The Forgotten Mines of Unnevirlt
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The Forgotten Mines of Unnevirlt A Tunnels & Trolls™ adventure for 4-8 characters of 1st through 3rd level. Story, concept and photographs by David J. Thomas. Copyright 2000 by David J. Thomas, all rights reserved. This material may be freely reproduced for personal, nonprofit use. Tunnels & Trolls™ is a trademark of Flying Buffalo, Inc. Conventions and Assumptions Although this adventure is playable in virtually any campaign milieu, I originally set it in my own custom world of Sycros. Sycros is smaller than Earth and has a thicker atmosphere. Over half of the surface of Sycros consists of a large continent that fills the southern hemisphere. Most of the northern hemisphere is covered by a large ocean. Conversely, the southern hemisphere includes a small sea that is not directly connected to the main ocean, and the northern ocean contains a small continent and several large islands. Most of Sycros' climate is on the cool side of temperate. Although the equator is a little warmer, there are no tropical regions. As one might expect, the poles are very cold. As in most medieval settings, wars occur with frequency. The populace around the city of Watergard suffered through a great war about 50 years ago. Signs of the war are still evident in the form of ruined castles and abandoned towns and villages. One of the "towns" that was abandoned was the dwarven colony mine of Unnevirlt. In this adventure, the characters have the opportunity to clear the monsters from Unnevirlt while making some new friends and allies (and of course, gaining treasure). A small tribe of goblins and a few other creatures currently occupy Unnevirlt. Unless otherwise specified, all goblins (male and female) possess leather armor and a short sword. Other inhabitants will be described as needed in individual encounters. The goblins will try to bring in reinforcements from other areas whenever they are attacked. If the party makes its presence known the goblins will form search and destroy parties of 4-9 (1d6 + 3) goblins and try to hunt down the party. The GM should take note of from where the goblins come (don't make up more goblins, just use those that are in the mines). For simplicity, monster ratings are given in the room descriptions. All ceilings are approximately 8' high, except where noted. In general, the mines are damp, and either dusty or muddy, depending on the pooling of water. The walls have obvious damp spots scattered randomly on them. At level 4 and below, small pools of water are common. Read boxed text directly to the players as a description of what the characters see. The GM is free to embellish or elaborate on the descriptions as he/she sees fit. Additional descriptions, not in boxes, may be added as the characters search an area or look closely at an object.
3 Background: During some time off, the characters are gathered at a local tavern. One of the local drunks offers to sell a map to the characters for 50 GP. Obviously, he wants money to buy drinks. Other patrons may ridicule the drunkard, but he will insist that the map leads to a forgotten dwarven mine that is still filled with riches. If pressed for more information, the drunkard will tell the story of the fall of Unnevirlt. Over 50 years ago, the dwarves of the Anglith Mountains established the colony mine of Unnevirlt on their northwestern frontier. During the last war, armies of orcs and goblins came to the Anglith range in hopes of enslaving the dwarves and looting their towns. The dwarvish defenders proved too powerful for the evil hordes to defeat, but some of the newer establishments, including Unnevirlt, fell to the goblins. The dwarves at Unnevirlt fought valiantly, but the superior numbers of goblins quickly overran their defenses. As a final effort to save what they had built, some of the elder dwarves of the colony broke off from the fighting in order to seal off the lower levels of the mines. According to the tales of the veterans, the elders were buried in the cave-in that they created. Nonetheless, they are regarded as heroes to their folk. Their names were Senthel, Stonewart and Othbert. Some say that these three dwarves were great smiths and that they created weapons of exceptional quality. Some of those weapons, as well as other treasures, may yet be in the mines. Since its fall, goblins and their allies have inhabited Unnevirlt. Nobody knows whether the goblins have found the lower levels of the mines and their contents. The dwarves have been busy elsewhere, still repairing other damage from the war. The drunkard is willing to negotiate the price of the map (to a minimum of 5 GP). He is definitely not the adventuresome type. Upon payment, the drunkard gives the party an old map showing the location of Unnevirlt. If there is a dwarf in the party, he will have heard of the stories of Unnevirlt, but has never been there. If the party is completely without funds, the GM can create a patron in the bar that will pay for the map, but will demand to receive 20% of the booty. If the party is small, the GM might want to make the patron an NPC who will accompany the party (but will not lead or take exceptional risk).
