Campaigns

Hrakhamar

Hrakhamar is an abandoned dwarven forge built into volcanic caves, originally operated by Chultan dwarves to smelt iron and adamantine using a natural magma...

Hrakhamar is an abandoned dwarven forge built into volcanic caves, originally operated by Chultan dwarves to smelt iron and adamantine using a natural magma rift. The forge was evacuated roughly a century ago due to nearby volcanic activity, and the dwarves intended to return when safe—but never did.

Current Occupants

Firenewts have seized control of the forge and use it to craft their own weapons and armor. The occupying force includes firenewt warriors, warlocks of Imix, and their giant strider mounts. They’ve converted one chamber into a crude shrine to Imix, the evil fire primordial at the center of their theological society. The firenewts are notorious torturers who eat humanoid flesh, keeping prisoners in cells to extract information or for food.

Albino Dwarves maintain a watch on the forge from the jungle, led by Sithi Vinecutter. Their numbers are too small to reclaim it by force. They seek adventurers to clear out the firenewts, offering 20 adamantine ingots per character as payment, plus directions to the Wreck of the Star Goddess.

Key Locations

1. Magma Rift

The volcanic heart of the operation—a cavern of bubbling magma lined with metal gantries, cranes, and immense clay crucibles. Huge chains span the rift to shuttle ore buckets. Rail cart trestles provide crossing points (DC 10 Strength check to cross hand-over-hand on chains; falling into magma deals 55/10d10 fire damage).

3. Armory

Well-stocked with dwarven weapons (battleaxes, greataxes, mauls, war picks, warhammers, heavy crossbows with 200 bolts) and four suits of dwarven half-plate. The firenewts largely ignore it, preferring their own lighter equipment.

6. Treasury

The sealed treasure vault contains thousands of iron ingots (1 gp each, 10 lbs) and adamantine ingots (10 gp each, 1 lb). Moradin’s Gauntlet—a golden gauntlet worth 2,500 gp (5,000 gp to a wealthy dwarf)—rests atop one crate. This ceremonial item was traditionally worn by Hrakhamar’s overseers.

The adamantine-banded iron door has two locks styled as dwarven runes for “beginnings” (upper) and “endings” (lower). Each requires DC 20 Dexterity (thieves’ tools) to pick. The lower lock is trapped (DC 13 Perception to spot, cannot be disarmed)—opening it before the upper lock retracts the gantry bridge, leaving a 40-foot gap over magma.

The original keys were melted down and hammered into the Imix statue in area 7. However, a seemingly empty side chamber contains an iron box shaped like a book, with impressions of both keys inside. With smith’s tools and DC 10 Intelligence check, new keys can be molded (three failures ruins the impressions).

7. Imix Shrine

Four firenewts (two warlocks of Imix, two warriors) worship before a crude 150-pound statue of humanoid flame made from hammered iron, copper, gold, and silver. The statue contains fragments of the original treasury keys, hammered beyond repair but identifiable with DC 13 Perception. The gold and silver portions are worth 20 gp and 400 sp respectively.

8. Smoke-Filled Caverns

Lair of two smoke mephits who use dancing lights to lure victims into heavily obscured, noxious smoke. After 2 rounds, creatures must succeed DC 10 Constitution saves each turn or gain exhaustion. The mephits will trade information (about the firenewts, giant striders, and dwarf prisoners) for their lives (DC 10 Intimidation).

9. Cells and Passage to Wyrmheart Mine

Firenewt torture chambers currently holding two captured albino dwarf warriors: Laz Drumthunder and Malkar Stonegrist. Both have 1 hp and 5 levels of exhaustion. Malkar is traumatized and screams uncontrollably unless restored magically (lesser restoration).

A 40-mile tunnel with intact rail cart tracks connects Hrakhamar to Wyrmheart Mine (occupied by the red dragon Tzindelor and kobolds). The tunnel passes through carrion crawler and giant spider territory.

Important Relationships

Musharib (albino dwarf spirit warrior guide in Port Nyanzaru) secretly seeks adventurers to help reclaim Hrakhamar or at least retrieve Moradin’s Gauntlet. He appeals strongly to any dwarf party members.

Sithi Vinecutter and her albino dwarf band will stand guard outside while adventurers clear the forge, or she can accompany underpowered groups.

Tzindelor (young red dragon at Wyrmheart Mine) covets Hrakhamar, while the firenewts desire the iron resources of Wyrmheart Mine. Both grudgingly avoid conflict for now.

Access

The entrance features a 10-foot arched doorway beneath a relief of crossed hammer and tongs. Old iron doors have rusted away. A three-quarter-mile tunnel descends gradually to the forge proper, with scorch marks covering walls and floor. The forge was once connected to Shilku Bay by dwarven-built trade roads, still partially visible in the Valley of Lost Honor despite a century of neglect and ash burial.

Territorial Claims

The firenewts claim the entire Valley of Lost Honor, patrolling on giant striders and enforcing their territory aggressively against interlopers.