Dungeon Fantasy: The Alacalma Desert Mine

This is the next in a series of DFRPG articles on this blog; A Dungeon for Every Archetype.

The GM section of DFRPG (Exploits, page 80-81) gives us several Archetypes of Dungeons; Prison, Cellar, Cave, Labyrinth, Tomb, Mine, Warren and Sewer.

I’m going to make a fully-detailed dungeon for each of the Archetypes.

Today, we’ll be covering a Mine Dungeon; The Alacalma Desert Mine.

BACKSTORY

“You load 16 tons, what do you get?

Another day older and deeper in debt

St. Peter, don’t you call me ’cause I can’t go

I owe my soul to the company store”

  • Sixteen Tons, Merle Travis

The adventurers come to an isolated mining town that’s kept under the thumb of a mining company and their goons, the mining operation went dark just as a new company took over and dark tales of something evil found in the depths are heard from fleeing miners. The townsfolk want the delvers to check it out and banish whatever awfulness lurks in the depths. Unbeknownst to the town and the adventurers, the miners have become corrupted by demons unearthed and now work to gather treasures for their infernal masters.

RUMOURS AND DETAILS

Archetype: Mine

Character Point Rewards: 1 point for cleansing the altar in the demonic shrine. 4 points for defeating most or all fixed enemy encounters.

Obvious dangers from the outside: “Getting there is no problem. The road’s safe. The mine’s only a day away.”

Obvious monsters: “The mining company had a bad habit of employing bad seeds. Real thugs and goons who came into town with their pay to raise hell. More than a few started fights and murdered townspeople!”

Fabled loot: “The miners are paid in the private mining company’s scrip notes that can only be converted at full value to cash in one nearby town, otherwise you’ll get only 40% of value elsewhere.”

“I hear a demon cult buried their great treasures deep down 300 years ago!”

“They mined precious metal ores and gemstones from the depths. Maybe they still do?”

False rumours: “Maybe the earth elementals are coming for us? Or maybe it’s those big beetle-kin with the six arms?”

“The elementals are swarming all over the region! A motherlode of elemental energy must have been uncovered, unleashed by sinister elven Druid eco-terrorists!”

“Yeah, that mine’s doomed – it is awash in strange space-warping magic from The Realms Beyond. Astral parasites will feast on your flesh if you go down there.”

True research: “The miners are using Shattersand to blow up stuff. Watch out.”
“Be sceptical of any treasure vaults, they have lots of subtle security measures.”

“The presence of evil will notably pool in the depths of the mine, you must cleanse it.”

False research: “Beware the miners, they’ve been corrupted by chaotic otherworldly energies that cause them to explode or bleed acid.”

“The doors down there will have mechanical traps on their locks.”

“Illusionists hired by the mining company use their magic to hide secret passageways and great hoards of gold.”

“No doubt the feral dire animals of the desert have eaten all the miners for dinner. Drive them off with noise-makers and fire.”

GETTING THERE

Travel time: 1 day.

Survival type: Desert.

Wandering monsters: 6 or less chance.

Weather challenges: None.

Terrain challenges: None.

IN THE DUNGEON

Key dungeon features: The dungeon is somewhat well-lit, -3 Darkness penalty when lit. Walls are two feet thick (DR 312 and HP 118). There are locked metal doors (DR 25, HP 46, Lockpicking +0, lock/hinge is DR 9 and HP 18) made of metal bars blocking the way (DR 4, HP 23), anyone on either side can see past the bars. Mana is Normal. Sanctity is Low for Good in the lowest level of the dungeon if an evil cursed altar is not cleansed, but is Normal otherwise. Nature’s Strength is -1 in the dungeon.

Wandering monsters: 9 or less chance, see tables below.

Wandering Monster Table 1 (Ground and First Floor)

Roll 1d.

1: N Half-Orc Miners (see stats below) + 1 Ogre (DF Monsters page 44) OR N/2 Gargoyles (DF Monsters pages 29-30)

2: N Half-Orc Miners (see stats below) + 2 Gnome Mining Engineers (see stats below)

3: N Half-Orc Miners (see stats below) + 2 Dwarven Demolishers (see stats below)

4: N/2 Dwarven Demolishers (see stats below) + N/2 Gnome Mining Engineers (see stats below)

5: Nx1.5 Half-Orc Miners (see stats below) + 1 Dwarven Demolisher (see stats below) OR 1 Gnome Mining Engineer (see stats below)

6: Nx2 Half-Orc Miners (see stats below)

Wandering Monster Table 2 (Bottom Floor)

Roll 1d.

1: N Zombies carrying picks and shovels (DF Monsters page 62) + N Horde Zombies carrying picks and shovels (DF Monsters pages 36-37) OR N/2 Zaffeers (Monsters 5: Demons page 23)

2: Nx2 Horde Zombies carrying picks and shovels (DF Monsters pages 36-37) OR N Red Rot Demons (Setting: Cold Shard Mountains pages 40-41)

3: N/2 Dolboki (Pyramid 3/108 page 32) OR N Hellhounds (DF Monsters page 35-36)

4: 1 Peshkali (DF Monsters page 45-46) OR N Flame Servant Demons (Adventure 1: MotFD page 46)

5: N/2 Toxifers (DF Monsters pages 55-56) OR N/2 as-Sharak (DF Monsters page 16)

6: N Speeding Blades (Adventure 1: MotFD page 48-49) OR 1 Demon of Old (DF Monsters page 20)

Enemy: Half-Orc Miner

One of the hardened mining professionals who were corrupted into serving the demons.

