The Corrupted mine

A couple of miners in Phalandin have fallen ill under mysterious circumstances. The party is asked to investigate the cause of the illness.

Find what is the cause of the Corruption.

A blueprint that if analysed will lead to the creation of a new type of mining machine, improving Phalantin’s Potential.

A magic item (rare), such as a pickaxe of the miner or goggles of night

A magic item (uncommon), such as boots of elvenkind or gloves of swimming and climbing

A potion of darkvisionA small trinket, a good luck charm from a miner

A miner’s pick that can be used as a war pick

A small bag of uncut gemstones worth 50 gp

Part 1: Investigating the Illness

Encounter 1: Meeting with the Town Healer – The party meets with the town healer, who provides details about the miners’ symptoms and their work conditions.

Encounter 2: Interviewing the Sick Miners – The party visits the sick miners to gather more information. They might find out about a new mining site that the miners recently started working in.

They also might investiagate similar accident before. 30 years ago the mine of triboar was sealed. An accident happened many people died. There’s not a lot of information about it.

Part 2: Exploring the New Mining Site

The Party will need to also

Encounter 3: Navigating the Mine – The party must navigate the mine, dealing with hazards such as unstable ground, lack of light, and potentially dangerous creatures that have made their home in the mine.

Encounter 4: Discovering the Connection – The party discovers a passage in the new mining site that seems to lead towards the direction of the old, sealed mine in Triboar. They decide to investigate.

Part 3: Uncovering the Truth

Encounter 5: The Old Mine – The party follows the passage and ends up in the old, sealed mine. They find evidence of the toxic minerals that caused the old mine to be shut down.

Encounter 6: The Source of the Illness – The party finds that the toxic minerals have contaminated the new mining site, causing the miners’ illness. They also discover the shard that was used to cleanse the old mine, revealing the truth about Big Al’s secret.

Monster Blocks

  • Corrupted Giant Rat Swarm

    AC: 12 HP: 36 Speed: 30 ft.

    STR DEX CON INT WIS CHA
    9(-1) 14(+2) 10(+0) 2(-4) 10(+0) 3(-4)
    Saving Throws
    -1 +2 +0 -4 +0 -4
    • Skills: Perception +2
    • Senses: Darkvision 30 ft., passive Perception 12
    • Languages:
    • Challenge: 3 (700 XP)

    Bites: Melee Weapon Attack: +4 to hit, reach 0 ft., one target in the swarm’s space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer. The target must make a DC 10 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one.

    • Keen Smell: The swarm has advantage on Wisdom (Perception) checks that rely on smell.
    • Swarm: The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can’t regain hit points or gain temporary hit points.
    • Disease Carriers: Any creature bitten by the swarm must succeed on a DC 10 Constitution saving throw or contract a disease. Until the disease is cured, the target can’t regain hit points except by magical means, and the target’s hit point maximum decreases by 7 (2d6) every 24 hours. If the target’s hit point maximum drops to 0 as a result of this disease, the target dies.
  • Corrupted Umber Hulk

    AC: 18 (natural armor) HP: 93 Speed: 30 ft., burrow 20 ft.

    STR DEX CON INT WIS CHA
    20(+5) 13(+1) 16(+3) 9(-1) 10(+0) 10(+0)
    Saving Throws
    +8 +4 +6 -1 +3 +3
    • Skills: Perception +3
    • Senses: Darkvision 120 ft., tremorsense 60 ft., passive Perception 13
    • Languages: Umber Hulk
    • Challenge: 5 (1,800 XP)
    • Multiattack: The umber hulk makes three attacks: two with its claws and one with its mandibles.
    • Claw: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage.
    • Mandibles: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.

    Tunneler: The umber hulk can burrow through solid rock at half its burrowing speed and leaves a 5 foot-wide, 8-foot-high tunnel in its wake.

    Confusing Gaze: When a creature starts its turn within 30 feet of the umber hulk and is able to see the umber hulk’s eyes, the umber hulk can magically force it to make a DC 15 Charisma saving throw, unless the umber hulk is incapacitated. On a failed saving throw, the creature can’t take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can’t make such an attack.

  • Corrupted Giant Spider

    AC: 14 (natural armor) HP: 32 Speed: 30 ft., climb 30 ft.

    STR DEX CON INT WIS CHA
    14(+2) 16(+3) 12(+1) 2(-4) 11(+0) 4(-3)
    Saving Throws
    +2 +3 +1 -4 +0 -3
    • Skills: Stealth +7, Perception +4
    • Senses: Darkvision 60 ft., passive Perception 14
    • Languages:
    • Challenge: 2 (450 XP)
    • Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
    • Web (Recharge 5-6): Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).

    Spider Climb: The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
    Web Sense: While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.
    Web Walker: The spider ignores movement restrictions caused by webbing.

Character Blocks

  • Varloe Andoulin

    Miner – Varloe Andoulin

    Medium humanoid (human), any alignment

    Armor Class: 10
    Hit Points: 16 (3d8 + 3)
    Speed: 30 ft.

    STR DEX CON INT WIS CHA
    17 (+3) 8 (-1) 13 (+1) 10 (+0) 9 (-1) 11 (+0)
    Saving Throws
    +5 -1 +1 +0 -1 +0
    • Skills: Athletics +5, Intimidation +2
    • Senses: passive Perception 9
    • Languages: Common
    • Challenge: 1/2 (100 XP)

    Actions

    Pickaxe (Improvised weapon): Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

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