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The Forgotten Mines of Unnevirlt

Tunnels & Trolls - The Forgotten Mines of Unnevirlt

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The Forgotten Mines of Unnevirit - An adventure for the Tunnels and Trolls RPG system.

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Page 1: Tunnels & Trolls - The Forgotten Mines of Unnevirlt

The Forgotten Mines of Unnevirlt

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The Forgotten Mines of UnnevirltA 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 ofSycros. Sycros is smaller than Earth and has a thicker atmosphere. Over half of the surface of Sycros consists ofa 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, andthe northern ocean contains a small continent and several large islands. Most of Sycros' climate is on the coolside of temperate. Although the equator is a little warmer, there are no tropical regions. As one might expect, thepoles are very cold.

As in most medieval settings, wars occur with frequency. The populace around the city of Watergard sufferedthrough a great war about 50 years ago. Signs of the war are still evident in the form of ruined castles andabandoned towns and villages. One of the "towns" that was abandoned was the dwarven colony mine ofUnnevirlt. In this adventure, the characters have the opportunity to clear the monsters from Unnevirlt while makingsome 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, allgoblins (male and female) possess leather armor and a short sword. Other inhabitants will be described asneeded in individual encounters. The goblins will try to bring in reinforcements from other areas whenever theyare 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 makeup more goblins, just use those that are in the mines). For simplicity, monster ratings are given in the roomdescriptions.

All ceilings are approximately 8' high, except where noted. In general, the mines are damp, and either dusty ormuddy, depending on the pooling of water. The walls have obvious damp spots scattered randomly on them. Atlevel 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 orelaborate on the descriptions as he/she sees fit. Additional descriptions, not in boxes, may be added as thecharacters search an area or look closely at an object.

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Background:

During some time off, the characters are gathered at a localtavern. One of the local drunks offers to sell a map to thecharacters for 50 GP. Obviously, he wants money to buy drinks.Other patrons may ridicule the drunkard, but he will insist that themap leads to a forgotten dwarven mine that is still filled withriches. If pressed for more information, the drunkard will tell thestory of the fall of Unnevirlt.

Over 50 years ago, the dwarves of the Anglith Mountainsestablished the colony mine of Unnevirlt on their northwesternfrontier. During the last war, armies of orcs and goblins came tothe Anglith range in hopes of enslaving the dwarves and lootingtheir towns. The dwarvish defenders proved too powerful for theevil hordes to defeat, but some of the newer establishments,including Unnevirlt, fell to the goblins.

The dwarves at Unnevirlt fought valiantly, but the superiornumbers of goblins quickly overran their defenses. As a finaleffort to save what they had built, some of the elder dwarves ofthe colony broke off from the fighting in order to seal off the lowerlevels of the mines. According to the tales of the veterans, theelders were buried in the cave-in that they created. Nonetheless,they are regarded as heroes to their folk. Their names wereSenthel, Stonewart and Othbert. Some say that these threedwarves were great smiths and that they created weapons ofexceptional quality. Some of those weapons, as well as othertreasures, 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 ofthe mines and their contents. The dwarves have been busyelsewhere, still repairing other damage from the war.

The drunkard is willing to negotiate the price of the map (to aminimum of 5 GP). He is definitely not the adventuresome type.Upon payment, the drunkard gives the party an old map showingthe location of Unnevirlt. If there is a dwarf in the party, he willhave heard of the stories of Unnevirlt, but has never been there.If the party is completely without funds, the GM can create apatron in the bar that will pay for the map, but will demand toreceive 20% of the booty. If the party is small, the GM mightwant to make the patron an NPC who will accompany the party(but will not lead or take exceptional risk).

The view from the boat landing, "A long hike ahead..."

The party can get to the old mine on foot, on horseback or byriverboat. In all cases, the trip brings the party to a landing at theuppermost navigable point on the river. The trip by boat takesthree days going upriver (but only half that time coming back).Boat fare is 5 GP per person or 1 GP per person if the charactershelp row the boat. The trip by horse takes two days each way.