On foot, the trip takes five days each way. From the landing, the characters must hike eight miles over relatively rough terrain to the mine (a long day). The general location of Unnevirlt is not difficult to find. The forest has been leveled in a radius of a quarter of a mile in all directions and much of the timber has been left lying where it fell. The smell of filth and decay permeates the area and grows stronger as the party approaches the main entrance on the South side of a steep hill.
Level 1 This is the oldest and most accessible part of the mine. The only entrance to the mine is set into the South face of the hill. The odor of excrement, carrion and decay assault the nostrils of anyone approaching. Obviously, the dwarves have been gone for quite some time. 1) Guard post. Most likely, the inhabitants of this area will have to be dealt with before the party reaches this position. These two alcoves are used as guard stations. Currently, a goblin (MR=24) and a wolf (MR=22) occupy each alcove. All are asleep and snoring loudly. However, if any of the party members are wearing metal armor, the wolves will awaken and attack when the party gets within 30' of the guard post. The goblins will attack on the next round. If possible, one goblin will attempt to flee down the corridor to room #2 to bring reinforcements (no more than 8). In addition to their swords, these guards have two spears (3+1) each, which they will hurl toward the intruders before engaging in melee. Inspection of the alcoves reveals some torn, moth-eaten blankets, some soiled eating utensils and a few scraps of unrecognizable food. Each goblin is carrying 2-12 SP. 2) Dining room. A large, crudely made table occupies the center of the room. A rusty, smoking brazier sets in one corner with some form of meat sizzling on it. A group of 15 goblins are noisily eating at the table. Torn clothes lay in a pile in the NW corner of the room. The goblins (MR=24) are armed with short swords and will attack the party on sight. Each goblin possesses 2-12 SP. The table is covered with mismatched plates, mugs, cups, jugs and utensils. To any elf in the party, the clothes will be readily identified as elven in origin. Closer inspection of the clothes will reveal markings that identify the late owners as children and residents of Wind Vale in the Hillcrest Forest. Close inspection of the goblins' meal will reveal the meat to be part of an elf. 3) Wolf Kennels. As with room 1, the inhabitants of this room will most likely have to be dealt with before the party enters. The goblins keep pet wolves in this chamber. Any noise in the adjacent hallway will bring the three wolves (MR=22) out to attack. Neither the goblins nor the wolves have made any effort to keep the room tidy. Large piles of dung and refuse litter the floor.
The view from the boat landing, "A long hike ahead..." The party can get to the old mine on foot, on horseback or by riverboat. In all cases, the trip brings the party to a landing at the uppermost navigable point on the river. The trip by boat takes three days going upriver (but only half that time coming back). Boat fare is 5 GP per person or 1 GP per person if the characters help row the boat. The trip by horse takes two days each way.
4) Sleeping Room. Scattered bedrolls and makeshift cots cover the floor of this chamber. At present (unless something has wakened them), 14 goblins are sleeping here.
4 Even while asleep, the goblins keep their short swords at their sides. A further search of the room will reveal: chamber pot, whetstone, badly dented helmet, square table and a small basket. A vial of liquid is hidden under one of the cots. The vial contains a healing elixir (three doses). Each dose returns 1-6 points of CON. Drinking the entire vial returns 3-18 points of CON. Each goblin was carrying 1-6 SP and 1-3 GP. 5) Bandits' Quarters. Five humans (MR=28) have allied themselves with the goblins. They are sitting in a circle in the center of the room, playing knucklebones. Each is armed with a broadsword and wears leather armor. The room is furnished with five cots, a small table with a broken chair, and a large crate. A thorough search of the room reveals: pick handle, crushed robe, jerkin, bronze earrings, dung covered leather armor and an empty bottle. There is a small bag containing 87 SP and 78 GP within the crate. Each bandit carries 1-6 GP and 2-12 SP. 6) Spider's Lair. The ceiling of this room is much higher than in previous rooms (20') and is lost in the darkness. A large pile of bones and miscellaneous objects (below) of various sizes occupies the center of this quiet chamber. If someone has a lantern or other bright light source (not a torch), he/she will be able to see that the ceiling is hidden by a meshwork of webs. Above the doorway, two giant spiders (MR=16) have made their lair. The spiders will first drop a tenfoot diameter web on intruders, and then drop down and attack the entangled prey. Any characters in the room must make a SR1 against DEX to avoid being entangled in the web. Entangled characters may cut themselves free (if they have edged weapons) in 1-3 combat turns. Entangled characters without edged weapons must make a SR2 against STR in order to break free. This SR may be attempted each combat turn. The spiders' bites are poisonous. Any characters that are wounded by the spiders must make a SR1 against their current CON or be paralyzed for 1-6 combat turns. Within the spider's web, near the ceiling, are two old backpacks. One of the packs contains an elixir of healing (see room 4 for description) and a magical scroll of Knock Knock. The spell may be copied into a spell book or cast from the scroll (at 7th level), but not both. Either action will destroy the scroll. Things in the pile: sheet of parchment, copper statuette of a knight in armor (5 GP), exotic wood statuette of a snake (5 GP), set of lock picks, small table, blood covered sack. 7) Empty Room. This room contains various pieces of litter and debris from the goblins, but nothing of apparent value can be found. 8) Beetle Lair. Three beetles with glowing antennae are happily munching on some unrecognizable carcass in the NE corner. Otherwise the room is empty. As long as they are undisturbed, the torch beetles (MR=32) will not attack the party. If the beetles are killed, their antennae may be used as light sources equivalent to lanterns. The antennae will remain lit for 1-6 hours after the death of the beetles. 9) Dark Tunnel. Strange grunting sounds can be heard from the end of this dark tunnel.
