Sweet Mine O' Mine

Deegan Gorunn has gotten into a bit of a problem. After a night of drinking, Deegan found out that in his drunken state, he had bought an abandoned mine that for cheap. However, there is a crux to this mine. When he went to inspect the mine, he soon found out that local wildlife had moved into the mine. He also swears he could hear someone whistling from deep inside the mine. To not embarrass himself in front of the local community anymore, he has now put out a contract notice for someone to clear his newly required mine.

Plot points/Scenes

  1. Sweet Mine of mine Overview 
  2. Introduction
  3. The Mine
  4. Act 1: 1st Floor
  5. Scene: 1 -Entrance chamber.
  6. Scene: 2 - Workshop chambers
  7. Scene: 3 - Main Chamber (1st floor)
  8. Act 2: 2nd Floor
  9. Scene 1: 4. Corridor to the main Chamber
  10. Scene 2: 5. Side Chamber
  11. Scene 3: 6. Large Chamber
  12. Scene 4: 7. Collapsed Tunnel
  13. Scene 5: 8. Sinkhole to the third floor
  14. Act 3: 3rd Floor
  15. Scene 1: 9. Main Chamber
  16. Scene 2: 10. The Grick nest
  17. Scene 3: 11. Storage room

Themes

Seek and Destroy

Structure

Exposition

  • Ceilings. Ceilings in the dungeon are 12 feet high
  • Floors and Walls. The floors and walls are made of earth.
  • Sounds. Throughout the mine, the adventuring party can hear water dripping from the damp walls and ceilings.
  • Light. The 1st floor is shrouded in darkness. The 2nd floor is dimly lit by fluorescent moss growing on the dungeon walls. The third floor is shrouded in darkness.

Components

Goals

Deegan Gorunn  is willing to give them 20 gold pieces each for clearing the mine.

Hooks

  1. Contract. The adventuring party will find the contract that Deegan has put up on the village noticeboard.
  2. Rumors. If the adventuring party asks for tasks by the villagers, they will point them to Deegan.
  3. Fateful encounter. They accidentally run into Deegan in the village tavern.

Relations

Allies

Neutrals/Bystanders

Competitors

Adversaries

The Grick huge worm with four suckered tentacles and a snapping beak. AC 14, HP 19, ATK 1 beak +3 (1d8) and 1 tentacle +3 (1d6 + grab), MV near (climb), S +3, D +2, C +1, I -3, W +1, Ch -3, AL N, LV 4 Camouflage. Hard to see in cave terrain or rocks. Grab. Target is immobilized. DC 15 Strength check on turn to break free.

Backdrops

Locations

Unless told otherwise, these are the features of the dungeon:
  • Ceilings. Ceilings in the dungeon are 12 feet high
  • Floors and Walls. The floors and walls are made of earth.
  • Sounds. Throughout the mine, the adventuring party can hear water dripping from the damp walls and ceilings.
  • Light. The 1st floor is shrouded in darkness. The 2nd floor is dimly lit by fluorescent moss growing on the dungeon walls. The third floor is shrouded in darkness.

Threats

Grick

Encounters

Encounter: Brown Bear

  • A hulking, swaying brute with claws as long as a finger.
  • AC 13, HP 25, ATK 2 claw +4 (1d8), MV near (climb) S +4, D +1, C +3, I -2, W +1, Ch -2, AL N, LV 5
  • Crush. Deals an extra die of damage if it hits the same target with both claws.
 

Treasure: Key

  • Puzzle: descending to the 2nd floor
  • Trap: Swinging log

  • Treause: Petrified fossil

 
  • Hazard: poisonous mushrooms
  • Encouter: Vossa Copperfist
Plot type
A Chapter and Scene: one Shot
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