ST:13HP:16Speed:5.75
DX:11Will:10Move:5
IQ:10Per:10
HT:12FP:12SM:+0
Dodge:8Parry:9UDR:0 (5 Skull)

Shovel (13): 2d+1 cut or 2d+1 cr, Reach 1, Parry +0U, can dig earth.

Pick (13): 2d imp, Reach 1, Parry +0U, may get stuck (Exploits page 39), reduce penalties to target chinks in armour by 2.

Dread Touch: A successful unarmed melee attack inflicts 1d toxic damage, bypassing DR. Each attempt costs 1 FP.

Punch (13): 1d cr + follow-up Dread Touch if 1 FP spent, Reach C.

Traits: Language: Orcish (Native); Acute Hearing 1; Night Vision 5; Rapid Healing; Resistant to Disease 5; Resistant to Poison 5; Unattractive Appearance; Social Stigma (Savage); Social Stigma (Excommunicated); Power Investiture (Unholy) 1; Dread Touch.

Skills: Brawling-13; Prospecting-11; Two-Handed Axe/Mace-13; Axe/Mace-13.

Spells: Armour-10; Detect Magic-10; Detect Poison-10; Fear-10; Shield-10; Watchdog-10.

Class: Mundane.

Notes: 1-in-6 chance of knowing only Orcish Language. Carrying a shovel or a pick, plus a helmet lantern with 1d pints of oil. Wearing a work uniform with an ID badge plus a miner’s helmet (DR 3, 4 lbs, with lantern attached, metal, plate). 1-in-6 chance of carrying one private mining company scrip note (worth $500, written in Common, can only be converted at full value to cash in one town, otherwise 40% of value elsewhere, vulnerable to fire and water damage). 1-in-6 chance of carrying either two doses of a drug that provides Doesn’t Sleep for 24 hours (each worth $350 and weighs 1 lb), 2 Orcish Energy Brews (DF 8 Treasure Tables page 36), or one Dark Vision Potion (DF Magic Items page 20). Serves Truly Evil entities, but may negotiate if no Good Clerics or Holy Warriors are present.

Enemy: Gnome Mining Engineer

Gnomes employed to work the machines of the mining operation, now turned to evil.

ST:10HP:10Speed:6.00
DX:13Will:12Move:5
IQ:12Per:12
HT:10FP:13SM:-1
Dodge:9Parry:N/ADR:0 (5 Skull)

Composite Crossbow (14): 1d+3 imp, Acc 4, Range 250/300, Shots 1(4), Bulk -6.

Traits: Language: Gnomish (Native); Honest Face; Night Vision 5; Resistant to Poison 5; Widget-Worker 2; Curious (12); Social Stigma (Excommunicated); Power Investiture (Unholy) 1; Danger Sense.

Skills: Armoury (Missile Weapons)-15; Forced Entry-14; Lockpicking-15; Scrounging-15; Traps-15; Crossbow-14; Fast Talk-13; Stealth-14; Prospecting-13.

Spells: Aura-14; Darkness-14; Detect Magic-14; Detect Poison-14; Fear-14; Recover Energy-15; Sense Life-14; Shield-14; Silence-14; Stench-14; Watchdog-14.

Class: Mundane.

Notes: Armour only interchangeable with armour of other SM -1 races. Widget-Worker: Add +1 per level to the Armory (Missile Weapons), Forced Entry, Lockpicking, Scrounging, and Traps skills. Also add +1 per level to all rolls to avoid harm when things go wrong while you’re tampering with a mechanism. 2-in-6 chance of knowing only the Gnomish Language. Carrying a composite crossbow and a shoulder quiver with 12 bolts, plus a helmet lantern attached with 1d pints of oil. Wearing a mining uniform with an ID badge plus a miner’s helmet (DR 3, 4 lbs, with lantern attached, metal, plate). 1-in-6 chance of carrying one private mining company scrip note (worth $500, written in Common, can only be converted at full value to cash in one town, otherwise 40% of value elsewhere, vulnerable to fire and water damage). 4-in-6 chance of carrying one grenade of Alkahest. Serves Truly Evil entities, but might negotiate (or trick the party) if no Good Clerics or Holy Warriors are present.

Enemy: Dwarven Demolisher

Dwarven mining expert trained in the exotic material of shatter-sand, damned by his greed into the service of demons.

ST:13HP:13Speed:6.00
DX:13Will:12Move:5
IQ:12Per:12
HT:13FP:16SM:+0
Dodge:9Parry:11UDR:1 (6 Skull)

Single-Barreled Boomstick (15): 2d+1 pi++, Acc 1, Range 55/550, Shots 1(30), Bulk -5, Two-Handed Axe/Mace to parry with it.

