Dungeon ‘23 - Week 11
With Week 11 done, the “Mines” section of Zone B - The Furnace is almost done. This section of the dungeon is a(n almost literal) powder keg providing PCs with a bit of imagination the tools to really shake things up not just in Haborym’s Lair, but possibly the entire dungeon if they play their cards right. I had a lot of fun putting it together and I’m looking forward to finishing up this Zone in the next week or so.
I’ll be traveling next weekend, so I’ll probably be pushing back my Week 12 post to the end of the month and just wrapping up the entire Furnace level in one go.
B13 - The Great Chamber
Large chamber packed with miners of all races - beastfolk, humans, demihumans, etc. Labor under the watchful eye of Imps and Forge Knights.
Mine carts “driven” by Imps snake through the caves to collect ore throughout the day.
The railway leading up to B19 - The Northeast Shaft is blocked.
B14 - Eastern Shaft
No imps or knights in this chamber.
Perceptive creatures notice the “miners” are merely pretending to work.
A cat-headed beastfolk named Pangur Bár seems to be in charge. Is distrusting of the PCs unless she has received word from Taragon.
A ladder leads up to D11 - The Western Guard Tower, First Floor, a.k.a. Taragon’s base of operations.
B15 - Central Shaft
Tight spaces, many of the miners are forced to hunch over as they work.
Tunnel to the northeast leads to a small natural cave that connects to several mineshafts.
An imp named Smolder oversees this section.
Directs mostly dwarves, gnomes, halflings, and kobolds.
Claims the prisoners are on “work release,” but has no idea what that means if actually questioned.
A Forge Guardian hangs out in the tunnel connecting to B16 - Main Shaft, overseeing both areas.
B16 - Main Shaft
Rail tracks run through the cavern, built up toward the primary orichalcum veins.
The ore is a red-gold metal known for its magical properties.
The veins regenerate (albeit slowly) over time, which the PCs may learn through eavesdropping).
Miners of various races dig away at the walls under the supervision of Slag, an imp that seems a little… melty.
B17 - Western Shaft
Warning signs posted at entrance state no open flames and to wear a mask before proceeding.
Old leather gas masks hang from iron spikes.
A bored-looking Forge Knight stands at the entrance, his flames burn much brighter than most.
The cavern is full of poisonous gas that hangs in the air as a thick, sickly yellow fog.
Each turn a creature within the gas must make a STR save or suffer 1 fatigue. On a 20 they also suffer 1 wound). The gas masks grant advantage on this save.
The gas also causes fires to burn hotter and brighter. Torches and lanterns double their light and heat, but only last twice as long.
Fire-based spells are more likely to cause mishaps.
Miners in gas masks toil away in the mines. They’re all on edge, claiming to fear “the Grabber.”
The Grabber - STR 13, DEX 11, WIL 6 - HP 6
Claws x4 (4d6+1, take the highest, reach), Rubbery Hide (1)
- A strange, humanoid mutant that escaped from the labs in Skiron’s Tower.
- Stretchy, bifurcated arms and jaws that it uses to grapple and swallow whole. Has advantage on all grappling contests.
- Boasts dozens of eyes on constantly moving stalks. Creatures that lock eyes with it must make a WIL save or be hypnotized.
B18 - Northern Shaft
Small shaft overseen by an imp named Melt.
Melt works for Ember, the leader of the imp rebels, as do all of the miners in this shaft.
An obscured crevasse in the wall leads to B21 - The Underground Beach. Melt and the miners will attempt to keep the PCs away from the wall, claiming that the stone is weak and prone to collapse.
Allow PCs to pass if they know Ember’s password.
B19 - Northeastern Shaft
Filled with poisonous gasses (see B17 - Western Shaft for details), which have also corroded the minecart tracks.
Workers labor away beneath old leather masks.
A locked “storage shed” sits in the easternmost part of the shaft. None of the miners know anything about it - they’ve never been inside.
The air inside is clean and clear thanks to the “elf” mage named Canu-Yr-Awelon, or “Sings-the-Wind,” who is hiding inside.
She has deer-like legs (one of which is broken), small antlers, and hawk-like eyes. Covered in faded woad paint.
Works for Ember, but her allegiance was discovered and she was nearly killed. Managed to escape and hide, but can’t walk on a broken leg. Has been hiding out for three days.
Will take the PCs to Ember if she believes them to be trustworthy.
If asked about the castle, Canu-Yr-Awelon explains that it appeared in her home and she set out to explore it. After a few days everything “shifted” and when she left the caves she was in a completely different land. Now she helps Ember in hopes of being able to get the castle to take her back home.