Chapter 13-15 - The Crucible of Heroes

Long ago, The Mariner sought a magic weapon to slay The Gorgohydron, a mythic beast that plagued the city-state of Prosperos. He stole a branch from a holy oak tree on the Island of the Nymphs, then sailed across a storm-wracked sea to an unnamed jungle island shaped like a dorsal fin. He snuck into the Crucible of Heroes, a sacred forge created by the god Vulkos to make weapons for mortal champions. Vulkos staffed the Crucible with an immortal titan blacksmith named Hyperios, automated helpers, and magical guardian beasts.

The Mariner evaded the Crucibles’ guardians through trickery and his Invisible Sandals, deceived Hyperios into creating a weapon from the oak branch, then tricked the titan into drinking the Shrinking Potion. He kicked the titan into the Ice Pits, where he was frozen forever.

Today, the forge lays cool and silent. The titan slumbers under ice. Undying minions, beasts, and traps defend the Crucible from intruders. Many have tried to rekindle the forge over the centuries, but none have succeeded...





Sample: Level One Design

Here's part of my level design for Level One of the Crucible:

1. Entrance Hall

Two massive stone double doors stand wide open, revealing a large entrance chamber with 30 foot ceilings. Ornate stone tiled floor with scattered leaves and debris from the jungle. A carving on the doors reads in Homeric: “Honor the names of the six and enter in peace”

Six 12-ft tall stone humanoid statues are set in alcoves. These are the Six Gods of ancient times that were worshipped by The Mariner’s contemporaries. On the base of each statue pedestal is a plaque with the name of each god in Homeric.

From the entrance, on the left:

  • Vulkos - hammer
  • Ares - helmet
  • Zeus - lightning
  • From the entrance, on the right:
  • Hades - sickle
  • Gaia - tree
  • Athena – owl

At the far end of the Entrance Hall there is a tile fresco of a volcano erupting and destroying a city. In Homeric an inscription reads: “Fire and woe to those who dishonor the six.” Failing to say the names of the six gods in the Entrance Hall will summon a wrathful EFREET who will attack the non-believers.

The EFREET will emerge from the tapestry, roaring in Homeric: “Defilers deorum! Et erit omnis uri.” He will Hurl Flame twice and then close to melee distance. On the next round he will cast a circular Wall of Fire around PCs, then he will summon a Fire Elemental.

When defeated the efreet vanishes in a noxious puff of smoke.

2. The Library

Ornate oak double doors with ornamental brassworks. A brass owl symbol has been mounted to the wood of the door; any who attempt to damage or remove it must make a DC 15 Con save or take 5d6 psychic damage and be Confused for 1-20 rounds. 

Inside, 20 foot high cantilevered ceiling supported by six Grecian columns. The walls are lined with bookshelves stuffed with books and scrolls. The air is cool and dry in here, and all the books are intact. Most of the books and scrolls are handwritten in Homeric. 

If the PCs search the Library they find:

  • Maps of the ancient world
  • Books, scrolls, and charts about astronomy
  • Scrolls full of litanies and prayers to Zeus, Gaia, Vulkos, Athena
  • Monsters of the Ancient World
  • Dwarven books about smithing
  • An elvish tome about Ancient Magic – it’s equal to a scroll with Enhanced Ability on it.
  • A mosaic of Athena standing between Zeus and Gaia
  • Three cleric scrolls: Magic Circle, Lesser Restoration, and Protection from Energy

A secret door (DC 15) leads into the adjacent Librarian’s Chamber.

3. The Librarian’s Chamber

This modest monk’s cell of a room has a simple cot, a chamber pot, and a glowglobe lantern that turns on when the door opens. On a cramped desk crowded with scrolls, PCs may find the following:

  • Essays about ethics, the spirit within all things, and civics
  • A silver ingot stamped with Vulkos hammer
  • Reading Glass – this magnifying glass grants Comprehend Languages to anyone who reads text through it.
  • Wizard spell scrolls: Prestidigitation, Minor Illusion, Alarm, Knock, Arcane Lock, Identify, Shield, Locate Object, Enlarge/Reduce

The LIBRARIAN WRAITH hides within the desk and will emerge if anyone touches anything on it. The incorporeal creature will attempt to Life Drain whoever messed with his stuff. 

4. Portcullis Trap

PCs come to a T-shaped intersection with a brass lever mounted in the wall. As soon as 200 lbs of weight is applied in total to the floor, a portcullis drops, separating the party. DC 25 Strength check to lift the portcullis. If a PC pulls the lever, it opens two secret doors on each side of the portcullis, releasing SIX BRONZE HOPLITES – three on each side.

5. The Chimera

A rough-hewn natural passageway leads to the grotto of the CHIMERA, a beast sacred to Gaia. Light floods down from a natural skylight into this cavern with 30-foot high ceilings. Ferns, moss, and dwarf palms fill the chamber and the sound of trickling water can be heard. Glowing fungus on the walls cast an eerie glow. 

The chamber is full of exotic fungi, which can be detected with Passive Perception 17. 

