The Westraven Witch
2 Hammerer Automatons (H)
2 Flamejet Statues (S designates warded areas)
2 Kissing Maidens (K)
The Hammerer Automatons are aware of the traps within this chamber and will attempt to maneuver the enemy into them if able. Ideally, they will trap the PCs at the top of the stairs, in the area bounded by the flamejets and maidens, and overlooking the molten metal below. There they will use their Claw Arms to hold anyone within the flamejets, and Hammer Sweeps or bullrush attacks to move opponents into the jets or over the ledge.
Features of the Area
Rubble: The pile of rubble is from where the floor gives way, in the Southeast Passage above. Whether by falling or by climbing down, this is where the players will arrive.
Pool of Molten Metal: A large pool of molten metal is here, radiating intense heat and dim light. Anyone ending their turn adjacent on the lower floor takes 5 points of fire damage. (Those on the ledge at the top of the stairs do not.) Anyone entering (including falling into) or starting their turn in the metal takes 6d6 fire damage, and ongoing 5 fire damage (save ends).
Stairs: Two broad staircases curve around and up, coming together at a landing 15’ above the northern section of the chamber.
Flamejet Statues: The two iron statues at the top of the stairs depict human smiths, each with its own smithy hammer. They are actually a pair of Flamejet Statues (DMG pg 62) that shoot flames at anyone entering the two squares directly in front of either. Note that the Kissing Maidens may pummel creatures into these zones when triggered. Together, these dangers create a confined area overlooking the pool of molten metal, where the Hammerers will try to contain the PCs.
Kissing Maidens: Two trapped squares in the floor are Kissing Maidens (DMG2 pg 66), set to pummel unwary creatures into the areas warded by the Flamejet Statues.
The Forge: In the middle of the southern area is a large forge. It acts as a Whetstone of Combustion (L10, AV pg 190) for up to 5 uses, after which it suddenly goes dark and cannot be used again for the rest of the adventure.
Massive Double Doors: The massive iron double doors to the south that exit the chamber are covered with rows of small holes. Scored into the metal is the simple message:
Take one, but leave six.
The message is a puzzle in reference to the hammers. In order to open the doors the players will need to take 3 of the hammers retrieved from the Hammerers and Statues, and form a six: “VI” on the doors by hanging them on pegs. For pegs, they can use pitons, broken bits of a wooden weapon, etc. If three hammers are placed in this position, the doors immediately open. If any should later be removed, the doors will swiftly close securely until they are replaced. Opening the doors without solving the puzzle will prove formidable (DC 30 Strength check to break them down, AC 4 Fort 20, resist 15 all, HP 120).
One of the four hammers is The Smithing Hammer, needed in order to properly bury Vicnel. The four hammers look identical, and all radiate a faint alteration magic if detected. Telling them apart is more mundane, but easily overlooked: only one of the hammers is a Silent Tool (AV pg 177), making no noise when used to strike metal. Regardless, any three hammers will do for the purpose of opening the doors.
The doors lead to The Factory.