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The Forgotten Mines of Unnevirlt

The Forgotten Mines of Unnevirlt


A Tunnels & Trolls adventure for 4-8 characters of 1st through 3rd level.
Story, concept and photographs by David J. Thomas.
Copyright 2000 by David J. Thomas, all rights reserved. This material may be freely reproduced for personal,
nonprofit use. Tunnels & Trolls is a trademark of Flying Buffalo, Inc.
Conventions and Assumptions
Although this adventure is playable in virtually any campaign milieu, I originally set it in my own custom world of
Sycros. Sycros is smaller than Earth and has a thicker atmosphere. Over half of the surface of Sycros consists of
a large continent that fills the southern hemisphere. Most of the northern hemisphere is covered by a large ocean.
Conversely, the southern hemisphere includes a small sea that is not directly connected to the main ocean, and
the northern ocean contains a small continent and several large islands. Most of Sycros' climate is on the cool
side of temperate. Although the equator is a little warmer, there are no tropical regions. As one might expect, the
poles are very cold.
As in most medieval settings, wars occur with frequency. The populace around the city of Watergard suffered
through a great war about 50 years ago. Signs of the war are still evident in the form of ruined castles and
abandoned towns and villages. One of the "towns" that was abandoned was the dwarven colony mine of
Unnevirlt. In this adventure, the characters have the opportunity to clear the monsters from Unnevirlt while making
some new friends and allies (and of course, gaining treasure).
A small tribe of goblins and a few other creatures currently occupy Unnevirlt. Unless otherwise specified, all
goblins (male and female) possess leather armor and a short sword. Other inhabitants will be described as
needed in individual encounters. The goblins will try to bring in reinforcements from other areas whenever they
are attacked. If the party makes its presence known the goblins will form search and destroy parties of 4-9 (1d6 +
3) goblins and try to hunt down the party. The GM should take note of from where the goblins come (don't make
up more goblins, just use those that are in the mines). For simplicity, monster ratings are given in the room
descriptions.
All ceilings are approximately 8' high, except where noted. In general, the mines are damp, and either dusty or
muddy, depending on the pooling of water. The walls have obvious damp spots scattered randomly on them. At
level 4 and below, small pools of water are common.
Read boxed text directly to the players as a description of what the characters see. The GM is free to embellish or
elaborate on the descriptions as he/she sees fit. Additional descriptions, not in boxes, may be added as the
characters search an area or look closely at an object.

3
Background:
During some time off, the characters are gathered at a local
tavern. One of the local drunks offers to sell a map to the
characters for 50 GP. Obviously, he wants money to buy drinks.
Other patrons may ridicule the drunkard, but he will insist that the
map leads to a forgotten dwarven mine that is still filled with
riches. If pressed for more information, the drunkard will tell the
story of the fall of Unnevirlt.
Over 50 years ago, the dwarves of the Anglith Mountains
established the colony mine of Unnevirlt on their northwestern
frontier. During the last war, armies of orcs and goblins came to
the Anglith range in hopes of enslaving the dwarves and looting
their towns. The dwarvish defenders proved too powerful for the
evil hordes to defeat, but some of the newer establishments,
including Unnevirlt, fell to the goblins.
The dwarves at Unnevirlt fought valiantly, but the superior
numbers of goblins quickly overran their defenses. As a final
effort to save what they had built, some of the elder dwarves of
the colony broke off from the fighting in order to seal off the lower
levels of the mines. According to the tales of the veterans, the
elders were buried in the cave-in that they created. Nonetheless,
they are regarded as heroes to their folk. Their names were
Senthel, Stonewart and Othbert. Some say that these three
dwarves were great smiths and that they created weapons of
exceptional quality. Some of those weapons, as well as other
treasures, may yet be in the mines.
Since its fall, goblins and their allies have inhabited Unnevirlt.
Nobody knows whether the goblins have found the lower levels of
the mines and their contents. The dwarves have been busy
elsewhere, still repairing other damage from the war.
The drunkard is willing to negotiate the price of the map (to a
minimum of 5 GP). He is definitely not the adventuresome type.
Upon payment, the drunkard gives the party an old map showing
the location of Unnevirlt. If there is a dwarf in the party, he will
have heard of the stories of Unnevirlt, but has never been there.
If the party is completely without funds, the GM can create a
patron in the bar that will pay for the map, but will demand to
receive 20% of the booty. If the party is small, the GM might
want to make the patron an NPC who will accompany the party
(but will not lead or take exceptional risk).

