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Mines of
Airgead
Canyon
An incursion for
Trophy Gold
by Gabriel McCormick
The Mithril Mines of
Airgead Canyon
An incursion for Trophy Gold
THEME
Hubris.
The incursion includes many examples of hubris from the greedy mining company, to
the scientific hubris of the crashed ship, to the simple act of treasure hunting. The
incursion links descent and hubris together with imagery of overreaching and falling.
The idea is to blend the push your luck mechanics of the game itself with the theme of
the incursion and the dangers of pushing your luck.
The whole incursion is a cautionary tale standing right in front of the treasure hunters.
The mining company pushed its luck and was punished. The creatures in the crashed
ship were destroyed by their own unnatural creation. The treasure hunters can easily
underestimate the weak looking kobolds. When people reach too far they stand to lose
everything. There should be many opportunities for the treasure hunters to take risks
and overplay their resources and abilities for items just out of reach. It will be key to
keep encouraging the treasure hunters to delve deeper and turn the next corner in
search of just a little more treasure and the rewards increase as they treasure hunters go
deeper. Feel free to tempt the group by adding additional items that could be taken as
burdens.
This is a very linear incursion designed to be a one-shot that builds risk and reward in
direct relationship to each other. They might get that big score, but how will they even
carry it back to town?
INTRODUCTION
Airgead Canyon is a very deep canyon about one day’s travel from the nearest town. At
the bottom of the canyon lies an old and abandoned Mithril Mine reported to be filled
with mithril ripe for the taking.
Mineshaft cave-ins
Mithril bits
Kobold Pack
A group of short humanoids, about 3 feet tall, with scaly redbrown hide, pale
7* yellow eyes, a long snout, and sharp digging claws on hands and feet. They carry a
variety of improvised mining equipment as weapons. They come in small packs.
*Adjust endurance to vary the threat. Narrate 1 kobold for every 2 endurance
10 have six extended claws. The head is lidardlike with massive extended fangs and
oversized batlike ears. The creature's eyelids appear to have been sewn shut. The
creature's long tail, as long as it's body, ends in a series of quills each longer than a
pencil. There are multiple areas on the creature's body where circular mithril
attachments have been affixed - it has clearly been experimented on.
5: Biting and slashing with fangs
3: Smelling for threats
1: Leaping to attack and claws
4: Devouring kills and tearing
2: Stalking menacingly 6: Pausing completely still
them apart before moving quickly
Defenses: Weaknesses:
Echolocation - The creature has no eyes and uses sound and Sensitive to Sound - Substantial
vibrations in order to sense. If another creature makes white noise can distract the
movement, it is easy for the beast to detect. creature and cloud it’s
echolocation and strong scents
Fireproof - The creature cannot be damaged by fire. can distract the creature from
the treasure hunters.
CONCLUDING THE INCURSION
If the Treasure Hunters manage to defeat THE GREAT BEAST it should be clear
that the mines are still overrun with countless Kobolds and very dangerous. It
could be good to narrate a chase scene to get out, perhaps with a few risk rolls.
We wouldn’t want them to think there’s free loot here that can be picked up at
their convenience.
Alternatively: THE GREAT BEAST could rampage through the cave complex
and cause some sort of cave in that the treasure hunters need to outrun or the
KOBOLDS could trigger a full mine collapse as the treasure hunters exit.
If they try to take off with a lot of extremely heavy treasure, like the largest pieces
of the nest, it should be challenging for them to get out of the mines. For example
you could ask for a risk roll to cross back over the river at the risk of losing the
treasure.
Make sure to ask them how they get their new heavy loot out of the canyon and
up the steep trail from the beginning.