On foot, the trip takes five days each way. From the landing, thecharacters must hike eight miles over relatively rough terrain tothe mine (a long day). The general location of Unnevirlt is notdifficult to find. The forest has been leveled in a radius of aquarter of a mile in all directions and much of the timber has beenleft lying where it fell. The smell of filth and decay permeates thearea and grows stronger as the party approaches the mainentrance on the South side of a steep hill.

Level 1This is the oldest and most accessible part of the mine. The onlyentrance to the mine is set into the South face of the hill. Theodor of excrement, carrion and decay assault the nostrils ofanyone approaching. Obviously, the dwarves have been gone forquite some time.

1) Guard post.Most likely, the inhabitants of this area will have to be dealt withbefore the party reaches this position.

These two alcoves are used as guard stations. Currently, agoblin (MR=24) and a wolf (MR=22) occupy each alcove. All areasleep and snoring loudly. However, if any of the party membersare wearing metal armor, the wolves will awaken and attack whenthe party gets within 30' of the guard post. The goblins will attackon the next round. If possible, one goblin will attempt to fleedown the corridor to room #2 to bring reinforcements (no morethan 8). In addition to their swords, these guards have twospears (3+1) each, which they will hurl toward the intrudersbefore engaging in melee.

Inspection of the alcoves reveals some torn, moth-eatenblankets, some soiled eating utensils and a few scraps ofunrecognizable food. Each goblin is carrying 2-12 SP.

2) Dining room.A large, crudely made table occupies the center of the room. Arusty, smoking brazier sets in one corner with some form of meatsizzling 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 attackthe party on sight. Each goblin possesses 2-12 SP.

The table is covered with mismatched plates, mugs, cups, jugsand utensils. To any elf in the party, the clothes will be readilyidentified as elven in origin. Closer inspection of the clothes willreveal markings that identify the late owners as children andresidents of Wind Vale in the Hillcrest Forest. Close inspection ofthe 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 haveto be dealt with before the party enters. The goblins keep petwolves in this chamber. Any noise in the adjacent hallway willbring the three wolves (MR=22) out to attack.

Neither the goblins nor the wolves have made any effort to keepthe room tidy. Large piles of dung and refuse litter the floor.

4) Sleeping Room.Scattered bedrolls and makeshift cots cover the floor of thischamber. At present (unless something has wakened them), 14goblins are sleeping here.

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Even while asleep, the goblins keep their short swords at theirsides.

A further search of the room will reveal: chamber pot, whetstone,badly dented helmet, square table and a small basket. A vial ofliquid is hidden under one of the cots. The vial contains a healingelixir (three doses). Each dose returns 1-6 points of CON.Drinking the entire vial returns 3-18 points of CON. Each goblinwas 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, playingknucklebones. Each is armed with a broadsword and wearsleather armor. The room is furnished with five cots, a small tablewith a broken chair, and a large crate.

A thorough search of the room reveals: pick handle, crushedrobe, jerkin, bronze earrings, dung covered leather armor and anempty bottle. There is a small bag containing 87 SP and 78 GPwithin 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 andmiscellaneous objects (below) of various sizes occupies thecenter 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 ameshwork of webs. Above the doorway, two giant spiders(MR=16) have made their lair. The spiders will first drop a ten-foot diameter web on intruders, and then drop down and attackthe entangled prey. Any characters in the room must make aSR1 against DEX to avoid being entangled in the web. Entangledcharacters may cut themselves free (if they have edgedweapons) in 1-3 combat turns. Entangled characters withoutedged weapons must make a SR2 against STR in order to breakfree. This SR may be attempted each combat turn. The spiders'bites are poisonous. Any characters that are wounded by thespiders must make a SR1 against their current CON or beparalyzed 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 fordescription) and a magical scroll of Knock Knock. The spell maybe 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 aknight 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 thegoblins, but nothing of apparent value can be found.

8) Beetle Lair.Three beetles with glowing antennae are happily munching onsome unrecognizable carcass in the NE corner. Otherwise theroom is empty.