On foot, the trip takes five days each way. From the landing, the
characters must hike eight miles over relatively rough terrain to
the mine (a long day). The general location of Unnevirlt is not
difficult to find. The forest has been leveled in a radius of a
quarter of a mile in all directions and much of the timber has been
left lying where it fell. The smell of filth and decay permeates the
area and grows stronger as the party approaches the main
entrance on the South side of a steep hill.

Level 1
This is the oldest and most accessible part of the mine. The only
entrance to the mine is set into the South face of the hill. The
odor of excrement, carrion and decay assault the nostrils of
anyone approaching. Obviously, the dwarves have been gone for
quite some time.
1) Guard post.
Most likely, the inhabitants of this area will have to be dealt with
before the party reaches this position.
These two alcoves are used as guard stations. Currently, a
goblin (MR=24) and a wolf (MR=22) occupy each alcove. All are
asleep and snoring loudly. However, if any of the party members
are wearing metal armor, the wolves will awaken and attack when
the party gets within 30' of the guard post. The goblins will attack
on the next round. If possible, one goblin will attempt to flee
down the corridor to room #2 to bring reinforcements (no more
than 8). In addition to their swords, these guards have two
spears (3+1) each, which they will hurl toward the intruders
before engaging in melee.
Inspection of the alcoves reveals some torn, moth-eaten
blankets, some soiled eating utensils and a few scraps of
unrecognizable food. Each goblin is carrying 2-12 SP.
2) Dining room.
A large, crudely made table occupies the center of the room. A
rusty, smoking brazier sets in one corner with some form of meat
sizzling on it. A group of 15 goblins are noisily eating at the table.
Torn clothes lay in a pile in the NW corner of the room.
The goblins (MR=24) are armed with short swords and will attack
the party on sight. Each goblin possesses 2-12 SP.
The table is covered with mismatched plates, mugs, cups, jugs
and utensils. To any elf in the party, the clothes will be readily
identified as elven in origin. Closer inspection of the clothes will
reveal markings that identify the late owners as children and
residents of Wind Vale in the Hillcrest Forest. Close inspection of
the goblins' meal will reveal the meat to be part of an elf.
3) Wolf Kennels.
As with room 1, the inhabitants of this room will most likely have
to be dealt with before the party enters. The goblins keep pet
wolves in this chamber. Any noise in the adjacent hallway will
bring the three wolves (MR=22) out to attack.
Neither the goblins nor the wolves have made any effort to keep
the room tidy. Large piles of dung and refuse litter the floor.

The view from the boat landing, "A long hike ahead..."
The party can get to the old mine on foot, on horseback or by
riverboat. In all cases, the trip brings the party to a landing at the
uppermost navigable point on the river. The trip by boat takes
three days going upriver (but only half that time coming back).
Boat fare is 5 GP per person or 1 GP per person if the characters
help row the boat. The trip by horse takes two days each way.

4) Sleeping Room.
Scattered bedrolls and makeshift cots cover the floor of this
chamber. At present (unless something has wakened them), 14
goblins are sleeping here.

4
Even while asleep, the goblins keep their short swords at their
sides.
A further search of the room will reveal: chamber pot, whetstone,
badly dented helmet, square table and a small basket. A vial of
liquid is hidden under one of the cots. The vial contains a healing
elixir (three doses). Each dose returns 1-6 points of CON.
Drinking the entire vial returns 3-18 points of CON. Each goblin
was carrying 1-6 SP and 1-3 GP.
5) Bandits' Quarters.
Five humans (MR=28) have allied themselves with the goblins.
They are sitting in a circle in the center of the room, playing
knucklebones. Each is armed with a broadsword and wears
leather armor. The room is furnished with five cots, a small table
with a broken chair, and a large crate.
A thorough search of the room reveals: pick handle, crushed
robe, jerkin, bronze earrings, dung covered leather armor and an
empty bottle. There is a small bag containing 87 SP and 78 GP
within the crate. Each bandit carries 1-6 GP and 2-12 SP.
6) Spider's Lair.
The ceiling of this room is much higher than in previous rooms
(20') and is lost in the darkness. A large pile of bones and
miscellaneous objects (below) of various sizes occupies the
center of this quiet chamber.
If someone has a lantern or other bright light source (not a torch),
he/she will be able to see that the ceiling is hidden by a
meshwork of webs. Above the doorway, two giant spiders
(MR=16) have made their lair. The spiders will first drop a tenfoot diameter web on intruders, and then drop down and attack
the entangled prey. Any characters in the room must make a
SR1 against DEX to avoid being entangled in the web. Entangled
characters may cut themselves free (if they have edged
weapons) in 1-3 combat turns. Entangled characters without
edged weapons must make a SR2 against STR in order to break
free. This SR may be attempted each combat turn. The spiders'
bites are poisonous. Any characters that are wounded by the
spiders must make a SR1 against their current CON or be
paralyzed for 1-6 combat turns.
Within the spider's web, near the ceiling, are two old backpacks.
One of the packs contains an elixir of healing (see room 4 for
description) and a magical scroll of Knock Knock. The spell may
be copied into a spell book or cast from the scroll (at 7th level),
but not both. Either action will destroy the scroll.
Things in the pile: sheet of parchment, copper statuette of a
knight in armor (5 GP), exotic wood statuette of a snake (5 GP),
set of lock picks, small table, blood covered sack.
7) Empty Room.
This room contains various pieces of litter and debris from the
goblins, but nothing of apparent value can be found.
8) Beetle Lair.
Three beetles with glowing antennae are happily munching on
some unrecognizable carcass in the NE corner. Otherwise the
room is empty.
As long as they are undisturbed, the torch beetles (MR=32) will
not attack the party. If the beetles are killed, their antennae may
be used as light sources equivalent to lanterns. The antennae
will remain lit for 1-6 hours after the death of the beetles.
9) Dark Tunnel.
Strange grunting sounds can be heard from the end of this dark
tunnel.

