Silverock

## Overview

Silverock is a minor mixed-race (human/dwarf) settlement to the Northwest of Erfgurd, in the Synvar Mountains. It was the location were the Cult of Obsidian attempted to raise the Ancient Obsidian One. It is the primary trading settlement between Magmaria and the Ervian Hegemony.

## Running the Campaign

### Introduction

One player is playing a dwarf, ideally.

*My dear cousin,*

*Many have been the years since last we spoke. With shame in my heart, I must admit I am only now reaching out to you for your help, but I promise that we both stand to gain much here.*

*I’m sure by now, news of the tragedy in Magmaria has reached your ears. If not, then we have much to discuss. There is little that I can say in this letter, for fear of others seeing its contents, but I can say that turmoil has gripped our great dwarven mountain range, and we are in desperate need of assistance.*

*I’ve come to understand that you’ve fallen in with a band of adventures of some renown. If you saw it to find your way to my home of Silverrock as soon as dwarvenly possible, I can promise you power, wealth, and prestige is awaiting you here.*

*For the Shincleavers!*

*Red Shincleaver*

### The Initial Encounter

Encunter Clearing encounter.

*You find yourself in a clearing in a forest at the foothills on the Synvar mountains, far in the north of the continent. 5 strangers have arrived here, some of you last night, some of you this morning, all of you distrustful of each other and your intentions. Still in these parts, there is some travel etiquette to be observed, and as you all settle about your business, a calm, uneasy peace settles amongst the camp. Eventually, as the summer breeze rolls through the pine trees, some of you begin to speak, perhaps, and introduce yourself*.

*Heeeeeeelp comes the cry again, and the rustling grows louder. Suddenly, from the underbrush catapults a dwarf, his small legs carrying him at speed. He comes to gravely halt as he encounters you, and takes you in for a moment.*

* They’re coming, they’re bandits, they’re slavers, etc etc.

*From the bushes emerge four figures- humanoid, all of them, a big burly bugbear and 3 big, ugly looking hobgoblin. They take stock of you all in the clearing,*

Emzo the dwarf, was trying to get to the Tor to obtain the ancient Hammer of the dwarfs

Houses in conflict in Silverrock (Calfhackers have money, Shincleavers have ancient right to rule)

Roads unpatrolled and dangerous.

Emzo can take them there directly.

 Encounter Size:

# Silverrock:

## Silverrock Entrance

*Before you rises Silverrock, a small village wedged into a rift between two mountainous walls. The village spans several “levels” cut into the rock, with buildings, houses and manors alike towering well above your head, and small stone pathways cut into the rock face. Your view, however, is blocked, by a wall that, due to being built across the two rock-faces that comprise Silverrock, is as wide as it is tall, 30 ft x 30 ft.*

Ask for the highest passive perception. Tell whoever has the highest that they notice a barely-trodden and hidden footpath leading away from the front gate, to the left, and towards an old rockfall.

*At the top of it is a very grumpy looking dwarf looking down at you. As you approach the wall, he shouts down to you.*

“Oy you lot. Buzz off. No-one’s getting in or out. Not taking no traders neither.”

This is Pickle Anklebiter, foul tempered guard who’s coming off a 24 hour shift.

Pickle won’t open the gate until persuaded, frightened or bribed. If anyone drops the name “Shincleaver,” Pickle responds with incredulity, claiming that they are lying. A DC10 persuasion check, or showing him the letter, convinces him, and reduces any further checks by -5. An attempt to intimidate him at this point will increase any future checks by +5, given that he’ll now assume they’re lying about whatever pretense.

*“So what if you here on Red’s invitation. I serve Silverrock, and rules is that noone gets in or out until the Shincleavers and Calfhackers sort out who’s in charge.”*

**Insight** (DC20) you notice that the grumpy dwarf looks tired, and possibly a little hungry, as if he’s been on shift for far too long

**Intimidation** (DC20)/**Persuasion** (DC15): Pickle hesitates, then says *“Fine. Yous can come in. But if I catch any funny business, I’ll set the town guard on you*.”

### Secret Entrance

If they choose to follow the footpath:

*Following the footpath, you walk around the rockwall. There appears to be a crag in a cliff face, just large enough that you can all squeeze through.*

If they choose to go through, roll a cave encounter. If they try to make checks to see what’s inside, roll the encounter and provide an appropriate response.

