Friday, September 24, 2021

The Old Lagrange Mining Company: A Pathfinder 2e Encounter for Level 5 Adventurers: Part Four

 

Here's the rest of the beautiful map by Zatnikotel (which you can find on their Deviant Art, go support them!) and what horrible creatures I've decided to fill it with.  But this is not the end of the adventure!  There's more coming, as well as a bit more on some of the characters you've met/will meet along the way.

 -------------------------------------


 

A7 – Freezing Pool

There is an otherworldly chill in this cavern coming from the water, though none it appears to have frozen over.  Fog hangs in the air like clouds of frozen breath, partially obscuring some markings on the back walls.


The water is ankle deep until the chamber opens up fully, where it quickly drops to a depth of 20 feet.  A PC wishing to explore the underwater areas needs to succeed at a DC 20 Basic Fortitude save or take 4d8+8 cold damage, and must repeat this each minute they remain in the water.  If the PCs have entered this area via the underwater tunnel from area A1, they are exposed to the icy depths and must begin making Fortitude saves immediately.

 The writing on the back wall is in Dwarven.  Because of the fog, the runes are hidden unless a PC gets within 10 feet to read them, then they are only concealed.  Moving directly up to the wall will allow anyone to read them clearly.  Below the writing is a large iron chest sitting on a carved stone just under the waterline.

“Speak The Taskmaster’s name and gather the tools to do our work.”

The chest is magically locked and will only open by a PC succeeding on a DC 20 Society or DC18 Dwarven Lore, recalling that the dwarven deity Magrim is also known as The Taskmaster.  Reciting his name will open the chest.  It contains a +1 striking pick, two lesser healer's gel, an emerald grasshopper, 50 feet of rope, and two grappling hooks,

 

A8 – Fungus Grove

This cave is humid and warm.  A wide variety of mushrooms crowd the chamber and spore clouds waft lazily through the air.  The light here is uneven, with the light some bioluminescent fungi casting shadows underneath the caps of others.

Treat the light level as dim for any visual purposes or effects.  A group of kobolds is hiding here under the mushroom caps.  Seeing that the PCs are not wreathed in fire and destroying everything on sight, the kobold leader Graddle addresses the group from her hiding place, “Hail adventurers!  If you oppose the Burning Kestral, you may find peace here.”  Provided the PCs don’t immediately attack, Graddle herself emerges cautiously from the shadows.  “Greetings wanderers.  I am Graddle, chief of the Clawgrinder Kobolds.  You have found your way into our lands, what made you do so?"

Graddle is a female kobold champion (paladin) of Apsu, her troops stand only a step or two behind her.

Elite Kobold Dragon MageElite Kobold Scouts (4)

Provided the PCs don’t act with violence, Graddle can provide some information.

 

“Panx is waiting for you.

“Yes yes.  We were recovering from a battle with a swarm of Cinder Rats when we were attacked by pack of Hell Hounds.  We defeated them, but it has delayed our return.”

 

“Who is the Burning Kestral?”

“She is the reason for our plight.  A Harpy with powers that I’ve never seen one of her kind wield before.  She’s taken over our warrens deeper inside, and she sends others like her as well as fiery minions to either drive us out or snuff us out.”

 

“What does she want with this place?”

Graddle shrugs, “She rants about a ‘ley line’ running through here.  Whatever her reasons, it’s important enough to her that Clawgrinders must die.  I will not have that”

 

“Ley line?”

“A magic line in the ground that can amplify magic somehow, I think.  I don’t fully understand it myself.”

 

The kobolds still need time to fully heal before returning to Panx’s holdout with food and supplies.  A successful Medicine check or Healing spell cast by the PCs will earn the gratitude of the Clawgrinders, and they give the PCs two lesser potions of fire resistance, noting that not all are lucky enough to have tough scales, but the potions help a bit.

 

A9 – Sinking Passage

The packed dirt of this floor quickly turns muddy, making it difficult to not leave tracks behind.