Violet Fungi 

    AC 12 HP 6  Tentacle attack x2: +4 to hit, 6 slashing damage

Shrieker Spore

    AC 10 HP 5 Spore cloud: DC 15 Con or 1d10 poison damage, half damage with save

The chimera knows where all the dangerous fungi is and avoids them.

Next to a pool in the grotto there is a hewn stone tablet with a carving of a tree and an inscription in Homeric: "Blessed be Gaia, mother of the earth and sister to Athena. May she ever stand betwixt her sister and death."

Drinking from the pool grants Lesser Restoration and heals for 1d10 hit points (1/day).

6. Mosaic of the Heavens

This is a shrine to Zeus, a beautiful mosaic of the cosmos that shimmers with magical light. Every five minutes the lighting in the room dims and the mosaic transforms into a glittering constellation 20-feet above. A large golden compass laid into the floor and ceiling point north towards Zeus.

In Homeric on the floor:  "Praise be to Zeus, the high father, the north star that rules the sky and all beneath it."

Sprawled on the floor is the large carcass of a JACULI, which has the body of a large leopard and six snakes growing out of its back. Embedded deep in the beast’s side is a +1 spear. The carcass is infested with ROT GRUBS - A DC 13 Perception check is enough to notice and avoid the grubs. If the grubs go unnoticed, contact with the corpse results in 1d6 grubs bursting from the corpse and beginning to burrow into the creature’s flesh. The creature must succeed on a DC 12 Dexterity saving throw or take 1 piercing damage from each grub and be infested with rot grubs. 

7. The Pit Trap

A false door lures the unwary into this pit trap, which can be spotted with a DC 15 Perception and disabled with a DC 15 Investigation. 

If a player stands on the pressure plate, the trap door opens and they take 2d6 falling damage and 8 piercing damage from the spikes at the bottom. Haha! 

8. Fire-Breathing Statue

This trap is activated when an intruder steps on a hidden pressure plate, releasing a magical gout of flame from a statue of an efreet. The DC is 15 to spot the pressure plate, as well as faint scorch marks on the floor and walls. A spell or other Effect that can sense the presence of magic, such as Detect Magic, reveals an aura of Evocation magic around the statue.

The trap activates when more than 20 pounds of weight is placed on the pressure plate, causing the statue to release a 30-foot cone of fire. Each creature in the fire must make a DC 13 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one.

Wedging an iron spike or other object under the pressure plate prevents the trap from activating. A successful Dispel Magic (DC 13) cast on the statue destroys the trap.

Behind the statue is an ornately decorated urn with fire demons painted on it. Inside is 500 gp, a green emerald nugget worth 750 gp, and a gold ingot of Vulkos.

9. Coliseum of Ares

This marble oval chamber has 40-foot high vaulted ceilings and a sandy floor littered with bones and skulls. Marble pillars are regularly set around the perimeter and there are 4 main entrance ramps.

In the center of the chamber is a stone dias with three items:

  • Net of the Gladiator – DC 15 Strength check to free, AC 20, 20 hit points, regenerates 1 hp/round. Rope of Entanglement.
  • Fathom (trident) – +2 to hit, 1d6+2 or 1d8+2 damage, Control Water 1/day, swimming speed 30.
  • Tangler (whip) – +1 to hit, 1d6+1 slashing damage, 30-foot reach, acts as Rope of Climbing.

The dias reads: “Exalt Ares, mighty right hand of Zeus, and you may use his tools. Those who shed the most blood earn the favors of the Warbringer. Praise Ares!”

If anyone grabs one of the three items without saying “Praise Ares!” in any language, they must make a DC 15 Dex save or take 24 hit points of fire damage from a Flame Strike (save for half). Only one of the weapons can leave the chamber; the others will disintegrate. The wielder who did the most damage during the combat gets to keep the item.

SIX MINOTAURS appear in the Coliseum whenever the first PC enters. They immediately rush towards the weapons on the dias, which they will happily use against any intruders. Creatures of Ares, they will shout “Praise Ares!” when they grab the items.

10. The Chamber of Globes

Brass globe lanterns hang by chains from the ceiling in this room. The chains cannot be damaged, but the glass of the globes can be shattered. Each globe is set at different height and is a different glowing color. 

1. Green – This is a MIMIC that chomps on anyone who tries to break it.

2. Amber – 1,000 gp and 1 gold ingot of Vulkan pour out of the globe like candy from a pinata.

3. Red – A RUST MONSTER burst forth and attacks the nearest metal! Dick move!

4. Blue – A Bag of Holding that contains 2 Potions of Healing and Potion of Gaseous Form.

5. Swirling Storm Clouds - Unleashes a WINDSTORM in the chamber for 2 rounds. 

Each round, each creature in the chamber must make a DC 15 Strength save or take 20 bludgeoning damage and move 20 feet away in a random direction and be knocked prone. 25% each round that one of the other globes will break at random. 


If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone.

6. Black – Inside is a GHOST LANTERN, a small brass lantern with a little ghost inside. 

7. White – BEHOLDER ZOMBIE! Another dick move! #TPK

8. Dark Green Cloud – A CLOUDKILL spell fills the chamber for 6 rounds.

The room is heavily obscured, CON 13 save or take 20 poison damage on failed save, half on success. Holding breath doesn’t work.