Forge Lords
Forge Lords were Makers who bent fire and metal to their will. They built a sprawling civilization among the Huffel Peaks and on the shores of the sea beyond. They wrought wonders and traded with other Makers, in what is now Gordin's Delve.
They grew wealthy, proud, and strong.
A fire burned inside the Forge Lords. It fueled their magic, and also their passion and creativity, their love of beauty and craftsmanship. Their desire to do better, to be better. But this fire was also a curse. If left to burn unchecked—if they gave in to ambition, jealousy, and greed—it could consume them. Burn away their finer feelings, twist them into terrible, fire-belching beasts.
To guard against this curse, the Forge Lords lauded loyalty and generosity. They observed strict rules of hospitality and decorum. For centuries, it worked. Their lands were hotbeds of politics and betrayal, but bloody-handed murder was rare. Only the most debased citizens lost themselves to the Change.
Then came the Time of Cataclysm. Volcanoes belched forth lava and ash. The Forge Lord's principal city, Moratia Rubra, was destroyed. So were many of their mines, foundries, and estates.
Their society plunged into chaos. And the Things Below stoked the flames of vengeance, greed, and paranoia.
Rivalry gave way to murder. Murder gave way to slaughter. Only those who embraced the Change survived. And soon, the Forge Lords were gone. Only draventao remained.
Names
Portuguese- and Galician-sounding, but often with 4 or 5 syllables: Anacarbrugel, Barximare, Cagacola, Liainlosoi, Mancaoro, Olarela, Patomecie, Ronofoxur, Toloalare, Velanbria, Xeixabrun Often have titles like Dominar ("Master"), Ogran ("the Great").
Hooks
- Miners loot and sell treasure guarded by iron hounds, triggering a chain of grisly deaths.
- Ustrina warn the PCs away from a Forge Lord ruin, but why?
- A scoundrel finds a draventao's lair, wants help looting it.
- A merchant is secretly hauling a shipment of orichalcum to market.
- Prospectors find a Forge Lord settlement buried and preserved in pumice.
Themes
Pick, or roll .
| 1 | Fire and heat, lava, smoke and embers, ash and cinders |
|---|---|
| 2 | Industry: forges and furnaces, crucibles and kilns, foundries and fuel, mills and mines, and all that they consume/produce |
| 3 | Artistry: inspiration, invention, the pursuit of excellence/beauty/truth |
| 4 | Metal given life: clockwork constructs, spirit-vessels, prosthetics fused to flesh |
| 5 | Weakness burnt away: to create, to transform, to destroy, to purify |
| 6 | Ustrina servants/ factions/rivalries/secrets/plots/ loyalty/betrayal |
| 7 | Passions enflamed: hunger, lust, envy, greed, obsession, paranoia, and wrath |
| 8 | Cataclysm: eruptions, terror, slaughter, societal collapse, the descent into chaos |
| 9-12 | Sized for giants, and roll again |
Sites
Pick, or have someone roll the Die of Fate.
| 1-3 | Lingering signs of their presence and influence (see below) |
|---|---|
| 4-6 | Ruin |
Lingering signs
Pick, or have someone roll the Die of Fate.
| 1 | Aftermath of destruction (next column), a scar on the world |
|---|---|
| 2 | Traces of industry (next column) from long ago |
| 3 | A fiery spirit (next page), bound to some useful purpose |
| 4 | A monument or marker (next page) |
| 5 | A stretch of the Makers' Roads, intact, broken, and/or buried in tuff |
| 6 | A hidden hoard, filled with various treasures |
Aftermath of destruction
For example:
- Chimneys and bits of wall, sticking out of rubble and tuff, charred and dusty.
- A mountainside, melted and smooth like black glass.
- A clearing above a long-burning coalseam fire: barren, buckled, and cracked, the soil charred white, the air foul to breathe and hot even in winter.
- A mass grave of Ustrina, maybe a Forge Lord or two, buried rather than properly burned.
- The bones of a great reptilian beast, with rusted plates (armor?) fused to the ribs and spine. The skull is caved in, the teeth pried loose and missing.
Such places might very well be haunted and/or corrupted by the Things Below.
Traces of industry
For example:
- A gouge in bedrock, like a pit or canyon with terraced walls—an open quarry from long ago.
- A lake/mire/pool: chalky shores, metallic swirls, stunted life.
