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Temple · Large · Level 10 · Deadly

Firehammer Hold

Haela's broken temple has become a fortress of ash, iron, and stolen victory.
Rooms
18
Foes
44, CR 1/2 to 8
Traps
3
Treasure
9,500 gp
123456789101112131415161718Entrance
Select a room on the plan to open it.

The party is in

1. Broken Threshold


Seen


Something wanders by


At a glance

The threat

A duergar war band under Nalifarn holds the upper temple in name, while hidden Red Wizard support turns the site into a staging ground for deeper conquest.

Wandering monsters (1d4)

  1. 1

    2× Duergar patrolCR 2

    When: When the party makes loud noise, rests in unsecured rooms, or triggers a room alarm.Pairs of duergar checking seals, doors, and alarm routes between the upper halls.
  2. 2

    2d4× Goblin runnersCR 1

    When: When the party opens a door from , , or without stealth.A pack of goblins carrying tools, oil, and orders between command posts.
  3. 3

    1 hobgoblin officer plus 2 hobgoblin soldiers× Hobgoblin response teamCR 3

    When: When a fight lasts more than 3 rounds or when a boss-level alarm is raised.A hobgoblin officer and escort moving to reinforce a threatened junction.
  4. 4

    Ogre labor bruteCR 4

    When: When the party lingers in , , or .An ogre enforcer dragging supplies or prisoners between the loot hall and command spaces.

Rooms

18
1

Broken Threshold

2 foestreasuresecret

What they see

Read aloud

The old entry hall still bears Haela's battle insignia, but fresh duergar chalk marks and iron caltrops now cover the threshold. Faint chanting drifts from deeper chambers, while the side archway smells of wet earth and recently opened stone.

Features

  • Twin dwarf-carved victory pillars cracked by siege hammers
  • Caltrop-scattered floor with old blood in the seams
  • A damaged altar slab bearing Haela's hammer-and-luck iconography
  • Soot-blackened ceiling vents that carry sound from and

What the GM knows

Monsters

2× Duergar guardsCR 1

Duergar sentries in patched mail, stationed to delay intruders and sound the alarm.Tactics. They fight defensively from cover, using invisibility if threatened and retreating toward or to warn reinforcements.

Treasure

Bronze luck charm25 gp

A cracked but repairable bronze charm of Haela, worth little as art but important to the faithful.
Room secrets · GM only

Notes

If the party pauses here, they can hear patrol rotations from and distant shouting from . A careful search reveals the invaders have been using the temple's old welcoming hall as a choke point.

4 doors: S (normal), W (archway), E (secret), N (normal)

The place

What it is

Firehammer Hold was once a proud temple-fortress of Haela Brightaxe, later twisted into Torstultok, a profitable ruin used to lure delvers and glorify daring.

Atmosphere

Cold torchlight flickers across soot-stained dwarven stone, while old incense, iron, and wet ash hang in the air.

The threat

A duergar war band under Nalifarn holds the upper temple in name, while hidden Red Wizard support turns the site into a staging ground for deeper conquest.

History

Firehammer Hold began as a temple-fortress dedicated to Haela Brightaxe, built by dwarves who believed luck was won through courage and steel.

Rumors

1d5
Roll a rumor

  1. 1Firehammer Hold still whispers at night, and anyone who follows the sound of hammers finds goblins carrying stolen relics.
  2. 2The old temple once used fake plague rumors to keep trespassers away, so some villagers think the current curse is just another lie.
  3. 3A duergar war chief is said to have made a pact with Thayan mages, and red fire has been seen in the hills after sunset.
  4. 4There is a hidden shrine to Haela somewhere in the upper hold that can turn the goddess's luck against the invaders.
  5. 5Adventurers who tried to enter through the front returned saying the doors were easy, but the halls themselves wanted them dead.

Plot hooks

4
recoveryReclaim the Hall of Grand HuntsA dwarven clan elder hires the party to reclaim the upper hold and recover a sealed reliquary said to contain Haela's war-luck blessing.From: Elder Brunna EmberbraidReward: 2,500 gp and a consecrated dwarven heirloom weapon
sabotageBurn the Signal PostsA local scout claims the invaders are sending coded signal flames from the hills, pointing to a larger Thayan plan.From: Scout Harl StoneeyeReward: 1,500 gp and a map of hidden dwarf routes
recoveryRecover the Battle HymnalThe priests of a nearby shrine beg the party to recover the last hymnal of Haela, lost somewhere in the old library or shrine.From: Sister Veya GoodhammerReward: 1,200 gp and divine favor from Haela's clergy
huntBreak the Hill PatrolsA merchant caravan was ambushed near the hills by goblins carrying Firehammer markings, suggesting the hold is testing its new patrol range.From: Caravan factor Jorin ValeReward: 1,000 gp, trade access, and a bounty on the raiders

Corridors

4
  • Main hall corridors between , , and

    Thin brass plaques of Haela's battle blessings lie bent under new duergar nail-spikes, as if the invaders wanted the old faith to keep looking broken.

  • Passages linking , , , and

    Tracks from ore carts and booted patrols overlap in the dust, with fresh soot marking the shortest routes between guard posts and the deeper vaults.

  • Side passages near and

    Small hammer-shaped niches once held luck charms, but many now contain red clay candles and Thayan seal wax.

  • Corridors around , , and

    The air grows warmer near the locked doors, where faint furnace rumbles and the smell of brimstone seep from below.

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