to the lake the Dwarves have built a small dock, and three small boats are moored here. Should they feel incli­ned, some Dwarves fish these waters, in the hope of cat­ching some­thing edible. A sub-spe­cies of trout, which is blind, is consi­de­red a deli­cacy among the Dwarves, but they are not easy to catch. Other more unsa­vory crea­tures are rumo­red to live in this lake, but they are yet to prove life threa­te­ning (i.e., no Kra­kens or Sligns).

Seve­ral torches burn at the docks to ensure that no-one falls into the lake, as few Dwarves can swim.

Dungeons (3)

Norr-dum has three dun­geons, two on the second level, and one on the lower level. The dun­geons are light­less holes ; the Dwarves see no reason why pri­so­ners should be com­for­table. Each dun­geon room has a locked door of solid iron three inches thick. These doors are Sheer Folly (-50) in dif­fi­culty to pick Fur­ther­more, they are guar­ded from without by two Dwarves. (From T.A. 2588 onwards there are no guards at the door­ways to the dun­geons. Ins­tead, infrequent patrols check that any pri­so­ners held are secure.)

Inside the cham­ber there is open space where the Dwarves ques­tion their pri­so­ners. The Dwarves do not favor tor­ture imple­ments, but uti­lize more direct methods, such as : « Tell us what we want to know, or we will kill you ! » While this doesn’t always pro­vide good results, the Dwarves have little patience when it comes to crimes against their people. The rest of the cham­ber consists of a U-shaped walk­way that passes seven pits. Each pit is thirty to fifty feet deep. Dark, dank and smelly, the pits are clea­ned only once or twice a month. They are closed at the top by a steel-barred door. This door is locked, Very Hard (-20) to pick ; from inside the pits the doors are Sheer Folly (-50) to attempt to open.

Should the Dwarves require a pri­so­ner for any reason, they will cast down a rope ladder. On no account will the Dwarves enter the pits if there are pri­so­ners (alive) below. Food and fresh water are lowe­red into the pits twice a day.

Old throne-hall

Loca­ted on the upper level, this hall was the Throne-hall of all the Dwar­ven Kings from Thorin I to Nain II. Dain I aban­do­ned the hall in favor of a more opu­lent and osten­ta­tious one. The hall is a seven-sided cham­ber sup­por­ted by seven gra­ce­ful columns. Each column depicts the image of one of the Fathers of the Seven tribes, but, unsur­pri­sin­gly, grea­test in pro­mi­nence, sta­ture and detail is the column depic­ting Durin the Death­less.

The throne is a simple chair of orna­tely carved wood raised upon a low dais. The two doors at the oppo­site end of the hall open inwards, and are usually stan­ding open. In the entry hall out­side, four guards and the court appoin­ter receive ambas­sa­dors or peti­tions to the King. But after Dain moves his court to the new Throne-hall, this entry is no longer guar­ded and the hall stands empty.

Run­ning from the doors of the entry hall to the dais of the King is a length of plush, red carpet. The two sides of the main hall have benches and tables or the bene­fit of the King’s court. There are two exits to the Throne-hall : the main doors and a smal­ler side pas­sage near the throne.

The Hall of Wonder

This large limes­tone cavern, loca­ted on the lower level, is called the Hall of Wonder by the Dwarves. Anyone who has seen this mar­ve­lous natu­ral phe­no­me­non would hasten to agree.

A slow, mean­de­ring stream winds its way through the center of the cavern. Large pillars of the soft limes­tone, rea­ching from the floor to the cei­ling, flank the stream on both sides. The pillars are irre­gu­lar in width and are pale green in color. A beau­ti­ful arched bridge crosses the stream, and a win­ding path links the cavern, from end to end, with other tun­nels on this level.

The most spec­ta­cu­lar fea­tures of this cavern, howe­ver, are the walls, the floor and the cei­ling. They are brightly lit with a mul­ti­tude of lan­terns and lamps. The light shines on these sur­faces, cat­ching and reflec­ting the many hues and color­ful tones of the cavern. Won­drous crys­tal­line struc­tures cover the cave’s sur­faces. The Dwarves have enhan­ced this natu­ral phe­no­mena, unco­ve­ring struc­tures pre­viously trap­ped behind layers of rock. The Dwarves make a point of sho­wing any guests or ambas­sa­dors this cavern.

Council chamber

In this room the King’s coun­cil meets to dis­cuss mat­ters rela­ted to the run­ning of Norr-dum and the other set­tle­ments. Loca­ted on the upper level, not far from the (old) Throne-hall, this cham­ber is richly appoin­ted with the finest Dwar­ven trap­pings. Luxu­rious thick fur pelts cover the floor, and mar­ve­lous tapes­tries, skill­fully woven, depic­ting Dwar­vish legends, hang from the walls.

Much of the room is taken up by the large, finely deco­ra­ted oak table. Twenty-one chairs with lea­ther uphol­stery and maho­gany frames sur­round the table. The lar­gest is reser­ved for the King only.

A full ses­sion of the coun­cil is held only once every two months — and all twenty-one mem­bers attend. But other com­mit­tees also use this room to meet — groups such as the smiths, the masons, and the army. The King also uses the room as a ban­quet hall for spe­cial occa­sions (such as Durin’s Day) or for impor­tant mat­ters of state.

Coun­cil records (taken by atten­ding scribes) and minutes are kept locked, Extre­mely Hard (-30), in cup­boards that line the wes­tern wall. There are three entrances/​exits to the room. They are all kept locked, Very Hard (-20) to pick, when the cham­ber is not in use. If a mee­ting is in pro­gress, and the King is atten­ding, seven Dwarves will guard each door.

The halls of smithing

1 · Smi­thing Hall
This vast cavern is the heart of Norr-dum. The center of acti­vity in the Dwar­ven colony, hun­dreds of Dwarves labor here crea­ting myriad works from raw mate­rials. The cavern is a huge cham­ber, one of the lar­gest in Norr-dum. Pos­si­bly formed from a gigan­tic air bubble in the midst of an ancient lava flow, or more likely as the result of small scale faul­ting. this cavern is roughly three hun­dred and fifty feet by four hun­dred and twenty feet. The cei­ling is par­tially vaul­ted, and rises to the asto­ni­shing height of three hun­dred feet. At the nor­thern end of the cham­ber the cei­ling is lower, but it is still over one hun­dred feet. Regard­less of the time, large num­bers of Dwarves can be found in this room, for the wor­kers toil through a stan­dard eight hour day, and there are three shifts.
The Smi­thing cavern has a number of tracks for the ore-carts win­ding about the floors. These are mat­ched by the mul­ti­tude of pipes that carry liquid metal from the smel­ting hall to the Sha­ping-halls. Vents in the cavern roof carry some of the smoke away, but the Hall of Smi­thing remains a hot and smoky envi­ron­ment to work in. The Dwarves, howe­ver, seem to thrive in the condi­tions.
1A · Smel­ting Hall
Stan­ding roughly at the center of the Smi­thing Cavern, the Smel­ting hall domi­nates the Halls of Smi­thing. A huge struc­ture in its own right, the seven-sided hall is almost tower-like in pro­por­tion, as the walls rise fifty feet above the floor. Within this hall the ores extrac­ted from the mines below are smel­ted in large fur­naces. Once the slag has been remo­ved, the raw liquid mate­rials are piped to the appro­priate cham­bers out­side the hall. There are no faci­li­ties here for the smel­ting (or sha­ping) of either laen or mithril, although there is a small-scale ope­ra­tion at Silver-pit.
Each of the seven walls have large entry­ways, through which carts travel upon tracks. The hall is a hive of acti­vity, as can be evi­den­ced from the walk­ways that stretch around the edge of the walls. These walk­ways are twenty to thirty feet above the floor and can be rea­ched by iron lad­ders and stair­ways. Aside from the view they give, they are also valuable ser­vice cor­ri­dors for the gigan­tic fur­naces.
Seve­ral of the fur­naces are larger than die others, and the Dwarves can heat them to sur­pri­sin­gly accu­rate tem­pe­ra­tures as requi­red for the various ores. The slag is placed in large vats. These are per­io­di­cally emp­tied into aban­do­ned mine-shafts, which arc then sealed off.
A com­pli­ca­ted net­work of pipes snake throu­ghout the hall, lea­ding off to other cham­bers. They trans­fer hot liquid metals to where they are needed. Obviously, the advan­tage of this is that the liquid metal, upon rea­ching the appro­priate Sha­ping-hall, does not have to be re-heated prior to for­ging. Thus, valuable time and energy are saved. 
1B & 1E · Mould-works
These two deep alcoves, tun­ne­led fur­ther back into the cham­ber, are where the majo­rity of the mould-wor­king is under­ta­ken. Pipes from the smel­ting hall (A) chan­nel liquid into stone moulds. These are then trans­fer­red to a series of fur­naces, each one slightly cooler than the last. There are a total of four­teen. Thus, the metals are streng­the­ned, being tem­pe­red. This pro­cess also relieves stress on the metal, and any flaws arc soon noted. The metals may then be quen­ched into oil or water baths at the end of the fur­nace sec­tion. Many dif­ferent types of moulds are used in this pro­cess for a variety of objects —usually large and/​or bulky items. The roughly moul­ded metal is then sent off to more spe­cia­li­zed craft-halls co be clea­ned and fini­shed. Any moulds not requi­red are kept in the store rooms or store halls.
1C · Wire-works
Although this alcove is rela­ti­vely small when com­pa­red to the other Sha­ping-halls, the tasks per­for­med here are vitally impor­tant. It is the only Sha­ping-hall where pro­ducts are fini­shed on-site.” Not only is the raw mate­rial shaped here, but it is also craf­ted into the final pro­duct. Here, fabu­lous intri­cate metal-work is done ; chain mail and other simi­lar objects are made from iron and steel.
The Wire-forges are simi­lar in design to other Sha­ping-hall fur­naces, except that the stan­dard racks they have are long, narrow chan­nels (or tubes) of varying width cut into metal trays. The liquid metal from the smel­ting hall is placed in these trays and a simi­lar pro­cess to that of the mould-works begins. At cer­tain points (if wire-like pro­ducts are desi­red) the trays, which are teles­co­pic”, and can be exten­ded, are pulled apart crea­ting long strands.
The walls of this alcove are lined with small two-room work­shops where skilled wire-smiths and their assis­tants ply their craft.
1D · Sheet-works
In this Sha­ping-hall the liquid metal from the smel­ting hall is trans­fer­red onto large, broad moulds with a low lip. These can be sta­cked on top of each other to form varying thi­ck­nesses. The fur­naces into which they are placed are spe­cial, and there are two types. In the first fur­nace, the metal is allo­wed to reheat for only moments (to main­tain consis­tency), then the racks are remo­ved and allo­wed to soli­dify to a cer­tain point.” Once this point has been rea­ched the Dwarves run thin metal bars (with a sharp lea­ding edge) across the cooling metal, and lite­rally slice sheets off like butter. The sheets are then moved across to a second pro­cess where they are com­pres­sed, to gain strength, by a heavy, metal roller. The pres­sure applied depends upon the thi­ck­ness of the sheet desi­red. The sheets are then brie­fly re-heated once more in the second set of fur­naces and then remo­ved. The hot sheets slide easily off the racks and are taken away to spe­cia­li­zed craft-halls and work­shops, or placed in sto­rage if they are not needed. Some­times the sheets formed are imper­fect ; if this is the case they are remel­ted in the smel­ting hall.
1F · Bar-works
A smal­ler Sha­ping-hall, but of the utmost impor­tance, the bar-works are where much of the wea­ponry of Norr-dum ori­gi­nates. Ove­rhead pipes from the smel­ting hall bring liquid metal to the area. This is then poured directly into various sized ingot moulds. They are allo­wed to cool, and then re-heated and tem­pe­red. Fol­lo­wing this they are quen­ched in oil, then water, crea­ting a spec­ta­cu­lar and dan­ge­rous sight. Bars may some­times crack during the quen­ching ; if this occurs the bar of metal is re-melted, but the Dwarves ensure that it is not used again in the bar-works. Super­sti­tious, the Dwarves believe that if a bar has cra­cked once it will do so again, and that the weapon could fail the wiel­der in battle. The bars, still warm inside, arc then trans­fer­red onto carts and taken to spe­cial craft-halls where they even­tually emerge as a fini­shed weapon.
1G · Repair Hall
This hall is not one of the Sha­ping-halls, ins­tead repairs to various items, espe­cially those used in the Halls of Sm thing. are car­ried out. There are seve­ral two-room work­shops. each with their own com­pact forge, in which the smiths and their assis­tants attend to the tasks requi­red. If any items prove to be unre­pai­rable. but have some worth, they are melted down and their mate­rials reused.
1H · Mint-works
The most spe­cia­li­zed of the Sha­ping-halls, the mint-works arc where the coi­nage of Durin’s Folk is pro­du­ced. The coins are of a high stan­dard, being pure in content and super­ior in crafts­man­ship to most other coins. Norr-dum mints mostly silver as well as small amounts of copper and gold.
The mint-works only ope­rate on a spo­ra­dic basis ; if the Dwarves were to mint as many coins as they were able they would ruin their own eco­nomy, as well as that of most of Nor­thern Rho­va­nion. The value of silver would fall signi­fi­cantly.
To main­tain purity, the silver, copper and gold is not chan­ne­led through ove­rhead pipes. Ins­tead it is trans­por­ted as solid metal from the smel­ting hall. The coins are then cut and shaped by pre­ci­sion machines into the stan­dard one-third ounce and one-seventh ounce coins of Durin. They are then che­cked and wei­ghed accu­ra­tely. One coin in a hun­dred is tested for purity. It should be noted that for­gery, to Dwarves, is a hei­nous crime. It is rated as bad as murder, and the penal­ties are severe.
2 · Mine Pas­sa­ge­way
This broad pas­sa­ge­way has a track for ore carts. It branches fre­quently, and leads to the mines on the level below.
3 · Sto­rage Pas­sa­ge­ways
These pas­sa­ge­ways lead to store rooms and the larger roughly hewn store halls. The Dwarves store ores and smel­ted metals, as well as par­tially fini­shed pro­ducts. The doors arc kept locked, Medium (+0) to pick, and the pas­sa­ge­ways are patrol­led per­io­di­cally by guards.
4 · Pas­sa­ge­way
This pas­sa­ge­way leads to a T” junc­tion. The east fork slopes down­wards and leads to the mines of the first level. The west fork is level, and leads to other areas on the second level.
5 · Craft-hall pas­sa­ge­ways
These three pas­sa­ge­ways lead to the more spe­cia­li­zed craft-halls of the second level. Typi­cally each smith has a three-room cham­ber with its own self-contai­ned forge and store room. Small carts laden with half-fini­shed mate­rials travel on tracks to these rooms where work is fini­shed. They are then sent to other store rooms or armo­ries. The most talen­ted of the smiths do not work to any sche­dule, but create mar­ve­lous works as they see fit, or handle spe­cial orders.
6 · Stair­way
This short pas­sa­ge­way ter­mi­nates in a long flight of steps that lead to the upper level.

