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#other is someone buried 6 feet fucking under and rotting away to nothing but dust and bones...
arklayraven · 2 years
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Our parents/family have little idea how much their words and actions effect us on a deep emotional/mental level...
Or maybe they do know but just don't care.
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yugoloths · 4 years
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the dungeon crawl I was supposed to run tonight got delayed for another week so I'm dumping all my content here to cope
this is the first level of the abandoned mine the party will be exploring. detailed walkthrough under the cut
DRUMIAN SHALE
The main takeaway from this stage is the bandits the party is hoping to apprehend are not here… but something else is. By the end, they will have made it down to the flooded lower caverns where the cool shit is. 
Area 1: Base Camp
The clearing outside the mine entrance is carpeted in yellow dust, a thin layer of which clings to every available surface. To the right of the entrance, on the east side of the clearing, stands a long-abandoned box sluice littered with old buckets and mining pans. On the opposite side of the clearing lie several ragged canvases half-buried in sand and a cluster of overturned mine carts in various states of disrepair. A set of narrow metal tracks, the same width as the mine carts, leads into what appears to be a natural cave mouth.
Closer inspection of the scene will reveal a dried-up streambed where water once poured into the sluice from above. The canvases on the western side of the clearing are crudely painted with an emblem shaped like a hand with a horizontally elongated plus sign in the center of the palm. They look to have been part of a collapsed tent, but it seems to have been abandoned for several weeks.
Area 2: Tunnel
A 10 foot wide tunnel stretches into darkness. 5 foot wide doorways are located on either side, each pair spaced 20 feet apart. The rail tracks continue along the floor in a straight line. The hall is dark and cramped, the ceiling is low, and the air smells musty. 
PP >14 will notice they don’t see any signs of animal inhabitants.
Area 3: Dormitory A
This room contains twelve narrow beds with bare straw mattresses. A few have crumpled bedding, as if in use, but everything is covered in a fine layer of dust. 
A DC 12 investigation check reveals a chest hidden under one of the beds. The chest is empty except for a dragonchess set and a few old stains.
A PC with proficiency in dragonchess (or who makes a DC 15 history check) will notice that the set is missing several pieces: three black warriors, a white mage, a white thief, and a white elemental.
Area 4: Old Office
This room appears to have been a record keeping office. A table stands in the center of the room, a desk in the corner, and bookshelves line the walls. A few chairs have been overturned, and papers are scattered across the desk. The same hand-and-plus-sign symbol from the tents has been carved into a corner of the table.
Any further investigation will reveal that the following books and papers are still in readable condition:
Old shipping manifests - Prices & shipments of rations, supplies, etc. If Varna or one of the PCs read this, they should be able to ascertain that the mine was just barely turning a profit at the time of its closure. They would also notice that they seemed to spend a lot of money bringing in barrels of fresh water.
Mine blueprints - Similar to Varna’s map. Shows the current level as well as two lower levels starting about 200 feet down. It appears miners used a lift at the northern end of the mine to navigate between levels. The lift was powered by a water wheel located in the far northeast chamber on the current level.
Geological survey - General measurements of soil composition and stability, rate of erosion, and location of ore veins. The writing style is extremely dry and technical, so PCs will need to either succeed on a DC 14 investigation or insight check or get Varna to read it in order to learn the following details:
-the water at the site was not drinkable, hence the need to import fresh water
-researchers had great difficulty measuring the water table; some days their instruments suggested it was very high, while other days they registered nothing at all
Varna will not notice this on her own, but a PC who lands a really fucking good investigation/insight check might be able to do a little off the cuff data analysis and notice that high water table measurements tended to occur in the mornings and evenings, while the low readings tended to occur in the afternoon or late at night. A character with extensive nautical knowledge and/or who lands a second really really good investigation/insight check might be able to make the low tide/high tide connection, but don’t force it.
Any investigation of the room reveals a heavy safe under the desk. It stands unlocked and empty, door ajar. Presumably this is where the deed to the mine was kept.
Area 5: Dormitory B
This room is nearly identical to Dormitory A, but several of the beds have been overturned and mattresses torn apart. The chest in this room has been dragged out from under the bed and opened with enough force to rip off one of the hinges. It is empty except for three silvers, four coppers, and an old sock.
