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Thank you for purchasing "Tears of Stone".

Hopefully you will enjoy it and


that it will offer your campaign an added layer of fun for you and your players.

A R TWORK A TTRIBUTIONS
Maps, Artwork and Adventure Notes: By Harry Mouchos -
https://www.dungeonexpedition.com

C ONTACT D ETAILS
Published by Dungeon Expedition March 2020

www.dungeonexpedition.com
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C OPYRIGHT N OTICE
All the content appearing in this game accessory is registered under the
Creative Commons License Attribution-NonCommercial CC BY-NC. Li-
censees may copy, distribute, display and perform the work and make
derivative works and remixes non-commercial use only based on it only
if they give the credit to (DungeonExpedition.com)
C ONTENTS
Introduction 2
Adventure Background . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Adventure Summary - DM eyes only . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
About this Document . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3

Meeting with Damron Rikkard 4

Durn Kuldor Mines 5


1. Entrance . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
2. Chamber of Reflections . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
3. Ruined Chamber . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
4. Stone Seal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
5. Guardian Tomb . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
6. Medusa’s Lair . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10

Homestead 12
Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
1. Kitchen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
2. Living Area . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
3. Main Entrance . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
4. Master Bedroom . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
Storage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
5. First Bedroom . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
6. Second Bedroom . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
7. Corridor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
8. Bathroom . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16

Homestead Basement 17
1. Cellar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
2. Damron’s Lab . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18

Concluding The Adventure 21

C ONTENTS
1
I NTRODUCTION

Figure .1: Facing off the snake headed monstrosity

Blinded by love, frozen solid and powerless to act. The only firstborn’s soul to his demonic master in exchange for
thing I could do to save you was to hurt you... and for that I’m the power.
deeply sorry!
Soon, Damron and Michaella had their first child a
beautiful boy with grey eyes. Damron wasted no time
and while his wife was away he took his son to the
A DVENTURE B ACKGROUND basement where he had his secret laboratory and started
the ritual that would offer him immortality and power
Fifteen years ago Damron Rikkard moved to the remote beyond his wildest imagination.
community of Pirn. He was a handsome and mysterious
man, and being the newcomer in a rather secluded soci- In his excitement, he made a mistake and left the secret
ety he quickly became a person of interest and popular door to the basement slightly ajar. Michaella found it
with the ladies that wanted to monopolyze his attention. and descended the stairs following his husband’s voice
chanting the arcane incantations, and in front of him, on
Eventually he married a young girl, whose parents a stone altar, was her baby looking up into the glowing
wanted to marry her off to ensure her future. The girl’s gaze of a stone demonic head.
name was Michaella and for a moment she felt like the
happiest girl in the world. Trying to intervene and get her child away from her
husband, she triggered unforeseen and -even to Damron-
But Damron had darker intentions. Long ago he had unexpected transmutation forces that changed her. First
found a ritual that would allow him to contact a creature her skin developing snake-like scales, fangs growing
from the darkest and deepest layers of Hell, potentially sharp and then tufts of her hair sticking together and
offering him unlimited power. Being an experienced turning into living snakes. Her transformation into a
Summoner, Damron was aware of the price contracts medusa was complete in seconds. Damron started to
with Devils and Demons come with, but his greed attack his wife-turned-monster but she grabbed her
was too great a motivator. The price was to offer his child in her arms and fled while keeping her baby’s face

I NTRODUCTION
2
covered up so it doesn’t look at his mother’s horrific easily adapted to your own campaigns, player levels and
visage. game systems.

Michaella seeked refuge at an old abandoned Dwar-


ven mine in the mountains to the north of the village,
thinking she would be safe there until she found a way
to become human again.

After some self-inflicted wounds and injuries to make


it more convincing, Damron wandered into the village
shouting for immediate help from people to hunt down
the medusa that stole his child. He would pay hand-
somely to get his child safe and sound back.

A DVENTURE S UMMARY - DM
EYES ONLY
Tears of Stone is a small side-trek adventure that can
be inserted in any campaign. The story is situated in a
location that is cold, either in the north or during winter
time where there is a lot of snow.

The adventure begins while adventurers visit the


small community of Pirn. An injured person arrives into
town and seeks help to seek out a dangerous monster
that kidnapped his child and killed his wife. He would
pay handsomely to anyone who will bring the head of
the creature and his child back alive.

He provides details about the monster, that it is a


medusa and that the creature has taken refuge inside an
abandoned Dwarven mine further to the north in the
mountains. The adventurers will seek out the monster
and explore the ruined mine to search the child and get
the monster’s head.

After they find the child and the creature they could
also find out that the Medusa is his wife polymorphed
into the creature by her husband, and thus might bring
them in direct confrontation with their employer. If they
confront him about this turn of events, they will discover
that he is a wizard doing experiments on both child and
wife and that he has a secret lab under his house, where
the final confrontation will take place.

A BOUT THIS D OCUMENT


This adventure encounter, is a side adventure that can
be inserted in any campaign. It offers descriptions, plot
hooks and adventure ideas that can be used in your own
campaigns along with the maps included herein. The
NPC information, plot hooks and basic tactics can be

I NTRODUCTION
3
M EETING WITH D AMRON R IKKARD
It is roughly two hours after the PCs wander into Figure .1: Damron Rikkard
town, looking to replenish supplies, or for a place to Damron is speaking out to an audience trying to rile up
spend the night, that their first meeting with Damron the people of this small community. Before he came to
Rikkard occurs. This encounter can occur either during town, he used a Stone Shape spell to fashion a facsimile
the day or after dark as it makes no real difference for of his wife and then smashed it in case people started
the adventure. The PCs could be either in the town’s inn asking about his wife’s whereabouts. If the PCs step in
or in the market place when Damron Rikkard arrives and offer their services, he is willing to pay them 1000 gp
shouting for help. for bringing back his son. He really needs his son back
alive for his ritual, and he wants his wife-turned-monster
Read the following to the PCs: out of the picture for good.

