
27 H’rarmont (22h00)
You also find on the Flight Marshal, 2 scrolls.
After the combat with the draconians, the Blue Dragon you head back to the inn for a good night’s sleep.
28 H’rarmont (08h00)
Next morning you all head back to the council chambers to meet with king Hornfel. When arriving, the council is seated and ready, Nagash the Lighting Draconian is in attendance.
Hornel great you and mentions that, before we deal with the Hammer, Nagash is present and Hornfel asks him to provide you with the he received from the dragon armies.
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In the next few weeks, blue Dragon Army is planning to move West towards high Clerist Tower, to eventually take Palanthas.
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The Commander of the Dragon Armies (Ariakas) is planning to infiltrate a spy in the Knights of Solamnia in Palanthas
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The Blue Dragon army is testing a new draconian variant, code-named Traag. They appear to be a hybrid strain—taller and bulkier than Kapaks, but retaining a kapak-like agility. Their scales are mottled dark green and bronze, giving them some natural camouflage in rocky and forested terrain. So far, they have only been spotted in small numbers—likely as field tests alongside elite Blue Dragonarmy units. Their primary role appears to be breach-and-clear shock troops during sieges.
THE GREAT FORGE
You are all taken to the Great Forge. Escorted by 2 guards, Hornfel and Armand Kharas. When entering the forge, on a table something is covered by a white cloth.
The High King himself stands beside the table, his voice deep and solemn:
“By the blood of our fathers and the strength of our stone, the Hammer of Kharas returns to its purpose. Not as a relic to gather dust, but as a tool of unity—and a weapon of destiny. Today, it passes into your hands.”
With deliberate care, two dwarves lift the golden cloth revealing the Hammer. The High King produces a great parchment, thick and edged in gold leaf. His scribe unrolls it.
“The decree of Thorbardin,” By signing, you accept both the Hammer and the charge it carries. In wielding it, you bind yourselves as allies of the mountain. The hammer must remain here in the forge."
A quill, is given to you. One by one, you are invited to inscribe your names beneath the decree.
When the last signature is given, the High King says, "the Hammer is yours."
The forge falls silent as Theros steps forward, his gaze fixed on the Hammer of Kharas. The very air seems to vibrate with reverence, every dwarf present holding their breath, all eyes fixed on the one-armed smith. Slowly, he extends his silver prosthesis to take the hammer.
Sparks fly at the contact, and a faint vibration ripples in the stone beneath your feet.
The light intensifies, seeping down his arm, and all the dwarves instinctively bow their heads. Theros raises it high, and the sound that follows is like a clap of thunder that echoes throughout Thorbardin's realm.
Theros, without hesitation, starts to prepare the forge for the dragonlances. Horfel invites you out of the forge and tells you to go wherever you need.
Armand Kharas escorts you to the teleportation circles to head to Mount Nevermind.
Heindall cast teleportation circle and as soon as Heimdall opens the portal, you feel the heat come through from the other side. You are taken from the amount of heat and it costs you at least 1 second of delay. You still manage to pass without any issues.
As you pass through the teleportation, your boots strike against warm, cracked stone. The air here is thick, carrying the acrid sting of brimstone that burns in your throat with every breath. In front of you, a wave of oppressive heat slams into you, as though you’ve stepped into the very lungs of the mountain itself.
On each side, there are archways that seem to exit the area you are in.
Leaving the molten chamber behind, you step into dark, winding passages that climb steadily upward. The air here is still hot but less suffocating than the lava cavern—filled now with the heavy scent of rock dust, soot, and faint traces of oil and metal.
The climb is relentless. Crude stone stairways cut into the mountain wall rise sharply in places, while narrow tunnels twist and force you through jagged clefts and uneven ground.
Leaving the molten chamber behind, you step into dark, winding passages that climb steadily upward. The air here is still hot but less suffocating than the lava cavern—filled now with the heavy scent of rock dust, soot, and faint traces of oil and metal. The climb is relentless. Crude stone stairways cut into the mountain wall rise sharply in places, while narrow tunnels twist and force you through jagged clefts and uneven ground.
