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Mission 1: Goblin Lair Goblins have been raiding Domiel At night, despite the wall and guards, the

goblins get into the city. The aristocrat Charles Fimbelmann's keep has been stolen from three times in the past month, and the goblins are suspected. A guard three days ago managed to ca tch a goblin, and Fimbelmann tortured him to reveal information about the goblin raiding parties. The goblin only gave up information on the next raiding party before succumbing to the aristocrat's vicious interrogation techniques and dying . Fimbelmann: "My home has been hit several times in the past month by what we bel ieve to be goblin raiders We have no idea yet how they're getting into the city, but we've received information indicating that there will be another raid tonigh t." "I've hired extra guards for tonight, so that's not the issue - the goblins won' t be able to get inside. Your job is to follow the goblins back to their base an d reclaim my lost treasures. I hope to St. Cuthbert that they haven't already so ld or destroyed them" The stolen items include a pair of magic bracers and a masterwork scimitar ("my grandfather's bracers and sword - he was captain of the guard in a small city na med Eveline in southern Torrvinc"), a gold-rimmed onyx jar, a pair of silver bra celets, and a coinpurse filled with copper, silver, and a few platinum coins. Th e onyx jar has a secret compartment at the bottom containing Fimbelmann's comman ds from Alprisk. "The purse of coins is yours if you can bring the rest of my treasures back to m e. I'll also put you up, give you a place to sleep plus food and water while you 're here as long as you're working for me. That water comes from private sources , by the way - you don't want to drink town water, it's been more and more filth y these past few weeks. Get my items back, and I may have other work for you" Fimbelmann is secretly helping an Alprisk tribe near the border infiltrate a nea rby Einarr mine. Alprisk is using their magic to get pure water. During the night, the goblins sneak into the keep, as planned, but the guards at the entrance don't stop them - they never go by the guards, instead using a bli nk dog that they're blackmailing to unlock a back door from the inside. If asked about the back door, the aristocrat says that he figured it wouldn't be a problem - he had a powerful mage from a nearby tribe in Alprisk magically loc k it for him so that it couldn't be opened from the outside without a password t hat only he knew. I don't know where the players will stake out, but wherever they set up, I'll ha ve one of the goblins move in-sight of them. They'll have to follow the goblins to the north edge of the city, where they've created a one-foot hole in the wall underneath a merchant's stall. The goblins are small enough to squeeze through it, and any Small player is too, but other characters aren't. (The stall is mann ed by a Dwarf from Einarr.) The goblins flee into the hills, and eventually to a cave that serves as the gob lins' lair. The players could tail the goblins there, or track the goblins there , or capture a goblin and interrogate him, or think of some other way to follow the goblins. When they're halfway there, whether they're tailing the goblins or not, they hear a gruff voice behind them.

"You're the mercenaries hired by Fimbelmann, eh?" An ornately decorated dwarf appears from behind a tree. He wears long strings of beads in his matted hair, an incomplete of heavy metal plate armor, and carries a sword with strange lettering along the blade and a large metal shield. A ligh t blue crystal floats in the air behind him. "I'm afraid I can't let you find those goblins." The dwarf attacks, unless the PC's are very successful in diplomacy *and* have a good reason that the dwarf shouldn't kill them. Torvek = EL 2 600 xp Total treasure: 645 At some point, my NPC fighter or one of the PC's notes that "We've passed out of the Long Valley, and out of Torrvinc land. We're now standing on Alprisk soil. Be careful." The dungeon's entrance is unguarded; it looks like a small hole in the cliff. Goto: Dungeon 1. This dungeon appears to be a simple goblin cave, but that's actually a cover-up for a secret dwarves mine in the unspoiled lands of southern Alprisk. Not conten t to wait for a war to actually start, a team of psionic dwarves warriors have b egun secretly mining out iron and other minerals from underneath the Alprisk nos es, and they've already contaminated the water source - an aquifer - for the nea rby towns. Dungeon 1 Encounters: 1. Trapped Door - EL 1 "There's a solid wooden door ahead. A large, brown animal rug lays on the floor in front of it. The door has a large padlock hanging from its left side, and a s et of rusted iron hinges on the right." Listen DC 25: "You hear quiet snoring on the other side of the door." Good wooden door: 5 hardness, 15 HP, break DC 18 Padlock: Open Lock DC 20, hardness 15, 30 HP, triggers pit trap Pit trap: 2d6 damage, DC 20 Reflex avoids, Search DC 20, Disable Device 20 300 XP 2. Goblin Guards - EL 1/2 There are two goblins behind the door, supposedly keeping watch, but they're act ually asleep. If any of the players are damaged by the pit trap, or if they try to break the door or lock, the goblins wake up and rush back into the cave to wa rn the others. If this occurs, a squad of five goblin defenders will find the pa rty (Encounter 3). "As you open the door, you are hit immediately with the stench of rotting flesh. You see an empty medium-sized room with a few overturned chairs scattered about the middle and what looks like a pile of rotting meat in one corner There's a s ingle door at the other end of the room." If the PC's are quiet getting through the trapped door, then the guards are stil l asleep.

"As you open the door, you are hit immediately with the stench of rotting flesh. You see a medium-sized room with a few chairs scattered around the middle and w hat looks like a pile of rotting meat in one corner. Two goblins are sleeping in the chairs, heads leaned back and legs kicked out to their full extent." See: monster manual, pp. 107 150 XP 2 Small Morningstars: 16 2 Small Studded Leather: 50 1 Potion of CLW: 50 After opening the door: "You see a long hallway that spills out into an open roo m about sixty feet back. The walls are smooth, immaculate stone brick, but the f loor is scuffed up and covered in layers of grime. Immediately to your right, th ere's a large open gap into a rougher-looking room. You can hear a constant cras hing noise coming from there. About twenty feet ahead on the left, there's a dou ble wooden door. You can't see any more than that from here." 3. Murky Pool "This room's south wall is roughly hewn from the rock, making a stark contrast w ith the solid stone bricks you've seen in other rooms. At the east end is a slow -flowing stream of water that goes underground directly before it hits the south wall. The stream originates from a hole in the east wall, pouring out huge amou nts of water from who-knows-where. There is a line of buckets along the stream, and a single chair." Upon closer inspection of the buckets: "Some of the buckets are filled with wate r, but most of them are empty. The chair looks too big to be for goblins." Upon closer inspection of the stream: "The stream is unlit and filled with sedim ent - you can't see more than three or four inches deep, and you'd guess it's ab out eight inches deeper than that." There's a Small masterwork chain shirt (encasing the bones of a goblin) at the b ottom of the pool, but the players won't be able to see it unless they actually put a light source into the pool, and even then they'll need some swimming skill to retrieve it in the fast-flowing water. A Search DC 25 of the room also revea ls a 100 GP amethyst ring (sized for dwarf hands; an appraise check notes that d isparity) in one of the buckets. A Spot DC 20 if the PC's approach the river rev eals a single small, yellow finger sticking up from the surface. Upon closer ins pection, there's a hand hovering near the surface. It's too dark to see any deep er and the hand is too far away to touch without getting in the water. The goblin in the stream got tossed there by a dwarf, then held underwater until he drowned. He was the the chieftain of the raiding party last week, the one th at left a member behind to be interrogated. The ring just slipped off a dwarf's finger as he was getting water. The stream is caked with sediment because the dw arves have been using explosives below, filling the local aquifer, which was oth erwise clean. Small MW Chain Shirt: Amethyst Ring: 100 GP 4. Goblin Defenders - EL 1.5 "Suddenly, you hear yowling behind you." "There are six goblins apparently trying to sneak up behind you, but one of them