In the back of this tunnel, two goblins (MR=24), apparently of


opposite sexes, are engaged in some sort of romantic encounter
or mating ritual. Their clothes are in a state of disarray, and they
will not be able to attack for 1-3 combat turns. They are armed
with short swords. Each goblin carries 1 GP and 1-3 SP.
10) Storage Room.
A pile of large wicker baskets has been built up against the West
wall. This room appears a little cleaner than the other rooms in
the complex and apparently little used.
All of the baskets are empty, but a poisonous snake (MR=20)
lives underneath the pile, and will attack anyone who disturbs the
pile. Initially, the first person to disturb the snake must make a
SR1 against luck to avoid being bitten. If the character misses
the SR, he/she takes 1 point of damage plus 1-6 points from the
poison. After the initial encounter, continue with normal combat.
Anyone who is wounded by the snake must make a SR1 against
luck or take 1-6 points of damage from poison.
Beneath the baskets, the following items may be found: bar of
soap, small table, 12 torches, soot covered chest. The chest has
broken hinges and is empty.
Room 11. Throne Room.
A large goblin sits upon a crude throne made of timbers lashed
together with rope. At his side are two other large goblins. Six
normal-size goblins sit at a table in front of the throne. A slimecovered tapestry (unrecognizable now) hangs on the East wall.
The chieftain of this band of goblins has established his
headquarters here. Accompanying the chieftain (MR=40) are
two bodyguards (MR=32) who are ever vigilant to persons
walking toward the throne room. The goblins are holding a
meeting, discussing day to day concerns of the band. If
someone manages to listen to the meeting while hiding or
otherwise undetected (and understands Goblin), there is a 25%
that one of the goblins will mention the child slaves (but not their
location) in room 16.
Behind the throne is a secret door. The bodyguards are armed
with broadaxes, short bows and 20 arrows. The chieftain is
armed with an enchanted mace (5+4, STR req.=15), four dirks
and a short sword. The other goblins (MR=24) are armed with
short swords. Each normal goblin and bodyguard has 1-3 GP
and 2-12 SP. The chieftain has 25 GP and a potion of growth
(when ingested, causes the person's height, weight and STR to
double for 3-18 combat roundsbeware of low ceilings).
A thorough search of the room will reveal (in addition to the table
and chairs): 100 feet of light chain (500 lb capacity, weighs 50
lbs), blunt spear head, dung-stained trunk (empty), blood covered
cushion and a damaged brazier.
12) Treasure Room.
This is a small, bare room. A large barrel sets against the East
wall.
The goblin chieftain put some of his wealth in this room (in the
barrel). Only the chieftain knows about the secret door from
room 11. The chieftain does not know about the secret door on
the North side of the room. The barrel contains: 1000 SP, 3
black faceted gems worth 100 GP each, enchanted rapier (4+6),
light crossbow, and a case of 10 enchanted quarrels (+2 adds).
13) Cave-in.
The exit to this wide hallway is blocked to the ceiling by fallen
rock and timbers. Rough-hewn shoring timbers have been
stacked against the walls.

