
Adventure Summary: A one-session stronghold adventure for four to five 4th-level characters. The party must cross a trapped mountain pass, breach a fortified goblin cave, recover the Hammer of Grondar, and decide the fate of its thief before the dwarven clan loses its sacred relic.
Stormglass Saga: Part 1 of 4. This adventure stands alone. The saga continues with The Frostline Beyond the Pass.
Overview
In this one-session adventure for four to five 4th-level characters, a dwarven clan hires the heroes to retrieve a sacred artifact stolen by a ruthless goblin tribe. The goblins have taken refuge in a fortified cave in the mountains. The adventurers must navigate treacherous terrain, face various challenges, and ultimately confront the goblin leader and his forces to recover the artifact.
Background
A legendary dwarven artifact, the Hammer of Grondar, has been stolen by a cunning goblin chief named Gorgak. The artifact is vital to the dwarven clan’s heritage and is said to possess magical properties that ensure the clan’s prosperity. The goblins have hidden the artifact in their mountain stronghold, a series of caves and tunnels fortified with traps and guarded by goblin warriors.
Characters
Dwarven Clan Leader (Quest Giver): Thrain Ironfist, a stoic and determined dwarf seeking the return of the clan’s sacred artifact.
Goblin Chief (Main Antagonist): Gorgak, a sly and ruthless goblin leader who commands his tribe with an iron fist.
Setting
The campaign occurs in the rugged mountains with steep cliffs, dense forests, and narrow passes. The goblin stronghold is a network of mountain caves filled with traps, ambush points, and treasure.
Plot Outline
1. Introduction
The adventurers meet Thrain Ironfist in a dwarven tavern, where he explains the importance of the Hammer of Grondar and offers a generous reward for its return.
The party sets out for the mountain pass, armed with a rough map of the mountain pass provided by Thrain.

2. Journey to the Mountain
Random Encounters: Along the way, the adventurers face various challenges, such as hostile wildlife (wolves, giant spiders), treacherous weather (snowstorm), and minor goblin scouts.
Skill Challenges: Navigating the mountainous terrain requires successful skill checks (Survival, Athletics) to avoid hazards and stay on course.
3. The Goblin Stronghold
Entrance: The cave entrance is guarded by goblin sentries. The party must decide whether to sneak past, create a diversion, or engage in combat.
Traps and Puzzles: The tunnels are filled with traps (pitfalls, swinging blades) and puzzles (rune-inscribed doors) that require careful navigation and problem-solving.
Combat Encounters: The adventurers face groups of goblin warriors, shamans, and beasts trained by the goblins. These encounters test their combat skills and resourcefulness.
4. The Final Confrontation
Gorgak’s Chamber: The party reaches the main chamber where Gorgak resides. The chamber is grand, with the Hammer of Grondar placed on a pedestal. Gorgak is surrounded by his elite guards.
Boss Battle: The adventurers engage in a climactic battle with Gorgak and his forces. Gorgak uses cunning tactics, traps, and the environment to his advantage.

Optional: Reinforcements: If the battle becomes too challenging, Thrain and a group of dwarven warriors could arrive to aid the party.
5. Resolution
With Gorgak defeated and the Hammer of Grondar reclaimed, the adventurers return to the dwarven clan.
Thrain Ironfist expresses his gratitude, rewards the party handsomely, and offers them honorary membership in the clan.
The campaign concludes with a celebration in the dwarven halls, where the adventurers are hailed as heroes.