seemed to have stubbed his toe and is now hopping around madly. The rest raise their weapons and charge." See: monster manual, pp. 107 Three have shortspears, 1d4. 450 XP 3 Small morningstars: 24 6 Small Studded Leather: 150 3 Small Shortspears (1d4): 3 1 Potion of truth: 150 MW Thieves' Tools: 100 3 Potions of CLW: 150 5. Captured Blink Dogs "You enter a small room filled with cages. Two of the cages have yellow dogs lik e the one you saw leading the goblins back in town, one significantly smaller th an the other." The dogs are drugged - Yakk and Rakk, the only smart goblins in the cave, togeth er had the brilliant idea of kidnapping a blink dog's family and using them to b lackmail him into helping them rob Domiel. If the PC's can save the blink dogs - by picking the locks below - the older bli nk dogs will wake up with a DC 18 Heal check, then head over to the smaller blin k dog and whimper, look back at the heroes plaintively And disappear, using Dimen sion Door. Eventually, it'll come back with herbs to try and heal the smaller do g. The players might see it approach if they're still in the cave. If the PC's save the blink dogs and the young one survives, thee PC's have gaine d a couple allies, that may try to save them at some point later in the game. 6. Locked Zombie Door "There's a thick wooden door at the end of this room. It's embossed with shiny, new metal. You can smell rotting flesh from underneath the door." The door is locked. Listen DC 15 reveals shuffling sounds on the other side. Good lock: Open Lock DC 25, hardness 15, 30 HP 7. Zombies! - EL 1 "As you open the door, the stench of flesh becomes far stronger. The room appear s to be a study - there's a desk at the far end, and a set of bookshelves along the left wall. Several moans rise out towards you, and three living corpses swiv el around to look at you." A goblin necromancer raised the bodies of a dwarf and a pair of goblins three da ys ago, but messed the spell up, making them hostile towards anyone they could s ee. He got his rogue buddy to lock up the door behind him, and the goblins have avoided the room since. "A purple stick, two glass vials filled with red liquid, and a short stack of bl ank papers sit on the desk." "The stick is too smooth to be natural. It's been painted as well - purple, with gold stars." Search bookshelf DC 15 - "You find a single rolled scroll with glowing letters w edged in between the bookcase and the wall."

Knowledge (Arcana) DC 18 - "It's probably a wand, though you couldn't say what k ind." See: monster manual, pp. 191 300 XP Wand of Detect Magic: 350 Scroll of Command Undead, CL 3: 150 (Search DC 15 in the bookshelves) 2 Potions of CLW: 100 8. Barracks - EL 1 (or 0) "You step into a long room with four doors lined along the right wall and weapon racks along the left. There's a double iron door at the far end, and a bucket o f raw meat immediately to the right of that. There are two chairs in the middle of the room, facing a table covered in playing cards and coins." "Two goblins sit at the table, arguing about the card game. They haven't seen yo u yet." "Two of the side doors fly open, and a goblin runs out of each of them, brandish ing a shortspear." The door at the north end of the room is locked. Strong Lock: Open Lock DC 27, hardness 15, 35 HP See: monster manual, pp. 191 Three have shortspears, 1d4 damage. 300 XP 1 Potion of Truth: 150 2 Potions of CLW: 100 MW Thieves' Tools: 150 3 Small Shortspears: 3 1 Small Morningstar: 8 4 Small Studded Leather: 100 9. Kennels - EL 1 "You peek into a medium-sized rectangular room, and three medium-sized dogs, wit h snouts like jackals, rush towards you from the center, barking furiously." If the player immediately says they shut the door, then the dogs don't get to hi m/her first. Otherwise, the first one jumps up on the PC, who stumbles backwards a square, and the other two get out behind him. See: Monster Manual, pp. 195-196 (three dogs) 300 XP The goblins *were* using room 5 as a kennel a while back, but since they capture d the blink dogs and the vicious guard dogs wanted to eat them, they moved the g uard dogs to this usually empty room. A few of the cages were moved along with t hem, but the animal-loving goblin Mag (starts out sleeping in the barracks) coul dn't bear to see them locked up in such little cages; at least in the old room t hey were free to roam. He convinced the other goblins to let them move around fr eely in the new kennel, and got Rakk to lock both entrances up for him, to keep children and other unaware civilians out of the room. When the PC's enter the room and aren't immediately attacked, give them this lin e:

"You enter the room. There are a set of cages against the north wall, of three d ifferent sizes. None appear locked, and three are hanging open." 10. Dwarf Guards - EL 1+1/2 There are two dwarves guarding the entrance to the mine and working on improving a rough wall. "You enter a roughly square, unfurnished room with very rough north and east wal ls. Two dwarves stand near the north door, chipping away at it with hammers and chisels. A small stack of stone bricks sits by the dwarf on the left." "One dwarf glances behind him - and grins. He pulls an axe out of his belt." "We heard a couple o' you might be stopping' by. Etrii, let's take them down." See: DM's guide, pp. 52-53 (Dwarf fighter) See: Brekk and Etrii 600 XP Total Treaasure: 625 The door at the east end of the room is locked. Strong Lock: Open Lock DC 27, hardness 15, 35 HP 11. Rogue Adventurer "You enter a more-or-less square room with two doors: one to the east and one to the north-west. There are about thirty sacks piled up against the south wall, a nd a single crate sitting near the west wall. A small human is rummaging through the sacks. You can see a long knife at his side." The human is a rogue - a fellow adventurer, in fact. He managed to sneak into th e cave a while back. "Hey! Who are you? What are you doing here?" "My name's Jonathan. I'm a thief extraordinaire - but don't tell anyone in town. I figured, what with all they stole in Domiel, these goblins must be hiding som ething big." "I snuck into the place no problem - the guards were fast asleep, the bores." "I tell ya, though, this cave is weird. The walls don't look like goblins cut th em; I'd guess that this was dwarf work, but that don't make no sense. Maybe they took it from the dwarves?" "I gotta get back to searching their food. I must have missed something, there a in't been no treasure I've found yet. You're welcome to join me, if you like." If the players search the food, a DC 15 Search check reveals a hidden door behin d a pile of sacks in the southeast corner. 12. Secret Water Room - EL 2 "You pull open the secret door to reveal a small room filled with barrels, stack ed to the height of a full-grown human. The floor is wet and slippery, and there are a few shattered barrels in the corner nearest to you. You smell rotting veg etation, stagnant water, and a faint hint of acidity."

If the thief Jonathan is with the players: "Hey, if this is water, I know someon e at Domiel who will pay handsomely for it!" Most of the barrels are filled with water, but the one nearest the heroes also h as a black dragon wyrmling in it, and two barrels at the other end of the room a re filled with coins instead of water. If the players spend more than thirty sec onds in the room, the dragon decides you're going to find it anyways and that it might as well get the sneak attack. It bursts out of the barrel, spraying acid at the group. If the thief Jonathan is with the PC's, he flees in terror. After a turn of fighting, it casts Darkness, extinguishing any Light spell the p layers may be using and giving everyone concealment. It will then slither away i f it's at less than half health or keep fighting if it's doing OK. See: Monster manual, pp. 63-64 600 XP 500 GP 13. Goblin Buddies - EL 2+1/3 "You enter a simple room with more furniture than the other ones you've encounte red. There are two bedrolls, a desk, and a bookshelf, as well as a door on the f ar side of the room. Two goblins are in the room - one in leather armor reclinin g on a bedroll with his arms crossed behind his head, and another in a magician' s vest, studying at a table. A skeleton stands at attention in the corner." "The armored goblin pulls out a rapier and a comically large, black, wooden shie ld. The magician goblin begins to chant and wave his hands around wildly." "Hey, Yakk, you ready for this, friend?" "Damn right, Rakk. Let's kill these guys." "The skeleton shudders, then begins to march towards you." Yakk and Rakk 700 XP Total treasure: 611 14. Fire Pit - EL 2 "The door opens up into a large room with a ceiling that slopes inward and upwar d to a hole in the ceiling. There's a large fire pit directly under the hole, wi th a few tables and chairs scattered around it. Three goblins sit around the fir e pit, and a fourth one stands guard at a tall door on the other side of the roo m. Suddenly the goblins at the fire pit burst into uproarious laughter." When goblins detect them: "The goblins turn to look at you. Two of them sitting at the fire pit grab the weapons at their feet and the third rushes to the large door to grab his. Goblin turn: "The guard already at the door screeches out, lowers his weapon and freezes. A stomping sound booms out from behind the door. The two goblins near t he door begin backing away from it. The door explodes into a storm of foot-long splinters. A gigantic humanoid with a huge club steps out of the door and swings its club into the nearest goblin, crushing it into the wall." Ogre's turn: "The gigantic humanoid bellows and swings its club into the other n earby goblin, then narrows its eyes at you. The rest of the goblins bolt for the north exit." See: Monster Manual pp. 144 (and 191)

600 XP Huge club Large leather armor: 10 15. Minecart Tunnel "You move into a rough-hewn tunnel; very long, with a rail track leading along t he middle. There's a smaller hallway to your right. You can see another wide pas sage off to the right up ahead. On the track next to you is a minecart." 16. Milos - EL 2 "As you move towards the next corner, a shadowy figure dashes out at you from a side passage, first cutting with an axe then stabbing with a spear." See: Milos 600 XP Total Treasure: 601 17. Prep Room Trapped Door - EL 2 Spear Trap, triggered by opening the door, fires from above the door downwards, reaching up to ten feet in front of the door. Attack +12 ranged (1d8, crit x3). Search DC 20, Disable Device DC 20, determines target randomly. "As you open the door, a long spear shoots out of a hole above the door. [It drives itself through ???'s leg.] OR [Its tip shatters as it hits the stone floor, and the haft falls to the ground.] " 600 XP 18. Preparation Room "You enter a room filled with picks, shovels, and other mining equipment. Severa l minecarts sit along one wall, filled to the brim with rock dust, some of which glitters as your torchlight hits it." "There's a tall human tied to a crate on the west side of the room. He's slumped against the floor, apparently unconscious. He's also missing an arm." The players can wake him up with any healing spell or potion, or a DC 15 Heal ch eck. He's still groggy. "Who Where am I? What was that dwarf doing?" "Oh, Boccob, that bastard dwarf tricked me! They won't get away with this!" "I'm Helaf, from Gymenze, the great southwest tribe of Alprisk. I'm on Gymenze's council, advising the tribe leader about matters of trade. As you probably know , tensions have been rising between Alprisk and Einarr. I was one of the few lea ders of our tribe that favor peace with the dwarves. I came here to Domiel - it was two weeks before the damned dwarf knocked me out, if I recall correctly - t o trade magical supplies and lumber to the dwarves here in exchange for minerals and weapons. My tribe doesn't mine, see, because it destroys the land that we r

ely on." He'll defend himself if the players say that trading for minerals no better than mining himself. He'll also realize a minute later where he is. "Oh I see where I am, now. I'm in a dwarven mine. So that's what they did Knocked me out and took me back to Einarr." Of course, he's not in Einarr, he's still in Alprisk. When he finds this out, he 's outraged. This could be when the players tell him, or when he gets out of the cave and recognizes the landscape. "This is Alprisk? The dwarves are mining in ALPRISK? That's How is that possible? We should have detected them. We should have known they wouldn't wait to take t he land legitimately" "This is beyond reasonable. This is These dwarves have gone too far. I'll have to take this to the council. Hel, I'll have to take this to the High Council. I ca n't believe the dwarves are already trying to mine under us" At a random gap in the conversation: "It won't be long until Alprisk declares wa r now. We won't stand for this. If the dwarves won't be reasoned with, then Alpr isk has no choice." The human is a Sorcerer 3/Expert 1, but he's been injured badly, he'll be unable to fight even if he gets healed to full health because he's taken ability score damage, specifically Constitution and Strength damage. He'll make the player fu lly aware of this if necessary. If the players decide to head on: "Hold on a minute. Have you met a gray-faced d warf with a black beard yet? I'd bet my life Overseer Hawkin is here" He'll give information on Hawkin if asked: "He's a psionic warrior, although I'm not sure what kind. He uses the power of his mind to fight, as well as being hi ghly skilled with most weaponry. He was boasting to me about it while we traded. I don't know much else about him, except that he's a miner." If the players make it known that they've found very few dwarves in this cave, h e'll say he might have been wrong about Harkin being here. He's more than willing to leave on his own, saying that he can probably handle h imself against anyone not as skilled as Hawkin. On the other hand, he's willing to wait in the prep room if the players suggest that. When he hears dynamite go off, though, he'll get out of the cave no matter what he promised. Other possible quotes: "You say there are goblins here? In a dwarven mine? I I do n't understand that one. I thought dwarves hated goblins. Maybe they're just usi ng them to prevent people from getting into the mine and figuring out that the d amn dwarves are stealing from Alprisk!" "I'll report back to my tribe, then. Good luck to you. I hope you can shut down this operation, though I don't for the life of me know how four people could do that" 19. Locked Mine Door "There's a small iron door at the end of this hallway. The railway tracks run un der it."

"It's locked. You can see a rough-walled hallway with a gentle downward slope th rough the keyhole." Open Lock DC 25, hardness 15, HP 30 20. Medical Station "There's a small room next to a long minecart rail here. There are a few tables scattered around the room, and most of them have chairs in front of them. In add ition, there are several bedrolls laid out on the floor and a set of shelves ove r in one wall." "The shelves are full of herbs, potions, bandages, splints, and other medical su pplies. One desk has a short, straight, smooth stick decorated with a light blue background and a gold starburst on the side." "You find three red potions and a bunch of empty ones in the shelves." Profession (Herbalism) DC 20: "You also find some aloe leaves, cat's claw, a sin gle hawthorn fruit, some lavender, and a set of leaves you can't identify." - th e leaves are white willow, and will reduce pain like aspirin. Heal DC 15: "The extensive medical supplies here could improve your chance at he aling any wounds." 3 Potions of CLW: 150 25-charge Wand of CLW: 375 21. Giant Fire Beetles - CR 1+1/3 Magic Gust of Wind trap on the door, DC 28 Search, DC 28 Disable Device "You open the door to reveal a small, empty room. As you step inside, a huge gus t of wind blows from behind you. The wind blows the door shut [and extinguishes out your torch/lantern]." The doors will be stuck shut Small characters may be knocked down. "[Make a Fortitude roll (DC 14).] [The win d knocks you to the floor.]" If it's dark now: "As you (do whatever they PC's are doing), you hear a skitteri ng sound coming from one of the corners of the room. You see two dim red lights move together across the wall and then the floor. Three more pairs of lights app ear in the same corner and move towards you." When first attacked: "You feel a pair of rough spikes dig into you from below th e red lights, drawing blood." 40% concealment when attacking the beetles. "You see that the lights belong to a two-foot-long red beetle with huge mandible s. The lights are red, round growths above its eyes." 400 XP After they're dead: "The dead beetles' growths are actually growing far brighter now, illuminating the area like a pair of candles." "The room really is empty - except for a small hole in the corner that the beetl

es came from and a large skeleton key on the ground." The key unlocks 19, the Locked Mine Door. 22. Cave-In "The end of this hallway is collapsed. There's a huge pile of broken stone here Y ou can't see the other side." 23. The Pit - EL 3 Overseer Hawkin - Dwarven Soulknife "You enter a large, short room, with a huge open shaft down the middle. A pulley system is attached to the low ceiling above the shaft." "Rope moves steadily through the pulley, and a platform rises slowly out of the darkness. A large dwarf stands at the ready on the platform. He sees you peering down at him, and lets loose a short, barking laugh. He doesn't appear to carry a weapon, but as the platform approaches, he reaches backwards, underneath his c loak, and pulls a large metal shield onto his arm." "The platform shudders to a creaking halt as it reaches the lip of the mineshaft . The dwarf takes a step towards you, now standing on solid ground. He has an as h-grey face, mostly concealed by a thick black beard. He wears a suit of dark re d chain armor and a studded leather helmet. A black cloak streams out behind him ." "Well, well, what have we here? You're the mercenaries Fimbelmann hired, aren't you?" "He appears to concentrate for a second, and with a flash, a shimmering spike of light blue energy appears around his right hand." Overseer strategies: Stage 1. Overseer Hawkin attacks the nearest player. He prioritizes lightly armored enemi es over those with heavy armor, and stays fairly close to the mineshaft so that he can jump it. Stage 2. After the Overseer takes his first injury, he uses Boost, runs back onto the pla tform and jumps over to the other side (DC 10), then turns and throws his soulkn ife at the nearest enemy. He then stands more or less still on the other side un less he's in danger, and attempts to disarm the nearest enemy when they approach . Since he's now empty-handed, he takes the weapon away from them and uses it hi mself. He might drop it into the pit and summon a new soulknife, or he might not . Stage 3. When the dwarf realizes he's going to lose this fight, he jumps onto the platfor m and slashes out one of the ropes holding him up. The platform falls into the m ineshaft, where he detonates the rigged dynamite and rides out on a minecart. Battle Quotes:

