AbandonedDwarvenMine
Wandering Monster Table
1 | d100 Bats | AC: 8, HD: 1-2hps, THAC0: 20, AT:Bite (1hp) |
2 | d8 Hobgoblins | |
3 | d10 Kobolds | |
4 | d6 Troglodytes | |
5 | a Purple Worm | |
6 | a Grey Ooze |
Exterior
As your party trods towards the mountainous cliff that looms above, an opening becomes apparent. Jutting out 10' from the base of the mountain is what appears to be the entrance into a cave. The unnatural opening is in contrast to the gentle slope of the mountain. Rough-hewn timbers block the opening and also provide additional support for the roof. It becomes clear that this is an abandoned mine. An entrance into the interior of the mountain, where dwarves or humans or other less savory creatures toiled to raise untold riches from the rock and dirt.<
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A combination of strength and chopping will allow access. A Strength total of 40 is required to do the job in d4 hours. Mining proficiency check required each hour to prevent a collapse. Collapse to cause 2d10 damage + 2d6 per hour into the job.
Cave #1
Every 10' in these tunnels are support beams in various states of repair. Any combat within these tunnels causes a 1% per round cumulative chance of causing a localized cave-in. (d4 x 10' in either direction will cave-in causing 2d6 damage within radius.)<
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1 - Cave-In
A mass of rocks and wood debris is discovered by the PCs. A Mining proficiency check shows evidence of a cave-in. Bones of various creatures can be seen poking out of the rubble in various places. 2d4 days to clear properly, 1d4 to rush the job (10% chance cumulative for cave-in to re-occur.)) For the most part all that will be found are broken bodies, tattered clothing, 20GPs. 8 hours of digging can provide passage to flowing stream of clear, fresh mountain water.
2 - Supply Room
This room contains various tools & equipment for mining. It also has a fair stock of foodstuffs. Broken & overworked tools are scattered around the room. Three unopened barrels containing salted fish, salted beef (jerky) and stale, but drinkable water can be discovered by searching the entire room. There are extra timber beams, saws and pickaxes in this room.
3 - Barracks (Hobgoblin Camp)
This large room is well-lit with torches, 4 tables and a number of bunkbeds line this room. Sitting around the tables are a number of burly looking humanoids with skin the color of dark clay. Some turn as the door opens, show their yellowish eyes and start to grin with yellow teeth. A slightly larger one, sitting at the head of one of the table stands up, points at those entering the room and shouts in Hobgoblin, "Kill the Invaders!".<
> The incomplete passage to the south is an unfinished exit/entrance that was never completed by the dwarves. It has been used as a toilet/trash area now.<
> 23 Hobgoblins have recently arrived to start campaigning against the human settlements nearby. Most of the tables/chairs in this room have been 'adapted' by the HobGobs from previous dwarven make. This expeditionary force The Bloody Paw is led by Garg: AC: 5(10), HD:1+1, HPs: 9, THAC0: 19, AT:Long Sword(1d8), Whip(1d2) with two lieutenants: AC: 6, HD:1, HPs: 7, THAC0: 20, AT: Long Sword(1d8), Short Bow(1d6). The Hobgoblins have a Morale of 12 and each has a small dried paw on a necklace.<
> Garg is motivated towards getting the mine cleared and commencing the attack on the puny human villages. He has found some dwarven texts, which he wants to read to find out about hidden treasure. On the table in front of his chair is a tattered piece of cloth and in charcoal Garg has scrawled down Forward I am Heavy, Backward I am Not...What am I? in Common. This references the riddle in 13 - Force Wall, Garg has been trying to figure it out for quite some time...<
> In a chest behind Garg's chair (Garg has the keys, or minor lockpick) there is 1 scroll detailing what Garg is to do in the area signed "Brait" [[[Image:HandOutOne.jpg]]], there is also a love letter to Garg from his "woman" File:HandOutTwo.jpg, a book and a letter in dwarvish. File:HandOutThree.jpg and File:HandOutFour.jpg, there is also a bag with a poisonous snake containing 100GPs, and 2 silver brooches (100 GP value each.)<
> Snake(Poisonous, Normal): AC: 6, HD: 2 + 1, HPs: 8, THAC0: 19, AT:Bite(1) Poison: 10 (+1 Save vs. Poison, 2d6 rounds onset, 2d4 damage/round for d6 rounds.)<
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The Bloody Paw<
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All have the following stats: AC: 5(10), HD: 1+1, THAC0: 19, AT:By Weapon<
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# | Name | HPs |
1 | Crayo | 7 |
2 | Ne | 5 |
3 | Rock | 4 |
4 | Fist | 8 |
5 | Harke | 6 |
6 | Smik | 9 |
7 | Grog | 5 |
8 | Nemol | 9 |
9 | Danvo | 5 |
10 | Zam | 6 |
11 | Quak | 8 |
12 | Mart | 3 |
13 | Chat | 6 |
14 | Fren | 9 |
15 | Gak | 4 |
16 | Plomp | 4 |
17 | Prey | 6 |
18 | Wobb | 7 |
19 | Sill | 5 |
20 | Banda | 3 |
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Weapon Info<
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All should be considered in good condition.