Damron, is very deceitful, and he is aware of potential


spells and magical abilities that may detect lies, so he
Suddenly, a man arrives in a frantic state. He is all
chooses his words carefully always telling the truth
disheveled, and his hands are almost turning blue from
but leaving the audience to fill in the blanks. He never
running through the snow. He is somewhat wounded
specifically says that his wife was turned to stone and
as if he has been in a fight and he is calling for help
smashed to several pieces, but he insinuates it.
between trying to catch his breath.
He will tell the PCs that it’s a Medusa that stole his child
"You’ve got to help me, PLEASE!. It took him, SHE
and that the last time he saw her, she was heading up
took him. Please somebody save him... save my baby!"
towards the mountains towards the Durn Kuldor mines.
Some of the people around him go to him and calm
him down, after which he starts making more sense by
saying: "Please, a monstrosity kidnapped my baby and
ran for the mountains. It turned my darling wife... oh
my god Michaella... ", he pauses and then brings up his
palms in front of his face holding pieces of what appears
to be a female statue and continues... " ... smashed to
bits. I need help to get him back, will anyone help me
before it comes back for others of all our children".

Figure .2: Michaella Rikkard


If the PCs decide to accept the task of retrieving the
baby from the Medusa, he genuinely urges them to go
immediately as time is of the essence. He really doesn’t
want anything to happen to the baby otherwise he won’t
be able to sacrifice it to his patron demon.

I NTRODUCTION
4
D URN K ULDOR M INES

Figure .1: The entrance of the Durn Kuldor Mines

Ages ago the Durn Kuldor mines used to be a great


trade hub in this region of the mountains. It attracted This hasn’t stopped the upper level of the mine to
a lot of surface dwelling creatures that formed minor be plundered over the years however, since excitable
communities around the mines to also benefit from youths challenge each other to explore the mine as a
the riches that were mined from the mountain by the rite-of-passage. The lower levels of the mine have been
Dwarves. blocked by glaciers and collapsed corridors, but there
are those who would argue that riches await below for
For reasons lost in time, the mines suffered a terrible dis- those who can manage to get through these obstacles.
aster and has been uninhabited for almost two centuries,
and the minor communities around it eventually grew If the citizens are questioned about the mines they will
and joined in what is now known as Pirn. get responses such as: "Oh dear Lord, poor baby not the
cursed mines!". The superstition will definitely give the
One of the entrances to the mines is well known to people of the community of Pirn pause, but a few hours
the people of Pirn. It has been exposed to the public after the PCs, Damron will manage to instigate a small
for several decades, and due to the dangerous and witch hunt and get some people to the mines, if the PCs
ruined condition it is now in, and the fact that many do not return.
would-be explorers never returned has caused massive
superstition regarding it to the citizens. Michaella took advantage of the people’s fear of the

I NTRODUCTION
5
mines and retreated with her baby in these upper layers Kuldor" and the creed of the mine "Pride, Honor and
hoping she won’t be followed here until she thinks Mithril", perhaps signifying the values these Dwarves
of a way to reverse the curse that drove her to this once lived by.
situation. However she had to make a horrible decision.
She couldn’t risk her baby ever seeing her face, so she As soon as they enter, the PCs will observe that the
wrapped its eyes tightly to avoid ever meeting her gaze. mines are indeed in a dire state. Parts of the walls have
Unfortunately, while she was running the blindfold fell collapsed, ice covers portions of the floor and icy glaciers
off, and she knew then in her desperation that the only have formed other natural walls within the mines.
way to save the little one for being petrified... was to
blind it. Walking through these corridors is treacherous and
especially in the areas where there is ice, the terrain is
Mutilating her baby’s eyes, nearly drove Michaella unfavourable and dangerous. See sidebar for rules on
mad, and she is currently a creature consumed by rage the terrain. Unless otherwise mentioned, consider all
towards her husband and anyone trespassing into the walls and glacier walls to reach all the way to the ceiling.
mines she attacks immediately to protect her baby.

NAVIGATING THROUGH THE ICE


CONTINUING THE ADVENTURE Areas shown on the map that are covered with ice are
Only this small part of the Durn Kuldor mines have slippery and dangerous. Treat this as if there is a per-
been explored. The collapsed corridors and glaciers have manent Grease spell effect on all areas where there is ice.
blocked further exploration. Additionally the locals’
superstition and numerous accidents left the deeper For 5e rules, this would mean that the terrain would be
layers of the mine ripe for exploration. difficult meaning that movement is halved. Additionally,
characters should roll dexterity saves or risk falling prone.
Allow players, at the conclusion of this adventure, to
come back, make an opening in the glacier and move For past editions please refer to the relevant rules.
forward into uncharted territories.

Read the following as the characters navigate through the


corridor beyond the gate:

1. E NTRANCE You pass through the ruined gate into the dark chamber
in front of you. As soon as your eyes adjust you realise
This entrance to the mines of Durn Kuldor was well that this mine might once have been a beautiful place
known to the surrounding communities. Dwarves to visit.
would export their goods for sale through this gate, and
people would come through the gate to trade. However it is obvious that it has seen much better days.
Portions of walls have collapsed due to the spread of
Read the following when the PCs reach this area. glaciers which formed walls in their own right. The
floors are made of stone and in several places it is
After a couple of hours hiking through the snow-covered covered with ice which makes walking on it difficult.
hilltops you arrive at a plateau. The ruined cobblestones
of the mines of Durn Kuldor lie in front of you leading To the right there is a bridge that has collapsed leading
towards an open gateway. to an area beyond but now there is a tall wall of ice
blocking people from crossing that bridge by jumping
The arch in front of you has Dwarven markings dec- or flying.
orating what is left of the stone. The gate itself is
completely destroyed and some pieces lie scattered
around in front of you. If the PCs by some magic means, attempt to melt the
glacier blocking the bridge, then they risk the integrity
Looking beyond through the gate you can see a ruined of the Cave itself. Parts of the ceiling collapse on their
corridor leading into the darkness. heads and they should all roll a DEX saving throw with
DC 14 or suffer 5d6 points of bludgeoning damage.