- A slag-pile: pitted, fist-sized rocks (dull red and rough, or glassy blue and green), mostly barren, quite unstable.
- The top of a mountain just missing, collapsed on itself or turned into a crater.
- The caldera of a dormant volcano. Rusty, rune-carved spires dot the rim, and enormous pitted chains litter the area.
- Fragments of an aqueduct, still adorned with beautiful ceramic tiles.
A fiery spirit
For example:
- A furnace, still warm from banked coals, kept smoldering for centuries by a groggy, mopey spirit.
- A rune-etched marble slab set before a magma pool. Binds a spirit that manifests as a figure of molten rock. Helps with metalwork in exchange for gossip.
- A crystalline matrix, home to a dozen small flames that have burnt for centuries without fuel. Opinionated blowhards, but quite clever and craving novelty.
- A huge bronze statue of a boar, its mouth agape. The spirit within consumes the flammability of objects, making them fireproof. But the statue itself ignites with the slightest spark and burns like hot oil.
- Small flame spirits, each bound into a different glass sphere set into a wall or fixture. Light up in the presence of people, chat amiably.
- A cinderwraith and the bones it's bound to, trapped behind a masonry wall in some Forge Lord's cellar
Monument or marker
For example:
- A bronze statue of a regal figure, once 60 feet tall, found toppled, dented, and buried in a valley.
- Another huge bronze statue of a regal figure, still set upon its summit but half melted.
- A portrait on a mountainside, a mosaic made from millions of glass beads.
- A seamless tower of basalt, topped with an open-faced onion dome of brilliant brass, an eternal flame burning within.
- A marble slab, big as a house. One side is covered with a bronze plaque, etched with tight-packed calligraphic runes, mostly illegible under all the lichen.
Ruin
Pick or roll for themes, structure, purpose, architectural elements, condition, and ustrina presence. Place it in an appropriate terrain (see Gordin's Delve for Gordin's Delve, Huffel Peaks for the Huffel Peaks, or The Labyrinth for the Labyrinth).
Populate it with lingering signs, artifacts, and/or dangers of the Forge Lords or the appropriate region.
| 1 | A cluster of smaller buildings |
|---|---|
| 2 | A single larger building, built around an open courtyard/garden/pool |
| 3 | Large open space |
| 4 | Warren-like structure, many connected rooms/buildings |
| 5 | Tunnel(s)/vault(s) carved into mountain/bedrock |
| 6 | Fortified complex containing a number of the above The PCs are in Gordin's Delve into the ridges that cradle Gordin's Delve, so I pick "tunnel(s)/vault(s)" for structure, "buried… but mostly intact" for condition, and "none to speak of " for Ustrina presence. I roll a 3 for theme (artistry), a 6 for purpose (pleasure), and a 1 for architectural elements (domes/ arches/columns/arcades). I envision the following: |
| 1 | Dwelling (home, manor, barracks, apartments, etc.) |
|---|---|
| 2 | Infrastructure (aqueduct, cistern, bridge, tunnel, fortification, etc.) |
| 3 | Storage (vault, warehouse, treasury, granary, etc.) |
| 4 | Production (smithy, studio, mine, etc.) |
| 5 | Civic life (baths, market, gardens, monument, governance, etc.) |
| 6 | Pleasure (gallery, restaurant, theater, arena, etc.) , seeking an audience with Mutra the Teeth. I think his compound is one of the Forge Lord ruins in town. I'm picturing something carved |
| 1 | Domes/arches/columns/arcades |
|---|---|
| 2 | Ceramics and glasswork: mosaics, tile, urns, stained glass, mirrors |
| 3 | Enamel/glaze/gilding/flowing runes |
| 4 | Bricks/marble slabs/carved porphyry |
| 5 | Statues/reliefs (bronze or marble) |
| 6 | Furnaces/crucibles/chimneys/ chains/gears Most Maker-ruins are sized for giants—people two or even three times as tall as humans—but often with smaller-scale rooms, passages, and so forth for their servants. Mutra's compound was once the showroom for some Forge Lord's collected wealth. Outside, it's like the Treasury of Petra, in Jordan—columns before a recessed entrance and a looming arch. The arch leads to a vast chamber with a lofty domed ceiling and numerous empty plinths, each taller than a tall man. Mutra's people have strung screens between the plinths to split the chamber into barracks and storage and so forth. "Smaller" side chambers, carved further into the rock, hold Mutra's personal quarters—and his own not-so-modest collection. |
| 1 | Shattered and laid waste by time, war, or vandalism; mostly buried, overgrown, collapsed; its purpose unrecognizable |
|---|---|
| 2 | Crumbling, largely buried, overgrown, or hidden away |
| 3-4 | Buried, submerged, and/or overgrown, but mostly intact |
| 5-6 | Fully visible and strangely well-preserved |
| 1 | A settlement, actively inhabited |
|---|---|
| 2 | Two or more groups, in conflict |
| 3 | Pilgrims/scavengers/wardens/etc. |
| 4 | A settlement, unoccupied/ abandoned |
| 5 | Offerings/vandalism/excavations/etc. |
| 6 | None to speak of If Ustrina are present, or have been, consider rolling for a sense of their numbers. |
Orichalcum
A mystical metal that flashes red with fire and burns away the impure, bane to the Things Below and perversions of nature. The Forge Lords knew its secrets—how to mine it, smelt it, alloy it, and work it—and it was treasured even in their day.
Pick or roll the variety of any orichalcum the PCs encounter.
| 1 | Nearly pure, unworked nuggets/ ingots, full of potential (Value 2) |
|---|---|
| 2-3 | Nearly pure, cast into runes (repels perversions of nature, protects against their magic, Value 2) |
| 4 | Alloyed with copper and tin, powdered (burns perversions of nature; Value 1) |
| 5 | Alloyed with gold, flaked, suspended in elixir (burns away poison/ disease/corruption should the imbiber survive, Value 2) |
| 6 | Alloyed with lead, powdered (dispels unclean magic, Value 2) |
| 7 | Alloyed with magnesium, wrought into a charm (burns white-hot when touched by an oathbreaker, Value 2) |
| 8 | Alloyed with iron, forged into a sphere (glows bright red near illusions, reveals them as false, Value 2) |
| 9-10 | Alloyed with tin and arsenic, then cast into a weapon/shield/cuirass (+2 Value), counts as bronze whenever it matters |
| 11-12 | Alloyed as needed and worked into some appropriate form, then imbued with magic related to fire/ truth/purification Consider rolling to inform size, quantity, and/or scale. Orichalcum often melts or vaporizes as it burns away impurity. Proper alloying helps prevent this, but even a well-made orichalcum spear might turn to slag as it strikes down a corrupted foe. |
Anthracite
A lustrous, gray-black stone, a form of purified coal. Catches fire like dry wood, but burns hotter, longer, with very little smoke. The Forge Lords used it to fuel their furnaces and kilns, or even to just heat their homes.
Some Ustrina know the secrets to making the stuff (cooking coal, infusing it with flammability leached from other objects), though they (probably?) lack the numbers for extensive coal mining.
They occasionally trade anthracite in Gordin's Delve, but only small amounts. The Bosses or southern merchants would start wars to learn how it could be mass produced.
Other materials
Many Forge Lords knew how to make aetherium and invest it with special characteristics.
Indeed, they likely taught the Tempest Lords a thing or two.
A few Forge Lords could create makerglass, or at least shape it, but never with the skill and deftness of the Stone Lords.
The Forge Lords prized black iron. It can be worked only with fire, strength, and skill—not with magic—and so only master smiths could work it.
A few Forge Lords dabbled with red crystal, inspired by the Things Below or just arrogant enough to think they could control it.
Artifacts
Various Treasures
- glass vials (fragile, Value 0), etched with a Forge Lord's mark
- lumps of anthracite (Value 1), each able to fuel a good cookfire for a night
- A padded case◇ with 4 clay spheres, each containing potent naphtha that burns hot & sticky when exposed to the air (damage , thrown, area, dangerous, ignores armor)
- A gold mobius strip on a chain (Value 2)
- An oversized ◇◇ orichalcum spearhead (Value 2), too big to use but a smith might recast it
- A box◇ holding a clockwork diorama; wind its key and it plays music, the masked figures dance and twirl (fragile, magical?, Value 3)
- A flawless vase◇ (fragile, beautiful, Value 4), ~2 feet tall with an iridescent glaze; reminds you of the fragility of life
- A pile of coins, jewelry, art, and wonders (immobile, Value 5), a draventao's hoard See also: the curiosities and wonders that Ustrina sometimes bring to Gordin's Delve to trade.
Orichalcum Spear
The haft needs replacing, but the spearhead itself is pristine, beautiful, sharp as hot flame. When you strike a perversion of nature with the spear, deal + damage.