Name | Speed | S - M | |
Spear | 6 | 1d6 | |
S. Sword | 3 | 1d6 | |
Morningstar | 7 | 2d4 | |
S. Bow / Arrow | 7 | 1d6 | |
L. Sword | 5 | 1d8 | |
Whip | 8 | 1d2 | 1 |
L. Bow / Arrow | 8 | 1d6 |
4 - Cave Opening
The dwarfs had broken into this natural cave system and had started to mine this rather well 'stocked' cave. Torch or other light will shine on the many myriad colors from various uncut gems still caught in earth's grasp. PCs desiring to mine should be aware that not only is mining loud...but time-consuming.<
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A Huge (MOBAT) Bat has taken up a nest down one of the corridors (not towards #5). The Mobat: AC: 2 (7 crowded), HD: 4, HPs: 27, THAC0: 17, AT:Bite(2d4) attacks quickly and silently enough that the PCs will be at a -3 surprise roll. The bat's 'screech' (20' radius) requires a Save vs. Paralysis, failure indicates the PC has dropped whatever was in their hands and is covering their ears. MORALE: 11-12. It's nest is among the nooks & crannies at the end of one of the branches of the cave. Amongst the bones/torn clothing can be found 3 pieces of jewelry (2 necklaces worth 70GPs & a bracelet worth 30GPs).<
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5 - Watch that Piercer!
A group of 10 Piercers: AC: 3, HD: 1-4 have made this area their home. There is no treasure.
# | HD | HPs | THAC0 |
1 | 4 | 23 | 17 |
2 | 2 | 10 | 19 |
3 | 3 | 14 | 17 |
4 | 1 | 1 | 19 |
5 | 4 | 16 | 17 |
6 | 2 | 16 | 19 |
7 | 1 | 6 | 19 |
8 | 3 | 14 | 17 |
9 | 1 | 7 | 19 |
10 | 2 | 8 | 19 |
6 - Kobolds From Below
5 Kobolds: AC: 7, HD: 1/2, THAC0: 20, AT:Claw(1d4) or By Weapon, have stopped here to rest while investigating stories of Hobgoblins on this level. (See 3 - Barracks (Hobgoblin Camp))<
> Realizing they are trapped, these Kobolds will fight savagely, making a morale check unnecessary. One of them has a parchment that has the word 'TON' in common on it. If the kobolds are able to breakthrough, they will beat a hasty retreat towards 13 - Force Wall. They are carrying little else but the weapons/armor and bits of food. Kobolds are cunning and have 60' infravision
# | Name | HPs |
1 | Arrr | 4 |
2 | Nood | 4 |
3 | Frur | 2 |
4 | Mellil | 1 |
5 | Tic | 1 |
7 - Jermlaine Ambush
15 Jermlaine: AC: 7, HD: 1/2, THAC0: 20, AT:By Weapon, Special: -5 surprise, 75% undetectable, have set-up an ambush. Upon entry into the area, the PCs must make surprise rolls at -5, as three large nets fall from overhead. PCs require a DEX check at -3 to avoid. Any who escape the trap will come under attack by 10 of the Jermlaine, as the other 5 set upon the netted PCs to subdue them. To escape the nets the PCs must make combined Strength / Dexterity checks at -3. [Subdue is 2% cumulative per blow.) Treat the Jermlaine as 4 HD creatures for saving throws. Any damage reduced to 1/2 damage is nullified due to their small size.<
> Attacks are made with their pikes, if 10 or more are killed, they will falter and fall back towards 10 - Jermlaine Clan. All of their weapons are small-sized and mostly useless to any but small-sized PCs. If the PCs are subdued, they will be stripped and shaved and tied up and left to die.
# | HPs |
1 | 3 |
2 | 3 |
3 | 4 |
4 | 1 |
5 | 3 |
6 | 3 |
7 | 2 |
8 | 3 |
9 | 3 |
10 | 4 |
11 | 2 |
12 | 2 |
13 | 4 |
14 | 4 |
15 | 1 |
Weapon | |
Dart | |
Pike | |
Blackjack | 1d4 |
8 - Throne Room
The doorway to this room has inscribed in Dwarvish:
"Often talked of, never seen, ever coming, never been. Daily looked for, never here, still approaching, coming near. Thousands for its visit wait, but alas, for their fate, tho' they expect me to appear, they will never find me here."
