THE MINES OF MADNESS Authored By: Scott Kurtz & Christopher Perkins Dungeon Mastered By: PlaneShaper
You stand 'neath the looming peaks of the Abracam Mountains. Legends tell tales of a powerful Wizard buried under the cragged ridge. Drawn-and-quartered a dozen miles aloft by the Verdekasz brood of Black Dragons, the pieces of his corpse were scattered across the chain by the winds. Wherever his limbs fell, a great and accursed power has dwelled.
Of course, such superstitions are meant for children's tales and gullible tourists from whom pennies can be pilfered and pounds stolen. But myth begets myth. And a century ago, so they say, a group of evil Wizards saw fit to spirit away a powerful artifact within the earth. For the world was becoming "too good" and the Wizards felt afraid the Forever Stone would fall into the right hands, instead of the wrong ones where it had been kept.
Greedy Dwarves, who coveted the Wizards' money and their protection to allow them to mine the depths of the Abracam Mountains, took up the task of burying the Stone. But alas, corruption seeped among the hearts and the minds of the company. In an orgy of magic and bloodshed, they all perished. Or so they say.
As you approach the portal to the mines where your map hath led, you see in the distance a set of misshapen, half-broken beams of termite-infested wood holding up the entrance. But more to your immediate vicinity is a humble outhouse — the place where all upright creatures perform their duty in equal splendor. It's own warning, graver even than that of the mines, shouts out, "KEEP OUT!"
"Hmmmm..." the large warforged muses with a slight rumble as he plants the end of his quarterstaff solidly onto the ground and surveys the area. Moving his attention from the outhouse to the mine entrance and then back again. "Perhaps both?" Turning his large yellow eyes to the ground, he looks about to see if any footprints are visible among the rocks and dirt that litter the ground before the outhouse and mineshaft. Does anyone see signs of recent activity?"
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"Life is like a Dungeon Master, if it smiles at you something terrible is probably about to happen."
Rubble and flinders of rotten wood are piled around the mouth of a 10-foot-wide, 10-foot-high tunnel carved into a rocky hillside. The floor of the tunnel is covered in loose dust, and the wooden buttresses and crossbeams that support the tunnel ceiling have seen better days.
As Deruvid moves towards the mine portal, studying the ground before him, he is able to discern only about 20ft into the entrance from wandering sunlight pressing into the darkness. There are no lights, lanterns, or torches along the walls further into the adit that he can see.
Studying the ground before the entryway, he can see the dirt is loose and the scrub grass is trampled. Though not sure who or what, Deruvid gets the sinking notion that someone has been here recently.
OOC
I would call that a Nature and/or Survival check, so I applied your proficiency bonus to it, as well, since you have both anyways.
Since there is a character in the party (Rook) with appropriate map-making materials, here is THE MAP LINK.
Joined: Sep 22, 2013 Posts: 11309 Location: Asleep at the wheel
Preferred Pronoun Set: SE / squinty / squints
Sunshine takes out two copper coins, a couple pinches of phosphorescent moss and casts Light on each one. "Here, take this," she says, tossing one lit coin to Deruvid. "Whose going to take the rear?" she asks. If anyone volunteers, she'll toss them the second coin, if no one does, she'll take rear and hold the coin herself.
Spoiler
Light Evocation cantrip Casting Time: 1 action Range: Touch Duration: 1 hour You touch an object. Until the spell ends, the object emits bright light in a 20-‐foot radius and dim light for an additional 20 feet. The spell ends early if you dismiss it (no action required) or cast it again. The light can be colored as you like and can be covered by an opaque object. Material Components: A firefly or a piece of phosphorescent moss.
Rook glances back at the outhouse and its eerie warning one last time, and then to his allies behind him before turning his attention back to Deruvid near the gaping maw of the mine. He tights his grip on his well-worn quarter staff and presses on, walking to the threshold alongside the druid. He flexes the grip on his weapon again as if in anticipation of whatever threats may lie within the dark pit in the earth and finally he speaks. "Shall I go first...?"
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"Life is like a Dungeon Master, if it smiles at you something terrible is probably about to happen."
