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23

Forge of the One-Eyed

RoomParley / Mini-BossHard (contingent)Cyclopean Gang (W11)3 exits
Illustration: Room 23 — Forge of the One-Eyed

Heat first, then the smell: charcoal, scale, scorched grease. A cyclops the size of a doorway stands at an anvil with his back to you, and he is not hurrying. Tap. Tap. Tap-tap. He turns a strip of bronze a quarter turn between each pair of blows.

Around him, on hooks and racks and driven into the wall in rows, hang perhaps two hundred repaired things: greaves, spearheads, a helmet with a mended crest, a child's bronze cup with a new handle. Every one of them mended well.

DM summary. Ankos works. He will fix what you bring him and he will not be hurried, cheated, or robbed, and his price is real. This is the deck's clearest lesson that a Deadly-shaped body can be a shopkeeper if the party behaves.

Terrain & Features

Battle-map thumbnail: The Guildhall Floor

Battle map: The Guildhall Floor — page 35, 55 × 75 ft (one half of The Hall and the Sanctum)

The guildhall floor is the forge hall: draw the forge and anvil at the centre with the 10-ft heat ring, the quench trough beside them, and hatch the north wall as the rack of two hundred mended things.

Encounter

Hard · Contingent — this fight only happens if the parley or skill approach fails. · Cyclopean Gang (W11) · Budget at APL 9: 9,600 XP

Only if the party robs him, lies to him twice, or draws first. Nothing here starts a fight, and the room is written on the assumption it never happens.

Count Creature XP each
1Forge-Thrall Cyclops3,900
1Gang Slinger1,100

Base 5,000 XP; ×1.5 for two bodies = 7,500 adjusted, under the APL 9 Hard budget of 9,600. It is rated Hard anyway, and the missing 2,100 XP is the room: the heat ring, the rack wall, and a 45-ft space in which a grappler with reach can put someone in a forge. Say that out loud to yourself before you run it and you will run it correctly.

Round 1. Ankos does not charge. He puts the work down — carefully, because it is somebody's — picks up the tongs, and tells the party to leave, once. The slinger, who was asleep behind the charcoal, starts throwing from 40 ft and keeps the trough between himself and the party.

Tactics. Ankos grapples and crushes, and he moves toward the forge with what he is holding, which is the most frightening thing about him. He is blinded by a solid hit to the eye and everyone at the table will try it; let them, and give it a called shot at −5 to hit, or a Dexterity save DC 15 against a thrown flask of anything. He will not follow the party through the slag door — he does not fit. He will not destroy the racks; those are other people's things.

He stops. Ankos accepts a surrender at any point and takes payment for the insult (see Loot). He does not pursue and he does not hold a grudge past the door, which makes him one of the few things in the maze a party can meet twice.

Bypass Options

The intended paths through — every one has a number and a consequence
Bypass — Pay him

The intended path and the reason the room exists. Ankos will repair or improve one item per visitor, and he takes exactly three currencies.

  • Metal. An equal weight of worked bronze or iron, surrendered permanently — a spare weapon, a shield, a mail shirt. No check. This is the cheapest price and the party will feel it.
  • Fire. A spell slot of 3rd level or higher of any fire, lightning, or radiant spell poured into the coals. No check. It buys one repair.
  • Labour. Two hours on the bellows pole. No check, but it costs the party time: roll the wandering-threat die once, and any short rest they were saving is spent here.
  • Haggling. Persuasion DC 15 knocks one currency down a step (half weight, a 1st-level slot, one hour). Persuasion DC 20 gets a repair free, once, for a party that brings him something interesting to mend rather than something broken. Failure on either: he sets the price back where it was and will not hear it moved again this visit. He is not offended. He is a professional.
  • Intimidation does not work and should be allowed to fail loudly. He is eight feet of forge-thrall and he has heard it.
Bypass — Out the slag door while the bellows blow

For a party with nothing to trade and no interest in the conversation. The bellows pole is on the near side of the forge. One character works it (Athletics DC 12 to keep it moving), and under that roar the rest cross to the slag arch on group Stealth DC 16.

  • Success: the party is through into the west passage and Ankos never turns around. He notices the pole stopping and assumes a draught.
  • One failure: he turns. No fight yet — he asks what they are doing, and a Deception DC 14 or a straight apology puts the room back to a parley.
  • Two failures, or anything taken off the racks: initiative. The racks are not his and stealing from them is the one thing that makes him genuinely angry.
  • Withdrawing instead: the south door is open the entire time and he will let the party leave the way they came without comment. They lose the repair and this room's item.

Traps / Puzzles / Checks

The eye. Ankos's single eye is the room's mechanical lever, in a fight or out of one. A character who spots the milky scarring across it (Perception DC 13) learns he has been half-blind for years and works by sound and feel — which is why he mends by touch, why he hates shouting, and why the slag-door bypass works at all.

What he will not do, stated so you can say it without hedging: he will not make a weapon, will not unmake one, will not repair anything belonging to the Cult of the Thread, and will not tell the party where anything is. He is a smith, not a guide, and he says so.

Exits

AObviousThe south door you came in by, and the wide north arch where the ore comes in. Neither closes. No check.
BConditionalThe slag arch in the west wall, passable once the crucible is banked or by anyone willing to take 2d10 fire damage crawling past a live one.Rider: you come out sooted and stinking of the forge — disadvantage on Stealth for one room, and anything that hunts by scent finds you first.
CHiddenThe charcoal chute above the fuel pile, a 3-ft square that climbs. Investigation DC 14, and Athletics DC 13 to make the climb.Rider: you come out black with charcoal from head to foot — for one room, advantage on Stealth in dim light or darkness, and disadvantage on it in bright light, because you are a person-shaped hole in the world.
Loot

Room-specific — Ankos's Mark. Not on the loot table and it does not consume a d100 slot. One item repaired or improved by Ankos takes a small punched sigil of a closed eye on its tang, boss, or heel.

If the party fights him and wins, they get the forge instead: tools, a half-barrel of charcoal, the trough, and no one who knows how to use any of it. Let a character with smith's tools spend an hour and take one roll on the loot table from the racks, and let the loss of the mark sit there quietly.

Scaling — APL 6 / 12 / 15
APL Adjustment
6Ankos alone, no slinger, and the heat ring is 5 ft rather than 10. DCs −2, and his prices are one step cheaper across the board
9As written
12Add a second Gang Slinger on the charcoal pile. Heat ring 15 ft. DCs +1, and Ankos throws a heated billet as an opening attack rather than talking twice
15Two Forge-Thrall Cyclopes — Ankos and his brother, who does not talk — plus two slingers. The forge itself vents on a three-round cycle, filling the room's upper 15 ft with flame. DCs +3
DM Notes

Creature Cards

Both belong to the Cyclopean Gang (W11) and recur across the deck, so the numbers live in the bestiary. Ankos is a Forge-Thrall Cyclops with a name, a trade, and no statistical difference; his prices and his manners are this room's.

Shared across rooms, so the full cards live in the bestiary: Forge-Thrall Cyclops, Gang Slinger. Every mention above opens the numbers here on this page.

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