The World Born Dead

A stream of flowing ice leads back into a cave and under a set of stone steps connecting three landings. Each landing is lined with melted candles.

The first landing contains two open furnaces with an open flume, and a clay gear. The stream is fed by an icy spring contaminated by iron powder in the mountains above. The iron tainted water fills up a cistern behind the wall before draining into the cave.

The second landing has a forge positioned above the first flume, a smelter above the second, two wooden blocks, and a bucket full of two pounds raw bog ore powder.

The third landing has a large statue of a dwarf warrior positioned below a hole in the ceiling of the cave that aligns with the moon. In a rack up against the wall are a bunch of masterwork blacksmithing tools. Next to the statue is an adamantine anvil.

Additionally the wall behind the statue has three spokes and one gear with attached to a spoked wheel.

Preparing the smelter and the forge requires filling the furnaces with charcoal and lighting them. The open flutes intensify the heat produced by the fire in the forge and the smelter. There are twenty pounds of charcoal in a bin next to the statue. The bin is almost empty.

Smelting the iron ore requires a DC 15 Craft (blacksmith) to heat for six hours per pound of bog ore powder in a flux (diluted acid) that removes the impurities in the iron. The bog ore produces low grade pig iron. The pig iron must be worked into a gear with a DC 20 craft check. This uses up an ounce of refined pig iron. Two gears need to be made to open the door. Poorly crafted gears will snap under pressure.

Successful operation of the gear works (requires a DC 20 strength check) opens the secret passage into the water cistern. Operating the smelter, then the forge, then hammering on the anvil in that order drains the cistern. Releasing the wheel causes the secret door to slowly shut.

If the secret door is forced 500 gallons of icy cold water geysers into the chamber extinguishing the forge works and the fires, dealing 10d6 cold and bludgeoning damage and knocking anyone who doesn’t make a DC 20 balance or strength check off the landing and 5 feet per point that the roll is missed by. __