Ready-To-Run Adventures

Smallforge Map

Phillip Gladney ©1999

1. Entrance Gallery This area is the first line of defense for the colony. Protected by two large iron-wrought doors, it is large and airy and meant to serve as a killing ground for any would-be attackers. Another iron door stands at the end of this hall leading further into the Dwarven enclave. Normally the iron doors at the entrance are kept open during daylight hours; however two Dwarven guards stand ready to close these should any threat to the colony materialize. A complex weight and pulley system allows these doors to slam shut by pulling on a nearby lever. An iron bar then falls into place behind the two doors effectively sealing off the underground refuge from the outer world.
2. Firing Gallery These halls are an integral part of Smallforge's defense. It is from here that the dwarves can rain missiles and boiling oil upon any invading force. Crossbows hang on the wall and barrels of crossbow bolts line the rear walls ready to be fired. A total of five dwarves stand guard in these halls, three in the eastern hall and two in the western hall. They are responsible for warning the colony of danger, through the use of kine's horn, and holding off attacking forces until help can arrive. To this end, there are cauldrons of oil kept boiling near the entrance as well as three small ballistae in the hall that overlooks the surrounding countryside. This particular hall is around 15-20 feet above ground level and has a wide arc of fire. The cauldrons of oil can be dumped, through holes carved in the rock, upon anyone located outside the main doors. Barrels of flammable oil are also kept in reserve should a battering ram be brought up against the main doors.
3. Stables This large cavern serves as a housing area for the mules and donkeys used by the dwarves. It is protected by two sets of iron doors. The inside is tiled and the ceiling reaches a height of 20'. There are numerous stalls, a few wagons and a large pile of hay located in the cavern. The donkeys and wagons are used to transport finished products to Fennas Drunin for sale. This occurs about once every month. Unbeknownst to any but the dwarves, there is a secret door in the north wall of the cavern. It is Extremely Hard (-30) to find and can only be opened from the inside. This allows the dwarves to rescue the animals in case of a surprise attack on the colony. If enemies do uncover the secret door, it will do them little good, for a lever in the western firing hall can dump tons of stone upon anyone entering the hallway.
4. Main Hall This hall is used primarily as a meeting place for the various dwarves working in the colony. It is lighted by bronze braziers and has stone benches lining the walls for relaxation. Visitors and strangers are kept here while decisions are made regarding their fate. This hall also has defensive capabilities and this area is considered to be the site for any last stand. Firing halls line each and every wall and stout iron doors are located at every doorway, ready to be shut.
5. Great Hall This is the heart of the Dwarven colony. The lord of this colony, Beleg, rules from a stone throne set upon an upraised stone dais. Columns fill out the room giving it an air of authority and power. Feasts, celebrations as well as other less cheerful events, such as trials, take place here. Normally, other than one guard, there are no dwarves staying here unless an event is taking place. It is the responsibility of this guard to close the door leading to this hall in event of attack.
6. Barracks These two halls serve as a barracks for the younger dwarves serving in the guard. Each barracks houses ten dwarves. They sleep in simple cots and keep their belongings in a single chest at the foot of each cot. There are usually a few dwarves sleeping at any given time due to the rotating guard shifts.
7. Guard rooms Dwarves serving on guard duty use these rooms as a base of operations. They come here during their breaks to relax and smoke a pipe or two of tabac. Armor and weapons adorn the walls to arm the dwarves in case any attack happens so fast that the off-duty guards or dwarves working down in the mines can't get back to their residence to suit up. There is always one guard in each room to take care of one of the iron doors leading out of the main hall.
8. Living Quarters Each of these suites houses two to three dwarves. These rooms go to the craftsmen and elder guardsmen. Every suite is different, however the main design is the same. The first room is the living and dining area, while the second is the sleeping area. The dwarves keep their personal belongings in chest within the second room.
9. Guest Quarters Reserved for special guests; these quarters are almost always empty. The layout is similar in design to each of the living quarters in Smallforge, however the accommodations are more elegant. Visiting dignitaries from Khazad-dûm stay here while on official business, as does the occasional relative of Beleg. Party members rewarded with a feast for the ending of the wolf incursion will be invited to stay here.
10. Lord's Quarters These suites are the home of the lord of Smallforge, Beleg. They consist of a living room, a council room and a bedroom. Beleg holds councils in the southernmost room on occasion with his two closest advisors - the Guard Captain and the Master of the Crafthall. Each is in charge of a different domain within Smallforge. The Guard Captain, Khauzag, oversees the defense of the colony, while the Master of the Crafthall, Nildin, takes care of the mining and forging operations. Beleg, himself, sees to the business of trade and local diplomacy.
11. Armory This long room can be accessed by three different doors. It holds the majority of the weapons crafted by the Dwarven smiths in the mines below. Racks upon racks of swords, axes, maces, spears, helmets, armor and shields are located here. Some are to be sold in Fennas Drunin, however the majority are for the personal use of the dwarves of Smallforge. The doors leading to this room are locked and Extremely Hard (-30) to pick.
12. Master Kitchen This kitchen serves the entire colony. It is run by a small group of older dwarves who are too old to work in the mines. Usually the dwarves will come and get their food to take back to their rooms. A large hearth and oven dominates the room and many cooking utensils hang from the ceiling on a rack.
13. Supply room All of the supplies, from grain to eating utensils, are kept in this expansive room. Shelves on every wall help the dwarves utilize space conservatively in addition to making everything easy to reach. This room is locked (Very Hard -20) because of one very important reason, all of the colony's ale and beer is stored here.
14. Crafthall This group of rooms is where the forging takes place. Ore is brought up from the mines via a simple rail system and separated from the rock by means of a smelter in the center of the main room. It is then re-formed into ingots, which are stored in an adjacent room. These ingots are taken by the smiths and worked into various weaponry. Each room surrounding the main room has a different purpose. Two are storage rooms, with ingots laying in stacks, but there are also two large workrooms for the beginning steps in the smithing process, as well as two finishing rooms, for the master smiths to put the final touches on each piece of work.
15. Mines These passages are the place where the miners of the colony, invariably the youngest and least experienced of the dwarves, work to extract the iron ore used to produce the weapons. It is a dark place and lighted only when in use. There is nothing of value here and is generally not a place one wants to go.

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