"The energy around the dwarf's hand pierces into your flesh, and you feel like y ou've been stabbed by a solid metal blade." Jumping the pit: "The dwarf turns away from you, and you feel a deep hum run thr ough the room. He sprints back onto the platform, then leaps for the other side, " Throwing his mind blade: "He lands solidly on the other side and hurls the glowi ng energy spike in his hand at ???, [which lodges in his/her gut, then dissipates a moment later]." OR [but it bounces off the floor and vanishes]." The first disarm: "As you attack him, the dwarf reaches out with his shield and knocks your weapon away from you, catching it in his other hand." When the dwarf realizes he's not going to win this fight: "You feel another burs t of low-pitched sound, and the dwarf moves faster than you would have thought p ossible back onto the wooden platform, then cuts the rope suspending him. He dis appears into the black." "You hear the platform land, and then hear a 'ka-chunk.'" "You notice the dwarf's cloak lying on the floor. He must have lost it during th e fight - or maybe he took it off himself." "An explosion rocks the room. Stone near the top of the mineshaft collapses inwa rd into the pitch-black tunnel. The pulley above swings wildly. A few seconds la ter, the sound of a second explosion echoes up from deeper in the mineshaft." 900 XP Cloak of Resistance +1: 1000 24. The Treasure Room "Fimbelmann's various treasures are here on shelves on the east wall - a pair of ornate bracers, a very nice scimitar, a gold-rimmed onyx jar, a pair of silver bracelets, and a coinpurse with 50 GP and 20 PP. There's a huge pile of what loo ks like shattered stone and rock dust on the floor, and you can see shiny glints among it. You also find a large pearl on the shelf and a shortspear with a blac k haft and a finely crafted tip leaning against a wall." After the players have collected their items: "Suddenly you hear another explosi on from the room you just came from. Then another. The stone door collapses inwa rd, spilling rock into this room and blocking your exit." If the players don't get the hell out, have a small rock fall on one of them, de aling 1d6 damage. Keep up descriptions of explosions above and below them, have rocks fall to block certain passageways - the ones they don't have to take - etc . Coinpurse: 3000 Pearl of Power (1st): 1000 MW Shortspear: 302 At some point, the onyx jar comes apart in one of the heroes' hands, revealing w hat looks like a budget or trade receipt - detailing everything Fimbelmann has r

eceived from someone named Jorvand (leader of the nearby Alprisk tribe): Magically sealed and locked back door Permanent Alarm on the main door 10 gallons of pure water a week Magical transport between the Keep and the town downstream to the east, Iven A single dragon egg Other creature comforts - food, instant messages, a permanent Unseen Servant, a Phantom Steed whenever needed, etc. 25. Ogre's Room On the off chance that the players haven't awoken the ogre, he's here, ready to fight. "You enter a large, rough room with a gigantic bed in one corner. A section of t he floor is fragmented, revealing stone flecked with bits of a shining mineral." Searching the room isn't necessary - if the players actually go inside, or exami ne any part of the room, they see a hand crossbow on the bed. "There's a crossbow hanging off one of the bed legs. It's small and wooden, with gold lettering along the metal sideplate. It's a small hand crossbow - a really nice one. You also find a case of bolts." MW hand crossbow: 400 GP 10 bolts: 1 GP Search DC 20: "Your efforts reveal a vial of thick orange liquid, hidden in a se cret compartment underneath the bed, and a single vial of dark red liquid." Poison of Large Scorpion Venom: 200 GP 26. Sleeping Quarters "This long room is filled with bunk beds. There are three goblin women huddled a round a bed - you can see a very small goblin laying in it." "The female goblins look up at you and shriek. One of them runs for the door, bu t the other two just huddle closer to the child goblin's bed." "This child is sick. We must stay with him - his energy is fading, we need to be here to channel ours into him." The women will give up some limited information on the dwarves, if the players c an speak Goblin: "We We've been told not to say anything. But the dwarves here have been forcing u s to mine. And to steal! We're good goblins, we don't steal normally!" The goblin is lying, of course. The reason the goblins didn't steal from the tow n before is that they didn't have the means - they only recently began raiding t he village because they only recently managed to blackmail a blink dog, using it to unlock doors from the inside. "Please, don't hurt us, let us stay with the child. We couldn't do anything to h urt you." There's a secret door at the northwest end, between the first and second bed. Se arch DC 25 reveals it: "You notice a thin line of runes that runs up four feet a long the wall, across two feet, and then back down. The stone is otherwise unfla

wed." Pushing from the outside does nothing; PC's must read the runes, which are in dw arven script, and then it'll open. "You recognize the runes as dwarven. They read, 'for the good of the dwarves, th e strongest race in Urivel.' The runes glow for a second, and then reform themse lves into a long crack. The wall inside the crack begins to swing outward, and y ou can see that you've discovered a secret door." After the Dungeon The players can head wherever, possibly deciding to take Fimbelmann's treasures with them instead of giving them back, but if they do, they won't get any furthe r jobs from him, and if they ever return to Domiel, Fimbelmann will probably try to have them assassinated - he'll figure they've discovered the information on his dealings with Alprisk and want to expose him or deliver him to Einarr or som ething. If the players do return do Domiel. Back in town, wherever the PC's hang out - inn, tavern, the Keep etc., there's a map on the wall that the PC's may be interested in, especially if they don't kn ow much about the world and/or want to learn more about it. Email or Skype them the included map image of Urivel.

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