There are several Iron Keys scattered throughout the dungeon. H026 - IRON KEY This lock takes an Iron Key. You must return with a special object to open this door. H025 - NO LOCK DOOR Because there is no lock, no key will open this door. It is wise to seek a safe corridor to the side. H016 - FIRECOURSE This is the path of the fireballs. One of the Demon groups in this room has the key. H009 - MASTER KEY The Master Key is needed for this lock. H006 - JUST HALL This is just another corridor. H005 - MUSICAL LOCK It will take two identical keys to open this lock. Be forewarned that anything thrown into the FULYA Pit other than Corbum could have fatal results. You will need to destroy all four to foil Chaos' plan. Throw the Corbum over the pit into the flame ring. CreaturesĢ4 (48,32) Demon Hint Oracle H000 - FULYA PIT This is where Lord Chaos mined the deadly Mana-absorbing Corbum. A Boulder in your inventory will open the door. A Corbum in your inventory will open the door at (00,22,14) when walking at (00,29,15).
An Ekkhard Cross in your inventory will prevent generation of Demons at (00,35,34) when walking at (00,31,36). The door will open if you have Boots Of Speed in your inventory. Powertowers in your inventory will prevent Demon generation at (00,34,20) when walking at (00,31,18). A Flamebain in your inventory will prevent Fireball launch at (00,23,29) when walking at (00,23,20). A Dexhelm in your inventory will prevent Demon generation at (00,47,21) when walking at (00,41,18). A Crown Of Nerra or an Orange Gem in your inventory will prevent Zytaz generation around (00,25,35) when walking at (00,17,30).Į. A Topaz Key, a Master Key or Lock Picks will open the door, but a Topaz Key will also deactivate the fireball holes.ĭ. Four Keys Of B are required to open both the door and the wall.Ĭ. Two Keys Of B or Lock Picks (used twice) will open the door. A Skeleton Key or Lock Picks (used 7 times) will open the door but Lock Picks will also activate the Demon generator.ī. L11 (32,43) Topaz Key, Master Key, Lock PicksĪ. Read the notes of Chaos Strikes Back Level 07 for details. Read the notes of Chaos Strikes Back Level 07 for details.Ģ7 (23,17) Some randomly placed items can be here (in one of the four alcoves). Read the notes of Chaos Strikes Back Level 07 for details.Ģ6 (43,40) Some randomly placed items can be here. Read the notes of Chaos Strikes Back Level 07 for details.Ģ5 (38,31) Some randomly placed items can be here. Other continents, such as Kara-Tur and Osse, were affected by the Spell plague as well.24 (33,33) Some randomly placed items can be here. Those who survived lost their ability to use arcane magic. In Cormyr, a third of the War Wizards were either killed or driven mad. Thousands of spellcasters were either destroyed or went insane due to the collapse of the Weave after Mystra's death. Almost every part of Faerûn was affected by the Spellplague and certain areas were eliminated entirely, while others were created anew. In 1481 DR (the time that the Module Lost Mine of Phandelver was set in the Forgotten Realms is a place still out of balance from the still recent Spell Plague that happened in 1385 DR. This is from a year of research on the Forgotten Realms and its setting. After they were unleashed they displaced all other goblin tribes and mad their home in the Cragmaw mountains. My understanding of the "Cragmaw" tribe of humanoid monsters lived in the Cragmaw mountains until Magubiyet unleashed his Grodd goblins upon the Forgotten Realms. I've posted a couple of suggestions as to how the location might be linked to Phalorm and/or Uthtower in my Wyvern Tor post.)ĭuring the Spell Plague and the wars that followed a lot of tribes were displaced. (Uthtower, the realm submerged by the creation of the Mere of Dead Men by an arcane inundation of water, would have made more sense. raised by a talented wizard-noble of old Phalorm, an ancient realm that once controlled much of the North." However, Phalorm's borders never even came close to the Neverwinter Wood so Phalorm doesn't make a lost of sense except as a convenient name of a vaguely close ancient kingdom. The Cragmaw castle is noted as having been, ".The Cragmaw hideout is just a small cave system - with a Paul Jacquays-inspired map! - with no history.The Cragmaw goblins have no background information that would suggest why their tribe or band is called Cragmaw nor, as already noted, is there any other FR lore that might suggest why goblins chose this name.
Finding any extant Realmslore covering Cragmaw Hideout, Cragmaw Castle, and the Cragmaw goblins is pretty easy: it all exists in Lost Mine of Phandelver, to wit: