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Mines of madness pdf download

Mines of madness pdf download

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Download Mines Of Madness Type: PDF Date: October Size: MB Author: NateNewlon This document was uploaded by user and they confirmed that they have the permission to Mines of Madness (Next) () - Free download as PDF File .pdf), Text File .txt) or read online for free. D&D 4e quest MINES OF MADNESS By Scott Kurtz & Christopher Perkins A REALLY FUN ADVENTURE (FOR THE DM, AT LEAST) The wizard Abracadamus hid the Forever Stone in the darkest depths of 6/11/ · Mines of Madness is a rollicking D&D® adventure designed was in the mine itself. for use with the D&D Next playtest packet, which you The elderly wizard, Abracadamus, was the [PDF] Mines of Madness - Free Download PDF DLSCRIB - Free, Fast and Secure Home Mines of Madness Mines of Madness Click the start the download DOWNLOAD PDF Report this ... read more




Turning around means facing another enchanted door that moves farther away as one approaches it. The faster a character approaches a door, the more length is added. To exit the hallway, a character must turn his or her back to a door and walk backward at it. Someone outside the hall can also open a door, ending the effect. The dwarf wears ordinary scale mail and wields a nonmagical battleaxe. In it, the elf mentions a quest to find the Forever Stone and his friendship with a dwarf named Helmut. Trapped in this dark, narrow hall with no means of escape. Helmut ate the last of my rations, and now he looks at me with hungry eyes. I think he plans to kill and eat me. Alas, I could never be so desperate. Eat a dwarf? Deep Moaning When the characters reach this curve in the tunnel, read the following: The tunnel forms a U shape as it curves back toward the north.


At the southernmost point on the curve, you hear a dreadful moaning sound coming from somewhere beyond the wall. Rough-Hewn Stairs These stairs descend 30 feet to area 24 on the lower level. They are dusty and uneven, but otherwise unremarkable. The moaning emanates from area 14, and the wall separating these two areas is thin enough to allow the noise to be heard in this tunnel. Characters who wish to investigate the moaning must break through the 1½-foot-thick stone wall using mining picks, plenty of which can be found in areas 3 and 9. It takes one character an hour to make a hole in the wall large enough for characters to squeeze through. A party of four characters can break through in 15 minutes. Mine Shafts Dezzyryn and Dolmark This stretch of tunnel crosses over two mine shafts spaced 10 feet apart. Each gap is bridged by a pair of dusty wooden planks. Carved into a crossbeam above each shaft is a single word in Dwarvish script. Ode to Minecraft Deathstalkers: A deathstalker is a stumpy humanoid creature with no arms, four curvy legs, empty eye sockets, a mouth twisted into a sad expression, and greenish skin with gray spots.


Deathstalkers move quietly and explode when they get close to one or more enemies. They are deathly afraid of cats and retreat back into the portal at the mere sight of one. Treasure: Each oink zombie carries a gold-bladed long sword that has an apparent value of 1, gp. but the sword turns to dust when exposed to sunlight. Troubleshooting: Any character who walks through the nether portal without so much as a rope to hang on to is dead meat, and the player gets to spend the remainder of the adventure reflecting on his or her poor judgment.


Or, if you prefer, you can have the character stumble out of the portal 10 minutes later as an oink zombie. An oink zombie adventurer retains its allegiance to the party and its statistics—except that it has only 1d8 hit points upon emerging from the portal but can spend Hit Dice normally , and its hit point maximum is permanently reduced by As a zombie, it is immune to disease and poison, cannot be put to sleep, and does not need to sleep, eat, or breathe. It is susceptible to turn undead effects, however. This cavern has been here since long before the mine. When the Glitterdark Mining Consortium began digging tunnels, the dwarves nearly broke into this chamber but wisely steered away from it, discouraged by the incessant moaning from within. Read the following if the characters break into this chamber: Beyond lies a dark, skull-shaped cave with a rounded ceiling 20 feet high. Rising up from the floor in the middle of the room is a freestanding, 9-foot-tall, rectangular archway of warped black stone filled with a glowing purple haze and snowflake-like particles.


The dread moaning issues from this sinister gateway. The portal is impervious to damage and far too strong to be dispelled by normal magic. Any character bold enough to step into the purple haze is grabbed by a multitude of rotting arms and pulled into this forsaken plane, never to be seen again. If the character is tied off with some sort of rope, he or she can be pulled back but is quickly followed by a mob of creatures see below. An object hurled through the portal vanishes and is lost forever. Hurling an illuminated object into the portal, such as a torch or a stone with a light spell cast on it, provokes the plane into sending creatures through the portal. The following round, on their own initiative count, four deathstalkers see below emerge from the portal. The round after that, an additional four deathstalkers emerge, acting on the same initiative count as the ones that came before them.


Oink Zombies: These look like human zombies with patches of stitched pig flesh on their faces and bodies. Once an oink zombie fixates on an enemy, it continues to fight that enemy until it or the enemy is slain. If one drops a character to 0 hit points in this cave, it spends its next turn dragging the character through the portal. Murder Ball The wizard Abracadamus worked with the dwarves to construct a nasty trap in this twisting tunnel, which descends from west to east at a steady angle. Trap: Set into an alcove at the western end of the tunnel is a foot-diameter ball of solid obsidian. When a creature crosses the line on the map marked with two triangles, a magical trigger releases the ball, which begins to roll down the tunnel. The ball does not stop until it reaches the empty alcove at the eastern end, whereupon it is teleported back to the western alcove at the top of the tunnel and there it remains until the trap is triggered again.


The trigger point cannot be detected, although a detect magic spell cast in the area reveals a faint yet indeterminate aura that suggests the tunnel is magically warded. The eastern alcove which is 60 feet lower than the western alcove radiates conjuration magic when scrutinized with a detect magic spell, but nothing else that enters the alcove is teleported—just the ball. When the giant obsidian ball is first released, characters in the tunnel can hear its bulk rolling toward them. The arrows on the map indicate which foot squares the ball occupies and the direction it moves as it rolls down the passageway. As soon as the ball is released, have the players roll initiative. The ball acts on initiative counts 15 and 5, and on each of its turns it moves 10 squares. Every time the ball enters an occupied square, all creatures in that 10 square must make a DC 13 Dexterity saving throw as it rolls past or over! Failed Save: 22 4d10 bludgeoning damage, and the target falls prone.


