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chains contain 3 clasps large enough for the arms on the #4 What’s Next ___ xorn. Past the Great Hall and down the 10ft hall will lead to a The xorn will attack the PCs if they do not pick up the 30x30 that is also a four-way intersection of chains. It will try to get to the door and leave the room hallways. Turning left will bring the PCs to the Norker where it will stay for another 2 rounds before using its Mines in Part 4. The center corridor leads to Part 5 and Earth Glide ability to escape. the final showdown with the lesser vampire. The right Treasure: The duergar are holding 2 platinum ingots corridor leads to a large room containing a central worth (500gp ea). They came from another source in the stairwell leading down. This area is blocked by collapsed underdark and they are both planned to be used as rubble making access to the lower levels impossible tribute to the vampire Morg in the lower levels. without spending time moving the rubble. The quaggoths encountered earlier have been living here and clearing rubble the last few weeks. The rooms smells Xorn Med elemental, N and is littered with rubbish and filth. Read the following Armor Class- natural 19 once the PCs come to the central intersection. Hit Points (7d8+42) 75 Speed 20 ft., burrow 20’ STR DEX CON INT WIS CHA From the Great Hall you walk down the 10ft hall past a 17 10 22 11 10 11 few small storage rooms and eventually come to a large (+3) (+0) (+6) (+0) (+0) (+0) intersection measuring 30x30. 10ft wide halls lead out of each side, all heading off into darkness. Skills Perception +6, Stealth +3 Damage Resistances piercing and slashing from nonmagical attacks that aren’t adamantine PCs can make a Wisdom check (Perception DC13) to Senses darkvision 60 ft., tremorsense 60 ft., passive notice footprints most likely belonging to duergar Perception 16 leading straight ahead and both duergar and the Languages Terran quaggoths head to the right. The left tunnel has several Challenge 5 (1,800 XP) footprints as well but these are a few weeks old. PCs will Abilities______know this if the Perception roll was 17 or higher. Earth Glide: The xorn can burrow through nonmagical, unworked earth and stone. While doing so, the xorn doesn’t disturb the material it moves through. Stone Camouflage: The xorn has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. Treasure Sense: The xorn can pinpoint, by scent, theSample file location of precious metals and stones, such as coins and gems, within 60 feet of it. Actions______Multiattack: Three claw attacks and one bite attack. Claw: +6 to hit, (1d6+3) damage. Bite: +6 to hit, (3d6 + 3) damage.

Not for resale. Permission granted to print or photocopy this document for personal use only. Southcrypt: (Mod-3) 12 The Gathering Hall (Map 3)