In the back of this tunnel, two goblins (MR=24), apparently of opposite sexes, are engaged in some sort of romantic encounter or mating ritual. Their clothes are in a state of disarray, and they will not be able to attack for 1-3 combat turns. They are armed with short swords. Each goblin carries 1 GP and 1-3 SP. 10) Storage Room. A pile of large wicker baskets has been built up against the West wall. This room appears a little cleaner than the other rooms in the complex and apparently little used. All of the baskets are empty, but a poisonous snake (MR=20) lives underneath the pile, and will attack anyone who disturbs the pile. Initially, the first person to disturb the snake must make a SR1 against luck to avoid being bitten. If the character misses the SR, he/she takes 1 point of damage plus 1-6 points from the poison. After the initial encounter, continue with normal combat. Anyone who is wounded by the snake must make a SR1 against luck or take 1-6 points of damage from poison. Beneath the baskets, the following items may be found: bar of soap, small table, 12 torches, soot covered chest. The chest has broken hinges and is empty. Room 11. Throne Room. A large goblin sits upon a crude throne made of timbers lashed together with rope. At his side are two other large goblins. Six normal-size goblins sit at a table in front of the throne. A slimecovered tapestry (unrecognizable now) hangs on the East wall. The chieftain of this band of goblins has established his headquarters here. Accompanying the chieftain (MR=40) are two bodyguards (MR=32) who are ever vigilant to persons walking toward the throne room. The goblins are holding a meeting, discussing day to day concerns of the band. If someone manages to listen to the meeting while hiding or otherwise undetected (and understands Goblin), there is a 25% that one of the goblins will mention the child slaves (but not their location) in room 16. Behind the throne is a secret door. The bodyguards are armed with broadaxes, short bows and 20 arrows. The chieftain is armed with an enchanted mace (5+4, STR req.=15), four dirks and a short sword. The other goblins (MR=24) are armed with short swords. Each normal goblin and bodyguard has 1-3 GP and 2-12 SP. The chieftain has 25 GP and a potion of growth (when ingested, causes the person's height, weight and STR to double for 3-18 combat rounds–beware of low ceilings). A thorough search of the room will reveal (in addition to the table and chairs): 100 feet of light chain (500 lb capacity, weighs 50 lbs), blunt spear head, dung-stained trunk (empty), blood covered cushion and a damaged brazier. 12) Treasure Room. This is a small, bare room. A large barrel sets against the East wall. The goblin chieftain put some of his wealth in this room (in the barrel). Only the chieftain knows about the secret door from room 11. The chieftain does not know about the secret door on the North side of the room. The barrel contains: 1000 SP, 3 black faceted gems worth 100 GP each, enchanted rapier (4+6), light crossbow, and a case of 10 enchanted quarrels (+2 adds). 13) Cave-in. The exit to this wide hallway is blocked to the ceiling by fallen rock and timbers. Rough-hewn shoring timbers have been stacked against the walls.
