Smiths work hard to make all the metal implements the sentient creatures in a D&D game world need (and want). Metalsmiths work in nearly every settlement, military camp, or stronghold. Many people hold smiths in awe for their ability to work with fire and searing hot metal. Others shun smiths as mysterious and somewhat unclean beings -- all that smoke, perspiration, and soot hardly makes for a genteel appearance. Still, it's wise to extend any smith respect, and that's true of the smiths we'll meet this month.
Background for the DM
Bazrigg, an azer metalsmith of great skill, has discovered a workplace that suits his fiery nature. A volcanic vent supplies intense heat for working metal and creates an incandescent atmosphere Bazrigg loves. The whole place stays literally hot enough to fry eggs. Not everyone can take the heat, and Bazrigg employs a cousin, Araryd, and a few other fire creatures as assistants and bodyguards.
As a rule, Bazrigg hardly ever leaves his workshop, but Araryd occasionally ventures out disguised as a regular dwarf. The cousins aren't too picky about who winds up owning their wares, as long as they're paid a top price for their work. They love the sounds, smells, and textures of the workshop and don't care about much else. The other creatures in the shop aren't quite as enthused about metalwork as the cousins, but they're willing to play along to secure a place to live and work.
The Setup
Because of its geothermal heat source, the smithy works best in a volcanically active area. There needn't be a rumbling volcano in the neighborhood; any locale where you've already placed a geyser or hot spring would do nicely. There's no reason, however, why the magma that powers the smithy could not come from a magical gate that leads to a fiery locale, a naturally occurring node of fire elemental energy, or an isolated magma pocket. Bazrigg and his monstrous compatriots might set up shop in a large town, but if they have done so, they likely keep themselves well hidden in a deep dungeon or largely abandoned district. They don't deal with the public, but they sell their wares to merchants, governments, or other customers who buy in bulk.
Bazrigg probably set up shop within a site that a powerful (possibly evil) creature controls, such as a fire giant or fire titan chief, evil cleric (dedicated to a fire deity), or even a lich or aboleth. In any case, Bazrigg is present as an ally (or possibly a respected vassal), not a mere servant. Bazrigg's independent status doesn't keep him from claiming to be a slave or even a prisoner if the ruse suits his purpose, however.
If the characters don't merely stumble upon the smithy while exploring a dungeon, an errand could draw them here.
- The player characters seek a legendary weapon or suit of armor. The group might learn about the item and decide to seek it out for themselves, or someone might hire them to retrieve it. The item doesn't necessarily need to be powerful; it might have historical or cultural significance. Or perhaps the player characters need the item to complete a quest or to defeat a specific foe. Bazrigg might have the item in question, or he might have a few (or even a few dozen) items that fit the same general description of the item the player characters seek. (Groups that try to track down the item with a Detect Object ritual might find Bazrigg's collection of near duplicates somewhat vexing.) In any case, if Bazrigg doesn't have the item, he probably has information about its location.
- A player character has a weapon or suit of armor that Bazrigg wants or would like to study carefully. Bazrigg might have made the item in question and perhaps he wants to take it back. A thief might have stolen it, or perhaps he made the item at another character's behest and was never properly paid for it. Bazrigg's interest in the item might stem from its history or origins; for example, the item might have come from a legendary smith, be made from an unusual material, or figure heavily in a past great battle involving azers or their allies. In any case, the PCs probably should be unaware of exactly what they have. Bazrigg might try to contact the PCs through a hired messenger, or he might send Araryd to treat with the PCs. It's a good bet that Bazrigg won't reveal exactly what his interest in the item is or give any hint of its true worth.
- Player characters need to unmake an item, and they can accomplish the deed at Bazrigg's forge. The PCs might have recovered the item themselves (perhaps taken it from a vanquished foe), or someone might hire them for the job. The item's destruction could be necessary for any number of reasons. It might carry a malignant curse that can be lifted only through the item's destruction. Or perhaps the item is the key to a portal that a conquering army plans to use -- or possibly the item holds the life force of a dire foe who is sure to return from death or defeat as long as the item exists. There's no guarantee that Bazrigg agrees to help the PCs. He might have created the item originally and might not only object to its destruction, but he could also try to seize it or steal it on the sly. Even if the item came from another smith, Bazrigg might become enamored with it.