When you strike a perversion of nature and roll max damage (including any bonus dice), deal another + damage as the spearhead flares and melts into worthless slag.
An Oversized Ring
A fist-sized signet, large even by the Makers' standards, made of orichalcum. It glows like a dying ember, but is cool to the touch.
When anyone lies in the ring's presence, their tongue blisters and burns. The greater the lie, the more damage is done.
Something interesting: This was the signet ring of a Forge Lord, one of great wealth and importance; the Ustrina often show keen interest in such things.
Something useful: This was the signet ring of Omelor Xonane, a storied artificer.
Many of their works were said to be keyed to this signet ring. Who knows what wonders it could unlock?
Two Mirrors
One is a flawless silvered ◇◇ mirror (magical, beautiful, fragile, Value 4), 3 feet tall and set in a golden frame. Forge Lord runes adorn the frame, translated as: "To my beautiful Esé, my faithful, my rock." The other is a smaller, humble mirror ◇ (magical, fragile, Value 2), only 12 inches tall in a frame of bronze. It bears the same inscription as the other mirror, but inverted. A small needle protrudes from the frame, stained dark.
When you prick your finger and touch the smaller mirror, it shows what is reflected in the larger mirror until you break contact.
Your blood soaks into the surface, leaving no stain.
Minor Arcana
Pick 1 or have someone roll.
| 1 | Runes around a ruined hall |
|---|---|
| 2 | A richly woven rug |
| 3 | A metal man |
| 4 | A prospector's tale |
| 5 | A rusty steel blade |
| 6 | A runic branding iron |
Major arcana
These might very well be associated with the Forge Lords.
- The Blood-quenched Sword
- The Red Scepter
Dangers
Entities
- Ustrina, of course
- Fire spirits, bound to an oven/forge/furnace, likely hungry and weak
- A fire vortex, set to guard a Forge Lord ruin
- A family of caralandrao, scavenging for magic or nesting in a ruin
- Fire drakes or magma worms, basking in the lingering heat of a Forge Lord's furnace
- The ghosts of those who died in some cataclysm or violent purge
Hazards
- Unstable construction: weakened by fire, rust, and age
- Piles of coal or anthracite: flammable, dusty, unstable
- Slag heaps, unstable and ready to become a rockslide
- Pools or flows of magma
- Volcanic activity
- Primordial flame, bound by ancient runes, terrible if unleashed
Smoke, Fire, and Heat
Most Forge Lord ruins are cold and ashen, with little left to burn. But some are home to piles of unused fuel (coal, anthracite, etc.) or sources of magical fire.
- Show a warning: fuel ready to burn, heat pouring off magma or an ancient furnace, air rippling with heat shimmer
- Scald them with intense heat ( damage)
- Have someone/thing catch fire
- Fill the area with choking smoke (debilities)
- Block a path with smoke/fire ( damage, ignores armor)
- Catch them in a burst of flames ( damage, messy, ignores armor)
- Engulf someone, set them on fire ( damage, messy, ignores armor)
Cinderwraith
HP 23; Armor 1 (amorphous)
Damage blistering flames (hand, grabby, messy, ignores armor)
Special qualities fireproof, dormant without fresh air to "breathe," tethered to its bones
Instinct to burn the living
- Manifest a leering pillar of fire and blackened hands (harmed only by water or silver)
- Melt silver or bronze, weaken steel or iron, ignite wood, char flesh
- Engulf a living being, char both flesh and soul (deal damage with advantage, inflict debilities, harm even fireproof foes)
The Forge Lords burned with an inner fire, a fire that threatened to consume them even when they lived. And when they died badly—slowly, desperately, betrayed and full of helpless rage—that fire could linger on. First it would burn away the Forge Lord's flesh, and then its spirit, and then its soul. And then it would wait in the bones, like heat in banked coals. Wait for fresh air to give it new life, and fresh souls to burn for fuel.
Metal Constructs
The Forge Lords could breathe life into metal through clever workmanship, spirit-craft, and magic. Many of these wonders remain, though only a few still function and those might function poorly.