5 Apparently, the goblins are getting ready to clear this portion of the mine. With picks and shovels, a man-sized hole can be dug out in 3-18 man-hours. The entire passage can be cleared and shored-up in an additional 4-24 hours. The time required is tripled if improvised tools are used. If the rubble is completely removed, three dwarf skeletons will be found. The chain mail and clothing of the dwarves are remarkably well preserved. There is a broadaxe next to each skeleton. One of the axes is in better condition than the others. The axe is enchanted, but unless it is wielded by a dwarf of the line of Othbert, it only functions as a normal axe. If the axe is returned to Othbert's clan, the party may be richly rewarded (see "Conlucsions to the Adventure"). 14) Elevator. A large platform is suspended over a deep shaft by machinery hidden in the walls. Two levers are positioned in the center of the platform. There is writing in Dwarvish, Common and Goblin next to each of the levers: 1) UP, 2) DOWN. The Dwarvish and Common words are neatly written; the Goblin words are crudely scrawled. The elevator will creak, groan and lurch the first few times it is used, but is completely safe. The elevator descends 50' to the second level. 15) Storage Room. This room is filled with stacks of rough-hewn timbers. Paths wind between the stacks, allowing access to the entire room. A fine layer of dust covers the floor and the timber. Occasional footprints (goblin size) can be seen in the dust. The dust is harmless, and is due to the decomposition of the stone walls of this room. The stone here is a little different than the stone found in the rest of the mines, but is of no consequence to the adventure. The timbers were cut from the forest outside and are to be used by the goblins in clearing the cave-in in room 13. 16) Slaves' room. Eight gaunt and frightened children are chained to a central iron loop set into the center of the floor. The chains allow the children to move about somewhat, but prevent escape. All of the children are between ages five and ten (or the elvish equivalent). Three are human boys; two are human girls; two are elvish girls and one is an elvish boy. The goblins have been stealing children from nearby human and elf villages. The children are used for menial tasks as well as food. The locks on the chains are crude and should be easily opened by someone with lock picks (SR1 against DEX with +5 bonus) or by brute strength (SR1 against STR with +1 bonus). The children are malnourished and very frightened and talking to them will be difficult. The elvish children will not respond to questions or directions in Common, only Elvish. Characters must make SR2 versus CHR to communicate with any of the children (and must speak the appropriate language). An offering of decent food and water makes lowers the roll to SR1 with a +2 bonus. If communications are established, the party will learn that all of the children were stolen when they wandered a bit too far while playing. There used to be ten children here, another human and another elvish boy, but they were taken away several days ago. Once rapport is established, the children will follow the party (preferably out of the mines). During combat, one character must take full charge of the children and will be unable to fight. Also, unless there is a character following behind the children, there is a 10% chance each turn that one or more children will wander off or get left behind. (125 adventure points for each child that is safely returned home).
Level 2 17) Elevator Room. See room 14 for a description of the elevator. 18) Trap Door. There is a covered 10' deep pit in the middle of the hallway. Each character must make a SR1 against LK or DEX to avoid falling in and sustaining 1-6 hp of damage. This is not really a trap, but an access way to the workings of the elevator. Dust has hidden the door, and time has weakened the locking mechanism. 19) Crystal Caverns. The floor, ceiling and walls of this gigantic cavern are covered with large, multi-colored crystals. Any light source lights up the whole cavern with scintillating light patterns that dazzle the characters. The crystals also diffract infrared radiation, making other patterns visible to those under the influence of a Cateyes spell. Various natural pathways weave around the crystals, making the entire cavern accessible. The crystals of the cave aren't really valuable outside of the cave. Their beauty comes from their arrangement within the cave. The crystals are very difficult to remove–requiring a pick and a SR2 against strength. A few animals inhabit the cave as well. Occasional breezes may be felt coming from hidden airshafts (which also allowed the monsters in). A total of 8 giant rats (MR=8) and 8 large bats (MR=12) live among the crystals. The animals are very hungry and for every round that the party spends in the cave, there is a 50% chance that one of the animals will attack. Also, three small living stalactites (MR=50) wait at the eastern exit of the cavern. They will attack random characters simultaneously as the party leaves the cave. The living stalactites only get one attack each. If they miss their prey, they move very slowly and are easily dispatched. Combat with the living stalactites should be resolved one-on-one. Due to the nature of the caves, the monsters always get the initiative (except against Dwarf characters), and non-Dwarves fight at -1 to their adds.