Successful Save: Half damage, and the target falls prone. A character can try to slow the ball by forgoing the Dexterity saving throw and instead making a DC 15 Strength saving throw. Regardless of the result, the character takes 22 4d10 bludgeoning damage and falls prone. The obsidian ball is too massive to be pinned in its alcove with iron spikes or a primitive barricade. Any creature in the western alcove when the ball is teleported back there must make a Dexterity saving throw, with the same results as those noted above. The shaft is 60 feet deep and leads down to area The wooden lift is intact and currently sits on the floor of the shaft. The lift is otherwise identical to the one in area 4. In that case, refer to area 22 for more information on running the rust monster encounter. A Friendly Gesture The walls of this circular chamber are painted with a mural of marching dwarf miners. The dwarves continue their march down a curved staircase hewn from solid rock.


Standing at the top of the stairs, facing north, is a life-sized statue of a grinning dwarf, his right arm outstretched as though ready to shake your hand. Show the players HANDOUT 7 at this time. The description of this area is the same as area 4: The spiraling staircase descends 30 feet to area The marching dwarf mural ends at the bottom of the stairs. Dwarf Statue: A detect magic spell reveals a strong transmutation aura on the statue. The statue is clearly a carving and not a petrified dwarf, and it can be knocked over with a DC 18 Strength check; doing so causes it to break into several pieces. Once the statue is broken, it loses its magical properties. If the character is a dwarf or good-aligned, add 10 to the die result add 20 if the character is both. If the character is evil, subtract 50 from the die result. You stand at the top of a foot-wide mine shaft of uncertain depth. Dangling from its roof is a rickety lift—a wooden framework with no walls and a floor made of dusty planks—fastened to a system of frayed ropes, iron pulleys, and stone counterweights.


A character who inspects the lift closely can detect the rotten floor with a DC 10 Wisdom check. Characters who want to descend the shaft are better off climbing down the ropes. If two or more Small characters or one or more Medium characters step onto the lift, the wooden floor falls away, and everyone in the lift must make a DC 10 Dexterity saving throw to avoid falling 60 feet to the bottom of the shaft, taking 21 6d6 bludgeoning damage on impact. The statue can spew only one such ring. After the ring is given, roll a d4 instead of a d6 to determine the treasure result. Show the players HANDOUT 8 at this time. Loose ropes hang from rusted pulleys mounted to the roof of this otherwise empty mine shaft. A spell cast upon the room prevents detect magic spells from functioning within its confines. The gem is a combination permanent illusion and continual light spell, and any attempt to grab or move it fails. Trap: If a creature comes within 10 feet of the gem, hundreds of crystal spikes protrude from holes in the ceiling as a reverse gravity spell kicks in.


All creatures in the room except levitating or flying ones fall toward the ceiling and must make a DC 15 Dexterity saving throw. Failed Save: 7 2d6 bludgeoning damage from the upward fall plus 3 1d6 piercing damage from a crystal spike. Successful Save: 7 2d6 bludgeoning damage from the upward fall, but no damage from the spikes. The reverse gravity effect does not persist for more than a couple of seconds. Then the crystal spikes retract into their holes, and creatures on the ceiling fall to the floor, taking another 7 2d6 bludgeoning damage automatically no save. When the trap triggers, the skeleton in chain mail on the floor falls up toward the ceiling and back down again, and the impact scatters its bones across the room.


The gem does not move. Only a character who happens to be spider climbing or levitating when the trap triggers avoids taking damage. Once it is triggered, the reverse gravity trap requires 24 hours to reset. The skeleton also has a small pouch containing five 50 gp gems identical to the ones spewed by the statue in area The following encounters are keyed to the map of the lower level. Dead characters can stay dead. A corkscrewing flight of rough-hewn stairs ascends 60 feet to area The outer wall of the staircase is painted with a colorful mural that depicts dwarf miners marching down the stairs in single file. The mural ends at the bottom of the staircase. The plain stone door has a handle and hinges on this side, and it pulls open with some effort. The door is trapped, and the trap cannot be disabled or dispelled. The door frame radiates a faint evocation aura under a detect magic spell.


Trap: Any character who steps through the doorway without smiling takes 3 1d6 lightning damage. A smiling character does not trigger the trap. There is no smiling dwarf face above the other side of the door to give friendly warning to those coming from the north. Thrown Up The doors leading to this room are made of plain stone and do not have handles on the sides that face the room. They can be pushed outward. When either door is opened, read the following: Beyond the door is a landing with a short flight of stone steps leading down to the floor of a circular room with smooth walls and a foot-high ceiling. Colored stone tiles set into the floor form an abstract pattern, and resting in the middle of the room is a brightly glowing gem as big as a fist. Lying next to it is a humanoid skeleton clad in golden chain mail, one bony hand reaching for the gem.


A short sword and shield rest nearby. Rotted Backpack This rough-hewn tunnel junction sits at the bottom of a foot mine shaft leading up to area See that entry for information about the lift. Lying in the western alcove is a rotted backpack. Treasure: The backpack was left here by a long-dead adventurer and contains a potion of climbing, three potions of healing, a potion of invisibility, and a scroll with the knock spell written on it. All of the potions are labeled in Elvish. Any attempt to lift the backpack causes the potions to tear through the bottom and smash upon the floor. A character can save one of the potions with a successful DC 15 Dexterity saving throw. Smashed potions cannot be salvaged. If one or more players declare that their characters are inspecting the ceiling, add: The ceiling is perforated with tiny holes, each no more than an inch in diameter.


Rust Monster Lair d6 1 2 3 4 5 6 A wooden lift sits at the bottom of a foot mine shaft leading up to area The lift works just like the one in area 4. Characters teleported to this location from area 9 appear in the southern alcove marked X on the map. The teleportation is one-way only. This junction located at the base of a mine shaft is braced with rotted wooden beams and strewn with rubble. Here and there, you see the wooden handles of old picks and shovels, their metal parts missing. The spirit has the equivalent of 10 hit points for determining whether the attempt is successful or not.


Creature: A pair of ravenous rust monsters inhabits this rubble-strewn corner of the mines. They have already devoured all the metal in the area and focus their attacks on characters wearing metal armor or wielding metal weapons. Hammer Time You come to a long, narrow landing between two rough-hewn flights of stairs. Between the staircases, carved into the wall, is a rectangular niche containing an iron hammer hanging from a hook. The hammer is sealed behind a pane of glass, and engraved above the niche are some words in Dwarvish script. Show the players HANDOUT 9 at this time. The tunnel ahead continues well beyond the shaft. IN CASE OF BERSERK GOLEM BREAK GLASS Trap: The glass pane has AC 0 and 1 hp.


If it is broken by anyone other than a dwarf, a glyph of warding is triggered. The magical trap can be detected with a detect magic spell or a DC 17 Intelligence check and, once detected, disabled with a DC 12 Dexterity check failure by 5 or more triggers the trap. If the trap triggers, all creatures in the foot square in front of the niche must make a DC 15 Dexterity saving throw. Failed Save: 10 3d6 lightning damage. In addition, whenever it scores a hit against the grinning iron golem in area 28, the golem is stunned for 1 minute. This special property affects the golem in area 28 only, not all iron golems. The shaft plunges 80 feet, and the beams are sturdy and wide enough to allow for safe crossing without the need for ability checks. At the bottom of the shaft is a jagged pile of wood and iron that used to be some sort of scaffold.


Anyone that falls down the shaft takes 28 8d6 bludgeoning damage from the fall plus 7 2d6 piercing damage from the wreckage. A dwarf miner died here long ago after his scaffold collapsed, and though his remains were recovered and buried elsewhere, his spirit lingers. Unable to lay the spirit to rest, the dwarves were forced to abandon the mine shaft. Nothing happens when the first character crosses the shaft, but when the next character in line begins to cross, read the following: One Good Turn. A loud voice echoes from below. Its mouth forms a 3-foot-wide hole that passes all the way through the 6-inch-thick portal. There is also a stone doorknob to one side of the graven visage, which suggests that the door can be opened conventionally as well.


Carved above the door are words in the Dwarvish script. The spirit is invisible and lingers at the bottom of the shaft. The door radiates transmutation magic under a detect magic spell. A raised alcove, 10 feet wide and 5 feet deep, is carved into the south wall. Situated in it, facing north, is a hunched statue of a winged creature with horns. Creature: The gargoyle uses its Hide in Plain Sight trait to remain perfectly still until attacked or asked a direct question. Characters can also discern its true nature with a DC 17 Intelligence or Wisdom check. The gargoyle used to serve the wizard Abracadamus and is compelled to attack anyone who tries to open the secret door. It also knows two helpful facts: the command word to open the secret door, and the true nature of the false door at the end of the hall.


Opening the secret door requires a knock spell or the command word, which only the gargoyle knows. Trap: The wooden door at the end of the hall is false and cannot be opened. The gargoyle is protected while inside its alcove. The target must succeed on a DC 15 Dexterity saving throw. Failed Save: 9 2d8 piercing damage. ONE GOOD TURN DESERVES ANOTHER Stone Door: The door is solid and heavy, but swings easily in either direction when the doorknob is turned and sufficient force is applied. The door has hidden springs that cause it to close unless wedged open somehow. East of the Door: Turning the knob on the east side of the door allows the door to be opened with ease, and characters may walk through unharmed. Physically, the character looks like a walking skeleton encased in rubbery slime. While in this form, the character cannot eat, drink, or alter this gelatinous shape, but he or she is resistant to bludgeoning and piercing damage. The transformation ends as soon as the character leaves the Mines of Madness or is targeted by a dispel magic spell.


West of the Door: Turning the knob on the west side of the door opens the door but also triggers a magical trap that cannot be detected or disarmed. All characters within 10 feet of the door on either side must make a DC 10 Constitution saving throw, and the character who turned the knob takes a —5 penalty. Failed Save: The target is polymorphed into one hundred electrum coins, which rain down onto the floor. The effect is permanent and cannot be dispelled unless all the coins are gathered together and taken from the mines or subjected to a dispel magic spell.


If even one coin becomes separated from the others, the polymorph effect cannot be undone by anything except a wish spell. Grooves carved into it funnel blood into tiny holes that carry it deeper underground to area 33C. A detect magic spell reveals that the altar is not magical. Corpse: The corpse belongs to a former adventurer. A speak with dead spell reveals that he was sacrificed by his adventuring companions so that they could exit the room and continue their quest for the Forever Stone. The corpse has nothing of value. Dagger: If taken from the room, the dagger instantly disappears and reappears atop the altar. It can be pulled out of the corpse, but touching the dagger causes the southern secret door to slam shut; once closed, the door cannot be opened from this side, effectively trapping characters in the room. Obsidian Block: The foot-square slab of black obsidian is actually one face of a very large, very solid block of stone. Its surface is so shiny and slick as to be mirror-like.


Characters standing in front of it see twisted reflections of themselves and can hear these dark effigies softly whispering to them. Failure by 5 or more on a check to disarm the trap inadvertently triggers it. Sacrificial Altar The following read-aloud text assumes the characters enter the room from the tunnel to the south. Ahead is a foot-square chamber. Most of its walls are covered with a ghastly painted mural depicting piles of dead adventurers, except in the middle of the north wall, into which is set a foot-wide, floor-toceiling slab of polished black obsidian. In the middle of the room rests a bloodstained altar, splayed upon which is an armored corpse with a ceremonial dagger sticking out of its chest. The golem and the purple worm are the only creatures in the mines that are big and strong enough to move the boulder.


A Small creature can squeeze through a gap between the boulder and the wall with a successful DC 15 Dexterity check a Tiny creature can succeed without a check , but Medium and bigger creatures cannot. Creature: The grinning iron golem cannot speak, but it understands Dwarvish. The golem is working and pays no mind to intruders at first, but there are three things the characters can do to get its attention. it budge. The block is also impervious to damage. The Sacrifice: If a worthy sacrifice is made upon the altar using the dagger, the obsidian block slowly begins to retract, sliding north until it becomes lodged in a cavity specifically designed to contain it.


There it remains for 24 hours before sliding back into place. The sacrifice must be a living member of the party, and the character must be willing to give his or her life so that the others can press on. The sacrifice must lie atop the altar and allow another party member to plunge the dagger into his or her heart; the result is instant death, followed by the opening of the north tunnel. Blood spilled atop the altar is channeled down through the floor and used to call forth the Forever Stone see area 33C for details. If Hug Hug the goblin see area 3 is with the party, he can be coerced or tricked into sacrificing himself for the greater good. If the goblin realizes his death is imminent, he gives each party member a big hug and then climbs atop the altar to await his fate. The golem accepts the gift and immediately puts the weapon to use, breaking off chunks of krimsonite for eventual pulverization.


This is enough to convince the golem that one of the characters is the new foreman. The golem reacts by belching forth a cloud of poisonous gas, then smashes the party to pulp with its iron fists. The characters will most likely enter from the east, after doing what they must in area 27 to move the obsidian block in their way. The golem cannot be persuaded with words to leave the cavern—not with so much unfinished work to do. If it is attacked, the golem chases after any fleeing attackers and follows them beyond the confines of this cavern to make sure they never return. You hear the sound of metal striking stone. Ahead, the passage widens into a foot-high cavern with large clusters of glittering red crystal sprouting from rocky outcroppings everywhere.


Resting on the uneven floor are large barrels filled with the crystal in powdered form. Standing in the middle of the room, pulverizing a crystal formation with its massive fists, is an iron golem forged in the likeness of a grinning dwarf. It stands 9 feet tall and is nearly as wide. Stalactites cling to the roof in various places, and the walls are slick with moisture. Rolling hills of stinky bat guano cover the floor, and hopping about this fetid gray carpet are numerous giant cave crickets with pale white carapaces. Log In with Facebook. Log In I am new here. Remember me. Error: No match for email address or password. Password forgotten? Click here.


Advanced Search. We're sorry This title is not available. Here are some other titles you might like. Customers Who Bought this Title also Purchased. Browse Categories. DMs Guild. Guild Adept. Arcavios Strixhaven. See all titles. Publisher Website. Follow Your Favorites! Sign in to get custom notifications of new products! Recent History. Product Information. Copy Link Tweet This. Original electronic Scanned image These products were created by scanning an original printed edition. Most older books are in scanned image format because original digital layout files never existed or were no longer available from the publisher. The result of this OCR process is placed invisibly behind the picture of each scanned page, to allow for text searching.


However, any text in a given book set on a graphical background or in handwritten fonts would most likely not be picked up by the OCR software, and is therefore not searchable. Also, a few larger books may be resampled to fit into the system, and may not have this searchable text background. For printed books, we have performed high-resolution scans of an original hardcopy of the book. We essentially digitally re-master the book. Unfortunately, the resulting quality of these books is not as high. The city proper rings the lake. The city was once one of three belonging to the previous empire, Tolmaine, Meridus and Andaral, now just a ruin on the edge of Lake Hershaw. The Narlith's seized power during the civil war that destroyed Andaral and freed the people's from the tyrant king Jamus Cook. Beslin The newest of Narlith's cities. Founded a the mouth of a river emptying out to the ocean, Beslin has opened up sea trade along the coastline and is quickly becoming a hub for trade and adventure.


In it's years, it has already surpassed Fort Tanner in population and is quickly gaining on Tolmaine. Almost anything can be found in the city and with ships loading and unloading and construction going around the clock, there is a job for seemingly everyone. Alas, I could never be so desperate. Eat a dwarf? Deep Moaning When the characters reach this curve in the tunnel, read the following: The tunnel forms a U shape as it curves back toward the north. At the southernmost point on the curve, you hear a dreadful moaning sound coming from somewhere beyond the wall. Rough-Hewn Stairs These stairs descend 30 feet to area 24 on the lower level.


They are dusty and uneven, but otherwise unremarkable. The moaning emanates from area 14, and the wall separating these two areas is thin enough to allow the noise to be heard in this tunnel. Characters who wish to investigate the moaning must break through the 1½-foot-thick stone wall using mining picks, plenty of which can be found in areas 3 and 9. It takes one character an hour to make a hole in the wall large enough for characters to squeeze through. A party of four characters can break through in 15 minutes. Mine Shafts Dezzyryn and Dolmark This stretch of tunnel crosses over two mine shafts spaced 10 feet apart. Each gap is bridged by a pair of dusty wooden planks. Carved into a crossbeam above each shaft is a single word in Dwarvish script. Ode to Minecraft Deathstalkers: A deathstalker is a stumpy humanoid creature with no arms, four curvy legs, empty eye sockets, a mouth twisted into a sad expression, and greenish skin with gray spots.


Deathstalkers move quietly and explode when they get close to one or more enemies. They are deathly afraid of cats and retreat back into the portal at the mere sight of one. Treasure: Each oink zombie carries a gold-bladed long sword that has an apparent value of 1, gp. but the sword turns to dust when exposed to sunlight. Troubleshooting: Any character who walks through the nether portal without so much as a rope to hang on to is dead meat, and the player gets to spend the remainder of the adventure reflecting on his or her poor judgment. Or, if you prefer, you can have the character stumble out of the portal 10 minutes later as an oink zombie.


An oink zombie adventurer retains its allegiance to the party and its statistics—except that it has only 1d8 hit points upon emerging from the portal but can spend Hit Dice normally , and its hit point maximum is permanently reduced by As a zombie, it is immune to disease and poison, cannot be put to sleep, and does not need to sleep, eat, or breathe. It is susceptible to turn undead effects, however. This cavern has been here since long before the mine. When the Glitterdark Mining Consortium began digging tunnels, the dwarves nearly broke into this chamber but wisely steered away from it, discouraged by the incessant moaning from within.


Read the following if the characters break into this chamber: Beyond lies a dark, skull-shaped cave with a rounded ceiling 20 feet high. Rising up from the floor in the middle of the room is a freestanding, 9-foot-tall, rectangular archway of warped black stone filled with a glowing purple haze and snowflake-like particles. The dread moaning issues from this sinister gateway. The portal is impervious to damage and far too strong to be dispelled by normal magic. Any character bold enough to step into the purple haze is grabbed by a multitude of rotting arms and pulled into this forsaken plane, never to be seen again.


If the character is tied off with some sort of rope, he or she can be pulled back but is quickly followed by a mob of creatures see below. An object hurled through the portal vanishes and is lost forever. Hurling an illuminated object into the portal, such as a torch or a stone with a light spell cast on it, provokes the plane into sending creatures through the portal. The following round, on their own initiative count, four deathstalkers see below emerge from the portal. The round after that, an additional four deathstalkers emerge, acting on the same initiative count as the ones that came before them. Oink Zombies: These look like human zombies with patches of stitched pig flesh on their faces and bodies. Once an oink zombie fixates on an enemy, it continues to fight that enemy until it or the enemy is slain.


If one drops a character to 0 hit points in this cave, it spends its next turn dragging the character through the portal. Murder Ball The wizard Abracadamus worked with the dwarves to construct a nasty trap in this twisting tunnel, which descends from west to east at a steady angle. Trap: Set into an alcove at the western end of the tunnel is a foot-diameter ball of solid obsidian. When a creature crosses the line on the map marked with two triangles, a magical trigger releases the ball, which begins to roll down the tunnel. The ball does not stop until it reaches the empty alcove at the eastern end, whereupon it is teleported back to the western alcove at the top of the tunnel and there it remains until the trap is triggered again. The trigger point cannot be detected, although a detect magic spell cast in the area reveals a faint yet indeterminate aura that suggests the tunnel is magically warded.


The eastern alcove which is 60 feet lower than the western alcove radiates conjuration magic when scrutinized with a detect magic spell, but nothing else that enters the alcove is teleported—just the ball. When the giant obsidian ball is first released, characters in the tunnel can hear its bulk rolling toward them. The arrows on the map indicate which foot squares the ball occupies and the direction it moves as it rolls down the passageway. As soon as the ball is released, have the players roll initiative. The ball acts on initiative counts 15 and 5, and on each of its turns it moves 10 squares. Every time the ball enters an occupied square, all creatures in that 10 square must make a DC 13 Dexterity saving throw as it rolls past or over! Failed Save: 22 4d10 bludgeoning damage, and the target falls prone. Successful Save: Half damage, and the target falls prone. A character can try to slow the ball by forgoing the Dexterity saving throw and instead making a DC 15 Strength saving throw.


Regardless of the result, the character takes 22 4d10 bludgeoning damage and falls prone. The obsidian ball is too massive to be pinned in its alcove with iron spikes or a primitive barricade. Any creature in the western alcove when the ball is teleported back there must make a Dexterity saving throw, with the same results as those noted above. The shaft is 60 feet deep and leads down to area The wooden lift is intact and currently sits on the floor of the shaft. The lift is otherwise identical to the one in area 4. In that case, refer to area 22 for more information on running the rust monster encounter. A Friendly Gesture The walls of this circular chamber are painted with a mural of marching dwarf miners.


The dwarves continue their march down a curved staircase hewn from solid rock. Standing at the top of the stairs, facing north, is a life-sized statue of a grinning dwarf, his right arm outstretched as though ready to shake your hand. Show the players HANDOUT 7 at this time. The description of this area is the same as area 4: The spiraling staircase descends 30 feet to area The marching dwarf mural ends at the bottom of the stairs. Dwarf Statue: A detect magic spell reveals a strong transmutation aura on the statue. The statue is clearly a carving and not a petrified dwarf, and it can be knocked over with a DC 18 Strength check; doing so causes it to break into several pieces. Once the statue is broken, it loses its magical properties. If the character is a dwarf or good-aligned, add 10 to the die result add 20 if the character is both.


If the character is evil, subtract 50 from the die result. You stand at the top of a foot-wide mine shaft of uncertain depth. Dangling from its roof is a rickety lift—a wooden framework with no walls and a floor made of dusty planks—fastened to a system of frayed ropes, iron pulleys, and stone counterweights. A character who inspects the lift closely can detect the rotten floor with a DC 10 Wisdom check. Characters who want to descend the shaft are better off climbing down the ropes. If two or more Small characters or one or more Medium characters step onto the lift, the wooden floor falls away, and everyone in the lift must make a DC 10 Dexterity saving throw to avoid falling 60 feet to the bottom of the shaft, taking 21 6d6 bludgeoning damage on impact.


The statue can spew only one such ring. After the ring is given, roll a d4 instead of a d6 to determine the treasure result. Show the players HANDOUT 8 at this time. Loose ropes hang from rusted pulleys mounted to the roof of this otherwise empty mine shaft. A spell cast upon the room prevents detect magic spells from functioning within its confines. The gem is a combination permanent illusion and continual light spell, and any attempt to grab or move it fails. Trap: If a creature comes within 10 feet of the gem, hundreds of crystal spikes protrude from holes in the ceiling as a reverse gravity spell kicks in. All creatures in the room except levitating or flying ones fall toward the ceiling and must make a DC 15 Dexterity saving throw.


Failed Save: 7 2d6 bludgeoning damage from the upward fall plus 3 1d6 piercing damage from a crystal spike. Successful Save: 7 2d6 bludgeoning damage from the upward fall, but no damage from the spikes. The reverse gravity effect does not persist for more than a couple of seconds. Then the crystal spikes retract into their holes, and creatures on the ceiling fall to the floor, taking another 7 2d6 bludgeoning damage automatically no save. When the trap triggers, the skeleton in chain mail on the floor falls up toward the ceiling and back down again, and the impact scatters its bones across the room. The gem does not move. Only a character who happens to be spider climbing or levitating when the trap triggers avoids taking damage.


Once it is triggered, the reverse gravity trap requires 24 hours to reset. The skeleton also has a small pouch containing five 50 gp gems identical to the ones spewed by the statue in area The following encounters are keyed to the map of the lower level. Dead characters can stay dead. A corkscrewing flight of rough-hewn stairs ascends 60 feet to area The outer wall of the staircase is painted with a colorful mural that depicts dwarf miners marching down the stairs in single file. The mural ends at the bottom of the staircase. The plain stone door has a handle and hinges on this side, and it pulls open with some effort. The door is trapped, and the trap cannot be disabled or dispelled. The door frame radiates a faint evocation aura under a detect magic spell. Trap: Any character who steps through the doorway without smiling takes 3 1d6 lightning damage.


A smiling character does not trigger the trap. There is no smiling dwarf face above the other side of the door to give friendly warning to those coming from the north. Thrown Up The doors leading to this room are made of plain stone and do not have handles on the sides that face the room. They can be pushed outward. When either door is opened, read the following: Beyond the door is a landing with a short flight of stone steps leading down to the floor of a circular room with smooth walls and a foot-high ceiling. Colored stone tiles set into the floor form an abstract pattern, and resting in the middle of the room is a brightly glowing gem as big as a fist.


Lying next to it is a humanoid skeleton clad in golden chain mail, one bony hand reaching for the gem. A short sword and shield rest nearby. Rotted Backpack This rough-hewn tunnel junction sits at the bottom of a foot mine shaft leading up to area See that entry for information about the lift. Lying in the western alcove is a rotted backpack. Treasure: The backpack was left here by a long-dead adventurer and contains a potion of climbing, three potions of healing, a potion of invisibility, and a scroll with the knock spell written on it. All of the potions are labeled in Elvish. Any attempt to lift the backpack causes the potions to tear through the bottom and smash upon the floor. A character can save one of the potions with a successful DC 15 Dexterity saving throw.


Smashed potions cannot be salvaged. If one or more players declare that their characters are inspecting the ceiling, add: The ceiling is perforated with tiny holes, each no more than an inch in diameter. Rust Monster Lair d6 1 2 3 4 5 6 A wooden lift sits at the bottom of a foot mine shaft leading up to area The lift works just like the one in area 4. Characters teleported to this location from area 9 appear in the southern alcove marked X on the map. The teleportation is one-way only. This junction located at the base of a mine shaft is braced with rotted wooden beams and strewn with rubble. Here and there, you see the wooden handles of old picks and shovels, their metal parts missing. The spirit has the equivalent of 10 hit points for determining whether the attempt is successful or not. Creature: A pair of ravenous rust monsters inhabits this rubble-strewn corner of the mines.