Burner (15): 2d burn, Ready to ignite, Range 2-4, RoF Jet, Shot 1x30s, Bulk -6, reloading requires 10 minutes and 3 lbs of Shattersand ($150), roll Explosives to reload (failure wastes time, critical failure goes boom), Two-Handed Axe/Mace to parry with it.

Small Thrown Bomb (15): 1d [1d-4] cr ex, Range 33. Tossing one down a monster’s gaping maw (only vs. a creature of SM +2 or larger on the turn after it bites, at -5 to hit) inflicts triple rolled damage instead of maximum damage! Damage in brackets is fragmentation from the iron shell. Anybody who takes any explosive damage, whether or not it penetrates DR, is struck by 1d-3 fragments, plus one per full +3 SM (but always at least one). Roll hit location randomly. Damage is cutting. DR protects normally.

Thrown Bangers (15): 1d-3 burn, Range 46, Ready to ignite and Attack to throw, can ignite flammables, might mentally stun if IQ roll failed out of combat.

Great Axe (17): 2d+3 cut, Reach 1,2*, Parry +0U.

Traits: Shtick (can strike a flame anywhere); Dwarven Gear; Language: Dwarven (Native); Lifting ST 2; Night Vision 5; Pickaxe Penchant 1; Resistant to Poison 6; Tough Skin 1; Greed (12); Stubbornness (12); Distinctive Feature (explosive licence face tattoo); Callous; Overconfidence (12); Pyromania (15); Social Stigma (Excommunicated); Power Investiture (Unholy) 1.

Skills: Survival (Subterranean)-15; Explosives-14; Forced Entry-15; Throwing-15; Guns (Boomstick)-15; Liquid Projector (Burner)-15; Two-Handed Axe/Mace-17; Armoury (Missile Weapons)-13; Prospecting-14; Traps-13; Lifting-13; Intimidation-12; Stealth-13; Observation-12; Search-12.

Class: Mundane.

Notes: Armour not interchangeable with human armour. 3-in-6 chance of possessing only Dwarven Language. Carrying a boomstick or burner, 2 small bombs, 1d pounds (worth $50 a pound) of loose Shattersand in a cloth bag for reloading, 1d Shattersand bangers ($5 each, 0.05 lbs each), alchemist’s matches, a great axe, plus a helmet lantern attached with 1d pints of oil. Wearing a mining uniform with an ID badge plus a miner’s helmet (DR 3, 4 lbs, with lantern attached, metal, plate). 1-in-6 chance of carrying one private mining company scrip note (worth $500, written in Common, can only be converted at full value to cash in one town, otherwise 40% of value elsewhere, vulnerable to fire and water damage). Serves Truly Evil entities, but might negotiate if no Good Clerics or Holy Warriors are present. Pickaxe Penchant: +1 per level to the Axe/Mace, Forced Entry, Prospecting, Thrown Weapon (Axe/Mace), and Two-Handed Axe/Mace skills. Also add +1 per level to Dodge or DX rolls to avoid falling rocks, collapsing walls, burial alive, etc. Shattersand is detailed in Pyramid 3/36 pages 4-7.

Monster Notes: N denotes a number equal to however many 250-point adventurers are effectively in the party, with every +100 points total increasing N by 1 (so a party of two 125-point delvers, one 250-point adventurer and one 350-point delver is N=1+1+2=4).

DUNGEON AREAS

Scale: 1 hex = 1 yard

Mine Entrance

The way into the mines is a large hillside opening, a mine cart track planted into the ground coming out of it. Six carts have been left on the track, one just outside the mine. All of the carts are empty. The four-yard-wide opening allows daylight into the mine’s first area until it turns south-east. To the east, as one enters the mine, there is the door to the foreman’s office. Opposite, there’s a door to the miners’ locker room and showers. Further down the track and deeper into the mine, there’s another door to the showers and lockers on the west side, then a cart track junction and fork. The lever at the junction can switch the cart tracks to the way ahead or split to the south-east. The track ahead leads to a locked metal bar door which blocks the way forward to the first gemstone extraction chamber.

The mine carts on the track are mostly empty, with some traces of dirt and rock in them.

At the point where the first door to the showers and lockers and the office door are to the sides, there’s walls jutting out, narrowing the entryway. Canny adventurers may expect enemies in cover behind the walls. In fact, there is a readied Scattershot (DF Traps page 6) trap hidden behind the walls and a tripwire (quick contest against Traps-15 to detect, quick contest against Traps-15 to disarm) across the way that triggers it. If triggered, it fires improvised grape-shot (effective skill 15, one hit plus two per point of success, each hit is 1d-2 piercing to a random hit location, 7 shots) at the delver, detection or a Hearing roll allows a Block or Dodge roll at -3 to defend against it, success means one projectile avoided plus 2 more per point of success. It can be re-armed, and the trap’s 5 pounds of springs are worth $50 (or five times that to an artificer).