The markings actually read the name of the mines "Durn Should they survive this, however they could jump or

D URN K ULDOR M INES


6
even fly across the 10 feet chasm to area 4 (Stone Seal). from several mirrors which once adorned these walls.

2. C HAMBER OF R EFLECTIONS If the PCs try to find large pieces of mirror to use against
the medusa, they will succeed in finding 2 large enough
The Dwarves had named this chamber "the chamber pieces (around the size of a hand mirror) with an investi-
of reflections". The walls were covered by all kinds gation check of 15. Using these mirror fragments against
of mirrors with sole purpose to catch sunlight as it the medusa, requires the PC to be within 30 feet of the
was coming in from the entrance and reflect it further medusa, but due to the fact the PC would need to face
inwards of the cave system. The natural light of a sunrise the mirror without looking the DC for the Medusa to save
reflecting on the ice and mithril veins on the walls gave against her own gaze would be lower (DC 10). Addition-
a mystical aura to the mines themselves. ally, the mirrors require bright light to work, simple torch
light won’t be sufficient.
There were several chambers such as these inside the
mines all strategically placed, to reflect natural sunlight
as further inside as possible.
3. R UINED C HAMBER
The existence of the Chamber of Reflections was well
This chamber used to be, in the past, a part of a larger
known to the locals and over the last 200 years many
hall in the entrance of Durn Kuldor. Now, it is cut off
of the mirrors were stolen by local explorers as trophies
from the rest of the mine by a really thick glacier to the
that they braved the cursed mines and survived. When
southwest. Read the following description as soon as the
Michaella came here she averted her gaze when she
PCs pass through the snow-covered corridor.
approached this room. She knew however that it posed
a risk for both her (if she accidentally glanced at her
own visage) as well as her baby which would be left
unattended during such a scenario. She dropped her You’re surprised to see, that this chamber is lit by a
baby off somewhere safe and she came back to this brazier further up in front of you and the light falls
chamber and blindfolded she started smashing every on three statues shaped like warriors in fight stances.
mirror and knocking everyone down on the floor. There are two pillars that support the ceiling and to
the southwest there is a glacier blocking any passage
towards that side of the mine.

STEPPING ON THE GLASS


The broken scattered glass on the floor has a double There is a still-functional pit trap here which was acti-
effect in this area. First of all it makes moving silently vated by Michaella when she came in earlier. She hopes
and stealthily significantly harder. Impose a disadvan- that will deter any would-be thugs that may come in
tage to stealth checks (if you are using 5e) or a -10 to to take away her baby. Her strategy is simple here, if
move silently checks otherwise. Additionally, treat the anyone falls into the pit, she will take advantage of the
area covered with glass as if it is covered with caltrops confusion to approach and use her newly-found gaze
however, since glass is not actually designed to hurt attack to petrify the invaders, like what happened to the
people as caltrops are it should be relatively easier than thugs found here as statues.
walking through a caltrop-covered area.
Allow users a perception check with a DC of 15, to realise
that the statues they are looking at are not covered with
Read the following to the PCs when they approach the snow or ice. This could lead them to the conclusion
chamber: that these statues are newly-added "decorations" to this
chamber. These are Damron’s first attempt to bring back
When you approach this area, you notice several sparkly his baby. The first group he hired to fetch it and kill his
reflections on the floor as the light behind you hits wife-turned-monster.
fractions of what appears to be glass on the floor of this
chamber. The chamber itself is a simple stone chamber If the PCs manage to magically turn anyone of these
with a gateway leading further inside to the north. petrified people to flesh, they will gladly report that it
was a medusa that turned them to stone, and that they
On closer inspection you realise that the glass on the were sent by Damron Rikkard to help his baby. These
floor is actually shattered mirror fragments, and frames guys are terrified of staying and fighting the medusa and
will immediately flee the scene, however there is a 10%

D URN K ULDOR M INES


7
chance they will stay and join the PCs if they give him a
cut of the reward. To see if any will stay on roll a d100.
4. S TONE S EAL
A second perception check DC 20, will notice a dead The Stone Seal chamber, was the chamber where the
Dwarf frozen solid inside the glacier wall to the south- leaders of the Durn Kuldor mines greeted official foreign
west. delegates in the past. They used to present a small
force around the Seal in the center of the room trying
Unbeknownst to Michaella, her transformation was to impress any official visitors. Now the chamber also
also infused with infernal power, that she cannot truly suffers from decades of ruin and destruction as the rest
explain. She realises this the first moment she petrified of the mine.
these thugs found here in this room. Once she petrifies
some living creature she gains the power to see and hear To the east there is a disabled trap right by the bridge.
through the statues for a distance of 30 feet. In addition There were emerging steel round saw blades coming
to seeing and hearing she gains the ability to control out from the floor as a defensive measure in case the
them as per the animate object spell. See the Medusa "official" delegates were in truth invaders. However
description below for more details. the trap’s blades are stuck outside of their sockets stuck
because of rust accumulation.
There are 4 petrified characters in this chamber. If
the PCs make noise the Medusa will observe via her The Seal itself is not magical, but also acts as a secret
petrified victims to see who are the new invaders. She trap door leading to the next level below. To open the
will start controlling them to fight them off. If necessary the Seal they must press in the correct sequence 7 of
she will bring forth the petrified creatures from the Stone the runes decorating the Seal. Pressing any of the runes
Seal chamber (see below). gives no indication whether the sequence is correct so far.

