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Eat a dwarf? Id rather shoot myself in the head. 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 1-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. 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. 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 statisticsexcept 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 first time a character brings a light source within 10 feet of the archway, read: A guttural voice emanates from the portal and says, Your light is not welcome here.

The archway is a nether portal that leads to a horrific, otherworldly plane of existence. 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.

Ten minutes after the character disappears into the void, the portal spits out the characters gnawed bones see Troubleshooting. 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.

Creatures: Casting a light source into the portal or depriving the planes denizens of a hot meal causes the archway to spit out four oink zombies see below. 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.

Each one wields a golden sword see Treasure. 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 teleportedjust 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. 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. If the saving throw succeeds, the balls speed is halved until the end of its next turn. 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. The description of this area is the same as area 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. When a character grips the dwarf s hand, have the player roll percentile dice, and then use the table below to determine what happens. 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.

A character who has already gripped the statues hand triggers nothing on subsequent attempts. You stand at the top of a foot-wide mine shaft of uncertain depth. Dangling from its roof is a rickety lifta wooden framework with no walls and a floor made of dusty planksfastened to a system of frayed ropes, iron pulleys, and stone counterweights. The ropes and pulleys holding up the lift are secure, but the lifts floorboards are rotten underneath, and the contraption can support the weight of only one Small character at a time.

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. Loose ropes hang from rusted pulleys mounted to the roof of this otherwise empty mine shaft. The southern door is trapped see area 19 for details , and the raised landings in front of each door are 5 feet above the main floor. 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.

Touching it reveals theres nothing really there. The gems sole purpose is to lure trespassers into the rooms deadly trap.

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. Theres nothing in the room that characters can hang on to and nothing they can tie ropes to. 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. Troubleshooting: There are plenty of ways for adventurers to die on this level, but theyre deep enough into the dungeon that you dont need to be nice anymore. Dead characters can stay dead. Put on a Happy Face At the north end of this short hall is a plain stone door, above which is carved an ornate bas-relief depicting a grinning dwarf s face.

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.

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. Spirits Response Help! I cant feel my legs!

I cant move! Im trapped under the scaffold! What are you waiting for? Im dyin down here! I think I struck gold! Were gonna be rich! Wendy, I think you hurt me real bad!

We all float down here! When youre down here, youll float too! A cleric can dispel the spirit by standing at the bottom of the shaft and attempting to turn undead. 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. Two foot-long wooden beams span a foot-wide shaft of unknown depth. The tunnel ahead continues well beyond the shaft. 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:.

This stone door is carved in the likeness of a grinning dwarf s face. 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. It can sense the presence of living creatures but cant meaningfully interact with them.

Each time its asked a question, use the following table to randomly determine the spirits response:. The grinning face is the same on both sides of the door, but the inscription above each door is different. The door radiates transmutation magic under a detect magic spell.

A character who crawls through the open mouth from west to east while the door is shut is unharmed. Goyle Trouble The tunnel ends before a plain wooden door with an iron doorknob and hinges visible on this side. 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. The floor of the alcove is 3 feet higher than the tunnel floor, and the statue in the alcove is actually a gargoyle see Creature.

Characters who focus on the statue arent likely to notice the secret door in the north wall, directly across from it see Secret Door. The door at the end of the tunnel is false and conceals a trap see Trap.

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. When its not a target of intense scrutiny, the gargoyle remains frozen in place except for its eyes, which follow intruders up and down the hall.

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.

If it is asked how to open the secret door, the gargoyle is magically compelled to speak the command word, Glitterdark. Saying the command word aloud within sight of the secret door causes it to swing inward, revealing a tunnel that leads north to area If the gargoyle is asked what lies beyond the door at the end of the hall, the gargoyle is magically compelled to reply, Nothing good.

Secret Door: The secret door is of exquisite craftsmanship and can be detected only by searching the wall and succeeding on a DC 20 Intelligence check.

Opening the secret door requires a knock spell or the command word, which only the gargoyle knows. Characters can try to smash through the secret door, but Abracadamuss magic renders it impervious to harm.

Trap: The wooden door at the end of the hall is false and cannot be opened. Turning the doorknob releases a spring-loaded spear hidden in the wall behind the door. The spear punches through the soft wood and targets a random creature within 50 feet. 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. The door has hidden springs that cause it to close unless wedged open somehow.

Characters can open the door conventionally or pass through its open mouth; each has a different effect depending on which side the door the characters are on or which direction theyre heading. 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.

Crawling or leaping through the open mouth from east to west while the door is shut causes the characters flesh and blood to be polymorphed into translucent green ooze no saving throw , leaving his or her bones and equipment untouched. 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.

If the coins from multiple polymorphed characters become intermingled, theyre easy enough to separate: Every coin has the face of its character stamped on one side, and on the obverse. Altar: The bloodstained altar cannot be moved. 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.

