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The Mithril

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.

Into the The


Canyon The Mines Caverns
THE LEGEND OF AIRGEAD CANYON:
Before your elders spoke or sang
Before they first felt love
Deep in Airgead Canyon
The Terlin Mine was dug
The Terlin family owned this town
With mithril stacked up tall
Though only for the briefest time
Until they lost it all
Some old folks say they dug too deep
And other say too fast
The mithril mine that fed this town
Could never truly last
The town was drunk on argent wealth
Each miner fully fed
Until the beasts of old Kalduhr
Filled every soul with dread
Each miner sang a different song
Of scratching in the walls
Or shifting earth or sharpened fangs
And crashing rocks that fall.
Despite these tales, the Terlins pushed
Each day a faster pace
Until the Great Beast’s massacre
Not one returned that day.
Finally the mines were closed
The few left blocked the way
Now braves ones delve though few return
While wise folk stay away.
ADDITIONAL BACKGROUND
(Consider this optional information if your players want more than the poem or
if they decide they are locals to the area and might reasonably know more.)
Many years ago there was an extremely profitable mithril mine cut deep into
Airgead Canyon. The mine was known for supplying incredibly pure mithril that
needed little smelting or purification, but it only operated for a brief time. The
Terlin Family Mining Company got greedy and overconfident, as companies do.
They dug too fast and too deep while trying to speed up profits. As they miners
cut further into the earth, the number of mining accidents increased rapidly and
miners came back to down with stories that didn't sound like accidents.
The miners described uncovering pre existing tunnels two to three feet in
diameter, and carved through solid rock as if by claws. They described hearing
scurrying noises in the walls, like giant rats, or dogs. Cave-ins increased and
rocks would fall from the ceiling, even when no one was digging. Candles and
lanterns would snuff out unexpectedly. Food would go missing. Ore would go
missing. No one ever saw what was causing all the trouble. Most of the stories
blame ghosts.
And then there was the massacre day. The miners, already frightened and
nervous from months of these strange occurrences, followed a particularly rich
vein of mithril and broke into some kind of cave network. Within moments they
were attacked by a massive creature. Descriptions varied, but they all agreed that
it could swallow a man whole. The mining company sent team after team of
miners after this beast, but none returned. Eventually even the owners went
bankrupt and were forced to accept their lot. The mines were sealed up and they
left everything. Folks say there's carts full of mithril just waiting to be picked up if
anyone can get in there.
Every so often a couple teenagers will challenge each other to go down into the
mines and come back with a bit of ore. Other times a desperate treasure hunter
will make the journey to Airgead Canyon. The smart ones chicken out and go
home. The brave ones seldom return.

UNKNOWN TO THE PLAYERS


The mithril ore is actually the scrap from a crashed starship, now long since
buried under the earth. When the miners broke into the cave network they had
actually reached the ship itself, awakening some sort of biological experiment
gone awry. The hubris of the mining company and the scientists on the original
starship combined to create a tempting death trap. The mine section is infested
with kobolds, individually weak, but dangerous in numbers and quite clever in
their home territory. They should not be underestimated. Below the mines is the
actual starship wreck where the Great Beast dwells.
SET NAME INTO THE CANYON
SET GOAL Enter the abandoned mine
OVERVIEW MOMENTS
The old lift mechanism is rusted out A small raptor, a hawk or falcon, begins a dive to attack prey.
and barely operable. The treasure The prey escapes and the bird crashes into rocks and dies.
hunters will need to figure out a way
down the sheer cliff face in order to Mountain goats nimbly climb nimbly up the path, until
even begin their hunt. Any suddenly one falls to its death
equipment and infrastructure that do
remain are rusted, rotted, worn, or Rocks fall and tumble nearby as the treasure hunters
broken. You can see the old descend the canyon face
supervisor’s shack and another
rundown building at the base of the Tremors shake the ground causing the lift mechanism to
canyon far below. rattle ominously and small rocks to fall

The rushing sound of a nearby waterfall fills your ears as you


descend the cliff face but it's source is unclear
PROPS TRAPS TREASURES
An Old Goat Path The Goat Path is narrow and -
This path is narrow and treacherous, unstable. It would be very
but you could get down it if you’re easy for a treasure hunter to
careful. fall
The Old Lift Mechanism The Old Lift Mechanism is -
This lift is rusted and rickety. It rusted and rotted.
appears to work, but it’s probably
pretty dangerous and unstable. Risk roll to use lift with more
than one person.
Mining Camp Storeroom A FIRE BEETLE SWARM. Intact Mining Helmet
A derelict storage building that has
been mostly picked over though Basic mining equipment:
some battered materials remain. picks, shovels, torches, and
lanterns.
Mine Supervisor’s Shack - Scraps of pure mithril 1g
The shack is dilapidated, but mostly
intact. Mine supervisor's journal
filled with technical items like
the quality of mithril and
worker complaints about
haunting.
Fire Beetle Swarm
Hundreds and hundreds of tiny bright red insects pour out of holes in the ground
6 all around you. They crawl into your shoes, up your pants, and under your shirt,
relentlessly biting exposed flesh

1: Biting 3: Writhing 5: Getting into clothes


2: Swarming 4: Infesting small spaces 6:
Defenses: Weaknesses:
Swarm - difficult to strike with weapons Flammable - tiny creatures
burn easily
SET NAME THE MINES
SET GOAL Locate the massacre site at the entrance to the caverns
OVERVIEW MOMENTS
The mines are extremely dark and Scurrying animal sounds run across the walls and ceiling of
natural light only extends a short way a tunnel as if something is in the walls
from the entrance. After that it’s
pitch black. Tracks run along much Treasure hunters notice holes in the ceiling, about 2 feet in
of the floor to facilitate mine carts diameter. They look again and the holes are gone.
and there are a variety of tunnels.
Some are narrow and claustrophobic Small rocks and shale clatter as they slide down an incline
while others open up and take somewhere behind you
advantage of the natural caverns.
A powerful wind blows quickly and extinguishes unprotected
flames