As long as they are undisturbed, the torch beetles (MR=32) willnot attack the party. If the beetles are killed, their antennae maybe used as light sources equivalent to lanterns. The antennaewill 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 darktunnel.

In the back of this tunnel, two goblins (MR=24), apparently ofopposite sexes, are engaged in some sort of romantic encounteror mating ritual. Their clothes are in a state of disarray, and theywill not be able to attack for 1-3 combat turns. They are armedwith 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 Westwall. This room appears a little cleaner than the other rooms inthe 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 thepile. Initially, the first person to disturb the snake must make aSR1 against luck to avoid being bitten. If the character missesthe SR, he/she takes 1 point of damage plus 1-6 points from thepoison. After the initial encounter, continue with normal combat.Anyone who is wounded by the snake must make a SR1 againstluck or take 1-6 points of damage from poison.

Beneath the baskets, the following items may be found: bar ofsoap, small table, 12 torches, soot covered chest. The chest hasbroken hinges and is empty.

Room 11. Throne Room.A large goblin sits upon a crude throne made of timbers lashedtogether with rope. At his side are two other large goblins. Sixnormal-size goblins sit at a table in front of the throne. A slime-covered tapestry (unrecognizable now) hangs on the East wall.

The chieftain of this band of goblins has established hisheadquarters here. Accompanying the chieftain (MR=40) aretwo bodyguards (MR=32) who are ever vigilant to personswalking toward the throne room. The goblins are holding ameeting, discussing day to day concerns of the band. Ifsomeone manages to listen to the meeting while hiding orotherwise undetected (and understands Goblin), there is a 25%that one of the goblins will mention the child slaves (but not theirlocation) in room 16.

Behind the throne is a secret door. The bodyguards are armedwith broadaxes, short bows and 20 arrows. The chieftain isarmed with an enchanted mace (5+4, STR req.=15), four dirksand a short sword. The other goblins (MR=24) are armed withshort swords. Each normal goblin and bodyguard has 1-3 GPand 2-12 SP. The chieftain has 25 GP and a potion of growth(when ingested, causes the person's height, weight and STR todouble for 3-18 combat rounds–beware of low ceilings).

A thorough search of the room will reveal (in addition to the tableand chairs): 100 feet of light chain (500 lb capacity, weighs 50lbs), blunt spear head, dung-stained trunk (empty), blood coveredcushion and a damaged brazier.

12) Treasure Room.This is a small, bare room. A large barrel sets against the Eastwall.

The goblin chieftain put some of his wealth in this room (in thebarrel). Only the chieftain knows about the secret door fromroom 11. The chieftain does not know about the secret door onthe North side of the room. The barrel contains: 1000 SP, 3black 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 fallenrock and timbers. Rough-hewn shoring timbers have beenstacked against the walls.

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Apparently, the goblins are getting ready to clear this portion ofthe mine. With picks and shovels, a man-sized hole can be dugout in 3-18 man-hours. The entire passage can be cleared andshored-up in an additional 4-24 hours. The time required istripled if improvised tools are used. If the rubble is completelyremoved, three dwarf skeletons will be found. The chain mail andclothing of the dwarves are remarkably well preserved. There isa broadaxe next to each skeleton. One of the axes is in bettercondition than the others. The axe is enchanted, but unless it iswielded by a dwarf of the line of Othbert, it only functions as anormal axe. If the axe is returned to Othbert's clan, the party maybe richly rewarded (see "Conlucsions to the Adventure").

14) Elevator.A large platform is suspended over a deep shaft by machineryhidden in the walls. Two levers are positioned in the center of theplatform. There is writing in Dwarvish, Common and Goblin nextto each of the levers: 1) UP, 2) DOWN. The Dwarvish andCommon words are neatly written; the Goblin words are crudelyscrawled.

The elevator will creak, groan and lurch the first few times it isused, but is completely safe. The elevator descends 50' to thesecond level.

15) Storage Room.This room is filled with stacks of rough-hewn timbers. Paths windbetween the stacks, allowing access to the entire room. A finelayer of dust covers the floor and the timber. Occasionalfootprints (goblin size) can be seen in the dust.