The treasury

The majo­rity of the Dwar­ven wealth of Norr-dum is stored within this vault. The trea­sury is loca­ted on the third level, away from the living areas in the far wes­tern reaches. It is pro­tec­ted by a for­mi­dable trap, which is called a wheel trap (see sec­tion 7.11).

1 · The pas­sa­ge­way
Lea­ding to the trea­sury is four­teen feet high and seven feet wide. There are tracks cut into the floor faci­li­ta­ting the travel of carts. (a) At this loca­tion is the pres­sure plate which trig­gers the trap (see sec­tion 7.1 1 ).
2 · These two access pas­sa­ge­ways
are used to ser­vice the wheel trap.
3 · The door to the trea­sury
is seven feet high and five feet wide and is locked at all times. It is Absurd (-70) to pick, but not trap­ped.
4 · The trea­sure vault 
is a large rec­tan­gu­lar room seventy feet by thirty feet. Imme­dia­tely inside the door, see (a), is a dead-fall trap — for more infor­ma­tion refer to Gene­ral Fea­tures, traps.
At the wes­tern end of the vault there are three cham­bers, see (b), open-ended at the eas­tern side. In these com­part­ments ingots of silver and copper are sta­cked in glea­ming piles ten feet high. Each com­part­ment has over fif­teen hun­dred ingots. The eas­tern cham­ber com­part­ments, see (c), are the same dimen­sions as those at the other end of the room. Two of these hold silver (in simi­lar amounts to (b)). The third holds approxi­ma­tely one thou­sand ingots of gold.
Fur­ther riches are hidden below the floor sur­face, see (d), in a small pit (seven feet square and three feet deep) well-hidden, Extre­mely Hard (-30) to find. The door is the same size of the pit — it is not trap­ped, but it is Absurd (-70) to pick. In the pit the richest of the Dwarves wealth is dis­played — such as mithril, rare (and large) gems, other pre­cious stones, and jewelry.

The gates of Gloin

At the end of a long ravine, in the south-east of the Grey Moun­tains, lies the entrance to Norr-dum, the Gates of Gloin. Named after the second King of Durin’s Folk in the Grey Moun­tains, who ruled from T.A. 2289–2385, they were com­ple­ted in the year 2356. They remain as the doors of Norr-dum, until T.A. 2589, nearly three hun­dred years later, when they are des­troyed by Ando-anca during his sacking of the city-hold.

1 · The Silver Road
The silver” road (S. « Men Celeb »), which runs from the Men-Mithrin, gra­dually rises on a causeway/​rampart from this point. By the time it reaches the arch of Thorin I (see below) the road is some fifty feet above the ground below. The road is smooth and level, and is fifty feet wide. As it rises above ground level, the road’s edges have iron rails that pro­tect tra­ve­lers from fal­ling. This sec­tion was construc­ted a few years before the gates.
2 · The Arch of Thorin I
Erec­ted in T.A. 2212, the arch of Thorin I is a monu­ment to the Dwarves that died in the flight from Khazad-dum. Toge­ther with the sym­bols of Durin’s Folk (Durin’s Crown, the Seven Stars, and the Hammer and the Anvil) are the names of those lost. They are ins­cri­bed in Sin­da­rin. The pillars on which the arch rests are fif­teen feet in dia­me­ter and are made from gabbro. The arch itself is made from poli­shed white marble and weighs seve­ral hun­dred pounds.
3 · Rock Shelf
This broad shelf of rock lies along the edge of the ravine that forms the entrance to Norr-dum. It is a flat expanse that rises as a sheer face fifty feet above the the narrow valley floor.
4 · The Great Gates
Two mas­sive pillars of stone, streng­the­ned with iron and steel, guard the entrance to Norr-dum. Each door, wei­ghing over a ton, is four­teen feet high, seven feet across and ten feet thick. They open out­wards, tra­ve­ling upon grooves cut into the rock. The gates also can be qui­ckly secu­red by pla­cing three evenly spaced locking-bars of steel behind the doors. The gate’s sur­faces are smooth and una­dor­ned.
Note During the rule of Dain, there are usually only one or two Dwarves in these towers, or, often, none at all.
5 · The Gate Towers
These two tri­an­gu­lar-shaped towers are built into the moun­tain-side and flank the great gates. Each tower has three sto­ries. Nume­rous firing slits on each level pro­trude from the concave-shaped outer walls. The controls for ope­ra­ting the gates are loca­ted on the second floor of the nor­thern tower. The inner (wes­tern) walls have a ladder that runs from the first level to the third, pas­sing through cres­cent-shaped holes, four feet in dia­me­ter, cut to pro­vide access. Pas­sa­ge­ways from the first level lead to other loca­tions on the second level of Norr-dum. These doors are gene­rally open, but can be locked, in which case they are Very Hard (-20) to open. Each tower is guar­ded at all times by a unit of seven to twenty Dwarves.
Note During Dain’s rule these towers are empty, and the doors are kept locked.
6 · Flan­king Towers
Both of these long narrow rooms have two levels. Each has its outer wall ridd­led with firing slits, from which the Dwarves can out­flank any attempts that might be made against the gates. The rooms have ladder-stairs” simi­lar to the gate towers above, and like­wise pas­sa­ge­ways lead to other loca­tions. The doors to each of these flan­king towers are the same as those of the gate towers.
One other fea­ture of note within these towers are their sally-port pas­sa­ge­ways. From each tower, doors (in the eas­tern walls) which are nor­mally kept locked, Extre­mely Hard (-30) to open, reveal a narrow, low (five feet) pas­sa­ge­ways that lead to secret doors (Extre­mely Hard (-30) to detect, and impos­sible to open from the out­side). From here the Dwarves may sally forth to repel atta­ckers.
In each flan­king tower five to four­teen Dwarves main­tain a vigi­lance.

The chapel of Aulë

The chapel of Aulë is a rather unique room. It is loca­ted on the upper level in the south-wes­tern reaches.

The walls and roof have a veneer of poli­shed marble gilded with silver, intri­ca­tely sculp­tu­red with stone-work pat­terns wing-stone pat­tern in this case). The floor, howe­ver, is rough and des­cends in a broken tier fashion, almost like some kind of arena. The ligh­ting is sub­dued, and only a few lamps inter­mit­tently spaced pro­vide a soft light. The tiers are sui­table for rough seats, and small num­bers of Dwarves (nor­mally less than ten) may be found here, medi­ta­ting in silence.

Any who enter the room through the small door (five feet high, with no lock) will feel a sense of calm­ness and peace come over them. Dwarves will expe­rience this to a grea­ter degree. No words are allo­wed to be spoken in this hall, and anyone caught doing so will be bani­shed from Norr-dum. This site is sacred to all Dwarves, not just those of Durin’s tribe.

Dwarf lodgings

Mainly found on the upper level, although seve­ral groups are loca­ted on the second level (mostly hou­sing for smiths and miners), the lod­ging des­cri­bed here is typi­cal for most Dwarves. While there is no stan­dard pat­tern, most are simple variants of this basic design. Some are more ele­gant and have more rooms, while others are more Spar­tan.

The example illus­tra­ted has a cen­tral fire­place and chim­ney which has facings on all the rooms. The cei­lings are bet­ween six and seven feet high. The first room is an entry hall, for recei­ving visi­tors. The floor is cove­red with dyed woolen rugs and the walls, with pat­ter­ned stone-work or tapes­tries, are tas­te­fully, though spa­rin­gly, deco­ra­ted. Seve­ral low, com­for­table chairs are posi­tio­ned about the fire-place.

The second room is the main bedroom. Woolen rugs, or some­times fur pelts, again cover the floor. A locker or war­drobe of some sort stands against one wall. A wooden chest sits in one corner. Any items of value that the Dwarf (or Dwarves) pos­sess are stored in here. The chest is locked, Hard (10) to open ; rarely are they trap­ped. The bed is a simple slab of stone — gra­nite or basalt — and it is cove­red with seve­ral furs.

The third room may be used as a sto­re­room, or as a bedroom for any Dwarf-chil­dren. The fourth room is the latrine.

Dain’s Hall

Of recent construc­tion, this hall was pre­viously used as a gathe­ring hall. Fol­lo­wing Dain’s acces­sion to the rule of Durin’s Folk in T.A. 2585, work began on resha­ping the hall. It was com­ple­ted in three years. The hall is situa­ted off the main avenue of the second level, only five hun­dred feet from the Gates of Gloin.

1 · Entry Hall
The ini­tial recei­ving hall is guar­ded by six Dwarves (see the x’s on the map). A fur­ther Dwarf, the court cap­tain, is on duty here to wel­come guests. He has a desk to one side of the main doors, and here he works out the court sche­dule. The outer doors arc made of steel, with silver and gold embel­lish­ment. Each door is nine feet by seven feet ; they arc not lockable, but nor­mally kept closed. They open out­wards.
2 · Inner Doors
Two fur­ther guards stand here before the inner doors, which arc of simi­lar construc­tion to the outer ones, except that their outer faces depict the Crown of Durin. These doors also arc nor­mally kept closed. They can be locked, Very Hard (-20) to pick. and can be bar­ri­ca­ded from within the Throne-hall by a heavy steel bar. The doors open inwards. into the hall.
3 · Throne-hall
The throne room itself is a grand struc­ture, desi­gned to be the envy of other Dwar­ven tribes. The walls are deco­ra­ted with an inter­es­ting and beau­ti­ful pat­tern : the stone-work is dia­mond-shaped, and gems of many hues arc at the center of each dia­mond. Any would-be thieves will dis­co­ver that these gems cannot be pried loose. This is because the gems were found in the rock that sur­rounds them —the Dwarves merely shaped the outer sur­face into a dia­mond tile and poli­shed the outer edge. So a thief would, in actual fact. have to steal the whole tile — a dif­fi­cult and time-consu­ming pro­cess. The gems arc worth approxi­ma­tely five gold pieces each, and there are seve­ral thou­sand dia­mond tiles.
3A · This cen­tral sec­tion
is a wide pas­sage-way that leads from the inner doors to the steps lea­ding to Dain’s throne. The roof of this pas­sage-way is higher than the rest of the hall, and the cei­ling has detai­led deco­ra­tive stone-work. Four large columns sup­port the roof, which is thirty-five feet high. The columns are be-decked with tapes­tries. Guards stand on each side of each of the columns (eight in total).
3B · These two side sec­tions
arc where the court gathers to hear the King’s pro­noun­ce­ments. Seve­ral long. low tables with com­for­table chairs pro­vide sea­ting and a place to cat. A single column sup­ports the roofs ; which have plain. flat cei­lings. The columns also arc devoid of orna­men­ta­tion. Pas­sa­ge­ways, with a lone guard at their entrance lead to other areas of the second level.
3C · At the far end of the hall Dain’s throne
rests upon a plat­form of basalt. Seven broad, shal­low steps are the means by which the front of the plat­form can be rea­ched. Each step runs the length of the dais. Two guards stand on the edges of the fourth step. The four cor­ners of the plat­form have small deco­ra­tive columns which reach to the roof. They are ador­ned with tapes­tries and the ban­ners of Durin’s Folk.
The throne itself is large, with a high back, carved and poli­shed from a single block of gabbro. The uphol­stery is of the finest qua­lity ; the arm rests are plated with a silver alloy, and the emblem of the Hammer and Anvil is carved above the head rest. Two guards flank the throne. A series of small, steep steps behind the throne lead to a door at the rear of the hall. Beyond the door is a pas­sa­ge­way that leads to other parts of the second level.

Note: During the last months of TA. 2589 there are likely to be few Dwarves present within the hall. The court meets only for spe­cial occa­sions and they are infrequent (e.g., Durin’s Day, or the King’s bir­th­day). Even if Damn is present in the hall only three to five guards (at the most) are likely to be atten­ding him.


Note: After late TA. 2589, Ando-anca, having driven the Dwarves from Norr-dum, makes this hall his lair. He demo­lishes both the inner and outer doors, levels the throne and dais, and blocks all three of the side pas­sa­ge­ways with the rubble. He piles the wealth of Norr-dum into a large mound in the center of the hall.

7.2 Kala Dulakurth

Stan­ding atop a sand­stone butte in the nor­thern foo­thills of the Ered Mithrin is the impo­sing for­tress of the Ice-orcs. They call it Kala Dula­kurth (aOr. Dark-ice for­tress). The butte rises some three hun­dred feet from the sur­roun­ding ter­rain. The sides are incre­di­bly sheer, but the summit itself is its most stri­king fea­ture. A large out­crop of basalt, one of many in the region, vir­tually covers the summit sur­face. It is tall, over two hun­dred feet, and hollow inside. The Ice-orcs have used these natu­ral fea­tures and added their own tun­nels over a period of four thou­sand years to make it their home.

The for­tress is well pro­tec­ted. The nor­thern and wes­tern sides are sur­roun­ded by a small, but deep, gla­cial lake, and the sou­thern and eas­tern sides are pro­tec­ted by thick walls and tall towers. The for­tress is spraw­led over three levels, mostly in the sou­thern sec­tions of the basalt out­crop. The out­crop has three mini-peaks,” each of which are sur­moun­ted by towers. The Ice-ores have no mining ope­ra­tions here ; explo­ra­tory dig­ging proved fruit­less.

