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Overview Bat's Mission Grunden Salt Mines Scorpion Guild Scrags Second Death Salt Mines Giants' Caves |
Weather Conditions: Nasty Summer Storms.
Maroth: Waning
Background Master Evelin Battachirus owns a relatively small manor near Boulderdash, a sleepy little farming community of about 3,000 people only five miles west of Kashin. Master Battachirus is one of the richest men in Rakore, but keeps this fact carefully hidden from the public eye. His gift lies in his ability to manipulate information and tables, and he can place items and equipment in exactly the right place, at the exactly the right time. Gideon Enterprises has tried to woo him several times, without success. Master Battachirus is not actually interested in money -- he just enjoys the game, and the challenge.
In his careful manipulations of data and obscure tables, Master Battachirus has
uncovered something terrifying. He cannot release the information to
anyone, but all he needs is confirmation to make his worst fears more than a
possibility. To confirm his fears, he must send the party to Mount Tessel,
the second mountain east of the Grand Maul Pass.
Mount Tessel is an oddly-shaped mountain that spirals up over the tree line, and
is easily recognizable from just about reasonable distance. Through some
strange act of geology, the mountain has a secret that has remained hidden for
centuries. During the time of Duke Stomalin, some three centuries in the
past, Mount Tessel had been mined for salt, from an enormous deposit whose
extent was never truly mapped. The mining town that grew up to support the
salt trade was built of crude stone and wood, and was lost when Duke Stomalin's
reign ended, and the defensive support of the Duke's army dried up. The
mining town has since been lost to decay.
Master Battachirus is a thin slate man with pasty-white skin, a bald head, and
thin lips. His squinting eyes miss little, and his intelligence is nearly
a palpable thing. His passions are for data manipulation, and for growing
spices in his personal garden. Master Battachirus has affected the symbol
of the bat as his personal sigil, and it is placed quite visibly on the thick
gate to his small manor -- a manor with ten-foot tall walls of mortared stone,
complete with thick ivies crawling all over them.
Master Evelin Battachirus' stats. Int 17, Wis 15.
Herbalism +10, Profession (Gardener) +12.
The two-story manor is stocked with books, some rare and some common. The
Bat's office has a huge desk, in which he is writing in no less than eight books
at a time. He has but one servant, a nubile girl named Audrey that seems
both afraid of the Bat, and awed by him. A continuous stream of pages
brings sealed documents in and out of the Bat's manor, and his hands are rarely
busy.
Master Battachirus details some of the history of Mount Tessel, and the mining
town of Grunden that used to be there. The Bat goes on to explain that he
has a nagging suspicion that the mines have been reopened, in secret. He
will not go into further details, but he wants confirmation that the mine has
been reopened, or that the mine has remained lost and hidden for the last three
centuries.
The Bat has a detailed map of Mount Tessel's southern side, and gives the exact
location of the lost mining town of Grunden, and the mine's entrance. The map is extremely old,
and Master Battachirus has already made the party a copy for their own
use. Grunden, he explains, is probably not much more than a couple of
heaps of stone scattered throughout the forest. If the entrance of the
mine was collapsed long ago, then the Bat has no worries; if the mine was
collapsed recently, then there could be trouble. Master Battachirus is
willing to pay well for information confirming his fears -- 4,000gp. If
the mine has been active, the Bat is willing to pay an addition 6,000gp if the
party can find out who.
The journey to Mount Tessel is about 50 miles, west-by-northwest from
Boulderdash. There is a poorly maintained road that journeys west of
Boulderdash, towards Takanal -- but the road is likely to bring the party only
as close as 40 miles from Mount Tessel at its closest, and it winds through deep
forest. Several mountain trails lead in the general direction of the Grand
Maul Pass, both from the road and from Boulderdash.
The party would likely take 3 days on light horses, to make Mount Tessel.
On foot, the journey would likely be about 5 days from Boulderdash, due to the
rough terrain, poor trails, and thick forests. The Bat can give the party
a day to get ready, and then they must leave post-haste for the mountain, and
for Grunden.