CONTINUING THE ADVENTURE


PIT TRAP
Exploring the mines of Durn Kuldor could lead to a
This Dwarves built several traps in Durn Kuldor in case whole new challenging adventure that is beyond of the
there were invaders, however most of them are now scope of this module. Allow players to experiment by
disabled. This chamber however still has a functional trying to press some of the runes, but "disappoint"
hidden locking pit. This pit has a cover constructed them by saying "Unfortunately, the sequence you have
from really shallow stones identical to the floor around entered doesn’t seem to have any effect".
it. A successful DC 15 Wisdom (Perception) check dis-
cerns an absence of foot traffic over the section of floor The PCs should have now knowledge of how many
that fomrs the pit’s cover. A successful DC 15 Intelli- runes to press and in what sequence. Later if you
gence (Investigation) check is necessary to confirm that want to allow them to continue they can find notes in
the trapped section of floor is actually the cover of a pit. Damron’s lab referring to a 7-rune sequence hinting at
the Seal unlocking.
When a creature steps on the cover, it swings open like
a trapdoor, causing the intruder to spill into the pit
below which is 30 feet deep. After a creature falls into
the pit, the cover snaps shut to trap its victim inside. As soon as the PCs reach this area read them the follow-
A successful DC 20 strength check is necessary to pry ing:
the cover open. The spring can also be disabled from
the inside with a DC 15 Dexterity check using thieves’
tools, provided the mechanism can be reached and the The first thing that catches your eye is a large round
character can see. Stone Seal, with Dwarven runes decorating its edge.
The engraving in the center must have been the
Unfortunately, the secret button that opens the trap Dwarven clan’s emblem and it is reflecting some of the
door, is destroyed and can no longer open the hatch. light that is coming from the lit brazier.

Now the chamber is half covered with snow and ice and
there have been numerous ceiling collapses over the
years.

To the east you see some rusty saw blades sticking out

D URN K ULDOR M INES


8
from the stone floor, and to the north there is a bridge be knocked prone.
leading to a stone gate.

There are two statues in this room, one is a male


warrior holding a greatsword, and the other is some sort
of Drake-like creature.
5. G UARDIAN T OMB
This room is right outside the chamber Michaella
Michaella will use these petrified creatures to attack the picked to hide inside the mines. In the past this area
PCs as soon as they enter this room, or if the fight starts used to be the living quarters of a Dwarf responsi-
in the previous chamber with the rest of the petrified ble for leading the Dwarf warriors into battle in case of
creatures and she realises she is losing. emergency. This Dwarf used to be called "The Guardian".
Her strategy is to keep bringing these statues as re- Over the years, both the tomb and the chamber have
inforcements, not allowing time for the intruders to been picked clean by random intruders and there is
regroup and recuperate. nothing of real value here. However, Michaella has
spread some gold coins around the tomb to attract
greedy explorers, in order to give her an extra moment
P ETRIFIED B LUE G UARD D RAKE to position herself and attack.
Large Dragon, Unaligned
When the PCs enter this area read them the following
description:
Armor Class 0
Hit Points 60 (8d10 + 16)
Speed 30 ft; burrow 15 ft. armorclass=16 (natural
As you pass through the gate at the end of the bridge,
armor)
you see another open gate in front of you facing west
Initiative 0
and to your right there is a stone sarcophagus. The
sarcophagus itself is a few inches ajar and there are
STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 15 (+2) 5 (-3) 10 (+0) 8 (-1) Dwarven letters engraved all over the lid.

Saving Throws DEX +2, CON +4, WIS +2 Around the sarcophagus you see several gold coins
Skills Perception +4, Stealth +2 glistening from the lit brazier in front of you.
Spells -
To your left through the other open gate, you can hear
Senses Darkvision 60ft, Passive Perception 14 a baby screaming and crying desperately.
Languages Understands Draconic but can’t speak
Challenge 3 (700 XP)
If the PCs approach the sarcophagus and try to decipher
the engraved runes, they translate it as "Here Lies
Gornaer Brownmane, Guardian of Durn Kuldor, Wielder
A CTIONS of Nentor, Ensuring Peace for 175 years". Nentor was
Multiattack. The drake makes two claw Attacks. a magical double edged great axe, which was burried
along with him, however it has been stolen a long time
ago. Feel free to add the quest for finding Nentor into
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.,
your campaign.
one target. Hit: (2d8+4) piercing damage plus (1d6)
lightning damage.
Around the Sarcophagus there are 14 gp.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one Moments after the Medusa will attack the PCs, as a last
target. Hit: (1d6+4) slashing damage. attempt to protect her child from her husband’s thugs.
She is too scared to trust anyone, and she attacks imme-
Tail. Melee Weapon Attack: +6 to hit, reach 10 ft., diately. It would take considerable persuasion to stop
one target. Hit: (2d6+4) bludgeoning damage and the her from attacking. Use the stats of the Medusa found
target must succeed on DC 13 Strength Saving Throw or below. Note that if a PC is petrified, then the Medusa
will use him against his friends to her advantage.

D URN K ULDOR M INES


9
Damron and her newly formed family. The last entry
however is a bit more harrowing immediately shown as
the rumblings of a mad woman.
6. M EDUSA ’ S L AIR
This chamber is the chamber Michaella picked to spend DIARY
the night. She made a makeshift cot for her baby. "I am sorry my baby... my child... he made me do it.
Michaella picked this room because of the natural hot It’s him who is the monster, not me... never me. I had
spring it has in the north-western corner. The steam to do it please understand, you can never see me like
keeps this room warm enough and she managed to this. It’s dangerous for you. You need to understand...
compile some materials that she found here and there in I’ll protect you... always... even from me."
the mine.

By the time the PCs reach this room it is unlikely


the Medusa is still alive. She wouldn’t have exposed
her child in danger and she would have engaged the
intruders earlier. Michaella will always fight to the death.