- Bazrigg's suppliers are despoiling an area. Bazrigg's efforts require a great deal of raw metal -- chiefly iron, tin, silver, gold, and copper. Thanks to his magma-fired forge, Bazrigg doesn't need much fuel, but he does need supplies of coal or charcoal for turning iron into steel. He also needs other items to finish everything he makes. Bazrigg doesn't ask questions about the goods he buys, as long as he finds the level of quality acceptable. Miners, quarry workers, or woodcutters eager to meet Bazrigg's exacting standards might begin working in an area where the locals object to the effort. For example, woodland creatures are certain to object if anyone begins digging or cutting near the Sylvan Temple. Once a dispute over Bazrigg's supplies erupts, the player characters might be called in on either side. Fortunately, Bazrigg doesn't care where his materials come from, as long as he gets them.
Visiting the Smithy
The text below assumes that Bazrigg has set up shop in a dungeon complex, cavern, or vast stone structure. Adjust accordingly if the smithy is located elsewhere.
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A broad door made of pale stone streaked with black and gray ash stands in a wall of cyclopean stone blocks. The portal's handle and hinges are formed out of dark, hammered metal. Fine wisps of vapor, barely visible, issue from the door's corners, carrying a faint whiff of coal smoke and a sensation of great heat.
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The door is even more formidable than it looks.
Superheated Door
Level 15 Obstacle
Hazard: The door isn't locked, but it's heavy and searing hot. Opening the door requires a DC 27 Strength check. Once opened, the door closes after 1 round unless it has been propped open.
Perception
Trigger
When a creature tries to open the door, or even touches it, the door attacks.
Attack
Opportunity Action Melee 1
Target: Creature touching the door.
Attack: +17 vs. Reflex
Hit: 3d10 + 10 fire damage. On a critical hit, the target is dazed (save ends).
Miss: Half damage.
Countermeasures
Once past the door, the characters can see inside the smithy.
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Ruddy light floods the space behind the door. The stench of superheated ash and something akin to rotten eggs hangs heavy in the air. The place feels hotter than a furnace. A trio of red-skinned creatures with flaming orange hair stands hunched over a massive anvil of blackened metal. One of the three looks considerably bigger than the others. Two creatures hold a glowing shaft of metal, while the third pounds it with a great hammer. The smiths work before a massive hearth heaped high with shards of dark rock. An intense orange glow radiates from the spaces between the rocks. Tendrils of black smoke rise and collect under a stone cupola over the hearth. Tall vats of liquid whose surfaces shimmer in the heat stand around the anvil.
Metal implements, including weapons, hang by the hundreds from racks attached to the stone walls in here.
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Once the characters make their presence known (or after a moment passes), read the following.
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"Well now, me boys! Looks like we have visitors. Wonder what they've brought us today?" says one of the smaller orange-haired creatures.
"A few bits o' metal -- not good, but we can refine it. Maybe they have some gold or silver hidden away on 'em, hmm?" says the larger one. "Shall we have a look?"
"Mind the meld now before ye go seekin' more supplies," cautions the other short one. "We just got it tempered right. Ye can throw 'em in the ore pit if they make trouble, but let's finish what we started, or it'll be no more'n scrap. Unless ye fancy explainin' to the client that we had another week's delay."
"Nay," agrees the larger one, and bends once more to his task.
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A vent below the forge carries blazing magma into it. As the magma cools, the smiths break it into chunks to create a bed of coals where they can heat metal. When the forge gets too full of rock, they dump the excess down another shaft, where it falls back into the magma chamber.
The searing heat in here deals 1d6 fire damage each round. All the metal implements, including the anvil, are as searing hot as the door and can deal as much fire damage. Creatures: Bazrigg and his assistants are hard at work in here. The creatures the PCs see are Bazrigg and Araryd and a salamander or efreet (depending on which version of the encounter you're running). Other creatures in the group are initially hidden behind the anvil and forge.
Bazrigg doesn't object to visitors, especially if they admire his work. He has no sympathy for anyone who cannot withstand the heat, however.