Recent disturbances have caused the floor to loosen and mix with an underground spring, turning the area to quicksand.

QUICKSAND                                                                                                            HAZARD 3

Quicksand stat block

 

A10 – Charred Hall

The floor and walls here are streaked with black scorch marks.  A few melted weapons lay scattered on the ground.  It’s clear a battle happened not long ago, though there are no bodies to indicate who won or lost.  A distant growling rumble comes from the south passage.

If the PCs spend ten minutes investigating this scene thoroughly, three Elite Hell Hounds appear from the southern passage and attack.  Otherwise, the Hell Hounds arrive the second time the PCs enter this chamber.

During battle, the kobold Elite Dragon Mage and one of the Elite Scouts from Area A8 show up after one round to support the PCs, regardless of them meeting Graddle beforehand.  After three rounds, Graddle herself joins the fight.

Elite Hell Hounds (3) Also add the following ability to the Elite Hell Hound stat blocks.

Lingering Burn:  Whenever a Hell Hound deals fire damage to a creature, it also deals 1d8 persistent fire damage.

 

After the fight, Graddle will help heal the PCs back to full health with her Lay on Hands ability.  She will thank them for their assistance, and can offer a crowded but safe place to rest behind the Topple Wall with the other kobolds if the PCs ever need it.  Graddle takes her troops and supplies, returning to Panx and the rest of her clan.  Read or paraphrase the following when the PCs are ready to explore the southern passage that leads from area A10.

"The temperature raises steadily as the tunnel winds deeper underground, any signs of dwarven mining are left behind after only a few thousand feet.  The remains of large underground-dwelling insects lay dead on the tunnel floor, now nothing but charred carapace and grime.  After a quarter mile you enter a what at first looks like a large cavern, but quickly reveals itself to be the side of a ravine.  The ceiling is only 50 or so feet above you, but the bottom can not be seen.  There is a flickering red light coming from two tunnels across the way.  Two sturdy-looking stone bridges span the bottomless gap."

 

 Find the map here on Zatnikotel's Deviant Art (go support them!)

 Striking Rune information (Core Rulebook Pg.581)

Pick information (Core Rulebook Pg.281) 

Lesser Healer's Gel (Secrets of Magic Pg.168) 

Emerald Grasshopper (Core Rulebook Pg.566) 

Elite Kobold Dragon Mage stat block 

Elite Kobold Scout stat block 

Potion of Fire Resistance (Core Rulebook Pg.563) 

Quicksand Hazard (Core Rulebook Pg.526)

Elite Hell Hounds 

-------------------------------------

Catch you next week!

Friday, September 17, 2021

The Old Lagrange Mining Company: A Pathfinder 2e Encounter for Level 5 Adventurers: Part Three

 

Gen Con 2021 is this weekend.  I'm not there, but I am getting the chance to play online in the PFS Season 3 intro scenarios, as well as the special 3-99 Fate in the Future.  Hope everyone is playing safe out there.  I figure it's best to leave the risk to our PCs anyway.  Speaking of which, here's the next section of the Old Lagrange Mine.  The bottom third of this map (available free on Zatnikotel's Deviant Art page, go support them!) comes next week.  I hope you're all enjoying reading this as much as I'm enjoying writing it.  

I provided AoN links to the various monsters in the encounter section as well as at the end of the post this time.  I'm trying to both improve my formatting and make the adventure run more smoothly, but if I'm failing at either (or both) let me know what you think I can do to improve it.  I'm always open to discussion on how to make this a better experience.

See you next Friday.

------------------------------------------------------------------------ 

 


 
 

A3 – Jeweled Cavern

This dig site is completely clear of any rocky debris.  The walls are polished smooth, and a wide variety of loose gems lay scattered on the ground.