Sample file

Not for resale. Permission granted to print or photocopy this document for personal use only. Southcrypt: (Mod-3) 13 Part 4: The Norker Mines Read the following once the PCs move to investigate and come to the large room with the 2 columns. A tribe of norker goblins occupy this level of surface mines and the deeper mines beyond the chasm shown This large room is still carved from unfinished stone on map 4. The deeper levels are not included in this measuring 40x40ft with the left side having a long wall module and DMs are free to expand the module in this running down the length, while the right side has been direction to where it joins with the deeper mines and cleared and leaves only two rough columns. Tunnels run living quarters of the mountain. out of all the walls and run in many directions. Some #1 The Partial Hall ___ rough terrain of rubble and broken carts litter the front of the room between the wall and front column. The double doors marking the entrance to the mine areas have been blocked by a large stone. The In the middle of the room you see 4 of these strange quaggoths have been used to move it when needed and goblins speaking to a large one who may be a leader of PCs may make a Strength check (Athletics DC20) to remove. some sort. They all carry primitive clubs spiked with nails and sharpened rocks. You also hear a few more coming The main finished room was used to grind ore and melt from the rear tunnel on the left. it down into ingots. Here are 2 presses and a for melting the copper ore. This room show signs of creature activity, but the main encounter is in the next The 4 norkers in the main room should be joined by 2 room where the cavern was being cleared out, exposing more at the beginning of combat. 2 more should join the the rough columns and rough walls. fight on the following round coming from another tunnel trying to flank the PCs. When they begin combat, these goblins howl and hoot to make themselves more valiant, The initial room past the double doors was once used but this also serves to alert more of the tribe living to smelt ore and make ingots of metal. It measures deeper in the caves. 25x40ft with a smaller recess on the back center wall. A large cauldron sits in the center recess over a vast firepit. Treasure: These norkers carry no treasure worth taking. They each have minor items such as shinny rocks or a Two coal bins lay toppled next to it amid a few old tools seashell that they may value. and pieces of coal. On the left wall is a large machine used to crush the ore before melting. It stands next to a Goblin Norker (8) ___ _Sm. Humanoid (goblinoid), LE pair of old ore carts. Armor Class- natural 16 Sample Hitfile Points (2d6+2) 10 Two 10ft halls lead out of this room on either side of Speed 30 ft. the cauldron. A smaller hall leads out of the right wall. STR DEX CON INT WIS CHA All three go from a finished room to roughhewn tunnels 14 12 12 8 10 8 after several feet. You also notice sticking out of one of (+2) (+1) (+1) (-1) (+0) (•1) the ore carts is a pair of dead, strange-looking goblins. Skills Athletics +4, Stealth +5 There have a patchy, rock-like skin and a sinister Senses DV 60’, Perception 0 appearance. Languages Goblin Challenge 1/4 (50 XP) PCs searching the norker goblins can make an Abilities______Intelligence check (Investigation DC13) to reveal bite Nimble Escape. Can take Disengage or Hide as a bonus marks on their necks and pale sunken skin, confirming action each turn. the legend of a vampire living in the montain. These Sunlight Sensitivity. Disadvantage on attacks and bodies look to have died only days ago. Perception checks when in sunlight. After a few minutes of searching this room, PCs can Actions______make a Wisdom check (Perception DC15) to hear Studded club: +4 to hit, (1d6+2) whispered voices and footfalls coming from both of the Bite: +4 to hit, (1d4+2) halls near the cauldron. As the seconds pass, more Rock: +4 to hit, (1d4+1). 20’/80’ creatures seem to be joining the group down the hall. The whispers sound like they may be speaking goblin.

Not for resale. Permission granted to print or photocopy this document for personal use only. Southcrypt: (Mod-3) 14 each round. Every few rounds have a norker brute join Goblin Norker Brute __ _Sm. Humanoid (goblinoid), LE the fight as well. At some point the PCs should retreat, Armor Class- natural 16 maybe cutting the rope as well. Attacking the ropes on Hit Points (6d6+12) 35 the bridge requires an attack at an AC 14, dealing 10 Speed 30 ft. points of damage to each side. STR DEX CON INT WIS CHA 14 10 15 8 10 8 Anyone falling into the cavern takes falling damage (+2) (+0) (+2) (-1) (+0) (•1) (5d10) and awakens the stropers living at the bottom of the cavern to come and attack, unless these were Skills Athletics +6, Stealth +3 already encountered earlier (encounter #3). Senses DV 60’, Perception 0 Languages Goblin The norkers and PCs can try to climb around people on Challenge 1 (200 XP) the bridge by using the ropes to climb under the Abilities______walkway. Anyone trying this needs to roll a Strength check (Athletics DC15) to succeed. PCs can also try to Nimble Escape. Can take Disengage or Hide as a bonus make a Dexterity check (Acrobatics DC17) to get around action each turn. creatures on the bridge. Anyone failing by 5 or less Sunlight Sensitivity. Disadvantage on attacks and means that they cannot move that round and failure by Perception checks when in sunlight. more than 5 results in falling. Norkers have advantage Actions______on this roll as a situation bonus by living here. Multiattack: Make two melee attacks. Studded club: +6 to hit, (1d6+3) Treasure: Only the carries anything of value Bite: +4 to hit, (1d4+2) unless the PCs assault the tunnels beyond the far ledge. He carries a necklace of gold and gems worth 400gp and #2 Norker Rope Bridge ___ carries a potion of greater healing. The ledge on the far side of the cavern is where most Norker _Sm. Humanoid (goblinoid), LE of the norkers live. Nothing is designed down these halls Goblin ___ Armor Class- natural 16 and DMs can tailor it to fit their campaign. Read the Hit Points (2d6+2) 10 following once the PCs come out of the tunnels and Speed 30 ft. approach the rope bridge over the cavern. STR DEX CON INT WIS CHA 14 12 12 8 10 8 The dark, cramped tunnels you were in opens to a (+2) (+1) (+1) (-1) (+0) (•1) great cavern partially illuminated with glowing moss. This cavern stretches for hundreds of feet and dropsSample Skillsfile Athletics +4, Stealth +5 down 50ft to the floor below where large stalagmites Senses DV 60’, Perception 0 Languages Goblin stand among clumps of huge mushrooms. The hall you Challenge 1/4 (50 XP) stand in looks out over a chasm that leads to a rope Abilities______bridge spanning the cave to a large ledge on the far side Nimble Escape. Can take Disengage or Hide as a bonus containing a door into the far wall. action each turn. Sunlight Sensitivity. Disadvantage on attacks and Three of the norker goblins are on the 25ft bridge Perception checks when in sunlight. coming your way while 3 more are on the far ledge Actions______standing next to a shaman of some sort. You can hear Studded club: +4 to hit, (1d6+2) the faint sounds of drums coming from the tunnel Bite: +4 to hit, (1d4+2) behind them. Rock: +4 to hit, (1d4+1). 20’/80’