With a quick flick of the wrist, Deruvid catches the glowing coin from Sunshine. He then offers it to Rook with a grim look on his elven face. "I'm right behind you, but beware; something has come this way recently, however I can't say exactly what." To the rest of the group he needlessly addresses, "Be on your guard."
Joined: Sep 22, 2013 Posts: 11309 Location: Asleep at the wheel
Preferred Pronoun Set: SE / squinty / squints
Sunshine swipes a small piece of fleece from her cloak and quickly weaves a Minor Illusion of a military outfit around herself, willing it to move with her movements as she salutes and says, "Sir, yes Sir!" Just as quickly as the clothing appears on her, is washes away with a small, dismissive flick of her wrist and is again replaced by her normal cloak and robe set. Grinning a wide smile, she moves to follow the group if they proceed into the mines.
Spoiler
Minor Illusion Illusion cantrip Casting Time: 1 action Range: 25 feet Duration: 1 minute You create a ghost sound or a silent image within range that lasts for the duration or until you dismiss it (no action required) or cast this spell again. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a Wisdom (Perception) check against your spell save DC. Ghost Sound: You create a sound that originates from a point of your choice within range. The sound’s volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. Silent Image: You create the image of an object, a creature, or some other visible phenomenon at a spot within range. The illusion does not create sound or any other effect aside from its image. The image must fit within a 10-‐foot cube. Any physical interaction with the image reveals it to be an illusion, because objects pass through it. You can use your action to cause the image to move to any spot within 25 feet of you. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking as you move it. Material Components: A bit of fleece.
Galthir lingers behind the group, approaching the outhouse with a grim face, but a touch of curiosity. "The mines don't look to see common activity," he mutters to himself just loud enough for the closest of the party to hear, "so I wonder who put an outhouse way out here. Ramshackle as this, somehow I doubt it dates back to the digging of this mine." He gingerly opens the outhouse door to take a quick glance inside,but then hustles to catch back up to the others. He holds a hand out for the other coin from Sunshine, speaking, "I'll take up the rear, then."
Spoiler
Galthir makes a search for anything out of place in the outhouse- unexpected items, or unusual damages to the structure. d20 + Int (+1) + search proficiency (+2)? If it's a wisdom search, subtract two (-1 mod).
Aradon rolled 1d20+3 and got a total of 20:
Last edited by Aradon on Sat Nov 09, 2013 8:44 pm, edited 1 time in total.
He gingerly opens the outhouse door to take a quick glance inside
From the Module wrote:
Inside the outhouse is a wooden bench with a hole cut into it. Flickering orange light shows through the hole, emanating from somewhere deep below.
As Galthir opens the door to the outhouse, a light emanating from beneath the stool immediately catches his eyes. His breath catches momentarily, and in the silence he hears a very low rumbling.
On seeing the unexpected light, Galthir calls loudly to his companions, "Err, Rook, Deruvid, hold up. There's something in here..." He steps inside the outhouse, leaving the door hanging open and examines the bench more closely, trying to ascertain the source of the orange glow by peering into the gap itself.
Spoiler
Another search roll, if needed. d20+int+proficiency.
Galthir steps into the outhouse, curiouser and curiouser about the dull orange glow. As he peers into the bench-hole, he sees buried a small wooden barrel about 4 feet down. Unusually clean for the waste receptacle of an outhouse, inside is a lit torch, burning for who knows how long.
Suddenly, the low rumbling becomes a great tremor localized beneath the Ranger's feet.
From beneath the ground erupts a massive lavender coil, with a three-piece beak at its fore, gaping open into a massive maw. As the beast — the Purple Worm — emerges from the surface, the outhouse explodes in lumber and shrapnel.
OOC
Galthir: Make a Dexterity Saving Throw to escape the outhouse and dodge the surfacing worm. As a Ranger, you have *proficiency with* Dexterity-based Saving Throws.
Preoccupied with staring into the bench of an outhouse, Galthir fails to heed the rumbling beneath his feet, right up until the moment the ground bursts beneath him. As the soil turns, he throws himself towards the door of the outhouse.
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