NPCs and Monsters
| NPC or Monster | Statistics | Key Abilities and Table Notes |
|---|---|---|
| Thrain Ironfist | Dwarven warrior; AC 18; HP 65 | Warhammer +7 (1d8+4). Leadership bolsters nearby allies. |
| Goblin Warrior | AC 15; HP 11 | Scimitar +4 (1d6+2). Uses Nimble Escape to reach cover or disengage. |
| Goblin Shaman | AC 13; HP 22 | Staff +3 (1d6+1). Casts fire bolt, shield, and hold person. |
| Goblin Boss | Use goblin boss statistics | Redirect Attack protects Gorgak; attempts to shove intruders into hazards. |
| Goblin Wolf | Use wolf statistics | Fights beside Patrol 1 and uses Pack Tactics. |
| Gorgak | Goblin chief; AC 17; HP 75 | Greatsword +7 (2d6+4), Command, falling-rock lever, and negotiated retreat at low hit points. |
Rewards
Hammer of Grondar: A magical One Handed Warhammer with properties such as increased damage, a chance to stun enemies, and the ability to cast “Shield of Faith” once per day.

Scaling the Adventure
For a 3rd-level party, remove one goblin warrior from each group, reduce Gorgak to 60 hit points, and allow Thrain’s reinforcements to arrive after three rounds. For a 5th-level party, add one goblin shaman to the stronghold and two elite goblin guards to the final confrontation. For a shorter session, begin at the cave entrance and resolve the mountain journey with a single DC 13 group Wisdom (Survival) check.
GM Quick Reference
| Party | Length | Primary goal | Signature system |
|---|---|---|---|
| Four to five 4th-level characters | 4 to 5 hours | Recover the Hammer of Grondar | Three-stage stronghold alert |
- Opening: 20 minutes in Ironfist Hall.
- Mountain approach: 35 minutes, including the deadfall.
- Stronghold: 2 to 3 hours across six keyed areas.
- Final confrontation: 45 to 60 minutes.
- Rest: The goat ledge outside area 3 is safe for one short rest before the alert increases.
Stronghold Alert
| State | Trigger | Goblin response |
|---|---|---|
| Quiet | The party has not been detected. | Sentries stay at their keyed locations. Gorgak argues with his shaman in area 6. |
| Suspicious | A sentry escapes, a trap rings, or evidence is discovered. | Patrol 1 moves toward the disturbance. Checks to impersonate guards are made with disadvantage. |
| Alarmed | A horn sounds or loud combat lasts 3 rounds. | Survivors fall back to areas 4 and 6. Gorgak activates the falling-rock lever and sends a wolf rider through the escape tunnel. |
Approaching the Pass
Wind combs snow from the black teeth of the pass. Far above, a hide-wrapped watch bell turns slowly on a timber frame, while boot prints vanish beneath fresh powder at your feet.
Run the approach as three successes before two failures. A character may not repeat the same skill unless the situation has changed or the player describes a materially different method. Go around the table once before any character acts again. Suggested checks are DC 13 Wisdom (Survival) to follow sheltered ground, Strength (Athletics) to anchor a rope, Intelligence (Nature) to predict the wind, or Dexterity with thieves’ tools to disarm a goblin marker. A spell or expendable resource that directly solves a problem earns one success without a roll.
On the first failure, each character chooses to take 1d6 cold damage or spend one Hit Die without regaining hit points. On the second failure, the party reaches the entrance at the Suspicious alert state and the sentries have half cover. Success lets the party discover the concealed goat ledge and approach unseen.