General features of Kala Dulakurth

The pas­sa­ge­ways within the for­tress vary greatly in dimen­sions, but the gene­ral access­ways are eight to ten feet wide and seven to fif­teen feet high. Ligh­ting is pro­vi­ded by torches, at twenty-foot inter­vals. Caves have spe­ci­fic dimen­sions and ligh­ting. The halls are smoke-filled as a result of poor ven­ti­la­tion, and visual sigh­ting for those not used to such climes are at –20.

7.21 Level one

1 · The Great Gates
These two huge (8’x5”), steel doors are the prin­ciple defense of the castle. Each nearly a foot thick, the doors are topped by large iron spikes and are impos­sible to move by force. The doors pivot on their outer edges and are opened by a winch mecha­nism which is ope­ra­ted from the second level, see (I 5). A thick steel bar is held by a pulley just above the doors. In times of emer­gency the bar can qui­ckly be drop­ped, secu­ring the gates. At the same time an alarm is set off, war­ning the castle of danger. The ope­ning or clo­sing of the gates (which open out­ward) is quite a noisy affair ; the gates groan and pro­test as they scrape on their mecha­nism. This takes some time, usually two to twenty rounds. They boom shut with a loud clang, a sound that is omi­nously final. The ope­ra­ting of the gates can be heard throu­ghout the whole keep.
2 · The Hall of Kalmog
An extre­mely large pas­sa­ge­way, the Hall of Kalmog is named after the first King of the Ice-orcs who led his fol­lo­wers to this site. The walls are deco­ra­ted with garish murals of battle and death. Tro­phies, a tes­ti­mony to the pro­wess of the Ice-orcs, line the lower walls. Notable among these is the head of an Ice-drake, and next to this, moun­ted on a pole, is a muti­la­ted and par­tially decom­po­sed (it was not trea­ted pro­perly) head of a normal Orc. It is repu­tedly that of a foo­lish Ash­dur­buk of Gun­da­bad from early in the Third Age.
The Hall is used as a mus­te­ring place by the Ice-orcs when they embark on raids or skir­mishes.
3 · Smi­thing Hall
Within this fairly large cave lies a well-orde­red and rela­ti­vely effi­cient smithy. No smel­ting or pre­li­mi­nary for­ging is car­ried out here — these tasks are car­ried out befo­re­hand at one of the Ice-orc mines in the nor­thern Ered Mithrin, and the raw mate­rials arc only trans­fer­red here after­wards. This is the elite smithy. Less than half of all the smi­thing requi­re­ments of Ice-orcs is done here, the rest being done at the mining out­posts. Small scale works such as armor and weapon manu­fac­ture, or weapon repair, are the normal tasks of the twenty-five smiths and their assis­tants, one to five lesser Ice-orcs per smith. Most of the work done by these smiths, many of whom are grea­ter Ice-orcs, is of above-ave­rage qua­lity, and, occa­sio­nally, one will make a +15 or +20 weapon in return for some favor from one of the Ice-orc Lords.
There are seve­ral vents cut into the outer wall which take some, but not all, of the smoke away. The smithy is manned in two nine-hour shifts. During this eigh­teen-hour period, forty co sixty Ice-orcs will be found in this room, labo­ring away.
4 · Armory
Behind this stout iron-bound pine door, locked Very Hard (-20) to open, is the sto­re­room for spare wea­pons, or wea­pons cap­tu­red on raids but which the Ice-ores cannot (or will not) use. The wea­pons are piled knee high into a large mound, although some effort has been made to sepa­rate the melee and mis­sile wea­pons — they are at oppo­site ends of the pile. Aside from the wea­pons, armor and shields lay strewn in a clut­te­red heap just inside the door. The normal prac­tice is to throw the wea­pons in through the door­way, without even ente­ring the room. Melee wea­pons are thrown fur­thest, then the mis­sile wea­pons (inclu­ding arrows or bolts), and Armor and Shields are simply drop­ped at their feet. Since most Ice-orcs carry their wea­pons and equip­ment with them at all times, the room is rarely used. There is a ( I 0%) chance that one to ten Ice-orcs may be found in this room arming them­selves or dum­ping sur­plus gear gained on a raid.
5 · Ascen­ding Pas­sa­ge­way
This spi­ra­ling cor­ri­dor connects with the des­cen­ding pas­sa­ge­way (18) on the second level. It is steep in places, and broad steps have been cut into the rock to aid the clim­ber.
6 · Temple
A huge cham­ber, the second lar­gest of the for­tress, this is the scene of many grisly rituals. A large altar stands at the nor­thern end of the cham­ber, its sur­face caked with dried blood. Large fla­ming pits sur­round the altar and burn conti­nuously. At regu­lar inter­vals (usually two or three times a month), or when spe­cial cap­tives are to be sacri­fi­ced, about four to five hun­dred Ice-orcs gather in the vast cavern to urge the Priests in their grue­some tasks. The Priests offer sacri­fices to Mor­goth, in the hope that he will one day return and lead them to vic­tory over the free peoples. Often, one of the lesser Ice-orcs is chosen at random by the Priests to sacri­fice a victim. It is every Ice-orcs” dream to be allo­wed to sacri­fice a victim, and they cele­brate with gusto. During times of war or after a suc­cess­ful raid these rituals can last seve­ral days.
The King and his reti­nue arc accor­ded spe­cial seats along­side the Priests, behind the altar, but unless he is taking part in the sacri­fi­cing the King will gene­rally prefer to watch from his pri­vate bal­cony above, see (26).
The Temple is also used as an Arena on cer­tain occa­sions, and this is just as popu­lar with the Ice-ores. The cavern has two entrances, the larger one lea­ding directly to the Throne Room, see (7). So large is the entrance, that the two rooms almost form a single cham­ber.
Note Sometime after T.A. 2600, Throkmaw the Black (a winged Fire-drake) gained control over the Ice-orcs. In terror for their lives, they bowed down and worshipped him as a god. Throkmaw set aside the King, and took the Throne Room for his own. He leveled the cavern completely, destroying the ancient throne and the upper section of the chamber. Throkmaw ordered that the Ice-orcs hand over most of their wealth to him. He now rests upon his new-found wealth, seeking further power. He delights in the fact that he can use his minions to work for him.
7 · Throne Room
The Throne Room is a vast hall. The height of the cei­ling is such that it extends through to the second level (as does (6) above). The floor of the room is level, but split into two sec­tions. The upper sec­tion is about twenty feet above the lower and is the nor­thern­most sec­tion. It is rea­ched by a set of stairs that tra­verse the rising ground. On the upper sec­tion the King sits on his throne.
The throne looks out of place in this grim, lofty cham­ber. It was orna­tely carved from a ten-foot sec­tion of a tree trunk. The uphol­stery and the deli­cate Elvish art­work, while being rava­ged by time and wear, and the abuse of the Ice-orcs, still shows its beauty and crafts­man­ship. The throne sits on top of a large block of basalt, fur­ther rai­sing the height of the King above his sub­jects. A series of short steps behind the throne pro­vide easy access.
There is a 40% chance that the King will be here at any given time, whe­ther he is pre­si­ding over ban­quets (more like pigs at the trough!). hea­ring the reports of his offi­cers, or being enter­tai­ned” by pri­so­ners. When the King is in the Throne Room, none, save his royal body-guards and the King’s guests (inclu­ding Ice-Orcish NPCs), may stand in the upper sec­tion. Small fire-pits line the edge of the upper sec­tion, fur­ther enfor­cing the dis­tinc­tion bet­ween the rulers and the ruled.
Aside from this, the court of the Ice-ore King is rather informal—even by Orcish stan­dards. Whe­ther or not the King is in atten­dance, the lower sec­tion is inva­ria­bly full of Ice-ores (5D 100). The lower sec­tion serves as a gene­ral mee­ting hall, to drink, talk, gamble. argue and fight. Figh­ting is quite a common occur­rence ; a scuffle will break out almost hourly. Usually they do not prove fatal ; one Ice-ore will back down, but if things turn violent the whole cavern cheers the com­ba­tants, wage­ring hea­vily on the out­come.
There are three exits from the Throne Room. The main one leads to the Hall of Kalmog, see (2), and-is the most fre­quently used. The other large exit, as noted above, see (6), leads to the Temple. (During the rituals, crowds often spill over into the Throne Room while trying to get a view.) The third exit is a secret door, loca­ted at the rear of the upper sec­tion. It is only Hard (-10) to detect and is not locked. Most of the elite (i.e., NPCs and royal body-guard) arc aware of the door’s exis­tence. It leads to a steep win­ding cor­ri­dor which goes up to the second level. The pas­sa­ge­way is vir­tually a stair­well, as the path is very steep. The secret pas­sa­ge­way is not a defen­sive device as such, for the King relies on the strength of his royal body-guard. He sees it as more of a conve­nience. Any pri­so­ners, poli­ti­cal or other­wise, held by the King are kept chai­ned to the walls of the upper sec­tion. The King enjoys taun­ting them when he is in the Throne Room.
8 · Port­cul­lis
A secon­dary defense, should the main gates fail, see ( I ), this port­cul­lis can be drop­ped almost imme­dia­tely by relea­sing the appro­priate pulley, see (15). This enables the Ice-orcs to orga­nize a sizeable res­ponse to any per­cei­ved threat. The port­cul­lis consists of solid iron bars inter­lo­cked with bars of steel. It weighs over eight hun­dred pounds, so any thoughts of lif­ting it manually are out of the ques­tion.
9 · Wolf Dens (2)
The cour­tyards beyond these doors are the homes of the White-wolves that the Ice-orcs use as mounts. Along the inner cur­tain walls and the sides of the for­tress the Ice-orcs have construc­ted shel­ters in which the wolves can rest and sleep, pro­tec­ted from the ele­ments. The Ice-orcs have cros­sed the White-wolves with Wargs, and this accounts for their fero­city in battle, and their willin­gness to coope­rate as mounts.
In the eas­tern den, the smal­ler of the two, some one hun­dred and fifty wolves live (inclu­ding their pups). At any given time fifty to a hun­dred of these wolves may be away from the den on raids or patrols. The wes­tern den houses over two hun­dred and fifty wolves and their pups, and often as many as one hun­dred and fifty may be absent.
The wolves are free to roam the for­tress, but most prefer not to do so and gene­rally remain in their dens — unless the wea­ther is par­ti­cu­larly bad (i.e. worse than a normal bliz­zard). A large wolf-flap” is part of each of the doors for this pur­pose.
10 · Kitchen/​Storeroom
This rather chao­tic room is where the majo­rity of food pre­pa­ra­tion (a gene­rous phrase) is car­ried out for this level (excep­ting the King’s feasts”). This amounts essen­tially to nothing more than the concoc­tion of a hor­rible stew made from any­thing avai­lable. A large fire-pit at the center of the room is topped by a caul­dron in which all and sundry are thrown for the making of the stew. The rations are then doled out to the Ice-orcs as requi­red. Seve­ral ovens along one wall are uti­li­zed to make loaves of an alto­ge­ther unap­pe­ti­zing bread. Twenty-five female Ice-orcs work here. One sec­tion of the room is devo­ted to the sto­rage of goods not yet carved up for the pot.
11 · Guards” Quar­ters
The bar­racks for the Ice-orc guards, this cavern is fur­ni­shed in typi­cal fashion. Loose straw beds line the walls, with a large cen­tral fire-pit pro­vi­ding warmth. Sixty guards are quar­te­red here, though only fif­teen to twenty-five will be found here at a time. The others are either on duty, or present in the Throne Room or Temple. An Ice-orc guard has a rela­ti­vely easy life ; they have access to the female Ice-orcs, the duties are light, and it is the highest posi­tion that a lesser Ice-orc can attain. To reach this posi­tion though, they must first prove them­selves as capable war­riors, and all pro­mo­tions are gran­ted only by the War­lord. Each guard will gene­rally have bet­ween two to twenty silver pieces in trea­sure (in silver, copper and bronze) as well as some +5 to +10 equip­ment.
12 · Wolf-riders” Caves (2)
The Ice-orcs who live within these caves are not the only wolf-riding troops, but they are the elite. These com­mand their lesser bre­thren in battle and enjoy pri­vi­leges almost equal to that of the guards. Forty lesser Ice-orcs reside in each cave, in simi­lar condi­tions to that of the guards, see (I I), except that ins­tead of one large cen­tral fire-pit there are seve­ral smal­ler ones. Gene­rally, only ten to twenty Ice-orcs are present in the caves, the others being away on patrols, raids or in the Throne Room or Temple. It is also not uncom­mon to find ten to fif­teen wolves in each of the caves. In addi­tion to their other duties these Ice-orcs also look after and feed the Wolves, for whom they actually seem to care.
13 · Bat­tle­ment Tunnel
This is the only of the castle’s walls that is hollow — in the others the core is filled with packed earth and rock. This wall sec­tion has a tunnel that runs paral­lel to the inner and outer cur­tain walls. The pri­mary func­tion of the tunnel is to pro­vide access to the top of the bat­tle­ment via the stairs. The stairs are as wide as the tunnel, and can be clim­bed from either side, so that anyone wishing to travel the length of the tunnel would first have to climb up and then climb down again.
13A. Cour­tyard
Within this cour­tyard, the Ice-orcs pro­pa­gate a variety of herbs and poi­sons. Chief among these is the poison known as Kalmog’s spoor (see sec­tion 4.1.4). Mem­bers of the Cult of Mor­goth, along with some of the Elite Wolf-riders tend the plants..
14 · Ascen­ding Pas­sa­ge­way
This cor­ri­dor climbs upwards to the second level. It is not as steep as the spiral cor­ri­dor, (see 5). It connects with (23) on the second level.