Foreman’s Office

This area is accessed through a locked door at the side near the entrance to the dungeon, it is where the director of the mine used to tend to business. Ever since the mine fell to demonic corruption, it has mostly been abandoned as the foreman was slaughtered early on in the wave of evil sweeping the dungeon. Any random encounters in this area will come in from the same door the delvers used to enter. Inside the office, the stacks of paperwork and the decorations are untouched, as are the 3 desks and 7 chairs. A calendar and motivational poster adorn the walls. The candles that once lit the area have run down to nothing. The only thing of notable value is in the office safe (-10 Lockpicking penalty, lock hinges are DR 12 and HP 23), hidden in the floor (-4 to find) beneath the foreman’s desk – it contains the miners’ payroll; 7500 private mining company scrip notes. 500 paper notes weigh 1 lb, each paper note is worth $500, they’re all written in Common, they can only be converted at full value to cash in one town, otherwise they are worth only 40% of value elsewhere, and they are vulnerable to fire and water damage.

The Lockers and Showers

This dark area is where the 300 or so miners who worked in this place began and ended their shifts – it is half-dominated by rows of locked (+5 Lockpicking modifier, DR 3, HP 6) upright metal containers for the miners’ equipment and belongings.

The other half of the area is a series of showers separated into blocks by thin walls. The showers still work, but using one provokes a random encounter roll at +3.

The lockers count 100 in total (every 3 miners shared a single locker), opening them up gets the adventurers minimal loot. A given locker only has a 2-on-2d-roll chance of containing anything other than a miner’s uniform (same weight and value as ordinary clothing), a helmet (DR 3 Skull, 4 lbs) with a lantern (unlit, no oil) attached, 1d pints of lantern oil, 1d+1 matches, 1d-1 bottles of water and 3d rations.

If a locker contains more than that, roll 2d for extra contents found; 2-3: 1d-3 (minimum 0) mining company scrip notes, 4-5: a drug that provides Doesn’t Sleep for 24 hours (each worth $350 and weighs 1 lb), 6-7: 1d-2 Orcish Energy Brews (DF 8 Treasure Tables page 36), 8: one Dark Vision Potion (DF Magic Items page 20), 9: 1d-3 (minimum 1) pounds (worth $50 a pound) of loose Shattersand in a cloth bag, 10: a shovel, 11: a pick, 12: 2d copper coins.

Lurking in this area is a squad of N+2Half-Orc Miners (see stats above) and one Ogre (DF Monsters page 44) hiding in the showers, watching the doors out of the room. Once they detect the adventurers coming in, the half-orcs will all cast an unholy spell (Armour or Shield) upon themselves to prepare for the fight (being careful not to use too much FP) and let the Ogre take point. A half-orc might try one of his other spells if the fight gives him a chance or he gets desperate. 2 of the half-orcs have a key to a locked door deeper in the dungeon.

Gemstone Extraction Chamber 1

This lit area is accessible behind a locked metal grate door, a mine cart track leads right to it through the doorway. Where the track ends, a cart has been loaded up with uncut gems (the gems weigh a total of 5x1d lbs and are worth $325 per pound) and rocks. Beyond that is a circular area where the miners dug out the rock and extracted the gems in the walls, and where the low ceiling passage over to the first metal ore extraction chamber begins.

Working here are Nx2 Half-Orc Miners (see stats above) and 3 Dwarven Demolishers (see stats above), ready to defend their claim of shinies from intruders. The Demolishers will hang back and pick their moment to unleash their shattersand weaponry, while the half-orcs charge in with their picks and shovels. If the enemies notice the party entering the area (probably because the party bashed down the metal door, the enemies might spot them lockpicking the door), they will try to cast buffing spells upon themselves. One of the Demolishers has a burner, the other two have boomsticks, one of the boomstick wielders is wearing a bandoleer ($50, 5 lbs., holds up to 12 boomstick shots, protects them from fire and water) with 3 reloads in it (each $10, 0.17 lbs). Once they’ve fired their shots, they’ll drop their weapons and draw their great axes or bombs. Five of the enemies have a key to the door.

The miners here have a small cache of supplies on hand, by the cart. The supplies are 20 durable bottles (weighing 1.5 lbs each) of water, 1d+6 rations, 1d+3 dwarven rations, 3d pounds of loose shattersand (worth $50 per pounds) in cloth bags, 1d+3 Orcish Energy Brews, 3 boxes of alchemist’s matches, 12 pints of lantern oil, 7 timed candles, one bull’s eye lantern, 20 yards of explosives fuse (burns at 4 yards per minute, $10 and 0.2 lbs per yard), a string of 20 bangers ($100, 1 lb), 5 small shattersand bombs (each worth $16 and weighing 2.2 lbs), 2 medium shattersand bombs (2d [1d-2] cr ex, Range 1.2xST, $49 each, 5.7 lbs each) and 3 boomstick reloads (each $10, 0.17 lbs).

Adventurers may try extracting gems from the walls themselves, they can make a Prospecting roll and work for 40 minutes to mine out 10x1d pounds of uncut gems that are worth $325 per pound. Any more than that will require digging out the walls for days if not weeks.

Low Ceiling Passageway

This dark area is a single file corridor dug out by miners, connecting the first gemstone extraction chamber to the first metal ore extraction chamber. As the name suggests, the ceiling of the corridor is lower than other areas, requiring most humanoids to crouch (if their SM is less than +0) or crawl (if SM+0 or larger) through. This requires no rolls, but it does slow them down a lot (+½ movement points per hex if crouching, +2 movement points per hex if crawling) and penalizes combat even if it makes you a smaller target (crouching is -2 to-hit and to target, crawling is -4 to-hit, -3 to defend and -2 to target). The chance of a random encounter here is reduced by 2, as few sensible beings want to trudge through this claustrophobic passage.