5
Apparently, the goblins are getting ready to clear this portion of
the mine. With picks and shovels, a man-sized hole can be dug
out in 3-18 man-hours. The entire passage can be cleared and
shored-up in an additional 4-24 hours. The time required is
tripled if improvised tools are used. If the rubble is completely
removed, three dwarf skeletons will be found. The chain mail and
clothing of the dwarves are remarkably well preserved. There is
a broadaxe next to each skeleton. One of the axes is in better
condition than the others. The axe is enchanted, but unless it is
wielded by a dwarf of the line of Othbert, it only functions as a
normal axe. If the axe is returned to Othbert's clan, the party may
be richly rewarded (see "Conlucsions to the Adventure").
14) Elevator.
A large platform is suspended over a deep shaft by machinery
hidden in the walls. Two levers are positioned in the center of the
platform. There is writing in Dwarvish, Common and Goblin next
to each of the levers: 1) UP, 2) DOWN. The Dwarvish and
Common words are neatly written; the Goblin words are crudely
scrawled.
The elevator will creak, groan and lurch the first few times it is
used, but is completely safe. The elevator descends 50' to the
second level.
15) Storage Room.
This room is filled with stacks of rough-hewn timbers. Paths wind
between the stacks, allowing access to the entire room. A fine
layer of dust covers the floor and the timber. Occasional
footprints (goblin size) can be seen in the dust.
The dust is harmless, and is due to the decomposition of the
stone walls of this room. The stone here is a little different than
the stone found in the rest of the mines, but is of no consequence
to the adventure. The timbers were cut from the forest outside
and are to be used by the goblins in clearing the cave-in in room
13.
16) Slaves' room.
Eight gaunt and frightened children are chained to a central iron
loop set into the center of the floor. The chains allow the children
to move about somewhat, but prevent escape. All of the children
are between ages five and ten (or the elvish equivalent). Three
are human boys; two are human girls; two are elvish girls and one
is an elvish boy.
The goblins have been stealing children from nearby human and
elf villages. The children are used for menial tasks as well as
food. The locks on the chains are crude and should be easily
opened by someone with lock picks (SR1 against DEX with +5
bonus) or by brute strength (SR1 against STR with +1 bonus).
The children are malnourished and very frightened and talking to
them will be difficult. The elvish children will not respond to
questions or directions in Common, only Elvish. Characters must
make SR2 versus CHR to communicate with any of the children
(and must speak the appropriate language). An offering of
decent food and water makes lowers the roll to SR1 with a +2
bonus. If communications are established, the party will learn
that all of the children were stolen when they wandered a bit too
far while playing. There used to be ten children here, another
human and another elvish boy, but they were taken away several
days ago.
Once rapport is established, the children will follow the party
(preferably out of the mines). During combat, one character must
take full charge of the children and will be unable to fight. Also,
unless there is a character following behind the children, there is
a 10% chance each turn that one or more children will wander off
or get left behind. (125 adventure points for each child that is
safely returned home).

Level 2
17) Elevator Room.
See room 14 for a description of the elevator.
18) Trap Door.
There is a covered 10' deep pit in the middle of the hallway.
Each character must make a SR1 against LK or DEX to avoid
falling in and sustaining 1-6 hp of damage. This is not really a
trap, but an access way to the workings of the elevator. Dust has
hidden the door, and time has weakened the locking mechanism.
19) Crystal Caverns.
The floor, ceiling and walls of this gigantic cavern are covered
with large, multi-colored crystals. Any light source lights up the
whole cavern with scintillating light patterns that dazzle the
characters. The crystals also diffract infrared radiation, making
other patterns visible to those under the influence of a Cateyes
spell. Various natural pathways weave around the crystals,
making the entire cavern accessible.
The crystals of the cave aren't really valuable outside of the cave.
Their beauty comes from their arrangement within the cave. The
crystals are very difficult to removerequiring a pick and a SR2
against strength. A few animals inhabit the cave as well.
Occasional breezes may be felt coming from hidden airshafts
(which also allowed the monsters in).
A total of 8 giant rats (MR=8) and 8 large bats (MR=12) live
among the crystals. The animals are very hungry and for every
round that the party spends in the cave, there is a 50% chance
that one of the animals will attack. Also, three small living
stalactites (MR=50) wait at the eastern exit of the cavern. They
will attack random characters simultaneously as the party leaves
the cave. The living stalactites only get one attack each. If they
miss their prey, they move very slowly and are easily dispatched.
Combat with the living stalactites should be resolved one-on-one.
Due to the nature of the caves, the monsters always get the
initiative (except against Dwarf characters), and non-Dwarves
fight at -1 to their adds.