A miner's skeleton, identifiable from their dented helmet,


smashed lantern, and broken pick, appears to be stuck in a
pose of horror, backed into a corner
PROPS TRAPS TREASURES
Rock Pile Kobolds trapped the Rock Discarded minerals. The
A massive pile of discarded rocks Pile so that it is liable to fall. miners were so focused on
and scraps of various minerals. Risk roll for treasure hunters mithril that they ignored
There could be anything here. that want to dig around in it. other ores like aluminum &
copper. Even gems.
Storage Crates KOBOLD PACK ambush Thick Leather Mining Gloves
These crates were once filled with while the hunters search the (armor)
food and mining supplies but have debris
since completely spoiled.
Narrow Tunnel Fully trapped by kobolds for -
The treasure hunters will need to cave-ins and murder holes for
crawl and go single file to get throwing rocks. Add 1
through here due to collapsed endurance to a pack that
sections of tunnel. At times they will attacks from this defensive
need to climb over debris that fell position
into the tunnel.
Massacre Site - An overturned mine cart with
This cavern is littered with skeletons. a pile of mithril strewn
Each corpse has been dismembered nearby (3 gold)
making it is difficult to determine
how many bodies are represented.
ADDITIONAL TRAPS
KOBOLD PACKS of varied size (endurance) to adjust the danger level as needed.

Mineshaft cave-ins

Volatile pockets of gas can be ignited by torches


ADDITIONAL TREASURES
Personal items from dead miners like coins, jewelry, holy symbols, or good luck charms.

Weapons like picks, hammers, or crossbows from either corpses or Kobolds.

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

1: Scurrying in and out of tunnels 3: Throwing rocks 5: Extinguishing light sources


2: Yelling in gravely language 4: Stealing treasures 6: Hiding behind cover
Defenses: Weaknesses:
Darkvision - Kobolds do not require light in order to see Light Sensitive - If the treasure
hunters have bright light the
Special: Kobolds lose endurance. This
Greed - A treasure hunter may lose 1 gold instead of marking requires more than torchlight to
armor to avoid ruin activate the weakness.
SET NAME THE CAVERNS
SET GOAL Collect the Great Beast’s Hoard
OVERVIEW MOMENTS
The mines are thick with Kobold Small red crystals illuminate as you approach and extinguish
tunnels, but at the Massacre Site the as you leave.
group finds the massive hole where
the miners broke through into the There is a strange mechanical hum throughout the cavern
cavern system. The cavern system is that reverberates off the cavern's metallic walls.
actually a series of compartments in
a buried starship that is being Your steps kick up the redbrown dirt revealing battered
reclaimed by nature. These features metal tiles that may have once been painted white or grey.
can be described in vague and
evocative ways that obfuscate the Skeletons with matching minimalist uniforms in groups of
starship's true nature to the treasure 2-3
hunters, or you can deliver the
starship reveal explicitly. Heavy drag marks scar the metal floor

A smell of sulfur, ash, and brimstone increases as you get


deeper into the structure
In contrast to the mines, there is some light here. (See first moment) In general things should be broken, shattered,
and bent to send the message that there was violence here, probably caused by something big and strong.
PROPS TRAPS TREASURES
Underground River The Underground River If a treasure hunter can get
This river is too wide to jump with moves quickly and will carry to the bottom of the
ease and is moving too quickly for all away any treasure hunters underground river and
but the most skilled swimmers. Light who fail to come up with a survive, they find a pair of
sources reflect the unmistakable safe way to cross (risk roll) mithril tea cups in a
shine of mithril below the rushing minimalist design (4 gold)
water.
Crew Quarters - In the Crew Quarters the
A series of very small rectangular team can find an armored
chambers laid out with equal spacing vest (woven mithril body
and connected by a tunnel. They armor)
appear to have been sleeping
quarters of some kind with multiple
sets of bunk beds.
Experiment Room - Crystal fragments and
In this large space, reminiscent of a buckles, crew insignias, or
warehouse, are the remnants of keycards made of mithril
another massacre. Dozens of lithe
skeletons litter the room and the (1-3 gold)
structures that were once here lie in
ruins - smashed and torn.

In the center of the room is a broken


cage for some giant creature. There
are a few other smaller metal cages,
also smashed and strewn about the
space.
PROPS TRAPS TREASURES
The Beast's Nest It is unlikely that the treasure If there was any way to
All the drag marks seem to have been hunters can take anything transport all the mithril out,
leading here. The faint red lighting from the nest without the treasure hunters would
stops and you can see that many of disturbing THE GREAT be rich beyond their wildest
the crystals have been smashed and BEAST. dreams, but most of it is too
removed by massive, imprecise force. massive. If they just take a
If the GM really wants to few pieces they could come
The Great Beast has built itself a nest turn up the dial, they can back later?
in the warm reactor room using make the nest unstable or
debris from the ship's mithril have the beast always wake Only a few pieces can be
skeleton. The hunters hear the heavy up. (Risk roll to remove salvaged without equipment
sounds of some large creature's pieces or risk collapse) or strength. (2 gold standard
breathing. - 5 gold if scavenging
creatively)
ADDITIONAL TREASURES
The red crystals can be scavenged, they will not illuminate once they are removed

buckles, crew insignias, or keycards made of mithril

The Great Beast


This is a thoroughly muscled quadruped with a thick, scaly, burgundy hide. It stands
eight feet at the shoulder and is almost twenty feet long. The creature's feet each

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.

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