## Inside Silverrock

*Now inside the village, you can see a small river that cuts through the center of the rift, presumably having formed it in eons past. The people wandering about are primarily human and dwarven- from what you know of the village, it has a shared demographic due to its location midway between the Ervian Hegemony to the South and the great Dwarven city Magmaria, to the north.*

*Most of the buildings are residential homes, but there appear to be five buildings: two shopfronts, a large gated manor, and a Tavern. The Tavern has a sign outside denoting it the “Grumblesnakes tavern”, and is a warm, inviting building. Two shops are clearly labeled: One is called Dongo’s Potions, and the other is called the Pickaxe and Arms.*

*The last two buildings sit at the far back end of the crevice, well above, and bigger than all other buildings. These manors are presumably the ancestral homes of the Shincleavers and the Calfhackers, as detailed to you by Emzo.*

## The Grumblesnakes Tavern

*You enter the Grumblesnakes Tavern, and are immediately overwhelmed by its genericness. The wooden furniture and walls, the faint aroma of stale beer and boiled mutton, and the bartender, idly cleaning glasses behind the bar. In fact, the most interesting thing about the tavern (besides for the head of a massive insect, proudly mounted behind the bar) is its size, relative to the number of people currently in it. Only 2 people currently occupy the tavern.*

*There’s a human, who’s clothes identify him as a farmer, and who’s body language identifies him as anxious. He’s staring at you from the middle of the room. There is additionally the bartender, a massive, muscular human with bright blonde hair.*

The bartender is Gary the Slayer, a powerful if not well-mannered ex-adventurer, who was responsible for killing the Carrion Crawler single-handedly a few months back, the head of which is displayed behind the bar.

## Shincleaver Manor

*You walk towards the Shincleaver Manor. The two guards out front eye all of you warily, but let you pass without a word. You walk through the front gates, through a small courtyard, and into the main building.*

*In dwarven style, the ceiling is low, and the floor is earthen. Small windows provide little light, but bright red torches flicker in sconces set along the wall. You’re in a large meeting hall, with doors leading to other rooms branching out. At the end of the hall, at the top of a long table, sits a large dwarf, who is neither young nor old, and possessing a flaming red beard.*

*He sees you enter, and stands rapidly. “COUSIN” he belows, and rushes towards \_\_\_\_\_\_, embracing you in what feels like a bone-shattering hug. This man is clearly Roho Shincleaver, the aforementioned cousin of \_\_\_\_\_\_.*

*“Well come in, sit ye down, sit ye down. I’m sure you have plenty of questions....”*

On what is going on:

*“Last month, Flint Stoneknee, last surviving heir of the Stoneknee clan died. Which means that the clan’s lands and mines are forfeit. Which means that Silverrock is now ungoverned, and unowned.*

*According to dwarvish law, the rule of this town, and it’s extremely profitable silver mines, should go to the clan with the most lawful claim. And those bloody Calfhackers believe, MISTAKENLY, that Silverrock is their right, as virtue of being the wealthiest dwarven family in this town. But it’s the Shincleavers, by RIGHT, as the most ANCIENT dwarven family in this town!*

*Right. Look, what Ah need is some sort of ‘archeological proof’ that the Shincleavers were really here first. Silverrock’s got this abandoned mine, the entrance of which sits in the abandoned silver smelters in the north of town. Legend has it that one of my ancestors defeated a tarasque here, thousands of years ago, and his weapon sits, unclaimed, at the bottom of the mine. If you lot were to fetch it, well, that would serve our case well in the dwarven courts.*

*I’d send my own loyal dwarfs, but I’ve only got about half a dozen. And Ah know if I were to send ‘em off into the mines Ah’d wake up to that Bastard Baxter Calfhacker slitting my throat in mah sleep! So I need you, brave adventures, to help out the rightful rulers of this town. There will be great reward in it for you, Ah promise.*

**Insight Check** (DC10) - A successful insight check reveals that Red’s recount of events and histories is not entirely accurate. While you don’t believe he lied about anything specifically, certain mannerisms during his explanation lead you to believe that you have not heard unadulterated proof

**Intimidation Check** (DC25)/**Persuasion Check** (DC 20) A successful pass here will have Red reveal that while indeed the legend speaks of an ancient hero and legendary weapon, there is no proof that he was a Shincleaver. In fact, it’s way more likely that he wasn’t. If this is revealed, Red will try an emotional plea, saying that both the Shincleavers and Calfhackers worked together to keep the roads safe from bandits, and that the sooner this is resolved, the sooner trade and safe travel and restart

**Physical Promised Reward: 150 gp each.** Any charisma check made to increase this may have Red promise a small share of the mine’s profits to the hardy adventures.