Level 3 20) Latrines. These were apparently public latrines. Each room contains a two-seater privy. A rusty iron candleholder is attached to the wall beside the door. The long years have eradicated any noxious odors, and the wastes have decomposed into dark humus. If the pits are explored (10' down), roll once (3d6) on the table below for each latrine to determine whether anything is found. Only one of each magic item will be found for all of the latrines. d20 roll 03-09 10-13 14 15 16 17 18
Result Nothing 2-12 CP, 1-6 SP Gem worth 3-18 GP Jewelry worth 30-180 GP 1-2 giant ants (MR=30) Enchanted dirk (2+5) Enchanted war hammer (5+5)
6 21) Park The small toy weapons and shields, rotting rag dolls and dirty costume jewelry indicate that this probably was a playground at one time. Now, it is the home of two boring beetles (MR=44) that decide that the party might be a meal. A caved-in hole on the North wall suggests from where the beetles came. If the area is thoroughly searched, the party may find the following items of value: (scattered around the area) 17 GP, 50 PP, 3 large (2") pearls worth 500 GP each, a solid silver poniard worth 25 GP, two vials and a scroll. One vial is an elixir of healing (see room 4 for description). The other vial is a potion of invisibility (when consumed, acts as Hidey Hole on a single person as if cast at 7th level). The scroll contains the spell, Whammy. It can either be copied into a spell book or cast from the scroll, but not both.
Usable items: Dwarf-size chain mail, two target shields, two short swords, three war hammers, light crossbow (needs strings), 35 quarrels. 25) General Store This building is a little larger than the others, and has writing over the door. The windows are barred and shuttered. The words "General Store" are written in faded red Dwarvish letters above the door to this building. The wares of the store have been depleted. All that remain are a bunch of empty crates, boxes and baskets. If the store is searched carefully, an unopened cask of dwarven ale will be revealed under the refuse. The cask is over 50 years old, and worth 200 GP. 26) Temple The markings and shape of the windows on this building suggest that it is a temple.
22) Houses These Dwarf-size, two-story houses are all virtually identical. Each consists of a simple stone and mortar foundation with wooden walls and roof. The wood parts appear to have been preassembled on the surface and then fitted together down here. Each house has a single door and two windows, one on each story.
A five foot tall granite statue of the dwarven representation of God is centered against the North wall. Several rows of benches fill the southern half of the building. A large puddle has formed in front of the statue. In reality, the puddle is a brown jelly (MR=60).
Some homes have been built into the walls of the cavern, but the contents are similar to the "pre-fab" houses. The houses appear to have been quickly evacuated, with many everyday items left scattered around. For each house searched, roll 1-6 times on the following table. Note that once a particular magic item is found, it cannot be found again (re-roll or treat as nothing).
Upon seeing the party, the giant flies (MR=15) will attack for want of more food.
4d6 roll 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18
These are natural hot spring pools that have been enclosed by the dwarves for use as public baths. The pools are two to four feet deep and the water is a steady 108°F. 4" boreholes in the ceiling of each room vent excess steam. The water is potable, though heavily mineral-laden.
19 20 21 22 23 24
Result 1-3 pots and pans, corroded but usable Moth-eaten blanket Fungus-rotted leather boots 1-10 gp Rusted iron cooking utensils Short sword, rusty but salvageable War hammer, needs cleaning Moldy iron rations Unbroached keg of wine, quite good actually Stoneware mugs (1-6) Small piece of gold jewelry worth 100-1000 gp Rotted wineskin Rotted hemp rope Moldy feather pillow, unusable Stoneware jars (1-6), usable but with moldy contents Wood crate (3' cube) filled with charcoal Rusty iron brazier (3' diameter) Light flail Misericorde Elixir of healing Enchanted short sword (4+2)
23) Construction Area Several foundations have been built here, but the houses were never assembled. 24) Armory This building is a little larger than the others, and has writing over the door. The windows are barred and shuttered. The word "Armory" is written in Dwarvish in black paint on the door of this building. The door is unlocked and slightly ajar. Most of the armor and weapons have been taken away, but a few items remain. All metal items have some surface rust, but could be functional with a little cleaning.
27) Fly Lair Three giant bluebottle flies are feeding on some dead rats.
28) Hot Springs Steam emanates from around the doors to these rooms.