Level 3
20) Latrines.
These were apparently public latrines. Each room contains a
two-seater privy. A rusty iron candleholder is attached to the wall
beside the door.
The long years have eradicated any noxious odors, and the
wastes have decomposed into dark humus. If the pits are
explored (10' down), roll once (3d6) on the table below for each
latrine to determine whether anything is found. Only one of each
magic item will be found for all of the latrines.
d20 roll
03-09
10-13
14
15
16
17
18

Result
Nothing
2-12 CP, 1-6 SP
Gem worth 3-18 GP
Jewelry worth 30-180 GP
1-2 giant ants (MR=30)
Enchanted dirk (2+5)
Enchanted war hammer (5+5)

6
21) Park
The small toy weapons and shields, rotting rag dolls and dirty
costume jewelry indicate that this probably was a playground at
one time.
Now, it is the home of two boring beetles (MR=44) that decide
that the party might be a meal. A caved-in hole on the North wall
suggests from where the beetles came.
If the area is thoroughly searched, the party may find the
following items of value: (scattered around the area) 17 GP, 50
PP, 3 large (2") pearls worth 500 GP each, a solid silver poniard
worth 25 GP, two vials and a scroll. One vial is an elixir of
healing (see room 4 for description). The other vial is a potion of
invisibility (when consumed, acts as Hidey Hole on a single
person as if cast at 7th level). The scroll contains the spell,
Whammy. It can either be copied into a spell book or cast from
the scroll, but not both.

Usable items: Dwarf-size chain mail, two target shields, two short
swords, three war hammers, light crossbow (needs strings), 35
quarrels.
25) General Store
This building is a little larger than the others, and has writing over
the door. The windows are barred and shuttered.
The words "General Store" are written in faded red Dwarvish
letters above the door to this building. The wares of the store
have been depleted. All that remain are a bunch of empty crates,
boxes and baskets. If the store is searched carefully, an
unopened cask of dwarven ale will be revealed under the refuse.
The cask is over 50 years old, and worth 200 GP.
26) Temple
The markings and shape of the windows on this building suggest
that it is a temple.

22) Houses
These Dwarf-size, two-story houses are all virtually identical.
Each consists of a simple stone and mortar foundation with
wooden walls and roof. The wood parts appear to have been preassembled on the surface and then fitted together down here.
Each house has a single door and two windows, one on each
story.

A five foot tall granite statue of the dwarven representation of


God is centered against the North wall. Several rows of benches
fill the southern half of the building. A large puddle has formed in
front of the statue. In reality, the puddle is a brown jelly (MR=60).

Some homes have been built into the walls of the cavern, but the
contents are similar to the "pre-fab" houses. The houses appear
to have been quickly evacuated, with many everyday items left
scattered around. For each house searched, roll 1-6 times on the
following table. Note that once a particular magic item is found, it
cannot be found again (re-roll or treat as nothing).

Upon seeing the party, the giant flies (MR=15) will attack for want
of more food.

4d6 roll
04
05
06
07
08
09
10
11
12
13
14
15
16
17
18

These are natural hot spring pools that have been enclosed by
the dwarves for use as public baths. The pools are two to four
feet deep and the water is a steady 108F. 4" boreholes in the
ceiling of each room vent excess steam. The water is potable,
though heavily mineral-laden.

19
20
21
22
23
24

Result
1-3 pots and pans, corroded but usable
Moth-eaten blanket
Fungus-rotted leather boots
1-10 gp
Rusted iron cooking utensils
Short sword, rusty but salvageable
War hammer, needs cleaning
Moldy iron rations
Unbroached keg of wine, quite good actually
Stoneware mugs (1-6)
Small piece of gold jewelry worth 100-1000 gp
Rotted wineskin
Rotted hemp rope
Moldy feather pillow, unusable
Stoneware jars (1-6), usable but with moldy
contents
Wood crate (3' cube) filled with charcoal
Rusty iron brazier (3' diameter)
Light flail
Misericorde
Elixir of healing
Enchanted short sword (4+2)

23) Construction Area


Several foundations have been built here, but the houses were
never assembled.
24) Armory
This building is a little larger than the others, and has writing over
the door. The windows are barred and shuttered.
The word "Armory" is written in Dwarvish in black paint on the
door of this building. The door is unlocked and slightly ajar. Most
of the armor and weapons have been taken away, but a few
items remain. All metal items have some surface rust, but could
be functional with a little cleaning.

27) Fly Lair


Three giant bluebottle flies are feeding on some dead rats.

28) Hot Springs


Steam emanates from around the doors to these rooms.