7.22 Level two

15 · Murder Shaft
Taking advan­tage of the natu­ral fea­tures of their for­tress, the Ice-orcs have crea­ted a for­mi­dable defense for their great gates. The entrance hall below, just beyond the great gates, has an extre­mely high cei­ling which extends past the height of the second level. There is a low iron rail around the edge of the hole.
Both the controls for ope­ning the gates and lowe­ring the port­cul­lis are loca­ted in nearby alcoves. The port­cul­lis can be lowe­red by simply relea­sing the chain, fas­te­ned around a stout iron bar, which holds it, (A). The port­cul­lis can also be easily raised by two Ice-orcs, by win­ding it around the iron bar, which doubles as a winch. The gates are also ope­ra­ted by winches, (B), and pul­leys, although they require four Ice-orcs to ope­rate them.
The Ice-orcs main­tain a watch, at (C), moni­to­ring the land below for the approach of friend or foe. The bal­cony has a door, which has no lock. A small bra­zier burns for the com­fort of the guards. The bal­cony is not open, it is walled and has three arrow slits from which the Ice-orcs can peer (and fire).
Should the port­cul­lis be drop­ped in the event of an attack of some kind, bar­rels of oil, stored in an alcove (D), can be drop­ped onto intru­ders below and lit by torches.
16 · Bat­tle­ment Doors (6)
Each of these iron-bound pine doors are four inches thick. They are all usually kept locked, and are Very Hard (-20) to pick. All of the nearby on-duty guards have the keys, which they receive from the pre­vious guard as he goes off-duty. Each door has a bar of steel fas­te­ned to the inside. In an emer­gency they can qui­ckly be put into place, bar­ri­ca­ding the door.
17 · Ascen­ding Pas­sa­ge­way
This spi­ra­ling stair­case, simi­lar to the one on the first level, see (5), ascends to the third level.
18 · Des­cen­ding Pas­sa­ge­way
This spi­ra­ling staircase/​pas­sa­ge­way des­cends to the first level where it meets (5), the ascen­ding pas­sa­ge­way.
19 · Offi­cers” Cave
This cave is much the same as the guards” quar­ters on the first level, see (11). The cave is less cram­ped, and it is home to the twenty-five Lurg lea­ders who remain apart from their under­lings. The offi­cers are all grea­ter lce-orcs. Fur and pelts of various mam­mals are scat­te­red about the floor, and there is a large cen­tral fire-pit. Bet­ween ten to fif­teen of the offi­cers will be in this room at any given time. It is also common for five to ten female Ice-orcs to be present. The cave is also fur­ni­shed with a long stone table and chairs. Each offi­cer has a per­so­nal wealth of ten to fifty silver pieces (in silver and copper) which they carry with them at all times.
20 Bar­racks (3)
In contrast to their offi­cers” caves the rooms of the lesser Ice-orc troops are dir­tier, smel­lier and more crow­ded. Each cave houses one hun­dred war­riors ; thirty are young war­riors, forty are adult war­riors, and thirty are expe­rien­ced vete­rans. Trash, offal, and the rem­nants of past meals litter the floor. The older Ice-orcs domi­nate the youn­ger ones, who are trea­ted little better than slaves. Each Ice-orc has a per­so­nal trea­sure of one to twenty silver pieces (in copper and bronze). The older Ice-orcs natu­rally have more than the youn­ger ones.
21 · Harem
Behind a locked, Extre­mely Hard (-30) to pick, door are housed one hun­dred and twenty lesser female Ice-orcs. Access to them is limi­ted to only the stron­gest of the male Ice-orcs. Some­times other lesser Ice-orcs may be gran­ted spe­cial pri­vi­leges as a result of great deeds in battle, or other favors. The life of a female Ice-orc is dull and brutal ; when not locked in this room by their guards they must toil away at a variety of domes­tic chores, rai­sing Imps, sla­ving over stoves and fire-pits in the kit­chens, or clea­ning the caves of the mas­ters. About half the females will be present in the room at a time. There is also a (40%) chance that one to ten male Ice-orcs will be in the room.
22 · Throne Room
Like the entry hall of the first level, see (15), the caver­nous throne room stretches beyond the first level. A cor­ri­dor runs around the per­ime­ter of the nor­thern edge.
23 · Des­cen­ding Pas­sa­ge­way
A gra­dually slo­ping cor­ri­dor, this pas­sa­ge­way connects with the one tra­ve­ling upwards from level one, (14).
24 · The Palace Caves
The resi­dence of the Ice-orc King, this series of caves reflects the ulti­mate in Ice-orc taste — good or bad, depen­ding on your point of view. At all times five Ice-orcs from the royal guard patrol the pas­sages nea­rest the caves.
The Palace Caves adjoin the cor­ri­dor that runs along the edge of the throne room (22), and the King often likes to view the room below from his unique van­tage point. Howe­ver, he is rather para­noid about the bal­cony — when he is in the throne room him­self. he ins­tructs his guards not to allow anyone onto the bal­cony.
24A. Main Hall/​Bedroom
Behind a door of solid steel. three inches thick, locked, Extre­mely Hard (-30) to open, lies the main bedroom and hall of the King. Grossly over-deco­ra­ted, this cave gives a true insight into the mind of the King. Thick pelts of North Bears. and the rare Snow Lion cover the floor space, their beauty marred by stains of vomit, offal and spoi­led food. The walls are cove­red with quaint tapes­tries depic­ting Ice-orcs tor­tu­ring and mai­ming Noldor Elves. In the north wall there is a fire-place, which casts an eerie glow over the tapes­tries, enhan­cing an already dis­tas­te­ful effect. A large table of solid gra­nite and seve­ral wooden chairs stand just inside the door, and there are also seve­ral bar­rels of strong drink. The King’s favo­rite past-time is get­ting drunk with his favo­red offi­cers. He likes to appear weal­thy, and an open chest, filled with cheap jewelry. sits on top of the table. He enjoys rea­ching and grab­bing a large hand­ful of jewels and thro­wing them against bewil­de­red Ice-orcs. Worth­less baubles arc scat­te­red over the pelts. The whole chest-full might be worth twenty to thirty gold pieces.
Beyond the main hall is the inner cham­ber and the King’s bed. The bed is a large cano­pied affair, and yet more pelts are piled atop a large slab of poli­shed basalt. The four bed­posts are all deco­ra­ted with lee­ring faces. To one side of the bed there is a large chest embed­ded in the floor. It is locked, Sheer Folly (-50) to open, and trap­ped. If the chest is opened without first spea­king the words (in archaic Orcish) I am the true Lord of the North”, in three rounds a Wraith will appear. Seven feet tall, the wraith will attack imme­dia­tely. (Its stats : Lvl 15 ; Hits 200 ; Attacks : +150 bs, +75LCI, drains 6 pts of Co/​rnd ; AT(DB) Pl/​17 (-30); it cannot he hit by non-magi­cal wea­pons.)
At any time the Wraith can be dis­pel­led by utte­ring the cor­rect phrase. The chest contains the King s prin­ciple items which he stores in here, unless he is absent from the Palace Caves. Also in the chest are five hun­dred gold pieces and a fur­ther five hun­dred gold pieces worth of gems and jewelry.
24B. Trea­sure Vault
Locked, Sheer Folly (-50) to pick, behind a secret door, Extre­mely Hard (-30) to detect, is the King’s pri­vate trea­sure cham­ber. The door is also trap­ped, and should anyone be unfor­tu­nate enough to fail to pick the lock, they will be sub­jec­ted to a Rune of Blin­ding, which is revea­led as a door panel slides down. The rune is situa­ted at a level slightly higher than the key-hole. The trap cannot be disar­med, and is Very Hard (-20) to detect.
Behind the door is a dark cham­ber which contains seve­ral chests. The floor is lit­te­red with coins of small deno­mi­na­tions, two thou­sand copper pieces, one thou­sand bronze pieces. The chests contain :
1) Three thou­sand gold pieces.
2) Six thou­sand gold pieces in dia­monds, eme­ralds, and other pre­cious stones. each one worth ten to five hun­dred gold pieces.
3) This chest is trap­ped, but not locked. If opened a cloud of poi­so­nous gas is relea­sed and will spread to a ten foot radius. The trap cannot, of course, be disar­med. It should be consi­de­red Extre­mely Hard (-30) to detect. The attack level of the gas is 9th level. Those fai­ling their RR by more than twenty die cou­ghing after five rounds as the gas enters their system. Those who fail by less than twenty take 2–20 hits and ope­rate at –25 for twenty hours. They arc also driven from the room, as are those who make their RRs. The gas will dis­perse in five hours. The chest is empty.
4) A +40 unholy two-handed sword that will fight by itself for its normal wiel­der for ten rounds. It also deli­vers an auto­ma­tic E” Heat cri­ti­cal every time it hits. The sword is very evil. and has a will of 150. It will seek to force its wiel­der along the dark path.
24C. Royal Harem
The door to the Royal Harem is locked, Very Hard (-20) to pick, and guar­ded at all times by one of the royal guard. Within the room are twenty of the most desi­rable (by their stan­dards!) Ice-orc females. At least ten are present at any given time, the others being away on domes­tic duties. The King does not allow any other Ice-orcs to have access to this cavern, to the dis­grunt­le­ment of many. The room is fur­ni­shed with layers of exotic furs and silks. There is a (10%) chance that the Ice-orc King will be found in this room enjoying him­self. A fire-place at the center of the room pro­vides light and warmth.
24D. Secret Pas­sa­ge­way
The pas­sa­ge­way that ema­nates from the Throne Room below, see (7), ter­mi­nates here. It too is pro­tec­ted by a secret door. The door is Hard (-10) to detect, and is common know­ledge among the elite Ice-ores. It is not locked and opens with a stout shove.
25 · Kitchen/​Storeroom
Simi­lar to the kit­chen found on the first level. see (10), this kit­chen is larger, to accom­mo­date the increa­sed need for food. The stan­dard of food is little higher — although more care is taken into what goes into the pot. The King’s meals arc pre­pa­red in this room, in addi­tion to those for the bar­rack troops. The meat used is fre­sher, mostly Elk or Los­ran­dir, and this is due to the cold sto­rage room, see (25A). The room is open (barred) at one end of the room to the out­side wea­ther, and so cooled natu­rally. This pro­cess is somew­hat less effec­tive during the short summer period. The door to this room is not locked, but can only be opened from the out­side.
25A. Cold Sto­rage Room
Many Ice-orcs have frozen to death among the car­casses — a favo­rite way for some to dis­pose of hated foes. The frozen corpses can then be served as part of the next meal, or chop­ped into bits and fed to the wolves below. Thirty to fifty female Ice-ores labour in the kit­chen under a brutal over­lord, a lesser Ice-orc who can’t believe his luck.
25B. Bre­wery
In this adjoi­ning cham­ber to the kit­chen the fer­men­ting of power­ful liquor takes place. Five Master-bre­wers” over­see ten to twenty lesser Ice-ores as they make large quan­ti­ties of a fiery black liquid, called Ambor, for the rank-and-file, and a more refi­ned variety for the elite. The lesser Ice-orcs who work here are rota­ted on a regu­lar shift. This duty is par­ti­cu­larly sought after ; the Master-bre­wers” are much-envied mem­bers of the for­tress. Scores of bar­rels line the walls, some ready to be dis­tri­bu­ted and others yet to be filled.
26 · Temple
The temple cei­ling extends beyond the first level, like the nearby Throne Room. The cor­ri­dor from (22) conti­nues to the edge of the temple ope­ning. There are seve­ral tiered stone seats here, where the King and his guests like to observe the rituals. If the temple is empty, this bal­cony will be also, although guards from (24) per­io­di­cally check to ensure that all is well.
27 · Royal Guards” Bar­racks
These bar­racks are home to thirty-five grea­ter Ice-orcs and their Cap­tain, who has his own spe­cial room, see (27A). Their quar­ters are the best and most spa­cious of the all the regu­lar troops. Ins­tead of straw pal­lets they have furs to lie on, and these are scat­te­red about the edges of the cavern. The center of the cavern has a large fire-pit and seve­ral tables and benches, many of which are broken. Seve­ral bar­rels (mostly empty) of Ambor are stored in an alcove — unlike most of the other Ice-orcs they do not have to go to the throne room to get drunk. Much of the floor is cove­red with rub­bish : bones, drin­king cups, and offal. Ten to twenty of the royal guard will be found here, unless the King is in the throne room, in which case the room will be empty of royal guards. Twenty-five female Ice-orcs also dwell here.
27A. Captain’s Cham­ber
Behind a locked, Very Hard (-20) to open. door is the Captain’s room. Sur­pri­sin­gly, the cham­ber is quite Spar­tan — the Cap­tain is too stupid to appre­ciate the finer points of Ice-Orcish inter­ior deco­ra­tion. The room is empty save for the bed, a basalt slab cove­red with furs and pelts, and straw pal­lets where the Captain’s five female Ice-ores sleep. Dim ligh­ting is pro­vi­ded by two torches above the bed. The Captain’s trea­sure hoard lies in a large wooden chest next to the bed. The chest is locked, Hard (40) to open, but not trap­ped. It contains five hun­dred gold pieces worth of coins (in gold, silver, copper and bronze) and two hun­dred gold pieces worth of gems and trin­kets. Half of the trea­sure, though, is made up of cheap baubles and jewelry given to the Cap­tain by the King. To sort the real trea­sure from the junk will take seve­ral pains­ta­king hours.
The Cap­tain is likely to be present in this room (45%) of the time. When he is absent the female Ice-orcs are usually at other areas of the for­tress per­for­ming normal domes­tic duties.

