The Sleepless Forge | Free Adventure for D&D and PF2e
- Posted by Luke Hart

Designed by Kaylene Doss
Cartography by Sir Vicke
PF2e Conversion by Zac Chaney
Deep beneath the mountains lies Anvilheim, the lost dwarven forge of legend—its fires still burning, its secrets sealed behind stone and flame. When the heroes discover its long-forgotten halls, they must first survive the deadly Emberbolt Sentinels, towering dwarven constructs designed to incinerate intruders. Within the forge’s heart, ancient blueprints for the Anvilheim Warhammer—a weapon of immense power and dwarven heritage—await but disturbing these relics awakens the forge’s eternal guardian, a xorn bound by oath and magic to protect its creators’ legacy. Trapped within the sweltering chamber as magma mephits burst from the forge’s fire, the adventurers must fight for their lives and claim Anvilheim’s greatest secret before its molten heart becomes their tomb.
By the way, if you’re a busy GM without enough to time to prep like you know you should, Lairs & Legends 2 can help. Grab an adventure, read it in about 15 minutes, and you’re ready to run your game! With over 700 pages of 5e resources, there’s no reason to feel stressed out and overwhelmed before your next D&D game.
The Sleepless Forge - D&D 5e
Below are the details you need to run this adventure. However, the game master is encouraged to customize it slightly for their group and ongoing campaign. Consider questions such as the following:
- Where will this adventure take place in your world?
- Should you change any of the location names to make them better fit your campaign setting?
- Should you increase or decrease the loot, including adding or removing magic items?
- Should you adjust any of the encounters to better fit the power level of your players and their characters?
Game Master Notes
Level. This adventure is designed for a group of four to six level-nine characters.
Creatures. This adventure features the following creatures: magma mephits, xorn.
Resting. It’s expected that the party will not need to take any long rests in this adventure, though they may need a short rest if the characters encounter bad luck.
Loot. This adventure contains the following loot: a javelin of lightning and a weapon of warning.
The characters embark on a journey to uncover the long-lost dwarven forge, Anvilheim, where they must navigate through deadly challenges to reach the heart of the forge. Within the forge lies dwarven blueprints etched into stone—a recipe for creating the Ancient Anvilheim Warhammer—not only a weapon of great power but also a key to entering dwarven dungeons of even greater significance. But once the characters disturb anything within the forge, it inadvertently awakens the guardian of Anvilheim—a xorn bound to protect the forge and its treasures and secrets. The characters must escape the relentless guardian of Anvilheim. To survive, they must defeat the creature before the forge becomes their tomb.
Anvilheim—Exterior
The entrance to Anvilheim looms in the shadow of the cavern, its fortified entrance sealed and recessed past the grand archway of the dwarven forge. A dusty, royal-red rug extends from the grand archway to the sealed double door entrance to the inner forge. A deep, metallic thrum hums through the earth itself as torches within Anvilheim light ablaze, casting a golden glow over the stone. Positioned around the exterior of Anvilheim are four intimidatingly tall, metal-plated statues of dwarven craft, each holding large crossbows that meld into the very metal plates that create their armor.
Doors to Anvilheim Interior. The fortified double doors are magically sealed. Etched into the stone doorframe are dwarven runes. A character who knows Dwarvish or succeeds a DC 16 Intelligence (History) check can read the inscription, which states:
The way of the forge may be kindled only by dwarven flame.
Emberbolt Sentinels
Magical trap (Complex trap, level 5-10, deadly)
Description. Several tall, metal-plated statues of dwarven craft hold large crossbows that meld into the very metal plates that create their armor. The emberbolt sentinels are responsive to non-dwarven creatures within 60 feet and designed to keep intruders away. When triggered, an internal fire alights within the statues, causing the eyes to burn a menacing red-orange.
Trigger. This trap triggers when a non-dwarven creature comes within 15 feet of Anvilheim’s entrance or a character attempts to physically interact with an emberbolt sentinel.
Initiative. The emberbolt sentinels act on initiative counts 20 and 10.
Active Elements
Emberbolt Shot (Initiative 20). The emberbolt sentinels target a 10-foot radius area within range with a fiery crossbow bolt. Each creature in the area must succeed a DC 15 Dexterity saving throw. On a failed save, a creature takes 3d8 fire damage, or half as much on a successful save. It ignites flammable objects in the area that aren’t being worn or carried.
Oil Spray (Initiative 10). The emberbolt sentinels target an area, releasing a spray of oil in a 30-foot cone. Each creature within the area must succeed a DC 16 Dexterity saving throw or be covered in flammable oil until it has taken fire damage from an emberbolt shot. If the target is covered in oil spray, the next time the target receives fire damage, it takes an additional 2d8 fire damage. Additionally, the target catches fire, taking an additional 1d8 fire damage at the end of each of its turns, until it or another creature uses an action to put out the flames. Once the fire is out, the target is no longer considered covered in oil.
Dynamic Element
Changing Trajectory. Each round before they fire an emberbolt shot, the emberbolt sentinels can each move 15 feet, including changing the way they face.