Level 4
29) Reception and Guard Room
Both doors to this room are made of solid iron. The eastern door
is unlocked, but rusted shut. An open doors roll is required to
open it. The western door has been magically sealed, and
requires a Knock Knock spell to unlock it. After the door has
been unlocked, a SR4 against STR is necessary to open it. The
STR ratings of two or more characters may be combined to
improve the chance of opening the door. Each attempt requires a
full turn, but may be repeated.
This room is furnished like an office with a large desk in the
center. Bookcases line the North and South walls. The shelves
are empty, and a large pile of ash in front of the desk suggests
the fate of whatever was contained on the shelves.
Except for a few blank pieces of parchment, an old quill and a dry
inkbottle, the desk is empty.
30) Empty Room
The purpose of this room is unclear. The room is empty except
for a pile of motheaten, heavy wool cloaks (dwarf size) in the
Northwest corner of the room.
The iron door on the West side of the room is rusted shut and
requires a successful SR3 against strength to open. STR ratings
of two or more characters may be combined to open the door.

7
31) Elevator Room
This is a larger version of the elevator in room 14. Operation is
identical to the previous elevator.

Level 5
32) Elevator Room
The is the lower level of the elevator found in room 31.
33) Access Door
This trap door is similar to #18, except that it is in better repair.
The party may safely walk over this door without fear of falling.
34) Audience Chamber
This chamber was carefully carved from the bedrock. The walls
have been carved in bas-relief, depicting scenes of mining,
excavating and home-erecting. Carvings of three faces decorate
the West wall. Presumably, they are Senthel, Stonewart and
Othbert. A raised dais of stone has been built against the West
wall. Three stone chairs, each carved from a single block of
stone, set upon the dais. There is little dust, but patches of
dampness occur on both the walls and floor. Small puddles have
formed, here and there, on the floor. In addition to the entrance
from the elevator, there are exits on the North and South walls.
This was the colony's main audience chamber, where the leaders
could hear problems, make public decisions, pass judgements,
etc. Aside from the carvings on the walls, the dwarves rarely
decorated this room. Hence, it is as clean today as it was when
the dwarves left.
35) Gathering Room
The ceiling of this room is very high (20') with four iron
chandeliers hanging down from rusty iron chains. Hardwood
chairs of varying sizes line the walls, and eight large tables have
been evenly distributed across the floor. The walls and floor are
damp, and large rust stains have formed beneath the
chandeliers. There are exits on the West and North walls.
The dwarves used this room for large celebrations, especially
those involving bigger folk. Visiting dignitaries and other guests
were often lodged in the rooms to the South.
36-41) Guest Rooms
Each of these rooms is furnished in the same manner. At the
time when the mines were overrun, only room 41 had an
occupant.
This appears to have been a bedroom or guest room. The room
is furnished with a human-sized double bed with a feather
mattress and heavy quilt (both badly rotted now). In addition, the
room contains a small chest of drawers, a wardrobe, a small
table, and a pottery pitcher and basin.
With the exception of room 41, further searching will yield nothing
new.
Room 41 housed a visiting dwarven cleric (who was killed in the
upper level during the battle).

clothing as well as a jade holy symbol and an elixir of healing.


The holy symbol is worth 100 GP. The candleholders are worth 5
GP each; the icon is worth 10 GP.
42) Storage Room.
Shelves line the walls of this room with another door on the to the
West. The shelves are filled with old, mildewed linens, pots and
pans, basins and pitchers, chamber pots, bedwarmers, hand
tools, nails, hooks and fasteners.
This room is essentially a large linen closet used to stock the
guestrooms and the large gathering room. In addition to the
items mentioned in the description, there is a 50% chance that
the characters can find any specific mundane household item.
43) Wash Room.
The party immediately notices that the air feels drier here than in
the rest of the complex. Two large, thick glass doors are set into
the West wall (not shown on map). Each door is four feet square
and covers a four-foot cube excavation in the wall two feet above
the floor. The excavations appear to be lined with a highly
reflective metal. A depression in the size and shape of a
dwarven hand has been carved at the upper right of each door.
Two smaller, thumb-size depressions are located just beneath
the hand-size depression. Dwarven letters are written above the
doors and near the depressions. Two three foot diameter wicker
baskets lay on the floor beneath the doors.
This room is a rare example of dwarven magic. The words above
the doors translate as "washer" and "dryer." The words by the
hand imprints say "open/close," and the words by the smaller
depressions say "start" and "stop." The insides of machines are
lined with thin sheets of platinum. The platinum from each
machine is worth 200 GP, but removal of the platinum will destroy
the magic. Water is magically transported in and out of the
washer, cleaning 20 pounds of clothes in about 20 minutes. The
dryer works by creating a small magical whirlwind inside the
enclosure, drying the clothes in about half an hour. 100
adventure points may be awarded if the party figures out how to
operate the devices.
44) Ceremonial guard Room.
The walls of this chamber are covered with rotting tapestries
depicting dwarven life: mining, farming, famous battles and heroic
leaders. Five dwarf-size chairs are set against the North wall.
Another passage allows exit to the West.
This room served as a ready room for ceremonial guards during
formal occasions held in room 34. Guards were also stationed
here to prevent unauthorized persons from entering the rooms
beyond this one. A tapestry hides the secret door on the North
wall.
45) Weapons Room.
This small room contains 10 halberds decorated with ceremonial
pennants. The pennants are rotted and the halberd blades are
rusty, but serviceable. There is also a small chest against the
North wall.
The weapons are normal weapons. The chest is unlocked, but
has a good seal. Inside the chest are 10 ceremonial surcoats.
Because of the almost airtight seal on the chest, the surcoats are
still in good condition. A successful SR1 versus IQ would identify
the symbols on the surcoats as those of the house of Othbert.