The weather gets nastier and nastier (-6 penalty to all Spot, Listen, and Search
checks), until the party reaches Grunden, and then
it begins to clear. (Random forest and mountain encounters, until the
party reaches Grunden.) A good Spot check (DC 15) will show crows and
carrion birds circling the party's destination, as they get closer and closer.
The forest around the old town of Grunden has been denuded. A small shanty
town has been burned to the ground, and crows and animals fight over the burnt
remains of the bodies. A successful Search check (DC 19) would reveal that
most of the 52 bodies are men, and they were killed before Grunden burned
down. Oddly enough, there are no signs that anyone left the area, with
salt, lumber, or any other goods of any mass; the mud shows footprints, but they
all disappear in the rocks. A good Track check (DC 21) would reveal that
the tracks belonged to about twenty strong humans in light armor. Only an
expert tracker (DC 28) would reveal an additional set of tracks, belonging to an
elven set of feet.
The bodies belong to slaves -- smuggled into Rakore from the Alekdan
Principalities. The slaves knew nothing but the whip and hard work for all
their lives, and spent the last six months reopening the salt mine of Grunden.
They were killed by their overseers -- men that wore studded leather armor,
carried longswords, and were professional soldiers known as Marksmen.
The amount of forest cut down does not equal the wood that burned in the shanty
town, according to a Knowledge (Nature) check (DC 14); the rest of the lumber
must have gone into the gaping wound in the mountain's side. The mine
entrance is fifteen feet tall by ten feet wide, and carved out of solid
limestone. Timbers brace the insides of the mine entrance, and cheap
wooden rails are laid down, going far into the darkness.
The entrance to the mines is shored up with stout timbers, and traces of salt
are everywhere. A detect magic will reveal a faint enchantment on
key timbers, but only a Knowledge (architecture and engineering) check (DC 22)
could reveal that the 'key timbers' are the ones most critical to holding up the
loose limestone above the mine. The timbers are actually embedded with glyphs
of warding, which hold several stone shapes within them.
Essentially, anyone walking past the timbers set 30 feet back into the mine,
causes the mine to collapse from the outside, in -- trapping them inside, and
burying anyone outside the mine's entrance.
Inside the mines, all is darkness.
The mines have been worked off and on for centuries, and the miners have had an
opportunity to carve out whole temples, barracks, meeting halls, and even
statues -- all out of solid salt-rock. The salt-rock chambers absorb all
moisture, desiccating the air, drying out skin, and making one's eyes hurt from
the intensely dry air.
The salt mines are extensive, going deep into the mountain, both in, and
down. Far down in the mines are the cemeteries -- where the bodies of
fallen miners were preserved under a thick layer of rock-salt, and placed inside
biers.
Whomever placed the glyphs of warding also desecrated the temple that had
been carved out of rock-salt -- a temple to Curiss,
God of the Lost. The temple has been desecrated, and a number of
the salted bodies have been turned into slightly tougher zombies. The desecration
of a temple to Curiss has drawn a wight and several shadows to lord it over the
salt zombies.
Wight stats.
Shadow stats.
Salt Zombie stats. AC +2, damage +2 from salted wounds, ECL +1. One
salt zombie will have a tanisen ring, set in
platinum (15,000gp).
The desiccated and partially eaten remains of several natural animals -- wolves,
panthers, and even a bear -- litter the floor of the temple to Curiss. The
slaves never had enough time to carve out anything other than pure rock-salt --
and there are indications that statues and beautiful works of art were destroyed
for their salt. The temple therefore outdates the recent mining,
indicating that the original inhabitants of Grunden worshipped Curiss.
The mines have several natural traps for the unwary. Several ceilings are
very unstable from the recent mining, and too loud a noise within them could set
off a salt-fall. Only a successful Profession (mining) or Knowledge (dungeoneering)
check (DC 17) would indicate that some ceilings and even floors are pitfalls or
traps waiting to happen. Damage from falling ceilings is 2d6 debris
damage, and many of the pits drop down fifteen feet or more (2d6 debris damage,
again).
Far, far down in the mines, the original miners cut through the edge of the
salt-rock, and discovered natural caves. They shored up the entrance to
the caves, but it is relatively small -- only 4 feet by 4 feet.
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Giants' Caves |