To reason with her is a very difficult task, if they attempt


to converse with her, allow them to roll for persuasion
checks. They will need to try persuasion three times over
three rounds (during which she keeps fighting) with a
DC of 22+. If all are successful, then she will calm down
and she will open up about what happened to her and
what she did to her baby.

Award the PCs full XP for defeating the Medusa plus


a bonus 500 XP if they manage to calm her down. It is
possible they will then attempt to heal the baby and turn
its mother back to human form.

Read the following to the PCs once they enter this room:

After the bellowing cries of the baby you can feel


the humidity that permeates this room. You can
immediately locate the source which is a hot-spring in
the north-western side of the room. The room itself
is supported by three pillars, and the cries of the baby
come from a make-shift cot in the center of the room.
Figure .2: Michaella as a Medusa
When you approach the cot, you bear witness of a
horrific view, since you now know the reason of all this
crying. The baby is clearly in pain, since its eyes are I NFERNAL - M EDUSA
mutilated with burnt sockets where its eyes should be. Medium monstrosity, lawful evil
You can immediately tell that this baby requires urgent
attention. Armor Class 15 (natural armor)
Hit Points 144 (17d8 + 51)
Speed 30 ft
If the PCs perform an investigation check with a DC of Initiative 2
20 or higher they will discover a diary wrapped around
STR DEX CON INT WIS CHA
with a locket and golden chain. If they open the locket 10 (+0) 15 (+2) 16 (+3) 14 (+2) 13 (+1) 15 (+2)
they will see a painting of a blonde woman with blue
eyes on one side and what looks like this baby on the Skills Deception +5, Insight +4, Perception +4, Stealth
other. The diary is mostly bland descriptions of a mother +5
describing her feelings since her child was born and Spells -
it mostly describes her happy life with her husband

D URN K ULDOR M INES


10
Senses Darkvision 60ft, Passive Perception 14
Languages Common
Challenge 6 (2300 XP)

Petrifying Gaze. When a creature that can see the


medusa’s eyes starts its turn within 30 feet of the
medusa, the medusa can force it to make a DC 14 Con-
stitution saving throw if the medusa isn’t incapacitated
and can see the creature. If the saving throw fails by 5
or more, the creature is instantly petrified. Otherwise,
a creature that fails the save begins to turn to stone
and is restrained. The restrained creature must repeat
the saving throw at the end of its next turn, becoming
petrified on a failure or ending the effect on a success.
The petrification lasts until the creature is freed by the
greater restoration spell or other magic.
Unless surprised, a creature can avert its eyes to avoid
the saving throw at the start of its turn. If the creature
does so, it can’t see the medusa until the start of its
next turn, when it can avert its eyes again. If the
creature looks at the medusa in the meantime, it must
immediately make the save.
If the medusa sees itself reflected on a polished surface
within 30 feet of it and in an area of bright light, the
medusa is, due to its curse, affected by its own gaze.

Animate Objects. The Infernal Medusa has the power


to animate her petrified victims as per the spell of the
same name with the following differences. She can an-
imate only animate 2 + INT modifier of medium sized
creatures, or 1 + INT modifier of Large sized creatures.

A CTIONS
Multiattack. The medusa makes either three melee at-
tacks - one with its snake hair and two with its shortsword
- or two ranged attacks with its longbow.
Snake Hair. Melee Weapon Attack: +5 to hit, reach 5
ft., one creature. Hit: 4 (1d4 + 2) piercing damage plus
14 (4d6) poison damage.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Longbow. Ranged Weapon Attack: +5 to hit, range
150/600 ft., one target. Hit: 6 (1d8 + 2) piercing dam-
age plus 7 (2d6) poison damage.

D URN K ULDOR M INES


11
H OMESTEAD

Figure .1: Damron and Michaela’s homestead

Damron and Michaella’s house was a short distance they are there to deliver it to him safe and sound and
away from the community of Pirn, to allow Damron to they are unaware of his plans for it. To avoid suspicion
perform his experiments and arcane rituals in relative he will come out to pick his baby running towards
privacy from the rest of the villagers. This is actually, the the PCs. However, he is not reckless, the moment he
house the couple lived in and where they were going to suspects that he is about to be attacked he will cast
raise their child together (or so Michaella thought). Dimension Door to teleport himself directly into his lab
to finish his ritual, allowing his mimics to take care of his
Since this is a residential house, it doesn’t hide extreme assailants.
defensive measures against intruders. However, since
his child’s birth, Damron has brought in several mimics If the PCs do not arrive with his child (perhaps they will
training them to attack upon command. Additionally, drop it off to someone more trustworthy at the village),
he has set up several Alarm spells around the house’s he will attempt to escape, in order to steal it back from
entrances to alert him in case anyone attempts to ruin his them. Damron in this case will strive to escape, he fights
efforts. smart and lays low until he finds an opportunity to steal
the baby back. He will be patient, as he truly needs
When the PCs leave to find his child, Damron Rikkard the baby to complete his plan. If he manages to escape
returns to the homestead and set up all his defences. If consider making him a recurring villain against the PCs
the PCs arrive holding his baby, then he assumes that in the future.

D URN K ULDOR M INES


12
The kitchen is consisted of three countertops with cup-
boards in a Pi shape. On the western countertop there is
cooked food and cured meats right next to a stone oven.
The other two countertops are very clean. The kitchen
O VERVIEW has a side door, a window over the north counter top
and a glass door leading to the veranda to the south.
As soon as the PCs arrive near the Rikkard residence,
read them the following description:
The stone oven is in fact a mimic. In the embers inside
the oven, there appears to be a shiny locket. This is quite
obvious in order to attract curious intruders so that the
You’ve been following the chimney smoke for quite a mimic can attack.
well before you finally see the house. This is a beautiful
’L’ shaped house in the middle of a snow covered apple
tree grove. One side there is a covered veranda and all
rooms have glass doors leading into the garden. On the S TONE O VEN M IMIC
eastern side of the house there is a cellar door. Medium monstrosity (shapechanger), neutral

