1-1 Old Coal Mines

Embed Size (px)

Citation preview

  • 7/31/2019 1-1 Old Coal Mines

    1/2

    OLD COAL MINES

    Lots of spiders and webs in this adventure, so the penalty for entanglement is

    Entangled

    The character is ensnared. Being entangled impedes movement, but does not entirelyprevent it unless the bonds are anchored to an immobile object or tethered by an opposingforce. An entangled creature moves at half speed, cannot run orcharge, and takes a -2penalty on all attack rolls and a -4 penalty to Dexterity. An entangled character who attemptsto cast a spell must make a Concentrationcheck (DC 15 + the spells level) or lose the spell.

    Level 1

    a) Entry tunnel. The tunnel is empty and ruined doors are to either side. If the characters useany other light source than a bullseye lantern, the light enters both rooms and triggersshrieker fungus. Upon activating the shriekers, a violet fungus awakens and attempts to eat

    the characters.

    b) In the left corner of this room is a shrieker, in the far end, a violet fungus. This room wasonce a storeroom for mining tools and such other items. A thorough search, DC 20, turns up apouch of 100 sp.

    c) This was the counting room. In also contains a shrieker and violet fungus. A thoroughsearch reveals an old set of merchant's scales that are still usable.

    Level 2

    The characters reach this level by descending 100 ft. It is an easy climb, DC 10, or DC 5 withrope, or DC 0 with knotted rope.

    a) A short tunnel leads into a larger cavern. The ground is littered with debris and old miningtools. The ceiling in this room (20 ft. high) is covered with webs and there are 4 medium sizemonstrous spiders, spot DC 17 to notice before they descend.

    b) Another hole leads down. Hiding just at the lip of the hole is a large monstrous spider.

    c) A long tunnel opens up into a cavern. There is steam rising from several holes in the

    ground. The ceiling, 40 ft. high, is free of webs here but there is green slime which falls on thefirst PC to enter the room. At the end of the room is a secret chamber, it is covered by ahastily, but strongly, constructed wall of stone and mortar. Behind the rubble is a dretchdemon. The dretch possesses a deck of illusions which it tries to use if it can. There is also alarge darkwood shield, a tree with a laughing face emblazoned on it.

    Also, Survival checks around the mouths of the vents reveal the cave mist algae that thecharacters are searching for. Looking down the pits, the characters can see pale violet andorange light. Characters can try to descend through the vents with climb checks DC 20.

    http://www.d20srd.org/srd/combat/actionsInCombat.htm#runhttp://www.d20srd.org/srd/combat/specialAttacks.htm#chargehttp://www.d20srd.org/srd/combat/combatStatistics.htm#attackRollhttp://www.d20srd.org/srd/skills/concentration.htmhttp://www.d20srd.org/srd/skills/concentration.htmhttp://www.d20srd.org/srd/combat/specialAttacks.htm#chargehttp://www.d20srd.org/srd/combat/combatStatistics.htm#attackRollhttp://www.d20srd.org/srd/skills/concentration.htmhttp://www.d20srd.org/srd/combat/actionsInCombat.htm#run
  • 7/31/2019 1-1 Old Coal Mines

    2/2

    Level 3

    From level 2, the PC's descend 50 ft. down. The floor is a pit trap that collapses, Search DC20, Disable device DC 20, CR 1. Reflex save DC 15 or 2d6 falling damage. A large cavernopens up, there are glowing orange flowers around the edge of a steaming pool of sulphurous

    water, and pale white algae glows on the walls of the cave near the pool. Survival checks tofind the various medicinal plants.

    a) The spiders have been busy, and several of their captures are webbed against the wall.There are six hobgoblins and twelve horses still alive. Other beings, humans looks like havebeen drained and fed on already. An ettercap hides on the ceiling, 20 ft. above the webs, andattempts to surprise the PC's if they fail a DC 19 spot check.

    b) This is a steaming pool that smells strongly of sulfur. It is 30 feet deep. If the PC's swim inand search the bottom of the pool they find a sealed coffer with a +1 holy dagger, with a rubyset in its pommel. Running off the pool is a small stream that leads to the aranea's quarters,the stream is 10 ft. deep, but the PC's can move along the wall with DC 10 balance checks.

    c) If a lot of noise is made with the encounter with the ettercap, an aranea comes out afterusing shield and a potion of magic fang, and attempts to charm (DC 13) the heaviest armoredof the PC's, and then attempts to use sleep (DC 13). Also, an ettercap hides in this room andwaits for the PC's to enter before webbing them, spot DC 19 to notice him on the ceiling.

    In this room is a chest and a female drow chained to the wall. She is alive but barely. Hername is Markiela and she escaped a drow city before it was overrun with goblin ghouls. Shewears a holy symbol of Lolth but tells the PC's that the spider goddess has forsaken her. Inthe chest is her gear, a masterwork hand-crossbow, masterwork rapier, and elven chain Thereis also the Aranea's journal, written in Draconic but protected with secret page and illusoryscript: It appears to be a book full of arachno-erotic drawingsthe book is a magic item.There are also 3 potions, cure moderate wounds, neutralize poison, and barkskin. If they freeher, she is willing to travel with them. If they are mean to her she asks to be put to death.

    ARENEA'S JOURNAL: This journal is more a series of reminders. The ettercap is to go off insearch of something called a stranger. A tally of captives is taken, and a monetary amountassociated with each. Mention is made of huge profits at something called the meat market,if they can capture the inhabitants of a nearby monastery ... before something else does.

    CONCLUSION:

    The number of victims of the disease depends on whether or not the PC's find theingredients, and how long they take to bring them back to the monastery. Finding theingredients is a CR 1; returning within 24 hours is a CR 3, within 48 hours CR 2, and a CR 1for any length of time beyond that. Returning within 24 hours means that 20% of the victimsperish, 48 hours 60%, and 80% for longer amounts of time.