Blast of Retaliation. When the emberbolt sentinels receive damage, each functional emberbolt sentinel releases a fiery blast centered on itself in a 15-foot radius. Each creature within the area must succeed a DC 17 Dexterity saving throw, taking 4d8 fire damage on a failure and being knocked back 10 feet, or half as much on a successful save. It ignites flammable objects in the area that aren’t worn or carried.
Constant Element
Heated Core. Whenever a creature starts its turn within 5 feet of an emberbolt sentinel or hits the emberbolt sentinel with a melee weapon attack, it must succeed a DC 13 Constitution saving throw or take 1d8 fire damage.
Countermeasures
The characters can bypass the emberbolt sentinels if they are able to enter the inner forge. The inner forge is sealed, and only dwarven fire can unlock the way. The characters can cause an emberbolt sentinel to fire at the doors. Once the doors are unlocked with dwarven fire, the emberbolt sentinels will deactivate.
The emberbolt sentinels can be deactivated if the characters jam the statues’ mechanisms with a foreign object. The mechanisms are hidden behind its metal-plated armor, which is discoverable with a successful DC 13 Wisdom (Perception) check. Once the characters discover the mechanisms, they can lodge a foreign object into them to disrupt the firing mechanism. With a successful DC 13 Strength (Athletics) check, the object will jam the mechanisms and deactivate the emberbolt sentinel.
The characters can destroy an emberbolt sentinel by dealing 50 points of damage. It is immune to fire damage.
Anvilheim—Inner Forge
Inside the walls of Anvilheim, towering statues of armored dwarves stand vigilant beneath vaulted stone arches, their faces stern in the glow of the roaring forge. The heat from the forge pulses like a living heart, radiating a searing, ageless warmth. A massive stone table at the chamber’s heart holds ancient slabs etched with glowing blueprints for the Ancient Anvilheim Warhammer.
Creatures. One xorn and four magma mephits guard the interior of Anvilheim.
Roleplaying Notes.
· The xorn is dormant within the stone walls of the forge, and magma mephits are dormant within the forge’s fire until the characters trigger their awakening by disturbing items within the forge.
· As soon as the creatures awaken, the doors to Anvilheim seal the characters inside.
Encounter Notes.
· The xorn commands the mephits to do whatever it takes to protect the treasures of Anvilheim from outsiders. The xorn is willing to lay its life on the line for its duty.
· The mephits will obey the xorn’s commands, but once the characters defeat the xorn, the mephits will flee into the forge’s fires and become dormant again.
· The xorn will use its earth glide ability as much as possible at the end of its turns as a strategy to avoid being susceptible to the characters’ attacks.
· If the characters defeat the mephits before they slay the xorn, more will awaken from the fire of the forge.
· The characters are unable to leave Anvilheim until they defeat the xorn.
Forge. The lit forge is ready for use, and the characters can craft any normal item. The forge’s ancient fire is the only fire capable of crafting the Ancient Anvilheim Warhammer—should the characters have the skill and components. They need adamantine to create this weapon and a little silver to coat the head of the warhammer.
Xorn. At some point, the xorn swallowed a javelin of lightning and a weapon of warning. The characters can find them if they cut the xorn open, or it takes at least 30 slashing damage during the fight.
Conclusion
Once they defeat the xorn, the characters can loot the forge and claim the blueprints of the Ancient Anvilheim Warhammer.
The Sleepless Forge - Pathfinder 2e
Below are the details you need to run this adventure. However, the game master is encouraged to customize it slightly for their group and ongoing campaign. Consider questions such as the following:
- Where will this adventure take place in your world?
- Should you change any of the location names to make them better fit your campaign setting?
- Should you increase or decrease the loot, including adding or removing magic items?
- Should you adjust any of the encounters to better fit the power level of your players and their characters?
Game Master Notes
Level. This adventure is designed for a group of four level-nine characters.
Creatures. This adventure features the following creatures: magma scorpion, xorn.
Adventure Difficulty. The party can expect to encounter one moderate encounter in this adventure.
Loot. This adventure contains the following loot: a trident of lightning and a crimson brand.
The characters embark on a journey to uncover the long-lost dwarven forge, Anvilheim, where they must navigate through deadly challenges to reach the heart of the forge. Within the forge lies dwarven blueprints etched into stone—a recipe for creating the Ancient Anvilheim Warhammer—not only a weapon of great power but also a key to entering dwarven dungeons of even greater significance. But once the characters disturb anything within the forge, it inadvertently awakens the guardian of Anvilheim—a xorn bound to protect the forge and its treasures and secrets. The characters must escape the relentless guardian of Anvilheim. To survive, they must defeat the creature before the forge becomes their tomb.
Anvilheim—Exterior Hazard 9
The entrance to Anvilheim looms in the shadow of the cavern, its fortified entrance sealed and recessed past the grand archway of the dwarven forge. A dusty, royal-red rug extends from the grand archway to the sealed double door entrance to the inner forge. A deep, metallic thrum hums through the earth itself as torches within Anvilheim light ablaze, casting a golden glow over the stone. Positioned around the exterior of Anvilheim are four intimidatingly tall, metal-plated statues of dwarven craft, each holding large crossbows that meld into the very metal plates that create their armor.