A black pudding is to thank for the immaculate condition of this cave.  If a PC climbs down to explore the cave at the ground level, the black pudding emerges from Its resting place in the water-filled corridor of area A4 (if it wasn’t already triggered by someone swimming or wading through the water underneath the tracks).

Black Pudding (Bestiary pg.255) 

Treasure:  If the PCs wish to take the time, they can collect 300gp worth of amethyst and peridot off the cavern floors.

 

A4 – A Treacherous Bridge

This tunnel continues west as the ground falls away, turning the tracks into an unstable bridge over frigid black waters.

Many of the ties here have fallen away, making balancing on the tracks a dangerous gambit.  A PC who succeeds at a DC 27 Acrobatics (to carefully balance along the rails) or Crafting (to resecure the tracks to the walls), or a DC 24 Engineering Lore can cross the tracks without issue.  Failing this check causes the PC to fall into the waist deep water where a black pudding waits for its next meal.

 

A5 – Burning Crossroads

As you approach this rail intersection, a feline skeleton wreathed in red-hot flames emerges from the southern passage.  It glares at you, intent on making you it’s next plaything. 

 Hellcat (Bestiary 2 pg.141)

The Hellcat came from another summoning circle deeper within the mine, sent to kill the remaining kobolds hiding in area A6.  It doesn’t care enough to differentiate one living creature from another though, and attacks the PCs on sight, opening with its Menacing Growl and Pounce abilities.

 

A6 – Makeshift Warrens

Overturned minecarts and ruined crates stacked upon one another form a shoddy wall that blocks the chambers beyond the end of the rails here.  There is a strong musk coming from the other side of the barricade.

Part of a tribe of Kobolds have hidden themselves away in this small cave network after being attacked by Hellhounds. They have rigged the barricade to collapse on anyone who disturbs it.  They have also been watching through cracks and holes in the wall.  They are defensive but prideful, hoping their false bravado will keep any enemies at bay.  The few warriors who still live are here in the southern part of the caves, while the injured and caretakers hide in the larger chamber to the north.

 

CLAWGRINDER TOPPLE WALL                                                                       HAZARD 5

Complexity: Simple

Stealth DC23 (Expert)

Description: A towering pile of discarded mining equipment that leans at a precarious angle.

Disable: Thievery DC22 to remove the correct supports and collapse the wall safely.

Collapse [REACTION]; Trigger A creature physically interacts with the unstable wall.  Effect The wall falls forward dealing 7d6 bludgeoning damage to all creatures in a 10-foot emanation centered on the triggering creature’s square.

 

The PCs who move past the shoddy barricade (or trigger the hazard) is met with a growling challenge in broken Common, “Turn back now! Return to the sunlight, softskins!  Else you find yourself dead on the blade of hundred dragons!”

The kobolds are boastful, but also very scared of their situation.  They will only resort to violence if they are attacked.  Below are some responses from questions the PCs are likely to ask.

 

“Who are you?  What are you doing in here?”

“Clawgrinder Kobolds go where they please, always!  Graddle instruct you on how to give good respect!.”

 

“Are you Graddle?”

“No no, am Panx.  Panx commands when Graddle no here.  Graddle is chief.  She take others, secure food and supplies, not return yet.”

 

“Where did Graddle go?”

“Mushroom cave.  Good food, grows fast, very spicy.  Not far from here down southern tracks.:

 

“How many of you are here in this mine?”

“We are many, but stretch thin.  Flying monsters and fire animals test us.”

 

“Flying monsters?”

“Yes!  Wings of a bird.  Nasty claws.  They sing and steal your mind, then they beat you with heavy sticks!  Sometimes they come with fire animals.  That why Graddle  go for supplies.  Help with injuries.”

 

“You’re injured?  What attacked you in here?”

“Flying monsters use magic. Bring fire animals to hunt us.  They are cruel, drive us from our home!  Nasty birds draw magic circles everywhere to make more fire animals.”

 

“Where is your home?”

“Deeper inside, but maybe not anymore.  Birds moved in.  Took over.  We fight for our home now.”