They have already devoured all the metal in the area and focus their attacks on characters wearing metal armor or wielding metal weapons. Hammer Time You come to a long, narrow landing between two rough-hewn flights of stairs. Between the staircases, carved into the wall, is a rectangular niche containing an iron hammer hanging from a hook. The hammer is sealed behind a pane of glass, and engraved above the niche are some words in Dwarvish script. Show the players HANDOUT 9 at this time. The tunnel ahead continues well beyond the shaft. IN CASE OF BERSERK GOLEM BREAK GLASS Trap: The glass pane has AC 0 and 1 hp. If it is broken by anyone other than a dwarf, a glyph of warding is triggered. The magical trap can be detected with a detect magic spell or a DC 17 Intelligence check and, once detected, disabled with a DC 12 Dexterity check failure by 5 or more triggers the trap. If the trap triggers, all creatures in the foot square in front of the niche must make a DC 15 Dexterity saving throw.


Failed Save: 10 3d6 lightning damage. In addition, whenever it scores a hit against the grinning iron golem in area 28, the golem is stunned for 1 minute. This special property affects the golem in area 28 only, not all iron golems. The shaft plunges 80 feet, and the beams are sturdy and wide enough to allow for safe crossing without the need for ability checks. At the bottom of the shaft is a jagged pile of wood and iron that used to be some sort of scaffold. Anyone that falls down the shaft takes 28 8d6 bludgeoning damage from the fall plus 7 2d6 piercing damage from the wreckage. A dwarf miner died here long ago after his scaffold collapsed, and though his remains were recovered and buried elsewhere, his spirit lingers.


Unable to lay the spirit to rest, the dwarves were forced to abandon the mine shaft. Nothing happens when the first character crosses the shaft, but when the next character in line begins to cross, read the following: One Good Turn. A loud voice echoes from below. Its mouth forms a 3-foot-wide hole that passes all the way through the 6-inch-thick portal. There is also a stone doorknob to one side of the graven visage, which suggests that the door can be opened conventionally as well. Carved above the door are words in the Dwarvish script. The spirit is invisible and lingers at the bottom of the shaft. The door radiates transmutation magic under a detect magic spell. A raised alcove, 10 feet wide and 5 feet deep, is carved into the south wall.


Situated in it, facing north, is a hunched statue of a winged creature with horns. Creature: The gargoyle uses its Hide in Plain Sight trait to remain perfectly still until attacked or asked a direct question. Characters can also discern its true nature with a DC 17 Intelligence or Wisdom check. The gargoyle used to serve the wizard Abracadamus and is compelled to attack anyone who tries to open the secret door. It also knows two helpful facts: the command word to open the secret door, and the true nature of the false door at the end of the hall. Opening the secret door requires a knock spell or the command word, which only the gargoyle knows. Trap: The wooden door at the end of the hall is false and cannot be opened. The gargoyle is protected while inside its alcove. The target must succeed on a DC 15 Dexterity saving throw. Failed Save: 9 2d8 piercing damage.


ONE GOOD TURN DESERVES ANOTHER Stone Door: The door is solid and heavy, but swings easily in either direction when the doorknob is turned and sufficient force is applied. The door has hidden springs that cause it to close unless wedged open somehow. East of the Door: Turning the knob on the east side of the door allows the door to be opened with ease, and characters may walk through unharmed. Physically, the character looks like a walking skeleton encased in rubbery slime. While in this form, the character cannot eat, drink, or alter this gelatinous shape, but he or she is resistant to bludgeoning and piercing damage. The transformation ends as soon as the character leaves the Mines of Madness or is targeted by a dispel magic spell. West of the Door: Turning the knob on the west side of the door opens the door but also triggers a magical trap that cannot be detected or disarmed.


All characters within 10 feet of the door on either side must make a DC 10 Constitution saving throw, and the character who turned the knob takes a —5 penalty. Failed Save: The target is polymorphed into one hundred electrum coins, which rain down onto the floor. The effect is permanent and cannot be dispelled unless all the coins are gathered together and taken from the mines or subjected to a dispel magic spell. If even one coin becomes separated from the others, the polymorph effect cannot be undone by anything except a wish spell. Grooves carved into it funnel blood into tiny holes that carry it deeper underground to area 33C. A detect magic spell reveals that the altar is not magical. Corpse: The corpse belongs to a former adventurer.


A speak with dead spell reveals that he was sacrificed by his adventuring companions so that they could exit the room and continue their quest for the Forever Stone. The corpse has nothing of value. Dagger: If taken from the room, the dagger instantly disappears and reappears atop the altar. It can be pulled out of the corpse, but touching the dagger causes the southern secret door to slam shut; once closed, the door cannot be opened from this side, effectively trapping characters in the room. Obsidian Block: The foot-square slab of black obsidian is actually one face of a very large, very solid block of stone. Its surface is so shiny and slick as to be mirror-like. Characters standing in front of it see twisted reflections of themselves and can hear these dark effigies softly whispering to them. Failure by 5 or more on a check to disarm the trap inadvertently triggers it.


Sacrificial Altar The following read-aloud text assumes the characters enter the room from the tunnel to the south. Ahead is a foot-square chamber. Most of its walls are covered with a ghastly painted mural depicting piles of dead adventurers, except in the middle of the north wall, into which is set a foot-wide, floor-toceiling slab of polished black obsidian. In the middle of the room rests a bloodstained altar, splayed upon which is an armored corpse with a ceremonial dagger sticking out of its chest. The golem and the purple worm are the only creatures in the mines that are big and strong enough to move the boulder. A Small creature can squeeze through a gap between the boulder and the wall with a successful DC 15 Dexterity check a Tiny creature can succeed without a check , but Medium and bigger creatures cannot.


Creature: The grinning iron golem cannot speak, but it understands Dwarvish. The golem is working and pays no mind to intruders at first, but there are three things the characters can do to get its attention. it budge. The block is also impervious to damage. The Sacrifice: If a worthy sacrifice is made upon the altar using the dagger, the obsidian block slowly begins to retract, sliding north until it becomes lodged in a cavity specifically designed to contain it. There it remains for 24 hours before sliding back into place. The sacrifice must be a living member of the party, and the character must be willing to give his or her life so that the others can press on.


The sacrifice must lie atop the altar and allow another party member to plunge the dagger into his or her heart; the result is instant death, followed by the opening of the north tunnel. Blood spilled atop the altar is channeled down through the floor and used to call forth the Forever Stone see area 33C for details. If Hug Hug the goblin see area 3 is with the party, he can be coerced or tricked into sacrificing himself for the greater good. If the goblin realizes his death is imminent, he gives each party member a big hug and then climbs atop the altar to await his fate. The golem accepts the gift and immediately puts the weapon to use, breaking off chunks of krimsonite for eventual pulverization. This is enough to convince the golem that one of the characters is the new foreman. The golem reacts by belching forth a cloud of poisonous gas, then smashes the party to pulp with its iron fists.