A DC 10 investigation check reveals a set of two-toed footprints. With a good roll, or a separate investigation or survival check to learn more about the footprints, a PC could ascertain that the creature that made the footprints has a quadrupedal gait and seems to be some type of insect. 
A DC 12 investigation check reveals a small amount of blood spatter on several of the beds.
A DC 14  investigation check reveals a strange object wedged under one of the beds. It is a flute-like woodwind instrument with an unfamiliar bulbous shape. Varna will be unable to identify what material it’s made out of, although she may note that it reminds her of shell or coral (though not from any creature she’s encountered.) Any PC who attempts to play the instrument will be able coax a few hollow, resonant notes out of it. The instrument is uncomfortable to play, as if it were not designed for their hands.
If a PC attempts to play the instrument, anyone with PP>10 hears an echoing melody coming from the end of the hall. Anyone with PP>15 can identify it emanating from below, in the mine shaft.
Area 6: Storeroom
This room contains old supplies. A heap of frayed old sacks that must have once contained grain are heaped in the northwest corner. The northeast corner is home to a pile of old crates that takes up most of the room. The south wall is lined with wooden barrels, all but a few of which have been split open and destroyed.
Closer inspection of the scene reveals that some of the crates have fallen over and/or split open to reveal general mining equipment - pickaxes, machine parts, railway slats, etc. The crates seem ancient and relatively untouched, while the destroyed barrels are more recent.
A DC 12 investigation check on the room in general will turn up 100 feet of hempen rope, three lanterns with 10 hours of fuel each, an entire crate of candles, and 100 pitons. 
A DC 10 insight or investigation check on the barrels reveals that they likely held pickled vegetables and cured meats. 
Area 7: Dormitory C
This room is nearly identical to Dormitory A. There are no signs of a struggle.
A DC 12 investigation check (or a decision to look under the beds) reveals yet another chest stashed under the bed. It contains two bottles of Keoghtom’s Cure-All, one of which is cracked and useless. The label purports the product “miraculously relieves sewer plague, sight rot, and tunnel stutters! Archmage Keoghtom’s patented blend of penetrating oils, restorative herbs, and secret enchantments reduces pain, enhances vigor, and restores the user to full health, all in a single application!” When applied, it restores 2d8+2 HP. 
Area 8: Machine Room
This room is dominated by a water wheel about 10 feet in diameter, fixed along the north wall. A trough leads away from the water wheel to a large drain set into the floor by the southeast wall. A system of pulleys leads out of the room toward the mine shaft. The rail tracks fork just outside the doorway, with one fork leading into the room while the other continues straight. The wheel powered a lift that transported miners, slag, and equipment between levels, presumably fed by the same stream that fed the box sluice in area 1.
A DC 15 investigation check of the room (or a DC 10 investigation check on the drain specifically) reveals that the screws holding the drain cover down have been removed, and that the cover has been moved recently.
A DC 10 strength check (or whatever) allows them to move the drain cover, revealing an entrance to area 10.
Area 9: Mine Shaft
The mine shaft is a square, 10 foot by 10 foot pit that drops straight down into darkness. A rotting pulley system dangles from the stalactite-covered ceiling, but the rope has broken and the lift platform itself is nowhere to be seen. The walls of the pit are decorated with strange, insectile shapes that resemble no living creature. Go ahead and make a perception check.
The lower part of the shaft is filled with salt water. The water is too far down to be visible, but anything falling into the shaft will create an audible splash.
The mine shaft is inhabited by three darkmantles disguised as stalactites. As soon as someone pokes their head in, a darkmantle will drop down and try to engulf their face. The remaining darkmantles will use their Darkness Aura ability to create confusion before attacking. These darkmantles are unusual looking, with long cone-shaped shells covering their mantles, giving them the appearance of orthocerid cephalopods. If none of the PCs are dumb enough to stick their head into the shaft, Felix will be happy to oblige in order to get a closer look at the fossils.
About 50 feet down the shaft is a hidden entrance to area 10 containing two Chuul, the source of the mysterious flute echo from earlier (assuming one of the PCs tried to play the flute). Like the darkmantles, they are unusual, resembling anomalocarid arthropods. When the Chuul hear the PCs at the top of the mine shaft, they will attempt to ambush them through the drain in area 8. It takes the Chuul about one minute from when they detect the PCs to launch their ambush. If one of the Chuul is killed or seriously wounded, the other will attempt to flee to area 13 and escape into the tidepools.