**Clan Head:** Red Shincleaver.

**Guard Dwarfs:**

Thikraet Bottlebrand (Currently Guarding Door)

Fitman Minehide (Currently Guarding Door)

Vobrog Darkbane (Currently Guarding Manor)

Skozir Greatsword (Currently Guarding Manor)

Jagnoun Trolldelver (Currently resting/eating)

Mardag Bronzedigger (Currently resting/eating)

**Servent Dwarfs:**

Yosgrig Shadowborn

Sarrorlug Flatarm

Sigrami Kragbrow

## Calfhacker Manor

*As you leave the Shincleaver Manor, and head towards \_\_\_\_\_\_, a quick sharp whistle grabs your attention. There’s a scruffy looking human in dark green garb leaning against a wall. He gestures with his head.*

*“I’ve got someone who’d like to meet with you. Baxter Calfhacker, richest dwarf in Silverrock. Give me a quick follow, I’ll lead you round back, so that your Shincleaving friends don’t see nuttin.”*

If they choose to go:

*You find yourself in a hall nearly identical to the Shincleaver Manor. The main difference is now the dwarf at the head table is a greybeard, and somewhat smaller that Red. Additionally, set upon a plaque behind his chair is what looks like an obsidian dagger, which draws your attention.*

*“My name is Baxter Calfhacker. I know why you’re here, and I respect your desire to assist your family, \_\_\_\_\_. For us dwarfs, blood of kin is strong, indeed. But we dwarfs know one thing stronger- gold. And we Calfhacker’s have it in spades. Literally, we use spades to move it around. Whatever that upstart Red has promised you, I can double it. All I need you to do is fetch me whatever Red asked you to get.*

**Intimidation/Persuasion** (DC20) Baxter will gladly up to triple the amount of gold given, if a high enough persuasion is rolled.

**On the obsidian dagger:**

*“That? An old family heirloom. Been in the family for...well I have no idea. Not of importance*.

**Clan Head:** Baxter Calfhacker

# Hobgoblin Camp

## Hobgoblin Tents

*You approach the camp. Thick brush and forest surrounds the recently hobgoblin-made clearing, providing dense cover for sneaking. Near the entrance of an old mine are a number of camps, with a number of figures milling around. Off to the north east are two pens, which seem to contain 3 figures, with 2 humanoids keeping guard.*

There are 6 hobgoblins here, and 1 dwarven fighter. The dwarven fighter is a large dwarf with silver braided into his beard. He has strapped to him an overly large number of daggers.

## Slave Pens

There are two slave pens, with 3 prisoners. There are 5 slaves in total, but 2 are currently working down in the mines. 2 hobgoblins stand guard

There is a dwarf, a human, and an elf. The human and elf were traveling companions, the dwarf was a citizen of silverrock who was kidnapped. The dwarf is willing to fight, the human and the elf run off when freed.

If the dwarf survives, he thanks the party by giving them an obsidian dagger necklace that the hobgoblins had taken.

## Entrance to the Abandoned Mine

*You locate the abandoned smeltery, which is built into the cliff wall. Walking in, past abandoned tools and broken furniture, you quickly locate the entrance to the mine, carved out of the back wall of the building. It’s a foreboding tunnel descending downward into the earth, with large oaken timbers supporting the ceiling and walls at the mouth.*

A quick DC15 investigation check will reveal an old chest filled with miners gear- two 50ft lengths of rope, 2 miner’s picks, 10 pitons, a lamp, and:

*As you descend deep into the tunnels, eventually the dwarven made mine opens up into a brilliant cave system. Steep drops and winding paths decorate a great cavern that stretches out before you. Directly in front of you, the path splits into three directions, the left and right narrow cliff edges hugging the cavern walls, and disappearing into the gloom, the center being an old dwarven bridge descending into the dark.*

No passage here is right or wrong. But if the party passes any reasonable skill check, or tries to make a choice based on their character or any information they’ve previously received, reward them by giving them surprise on the next encounter. If they roll particularly low, or spend a long time arguing about the direction, give the monster surprise. Otherwise, begin the encounter as normal.