Metal Ore Extraction Chamber 1

This lit area is abuzz with activity as the miners dig out metal ores. A mine on a track is loaded up with rock and ores (the ores in the cart are worth $5625 and weigh a total of 375 pounds) near the entrance. The area is blocked off by a locked metal bar door just after the junction.

The area is being worked by 2 Ogres (DF Monsters page 44) who usually load and push the cart with their strength, N+1 Half-Orc Miners (see stats above) digging at the walls, 1 Dwarven Demolisher (see stats above) handling the shattersand, and 2 Gargoyles (DF Monsters pages 29-30) helping out whoever needs it at the moment. One of them always keeps an eye on the door, able to spot anyone picking the lock or bashing it down through the bars. The ogres and gargoyles will rush in, hoping to take the first swipe at the adventurers. The half-orcs may cast a buffing spell while the party is busy with the heavier fighters, and the Demolisher will Aim or Ready his shattersand weapon (the GM decides if he has a boomstick or burner). Two of the half-orcs have a key to the northern door.

On a raised platform (2 yards above the ground, for better shooting) at the eastern end of the area is a Gnome Mining Engineer (see stats above) on overwatch, who is wearing a Dwarven Accurizer (DF 4 Sages page 12, +1 Acc, Telescopic Vision 1, $1200, 14 lbs) instead of a mining helmet and loading his crossbow with a shattersand firebolt (Pyramid 3/36 page 7, -1 Acc, -5 Range multipliers, 1d-1 cr ex follow-up on hit, target suffers full 5 damage in addition to impaling damage, flammables are lit). He only has the one shattersand firebolt, but enough normal bolts in his hip quiver. He will let the other bad guys in the area go on the offensive while he either casts a spell or Aims. He has a key to the northern door. He will retreat to another area (either through the low ceiling passage or the metal door) if most of the other enemies are defeated.

If the party thinks to mine the area themselves, they can roll Prospecting skill to work for 4dx10 minutes and extract 25x4d pounds in metal ores, worth $15 per pound.

Elevator

This lit area is where the miners have constructed a 5-by-5 yard square lift that goes down and up the levels of the mine. It has a minecart track built into it for easy transportation of the carts. The elevator can go down or up a level at a rate of one floor per 10 minutes. The random encounter chance is +3 here, as plenty of creatures use the lift or at least check on it, although a random encounter may only kick off when the elevator comes to a stop at a floor (they heard the lift in motion and were waiting for the adventurers). There are also two ladder shafts on the side of the area, for singular miners not carrying much, they lead to the same platforms that the elevator does, 40 yards down or up one way per floor. This area is the same on the lower levels as described here (albeit the lowest level landing is stricken by a demonic curse and lower Good Sanctity like the other areas at the bottom level).

Every time the party goes to the elevator, the GM should roll for random encounters to see if any enemies are waiting there or using it.

Narrow Crevice and Stairs

This dark (the stairs are lit) area is a new addition to the mine located opposite the second minecart track junction, a narrow passageway over to recently dug (one-yard-wide) stairs downward (40 yards of descent) to the lower floor (see Stairs Up area on B1 map). Naturally, this tunnel is thinly cut, requiring human-sized beings to squeeze through (roll Escape skill to get through the cracks, see DF Exploits page 21). If any random encounters are rolled here, the enemies are either on the stairs or outside the crevice near the track junction.

Scale: 1 hex = 1 yard

Stairs Up

This lit 3-by-3-yards area is where those taking the stairs down from the ground floor end up.

The one-yard-wide corridor from here to metal ore chamber 2 is booby-trapped rather heavily. The first such trap is two yards into the corridor from the stairs, a toxic mist covers a two-yard stretch, marked by plague ideolograms on the walls and ceiling. Anyone entering and leaving the are must immediately roll HT at a penalty portional to the time spent in the mist (-1 for 2 seconds, -2 for 4 seconds, -3 for 8 seconds, -4 for 16 seconds, and so on). The roll gets +2 for breathing through a damp cloth the whole time in the mist (requires a free hand), +4 for holding your breath, +5 for Purify Air encompassing the area. Detecting the toxic mist is an IQ-5, Diagnosis or Occultism roll to identify the sigils, success by 4+ reveals the details of the disease. Failure to resist the disease means you must make a HT-4 roll every hour to avoid 1d-3 injury, this disease lasts 12 hours, or three successful HT rolls, or a single critical success on the HT roll. Victims suffer coughing after losing ⅓ of their HP, and terrible pain after losing ⅔ HP.

The second trap is placed just two yards from metal ore extraction chamber 2, a large shattersand landmine buried under a thin layer of dirt. Anyone walking towards that hex must roll a quick contest of Per-based Traps or Observation against opposing Traps-15. Failure to detect the landmine means the victim steps on it, suffers 18 points of crushing damage and is hit by three fragments of 1d cutting damage to his foot from the explosion. Those nearby suffer only a 3d crushing damage explosion – the fragments were sent upward. Once detected, the landmine can be dug up with a DX-based Traps, Explosives or Hazardous Materials roll opposed by Traps-15 (the landmine is worth $97 and weighs 10.1 lbs., roll Traps to rearm and plant it).

