The next part of Turismond to be detailed is the level where the mining occurred. Since the trope here is the classic, dwarves dug too deep, I need to include a mine level. But it is also not central to the plot so I have not included a lot of encounters. It is an obvious place to include wandering monsters. Any sort of underground dwelling creature is obvious as the mines are interconnected with the greater underground tunnel system.
|Exploring the Mines|
LOST TURISMOND PART 3
The dwarves of Turismond dug down looking for silver and found a lot at this level which is 3,000 feet below ground. In their tunneling the dwarves carved into natural caves and tunnel systems. They sent explorers off into these tunnels and came across the “lost world” detailed in Part 4.
Before leaving Turismond the dwarves attempted to block access to the great cavern but eventually curious underground dwelling creatures dug around the blocks. The dwarves lit the mines with Continual Light lanterns. Most of the lanterns were broken or taken but a few remain. The area that they illuminate is noted on the map by a dotted circle.
This level is open to the greater underground tunnel system connecting to an entire ecosystem so any type of underground creature is likely to be encountered. Here are some suggestions.
Roll of 1 on 1d6 every 2 turns
Driver Ants (4): AC 3, HD 4, MV 60’, #AT 1, DMG 2-12, Save F2, ML 7, AL Neutral. They are on a foraging mission far from the nest.
Gelatinous Cube (1): AC 8, HD 4, MV 20’, #AT 1, DMG 2-8 +special, Save F2, ML 12, AL Neutral. It may surprise (1-4 on 1d6) characters especially in the dark of the mines. A successful hit from a gelatinous cube can paralyze unless Save vs Paralysis is successful. They can be harmed by fire and weapons.
Gray Ooze (1): AC 8, HD 3, MV 3’, #AT 1, DMG 2-16, Save F2, ML 12, AL Neutral. It looks like wet stone and can easily be stepped upon. It does acid damage to bare skin. After the first hit, the ooze automatically destroys clothes and armour. They can be harmed by weapons and lightning.
Troglodytes (6): AC 5, HD 2, MV 40’, #AT 2 claws/1 bite, DMG 1-4 each, Save F2, ML 9, AL Chaotic. They surprise on a roll of 1-4 on 1d6 due to their skin tone. They secrete an oil that can nauseate adventurers unless a save vs poison is made. Nauseated victims are at -2 to hit while in combat with the troglodytes. These troglodytes are returning from an expedition to the great cavern.
|Level 3 The Mines of Turismond Map|
The lift descends from the dwarf city level for about 3 rounds before groaning to a halt. A wide archway shows that the lift has come to rest in a rock cavern. A train track is visible in the light of a continual light lantern located in the tunnel ahead. There is a control panel on the outside wall of the lift with a bar that can be moved up or down. The room has a number of wooden crates full of rocks piled against the north wall. Examination of the rocks will reveal them to be unrefined silver ore.
(2). Mining Cart
The mine rails lead to this cavern. Sitting on the tracks in the middle of the cavern is an iron cart full of unrefined silver ore. The cavern has been clearly worked with pickaxes to widen it out. Three broken crates (empty) lie against the east wall. A stack of wooden planks are against the west wall. Another continual light lantern lights the tunnel to the north. The dwarves built the ore cart track to haul silver ore from the mining area (#6) to the lift. The cart is badly rusted but it could be pushed along the track. It will make an enormous racket attracting wandering monsters on a 1-5 on 1d6 every turn.
(3). Troll Cave
A troll has wandered into the dwarven mines and is hiding in the dark of a side tunnel off of this cavern. The troll gives off the smell of rotting garbage that can be detected up to 40 feet away.
Troll (1): AC 4, HD 6+3, HP 28, MV 40’, #AT 2 claws/1 bite, DMG 1-6/1-6/1-10, Save F6, ML 10, AL Chaotic. A troll has the power of regeneration and will begin to heal 3 rounds after it has taken damage at the rate of 3 hit points per round. It cannot regenerate damage taken from fire or acid.
The troll was carrying a backpack with 600 gp in it. It will drop the backpack when it attacks. If injured by fire or acid it will flee deep into the tunnels.
There is a continual light lantern lighting this cave and a harmless, green glowing moss on the ceiling. Three rappers are lurking just outside the lighted area. One will start a quiet tapping noise to attempt to lure adventurers into an ambush.
Rappers (3): AC 2, HD 4, HP 20,22,24, MV 30’, #AT 1 hammer+1, DMG 1-10+1, Save F8, ML 11, AL Chaotic. They look like animated dwarven corpses with pale, glowing orbs where their eyes should be located.
(5). Ogre Cave
A small cave with a lower ceiling (10’) with several stone blocks that have been positioned in a circle. Sitting on these stone blocks are seven ogres (bestial 8’ tall humanoids) dressed in animal skins. They are sitting around a small fire. Two human-like corpses are lying on the ground just outside the circle of light caused by the fire.
Ogres (7): AC 5, HD 4+1, HP 22, 21, 19,17, 16, 21, 15, MV 30’, #AT 1 club, DMG 1-6, Save F4, ML 10, AL Chaotic. One ogre has a potion of diminution in a pocket in its animal skin pants.
The two corpses are the remains of a pair of ghouls that the ogres killed.
(6). The Silver workings
This large cavern has a fairly low ceiling (20’) because it is not natural. The dwarves mined this area out as the found a lot of silver here. The rails end is this cavern and there are three mine carts sitting on the tracks. The carts are empty and rusty but they could be rolled along the tracks with some effort. Pickaxes and shovels are neatly stacked in wooden crates near the cart. The continual light lantern that lights this area is hanging from a metal bar sunk into the cavern floor. The dwarves had stopped mining silver the last 5 years they inhabited Turismond but there is nothing to suggest that.
(7). Entrance to another world
This tunnel leads to the Lost World. The original tunnel is completely blocked at two points by worked stone. The dwarves blocked it off when they fled Turismond. However, someone, or something, tunnelled around the blocks in the distance past. The tunnels around the blocks are only 3 feet wide and 4 feet tall so it is uncomfortable for human sized creatures to pass. Just past the first block there are six ghouls waiting to ambush any living creatures that attempt to pass.
Ghouls (6): AC 6, HD 2, HP 16, 12, 9, 8, 8, 7, MV 30’, #AT 2 claws/1 bite, DMG 1-3 all + paralysis, Save F2, ML 9, AL Chaotic. The ghouls are undead. If their attack hits the victim must save vs paralysis or be unable to move.
As adventurers approach area 8 they will here the rush of water, and notice the musty smell of the jungles. The tunnel opens into a large cave in which water is crashing down into a deep pool across the entire side of the cave. Light is streaming in through the water. The suggestion is that the adventurers are somehow on the surface again.
A tunnel has been carefully dug around the waterfalls to area 9.
(9). The Lost World
The tunnel exits into a sharp walled ravine that is seemingly back on the surface as light is streaming down from above. The source of the light is not clear as the location is in a steep walled ravine. The sounds of wildlife and tropical bird calls can be heard. Along the sides of the ravine there is lush tropical underbrush. Hidden amongst the underbrush are the rotted remains of wooden crates that can be found if the characters search. There was a path at one time but it is no longer visible having been long since overgrown.