The idea of this encounter is to provide a cool place to have a fight with the rope bridge and the ledge on each side. I wanted to have the PCs try and push to get to the far side and then have to withdraw as more and more norkers come forth. The initial norkers will proceed across the bridge to attack the PCs. The shaman will stay on the far side and cast spells while 1d4 more norkers come out of the door

Not for resale. Permission granted to print or photocopy this document for personal use only. Southcrypt: (Mod-3) 15 Goblin Norker Brute __ _Sm. Humanoid (goblinoid), LE #3 Cavern Floor ___ Armor Class- natural 16 The left side of the map contains ledge to overlook the Hit Points (6d6+12) 35 cavern and a set of stairs to gain access to the cave floor Speed 30 ft. and the door on the floor of the cave. Stropers live on STR DEX CON INT WIS CHA the floor of the cave posing as stalagmites among the 14 10 15 8 10 8 other natural rubble. (+2) (+0) (+2) (-1) (+0) (•1) The dark, cramped tunnels you were in opens to a Skills Athletics +6, Stealth +3 Senses DV 60’, Perception 0 great cavern partially illuminated with glowing moss. Languages Goblin This cavern stretches for hundreds of feet and drops Challenge 1 (200 XP) down 50ft to the floor below. You look out over a ledge Abilities______located near one end of the massive cave. On the far Nimble Escape. Can take Disengage or Hide as a bonus side you can spot a rope bridge spanning from a ledge on action each turn. one side to another tunnel similar to the one you are in. Sunlight Sensitivity. Disadvantage on attacks and From where you are there is another similar ledge close Perception checks when in sunlight. that contains stairs leading down to the cave floor Actions______(change to suit if PCs come to the area with the stairs). Multiattack: Make two melee attacks. Studded club: +6 to hit, (1d6+3) On the cave floor you see several large stalagmites Bite: +4 to hit, (1d4+2) standing among clusters of giant mushrooms. Close to where you are on the cave floor is a closed door. Goblin Norker Shaman_ _Sm. Humanoid (goblinoid), LE Armor Class- natural 16 Two stropers cluster near the stairs and another two by Hit Points (5d6+5) 23 the rope bridge. They wait until norkers fall or come to Speed 30 ft. gather mushrooms where they can catch them in their STR DEX CON INT WIS CHA tendrils. Read the following if the PCs travel down to the 12 10 12 10 14 8 floor of the cave either heading to the closed door or to (+1) (+0) (+1) (+0) (+2) (•1) explore the cave. You can allow PCs to make a Wisdon Skills Athletics +3, Stealth +5 check (Perception DC20) to not be surprised by the Senses DV 60’, Perception +2 motionless stropers. Languages Goblin Sample file Challenge 1 (200 XP) The floor of the cavern is strewn with broken mining Abilities______carts and ore. Amid the 10ft tall mushrooms you see Nimble Escape. Can take Disengage or Hide as a bonus several skeletons from goblins or other humanoids. They action each turn. all appear to have been here for years and moss grows Sunlight Sensitivity. Disadvantage on attacks and on the bones. Perception checks when in sunlight. Spellcasting. 5th level caster. DC 13 / +5 hit Suddenly, thick tendrils reach out from nearby Cantrip (at-will): poison spray, resistance, thaumaturgy 1st lev. (4 slots): cure wounds, shield of faith, stalagmites and try to grab you. The rocky stalagmites thunderwave open eyes mistaken for calcium deposits and a toothy 2nd lev. (3 slots): locate animals or plants, levitate, spike mag covered in sharpened rocks. growth rd 3 lev. (2 slots): meld into stone, protection from enengy The stropers are single-minded in eating anything that Actions______comes near them. They do not fear anything since they Staff: +4 to hit, (1d6+2) have not encountered magical weapons before and Rock: +4 to hit, (1d4+1). 20’/80’ anything has challenged them. The other two on the far end of the cave will begin to travel towards the fighting, but move at 10ft per round over the rough terrain. It should take (1d4+2) rounds before any of them can arrive to aid the others.