The dust is harmless, and is due to the decomposition of thestone walls of this room. The stone here is a little different thanthe stone found in the rest of the mines, but is of no consequenceto the adventure. The timbers were cut from the forest outsideand are to be used by the goblins in clearing the cave-in in room13.

16) Slaves' room.Eight gaunt and frightened children are chained to a central ironloop set into the center of the floor. The chains allow the childrento move about somewhat, but prevent escape. All of the childrenare between ages five and ten (or the elvish equivalent). Threeare human boys; two are human girls; two are elvish girls and oneis an elvish boy.

The goblins have been stealing children from nearby human andelf villages. The children are used for menial tasks as well asfood. The locks on the chains are crude and should be easilyopened by someone with lock picks (SR1 against DEX with +5bonus) or by brute strength (SR1 against STR with +1 bonus).

The children are malnourished and very frightened and talking tothem will be difficult. The elvish children will not respond toquestions or directions in Common, only Elvish. Characters mustmake SR2 versus CHR to communicate with any of the children(and must speak the appropriate language). An offering ofdecent food and water makes lowers the roll to SR1 with a +2bonus. If communications are established, the party will learnthat all of the children were stolen when they wandered a bit toofar while playing. There used to be ten children here, anotherhuman and another elvish boy, but they were taken away severaldays ago.

Once rapport is established, the children will follow the party(preferably out of the mines). During combat, one character musttake full charge of the children and will be unable to fight. Also,unless there is a character following behind the children, there isa 10% chance each turn that one or more children will wander offor get left behind. (125 adventure points for each child that issafely returned home).

Level 217) 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 avoidfalling in and sustaining 1-6 hp of damage. This is not really atrap, but an access way to the workings of the elevator. Dust hashidden the door, and time has weakened the locking mechanism.

19) Crystal Caverns.The floor, ceiling and walls of this gigantic cavern are coveredwith large, multi-colored crystals. Any light source lights up thewhole cavern with scintillating light patterns that dazzle thecharacters. The crystals also diffract infrared radiation, makingother patterns visible to those under the influence of a Cateyesspell. 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. Thecrystals are very difficult to remove–requiring a pick and a SR2against 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) liveamong the crystals. The animals are very hungry and for everyround that the party spends in the cave, there is a 50% chancethat one of the animals will attack. Also, three small livingstalactites (MR=50) wait at the eastern exit of the cavern. Theywill attack random characters simultaneously as the party leavesthe cave. The living stalactites only get one attack each. If theymiss 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 theinitiative (except against Dwarf characters), and non-Dwarvesfight at -1 to their adds.

Level 320) Latrines.These were apparently public latrines. Each room contains atwo-seater privy. A rusty iron candleholder is attached to the wallbeside the door.

The long years have eradicated any noxious odors, and thewastes have decomposed into dark humus. If the pits areexplored (10' down), roll once (3d6) on the table below for eachlatrine to determine whether anything is found. Only one of eachmagic item will be found for all of the latrines.

d20 roll Result03-09 Nothing10-13 2-12 CP, 1-6 SP14 Gem worth 3-18 GP15 Jewelry worth 30-180 GP16 1-2 giant ants (MR=30)17 Enchanted dirk (2+5)18 Enchanted war hammer (5+5)

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21) ParkThe small toy weapons and shields, rotting rag dolls and dirtycostume jewelry indicate that this probably was a playground atone time.

Now, it is the home of two boring beetles (MR=44) that decidethat the party might be a meal. A caved-in hole on the North wallsuggests from where the beetles came.

If the area is thoroughly searched, the party may find thefollowing items of value: (scattered around the area) 17 GP, 50PP, 3 large (2") pearls worth 500 GP each, a solid silver poniardworth 25 GP, two vials and a scroll. One vial is an elixir ofhealing (see room 4 for description). The other vial is a potion ofinvisibility (when consumed, acts as Hidey Hole on a singleperson as if cast at 7th level). The scroll contains the spell,Whammy. It can either be copied into a spell book or cast fromthe scroll, but not both.