Armor Class 12 (Natural Armor)


If the PCs carry the baby with them continue as follows: Hit Points 58 (9d8+18)
Speed 15 ft
Initiative 1
During the hike to the residence, the baby hasn’t
STR DEX CON INT WIS CHA
stopped crying. It is clearly in distress. You don’t know 17 (+3) 12 (+1) 15 (+2) 5 (-3) 13 (+1) 8 (-1)
if the baby is hungry or in pain, or just plain tired,
and the assumption that it is desperate for its parent’s Skills Stealth +5
embrace formulates in your mind. Damage Immunities Acid
Condition Immunities Prone
Several hundred yards in front of you, you see Damron Spells -
opening the Veranda Window and stepping out hesi-
tantly, with an expression that indicates anticipation Senses Darkvision 60 Ft., 11 Passive Perception
and simultaneous disbelief. Damron extends his arms Languages -
while running towards his child. Challenge 2

Shapechanger. The mimic can use its action to poly-


If the PCs arrive without his baby, then he calls to them morph into an object or back into its true, amorphous
from his Veranda, asking what happened to his baby. If form. Its statistics are the same in each form. Any
he suspects that they are here for him, he locks himself equipment it is wearing or carrying isn’t transformed. It
in and retreats into his underground lab. reverts to its true form if it dies.

It is important to note that the house is the actual house Adhesive (Object Form Only). The mimic adheres to
Damron lives in and therefore it’s not a death trap anything that touches it. A Huge or smaller creature
dungeon. He added his defences to it though and if adhered to the mimic is also grappled by it (escape DC
intruders come in, if his mimics don’t get rid of them, 13). Ability checks mare to escape this grapple have
he will almost certainly be alerted of their presence. The disadvantage.
entire house has been protected with Alarm spells set to
alert Damron mentally and silently.
False Appearance (Object Form Only). While the
mimic remains motionless, it is indistinguishable from an
ordinary object.

1. K ITCHEN Grappler. The mimic has advantage on attack rolls


against any creature grappled by it.
Read the following to the PCs if they enter the Kitchen of
the house: A CTIONS

H OMESTEAD
13
Pseudopod. Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: (1d8 + 3) bludgeoning damage. If
F IREPLACE M IMIC
the mimic is in object form, the target is subjected to its Medium monstrosity (shapechanger), neutral
Adhesive trait.
Armor Class 12 (Natural Armor)
Hit Points 60 (9d8+18)
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one Speed 15 ft
target. Hit: (1d8 + 3) piercing damage plus (1d8) acid Initiative 1
damage.

3. M AIN E NTRANCE
2. L IVING A REA This is the main entrance of the house. To the north there
is a door leading to the house’s restroom. There is a small
This is the living room area of the residence. Read the hall leading to the Living Room to the east and to the
following to the PCs when they enter the area: long corridor to the west. Right before the corridor there
is a door to the south leading to the Master Bedroom in
area 4.
The northern wall of this room is covered top to bottom
with a bookcase. The bookcase wraps around two win- The main door of the house is also defended with an
dows that overlook the grove. A grey corner sofa faces Alarm spell, but if Damron suspects that intruders are
a marble fireplace and a dining table is situated behind coming for him he will enable the trap right behind the
it. On the north-western side there is wooden sliding door.
door, and on the south-western side there is an opening
leading to a corridor.
TRAP
The bookcase contains only mundane books, as Damron This trap is activated when an intruder steps on an
kept a secret his arcane occupation. There is a wide- arcane symbol drawn on the floor right behind the main
range of books, covering topics like history, geography, entrance, releasing a magical gout of flame from a
religion, however there are books with poetry, novels lantern on the opposite wall.
and other tales. An investigation check with a DC of
15 would help a PC find a book that can prove helpful The DC is 15 to spot the arcane symbol. A spell or
in some kind of knowledge skill check (providing an other effect that can sense the presence of magic, such
advantage). as Detect Magic, reveals an aura of Evocation magic
around the lantern.
The north-western door leads to a small storage space.
The couple stored here canned food and barrels of water The trap activates when more than 20 pounds of weight
and wine. There is nothing of real value in this storage steps on the arcane symbol, causing the lantern to
area. release a 30-foot cone of fire. Each creature in the fire
must make a DC 13 Dexterity saving throw, taking 22
Two mimics are in this room, the sofa and the fireplace (4d10) fire damage on a failed save, or half as much
(see previous section for more stats). damage on a successful one.

A successful Dispel Magic (DC 13) cast on the lantern


S OFA M IMIC destroys the trap.
Medium monstrosity (shapechanger), neutral

Armor Class 12 (Natural Armor)


Hit Points 68 (9d8+18) 4. M ASTER B EDROOM
Speed 15 ft
Initiative 1 To avoid exposing himself as a wizard, Damron rarely
every brought anything of interest to the Master Bed-
room since he was sharing this with Michaella. The

H OMESTEAD
14
Master Bedroom is simply a room with glass doors and for the arrival of their firstborn. It has some toys, and
another window overlooking the garden. To the West baby-related items but there is nothing of real value here.
there is a walk-in closet and to the south there is a small Read the following to the PCs if they enter this room.
storage area.

On the dresser to the west of the bedroom, the PCs can This is obviously, a baby’s room. There are some stuffed
find an older diary of Michaella’s with an Investigation animals and wooden toys scattered around the floor.
Check of 12. There is nothing of interest in this Diary There is also a baby cot in the corner and a small blue
apart from the rumblings of a young woman in love carpet that decorate this small bedroom.
and lots of declarations of adoration towards her new
husband. What the PCs can take from this however is If the PCs read the excerpt from Michaella’s diary and
that the penmanship looks surprisingly identical with they lift the baby cot’s mattress, they will see some arcane
the one found at the mines. circles and symbols etched on the planks of the bed. It is
clear that Damron has been preparing his baby for his
If the read this diary (or if they skim through it - Investi- ritual from the day it was born.
gation DC - 12) read them the following excerpt:

6. S ECOND B EDROOM
FROM MICHAELLA’S DIARY
Dear Diary, In Michaella’s mind the second bedroom was always go-
ing to be the bedroom of a future second child. For the
my darling Damron is a wonderful husband. I feel time being it was reserved for guests or relatives that
so lucky, now that our family has grown. Damron is spent the night at the residence. This room is practically
helping around the house as well. He never lets me empty apart from an empty closet, a lamp that illumi-
change our baby’s sheets. He says "you should spend nates it and a bed.
time with the baby, or resting".