7.23 Level three

28 · Des­cen­ding Pas­sa­ge­way
This spi­ra­ling staircase/​pas­sa­ge­way des­cends to the second level where it connects with (17).
29 · Ascen­ding Spiral Stair­wells
Both of these pas­sa­ge­ways ter­mi­nate in spiral stair­wells which lead to the first level of the Tower of Dark­ness. An aco­lyte priest stands guard at the foot of each one.
30 · Pas­sa­ge­way
This pas­sa­ge­way ends in a short flight of steps that leads to the King’s Tower.
31 · Bar­racks
Along the same design as the bar­racks of the second level, this large cavern houses one hun­dred and fifty Ice-orcs. The cavern is a violent, chao­tic place, and fata­li­ties are common as the Ice-orcs attempt to esta­blish a pecking order among them­selves. The cave floor is filthy, cove­red with dirt, rub­bish, offal and mouldy straw. Each lce-orc car­ries two to thirty copper pieces (in copper and bronze), the older Ice-orcs having more than the youn­ger. Usually half (or more) of the Ice-orcs will be absent from the cavern on patrols. These troops are the Patrol Band, under the com­mand of the Elite Tra­cker and his wolf-riders.
32 · Smiths” Quar­ters
A cave along the lines of the guards” quar­ters, see (I I), of the first level, although smal­ler, the smiths” quar­ters are somew­hat more luxu­rious” than the normal bar­racks. Eighty Ice-orcs live here : the smiths, crafts­men and the engi­neers, along with their assis­tants.
33 · Trea­sury
Guar­ded from without by two alert Ice. orcs, the trea­sury holds the wealth of the Dark-ice for­tress. The door to the trea­sury is of solid steel, and is six inches thick. The door is kept locked at all times, and is Absurd (-70) to pick. The door is not trap­ped, nor is the pas­sage-way in the imme­diate vici­nity.
Just inside the door, howe­ver, is a dead-fall trap. A pres­sure plate ten feet square trig­gers the trap when more than thirty pounds of weight is applied. When this occurs a block of stone, fif­teen feet square drops over the trap­ped area. The block weighs nine hun­dred pounds. Anyone caught beneath the trap receive one to five E” Crush cri­ti­cals, it should be consi­de­red an Extre­mely Hard (-30) maneu­ver to attempt to avoid the block. The block of stone also seals the entrance to the trea­sury. The trap is Sheer Folly (-50) to detect, and impos­sible to disarm from this loca­tion. A secret pas­sa­ge­way from the smiths” cave, see (32), which is Very Hard (-20) to detect leads to the outer wall of the trea­sury. From here the trap can be disar­med rela­ti­vely easily, Hard (40). The winch mecha­nism for rai­sing the stone block is also loca­ted here.
The inter­ior of the trea­sury is well worth the effort requi­red to gain entrance. Coins of all deno­mi­na­tions litter the floor in their thou­sands — at least fif­teen thou­sand gold pieces total. Bars of silver, gold and copper are piled high in the center of the room, the total number being seve­ral hun­dred. Large iron chests sit loo­sely in the rubble. They are locked, Very Hard (-20) to open, and the inner lids are all trap­ped with Sym­bols of Blin­ding. Within each chest are five thou­sand gold pieces worth of gems and other pre­cious stones. There are no magic items within this trea­sury.
34 · Imp Nur­sery
The Imp nur­sery is a three-cham­be­red room in which live hun­dreds of bra­tish lce-orc Imps. The eldest Imps, of four to eight years. live in cave (A), while Ice-orcs of one to three years live within cave (B). The youn­gest Imps (less than a year) live in cave (C). While the lesser and grea­ter Ice-orcs arc not kept sepa­rate, the dis­tinc­tions are made clear from the outset. Grea­ter lce-orc Imps are better trea­ted. better fed and less dis­ci­pli­ned. The caves are a chao­tic place. full of bru­tish Imps who bully the youn­ger ones. Fata­li­ties are common, and only six in ten Imps sur­vive to matu­rity. Bet­ween thirty and fifty female Ice-orcs, with whips, attempt to keep the fata­li­ties to a mini­mum.
35 · Stairs
At the end of a broad pas­sa­ge­way a set of broad steps lead up to the Warlord’s Tower. At all times two Ice-orcs from the Warlord’s body-guard arc on duty, guar­ding the sole entrance to the Warlord’s Tower.
36 · Harem
Much the same as the harem on level two. see (21), this cavern houses one hun­dred female Ice-orcs. Half of these are grea­ter Ice-orcs. Only half of the females will be here at any given time. the others away on work duties. There is a (15%) chance chat one to ten male Ice-orcs will be found in this room. The door to the cham­ber is usually kept locked, Hard (-10), and guar­ded by two of the Warlord’s body-guards.
37 · Hole
The cei­ling of the entry hall extends past this third level. It conti­nues on. until it reaches the Tower of Dark­ness. No pas­sa­ge­ways connect to it on this level.

7.24 The King’s Tower

The King’s Tower was built late in the Second Age by a Ice-orc King who was unhappy that the Priests were above” him. Des­pite buil­ding the tower, the King did not get his way : the Tower of Dark­ness is still higher. Most of the sub­sequent Ice-orc Kings have not used it, pre­fer­ring the Palace Caves. They com­plain that it is too drafty, and too far to walk from the throne room. Recently (c. 1639) the Tower, long unused, was conver­ted into a spe­cial lod­ging place for the Witch-king (who has only visi­ted the for­tress twice), or any of his emis­sa­ries from Angmar.

The Tower is a three-story block, with the two lower levels being twenty feet square. The third level is ten feet square. The walls of the Tower are all five feet thick.

Level one

Rea­ched by a small series of steps, see (30), the first level was once a recei­ving hall for past Ice-orc Kings. It still serves in this capa­city today, as an audience cham­ber for the Witch-king. The floor has poli­shed tiles of red marble, and a thick woolen tapes­try covers the rear (north) wall. It depicts a large lid­less eye in red, on a black back­ground. A high-backed chair, with large arm-rests, stands on a small dais beneath the center of the eye. In the north-eas­tern corner of the room a set of steep stairs leads to the next level.

Level two

The stairs of level one (see above) conti­nue onwards to the upper level, but a lan­ding allows access to the second level. Thick furs (lice free) of North Bears cover the floor. The room in past years had been the bedroom of the Ice-orc King, now it serves as a res­ting place for the Witch-king. A large cano­pied bed rests against the eas­tern wall, but other­wise the cham­ber is una­dor­ned.

Level three

This level was never pro­perly com­ple­ted, and the roof has since been demo­li­shed. It now serves as a place for the Witch-king to mount his Fell-beast. A hatch covers the ope­ning to this level, to shield the lower levels from the ele­ments.

7.25 The Warlord’s Tower

This five-story tower block was built during the early years of the Third Age. It is made of gra­nite, quar­ried from the nearby hills. The outer walls arc five feet thick, and there are no win­dows (only small vents to allow some smoke to escape). The tower is the resi­dence of the War­lord of Kala Dula­kurth and the Elite Tra­cker. Apart from the wolf-riders (of the first level) all of the best common troops are sta­tio­ned in this tower, along with the Warlord’s body-guard. Although it depends upon the indi­vi­dual War­lord (or Elite Tra­cker), these troops will have some loyalty to their leader.

Level one

A broad flight of steps lead from the third level, see (35), to the first level of the Warlord’s Tower. Fifty lesser lce-orcs live in condi­tions little dif­ferent from those of the bar­rack troops on the other levels of the castle (see 31. etc.). A stair­well starts in the sou­theas­tern corner and conti­nues on up to the height of the tower. Nor­mally, at least half of the war­riors will be present in this room. Each Ice-orc has bet­ween two and twenty silver pieces (in silver, bronze and copper) of wealth that he car­ries on him.

Level two

Vir­tually iden­ti­cal to the level below, this room is the resi­dence of a fur­ther fifty Ice-orc war­riors. These troops are better equip­ped than those below (+5 wea­ponry), are better war­riors and have grea­ter access to Ambor and the Harems. Each Ice-orc has a per­so­nal trea­sure of two to twenty silver pieces (in silver, bronze and copper). On most occa­sions, two-thirds of these Ice-orcs can be found on this level drin­king, gam­bling and figh­ting.

Level three

The Warlord’s body-guard, a dis­ci­pli­ned unit of thirty grea­ter Ice-orcs, live in luxury com­pa­rable to the royal body-guard, see (27). Twenty female Ice-orcs also live here with the males. These Ice-orcs guard the War­lord clo­sely and follow him about eve­ryw­here ; if the War­lord is not in his Tower this room will be empty except for the females. The body-guard do not have a Cap­tain, ins­tead they take their orders directly from the War­lord. They have a per­so­nal trea­sure of two to twenty gold pieces (in gold, silver, bronze and copper).

Level four

This room is divi­ded into two sec­tions. The wes­tern room serves as the Elite Tracker’s resi­dence, though he is rarely here. The fur­ni­ture is mini­mal, a bed at the far end of the room, and some straw pal­lets for his five grea­ter lce-orc females. The walls are bare, but the floor is cove­red with rugs and pelts. A chest, bolted to the floor near the bed, is kept locked, Extre­mely Hard (-50) to pick. The lock is trap­ped with a needle trap, Very Hard (-20) to detect and disarm. The needle coated with a double-strength dose of Kalmog’s spoor. Inside this chest, the Elite Tra­cker keeps his prin­ciple items (see Durba 6.22), and his trea­sure hoard. The trea­sure hoard is a mix­ture of two thou­sand gold pieces worth of gems, gold, silver and bronze coins.

The other room is a trophy hall and war coun­cil room for the War­lord. The walls are cove­red with grue­some deco­ra­tions attes­ting to the fero­city of past War­lords. Seve­ral large bar­rels of Ambor are stored along one wall, and the mee­tings that are some­times conve­ned to plan raids and other mat­ters mote often than not end up as drun­ken cele­bra­tions.

Level five

This entire level is devo­ted to the Warlord’s room, an audience chamber/​bedroom/​feast-​hall/​harem all rolled into one. At the wes­tern end of the hall, raised on a low dais, and sur­roun­ded by shal­low fire-pits, is the Warlord’s throne, chi­se­led from a block of dark basalt with furs heaped upon it. The Warlord’s bed, a low gra­nite slab, is loca­ted co one side of the throne, and has more furs heaped upon it. At the center of the hall is a large fire-pit. The hall is very smoky, as only minute holes in the roof allow any smoke to escape. Ten grea­ter female Ice-orcs live here with the War­lord, atten­ding to his needs.

The Warlord’s trea­sure is hidden in a secret chest at the back of his throne. The chest is Sheer Folly (-50) to detect, but nei­ther locked nor trap­ped. Inside, the War­lord stores his prin­ciple items (see Nadash, 6.22, for an example) and six thou­sand gold pieces worth of gems and gold, silver, bronze and copper coins.

The War­lord is likely to be in his hall most of the time, unless requi­red by the King at court”.

7.26 The Tower of Darkness

This tower was construc­ted during the middle years of the Second Age. It is made of basalt and the outer walls are five feet thick.

The Ice-orcs have a sur­pri­sin­gly sophis­ti­ca­ted Priest-hood who call them­selves the Cult of Mor­goth.” They follow the doc­trines set down by the ori­gi­nal Orc-priests of Ang­band and wield consi­de­rable power. Few of the castle Ice-orcs are una­fraid of the tower and its inha­bi­tants.

There are five aco­lytes who serve under the High-priest. In turn, they ins­truct the twenty youn­ger neo­phytes. The trai­ning is intense, and fai­lure usually results in death. As the older aco­lytes pass on, the more pro­mi­sing neo­phytes are chosen by the High-priest to take their place. The death of a High-priest creates a dan­ge­rously uns­table time, as all five aco­lytes vie for the posi­tion.

The High-priest’s rule is abso­lute over his under­lings, and he (usually) exerts consi­de­rable influence over the King. The cult, while being much-feared, is also much admired—especially during ritual-time.”

Level one

The first level of the Tower of Dark­ness is a split level. The lower sec­tion serves as an entry hall, and the two spiral stair­wells from below, see (29), open out onto lan­dings here. The stair­wells conti­nue on up, to fur­ther levels. The floor of this sec­tion is of brightly poli­shed basalt, but the room is other­wise una­dor­ned. Two of the more senior neo­phytes stand guard in this hall.

The upper sec­tion of this level may be rea­ched by the means of a stair­way. It is as wide as the hall itself, and the broad steps are as poli­shed as the floor of the lower sec­tion. Tall pillars, deco­ra­ted with gro­tesque figures, sup­port the hall at each end of the stair­way.

The upper hall is the loca­tion of the cult’s own pri­vate altar. Here the High-priest and his fol­lo­wers conduct regu­lar cere­mo­nies, animal sacri­fices and ini­tia­tion rituals. On occa­sions like these, the priests gather around the altar and chant their wor­ship of Mor­goth. Spe­cial holy” days involve more ela­bo­rate cere­mo­nies, invol­ving huma­noid sacri­fices (Elves are pre­fer­red). During these rituals no-one other than the Priests are allo­wed in this hall. The altar is stai­ned with dried blood and a large sacri­fi­cial knife (the High-priest’s) lies on the table. It is « Of Slaying » huma­noids, though this only works in conjunc­tion with the altar.

During the various ini­tia­tion cere­mo­nies, each priest being tested must stand on a spot imme­dia­tely in front of the altar. Should he fail his test. or for any other reason, a lever loca­ted at the oppo­site end of the altar can be moved. This sets into motion a pit trap. Two panels, those at the foot of the altar pivot down, hur­ling the victim through the hole. The victim lands over one hun­dred feet below, in the entry hall just inside the great gates.

A large tapes­try covers the rear (north) wall. It depicts a large, black crown, into which three bright jewels are set, on a red back­ground. To the right of the tapes­try there is an open door­way which leads to a fur­ther cham­ber.

This room is smal­ler than the out­side hall and its func­tion is pri­ma­rily to pro­vide access to the second level via a spiral stair­well. A line of hooks along one wall hold the cere­mo­nial cloaks of the Priests.

Level two

The second level of this tower is par­ti­tio­ned by a wall two feet thick. This is done simi­larly on each of the fol­lo­wing levels ; in effect they are two sepa­rate towers.

The nor­thern room is the High-priest’s audience cham­ber. The floor is cove­red by a large red-dyed woolen rug. In one corner there is a desk and chair. Here the High-priest receives his guests. A neo­phyte (the High-Priest’s favo­rite) stands guard in this room, by the stair­well lan­ding.

The sou­thern room is much larger. It is the library and trai­ning area for the neo­phyte priests. The books” in the library arc actually stone tablets, and many of them are very ancient. These books arc filed hapha­zardly on shelves that line one wall. Benches and chairs are arran­ged in the center of the room.