22) HousesThese Dwarf-size, two-story houses are all virtually identical.Each consists of a simple stone and mortar foundation withwooden walls and roof. The wood parts appear to have been pre-assembled on the surface and then fitted together down here.Each house has a single door and two windows, one on eachstory.

Some homes have been built into the walls of the cavern, but thecontents are similar to the "pre-fab" houses. The houses appearto have been quickly evacuated, with many everyday items leftscattered around. For each house searched, roll 1-6 times on thefollowing table. Note that once a particular magic item is found, itcannot be found again (re-roll or treat as nothing).

4d6 roll Result04 1-3 pots and pans, corroded but usable05 Moth-eaten blanket06 Fungus-rotted leather boots07 1-10 gp08 Rusted iron cooking utensils09 Short sword, rusty but salvageable10 War hammer, needs cleaning11 Moldy iron rations12 Unbroached keg of wine, quite good actually13 Stoneware mugs (1-6)14 Small piece of gold jewelry worth 100-1000 gp15 Rotted wineskin16 Rotted hemp rope17 Moldy feather pillow, unusable18 Stoneware jars (1-6), usable but with moldy

contents19 Wood crate (3' cube) filled with charcoal20 Rusty iron brazier (3' diameter)21 Light flail22 Misericorde23 Elixir of healing24 Enchanted short sword (4+2)

23) Construction AreaSeveral foundations have been built here, but the houses werenever assembled.

24) ArmoryThis building is a little larger than the others, and has writing overthe door. The windows are barred and shuttered.

The word "Armory" is written in Dwarvish in black paint on thedoor of this building. The door is unlocked and slightly ajar. Mostof the armor and weapons have been taken away, but a fewitems remain. All metal items have some surface rust, but couldbe functional with a little cleaning.

Usable items: Dwarf-size chain mail, two target shields, two shortswords, three war hammers, light crossbow (needs strings), 35quarrels.

25) General StoreThis building is a little larger than the others, and has writing overthe door. The windows are barred and shuttered.

The words "General Store" are written in faded red Dwarvishletters above the door to this building. The wares of the storehave been depleted. All that remain are a bunch of empty crates,boxes and baskets. If the store is searched carefully, anunopened cask of dwarven ale will be revealed under the refuse.The cask is over 50 years old, and worth 200 GP.

26) TempleThe markings and shape of the windows on this building suggestthat it is a temple.

A five foot tall granite statue of the dwarven representation ofGod is centered against the North wall. Several rows of benchesfill the southern half of the building. A large puddle has formed infront of the statue. In reality, the puddle is a brown jelly (MR=60).

27) Fly LairThree giant bluebottle flies are feeding on some dead rats.

Upon seeing the party, the giant flies (MR=15) will attack for wantof more food.

28) Hot SpringsSteam emanates from around the doors to these rooms.

These are natural hot spring pools that have been enclosed bythe dwarves for use as public baths. The pools are two to fourfeet deep and the water is a steady 108°F. 4" boreholes in theceiling of each room vent excess steam. The water is potable,though heavily mineral-laden.

Level 429) Reception and Guard RoomBoth doors to this room are made of solid iron. The eastern dooris unlocked, but rusted shut. An open doors roll is required toopen it. The western door has been magically sealed, andrequires a Knock Knock spell to unlock it. After the door hasbeen unlocked, a SR4 against STR is necessary to open it. TheSTR ratings of two or more characters may be combined toimprove the chance of opening the door. Each attempt requires afull turn, but may be repeated.

This room is furnished like an office with a large desk in thecenter. Bookcases line the North and South walls. The shelvesare empty, and a large pile of ash in front of the desk suggeststhe fate of whatever was contained on the shelves.

Except for a few blank pieces of parchment, an old quill and a dryinkbottle, the desk is empty.

30) Empty RoomThe purpose of this room is unclear. The room is empty exceptfor a pile of motheaten, heavy wool cloaks (dwarf size) in theNorthwest corner of the room.