Metal Ore Extraction Chamber 2

This lit and large area is directly outside the elevator, with the minecart track leading right past the locked metal barred door and splitting up twice within (each junction has a lever to switch the tracks). The chamber itself has multiple carts on the track getting filled by dug out earth and metal ores extracted from the walls of the area by the hostile miners. Two other locked metal doors in the area, both around the south west corner, lead to the second gemstone extraction chamber and the narrow crevice over to the stairs downward. The north-east doorway into the area is booby-trapped with an Alkahest Siphon (DF Traps page 4) contraption aimed at the door and hooked up to a tripwire going across the way in front of the door.

The area proper is being worked by N/2 Dwarven Demolishers (see stats above), Nx2 Half-Orc Miners (see stats above), 3 Ogres (DF Monsters page 44), and N/2 Gnome Mining Engineers (see stats above). The gnomes and dwarves keep keys to the doors on this floor in their pockets. The bad guys will, once they detect the party, move to defend their minecarts and the doors in the south-west portion of the area. If the fight ends up using shattersand explosives or other bone-rattling weaponry, the area might be struck by a tremor that disorientates everyone (-2 penalty to physical actions for 1d seconds) and threatens random combatants with falling rocks (1d crushing if they fail to Dodge or Block the “attack” from above). Per-based Prospecting or Survival (Subterranean) reveals the possibility of a tremor because of an explosion.

The miners have supplies for their work piled up in the middle of the area, stored in open wooden boxes. The supplies are 1d+3 shovels, 1d+3 picks, 30 pounds of loose shattersand in cloth bags, 5 strings of 20 bangers, 20 small shattersand bombs, 5 medium shattersand bombs, 9 Orcish Energy Brews, 10 boxes of alchemist’s matches, 25 rations, 10 dwarven rations, 40 bottles of water, 36 pints of lantern oil, 14 timed candles, two bull’s eye lantern, 60 yards of explosives fuse (burns at 4 yards per minute, $10 and 0.2 lbs per yard), and 10 boomstick reloads. A Dwarven Theodolite ($4000, 15 lbs, DF 8 Treasure Tables page 24) set up on a table is kept next to the pile, a pair of Dwarven Lockpicks ($3000, 3 lbs, DF 8 Treasure Tables page 25) has also been laid forgotten on the table.

The five minecarts being loaded in this area, arranged around the area at various points of the track, contain metal ores. The ore loads are worth $35 per pound and weigh 50x(1d+1) lbs in a cart, roll separately per minecart. If the adventurers themselves try to mine out metal ores, they can roll Prospecting skill to work for 50 minutes and extract 15x2d pounds of ores, worth $35 per pound.

Gemstone Extraction Chamber 2

This lit area is blocked by a locked metal grate door, the minecart track on the ground leading into it. The chamber is where precious but unpolished gemstones are dug out. Two minecarts are stationed here, currently empty except for mounds of rock and soil.

N Half-Orc Miners (see stats above), an Ogre (DF Monsters page 44), and one Gnome Mining Engineer (see stats above) are “working” (relaxing and hanging out, really) in this place now. The gnome is taking up a position manning a huge tripod crossbow (it can be fired once at skill-14 and Acc 4 for 3d impaling, reloading it takes too long in the middle of a fight) at the south-west corner of the chamber. The enemies in this place will almost certainly notice if a fight breaks out in the second metal ore extraction chamber, but they won’t bother to join in or even acknowledge the carnage from afar. They have work to do and it is no skin off their noses if everyone else gets butchered. If it looks like the party won’t ignore them or their work area, the gnome and half-orcs will cast spells, the ogre will take point, and the gnome will then begin Aiming at incoming delvers. All of the bad guys here have at least one key to a locked door in this dungeon and/or a key to the door of this area.

The party can try mining for uncut gems in this area, rolling Prospecting skill and working for 25 minutes. This rewards the delvers with 35x1d pounds of raw gemstone, worth $175 per pound.

Narrow Crevice 2 and Stairs Down

Similar to the area on the floor above, this dark (the stairs are lit) area is a new addition to the mine located behind a locked metal door in metal ore extraction chamber 2, a narrow passageway over to recently dug (one-yard-wide) stairs downward (40 yards of descent) to the lower floor (see the Stairs Up area on the B2 map). Naturally, this tunnel is thinly cut, requiring human-sized beings to squeeze through (roll Escape skill to get through the cracks, see DF Exploits page 21). If any random encounters are rolled here, the enemies are either on the stairs or outside the crevice where the door is. Anyone without Social Stigma (Excommunicated) or Power Investiture (Unholy) who tries to walk down or up the stairs will trigger the Evil Runes covering the first 30 steps. The Evil Runes are not glowing (Per-based Thaumatology or Per + Magery to detect, IQ-based Thaumatology reveals the effects), will activate if stepped on (DX-5 to avoid), the victim must resist Strike Deaf-15 with HT or be deafened for (margin of loss) minutes, and the Evil Runes recharge themselves after one minute.