A DC 10 Wisdom check is enough to decipher what theyre saying: One must die. The obsidian block keeps the characters from reaching area 29, and no amount of physical effort will make. 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. This room is a test of the heroes determination to seek the Forever Stone. To continue their quest, they must find a way to move the giant obsidian block that seals off the northern passageway see The Sacrifice. Boulder: Any character within 5 feet of the boulder realizes that the stone is blocking a wide passageway.

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. The block is also impervious to damage. Careful study of the slab reveals vertical seams between it and the surrounding stone, suggesting its some kind of plug. 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. They can give it Pax Jaggershields diamond-tipped pick from area 9.

The golem accepts the gift and immediately puts the weapon to use, breaking off chunks of krimsonite for eventual pulverization. They can show the golem Paxs deed to the mines see area 9.

This is enough to convince the golem that one of the characters is the new foreman. The characters can attack the golem or interfere with its ability to work. The golem reacts by belching forth a cloud of poisonous gas, then smashes the party to pulp with its iron fists.

The tunnel leading east to area 27 is sealed off by a tight-fitting block of obsidian that cannot be budged from this side, and the northwest passage to area 29 is blocked by an enormous boulder too large for the adventurers to move on their own, although Small creatures can slip past it see Boulder.

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. If the golem is placated with Paxs pick or deed, it can be commanded to help the party move the giant boulder blocking the northwest exit. The golem can push the boulder into area 29 without help, but it allows characters to assist if they want to. The golem cannot be persuaded with words to leave the cavernnot 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. Barrels: A barrel of powdered krimsonite weighs pounds, and the golem can hurl a barrel at a creature within 30 feet; use the statistics for the golems slam attack, but consider it a ranged attack. 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:. 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. A character can use a mage hand spell to pull the sword out of the dead rogues skeletal grasp without triggering the cloud of spores. The yellow mold can be killed by dealing at least 10 fire damage to it. While illuminated, the sword sheds light as a torch. Dangling from the foot-high ceiling in the northeast part of the cavern is a leathery black pod about 10 feet long and 3 feet wide.

The leathery black pod clinging to the ceiling marked X on the map is actually a giant bat that doesnt like to be disturbed. The swarms of ordinary bats, though easily agitated, are harmless and keep their distance. The giant cave crickets show no interest in the adventurers until the giant bat is provoked; see Creatures for more information.

Bat Guano: The carpet of bat guano is roughly 1 foot thick throughout the cavern, and characters attempting to cross the cavern on foot move at half speed. The giant cave crickets avoid becoming mired by leaping instead of walking across the guano. Creatures: The giant bat ignores creatures without light sources, but when its attacked or when one or more characters with light sources come within 30 feet of it, the creature unfurls its wings, drops from its perch, lets loose a shriek, and attacks.

The shriek of the giant bat upsets the hundreds of harmless bats fluttering about the cavern, and this disturbance panics the twelve giant cave crickets.

The giant crickets are normally content to feast on bat guano, but in their panicked state, they leap toward characters and bite them indiscriminately. If the characters attack the cave crickets first, they can kill three of them before the rest panic and incite the giant bat to join the fray. Southwest Tunnel: In the southwest corner of the cavern is a T-shaped tunnel that used to connect to the mines until Abracadamus ordered the dwarves to collapse it.

The giant bat doesnt attack characters who retreat to this enclave. Good to the Last Drop The floor of this naturally formed passage descends 30 feet as it travels east, forming natural steps as it drops. There are three ledges to navigate: The westernmost ledge is only 5 feet tall, the middle ledge is 10 feet tall, and the easternmost ledge is 15 feet tall. Stalactites hanging from the ceiling make the passage look like the gaping maw of a giant, stony beast.

Characters can scale the ledges with relative ease due to the abundant handholds and footholds. The wide step between the foot ledge and the foot ledge isnt safe, however, for hanging above it are several piercers.

Creatures: Piercers are sticky mollusks encased in stony shells that resemble stalactites. They cling to cavern ceilings and drop on passersby. There are five piercers in all, one poised above each foot square on the step. When a warm-blooded creature enters one of these squares, the piercer moves into position and drops 30 feet onto it. If the piercer fails to kill its prey, its probably deadeither from the fall or because it will be slaughtered before it can slowly make its way back up to the cave ceiling and out of reach.

While on the ground, a piercer has no effective attacks. Yellow Mold This area is cut off from the rest of the lower level by tunnel collapses and can be reached only by the foot mine shaft that leads up to area 4. At the bottom of a mine shaft is a roughly L-shaped convergence of two tunnels, both of which end in collapsed stone and rubble. Many heroes have fallen prey to the Forever Stone' s lure of immortality.

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. Mines of Madness Average Rating: 0. Fantasy High Fantasy. Class Based Pilot, Wizard, Scientist, etc. Dice Primarily d Level Based Earn XP and level up. Point Based allocate points to get skills, powers, etc. Progression Tree Skills, professions, magic abilities, etc. Random Attribute Generation during Character Creation.

Skill Based buy or gain skills. Scott Kurtz. Christopher Perkins. Corey Casoni. Jennifer Clarke-Wilkes. Angelika Lokotz. Jon Schindehette. Wizards of the Coast. Mines of Madness. 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.

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