Level three

Sou­thern Room. This level is the living area of the neo­phyte priests. A wide cor­ri­dor runs the length of the room, and cells” open off each side. The neo­phyte cells are ten feet long and three feet wide. In each cell there is a straw pallet in one corner, and wor­king space in ano­ther. The cells are regu­larly clea­ned (mainly for dis­ci­pline pur­poses, rather than any real desire for hygiene). Neo­phytes begin trai­ning at the age of eight. They are selec­ted by the High-priest from a group of pro­mi­sing Imps. Most never pro­gress beyond this level.

The youn­ger neo­phytes have no per­so­nal effects or trea­sure, but the older ones have 3–30 silver pieces (in silver and copper), and 140 gold pieces worth of gems. The older neo­phytes” cells are not quite so Spar­tan. (The nor­thern room) This room is the High-priest’s labo­ra­tory. Here he car­ries out all manner of expe­ri­ments ; some hideous, some dan­ge­rous, and others just plain dis­gus­ting. Three heavy wooden tables, lit­te­red with vials, bot­tles, herbs, and poi­sons, domi­nate the room. Pots of foul-smel­ling liquids bubble over small fires. In this labo­ra­tory a refi­ned ver­sion of Kalmog’s spoor is pro­du­ced. There are only limi­ted quan­ti­ties of this ver­sion, which is doubly effec­tive.

Level four

Sou­thern Room. This room is the living area of the five aco­lyte priests. These five have quar­ters the equal of any in the castle. There are five rooms on this level, three on one side of the cen­tral cor­ri­dor and two on the other. Each room is fif­teen feet by ten feet (as is the lan­ding).

The rooms of the aco­lytes are all barred by iron­bound pine doors, one foot thick. The doors are Very Hard (-20) to pick, and they are all trap­ped with poison needles. An unsuc­cess­ful attempt at picking one of the locks will result in a dose of Kalmog’s spoor (normal strength).

Beyond the door the rooms are well fur­ni­shed, each one having furs and pelts cove­ring the floors. The walls are bare, but are smoke-stai­ned from the bur­ning torches. The beds, which lie in a corner oppo­site the doors, arc simple stone slabs heaped with more furs. Desks and chairs are posi­tio­ned just inside the doors. They arc clut­te­red with all sorts of junk, simi­lar to the High-priest’s labo­ra­tory, but on a smal­ler scale. Sani­ta­tion is the lce-orc norm : poor. Appa­rently, aco­lytes are not under the same dis­ci­pline as their pupils.

At the foot of the beds stand wooden chests bolted to the floor. The contents vary from aco­lyte to aco­lyte, but typi­cally they contain simi­lar amounts. The chests are locked, Extre­mely Hard (-30) to pick, and are trap­ped with sym­bols of Tongue Rot (10th level) in their lids. In the chests lie approxi­ma­tely five hun­dred gold pieces of gems, gold and silver coins. Common” magic items such as +1 or +2 spell adders or a x2 P.P. mul­ti­plier may also be found. The priests also keep their sacri­fi­cial knives in the chests, and these are +10, achie­ving at least an auto­ma­tic C” Slash cri­ti­cal on a hit. Other more obs­cure items like penta­grams, pre­ser­ved animal intes­tines, shrun­ken heads or even lucky rabbit’s feet may also be scat­te­red among the contents of the chest. (The nor­thern room) A bare, empty room, this is the Warg-den of the High-priest’s pet Warg. A mons­trous crea­ture, this giant White Warg is an effec­tive guar­dian. Gnawed bones and dirty straw litter the floor. The Warg is not chai­ned up and may wander the castle at will. Howe­ver, if the High-priest is present in the levels above the Warg will always be here. (Warg stats. Lvl : 10, Hits : 225, AT(DB):S1/4 (-60), +90LBi, +75LC1)

The Warg will attack any being that comes up to this level, unless they are in the com­pany of the High-priest.

Level five

The living quar­ters of the High-priest are the most richly appoin­ted of the entire for­tress — in the gran­dest lce-orc fashion. Cruel and dis­gus­ting tapes­tries hang from all four walls, pelts of North Bears and Snow Lions cover the floor and bed. The bed is a large cano­pied struc­ture, and the base is the normal basalt slab. The High-priest has a per­so­nal col­lec­tion of shrun­ken heads and pre­ser­ved ana­tomy struc­tures that sur­passes any of his aco­lytes” col­lec­tions.

The High-priest’s trea­sure is hidden in a stone chest, cut into the center of the bed. The chest is Sheer Folly (-50) to detect. It is locked, Extre­mely Hard (-30) to pick, and it is trap­ped. The trap, Extre­mely Hard (-30) to detect, and Extre­mely Hard (-30) to disarm, is a poison needle, coated with Kalmog’s spoor (double strength).

The chest contains seve­ral thou­sand gold pieces worth of Noldor jewelry, pre­cious gem­stones, and gold and silver coins. Magic items, like spell adders and mul­ti­pliers and rune papers of first through to fifth level chan­ne­ling spells, lie among the wealth.

The High-priest’s per­so­nal items (see Urdrak, 6.22, for an example) are hidden in a small alcove, Absurd (-70) to detect, on the nor­thern wall.

Level six

This level contains the per­so­nal shrine of the High-priest co Mor­goth. Anyone who enters will feel a chill and an overw­hel­ming sense of evil. The room is vir­tually empty, save for the shrine. An Iron Crown tapes­try hangs on the sou­thern wall.

Should anyone of good inten­tions” enter this room, they must make an RR versus Chan­ne­ling (-10, fifth level).

In this room, the High-priest attempts to com­mune with the Spirit of Mor­goth”.

Level seven

The stair­well ter­mi­nates here, at this, the highest point of the for­tress. The room’s only fur­ni­shings are arm and leg sha­ckles embed­ded into the walls. The stair­well has a lockable door, Very Hard (-20) to pick, to prevent access to or from this level. It is used as a prison by the Ice-orcs for vic­tims awai­ting sacri­fice.

A narrow firing slit/​window offers a bleak view to the north. This room is bit­terly cold in the hours of dark­ness. Mouldy straw covers the floor. One to five unfor­tu­nate pri­so­ners are chai­ned in the sha­ckles against the walls. They are fed and wate­red once a day (if the Ice-orcs remem­ber), but they do not usually stay in this room for very long.

7.3 Celeb-Ost

Loca­ted high up in the north-eas­tern spur of the Grey Moun­tains, beyond the Withe­red Heath, is the fabled Celeb-ost — a city out of Dwar­vish legend. Sto­ries of this lost city and its foun­der, the enig­ma­tic Narvi V, abound throu­ghout Dwar­ven com­mu­ni­ties. Few have sought the truth, and those that have have not retur­ned to tell of what they have found — if they found any­thing at all.

General features of Celeb-Ost

Before T.A. 2110, the ligh­ting within Celeb-ost’s halls is pro­vi­ded by torches, lan­terns, and lamps. Torches are the dim­mest, the lamps the brigh­test. Lamps are hung in the larger halls and cham­bers, torches in the cor­ri­dors, pas­sa­ge­ways and mines, and the lan­terns hung in the lod­gings and sto­re­rooms. The torches (lamps or lan­terns) are posi­tio­ned at ten feet inter­vals to maxi­mize effi­ciency. Illu­mi­na­tion is ade­quate for the Dwarves and should be suf­fi­cient for most other races. After T.A. 2110, there is no ligh­ting to speak of ; the halls, cham­bers, and pas­sa­ge­ways are dark and silent.

The mine areas are mostly below the city itself, but the tun­nels dug when the Dwarves first came to Celeb-ost (see (14) below) do not connect up with the dig­gings of the later years (see (15) below). Mine pas­sa­ge­ways are rough and incor­po­rate many twists and turns, as well as changes of gra­dient. They are approxi­ma­tely four feet wide and eight feet high. Many tun­nels within the mines have shafts that plunge tens of feet down­wards. There are four levels of mines. To gene­rate mine shafts, tun­nels and pas­sa­ge­ways, use the guide given in sec­tion 19.6, but remem­ber that these mines are not infi­nite.

On the main floor plans there are seve­ral sym­bols deno­ting pit traps. The trap­ped areas are five feet square, and when more than one hun­dred pounds of pres­sure is placed upon these areas the floor gives way. The pits are twenty-five feet with the walls sloped inwards, at the top, so that the bottom floor area is ten foot square. The walls are smooth, offe­ring scant pur­chase. In addi­tion to this the top five feet on each of the walls is smea­red with a thick grease (Beyond Absurd, –100 clim­bing dif­fi­culty), but fol­lo­wing the death of Celeb-ost’s inha­bi­tants the grease will have dried out (Sheer Folly –50 clim­bing dif­fi­culty). The traps are Very Hard (-20) to detect prior to T.A. 2110 ; after T.A. 2110 they are Extre­mely Hard (-30) to detect. This is due to the lack of dirt, floor marks, etc. skir­ting the sides of the trap.