A PC who makes a DC 12 perception check will note that the presence of stalactites is odd, as they have not seen any elsewhere in the mine. 
If the players found the flute in area 5, a DC 15 perception or investigation check reveals that some of the fossils embedded in the wall look similar to the instrument.
Because the Chuul are so unusual looking, PCs must succeed on a DC 17 history or nature check in order to identify them as such.
With a DC 18 perception check, PCs can see the faint movement of the Chuul 50 feet down the shaft and hear scuttling noises, although they cannot make out what is causing them.
Area 10: Secret Tunnel
The drain leads to a rough tunnel, about 5 feet wide. It is not indicated on Varna’s map or the blueprints in area 4. The construction is noticeably different from the rest of the mine, more like an animal burrow, and the floor slopes downward. The air is strangely humid.
If the PCs managed to access area 10 before being ambushed by the Chuul, they will instead be attacked at the entrance to area 11 or 13, whichever is convenient. If they killed both Chuul, they will encounter no enemies in area 10. If one of the Chuul escaped, the PCs will hear a faint flute melody emanating from the tunnel leading to area 13 but will not be attacked. 
A DC 10 investigation or perception check reveals more of the two-toed footprints found in area 5 - they should be able to figure out these belong to the Chuul.
Area 11: Brood Chamber
This roughly circular chamber contains a clutch of slimy, yellow-green eggs surrounded by human and animal bones. It is guarded by an older Chuul which is missing a claw, making it unable to multiattack. This will not deter it, however, from defending the clutch with its life. Because it is protecting its eggs, it will not pursue the party should they choose to flee.
Closer investigation reveals a single human skull amidst the bones. A DC 12 nature or survival check reveals the other bones belong to a horse, several donkeys, and two large dogs.
Area 12: Treasure Chamber
This chamber is similar to area 11, but instead of eggs it is piled high with objects the Chuul have collected from their victims and from the abandoned mine.
Any investigation will reveal the following items:
-A small pile of gold nuggets worth ~200 GP
-A steel mirror
-Robe of Useful Items (missing all of its patches)
-A viol with the initials “MQ” carved into the back of the head
-A breastplate that has been messily painted blood red, with a symbol on the front consisting of a black hand with a horizontally elongated plus sign on the palm (same as the one carved into the table in area 4)
-Two hard hats with hooded lanterns mounted on the front
-A swordbreaker (stats identical to a dagger, but if the wielder is hit by a sword attack they can make a DC 8+[attacker’s weapon attack modifier] dexterity check; on a success, they take no damage and the opponent has disadvantage on their attack roll next turn; on a critical success, they take no damage and break the opponent’s sword) with a crude hand-and-plus-sign symbol carved into the hilt
-An intricately carved sending stone that, when used, plays the following intercept message: “We’re sorry. You have reached a sending stone that has been destroyed, or is no longer in service. Please contact an operator.”
-Three silver rings (worth 15 gp each)
The deed to the mine is not present.
Area 13: Cenote Chamber
This natural cavern has a high, arched ceiling decorated with stalactites. The space is dominated by an immense monolith carved with the same pattern of wavy lines as Felix’s tablet. Covering the bottom third of the slab, a reeking carpet of matted vegetation extends to cover the entire floor. The wet stench of rotting plant matter and salt permeates the humid, clinging air. 
The vegetation at the base of the slab is actually a shambling mound, which is hiding the entrance to the next layer of dungeon with its body. It is dormant, but as soon as someone steps on or touches it it will come awake and attack the PCs, revealing the cenote pit beneath it. However, music from the strange flute the party discovered earlier will render it dormant again. Upon being defeated, it falls into the cenote with a splash. As it falls it pulls away some of the vegetation covering the bottom of the slab, revealing the full design.
A DC 14 perception check before the shambling mound attacks reveals the muffled sound and faint movements of breathing. After it is defeated, it becomes apparent that the “breathing” noise was actually the sound of water rushing rhythmically from within the dark cenote.
Varna encourages the party to explore the cenote in hopes of locating the remaining bandits (or their remains) and recovering the deed to the mines. Felix, excited by the symbols on the monolith, insists on accompanying them. Varna will remain to establish a base camp; she has not survived 200 years as a geological surveyor by diving headfirst into mysterious pits.
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