Not for resale. Permission granted to print or photocopy this document for personal use only. Southcrypt: (Mod-3) 16 Treasure: Scattered among the skeletons are the bones #4 What’s Next ___ from a long dead adventuring party. An old pouch contains 10gp, and 8 diamonds each worth 100gp. There DMs are free to add more mines and adventure is also a magic item that has not been destroyed by time. through the norker lair or the mysterious door at the Choose something along the lines of a mithral shirt or bottom of the cavern. My intent in design was to have bracers of armor. these areas eventually access the middle levels of the mountain in the next adventure. The door can be locked with a mysterious key needed to open, which can be Roper- Stroper _ Med. monstrosity, NE found on the duergar in the forge area of on the vampire Armor Class- natural 19 himself at the end of the module. Hit Points (8d8+24) 60 Another idea is to include a set of rooms where the Speed 10ft, climb 10ft dwarfs held out in the battle with the orcs and now all of STR DEX CON INT WIS CHA them are skeletons or ghouls who may or may not be 16 8 17 7 15 6 controlled by the vampires of the lower levels. (+3) (-1) (+3) (-2) (+2) (-2)

Damage Immunities non-magical ranged weapons that are not adamantine. Skills Perception +5, Stealth +5 Senses darkvision 60’ Languages nil Challenge 4 (1,100 XP) Abilities______False Appearance. When motionless it is indistinguishable from a normal cave formation such as a stalagmite. Grasping Tendrils. The stroper can have up to six tendrils at a time. Each tendril can be attacked (AC 19; 10 hit points; immunity to poison and psychic damage). Destroying a tendril deals no damage to the stroper, which can extrude a replacement tendril on its next turn. A tendril can also be broken if a creature takes an action and succeeds on a DC 15 Strength check against it. Actions______Sample file Multiattack. The stroper makes three attacks with its tendrils, uses Reel, and makes one attack with its bite. Bite. Melee Weapon Attack: +6 to hit, Hit: (3d8+3) piercing damage. Tendril Grab. +6 to hit, reach 50 ft., Hit: The target is grappled (escape DC 13). Until the grapple ends, the target is restrained and must make a Strength saving throw (DC12) each round or have his strength score reduced by 1d4. If it reaches 0 the target dies. Strength damage returns after any rest. Tendril Sting. +6 to hit, reach 50 ft., (up to 6 times per rest) Target must make a Wisdom saving throw (DC12) or be paralyzed for one round and takes on a gray, stone- like appearance. On the following round, the paralization ends and the target falls under a charm that compels him to protect the stroper. The stroper does not control the target, but knows that someone is under the charm. The enchantment last for 1 minute (SE). Reel. The roper pulls each creature grappled by it up to 25 feet straight toward it.

Not for resale. Permission granted to print or photocopy this document for personal use only. Southcrypt: (Mod-3) 17 The Norker Mines (Map 4)

Sample file

Not for resale. Permission granted to print or photocopy this document for personal use only. Southcrypt: (Mod-3) 18