The characters will most likely enter from the east, after doing what they must in area 27 to move the obsidian block in their way. The golem cannot be persuaded with words to leave the cavern—not with so much unfinished work to do. If it is attacked, the golem chases after any fleeing attackers and follows them beyond the confines of this cavern to make sure they never return. You hear the sound of metal striking stone. Ahead, the passage widens into a foot-high cavern with large clusters of glittering red crystal sprouting from rocky outcroppings everywhere. Resting on the uneven floor are large barrels filled with the crystal in powdered form. Standing in the middle of the room, pulverizing a crystal formation with its massive fists, is an iron golem forged in the likeness of a grinning dwarf.


It stands 9 feet tall and is nearly as wide. Stalactites cling to the roof in various places, and the walls are slick with moisture. Rolling hills of stinky bat guano cover the floor, and hopping about this fetid gray carpet are numerous giant cave crickets with pale white carapaces. Each one is the size of a sheep, and they seem skittish. The cavern is also aflutter with hundreds of bats. Krimsonite grows throughout this cavern. The golem has been slowly mining it, smashing it into powder, and dumping it into barrels. Narrow fissures in the ceiling allow the little bats to come and go, but these fissures are way too narrow for Small or bigger creatures to navigate. Characters who have light sources or darkvision must make DC 15 Wisdom checks as they scout the cave. If at least one character succeeds on the check, read: 16 Yellow Mold: If the corpse is disturbed or if a living creature comes within 5 feet of it, the yellow mold releases a foot-radius cloud of deadly spores. Creatures in the area of effect must make a DC 15 Constitution saving throw.


Failed Save: 16 3d10 poison damage.



This document was uploaded by user and they confirmed that they have the permission to share it. If you are author or own the copyright of this book, please report to us by using this DMCA report form. Report DMCA. Home current Explore. Home Mines Of Madness Mines Of Madness Uploaded by: NateNewlon 0 0 October PDF Bookmark Embed Share Print Download. Words: 20, Pages: Then he died, as all good wizards do. To date, only one stalwart band has plunged into the Mines of Madness and lived to tell the tale. We seriously doubt it, but go ahead. prove us wrong! Introduction magical value at all; the wizard had lied to the dwarves and had no real interest in the red crystal. His interest was in the mine itself. The elderly wizard, Abracadamus, was the last surviving member of a secret society of do-gooders sworn to protect the Forever Stone and other good-aligned artifacts from the forces of evil.


He had used the artifact to prolong his own life for that is its greatest power , but he was tired of being hunted. He urged the dwarves to make several expansions to the mines and helped them rig a series of deadly traps to discourage intrusion. Pax Jaggershield and his dwarves, rich on the money given to them by the wizard, chose to stay and guard the mines. They were convinced that Abracadamus and his treasures were worth protecting. After a few months, however, the dwarves succumbed to a strange madness. A handful of them longed to retrieve and sell whatever the wizard was hiding. Greed and paranoia led to violence and betrayal, until only Jaggershield himself was left standing. Still, he refused to leave the mine, and there he died. Since then, bands of adventurers have entered the Mines of Madness in search of the fabled Forever Stone, only to meet similar fates.


The adventure is intended for four 3rd-level characters, created using the rules in the playtest packet. But if the players band together and use their brains, with a little luck their characters might survive to tell the tale of how they descended into the Mines of Madness in search of the Forever Stone and prevailed. Deep within, the dwarves unearthed veins of a never-before-seen red crystal they took to calling krimsonite. Unfortunately, the substance was difficult to extract and turned brittle once separated from the indigenous rock upon which it grew. The consortium tried to market the crystal and failed horribly. A mine foreman named Pax Jaggershield had invested his life savings in the mines. Stubborn yet persuasive, he refused to sell his shares and foolishly, some say convinced his fellow miners to help him buy the rest.


By delving ever deeper, Jaggershield hoped to strike electrum a few flecks of the precious metal had been found here and there , but instead broke into a tunnel complex inhabited by a purple worm. He told them that krimsonite dust was valuable as a spell component. The dwarves, encouraged by the news, worked feverishly to provide the wizard with all the krimsonite he could afford. In fact, the ore had no What the Players Need To K now Read the following to begin the adventure: You have come to the Mines of Madness in search of the Forever Stone, a powerful artifact rumored to have many great powers, first among them the power to grant eternal life.


According to half-forgotten lore, the stone was hidden from the world long ago by evil wizards and greedy dwarves who coveted its power. They are said to have perished in an orgy of magic and bloodshed after turning on one another. To survive the Mines of Madness would be a feather in the cap of any adventurer, but to retrieve the Forever Stone would catapult you into the annals of awesomeness. And so here you are, on the brink of greatness, ready to descend into the depths in search of glory, infamy, and immortality. It also assumes that the party has discovered the location of the Mines of Madness and made its way there. The adventure begins with the characters standing at the entrance, preparing to make their descent into history. Speaking of history, characters can attempt to recall certain supposed facts about the Mines of Madness by making a DC 20 Intelligence check.


A successful check yields one random bit of information; have the succeeding player roll a d4, and then consult the table below. In game terms, any adventurer who takes a long rest in the Mines of Madness does not regain spent Hit Dice. Common Features d4 Detail 1 The mines are rumored to contain veins of electrum. Scale: The maps use a scale of 10 feet per square. Lighting: All areas within the mines are unlit unless noted otherwise. Characters must rely on darkvision or their own light sources to see.


Ceilings and Walls: Unless noted otherwise, rooms have flat, foot-high ceilings and are chiseled from solid stone, and the walls have few handholds or footholds; they can be climbed with a DC 20 Strength or Dexterity check. Natural caverns vary in height and have frequent hand- and footholds, but the walls are slick with moisture; climbing the walls in these locations requires a DC 15 Strength or Dexterity check, and failure by 5 or more results in a fall 1d6 bludgeoning damage per 10 feet fallen. Mine Shafts: Dwarves like to name mine shafts after dwarven kings. The named mine shafts in the Mines of Madness vary in depth, but all are lined with rotting support beams and crossbeams that offer plenty of handholds.