The iron door on the West side of the room is rusted shut andrequires a successful SR3 against strength to open. STR ratingsof two or more characters may be combined to open the door.

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31) Elevator RoomThis is a larger version of the elevator in room 14. Operation isidentical to the previous elevator.

Level 532) Elevator RoomThe is the lower level of the elevator found in room 31.

33) Access DoorThis 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 ChamberThis chamber was carefully carved from the bedrock. The wallshave been carved in bas-relief, depicting scenes of mining,excavating and home-erecting. Carvings of three faces decoratethe West wall. Presumably, they are Senthel, Stonewart andOthbert. A raised dais of stone has been built against the Westwall. Three stone chairs, each carved from a single block ofstone, set upon the dais. There is little dust, but patches ofdampness occur on both the walls and floor. Small puddles haveformed, here and there, on the floor. In addition to the entrancefrom the elevator, there are exits on the North and South walls.

This was the colony's main audience chamber, where the leaderscould hear problems, make public decisions, pass judgements,etc. Aside from the carvings on the walls, the dwarves rarelydecorated this room. Hence, it is as clean today as it was whenthe dwarves left.

35) Gathering RoomThe ceiling of this room is very high (20') with four ironchandeliers hanging down from rusty iron chains. Hardwoodchairs of varying sizes line the walls, and eight large tables havebeen evenly distributed across the floor. The walls and floor aredamp, and large rust stains have formed beneath thechandeliers. There are exits on the West and North walls.

The dwarves used this room for large celebrations, especiallythose involving bigger folk. Visiting dignitaries and other guestswere often lodged in the rooms to the South.

36-41) Guest RoomsEach of these rooms is furnished in the same manner. At thetime when the mines were overrun, only room 41 had anoccupant.

This appears to have been a bedroom or guest room. The roomis furnished with a human-sized double bed with a feathermattress and heavy quilt (both badly rotted now). In addition, theroom contains a small chest of drawers, a wardrobe, a smalltable, and a pottery pitcher and basin.

With the exception of room 41, further searching will yield nothingnew.

Room 41 housed a visiting dwarven cleric (who was killed in theupper level during the battle).

This room appears to have been occupied during the battle. Old,dwarf-size robes hang on the wardrobe, and the bed has notbeen made. A small granite religious icon sets upon the chest ofdrawers, flanked by two candles in granite holders.

Closer inspection of the robes reveals that they are obviouslypriestly garments. The chest of drawers contains mildewed

clothing as well as a jade holy symbol and an elixir of healing.The holy symbol is worth 100 GP. The candleholders are worth 5GP each; the icon is worth 10 GP.

42) Storage Room.Shelves line the walls of this room with another door on the to theWest. The shelves are filled with old, mildewed linens, pots andpans, basins and pitchers, chamber pots, bedwarmers, handtools, nails, hooks and fasteners.

This room is essentially a large linen closet used to stock theguestrooms and the large gathering room. In addition to theitems mentioned in the description, there is a 50% chance thatthe characters can find any specific mundane household item.

43) Wash Room.The party immediately notices that the air feels drier here than inthe rest of the complex. Two large, thick glass doors are set intothe West wall (not shown on map). Each door is four feet squareand covers a four-foot cube excavation in the wall two feet abovethe floor. The excavations appear to be lined with a highlyreflective metal. A depression in the size and shape of adwarven hand has been carved at the upper right of each door.Two smaller, thumb-size depressions are located just beneaththe hand-size depression. Dwarven letters are written above thedoors and near the depressions. Two three foot diameter wickerbaskets lay on the floor beneath the doors.

This room is a rare example of dwarven magic. The words abovethe doors translate as "washer" and "dryer." The words by thehand imprints say "open/close," and the words by the smallerdepressions say "start" and "stop." The insides of machines arelined with thin sheets of platinum. The platinum from eachmachine is worth 200 GP, but removal of the platinum will destroythe magic. Water is magically transported in and out of thewasher, cleaning 20 pounds of clothes in about 20 minutes. Thedryer works by creating a small magical whirlwind inside theenclosure, drying the clothes in about half an hour. 100adventure points may be awarded if the party figures out how tooperate the devices.