Pick or roll a purpose and structure, the source of its animation, and its attribute, size, and condition. Allow these elements to inform its physical form and construction.
| 1-2 | Defense/violence/murder |
|---|---|
| 3-4 | Labor/service/convenience |
| 5-6 | Beauty/decoration/aesthetics |
| 7-8 | Novelty/practice/experimentation |
| 9-10 | Companionship/diplomacy/business |
| 11-12 | Roll twice, combine |
| 1-3 | Clockwork, pistons, springs, gears |
|---|---|
| 4-6 | Mundane, metal object (pail, mirror, trumpet, sword, plow, oven, chariot, etc.) |
| 7-8 | Statue, representational (person, beast, creature) |
| 9-10 | Statue, abstract/stylized (shapes, patterns, etc.) |
| 11-12 | Roll twice, combine Forge Lord constructs are animated by more than biology (+4 HP). Most have Armor 3 (made of metal) and lack vital organs (another +3 HP, +1 Armor). Clockwork constructs do have vital organs (basically), and can have Armor as low as 1. |
| 1-2 | Red crystal |
|---|---|
| 3-4 | A spirit, possessing it |
| 5-6 | Fire/heat, harnessed by runes |
| 7-8 | Energy stored in aetherium/makerglass |
| 9-10 | A spark of its creator's power |
| 11-12 | Roll twice, combine |
| 1 | Nothing of note, just animated metal |
|---|---|
| 2 | Beautiful/musical/sublime |
| 3 | Terrifying/unnerving/imposing |
| 4 | Strong/durable/powerful |
| 5 | Perceptive/wise/cunning/devious |
| 6 | Fiery/destructive/vicious |
| 7 | Multipart/group/horde |
| 8 | Disguised/camouflaged/innocuous |
| 9 | Fast/agile/mobile/flies |
| 10 | Attuned to energy/elements/magic |
| 11-12 | Roll twice Forge Lord constructs are often fireproof. Most are blind, sensing vibrations or the heat emitted from objects and creatures. |
| 1 | Cat-sized or smaller (tiny) |
|---|---|
| 2-3 | Like a human child (small) |
| 4-7 | Human-sized |
| 8-10 | Like a horse, a cart, etc. (large) |
| 11-12 | Like an elephant, or bigger (huge) |
| 1-2 | Sluggish/low power/inert |
|---|---|
| 3-4 | Rusted/corroded/damaged |
| 5-6 | Trapped/pinned/buried/bound |
| 7-8 | Behaving erratically |
| 9-10 | Roll twice |
| 11-12 | Fully functional |
Bronze Colossus
HP 31; Armor 4 (metal, lacks organs)
Damage trample (hand, close, area, forceful) or crushing hands (close, reach, forceful, grabby) or hurled object (far, area, forceful, reload)
Special qualities fireproof, too big to hurt with most weapons, vulnerable to lightning
Instinct to defend its creator's honor
- Pretend to be "just" another statue
- Come to life, screeching as it moves
- Issue a booming challenge in a forgotten tongue
- Block their path
It stands nearly 60 feet tall, a muscular Forge Lord cast in bronze. Similar statues loom about, each one grand and imposing.
This statue, though, is shot through with blueish veins. And it feels like it's watching you. Because it is.
The colossus guards the entrance to its master's domain. If someone approaches honorably, speaking in the Forge Lord's tongue, it politely tells them to come again later, for its master is away. Intruders, blowhards, and thieves are dealt with forcibly.
Something interesting: Those blueish veins are aetherium, and likely what animates the statue. Which, alas, means there's no single weak-point. Maybe you could harm this thing by drawing the lightning from it.
Something useful: Or you could, you know, just blast it with lightning and overload it.
Clockwork Spider
HP 7; Armor 2 (metal), 0 vs. crushing
Damage many little pincers (hand, grabby)
Special qualities fireproof, blind, tremorsense, active only for short periods
Instinct to get in the way
- Skitter towards them, ominously
- "Watch" intently, responding subtly to every move
- Try to take things from their hands
- Defend itself if attacked
- Follow orders given in the Forge Lord's tongue, poorly
They're not really shaped like spiders, but that's what they make you think of. Picture a metal basket, holding gears and springs and a glowing central core. Articulated legs extend out, each ending in a little 3-clawed pincer. They squeak as they move, their many joints needing oil.
They were made to be little servants, extra sets of hands to help around a house or forge. Even now, they're just trying to help.