This room appears to have been occupied during the battle. Old,
dwarf-size robes hang on the wardrobe, and the bed has not
been made. A small granite religious icon sets upon the chest of
drawers, flanked by two candles in granite holders.

46) Cave-in.
Rocks, dirt and broken timbers completely block the passage in
front of the party.

Closer inspection of the robes reveals that they are obviously


priestly garments. The chest of drawers contains mildewed

Like the cave-in on the first level, this one was deliberately
caused by the Dwarves before the mines were overrun. With

8
picks and shovels, a man-sized hole can be dug out in 2-12 manhours. The time required is tripled if improvised tools are used.
47) Waiting Room.
Although time and dampness have taken their toll, the luxury of
this room is still apparent. A well-stocked wet bar parallels the
North wall. A variety of comfortable-looking chairs (hobbit
through human size) are scattered around the room. Additional
doors provide exits to the South and West.
This was a waiting room used to entertain guests as well as carry
out small informal meetings. Most of the liquor at the bar has
gone bad, but seven unopened bottles are still drinkable, and in
fact, are quite valuable (50-100 GP each) due to their ages. The
glasses and mugs are all still in usable condition.
48) Kitchen and Dining Room.
The eastern portion of this room is obviously a kitchen. What
appears to be a combination of stove and oven is situated against
the eastern wall. However, it does not appear to have any form
of chimney, nor are there signs of wood or ashes. Shelves filled
with boxes, bags, jars, pots, pans and utensils line the eastern
portions of the North and South walls. A large counter extending
from the South wall divides the room.
The western portion of the room contains three long tables set at
different heights (human/elven, dwarven/hobbit, and leprechaun)
with appropriate size chairs. The walls are decorated with
tapestries (now rotting) depicting victory in battle by cooperation
of the races.
The kitchen portion of this room is large enough to cook whole
banquets, which would be held in room 35. Under normal
conditions, the kitchen provides for the community leaders and
their families and guests. The dining room was used for
everyday meals and for small gatherings of guests. The shelves
contain thoroughly rotted foodstuffs, but most of the utensils, pots
and pans are in working order.
The stove/oven is magical. Careful inspection of the stove/oven
reveals five brass strips, each about 10" long. Four strips are
spaced at regular intervals along the top of the stove. The fifth is
next to the opening of the oven. Touching the strips activates the
stove or oven. Touching the top of a strip sets that part of the
stove to its hottest setting. Touching the bottom of a strip turns
that part of the stove off. Each part of the stove is continuously
adjustable by touching the brass strips at any point between the
top and bottom. The stove automatically "turns itself off" if left
unattended for more than 12 hours. 100 adventure points may
be awarded if the party figures out how to use the stove and
oven.
49) Senthel's Quarters.
This is not just a room, but more like a small house carved from
the rock. The furnishings are relatively simple. From the number
and type of furnishings, it appears that a small family lived here.
Most of the items in the home are unremarkable. A few books
(dealing mainly with mining along with some literature) are found
in what appears to be a bedroom. Another bedroom looks like it
belonged to a child.
If someone in the party reads Dwarven, the name "Senthel" can
be found written on the inside of some of the books. Senthel had
a wife and a single daughter, both of whom died during the siege.
If the party takes enough time to investigate, they should be able
to deduce the composition of Senthel's family.

50) Stonewart's Quarters.