Celeb-Ost

1 · The Doors of Celeb-ost
Stan­ding twenty-one feet tall, the two sil­very gates of Celeb-ost make an impres­sive sight. Each seven feet wide, they swing out­ward on noi­se­less hinges. The door can be bar­ri­ca­ded from within by a large, heavy iron bar.
The doors are flan­ked upon either side by two towers built into the moun­tain. Three sto­ries high, each tower affords the gate a superb defense.
1A · The Towers
Level One — Rea­chable only by secret doors from the Firing Rooms (see (2) below), these ten foot square rooms are bare save for the firing slits orien­ted towards the main pas­sa­ge­way and the spiral stair­case which leads to the next level. The walls in these rooms are four feet thick.
Level Two — Simi­lar to level one, these rooms have firing slits poin­ting to the out­side. There are a caches of cross­bow bolts in a corner of each room, as well as 3–5 + I 0 heavy cross­bows which are prop­ped up against the walls. The outer walls on this level are three feet thick. The stair­case conti­nues up to the next level.
Level Three — On this level the two rooms are joined toge­ther. for­ming one large ten foot by thirty-six foot room. The stair­cases ter­mi­nate here in the rear cor­ners of the room. A large bal­lista stands moun­ted on a track which runs the entire width of the room. One large firing slit cuts through the two foot thick outer wall, enabling the bal­lista to fire unhin­de­red. The bal­lista requires two people to use it, and the fit­tings and controls are Dwarf-sized. It is well armo­red to pro­tect the users.
2 · Firing Rooms
Each of these two long, narrow rooms has the wall facing the main pas­sa­ge­way lined with firing slits. The walls are two feet thick. Cross­bows ready to be used are sta­cked neatly to one side, and there are large quan­ti­ties of cross­bow bolts piled in one corner.
Two secret doors in each room are the only en-​trances/​exits to the rooms, and nei­ther arc concea­led from this side. One leads to the towers, the other to passageway’s adja­cent to the smiths”/miners” quar­ters.
3 · Main Cor­ri­dor
This sec­tion of the main cor­ri­dor, paral­lel to the Firing Rooms (see (2) above), is essen­tially a killing ground. In the unli­kely event that the doors should be brea­ched, port­cul­lis can be drop­ped at either end of the cor­ri­dor (the controls for this are loca­ted in the firing rooms). The port­cul­lis are made from strong iron bars and can only be raised by using the proper mecha­nism. When they fall, they lock in place.
Note All weaponry has been moved to the Armory (see 5) and all coins, gems, etc. have been taken by Narvi to his Treasure room (see 11D).
4 · Smiths” & Miners” Quar­ters
These are the lod­gings of the Dwarves of Celeb-ost. Each room is fif­teen foot by eight foot and houses three to five Dwarves. They are com­for­table, if somew­hat Spar­tan quar­ters in which the Dwarves rest from their day’s labors. The stone floors are cove­red by furs, and some rooms have color­ful wall-han­gings. Each Dwarf gene­rally has a locker or chest (locked, medium +0) hol­ding their clothes, wea­pons, per­so­nal effects, and coi­nage, etc.
After T.A. 2110, the unquiet spi­rits of Narvi’s hench­men (ske­le­tons) will be encoun­te­red by any who enter the rooms (of 4a only). Bet­ween 1- I 0 will be seen at any one time, and they will attack all intru­ders, sin­gling out Dwarves espe­cially. Any ske­le­tons who are des­troyed will reform again within 24 hours unless Narvi’s ghost has also been des­troyed.
5 · Armory
The stock­pile of Celeb-ost’s wea­ponry is stored within this large fif­teen foot by twenty foot room. The door to the room is kept locked, it is Extre­mely Hard (-30) to open. The per­cep­tive might note that there are small holes in the wall behind, Hard(-10), but there is no trap. Within the Armory are neatly orde­red stacks of wea­pons. The wea­pons are typi­cal Dwar­ven fare : hand-axes, battle-axes, warham­mers, dag­gers and heavy cross­bows (inclu­ding spare bolts and strings). Many are of super­ior make, +5 to +15, but only (10%) are magi­cal.
By T.A. 2110 all the wea­pons of the entire colony are loca­ted here, num­be­ring 500+! The armory is no longer an orde­red wea­pons cache but a jum­bled pile heaped in the center of the room. Min­gled with the ori­gi­nal wea­pons are more power­ful ones. The high­lights include :
• a +20 Battle-axe of Troll and Orc Slaying.
• a +30 Warham­mer
• a +20 Hand axe that has no range penal­ties (up to 777”)
• a +30 Eog Dagger that does x3 damage and treats ATs 02–10 as AT01 (MERP SI & RI trea­ted as No). It will take some hours to search through the entire pile of wea­pons.
Note Approximately fifty feet downstream from the pool the Dwarves have placed a fine, but strong, mesh barricade to pen up the trout, and to keep out intruders.
6 · Under­ground Pool
The under­ground stream that flows through part of Celeb-ost’s halls is fairly slow moving, and at one point widens to form a small under­ground pool. The Dwarves have turned the stream, and the pool, to their advan­tage, such as using it for their water requi­re­ments, and having sto­cked the pool with trout for their table. At two points their pas­sa­ge­ways cross the stream ; here they have construc­ted two beau­ti­fully arched bridges over the quiet waters. It is a favo­rite place for many Dwarves.
7 · Gathe­ring Hall
One of the larger struc­tures of Celeb-ost, this impres­sive hall is fifty-five feet long and thirty feet across. The roof is vaul­ted, rising to almost twenty feet in the center. The Dwarves come here to relax, to talk in small groups or to listen to music.
In later years, as Narvi became increa­sin­gly uns­table, the hall was shun­ned, espe­cially after the rebel­lion” (see sec­tion 2.2). The grand cham­ber retur­ned to the time­less dark that had been in the years before the Dwarves came.
8 · The Dun­geon
Loca­ted off the main pas­sa­ge­way, the dun­geon is rea­ched via a long, dark cor­ri­dor (no illu­mi­na­tion at all). The door of the cor­ri­dor is kept locked at all times and is Very Hard (-20) to pick. At the end of the cor­ri­dor is Celeb-ost’s one and only dun­geon.
Simply construc­ted, the prison consists of a rough­hewn square room with stout iron bars upon its open face. The prison door has three locks, each dif­ferent from each other (all are Extre­mely Hard (-30) to pick).
There is also a trap to catch the unwary in the cor­ri­dor itself. Just past the half-way point is a cun­nin­gly construc­ted pres­sure point, two feet by five feet. It is Extre­mely Hard (-30) to detect. When more than one hun­dred pounds of pres­sure is placed upon it the trap is sprung. A port­cul­lis crashes down just behind the door of the cor­ri­dor. It is impos­sible to lift without first disar­ming the locking mecha­nism. This is loca­ted in a hidden panel, Extre­mely Hard (-30), to detect, next to the door of the cor­ri­dor in the main pas­sa­ge­way. The controls for raise the port­cul­lis are also found here.
After T.A. 2110 the dun­geon is haun­ted by five ske­le­tons who only ani­mate them­selves (and attack) if the trap has been sprung. The prison door is no longer locked, and hangs wide open. The undead are tied to this site and will not pursue beyond the cor­ri­dor. If des­troyed they will reform again within 24 hours unless Narvi’s ghost has also been des­troyed.
9 · Gene­ral Sto­re­room
This twenty foot square room holds gene­ral stores neces­sary for day-to-day use in Celeb-ost. There is a large amount of wood stock­pi­led, as well as torches, oil, lan­terns, etc.
Ano­ther fea­ture of note within this room is the secret pas­sage lea­ding to a peep hole in (8). The entrance to this pas­sage is Sheer Folly (-50) to detect, and so is the peep-hole when loo­king for it from the cor­ri­dor in (8). The two doors to the store room are not locked.
After T.A. 2110 the room is a mess, reflec­ting the gene­ral nature of the under­ground for­tress. As a result of the disor­der of the room, the secret door is now Sheer Folly (-60) to detect.
10 · Halls of Smi­thing and For­ging
At the center of Dwar­ven acti­vity in Celeb-ost are the twin smel­ting. for­ging and smi­thing cham­bers. The two halls are connec­ted by a large pas­sa­ge­way, which, like the halls them­selves, are still rough-hewn, not being quite fini­shed.
The nor­thern cham­ber has an entrance to the mines, through which ore is brought in on carts (see 15).
The Dwarves work mostly with silver, for the ore is almost exclu­si­vely com­po­sed of this mate­rial. Some iron work is also car­ried out. The work done here is rela­ti­vely pri­mi­tive by normal Dwar­ven stan­dards as they lack the faci­li­ties of Moria, or even Erebor. But, consi­de­ring that they have only been here for a score of years, the work is excellent, sur­pas­sing the abi­li­ties of most man­nish forges.
The pro­cesses car­ried out here are also done on a small scale, although sur­pri­sin­gly some coins are minted. On one face, they bear the emblem of Celeb-ost : a pic­ture of the king over­laid with a warham­mer.
11 · Narvi’s Room
Loca­ted at the end of the main pas­sa­ge­way, near the entrance to the smi­thing halls, are the rooms of Narvi V, the ruler of Celeb-ost. His lod­gings com­prise three rooms linked toge­ther, in addi­tion to a secret cham­ber, the exis­tence of which is known only to Narvi.
11A · Office
This small eight foot by five foot room is Narvi’s office. Fur­ni­ture is mini­mal : a desk, chair and a couch. The outer door is locked whe­ne­ver Narvi is absent. The lock is Extre­mely Hard (-30) to pick, but is not trap­ped. Papers of all des­crip­tions rela­ting to the daily run­ning of Celeb-ost can be found here. After T.A. 2110 the room is mar­kedly dif­ferent. The desk, chair and couch are burnt and sla­shed and the room is empty of any­thing except rubble.
11B · Sit­ting Room
The second room may be rea­ched via an open door­way from the office. In contrast to the first it is ele­gantly appoin­ted. One wall is devo­ted to an ela­bo­rate tapes­try depic­ting Durin’s dis­co­very of the Mir­ror­mere. There is a small book­case hol­ding a valuable col­lec­tion (GM’s dis­cre­tion) of alche­mi­cal texts. Seve­ral were writ­ten by Narvi I, the maker of the West-gate of Moria, and one by Saru­man. Narvi V’s research, which has also been recor­ded is stored here.
Thick furs of the rare (now rarer!) Snow Lion cover the floor, and four com­for­table chairs are in evi­dence. The door that leads to Narvi’s bedroom is always kept locked, being Sheer Folly (-50) to pick.
After T.A. 2110 this room is no longer as ele­gant. The tapes­try is partly des­troyed by fire, the book­case is in ashes, and the Snow Lion pelts are bla­cke­ned and char­red. The door to the bedroom also bears the mark of fire but is other­wise sound.
11C · Bedroom
A vicious trap just inside the west door is trig­ge­red when more than fifty pounds of pres­sure is placed upon a four foot by three foot sec­tion imme­dia­tely inside the door­way. A simi­lar sized stone dead­weight (six foot in height) will come cra­shing down on that spot should the trap be acti­va­ted, pul­ping any unfor­tu­nates. The disar­ming mecha­nism is a small cir­cu­lar hole in the wall imme­dia­tely to the right of the door­way. By pla­cing a rod five inches long in the hole the trap is disar­med. The hole is Hard (-10) to find and the trap should be consi­de­red Extre­mely Hard (-30) to disarm. The mecha­nism to raise the dead­weight is loca­ted behind a panel in the door­way arch. By tur­ning the wheel found the­rein, the dead­weight can be moved back into place.
The nor­thern sec­tion of the room is Narvi’s bedroom proper. A low bed lies flush with the wall. There is a cei­ling-high (7”) locker (which has no lock), hol­ding Narvi’s clothes, wea­pons, per­so­nal effects, etc. The locker is three feet wide and has a false back, Very Hard (-20) to per­ceive, which can be simply shoved aside. Behind is a pas­sa­ge­way which leads to a pee­phole in the sou­thern smi­thing hall.
The sou­thern part of the room has a small labo­ra­tory work­bench (four foot square). The cabi­nets beneath the bench house a variety of che­mi­cals, herbs, and alche­mi­cal equip­ment. Narvi is attemp­ting to turn silver into Mithril !
In the sou­thern wall is a brilliantly made secret door. Vir­tually impos­sible (-90) to detect, it is magi­cally hidden. The trap that accom­pa­nies the door is flawed, and it defeats the pur­pose of having a secret door in the first place ! (The serves to fur­ther high­light Narvi’s insta­bi­lity.) Should anyone come into contact with the door they will receive a point blank +100 light­ning bolt attack. The door has three such charges and cannot be disar­med, the trap will be acti­va­ted when any­thing orga­nic touches the door sur­face. The only way to open it is by using the cor­rect key, which is insu­la­ted. The door will become visible when the word mithril” is said aloud. The lock is Absurd (-70) to pick if the door is visible ; if the door is invi­sible it is Beyond Absurd (-90). Behind the door is a rough and narrow pas­sage-way to the Silver Room.
After T.A. 2110 Narvi’s bedroom changes little ; the room did not suffer the effects of the fire in (A) and (B).
11D · Silver Room
Within this ten foot by five foot room is Narvi’s secret trea­sure cham­ber. Prior to T.A. 2110 the trea­sure cham­ber should hold only (30%) of the fol­lo­wing. After T.A. 2110 every single item of trea­sure is to be found here. Ingots of silver lay sta­cked five feet high around the edge of the walls. There are over four-hun­dred five pound ingots of (90%) pure silver. Coins of silver, gold, gems, jewels, and trin­kets lie heaped about the center of the room (about 6000 gold pieces worth). There are no magic items, no wea­pons, and NO mithril.
After T.A. 2110 there is a (50%) chance that Narvi’s ghost will be found here sta­ring at his trea­sure — what he thinks is mithril.
12 · The Gift of Mahal (Aulë)
When the Dwarves ori­gi­nally began the exca­va­tion of this room they came upon a huge silver lode, so they aban­do­ned any ideas of fini­shing the room, tur­ning to mine the new silver vein. The yield gained when the ore is smel­ted is incre­dible — nearly (95%) pure silver. The Dwarves have joined up pas­sa­ge­ways beneath this level in the mines below and believe that the lode is a giant ver­ti­cal column of silver many hun­dreds of feet deep. It is not sur­pri­sing, then, that they call this vein the Gift of Mahal (Aulë). Actually, the lode is just about exhaus­ted by T.A. 2110, although the Dwarves never learnt of this. Mining equip­ment (picks, ham­mers, etc.) lies scat­te­red about the floor.
13 · The Mess Hall
The Dwarves gather here three times a day for meals, but at other times the hall is rarely empty. A favo­rite mee­ting place, many Dwarves come here to drink and talk. The large room is domi­na­ted by gra­ce­ful sup­por­ting columns, bet­ween which are clus­te­red long benches, tables and chairs.
The nor­thern end of the hall is the kit­chen area where all food pre­pa­ra­tion is car­ried out. There is a door through to the adjoi­ning sto­re­rooms (see (17)) where sup­plies are kept. Water is obtai­ned from the under­ground stream.
After T.A. 2110 the mess hall is not quite so gra­ce­ful. Tables, chairs and benches have been over­tur­ned or broken. It is a simi­lar story in the kit­chen area. Dis­quie­ting laugh­ter and talk can be heard at times, abruptly ending with shouts and screams of terror (RR vs 3rd level Fear), though the source of the sounds cannot be seen.
14 · Mine Entrance
This pas­sa­ge­way slopes down­wards to the older mine shafts of Celeb-ost. Many of these have been aban­do­ned, being mined out. Even before T.A. 2110 this cor­ri­dor was little used. Foo­ting is uneven and in the dark can be quite dan­ge­rous.
15 · Mine Entrance
Ano­ther entrance to the lower mines, this pas­sa­ge­way is one of the busiest in Celeb-ost. Miners bring ore-carts to the sur­face laden with pre­cious ore to the smel­ting hall. The shafts and tun­nels lea­ding off this cor­ri­dor link up with the ver­ti­cal vein of silver called the Gift of Mahal.
16 · The Trea­sury
In the years prior to T.A. 2110 this room held the bulk of Celeb-ost’s silver. The ingots were sta­cked from the back wall in five foot piles. After T.A. 2110 the room is empty. The door is made of iron, with a wood veneer, and is locked at all times. It is Extre­mely Hard (-30) to pick and is pro­tec­ted by two traps. The first is a needle trap in the door handle which is acti­va­ted when the handle is turned. The needle is coated with a poison, Gorang. It is a third level nerve poison ; vic­tims fai­ling their RR’s by 01–50 lose fee­ling in, and the use of, 1–4 extre­mi­ties (hands/​feet) — those who fail by 51+ die when their nerves simply turn into a hot pink liquid.
The second trap is somew­hat more brutal. It works exactly as the one des­cri­bed in (1 IC) — the dead­weight trap.
The first trap is Very Hard (-20) to detect and Extre­mely Hard (-30) to disarm, the second is Sheer Folly (-50) to detect and Extre­mely Hard (-30) to disarm — pro­ving the hole has been detec­ted — a Hard (40) maneu­ver.
17 · Sto­rage Room
Food and drink sup­plies gathe­red in trade with the Dowin­rim are housed in this room. The outer door is usually locked (Medium +0), but the inner door is often wide open. Bar­rels of wine and ale line one wall, while grains, bread and fruit are sta­cked in shelves on the other.
After T.A. 2110, the food has gone bad (quite a fra­grance!), and the kegs of ale and wine have gone sour.
Should anyone drink any sour ale or wine they might contract (fai­ling an RR);
• 01–20 Mild sto­mach virus. –30 for 1–4 days.
• 21–50 Severe sto­mach virus. –50 for 6–10 days, mild fever.
• 51–75 Acute sto­mach virus. –50 for 20–30 days, high fever, loss of 1–3 Consti­tu­tion points.
• 76–90 Severe disor­der of the diges­tive system, incu­ba­tion period of 1–2 days vomi­ting. Blood in the motions and diar­rhea lea­ding to a slow and pain­ful death (nasty).
• 91–00 Death within 48 hrs due to a severe out­break of Botu­lism. Symp­toms include : double-vision, dif­fi­culty in swal­lo­wing, nausea and extreme weak­ness.
18 · The Stars of Middle-earth
In their early exca­va­tions the Dwarves unear­thed a vein of clear crys­tal quartz. As the sur­roun­ding cavern was opened up it became clear to the Dwarves that they had stum­bled upon a won­drous phe­no­me­non. Roughly one hun­dred and ten feet long and ten feet wide, the quartz out­crop is a spec­ta­cu­lar sight. What makes it even more so arc the small pockets of silver scat­te­red throu­ghout — the stars.” The Dwarves are not sure how high the for­ma­tion is. The cavern itself is over twenty feet high.
After T.A. 2110 there is a (10%) chance that Narvi’s ghost may be found sta­ring at the stars.
19 · The Library
A modest-sized fif­teen foot by ten foot room, Celeb-ost’s library has many tomes on smi­thing, for­ging. smel­ting and mining tech­niques. Seve­ral desks for rea­ding and copying arc posi­tio­ned in a cen­tral row. The plans of Celeb-ost (inclu­ding traps loca­tion) are locked in one of the desks (Hard — I 0 to open). The door to the room is also locked and Hard (-10) to open.
Some­time bet­ween T.A. 2106–2110 the room was gutted by fire, and most (85%) of the works were lost, inclu­ding the map of Celeb-ost. Rubble and char­red wood litter the floor.
20 · Mining Equip­ment Sto­rage
This sto­rage room also doubles as a work­shop for the car­pen­ters of Celeb-ost. One sec­tion of the room is devo­ted to their tools, benches and uncom­ple­ted pro­jects. Ropes. wood, torches, oil, picks, ham­mers and other sundry mining gear is piled throu­ghout the rest of the room. None of the doors are locked.