Gods! I love them both so much. 7. C ORRIDOR


This long corridor links the Living room, Master Bed-
room with the two other bedrooms and the bathroom
S TORAGE at the end. It’s a very long corridor and it can get quite
dark as the only source of light here is the window on
This storage space is empty. There is a secret trap door the edge to the North. The residents of the house walk it
on the floor leading to an underground corridor leading with a lamp to illuminate the path.
to his lab. To find the trapdoor a successful Investigation
check DC of 18 or higher is required. However, since The corridor itself is decorated with a long red carpet and
Michaella’s transformation he put an explosive Glyph of on the western wall there is a long series of cupboards
Warding on the trap door. where the couple stored more clothes, linens, blankets
and other items.

TRAP Towards the end between the two bedroom doors there
Explosive Runes: When triggered, the glyph erupts with is a smaller closet. This closet is in fact another Mimic
magical energy in a 20-foot-radius Sphere centered on and it will immediately attack anyone who approaches
the glyph. The Sphere spreads around corners. Each towards the bathroom upon Damron’s command.
creature in the aura must make a Dexterity saving throw.
A creature takes 5d8 lightning damage on a failed saving
throw, or half as much damage on a successful one. C ORRIDOR C LOSET
Medium monstrosity (shapechanger), neutral

Armor Class 12 (Natural Armor)


Hit Points 70 (9d8+18)
5. F IRST B EDROOM Speed 15 ft
Initiative 1
This is the first of two bedrooms the couple intended to
have for their children. This has been prepared earlier

H OMESTEAD
15
If the PCs search all cupboards in this corridor, with an
investigation check DC of 15 they will find the following
items: 260 gp, 30 pp, 130 sp., a small necklace with a
golden chain (worth of 75 gp) and some silk cloth fabrics
that could get about 65 gp in the market.

8. B ATHROOM
Finally, this is the bathroom of the house. There is noth-
ing of real value here. If the PCs search this room they
will only find, a bathtub, some towels and soap.

H OMESTEAD
16
H OMESTEAD B ASEMENT

Figure .1: Damron’s secret lab

Damron kept his arcane lab close. He always wanted to


be able to slip in and out without his wife realising what
he is and what his purpose truly was. There are two en-
trances to the lab. The first is through the cellar door.
The second is from the secret trap door in the closet in
the master bedroom.

1. C ELLAR
The cellar can be accessed from the cellar door outside,
behind the kitchen wall. The cellar door is always kept
locked, and it is not trapped. Read the following if the Figure .2: The Homestead Cellar
PCs walk in:

H OMESTEAD B ASEMENT
17
The musty smell of the Cellar reaches your nostrils as
soon as you open the door. The room is illuminated by An investigation check of 20 will reveal the secret door
four torches and you can see that this is a narrow cellar but not how the door itself opens. The secret door is
full of wooden barrels and boxes. Unlike a typical cellar, trapped with a glyph of warding trap as in the storage
this is mostly used as storage apparently rather than a area in the master bedroom. The trap was put after
wine cellar. Michaella run off with the baby and it was Damron’s
anticipation that caused this oversight. He has learnt his
lesson since and he won’t repeat the same mistake.
There is nothing of real value here. If the PCs search the
boxes and barrels, they find items that are usually stored
in a cellar. Water and salted meats and certain bottle of
wine and ale as well. However there is a secret door
leading to the lab, which is accessible by rotating the far
2. D AMRON ’ S L AB
left torch which is opposite the lab itself.

Figure .3: Damron’s secret lab

When the PCs enter the lab itself read them the following: situated. The demon bust has two large horns that
almost reach the ceiling and its eyes seem to follow you
eerily wherever you are within the room.
This very large square room is full of Arcane appara- The room itself is illuminated by torches around the
tuses, bookcases that adorn the four walls but the first walls, two large braziers on both sides of the Demon
thing that catches your eye is a large stone demon head bust and there is also illumination coming out of a large
overlooking the room from the southern wall where its

H OMESTEAD B ASEMENT
18
cauldron to north-eastern side of the room. cast by the PCs that inflict Fire, Electricity, or Cold
damage, the bust will instead absorb it. The effect is
Right in front of the Demon bust there is stone altar, visible as flames, or electricity will be drawn into it. The
and on top of that there is a dagger. By the western maximum number of spell levels the bust can absorb is
wall in between of two bookshelves lies a wooden chest, 5. Once it has absorbed it, it can release it the following
and on the north-western corner of the room there is a round as follows:
wooden door with a lever right in front of it.
It inflicts 1d8 points of elemental damage per spell
On the eastern table there are also three glowing potions level it has absorbed thus spending it. It can split the
right next to a lantern and a human skull. The entire elemental damage as it likes but it can only use up to
sight makes your skin crawl, and it doesn’t take more two levels per opponent and no more.
than a few seconds to realise that you stepped in a very
sinister room. If a spell is cast at it directly, it will absorb it if it has the
capacity otherwise it will suffer half damage automati-
cally (no Saving Throws).
As soon as the PCs enter the room, Damron attacks. If he
has the baby allow everyone to roll initiative. Damron Spell Immunity. The Demon bust is immune to mind
attacks the baby to sacrifice as his very first action. If he influencing spells and effects.
is aware of the PCs approach then he will be prepared
and he will have cast any protection spells like mage
Weapon Weaknesses. The Demon bust has a weakness
armor and invisibility, after which he will summon an
to bludgeoning weapons.
elemental to fight in his stead.