Iron Hound
HP 10; Armor 4 (metal, lacks organs)
Damage bite (hand, grabby)
Special qualities fireproof, heat-sensing
Instinct to punish and torment
- Follow the trail of its master's property
- Fix its prey with a soul-chilling stare
- Once it's bitten down: crush bone, shred muscle, tear apart (+messy, 3 piercing)
There was a Forge Lord who prized his hounds as much as he prized his treasure.
When one would die, he'd capture its spirit in red crystal and set them as the eyes in a crudely-wrought effigy.
If anyone would be so foolish as to steal from him, he would loose his iron hounds to punish not just the thief but all whose hands had sullied his property.
That Forge Lord is long gone, but his iron hounds remain. They've learned to leave their master's treasures lying about in plain sight, and to give thieves a nice long head start. For the more hands touch the stolen goods, the more victims they can claim.
Singing Sword
HP 19; Armor 4 (quick, made of metal)
Damage cut, thrust, slash w/advantage (hand, messy, 2 piercing)
Special qualities flies, fireproof, blind, heat-sense, bound to its hall
Instinct to defend its hall, to ease its loneliness
- Make a strange, ethereal song
- Strike a warning blow, deft but nonlethal
- Respond enthusiastically to music
- Block their path with a razor's edge every bob a hum; every slice a whistle.
This naked blade needs no wielder. It dances about the air, making music as it moves:
It was set here long ago, as guardian to this crumbling hall. For ages it has kept its vigil. Yet, this is not some mindless thing waiting to cut down foes. It remembers and yearns for the days in which this hall was filled with light and laughter and—joy of joys—music!
And so it waits. In the dark. Singing songs to itself that have not been heard by any living mortal ear. It waits, dutiful, and worries that it has misremembered the music it once knew. It waits. In the dark. Alone.
Draventao
HP 22; Armor 4 (scales, steel plates)
Damage bite w/ advantage (close, reach, forceful, messy, grabby, 1 piercing)
Special qualities fireproof, bestial intellect, slumbers for years at a time
Instinct to protect itself and its hoard, from threats real or imagined
- Lure or drive intruders into a trap
- Attack with sudden, terrible ferocity that makes even stout hearts falter
- Suck in air, stoking its inner flames
- Breath sticky fire, damage (near, area, grabby, messy, reload, ignores armor)
Picture a long and sinuous beast with serpentine scales, curled upon a pile of treasure, covered in a layer of long-cold soot or ash. Bits of rusted steel protrude from its flesh. Smoke drifts lazily from its nostrils. Charred and jagged teeth poke out from its sneering lips. An eye snaps open.
It fixes you with a glare like a red-hot coal.
Hard to believe that this thing, this beast, was once a Maker. But it was. It was.
A draventao is what remains of a Forge
Lord. It survived the Time of Cataclysm, when its rivals moved against it, when its allies betrayed it, when even its loved ones came for it in the dark. It survived by Changing, by letting its inner fire burn until its heart was a blackened coal of wrath.
It shed its once-beautiful form. It forced its servants to bolt living metal onto its now-twisted flesh and bones. Then it ate those servants.
Now, mostly, it sleeps. For years at a time, it sleeps. It broods upon its treasure heap, loathe to leave its secret, trap-strewn lair.
Only hunger draws it forth. Hunger, or vengeance to be had upon some brazen thief.
Pick or roll its particular strength, its metal augmentation, and what it remembers.
| 1 | A steel-rending bite (3 piercing) |
|---|---|
| 2 | Great size (huge, +4 HP, +2 damage) |
| 3 | A glance that befuddles (reach, area) |
| 4 | Breath that poisons as well as burns |
| 5 | Blood that burns like lit naphtha, damage (hand, area) |
| 6 | A venomous stinger in its tail, damage (reach, forceful, 1 piercing, weakens or paralyzes) |
| 1 | Aetherium wings (Special quality +flies) |
|---|---|
| 2 | Clockwork claw with sword-like talons, damage (hand, close, messy, forceful, 1 piercing) |
| 3 | Overlapping plates, protecting its belly (Armor 5 instead of 4) |
| 4 | Nasty spikes all over, damage (close, area, forceful, messy, 1 piercing) |
| 5 | Implanted bellows, stoking its breath (+2 damage) |
| 6 | Roll twice |
| 1 | A word that makes water boil and metal glow red hot (near, reload) |
|---|---|
| 2 | The bosom friend who betrayed it |
| 3 | The child it could not save |
| 4 | The lover who died to protect it |
| 5 | The name by which others called it |
| 6 | The lullaby its mother sang to it |