Level 4 29) Reception and Guard Room Both doors to this room are made of solid iron. The eastern door is unlocked, but rusted shut. An open doors roll is required to open it. The western door has been magically sealed, and requires a Knock Knock spell to unlock it. After the door has been unlocked, a SR4 against STR is necessary to open it. The STR ratings of two or more characters may be combined to improve the chance of opening the door. Each attempt requires a full turn, but may be repeated. This room is furnished like an office with a large desk in the center. Bookcases line the North and South walls. The shelves are empty, and a large pile of ash in front of the desk suggests the fate of whatever was contained on the shelves. Except for a few blank pieces of parchment, an old quill and a dry inkbottle, the desk is empty. 30) Empty Room The purpose of this room is unclear. The room is empty except for a pile of motheaten, heavy wool cloaks (dwarf size) in the Northwest corner of the room. The iron door on the West side of the room is rusted shut and requires a successful SR3 against strength to open. STR ratings of two or more characters may be combined to open the door.
7 31) Elevator Room This is a larger version of the elevator in room 14. Operation is identical to the previous elevator.
Level 5 32) Elevator Room The is the lower level of the elevator found in room 31. 33) Access Door This trap door is similar to #18, except that it is in better repair. The party may safely walk over this door without fear of falling. 34) Audience Chamber This chamber was carefully carved from the bedrock. The walls have been carved in bas-relief, depicting scenes of mining, excavating and home-erecting. Carvings of three faces decorate the West wall. Presumably, they are Senthel, Stonewart and Othbert. A raised dais of stone has been built against the West wall. Three stone chairs, each carved from a single block of stone, set upon the dais. There is little dust, but patches of dampness occur on both the walls and floor. Small puddles have formed, here and there, on the floor. In addition to the entrance from the elevator, there are exits on the North and South walls. This was the colony's main audience chamber, where the leaders could hear problems, make public decisions, pass judgements, etc. Aside from the carvings on the walls, the dwarves rarely decorated this room. Hence, it is as clean today as it was when the dwarves left. 35) Gathering Room The ceiling of this room is very high (20') with four iron chandeliers hanging down from rusty iron chains. Hardwood chairs of varying sizes line the walls, and eight large tables have been evenly distributed across the floor. The walls and floor are damp, and large rust stains have formed beneath the chandeliers. There are exits on the West and North walls. The dwarves used this room for large celebrations, especially those involving bigger folk. Visiting dignitaries and other guests were often lodged in the rooms to the South. 36-41) Guest Rooms Each of these rooms is furnished in the same manner. At the time when the mines were overrun, only room 41 had an occupant. This appears to have been a bedroom or guest room. The room is furnished with a human-sized double bed with a feather mattress and heavy quilt (both badly rotted now). In addition, the room contains a small chest of drawers, a wardrobe, a small table, and a pottery pitcher and basin. With the exception of room 41, further searching will yield nothing new. Room 41 housed a visiting dwarven cleric (who was killed in the upper level during the battle).
clothing as well as a jade holy symbol and an elixir of healing. The holy symbol is worth 100 GP. The candleholders are worth 5 GP each; the icon is worth 10 GP. 42) Storage Room. Shelves line the walls of this room with another door on the to the West. The shelves are filled with old, mildewed linens, pots and pans, basins and pitchers, chamber pots, bedwarmers, hand tools, nails, hooks and fasteners. This room is essentially a large linen closet used to stock the guestrooms and the large gathering room. In addition to the items mentioned in the description, there is a 50% chance that the characters can find any specific mundane household item. 43) Wash Room. The party immediately notices that the air feels drier here than in the rest of the complex. Two large, thick glass doors are set into the West wall (not shown on map). Each door is four feet square and covers a four-foot cube excavation in the wall two feet above the floor. The excavations appear to be lined with a highly reflective metal. A depression in the size and shape of a dwarven hand has been carved at the upper right of each door. Two smaller, thumb-size depressions are located just beneath the hand-size depression. Dwarven letters are written above the doors and near the depressions. Two three foot diameter wicker baskets lay on the floor beneath the doors. This room is a rare example of dwarven magic. The words above the doors translate as "washer" and "dryer." The words by the hand imprints say "open/close," and the words by the smaller depressions say "start" and "stop." The insides of machines are lined with thin sheets of platinum. The platinum from each machine is worth 200 GP, but removal of the platinum will destroy the magic. Water is magically transported in and out of the washer, cleaning 20 pounds of clothes in about 20 minutes. The dryer works by creating a small magical whirlwind inside the enclosure, drying the clothes in about half an hour. 100 adventure points may be awarded if the party figures out how to operate the devices. 44) Ceremonial guard Room. The walls of this chamber are covered with rotting tapestries depicting dwarven life: mining, farming, famous battles and heroic leaders. Five dwarf-size chairs are set against the North wall. Another passage allows exit to the West. This room served as a ready room for ceremonial guards during formal occasions held in room 34. Guards were also stationed here to prevent unauthorized persons from entering the rooms beyond this one. A tapestry hides the secret door on the North wall. 45) Weapons Room. This small room contains 10 halberds decorated with ceremonial pennants. The pennants are rotted and the halberd blades are rusty, but serviceable. There is also a small chest against the North wall. The weapons are normal weapons. The chest is unlocked, but has a good seal. Inside the chest are 10 ceremonial surcoats. Because of the almost airtight seal on the chest, the surcoats are still in good condition. A successful SR1 versus IQ would identify the symbols on the surcoats as those of the house of Othbert.