Scale: 1 hex = 1 yard

Stairs Up 2

This lit area at the bottom of the stairs is in the middle of two dark corridors (both one-yard-wide), one leading north (twisting east then west) to the third gemstone extraction chamber and the other (the low ceiling passage area) leads south west to the treasure vault. Both corridors are booby-trapped, see below.

This bottom floor is cursed by demonic energy that animates any people dying here after one minute into Horde Zombies (DF Monsters pages 36-37). This curse ceases if the Evil altar in the shrine is cleansed. Sanctity on this bottom floor is Low for Good/Holy and High for Evil powers, also until the shrine altar is cleansed.

The corridor to gemstone extraction chamber 3 is trapped at the half-way point (where the sharp bend is) by a Burrowing Mechanical Spider pressure plate explosive combination trap (DF Traps pages 11-12). The metal grate door at the end of the corridor is locked, and picking it can easily get the adventurers spotted by the enemies within the chamber.

Low Ceiling Passageway 2

The dark corridor to the treasure vault, meanwhile, has a lower ceiling than other areas, requiring most humanoids to crouch (if their SM is less than +0) or crawl (if SM+0 or larger) through. This requires no rolls, but it does slow them down a lot (+½ movement points per hex if crouching, +2 movement points per hex if crawling) and penalises combat even if it makes you a smaller target (crouching is -2 to-hit and to target, crawling is -4 to-hit, -3 to defend and -2 to target). The chance of a random encounter here is reduced by 2, as few sensible beings want to trudge through this claustrophobic passage.

This bottom floor is cursed by demonic energy that animates any people dying here after one minute into Horde Zombies (DF Monsters pages 36-37). This curse ceases if the Evil altar in the shrine is cleansed. Sanctity on this bottom floor is Low for Good/Holy and High for Evil powers, also until the shrine altar is cleansed.

It’s boobytrapped by a shattersand landmine buried at the second bend. Anyone travelling over that landmine must roll a quick contest of Per-based Traps or Observation against opposing Traps-15. Failure to detect the landmine means the victim steps on it, suffers 18 points of crushing damage and is hit by three fragments of 1d cutting damage to his foot from the explosion. Those nearby suffer only a 3d crushing damage explosion – the fragments were sent upward. Once detected, the landmine can be dug up with a DX-based Traps, Explosives or Hazardous Materials roll opposed by Traps-15 (the landmine is worth $97 and weighs 10.1 lbs., roll Traps to rearm and plant it).

Further along, the five-yard-stretch of tunnel just before the locked door to the vault is covered in glowing (automatically detected) etched (and thus can be disarmed with DX-based Thaumatology, and three doses of acid or one dose of alkahest) Evil Runes that activate upon proximity and inflict a 3d injury Deathtouch (no resistance roll) once before recharging for one minute.

Metal Ore Extraction Chamber 3

This large lit area is located just beyond the elevator at the bottom floor, past a locked metal grate door and following a minecart track. This bottom floor is cursed by demonic energy that animates any people dying here after one minute into Horde Zombies (DF Monsters pages 36-37). This curse ceases if the Evil altar in the shrine is cleansed. Sanctity on this bottom floor is Low for Good/Holy and High for Evil powers, also until the shrine altar is cleansed.

There are gases in the area’s central hexes that will explode (3d burn ex, 3 yard radius area) if exposed to a flame. The gases can be detected with a Per-based Prospecting, Survival (Subterranean) or Hazardous Materials roll with bonuses from Acute Taste & Smell. Any such explosion could also set off a tremor in this chamber, disorientating everyone (-2 penalty to physical actions for 1d seconds) and threatening random combatants with falling rocks (1d crushing if they fail to Dodge or Block the “attack” from above). Per-based Prospecting or Survival (Subterranean) reveals the possibility of a tremor because of an explosion. The lighting sources are kept away from this gas, of course.

This chamber is being mined by undead servitors of the demons; N Zombies carrying picks and shovels (DF Monsters page 62), Nx2 Horde Zombies carrying picks and shovels (DF Monsters pages 36-37) and an Mummy overseer (Pyramid 3/98 page 16-17) who is capable of Unholy spellcasting (Power Investiture (Unholy) 3, Energy Reserve 25, Recover Energy-15, Illusion Disguise-15, Command Spirit-15, Weaken Will-15, Wither Plant-15, Destroy Air-15, Sensitise-15, Command-15, Compel Truth-15, Pain-15, Panic-15, Poison Food-15, Protection From Good-15, Resist Fire-15, Strike Dumb-15, Turn Spirit-15, Turn Zombie-15, Armour-15, Death Vision-15, Final Rest-15, Sense Good-15, Shield-15, Spasm-15) – an high priest of a demon cult who awakened to undeath when the miners uncovered the evil shrine. The zombies do not use picks and shovels as their weapons, they drop them when a fight breaks out (this slows down the zombies armed with weapons and shields as they draw them). The horde zombies simply move in to grapple and chew. The Mummy overseer will hang back, cast spells to protect itself (Resist Fire, Armour, Shield, Protection From Good, etc.) and engage with debuffing spells and melee once the party is distracted or weakened. High Evil Sanctity is its greatest advantage here.