Keyed Goblin Stronghold
| Area | Dimensions and exits | Occupants and operation |
|---|---|---|
| 1. Split-Pine Gate | 30 by 20 feet. The west trail leads outside; a 5-foot tunnel continues east. | Two goblins behind waist-high stone cover. A rope beside the rear guard rings the bell in area 2. Cutting it silently requires a DC 12 Dexterity check. |
| 2. Murder Gallery | A 40-foot passage, 10 feet wide, with arrow slits 10 feet overhead. | Two goblins in the gallery and one goblin below. The gallery is reached by the north ladder in area 3. A creature prone beneath an arrow slit has three-quarters cover. |
| 3. Split Shaft | A 35-foot cavern. Exits west to area 2, northeast to area 4, southeast to area 5, and up to the goat ledge. | Patrol 1, two goblins and one wolf, arrives here 2 rounds after Suspicious begins. Chalk arrows reveal the safe path across the pit trap. |
| 4. Smoke Den | 25 by 35 feet. A low north chimney exits to the mountainside; a barred south door opens to area 6. | One goblin shaman and two goblins prepare smoke pots. Spilling a pot creates a heavily obscured 10-foot cloud until the end of the next round. |
| 5. Rune Door | A 20-foot antechamber ending at a stone door. A crawlway returns to area 3; the door opens into area 6. | The hammer, mountain, and hearth runes must be pressed in that order. Each wrong rune deals 1d6 thunder damage and raises the alert. Dwarvish text says, “By tool we shape the mountain; by mountain we shelter the hearth.” |
| 6. Grondar’s Hall | A 50-by-40-foot chamber. The main doors lead to areas 4 and 5; a narrow east escape tunnel climbs outside. | Gorgak, two goblin bosses, and two goblins. At Alarmed, replace one goblin with the surviving shaman. The Hammer rests on a 3-foot pedestal beside the falling-rock lever. |
Concrete Hazards
Counterweighted Deadfall
A trip line spans the trail 30 feet before area 1. A character searching the ground spots it with DC 13 Wisdom (Perception). A creature triggering it makes a DC 13 Dexterity save, taking 2d8 bludgeoning damage and falling prone on a failure, or half damage without falling prone on a success. Disarming it with thieves’ tools is DC 12. Failure by 5 or more drops the stones.
Camouflaged Pit
The center of area 3 conceals a 10-foot pit. The first creature crossing the cover makes a DC 13 Dexterity save. On a failure it falls, takes 1d6 bludgeoning damage, and lands restrained in a weighted net. An action and DC 12 Strength check or 5 slashing damage frees it. The chalk arrows left by careless goblins allow a DC 11 Investigation check to identify the safe path.
Gorgak’s Tactics and Choices
Gorgak’s grin flashes beneath a crown of bent nails. He rests one hand on the dwarf-hammer and the other on a lever wrapped in red cord. “You came for their history. I came for a future. Which one of us is the thief?”
- Round 1: Gorgak orders his guards to shove intruders toward the marked rockfall squares.
- Round 2: He pulls the lever, forcing creatures in a 15-foot square to make a DC 13 Dexterity save or take 2d6 bludgeoning damage.
- At 30 hit points: Gorgak offers the Hammer in exchange for safe passage for every surviving goblin.
- Retreat: If refused and reduced to 15 hit points, he Disengages toward the east tunnel. He does not fight to the death.
If the party negotiates, Gorgak reveals that an unnamed dwarf with a black mountain seal paid him to steal the Hammer. This clue points toward the later saga without requiring the sequel.
Hammer of Grondar
Weapon (warhammer), rare (requires attunement). You gain a +1 bonus to attack and damage rolls made with this magic weapon. Once on each of your turns when you hit a creature, you may force it to make a DC 13 Constitution saving throw. On a failure, it cannot take reactions until the start of its next turn. You may use this property a number of times equal to your proficiency bonus, regaining all uses at dawn. Once per dawn, you may cast shield of faith from the Hammer without material components.
Failure, Reinforcements, and Treasure
Thrain does not arrive to rescue the party. If the characters withdraw after learning the stronghold layout, he can provide two shield-bearers for a second attempt. The shield-bearers hold area 1 and prevent reinforcements from entering; they do not participate in the final battle. If the party is defeated, Gorgak strips obvious valuables, locks the survivors in area 4, and sends terms to Thrain, creating an escape scene instead of ending the adventure.
- Gorgak’s lockbox contains 180 gp, three 25 gp moonstones, and a potion of climbing.
- The shaman carries two smoke pots and a scroll of protection from evil and good.
- Returning the Hammer earns 400 gp and honorary Ironfist clan pins worth 25 gp each.
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