44) Ceremonial guard Room.The walls of this chamber are covered with rotting tapestriesdepicting dwarven life: mining, farming, famous battles and heroicleaders. 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 duringformal occasions held in room 34. Guards were also stationedhere to prevent unauthorized persons from entering the roomsbeyond this one. A tapestry hides the secret door on the Northwall.

45) Weapons Room.This small room contains 10 halberds decorated with ceremonialpennants. The pennants are rotted and the halberd blades arerusty, but serviceable. There is also a small chest against theNorth wall.

The weapons are normal weapons. The chest is unlocked, buthas a good seal. Inside the chest are 10 ceremonial surcoats.Because of the almost airtight seal on the chest, the surcoats arestill in good condition. A successful SR1 versus IQ would identifythe symbols on the surcoats as those of the house of Othbert.

46) Cave-in.Rocks, dirt and broken timbers completely block the passage infront of the party.

Like the cave-in on the first level, this one was deliberatelycaused by the Dwarves before the mines were overrun. With

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picks and shovels, a man-sized hole can be dug out in 2-12 man-hours. The time required is tripled if improvised tools are used.

47) Waiting Room.Although time and dampness have taken their toll, the luxury ofthis room is still apparent. A well-stocked wet bar parallels theNorth wall. A variety of comfortable-looking chairs (hobbitthrough human size) are scattered around the room. Additionaldoors provide exits to the South and West.

This was a waiting room used to entertain guests as well as carryout small informal meetings. Most of the liquor at the bar hasgone bad, but seven unopened bottles are still drinkable, and infact, are quite valuable (50-100 GP each) due to their ages. Theglasses and mugs are all still in usable condition.

48) Kitchen and Dining Room.The eastern portion of this room is obviously a kitchen. Whatappears to be a combination of stove and oven is situated againstthe eastern wall. However, it does not appear to have any formof chimney, nor are there signs of wood or ashes. Shelves filledwith boxes, bags, jars, pots, pans and utensils line the easternportions of the North and South walls. A large counter extendingfrom the South wall divides the room.The western portion of the room contains three long tables set atdifferent heights (human/elven, dwarven/hobbit, and leprechaun)with appropriate size chairs. The walls are decorated withtapestries (now rotting) depicting victory in battle by cooperationof the races.

The kitchen portion of this room is large enough to cook wholebanquets, which would be held in room 35. Under normalconditions, the kitchen provides for the community leaders andtheir families and guests. The dining room was used foreveryday meals and for small gatherings of guests. The shelvescontain thoroughly rotted foodstuffs, but most of the utensils, potsand pans are in working order.

The stove/oven is magical. Careful inspection of the stove/ovenreveals five brass strips, each about 10" long. Four strips arespaced at regular intervals along the top of the stove. The fifth isnext to the opening of the oven. Touching the strips activates thestove or oven. Touching the top of a strip sets that part of thestove to its hottest setting. Touching the bottom of a strip turnsthat part of the stove off. Each part of the stove is continuouslyadjustable by touching the brass strips at any point between thetop and bottom. The stove automatically "turns itself off" if leftunattended for more than 12 hours. 100 adventure points maybe awarded if the party figures out how to use the stove andoven.

49) Senthel's Quarters.This is not just a room, but more like a small house carved fromthe rock. The furnishings are relatively simple. From the numberand 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 foundin what appears to be a bedroom. Another bedroom looks like itbelonged to a child.

If someone in the party reads Dwarven, the name "Senthel" canbe found written on the inside of some of the books. Senthel hada wife and a single daughter, both of whom died during the siege.If the party takes enough time to investigate, they should be ableto deduce the composition of Senthel's family.

50) Stonewart's Quarters.This is not just a room, but more like a small house carved fromthe rock. The furnishings are plush, but few. From the numberand 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 largecoat of arms. A name, in Dwarven, is inscribed at the bottom ofthe coat of arms.