This is not just a room, but more like a small house carved from
the rock. The furnishings are plush, but few. From the number
and type of furnishings, it appears that a single person lived here.
One wall of what seems to be a living room is covered by a large
coat of arms. A name, in Dwarven, is inscribed at the bottom of
the coat of arms.
The inscribed name is "Stonewart." Stonewart was a bachelor
when he was killed during the siege. If the home is searched
carefully, a small box will be found near the bed along with a
diary. The box contains a diamond ring that Stonewart was going
to give to one of the local women when he finally got up the nerve
to ask her to marry him. An appraisal will identify the ring as an
engagement or wedding ring (worth 200 GP). Reading the diary
(in Dwarven) will reveal mostly everyday happenings in the
mines, but will also tell of Stonewart's love for a woman who
works in the general store.
51) Othbert's Office.
This room appears to be a combination of office and sitting room.
A desk and bookshelves occupy the Southern part of the room,
while a couch and a few chairs fill the northern portion. The
bookshelves contain a variety of books and scrolls (see below) as
well as what appear to be rock samples. The padding on the
couch and chairs has rotted away, but the frames are still sturdy.
The desk contains three drawersone in the middle and one on
each side. The middle drawer is locked. The middle drawer
contains a large bookthe mine's log (in Dwarven). The left
drawer contains parchment, ink and quills (all in good condition).
The right drawer contains a small notebook filled with tables of
numbers (used for stress calculations in mining), a set of keys
(don't unlock anything in the mines), and an unopened bottle of
liquor (70 years old, worth 40 GP).
The log tells of the foundation of the mining colony 60 years ago
on 2 Tempestym, 1225. Rich veins of iron and gold were found
close to the surface. A thick vein of silver was found running
downward into the earth. After the vein was excavated, the
crystal caverns were found. The Dwarves took the finding of the
caverns as a good omen and carefully explored the natural
beauty of the cave. Another large cavern was detected nearby
and the ruling council decided that it should be the site of the new
community. The shaft that was originally excavated to remove
the silver was converted to an elevator shaft, making travel from
the upper to lower levels easier.
Additional veins of precious metals were found deeper, and as
these were excavated, the lowest level of the mine was converted
into quarters for the colony leaders and for important guests.
Toward the end of the log, entries indicate new findings on the
uppermost level that were to be explored. However, mining was
stopped when the colony was overrun by large hordes of goblins.
The leaders tried to allow the elderly and the children to secretly
escape, but the evacuees were ambushed by the goblins. Only a
few of the evacuees managed to return to report on the incident.
The log also tells of a visiting priest sent by the colony's
hometown. The priest was to observe and then bless the crystal
caverns. An entry dated a few days later indicates that the priest
was killed in a battle with the goblins.
The final portion of the log indicates that the leaders had decided
to seal off the lower levels of the mines from the goblins in order
to preserve there town, and more importantly, the crystal cavern.
The log ends at this point.

9
52) Othbert's Quarter's.
This is not just a room, but more like a small house carved from
the rock. The furnishings are plush, but few. From the number
and type of furnishings, it appears that two people lived here.
One wall of what seems to be a living room is covered by a
tapestry depicting two Dwarves, apparently husband and wife. At
the bottom of the tapestry, words in Dwarven have been woven
into the fabric.
The tapestry was a wedding present given to Othbert and his
wife. The words say "Love forever, Othbert and Linnius, 12
Geomstym, 1193."
The home appears to have been left in order, although no
weapons or armor can be found. Hidden under the lone bed is a
small chest. The chest is unlocked and contains 1000 GP and a
small velvet bag containing four sapphires, each worth 80 GP.

Conclusions to the adventure

The view from Stonehaven.


Two things should be done sometime during or at the end of the
adventure. The children from room 16 should be returned to their
parents, and the Axe of Othbert should be returned to the
Dwarves at Stonehaven. The GM is free to place the elven,
dwarven and human towns wherever is convenient.
The human children will be returned to their parents from
Watergard. The elven children must be taken to Wind Vale.
Upon the arrival of the party at Wind Vale, the Elves will throw a
heroes' party that lasts three days. The Elves will also give gifts
to the party. Each character has the choice of receiving one of
the following: suit of elven chain mail (half the weight of normal
chain) or bracelets of defense (absorb 4 hits, no bonuses for
warriors).
A similar situation will occur when the Axe of Othbert is returned
to the Dwarves. The axe is a valuable family heirloom, and the
clan chief at Stonehaven will give the axe to Othbert's surviving
kinfolk. A seven-day party will ensue, and the Dwarves allow the
party to keep everything else that they found in the mines. After
the party, the Dwarves begin preparations to reopen the mines.
At the conclusion of the adventure, both the Elves and the
Dwarves will hold the party in high esteem. Any further
interactions and happenings are left to the discretion of the GM.

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