GNOMES - WORKING
As you get closer to the level 13, at first, a distant clink-clink of metal on stone and the dull creak of pulleys. But then—voices. High-pitched, overlapping and arguing.
“I told you the gearwheel regulator couldn’t take that load!”, another voice:
“Nonsense! It would’ve worked perfectly if you hadn’t leaned on the pressure valve!
If that drill explodes again, you’re explaining it to Runamzuc. I’m not losing my whiskers twice in a week.”
Just beyond the next archway, the cavern opens into a working chamber alive with gnomes clambering over machinery and shouting over each other.
As you exit, one of the gnomes spots you. His eyes widen behind soot-streaked goggles. He freezes mid-swing, the pickaxe dangling uselessly in the air just before smashing a large rock at his feet. Another gnome bumps into him, follows his gaze and looks at you, and gasps.
One by one, the chatter dies. Every face turns toward you—confused, blinking, as though they can’t quite trust what they’re seeing.
As you exit, one of the gnomes spots you. His eyes widen behind soot-streaked goggles. He freezes mid-swing, the pickaxe dangling uselessly in the air just before smashing a large rock at his feet. Another gnome bumps into him, follows his gaze and looks at you, and gasps.
One by one, the chatter dies. Every face turns toward you—confused, blinking, as though they can’t quite trust what they’re seeing.
The one in front says :
“Strangers? From… below?” “That’s impossible, nothing’s below! Except more rock and lava"
Another gnome pushes forward, whispering loudly, “Maybe they’re ghosts! Another says
"No, Ghosts don’t come through the archways, they just float and walk through walls. Look at ‘em—they’re not floating!”
They stand there, confused and scared without moving.. one says “Take them to Runamzuc.”
With nervous glances, they bring you through the corridor , to another chamber with wooden floors.
The one escorting you, says when he enters : Runamzuc,“Strangers,” “from below.” An older looking gnome, turns, lifts his goggles, peers at you, and frowns. "From below, is it? That’s… peculiar.”
He looks at each of you in turn, suspicion on his face. For a long moment he says nothing more—only tapping a finger in thought. Then, with a reluctant sigh, he adds:
"Why are you hear… how did you get from below, there is no entry…. He looks very confused.
You ask about the dragon metal. And he says : Why should I Trust you and not call the guards? We are very busy hear and cant waist any time talking with strangers
You manage to convince him that you are not a threat and he tell you : you’re wasting your breath.
a gnome at his side repeats, yeah, waisting your breath... Runamzuc looks at the gnome and the gnome steps back a step..
He turns back to you and says... Our stock ran out months ago. Oh, we’ve traced veins—deep ones, promising ones—but they’re buried under the lava beds. At least two, maybe three months of work before we can even think of reaching them.”
the same gnome at his side repeats, oh yes many months of digging and digging...
Runamzuc continues.. “And that’s assuming we don’t lose half the crew to cave-ins or boiled alive by magma. there’s nothing here for you.”
When asked he tells you that they are currently shoring up and reinforcing the structures, and harvesting other resources (coal, sulfur, obsidian, and other volcanic minerals)
THE CLIMB
He explains that the mines have been without Dragon metal for months, and it was all given to the Knights of Solamnia. We have no more left.
To Exit the mines - another 26 levels up, about 2 hours to get to the top level and exit.
He also tells you that its hurricane season here, you dont want to go up there now, lots of wind and rain,
Another gnome in the room says , oh yes lots of wind, Barkley was blown away yesterday, he hasnt come back yet..
We have a crew up top that are currently securing the entry stronghold.
You make it to the top level and exit, at the end of the long tunnel (100 ft), you see light at the end, and also hear wind blowing.
28 H’rarmont (12h00)