Coal Smoke and Brawn (Level 14, XP 5,000)
- Bazrigg and Araryd, azer foot soldiers (level 14 soldier, MM 22)
- 1 salamander firetail (level 14 skirmisher, MM 226)
- 2 salamander lancers (level 14 brute, MM 226)
Tactics: In battle, Bazrigg and Araryd stand shoulder to shoulder and attack as a pair to take advantage of their warding flame power. The salamander firetail strides forward, using its trail of fire power and attacking anyone who comes within reach of its scimitars. The salamander lancers follow in the firetail's wake, attacking with their spears and paying special attention to any opposing strikers or controllers. They use their whirlwind of fire powers when they can hit multiple targets.
Flame and Fury (Level 21, XP 17,250)
- Araryd (level 22 soldier, MM 23)
- Bazrigg (level 22 controller, MM 22)
- 1 efreet fireblade (level 22 soldier, MM 98)
- 3 firebred hell hounds (level 17 brute, MM 160)
Tactics: Bazrigg and Araryd fight shoulder to shoulder, using their warding flame powers. Bazrigg uses clinging flames whenever he can. The firebred hellhounds stay within 5 squares of Araryd to take advantage of on my command and spur the beast. They also maneuver to flank enemies when they can. When faced with groups of foes, they use fiery breath or fiery burst. The efreet fireblade takes to the air and strikes with its scimitars. It uses hurl scimitar to attack foes beyond its reach and whirling firesteel strike against groups of foes.
Bazrigg
Level 22 Controller (Leader)
Medium elemental humanoid
XP 4,150
Initiative +15 Senses Perception +17
Warding Flame (Fire) Any enemy adjacent to two or more azers at the start of its turn takes 5 fire damage.
HP 205; Bloodied 102
AC 36; Fortitude 33, Reflex 32, Will 34
Resist 30 fire
Speed 5
+27 vs. AC; 1d6 + 7 damage plus 2d6 fire damage.
The target takes ongoing 5 fire damage (save ends).
Alignment Unaligned
Languages Giant
Str 20 (+16)
Dex 18 (+15)
Wis 22 (+17)
Con 21 (+16)
Int 14 (+13)
Cha 16 (+14)
Equipment chainmail, scourge
Araryd
Level 22 Soldier (Leader)
Medium elemental humanoid
XP 4,150
Initiative +14 Senses Perception +15
Warding Flame (Fire) Any enemy adjacent to two or more azers at the start of its turn takes 5 fire damage.
HP 207; Bloodied 103
AC 38; Fortitude 34, Reflex 32, Will 33
Resist 30 fire
Speed 5
+29 vs. AC; 1d10 + 7 damage plus 1d8 fire damage, and the target is marked until the end of Araryd's next turn.
On My Command (standard; encounter)
Each allied elemental beast within 5 squares of Araryd makes a basic attack as a free action, provided the elemental beast is flanking an enemy and can both see and hear Araryd.
Spur the Beast (minor; at-will)
One allied elemental beast within 5 squares of Araryd recharges an encounter or daily power of Araryd's choice.
Alignment Unaligned
Languages Common, Giant, Primordial
Str 21 (+16)
Dex 17 (+14)
Wis 18 (+15)
Con 23 (+17)
Int 11 (+11)
Cha 16 (+14)
Equipment chainmail, light shield, battleaxe
About the Authors
Skip Williams keeps busy with freelance projects for several different game companies and was the Sage of Dragon Magazine for 18 years. Skip is a co-designer of the D&D 3rd Edition game and the chief architect of the Monster Manual. When not devising swift and cruel deaths for player characters, Skip putters in his kitchen or garden (rabbits and deer are not Skip's friends) or works on repairing and improving the century-old farmhouse that he shares with his wife, Penny, and a growing menagerie of pets.
Penny Williams joined the roleplaying game industry as Game Questions Expert for TSR, Inc. in the 1980s. Since then, she has served as RPGA Network Coordinator, Polyhedron Newszine editor, and Senior Editor and Coordinating Editor for the RPG R&D Department at Wizards of the Coast, Inc. Now a busy freelancer, Penny edits for several game companies and runs the online playtesting program for Wizards products. When not enhancing the cruelty of the deaths PCs will suffer at the hands of designers, Penny puts up jam, works jigsaw puzzles, and tutors students in math and science.