Apart from Damron, however, the PCs will also have to Weapon Resistances. It is resistant to Slashing
fight the demon bust itself. It acts on its own initiative Weapons.
count every round as long as it has absorbed enough
spell levels (see description below).

NOT SAVING THE BABY


D AMRON R IKKARD
Male (human) Conjurer 10 CE Medium, +4 Proficiency
If things went wrong and the PCs haven’t realized Dam-
Bonus
ron’s evil purpose and they handed over the baby to him,
he will immediately take it down and place it upon the
Armor Class 12
altar to complete his ritual. To make the encounter more
Hit Points 62 (10D6)
challenging, you could have the PCs arrive in this lab,
Speed 30 ft
right when Damron completes the ritual and sacrifices
Initiative 2
the baby. The result could be anything at the DM’s dis-
cretion but as a suggestion you could allow a gate to
STR DEX CON INT WIS CHA
open and a demon or devil to step through and fight the 11 (+0) 14 (+2) 15 (+2) 20 (+5) 13 (+1) 9 (-1)
PCs themselves.
Saving Throws STR +0, DEX +2, CON +2, INT +9,
WIS +5, CHA -1
Skills Acrobatics +2, Animal Handling +1, Arcana +9,
D EMON B UST Athletics +0, Deception -1, History +5, Insight +5,
Demon-imbued stone bust Intimidation -1, Investigation +9, Medicine +1, Nature
+5, Perception +1, Performance -1, Persuasion -1,
Armor Class 13 Religion +9, Sleight of Hand +2, Stealth +2, Survival
Hit Points 52 +1
Speed 0 ft Spells 5th Level (2 slots) – Cloudkill, Conjure Elemental
Initiative 0 4th Level (3 slots) – Dimension Door, Evard’s Black
Tentacles 3rd Level (3 slots) – Sleet Storm, Fly 2nd Level
(3 slots) – Cloud of Daggers, Invisibilty, Scorching Ray
A CTIONS 1st Level (4 slots) – Mage Armor, Find Familiar, Grease,
Absorb Spells. The Demon bust will attempt to protect Detect Magic, Charm Person, Fog Cloud Cantrips –
Damron from elemental attacks. Every time a spell is Blade Ward, Fire Bolt, Friends, Message, Minor Illusion

H OMESTEAD B ASEMENT
19
Senses 11 Passive Perception
Languages Common, Dwarvish, Orc, Infernal
Challenge 10

Quarterstaff. Melee Weapon Attack: +4 to hit, reach


5 ft. Hit: 1d6 bludgeoning damage. (If used two-handed
in melee does 1d8 damage). Dagger. Melee or
Ranged Weapon Attack: +6 to hit, reach 5 ft. 1d4+2
piercing damage. (If thrown, normal range to 20 ft.;
disadvantage long range 21 to 60 ft.).

A CTIONS
Fire Bolt Cantrip. Ranged Spell Attack: +9
to hit, targets one creature or object within
120 ft. range. Hit: 2d10 fire damage and
unattended flammable objects catch on fire.

Wizard Class Features (PHB p. 112). Spell Attack


Modified +9
Spell Save DC 17

1. Ritual Casting
2. Arcane Recovery (regain spell slots totalling 5 levels
after short rest once per day) Figure .4: Damron Rikkard
3. Conjuration Savant (copy such spells in half the time)
4. Minor Conjuration (create an object that lasts one TREASURE CHEST - TRAP
hour)
5. Benign Transposition (teleport 30 feet or swap places A Poisoned needle is hidden within the treasure chest’s
with another within 30 feet) lock. Opening the chest without the proper key causes
6. Focused Conjuration (damage cannot disrupt concen- the needle to spring out, delivering a dose of poison.
tration on conjurations)
7. Acolyte Features: Shelter of the Faithful (PHB p. When the trap is triggered, the needle extends 3 inches
127) straight out from the lock. A creature within range
takes 1 piercing damage and 11 (2d10) poison damage,
Equipment. Dagger, Staff of the Python (uncom- and must succeed on a DC 15 Constitution saving
mon, dmg 204), Set of Common Clothes, holy symbol, throw or be Poisoned for 1 hour.
amulet, spellbook (contains additionally Alarm and Glyph
of Warding Spells), 5 sticks of incense, vestments, Ring A successful DC 20 Intelligence (Investigation) check al-
of Water Walking (uncommon, dmg 193). lows a character to deduce the trap’s presence from al-
terations made to the lock to accommodate the needle.
A successful DC 15 Dexterity check using thieves’ tools
disarms the trap, removing the needle from the lock.
Unsuccessfull attempts trigger the trap.

TREASURE IN CHEST
700 cp, 10000 sp, 1700 gp, 150 pp, Bolt of Fine Steel
Cloth (250 gp), Ebony Dice (pair) inlaid with Silver (250
gp), Jet Dice (pair) inlaid with Bronze (250 gp), Small
Carpet (250 gp), Small Tapestry (250 gp), Fine Steel
Cloth Coat (250 gp), Diamond (250 gp), Fine Leather
Sash (250 gp), Boots of Striding and Springing (uncom-
mon, dmg 156)

H OMESTEAD B ASEMENT
20
C ONCLUDING T HE A DVENTURE
If the PCs defeated Damron and saved the baby, allow
them to find a safe family for it in the town of Pirn. They
can find perhaps an older couple that didn’t manage to
get their own and the child could inherit the Rikkard
residence when it grows up. Alternatively perhaps the
baby will grow to become an adventurer or magic user
in its own right after being exposed to such mystical
energies. All this is at the DM’s discretion.

H OMESTEAD B ASEMENT
21

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