7.4 Steel Fall

Steel Fall is situa­ted at the top of Cirith Him­ni­nond, in the west-cen­tral Ered Mithrin. The lair of the dragon Uruial is loca­ted behind the water­fall, and to the north. The entrance is at the top of the cliff, eighty feet above the tor­rent crea­ted by the Falls. The stream that flows past Uruial’s lair and over the Falls later becomes a tri­bu­tary of the River Taur­duin (S. Forest river).

Steel Fall is so named because the rock face of the cliff is a steely grey color. This pig­ment also stains the water, fur­ther crea­ting the impres­sion of flo­wing steel.” This effect is dilu­ted the fur­ther one gets away from the falls, as untain­ted water is min­gled with the stream.

Uruial’s lair is hard to get to (and find) if approa­ched from the south, up the Cirith Him­ni­nond, for the cliff is a sheer face. From the north, howe­ver, the way is much easier.

1 · The Entrance
Par­tially hidden by wea­the­red rocks and loose scree, the entrance to Uruial’s lair is a simple cave mouth. It is twenty feet across and nearly the same in height. The walls of the pas­sa­ge­way beyond are smooth, indi­ca­ting the pre­sence of flo­wing water at one time. The pas­sage is over one hun­dred feet long and slopes down­wards as it broa­dens out. The floor, in contrast to the walls, is rough and has many deep grooves and scratches in its sur­face.
2 · The Pit
At this point the floor slopes away dra­ma­ti­cally — a fall of thirty feet in the space of twenty. The floor sur­face is very uneven ; rough and broken, it could easily pitch the incau­tious into the stream below (see 4). The sound of the stream flo­wing over the Falls can clearly be heard from here.
3 · Bat Cave
Since the pas­sing of Uruial, a colony of noc­tur­nal Cave Bats have taken up resi­dence in this cham­ber. They roost here during the day­light hours, emer­ging after dark to seek out food. They shun the main cavern, ins­tinct per­haps war­ning them away. Evi­dence of the years of their dwel­ling here can be seen on the floor of this cave — there is a large mound of bat guano which has pre­ci­pi­ta­ted a fas­ci­na­ting sub­ter­ra­nean eco­sys­tem.
The bats are harm­less, but will fly (in large num­bers) at people hol­ding torches, see­king to put out the lights. Like (2) above the floor slopes stee­ply at the sou­thern end of the cave.
4 · The Stream
Through this deep cave a fast under­ground stream flows, emp­tying out over Steel Fall one hun­dred and fifty feet fur­ther downs­tream. The stream is fif­teen feet wide and about ten feet deep. The part of the cave on the far (south) side of the stream is empty. Should anyone fall into the stream from (2) or (3) above it would be an extre­mely dif­fi­cult maneu­ver to keep from drop­ping over the falls.
5 · Hoard Cham­ber
Here the pas­sage-way from ( I) levels out as it runs into a large cavern. Essen­tially level the cham­ber was crea­ted by the par­tial col­lapse of the cei­ling above. The walls in this cave differ from the rest, having a rough, jagged exte­rior. At its widest point the cham­ber is ninety feet by one hun­dred and thirty feet.
In the sou­thern half of the cave lies an area which stands slightly above the level of its sur­roun­dings. On this smal­ler shelf rests the (rela­ti­vely) small, but extre­mely valuable hoard of Uruial.
Mar­ve­lous gems, jewelry, coins and pre­cious stones of Vali­nor lay min­gled with less noble finery from Bele­riand. Wea­pons too are present ; seve­ral swords of Doriath, Gon­do­lin and Nar­go­thrond, as well as dread Orcish wea­pons and Balrog Whips lay scat­te­red among the wealth.

High­lights of the hoard include:

Besides these power­ful magic items there are bet­ween 50–100 gems, jewels and baubles worth 2002000 gold pieces each. Over 2000 coins of gold, silver, copper and mithril lay scat­te­red about the floor. There are also many lesser magic items min­gled with coins (GM’s dis­cre­tion).

5A · The Death Drake
Lying atop all this wealth and splen­dor is the inert car­cass of the Dragon Uruial. Red scales lie amid the trea­sures and around the ancient ske­le­ton. In all, the body is over fifty feet long, from the skull to the tip of the tail.
To anyone ente­ring the cave, Uruial will seem immo­bile — dead, basi­cally. But if anyone should touch any of the trea­sure a per­cep­tive cha­rac­ter might notice a slight glim­mer of red in the eye sockets of the dragon skull. This is Very Hard (-20) to detect. If one of the more power­ful items is tou­ched then Uruial will spring to life. His eyes will blaze a fiery red, and the Drake will attempt, during the course of combat, to maneu­ver the players away from the exit. (For more on Uruial see sec­tion 4.41 and 19.1.)

7.5 Bar-en-Bairanax

Bar-en-Bai­ra­nax (S. « The dwel­ling of Bai­ra­nax »), or Ovir Hollow, is the lair of Bai­ra­nax, a winged Cold-drake. Situa­ted in the center of a high­land valley in the sou­thern Ered Mithrin, the hollow is sur­roun­ded by an incom­plete ring of out­crop­ping rock. Within these Bai­ra­nax has delved a series of caves.

Bai­ra­nax enlis­ted the aid of Orcs to build his lair : the tun­nels, the cham­bers and the traps. The Orcs worked qui­ckly for their impa­tient master, hoping to be rewar­ded for their efforts. Ins­tead, Bai­ra­nax cele­bra­ted the com­ple­tion of his home by eating them all. Any chal­len­gers to his hoard will find him a cun­ning and elu­sive foe. Depen­ding on his mood he will meet his vic­tims in a variety of ways. He may try to trap them, he may toy with them, or alter­na­ti­vely he might simply dive on them from above, making a quick kill.

Bar-en-Bai­ra­nax

1 · Entrances
There are two entrances, at ground level, to Bairanax’s caves. The nor­thern one is larger, and more shel­te­red, while the sou­thern entrance slopes down­wards quite shar­ply and appears to be used more fre­quently.
2 · Eating Cham­ber
Bai­ra­nax is a fas­ti­dious Drake, pre­fer­ring not to ear in his hoard cham­ber ; ins­tead, he dines in this cave. A large cavern, one hun­dred and twenty feet by ninety feet, it forms an inter­sec­tion of three pas­sa­ge­ways. The floor of the cave is lit­te­red with the bones and skulls of Bears, Orcs, and Men. Along one edge of the cavern there is a stack of human skulls arran­ged like a grue­some trophy dis­play. There are dried blood stains on the walls and over the floor.
3 · Lower Tun­nels
These two tun­nels slope stee­ply, well below the sur­face out­side. They meet up under­ground, connec­ting the two forks of Bairanax’s caves.
4 · Ovir Hollow
At the center of the Hollow there is a point that lies directly above the pas­sa­ge­way out­li­ned in (3) above. This point is the center of a large pit trap. Encom­pas­sing an area forty-five feet by thirty feet. the trap consists of two large steel doors buried beneath five feet of packed earth. This makes the trap Absurd (-70) to detect. Bai­ra­nax can trig­ger the trap at will, so long as he is within fif­teen hun­dred feet of it. Anyone stan­ding on the indi­ca­ted area will fall sixty feet and land in the pas­sa­ge­way below. At the same time two large steel port­cul­lis will crash down, sea­ling of the tunnel. The port­cul­lis are not locked in place when down, so they can be lifted — but they arc extre­mely heavy, each wei­ghing over seven hun­dred pounds. Bai­ra­nax, of course, can easily lift them.
5 · Secret Door
See­min­gly a dead end to the pas­sa­ge­way, there is actually a secret door here which leads back out­side. The door is Hard (-10) to detect from the inside and Medium to detect (+0) from the out­side. The door can only be opened from the inside and is acti­va­ted by pushing firmly against it. The door will fall out­wards like a draw­bridge. Bai­ra­nax uses it to trap vic­tims within the Hollow.
6 · Hoard Cham­ber
Situa­ted at the end of a long win­ding tunnel is the hoard cham­ber of Bai­ra­nax. A cave of consi­de­rable size, two hun­dred and ten feet by eighty feet with a cei­ling thirty-five feet high in the center, Bairanax’s trea­sure is loca­ted on the far side of the cavern.
The hoard itself is quite modest when com­pa­red to others found in the Grey Moun­tains, but still rich enough to attract fools to make attempts on it. Over the years he has accu­mu­la­ted many wea­pons, the spoils of van­qui­shed foes. Many coins of gold, silver, and copper form a large mound on which the Dragon sleeps. Bai­ra­nax spends 40% of his time in this cave, when not in hiber­na­tion.
Spe­ci­fi­cally, the hoard contains :
• 1000 gold pieces worth of gems, jewelry, etc.
• 500 – 2000 gold pieces.
• 1000–2000 silver pieces.
• 1500–2500 copper pieces.
• 100–500 coins of other various deno­mi­na­tions.
The magic items include :
• Seve­ral +5 to +20 Axes and Battle-axes.
• Various +5 to +15 1-handed edged wea­pons.
• An assort­ment of +5 to +10 exotic wea­pons, such as Flails. Kynacs, Maces, Ges, etc.
• Boots of Water­wal­king.
• A Ring of Invi­si­bi­lity. The ring can be used 3x/​day and the wearer will only remain invi­sible if he does not attempt any violent action.
• A Chain shirt (AT13) of Dwar­ven make (and size) that does not encum­ber and adds +20 to DB.
• Gaunt­let of Death : When worn this glove allows the wearer to cast any one of the Black Chan­nels 1.
7 · Rock Out­crop
During the per­iods when Bai­ra­nax is active he spends a lot of his time per­ched” atop this large boul­der sun­ning” him­self. From his van­tage point he can survey the entire valley.
8 · Upper Entrance
This pas­sage leads up to the third (upper) entrance of Bairanax’s caves. Bai­ra­nax pre­fers to enter his caves through this site. as he gene­rally returns to his lair with prey taken on his hun­ting. He will then pro­ceed to (2) and devour it.

7.6 Buhr Thurasig

During the mid-1600’s of the Third Age. Buhr Thu­ra­sig is a small town in the far nor­thern sec­tion of Rho­va­nion. It is nest­led in the lower hills of a south-rea­ching spur of the Grey Moun­tains, near the foot of Daredvic’s Gap. The for­ti­fied set­tle­ment is sur­roun­ded by a number of single and multi-family farm­steads. The inha­bi­tants are pri­ma­rily North­men. though repre­sen­ting two dis­tinct types : the urban North­men” com­prise the bulk of the towns­people. while the far­mers and herd­sman sur­roun­ding it are Gramm”. a more tightly knit, clan­nish folk.

Eco­no­mi­cally, the town pro­vides a center of trade for a por­tion of the far nor­thern Rho­va­nion. Miners, both Dwar­vish and Man­nish, bring mine­rals, trap­pers carry in animal hides, and gathe­rers col­lect pre­cious herbs from the higher reaches of the moun­tains to barter for food, wea­pons, horses, cloth, and other fini­shed goods, while pedd­lers from fur­ther south come with wine, fruits, and such goods as can only be obtai­ned from warmer dimes to exchange for the high­land resources.

A trade fair, held annually, brings in mer­chants, crafts­men, and tra­ders from up to fifty miles away to dis­play and sell their wares to the people who also gather from a consi­de­rable dis­tance, see­king to reple­nish their sup­plies or obtain items not rea­dily avai­lable in their own towns.

A number of Gramuz clans have homes­teads in the area sur­roun­ding Buhr Thu­ra­sig, both on the lower part, around the South guard house, where rich land pro­vides a fer­tile area for far­ming and in the uplands, par­ti­cu­larly on the gent­ler slopes to the west of the town. Nest­led in the hil­l­sides are shelves level enough for culti­va­tion and offe­ring rich gra­zing for live­stock.

The resi­dents of a homes­tead usually consist of two to three exten­ded family groups occu­pying a large buil­ding called a languz (long-house, cor­rup­ted). Pri­ma­rily agri­cul­tu­ral, the homes­tea­ders gene­rally main­tain exten­sive gar­dens, small herds of sheep and occa­sio­nally a few cows. To sup­ple­ment their diets, they gather nuts, fruits, and herbs from the forests of the moun­tain­side. During the long, cold winter, when they are confi­ned close to the hearth, they weave splen­did fabrics, do fine lea­ther-work and carve tools and toys from bits of wood.

Each Gramuz family has a chief­tain, or head-man, but the Bearwyn clan claims the most mem­bers in the region, and the­re­fore its head­man gene­rally wields influence and power second only to the head of the Coun­cil of Five in the town (on which he tra­di­tio­nally sits also). The agri­cul­tu­ral folk of the area elect an addi­tio­nal repre­sen­ta­tive to the Coun­cil of Five, but having only two dele­gates, they are constantly in the mino­rity, and the Gramuz feel that their inter­ests tend to be sligh­ted in favor of the townspeople’s needs.

This aggra­va­tion, howe­ver, is more than coun­ter­ba­lan­ced by the neces­sity of unity among the inha­bi­tants of the region to pro­vide a defense against the many dan­gers present. The towns­folk of Buhr Thu­ra­sig reco­gnize well enough their need for the sup­port of the war­rior-trai­ned Gramuz, and tend to be care­ful not to do any­thing that would cause a serious rift. In times of threat or peril the peoples of the area come toge­ther in defense of each other.

By the end of the 1600’s, Buhr Thu­ra­sig ceases to exist. Pla­gued by Dra­gons and Orcs, its sur­vi­ving resi­dents move south, lea­ving the town’s buil­dings to rot away.

Buhr Thu­ra­sig is the focal point of this product’s mini-cam­paign found in sec­tions 14.0 to 17.0. Various layouts of this town can be found in those sec­tions.


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