This room appears to have been occupied during the battle. Old, dwarf-size robes hang on the wardrobe, and the bed has not been made. A small granite religious icon sets upon the chest of drawers, flanked by two candles in granite holders.
46) Cave-in. Rocks, dirt and broken timbers completely block the passage in front of the party.
Closer inspection of the robes reveals that they are obviously priestly garments. The chest of drawers contains mildewed
Like the cave-in on the first level, this one was deliberately caused by the Dwarves before the mines were overrun. With
8 picks and shovels, a man-sized hole can be dug out in 2-12 manhours. The time required is tripled if improvised tools are used. 47) Waiting Room. Although time and dampness have taken their toll, the luxury of this room is still apparent. A well-stocked wet bar parallels the North wall. A variety of comfortable-looking chairs (hobbit through human size) are scattered around the room. Additional doors provide exits to the South and West. This was a waiting room used to entertain guests as well as carry out small informal meetings. Most of the liquor at the bar has gone bad, but seven unopened bottles are still drinkable, and in fact, are quite valuable (50-100 GP each) due to their ages. The glasses and mugs are all still in usable condition. 48) Kitchen and Dining Room. The eastern portion of this room is obviously a kitchen. What appears to be a combination of stove and oven is situated against the eastern wall. However, it does not appear to have any form of chimney, nor are there signs of wood or ashes. Shelves filled with boxes, bags, jars, pots, pans and utensils line the eastern portions of the North and South walls. A large counter extending from the South wall divides the room. The western portion of the room contains three long tables set at different heights (human/elven, dwarven/hobbit, and leprechaun) with appropriate size chairs. The walls are decorated with tapestries (now rotting) depicting victory in battle by cooperation of the races. The kitchen portion of this room is large enough to cook whole banquets, which would be held in room 35. Under normal conditions, the kitchen provides for the community leaders and their families and guests. The dining room was used for everyday meals and for small gatherings of guests. The shelves contain thoroughly rotted foodstuffs, but most of the utensils, pots and pans are in working order. The stove/oven is magical. Careful inspection of the stove/oven reveals five brass strips, each about 10" long. Four strips are spaced at regular intervals along the top of the stove. The fifth is next to the opening of the oven. Touching the strips activates the stove or oven. Touching the top of a strip sets that part of the stove to its hottest setting. Touching the bottom of a strip turns that part of the stove off. Each part of the stove is continuously adjustable by touching the brass strips at any point between the top and bottom. The stove automatically "turns itself off" if left unattended for more than 12 hours. 100 adventure points may be awarded if the party figures out how to use the stove and oven. 49) Senthel's Quarters. This is not just a room, but more like a small house carved from the rock. The furnishings are relatively simple. From the number and type of furnishings, it appears that a small family lived here. Most of the items in the home are unremarkable. A few books (dealing mainly with mining along with some literature) are found in what appears to be a bedroom. Another bedroom looks like it belonged to a child. If someone in the party reads Dwarven, the name "Senthel" can be found written on the inside of some of the books. Senthel had a wife and a single daughter, both of whom died during the siege. If the party takes enough time to investigate, they should be able to deduce the composition of Senthel's family.