 

If the PCs attack the kobolds, there are only a half dozen trained warriors who will fight.  The other kobolds are too weak or injured and simply plead for their lives.

Elite Kobold Scouts (6)

Treasure:  If the PCs leave Panx and the others in peace, the kobolds give them two snare kits, as well as two Biting Snares along with basic instructions on how to set them up quickly (a three-action activity).  If the PCs vow to find Graddle, the kobolds gratefully hand over a third Biting Snare.


Find the map here on Zatnikotel's Deviant Art

Black Pudding Stat Block (Bestiary pg.255) 

Hellcat Stat Block (Bestiary 2 pg.141)

Elite Kobold Scouts (6) (Bestiary pg.6, 213) 

Biting Snare (Core Rulebook pg.589)


Wednesday, September 8, 2021

The Old Lagrange Mining Company: A Pathfinder 2e Encounter for Level 5 Adventurers: Part Two

 I promised myself I'd keep a weekly schedule here, but back then I kind of forgot I was going to be at Connecticon this weekend (first real convention since Covid, fully vaxxed and fully masked, we'll see how long I last).  So here's Friday's entry a little early, as I don't trust myself to just put this in drafts and remember to hit publish later.

----------------------------------------------------------

Ruined minecart tracks running down the center of this passage is the only major feature of this tunnel.  Discarded mining equipment lays about in scattered piles, and heavy oak logs barely do their job bracing the tunnel ceiling, placed every 20 feet.  The further into the mine you explore, the harder it is to take a breath without your tongue feeling like it’s coated in dust.

 


 A1.  Frigid Waters

“The surface of these icy waters constantly ripple with bits of waterlogged wood from old crates floating on the surface.”

Despite the floating debris the water is safe to drink, though it does have a heavy mineral taste.  Any PC investigating the northern waters with a DC 21 Perception (DC17 if they have darkvision or a light source to help them see in the pitch black waters) can find a sizeable underwater passage that leads to area A7, though this requires eight successful Athletics checks (DC 5) and holding one’s breath to traverse. Critical successes count as two successes for this.  PCs may begin drowning if unsuccessful.  See the rules for Drowning and Suffocation on page 478 of the Core Rulebook. (https://2e.aonprd.com/Rules.aspx?ID=468)

 

A2.  The Ritual Chamber

“This massive intersection of the mine has been ravaged both by time and the creatures currently residing here.  At the center of the hall is a complicated looking platform that can rotate to facilitate minecarts moving in and out.  The tracks on the platform have been removed, and a glowing circle of runes illuminates the chamber in crimson light.  Erratic flames erupt from the circle, licking at the stones in the floors, turning them black.  Piles of bones and rotting lumber litter the edges of the chamber.  A track-lined tunnel leads deeper into the mine to the south, and the northern passage terminates in a cave in after 50 feet.”

An inexperienced Harpy is on guard duty here perched atop some old boxes.  He’s able to summon a Hell Hound from the runic circle by touching one of the runes as a two-action activity.  The Harpy Skeleton rises up from it’s resting place when the PCs enter the area, alerting the Weak Harpy if he didn’t notice them enter.  The Harpy isn’t a fan of being near the skeletal remains of it’s brethren, and will keep the Hell Hound between itself and the Harpy Skeleton whenever possible.  If reduced to a quarter of it’s Hit Points, the Harpy will flee down the tunnel to the south.

Development:  The Runic Circle can summon creatures from the pane of hell.  If the PCs wish to disable it, they can do so with a successful DC26 Arcana or Occultism check, or a DC22 Hell Lore.

 Find the map here on Zatnikotel's Deviant Art

Harpy Skeleton stat block (Bestiary 3, pg 236)

 Hell Hound stat block (Bestiary, pg 205)

Weak Harpy stat block (Bestiary, pg 6, 204) 

 

 ---------------------------------------------------------- 

I should probably playtest this.