Doors to Anvilheim Interior. The fortified double doors are magically sealed. Etched into the stone doorframe are dwarven runes. A character who knows Dwarvish or succeeds a DC 20 Society check can read the inscription, which states:
The way of the forge may be kindled only by dwarven flame.
Emberbolt Sentinels Hazard 9
Complex, magical, trap
Stealth. 33 Society to notice similarities between the statues and other security measures dwarves have used in the past.
Description. Several tall, metal-plated statues of dwarven craft hold large crossbows that meld into the very metal plates that create their armor. The emberbolt sentinels are responsive to non-dwarven creatures within 60 feet and designed to keep intruders away. When triggered, an internal fire alights within the statues, causing the eyes to burn a menacing red-orange.
—
Disable. See Emberbolt Countermeasures below
Oil Spray [reaction] Trigger. This trap triggers when a non-dwarven creature comes within 15 feet of Anvilheim’s entrance or a character attempts to physically interact with an emberbolt sentinel. The emberbolt sentinels releasing a spray of oil in a 30-foot cone. Each creature within the area must succeed a DC 28 Reflex save throw or be covered in flammable oil until it has taken fire damage from an emberbolt shot. If the target is covered in oil spray, the next time the target receives fire damage, it takes an additional 2d8 fire damage. Additionally, the target catches fire, taking an additional 1d8 fire damage at the end of each of its turns, until it or another creature uses an action to put out the flames. Once the fire is out or the creature spends an action to clean the oil off, the target is no longer considered covered in oil. The emberbolt sentinel then rolls initiative.
—
Routine (3 actions) The emberbolt sentinels target a 10-foot radius area within 60 feet with a fiery crossbow bolt. Each creature in the area takes 2d10+13 fire damage (DC 28 Basic Reflex save). It ignites flammable objects in the area that aren’t being worn or carried.
Blast of Retaliation [reaction] When the emberbolt sentinels receive damage, each functional emberbolt sentinel releases a fiery blast centered on itself in a 15-foot radius. Each creature within the area takes 2d10+13 fire damage (DC 28 Basic Reflex save). It ignites flammable objects in the area that aren’t worn or carried.
Emberbolt Countermeasures
The characters can bypass the emberbolt sentinels if they are able to enter the inner forge. The inner forge is sealed, and only dwarven fire can unlock the way. The characters can cause an emberbolt sentinel to fire at the doors. Once the doors are unlocked with dwarven fire, the emberbolt sentinels will deactivate.
The emberbolt sentinels can be deactivated if the characters jam the statues’ mechanisms with a foreign object. The mechanisms are hidden behind its metal-plated armor, which is discoverable with a successful DC 22 Perception check. Once the characters discover the mechanisms, they can lodge a foreign object into them to disrupt the firing mechanism. With a successful DC 22 Athletics check, the object will jam the mechanisms and deactivate the emberbolt sentinel.
The characters can destroy an emberbolt sentinel by dealing 50 points of damage (AC 20). It is immune to fire damage.
Anvilheim—Inner Forge Moderate 9
Inside the walls of Anvilheim, towering statues of armored dwarves stand vigilant beneath vaulted stone arches, their faces stern in the glow of the roaring forge. The heat from the forge pulses like a living heart, radiating a searing, ageless warmth. A massive stone table at the chamber’s heart holds ancient slabs etched with glowing blueprints for the Ancient Anvilheim Warhammer.
Creatures. One xorn and four magma scorpions guard the interior of Anvilheim.
Roleplaying Notes.
· The xorn is dormant within the stone walls of the forge, and magma scorpions are dormant within the forge’s fire until the characters trigger their awakening by disturbing items within the forge.
· As soon as the creatures awaken, the doors to Anvilheim seal the characters inside.
Encounter Notes.
· The xorn commands the scorpions to do whatever it takes to protect the treasures of Anvilheim from outsiders. The xorn is willing to lay its life on the line for its duty.
· The scorpions will obey the xorn’s commands, but once the characters defeat the xorn, the scorpions will flee into the forge’s fires and become dormant again.
· The xorn will use its earth glide ability as much as possible at the end of its turns as a strategy to avoid being susceptible to the characters’ attacks.
· If the characters defeat the scorpions before they slay the xorn, more will awaken from the fire of the forge.
· The characters are unable to leave Anvilheim until they defeat the xorn.
Forge. The lit forge is ready for use, and the characters can craft any normal item. The forge’s ancient fire is the only fire capable of crafting the Ancient Anvilheim Warhammer—should the characters have the skill and components. They need adamantine to create this weapon and a little silver to coat the head of the warhammer.
Xorn. At some point, the xorn swallowed a trident of lightning and a crimson brand. The characters can find them if they cut the xorn open, or it takes at least 30 slashing damage during the fight.
Conclusion
Once they defeat the xorn, the characters can loot the forge and claim the blueprints of the Ancient Anvilheim Warhammer.
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