50) Stonewart's Quarters. This is not just a room, but more like a small house carved from the rock. The furnishings are plush, but few. From the number and type of furnishings, it appears that a single person lived here. One wall of what seems to be a living room is covered by a large coat of arms. A name, in Dwarven, is inscribed at the bottom of the coat of arms. The inscribed name is "Stonewart." Stonewart was a bachelor when he was killed during the siege. If the home is searched carefully, a small box will be found near the bed along with a diary. The box contains a diamond ring that Stonewart was going to give to one of the local women when he finally got up the nerve to ask her to marry him. An appraisal will identify the ring as an engagement or wedding ring (worth 200 GP). Reading the diary (in Dwarven) will reveal mostly everyday happenings in the mines, but will also tell of Stonewart's love for a woman who works in the general store. 51) Othbert's Office. This room appears to be a combination of office and sitting room. A desk and bookshelves occupy the Southern part of the room, while a couch and a few chairs fill the northern portion. The bookshelves contain a variety of books and scrolls (see below) as well as what appear to be rock samples. The padding on the couch and chairs has rotted away, but the frames are still sturdy. The desk contains three drawers–one in the middle and one on each side. The middle drawer is locked. The middle drawer contains a large book–the mine's log (in Dwarven). The left drawer contains parchment, ink and quills (all in good condition). The right drawer contains a small notebook filled with tables of numbers (used for stress calculations in mining), a set of keys (don't unlock anything in the mines), and an unopened bottle of liquor (70 years old, worth 40 GP). The log tells of the foundation of the mining colony 60 years ago on 2 Tempestym, 1225. Rich veins of iron and gold were found close to the surface. A thick vein of silver was found running downward into the earth. After the vein was excavated, the crystal caverns were found. The Dwarves took the finding of the caverns as a good omen and carefully explored the natural beauty of the cave. Another large cavern was detected nearby and the ruling council decided that it should be the site of the new community. The shaft that was originally excavated to remove the silver was converted to an elevator shaft, making travel from the upper to lower levels easier. Additional veins of precious metals were found deeper, and as these were excavated, the lowest level of the mine was converted into quarters for the colony leaders and for important guests. Toward the end of the log, entries indicate new findings on the uppermost level that were to be explored. However, mining was stopped when the colony was overrun by large hordes of goblins. The leaders tried to allow the elderly and the children to secretly escape, but the evacuees were ambushed by the goblins. Only a few of the evacuees managed to return to report on the incident. The log also tells of a visiting priest sent by the colony's hometown. The priest was to observe and then bless the crystal caverns. An entry dated a few days later indicates that the priest was killed in a battle with the goblins. The final portion of the log indicates that the leaders had decided to seal off the lower levels of the mines from the goblins in order to preserve there town, and more importantly, the crystal cavern. The log ends at this point.
9 52) Othbert's Quarter's. This is not just a room, but more like a small house carved from the rock. The furnishings are plush, but few. From the number and type of furnishings, it appears that two people lived here. One wall of what seems to be a living room is covered by a tapestry depicting two Dwarves, apparently husband and wife. At the bottom of the tapestry, words in Dwarven have been woven into the fabric. The tapestry was a wedding present given to Othbert and his wife. The words say "Love forever, Othbert and Linnius, 12 Geomstym, 1193." The home appears to have been left in order, although no weapons or armor can be found. Hidden under the lone bed is a small chest. The chest is unlocked and contains 1000 GP and a small velvet bag containing four sapphires, each worth 80 GP.
Conclusions to the adventure
The view from Stonehaven. Two things should be done sometime during or at the end of the adventure. The children from room 16 should be returned to their parents, and the Axe of Othbert should be returned to the Dwarves at Stonehaven. The GM is free to place the elven, dwarven and human towns wherever is convenient. The human children will be returned to their parents from Watergard. The elven children must be taken to Wind Vale. Upon the arrival of the party at Wind Vale, the Elves will throw a heroes' party that lasts three days. The Elves will also give gifts to the party. Each character has the choice of receiving one of the following: suit of elven chain mail (half the weight of normal chain) or bracelets of defense (absorb 4 hits, no bonuses for warriors). A similar situation will occur when the Axe of Othbert is returned to the Dwarves. The axe is a valuable family heirloom, and the clan chief at Stonehaven will give the axe to Othbert's surviving kinfolk. A seven-day party will ensue, and the Dwarves allow the party to keep everything else that they found in the mines. After the party, the Dwarves begin preparations to reopen the mines. At the conclusion of the adventure, both the Elves and the Dwarves will hold the party in high esteem. Any further interactions and happenings are left to the discretion of the GM.