The Mummy carries 1d-3 (minimum 0) keys to locked doors on this floor.

The four minecarts in this area are loaded with the proceeds of the mining operation, 150 pounds of precious metal ores, worth $40 per pound. The party can mine more metal ores from the chamber’s walls with 80 minutes of work and a Prospecting roll, for 7dx20 pounds of ores, worth $40 per pound.

A passageway on the left leads away (eventually) to the demonic shrine. It’s booby-trapped and blocked by another metal bar door.

The other passageway is much wider, and the minecart track leads out of it, through a locked metal grate door, to the third gemstone extraction chamber.

Gemstone Extraction Chamber 3

This large lit seven-sided area is where uncut gems are mined out. This bottom floor is cursed by demonic energy that animates any people dying here after one minute into Horde Zombies (DF Monsters pages 36-37). This curse ceases if the Evil altar in the shrine is cleansed. Sanctity on this bottom floor is Low for Good/Holy and High for Evil powers, also until the shrine altar is cleansed. A minecart track runs from the previous chamber to the middle of this one. No-one is mining gems here, two carts are left abandoned and empty in the centre. Both doors into this area are locked metal bar types.

N/4 Demons of Old (DF Monsters page 20), N Hellhounds (DF Monsters page 35-36) and N/2 as-Sharak (DF Monsters page 16) lurk here, ready to fight any intruders.

The party can mine more gemstones from the chamber’s walls with 70 minutes of work and a Prospecting roll, for 3dx25 pounds of miscellaneous gemstones, worth $200 per pound.

The Demonic Shrine

This lit square area is where the miners unearthed the unholy horrors now plaguing the mine. It is the center point of the bottom floor’s curse, causing any people dying here to come back after one minute as Horde Zombies (DF Monsters pages 36-37) and the High Evil Sanctity. The room is suitably ominous, featuring a black basalt altar in the middle, unholy symbols both carved into the altar and decorating the walls, chains are attached to the altar to secure sacrificial victims, twin braziers on sides of the altar to light the place, and guarded by demons.

The northern corridor leading into this area is blocked by a locked metal bar door, and booby-trapped by a shattersand landmine just after the first door. Anyone travelling over that landmine must roll a quick contest of Per-based Traps or Observation against opposing Traps-15. Failure to detect the landmine means the victim steps on it, suffers 18 points of crushing damage and is hit by three fragments of 1d cutting damage to his foot from the explosion. Those nearby suffer only a 3d crushing damage explosion – the fragments were sent upward. Once detected, the landmine can be dug up with a DX-based Traps, Explosives or Hazardous Materials roll opposed by Traps-15 (the landmine is worth $97 and weighs 10.1 lbs., roll Traps to rearm and plant it).

The doors (both from the corridor and from the vault) to this shrine are both kept locked by a magical password. The doors will not open unless the correct demon’s name is spoken. The walls just next to the doors are covered with the names of thousands of demons, including the correct one. Roll Hidden Lore (Demons) to figure out what name is right.

Inside the shrine, there’s N-2 as-Sharak (DF Monsters page 16) and 2 Demons of Old (DF Monsters page 20) standing guard by the altar. GMs who have the right books and want more variety may switch out those monsters with Red Rot Demons (Setting: Cold Shard Mountains pages 40-41), Zaffeers (Monsters 5: Demons page 23) or Speeding Blades (Adventure 1: MotFD page 48-49).

At the south-west corner, there is a Dehydrating Basin (DF Traps page 7) unholy magical trap that resembles a holy water font.

Cleansing the evil altar here ends the curse and raises Sanctity for Good powers, earning every PC a single bonus Character Point.

The Treasure Vault

This lit area is where the corrupted miners and the demon cultists of ages past have decided to store their tributes to the unholy powers. Like every other area on the bottom floor, this place has High Evil Sanctity and any people dying here will come back after one minute as Horde Zombies (DF Monsters pages 36-37).

Five chests lying around on the floor contain metal money; a total of 10000 copper coins, 500 silver coins and 200 gold coins spread across the containers. The contents of one treasure chest are magically illusion-ed to look more valuable than they are; glass baubles appear to be gems, copper coins (3000 of the coins) appear platinum, mundane items appear bejewelled. The illusion lasts 1 hour after the contents are removed from the chest.

An enchanted and partially cursed Dancing Dwarven Metallic Medium Shield with a stamped inlay all over and partially made with dragon bone materials ($8115, 30 lbs, Dancing enchantment skill-15, enchantment can only be used 3 times a day, it casts no shadow) is displayed on a pedestal.

Another pedestal in the room displays a Demonic Talisman (see Slayers page 22 and Monsters 5: Demons page 5) of a powerful Hell lord.

The east wall of this area is covered by Hieroglyphs of Insanity (DF Traps page 7), a devious trap disguised as hints about more treasure.

Haunting the treasure hoarded here is Goldipox (Pyramid 3/108 pages 33-34), a swarm of tiny demons hiding in the piles of coins and waiting for a chance to sneak attack.

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