# The Temple of the Tarrasque

## Entrance

### If they have come from Silverrock:

*As you traverse the tunnels, going deeper into the mountain, eventually a light source appears at the end of the tunnel- torchlight!*

(Give them a chance here to respond- if they take the opportunity to be sneaky, they’ll find a single hobgoblin guard asleep. If they don’t...FIGURE SOMETHING OUT)

*Up ahead in the middle of a clearing that shows signs of recent excavation are two imposing doors, carved with ancient dwarven runes and pictograms. The heavy doors have been pried open, and now leave a gap just large enough for the largest of you to slip through. On the left is a freshly dug, claustrophobia inducing tunnel, with a length of rope used for ascending or descending hanging from it. Directly above, set in the ceiling is a hole, ancient by the looks of it. It appears as though shear stone steps have been carved from the sides of the bore, and are so crude that they are less a spiral staircase and more an advanced rock climbing challenge. The tunnel disappears so high into the mountain’s flesh that you cannot see what lies at the top.*

## Dungeon General Notes

If anyone makes a history/religion check on the dwarvish pictograms, they discover the following information:

* DC10: *The carvings depict an ancient dwarven hero doing battle with a fierce, mountain-consuming beast, weilding a magical hammer. No evidence of the shincleaver symbol.*
* DC15: Read the previous, in addition to: *After the defeat, the dwarf built this temple on top of the creature, to prevent its resurrection. He entombed his legendary weapon here*
* DC20: Read the previous, in addition to: *Your study of the pictograms also reveals some warning, written in small text on the door: “Please be advised that thy ancient temple doth contain: tricked floor tiles of the lightning variety, some runes of confounding, and one (1) enslaved elemental of the earthen sort.”*

**General**

 Dungeon Walls
 Dungeon Floor
 Temperature
 Illumination

**Room #1**

 South Entry
Ⓣ   One-way Door: DC 15 to find, DC 10 to disable

**Room #2**

 South Entry
Ⓣ   Arrow Trap: DC 10 to find, DC 10 to disable; +4 to hit against one target, 1d10 piercing damage
 Room Features

**Room #3**

Ⓣ   One-way Door: DC 15 to find, DC 10 to disable
 Trap
 Hidden Treasure

2700 cp, 900 sp, 90 gp, 2 x Bloodstone (50 gp), Chalcedony (50 gp), Moonstone (50 gp), Potion of Greater Healing (uncommon, dmg 187)

**Room #4**

Ⓣ   Arrow Trap: DC 10 to find, DC 10 to disable; +4 to hit against one target, 1d10 piercing damage
 West Entry
 East Entry

**Room #5**

*In the north east corner, there are a number of dwarves milling about. Several converse in hushed tones, one turns over large but plain looking battlehammer in his hands, and two uses whips to encourage two humanoid slaves using pickaxes to break up rubble in the northeast corner.*
*“Emzo!” cries the one weilding the battlehammer, “For what are you doing here? Who are these strange folk? Judging by their weapons, I’d guess not slaves.”*
*“No, nuncle, these are my friends. And we have come to stop whatever you are doing here! No longer will I stand by and watch as you commit acts of evil!”*
 South Entry

**Room #6**

 North Entry
Ⓣ   Rune of Hypnosis: DC 15 to find, DC 10 to disable; affects all targets within 10 ft., DC 11 save or become incapacitated for 1d4 rounds
 Hidden Treasure

1600 cp, 1000 sp, 120 gp, 3 x Carnelian (50 gp), Chalcedony (50 gp), 2 x Chrysoprase (50 gp), Quartz (50 gp), Bag of Beans (6 beans) (rare, dmg 152), Chime of Opening (rare, dmg 158), Potion of Diminution (rare, dmg 187), Potion of Fire Giant Strength (rare, dmg 187)

**Room #7**

 South Entry
Ⓣ   Rune of Hypnosis: DC 15 to find, DC 10 to disable; affects all targets within 10 ft., DC 11 save or become incapacitated for 1d4 rounds

**Room #8**

*To the east is a passage, with what looks like a recently-installed wooden barricade blocking passage. A crude warning is scrawled there in the goblin script.*
*On the south wall, east of your entrance, is another passage. As you enter the room, an iron portcullis slams down, dropped by the fleeing hobgoblin.*
(If they somehow incapacitaded the hobgoblin)
 North Entry
 East Entry
 South Entry #1
 South Entry #2