Climbing up or down a shaft requires a DC 12 Strength or Dexterity check, with a failure by 5 or more indicating a fall 1d6 bludgeoning damage per 10 feet fallen. Tunnels: All tunnels are 10 feet high and hewn from dense earth and solid rock. At various weak points, rotting wooden buttresses and crossbeams support the tunnel walls and ceiling. Corkscrew Tunnels: Some tunnels coil upward or downward, increasing or decreasing their depth by 30 feet. The floors of these corkscrew tunnels are usually angled no more than 20 degrees. Tunnel Collapse: A typical buttress has AC 0 and 10 hit points. Destroying a buttress has a 1-in-6 chance of causing a ceiling collapse in the two foot squares closest to it. Any creature in a collapsing section of tunnel must make a DC 10 Dexterity saving throw.


On a successful save, the target moves out of the collapsing area to the nearest safe square. On a failed save, the target takes 7 2d6 bludgeoning damage, falls prone, and is Welcome to the Mines The Mines of Madness contain traps and dangers aplenty. Please read the adventure thoroughly before attempting to run it, and refer to the maps of the upper and lower levels as needed. Read-Aloud Text: Boxed text gives players information about what their characters can see, hear, and perhaps smell when they enter a given area. This text can be read aloud to players or paraphrased as you see fit. Monster Statistics: For your convenience, monster statistics are collected at the end of the adventure on pages keyed to the encounter areas described below.


Each combat encounter comes with an initiative tracker and spaces to record monster hit points. Dwarvish Runes: The mines are riddled with Dwarvish script carved into walls, doors, and other surfaces. If the party tries to decipher the script, you can give HANDOUT 1 a translation of the Dwarvish alphabet to any player whose character speaks Dwarvish or casts a comprehend languages spell. Troubleshooting: Some encounters are especially dangerous. While buried, the target is restrained and cannot stand, and the only action it can take on its turn is to make a DC 10 Strength check to escape, taking a penalty to the check equal to the number of feet of rubble covering it.


An unburied creature adjacent to the target can attempt to pull it free as an action by making a similar Strength check. Inside the outhouse is a wooden bench with a hole cut into it. Flickering orange light shows through the hole, emanating from somewhere deep below. Buried in the ground beneath the outhouse is an empty wooden barrel to catch waste. Some anonymous miscreant threw an everburning torch into the barrel. The torch which produces no heat is the source of the light. The outhouse is large enough to accommodate one Medium character or two Small characters at a time. Creature: If one or more characters ignore the sign and enter the outhouse, the ground begins to tremble and bulge as the purple worm from area 32 erupts from below and swallows the outhouse.


The worm is 50 feet long, but its lower half remains underground. Characters in the foot squares adjacent to the outhouse must succeed on a DC 10 Dexterity saving throw or fall prone. In this singular instance, the worm can bite multiple creatures with a single attack. Characters inside the outhouse T he Upper Level The following encounters are keyed to the map of the upper level. Some characters might be tempted to explore the outhouse. If a character opens the door or peeks through a knothole in the wooden walls, read: 4 take a —5 penalty to this saving throw, and the worm has advantage on its attack roll to hit them. Roll initiative as normal, and track any damage the purple worm sustains; on its first turn after gaining surprise, the purple worm retreats the way it came, provoking opportunity attacks from characters adjacent to it as it backs into the earth.


In addition to the outhouse, the worm also swallows the waste barrel and the everburning torch inside it. Worm Chute: The purple worm leaves behind a sinkhole of pulverized rock covering a lazily spiraling, corkscrew-like chute 10 feet wide and feet deep. The chute is plugged with 5 feet of pulverized rock, but the first character to enter or forcibly prod the sinkhole causes the fine rubble to give way, exposing the chute for all to see. Characters who dare to slide down the chute arrive at the point marked X in area 32 on the lower level, landing atop a heap of powdered stone and taking no damage. Troubleshooting: This encounter sets the tone of the adventure.


If the purple worm swallows one or more characters, resolve their fates quickly. In all likelihood, they are dead meat. Players who lose characters to the purple worm can remain in the game by choosing or rolling up new characters or renaming the ones they already have. Let them contrive an unlikely story to explain the sudden arrival of these new adventurers, then move on to the next encounter. Although they might seem to be circumventing the dungeon, characters using this backdoor route are confined to areas 29, 31, 32, and 33, with little hope of obtaining the Forever Stone. Rabble in the Rubble: Four dead goblins are buried in the rubble flanking the entrance two per side. The mine entrance collapsed as the goblins made their way inside, and the survivors see area 3 stashed the bodies here after clearing the tunnel and looting the dead. Anyone who takes the time to search the rubble finds the dead goblins no check required.


The corpses wear crushed bits of armor and have broken spears buried with them, but they carry nothing of value. A successful DC 10 Wisdom check reveals that they died from bludgeoning damage.



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Web6/11/ · Mines of Madness is a rollicking D&D® adventure designed was in the mine itself. for use with the D&D Next playtest packet, which you The elderly wizard, WebDownload Mines Of Madness Type: PDF Date: October Size: MB Author: NateNewlon This document was uploaded by user and they confirmed that they have the [PDF] Mines of Madness - Free Download PDF DLSCRIB - Free, Fast and Secure Home Mines of Madness Mines of Madness Click the start the download DOWNLOAD PDF Report this Web[PDF] Mines of Madness - Free Download PDF DLSCRIB - Free, Fast and Secure Home Mines of Madness Mines of Madness Click the start the download DOWNLOAD PDF Mines of Madness. blogger.com I just wanted to share this fun, 2e-inspired, free, dungeon crawl. I DMed for some first time players WebMINES OF MADNESS By Scott Kurtz & Christopher Perkins A REALLY FUN ADVENTURE (FOR THE DM, AT LEAST) The wizard Abracadamus hid the Forever Stone in the ... read more



There are three secret doors concealing alcoves marked A, B, and C on the map , but only the crypt thing can open them. If the armor or weapon is magical, its wearer or wielder can make a DC 11 Dexterity saving throw. The hammer is sealed behind a pane of glass, and engraved above the niche are some words in Dwarvish script. Carved above the door are words in the Dwarvish script. Tunnel Collapse: A typical buttress has AC 0 and 10 hit points.



Actions Multiattack: The gargoyle makes one bite attack and two claw attacks. The Forever Stone in area 33C is teleported away before that happens, leaving the adventurers with no hope of retrieving it, though they can lay claim to the treasure in area 33A as mines of madness pdf download consolation prize. Trap: The wooden door at the end of the hall is false and cannot be opened, mines of madness pdf download. In addition to its primary power, the artifact allows its owner to cast each of the following spells once per day: cure serious wounds, death ward, and divination. Creatures: The four cockatrices are fixated on the overturned mine cart, allowing the characters the possibility of gaining surprise. All players in the group must roll a die. If Hug Hug the goblin see area 3 is with the party, he can be coerced or tricked into sacrificing himself for the greater good.

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