The inscribed name is "Stonewart." Stonewart was a bachelorwhen he was killed during the siege. If the home is searchedcarefully, a small box will be found near the bed along with adiary. The box contains a diamond ring that Stonewart was goingto give to one of the local women when he finally got up the nerveto ask her to marry him. An appraisal will identify the ring as anengagement or wedding ring (worth 200 GP). Reading the diary(in Dwarven) will reveal mostly everyday happenings in themines, but will also tell of Stonewart's love for a woman whoworks 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. Thebookshelves contain a variety of books and scrolls (see below) aswell as what appear to be rock samples. The padding on thecouch and chairs has rotted away, but the frames are still sturdy.

The desk contains three drawers–one in the middle and one oneach side. The middle drawer is locked. The middle drawercontains a large book–the mine's log (in Dwarven). The leftdrawer contains parchment, ink and quills (all in good condition).The right drawer contains a small notebook filled with tables ofnumbers (used for stress calculations in mining), a set of keys(don't unlock anything in the mines), and an unopened bottle ofliquor (70 years old, worth 40 GP).

The log tells of the foundation of the mining colony 60 years agoon 2 Tempestym, 1225. Rich veins of iron and gold were foundclose to the surface. A thick vein of silver was found runningdownward into the earth. After the vein was excavated, thecrystal caverns were found. The Dwarves took the finding of thecaverns as a good omen and carefully explored the naturalbeauty of the cave. Another large cavern was detected nearbyand the ruling council decided that it should be the site of the newcommunity. The shaft that was originally excavated to removethe silver was converted to an elevator shaft, making travel fromthe upper to lower levels easier.

Additional veins of precious metals were found deeper, and asthese were excavated, the lowest level of the mine was convertedinto quarters for the colony leaders and for important guests.Toward the end of the log, entries indicate new findings on theuppermost level that were to be explored. However, mining wasstopped when the colony was overrun by large hordes of goblins.The leaders tried to allow the elderly and the children to secretlyescape, but the evacuees were ambushed by the goblins. Only afew of the evacuees managed to return to report on the incident.

The log also tells of a visiting priest sent by the colony'shometown. The priest was to observe and then bless the crystalcaverns. An entry dated a few days later indicates that the priestwas killed in a battle with the goblins.

The final portion of the log indicates that the leaders had decidedto seal off the lower levels of the mines from the goblins in orderto preserve there town, and more importantly, the crystal cavern.The log ends at this point.

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52) Othbert's Quarter's.This is not just a room, but more like a small house carved fromthe rock. The furnishings are plush, but few. From the numberand type of furnishings, it appears that two people lived here.One wall of what seems to be a living room is covered by atapestry depicting two Dwarves, apparently husband and wife. Atthe bottom of the tapestry, words in Dwarven have been woveninto the fabric.

The tapestry was a wedding present given to Othbert and hiswife. The words say "Love forever, Othbert and Linnius, 12Geomstym, 1193."

The home appears to have been left in order, although noweapons or armor can be found. Hidden under the lone bed is asmall chest. The chest is unlocked and contains 1000 GP and asmall 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 theadventure. The children from room 16 should be returned to theirparents, and the Axe of Othbert should be returned to theDwarves 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 fromWatergard. The elven children must be taken to Wind Vale.Upon the arrival of the party at Wind Vale, the Elves will throw aheroes' party that lasts three days. The Elves will also give giftsto the party. Each character has the choice of receiving one ofthe following: suit of elven chain mail (half the weight of normalchain) or bracelets of defense (absorb 4 hits, no bonuses forwarriors).

A similar situation will occur when the Axe of Othbert is returnedto the Dwarves. The axe is a valuable family heirloom, and theclan chief at Stonehaven will give the axe to Othbert's survivingkinfolk. A seven-day party will ensue, and the Dwarves allow theparty to keep everything else that they found in the mines. Afterthe party, the Dwarves begin preparations to reopen the mines.

At the conclusion of the adventure, both the Elves and theDwarves will hold the party in high esteem. Any furtherinteractions and happenings are left to the discretion of the GM.

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