The door is of stone and has no knob or puller. Once the word "Tomorrow" is spoken in Dwarvish the door will slowly slide open to reveal the throne/treasure room beyond.<
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A stone throne is against the western wall of this room. A check of the throne will reveal that all of its gems/precious metals were long ago removed. A desk besides the throne has the skeleton of a dwarf slumped across it. A few parchments in its bony grasp. 2 chests are also in the room along with a weapon hanging in the alcove to the south-east wall. The remains of Spar Nickelmis lie here. During preparations for the dwarfs to return home from their aborted attempt to make a new colony they were attacked by a Purple Worm in the lower caverns. (See 14 - Caves Below.) Spar managed to escape the final battle, sorely wounded he crawled (a perception check to discover that both of the dwarves legs are broken...in several places.)back to this place to die.<
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The two parchments in his hands are a map of the mine, File:HandOutFive.jpg and a Last Will, File:HandOutSix.jpg. The chests in the room contain: 500GPs, a set of Dwarven Chainmail +1 and (
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9 - Bats
2d100 Bats, Common: AC: 8, HD:1-2hps, THAC0:20, AT:Bite(1) are resting here. If the PCs attempt to crawl through the crevice or explore the nooks of the rock the bats will charge out of the crevice. Roll Save vs. Petrification to avoid dropping held objects, those that attempt to kill the bats will be attacked by 3d6 bats a round. After d4 rounds the bats will have all escaped except any that were killed. There is nothing in the crevice worth the trouble except bat guano.
10 - Jermlaine Clan
Through a small hole in this crevice the sounds of high-pitched squeaks and twitters can be heard (Perception check) by those alert as they approach this area. A Jermlaine clan is here, there are 38 of them within the small (no PCs are able to enter this area.) cavern beyond the crevice. If attacks are made at the clan a number of Jermlaines will conduct hit & run attacks in retaliation. Jermlaine Repeller: AC: 7, HD: 1-4hp, THAC0: 20, AT:Pike(1d4). The Jermlaine may also decide to torment the PCs by cutting at straps/clothing/belts causing them to open/fall apart/split 1d12 rounds after the encounter. (75% undetectable.) If the PCs are persistent an Elder Jermlaine will appear at the end of the hallway and order the PCs to leave now. If they refuse, 15 Jermaine Warriors and an Elder will conduct lightning fast attacks on the PCs. The Elder can drain magic. Jermlaine's make saving throws as 4HD creatures.
11 - Dead End
As the PCs enter this hall, a perception check will allow them to realize that the ceiling has gone up (40'). Once the party approaches the end of the hall a Grey Ooze: AC: 8, HD: 3+3, HPs:15, THAC0: 17, AT:Dissolve(2d8) Special: Dissolve metal, will fall from the ceiling and approach from behind. If not all members go down the hallway, it will await people to leave and then drop and attack from behind again. If struck or if it hits roll for corrosion of all metal objects in the region of the strike. Lightning & weapon blows will cause damage but any other magic does not.
12 - Spar's Room
A broken table, a wrecked bed, and scattered cups and pottery lie on the floor. There is nothing of interest here.
13 - Force Wall
On the wall besides the stairs down is a plaque written in Dwarvish,
Forward I am Heavy, backwards I am Not, what am I?"<
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3-4 bodies of dwarves lie in the room, their skeletons disturbed frequently they have become nothing but a jumble of bones and sinew. A magical force wall prevents passage down the stairs. Saying the word "Ton" will cause the impediment to dissolve quietly for 10 minutes. There is no hindrance from those coming from below.
14 - The Cave Below
In this large cavern, veins of gold and silver are visible, gems reflect in dazzling colors along the walls. The PCs can attempt to mine the metals and gems. Mining proficiency is required to remove the gems without causing pressure cracks in the gemstones. The minerals can also be removed, proficiency prevents cave-ins and other hazards (gas pockets, etc.) Approximately 2000GPs of Gold and Silver can be removed over the course of 3 weeks.<
> Of course, there is a Purple Worm: AC: 6, HD: 15, HPs: 82, THAC0: 5, AT:Crush(2d12), Swallow(2d10). To hit roll that exceeds needed AC by 4 victim is swallowed whole. (Death in 6 rounds.) Stinger on it's tail/2d4 damage & Saving Throw vs. Poison to prevent death. Treasure is scattered around including: 1600GPs, 13 Gems (listed below).
# | Type | |
1 | Fancy | |
2 | Semi-Precious | |
3 | Fancy | |
4 | Ornamental | |
5 | Fancy | |
6 | Fancy | 250gp |
7 | Ornamental | |
8 | Precious | |
9 | Precious | |
10 | Ornamental | |
11 | Semi-Precious | |
12 | Ornamental | |
13 | Semi-Precious |
15 - Kobold Lair
220 adult males, 110 adult females, 22 childrens, 220 eggs. 5 Leaders & 10 bodyguards: AC: 6, HD: 1-1, HPs:4, THAC0: 20, AT:S. Sword (1d6), a chief and his guards: AC: 5, HD:1+1, HPs:7, THAC0:20, AT: (1d8). The normal Kobolds: AC: 7, HD: 1/2, THAC0:20, AT:Dagger(1d4), Club(1d6) use the Purple Worm as a guard, they also attempt to trick it to mining from them. 44CPs, 20SPs and 5 gems.
# | Type | |
1 | Fancy | |
2 | Semi-Precious | |
3 | Precious | |
4 | Ornamental | |
5 | Jewel | 1000gp |
Maps
ToothCaves TheWindyIsle BaronyOfCharmac