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.
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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)
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I should probably playtest this.

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