Session 13 - Tucker Mine

Arc: Arc 2 - Dual Fronts
Log: Session 13 Log - Tucker Mine
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Active Organizations

  • Scarlet Circle [d4]
  • Sapphire Torch
  • Bremoor Thieves Guild [d6] -- [progress!!!!]
  • Kosj worshippers [d8]
  • Princess Jade [d6]

Session Points

  • Leaving Kaledorei for the mine
  • Encounter with an Aurumvorax on the way, finding another one caught in a trap
  • Made it to the mountains
  • Clearing the mine

Leaving Kaledorei

Figure out what they're bringing with them. Its going to be a several day journey, so even though they don't need food, they're probably going to want to make camp.
Is Charlie coming?

40 miles of road (40), then another 30 of plains (30) toward the mountains, then another 5-10 in the mountains (10-20). (80-90 mi. total)
16 miles per day with a cart or wagon (5 days), 40 miles a day with a horse (2 days).

Plains

[Run the Aurumvorax encounter on the first night] - the creature runs with a limp, as one of its 8 legs has been gnawed off.
Vomits out a +1 countering (+2 total) morningstar when killed, covered in teeth marks where the beast gnawed on it as it was eating it.

[need to build some suspense on the way]
Describe another Aurumvorax in a pit trap thats designed to cave in on itself to trap the creature.
On closer inspection, the inside of the trap has a few small gemstones that might have been bait?
[DC12 Survival to track the sled, kobold, and dead aurumvorax]

The foreboding feeling that Strix had earlier is back again, but its unclear why, and the sensation fades quickly. Must have been the wind.

Mountains

[Perception DC whatever] The PCs could swear they can feel eyes on their backs as they explore. A nearby cliff looses a small pile of rubble, narrowly missing Nilkas before continuing down the slope.

Its that sensation again, but stronger, and its coming in waves... bum-bum... bum-bum

Tracks from the sled get fuzzier, but there's another path here - carved into the ground by wagon wheels. Looks old.

Tucker Mine

Outside the mine is a number of orc corpses, shoved off to the side of the entrance where they can decay, but with dozens of tooth marks and some of the internal organs cut out with a sharp cutting implement. In another, much older pile are some pickaxes sized for medium creatures, lanterns, and various other mining-related equipment. Also inside that pile is a wooden sign with two words carved into it in Common - Tucker Mine.

Entranceway (before dungeon)

Along the side of the passage, you see what appears to be a crudely drawn door on the wall.

Above the drawing of the door, written in common, is the following:

Splish Splash, I flow high and fast. Exclaim my name aloud and the passage will open!

The room is unusually absent of echo

Tucker Mine F1 [10 traps, 3 combats]

Room 1 (main hall)
  • "yip yip!"
  • oil fire sealing them in as soon as they pass the threshold
  • [greased floor] midway through
    • moving at more than half speed - [DC 15 Acrobatic] or fall prone
    • running [increases DC by 5]
  • [pit trap] CR 3
    • [Perception DC 25]; [Disable Device DC 20]
    • 30ft deep pit ([3d6] falling damage)
    • [DC 20 Reflex] avoids
  • 7 kobolds behind murder holes - occasional burning arrows
    • 1d4+1; x3
  • [falling portcullis trap] as they exit CR 4
    • [Perception DC 25]; [Disable DC 25]
    • [6d6] damage, [DC 20 Reflex] avoids
    • [DC 25 STR] can lift portcullis
Room 2 (north of main hall)
  • steep incline (20% grade? idk) before boulder room
  • [modified boulder trap] CR 6
    • triggered by the kobolds when they get close
    • [Perception DC 30]; [Disable Device DC 25]
    • [6d6] damage; [DC 25 Reflex half]
Room 3 (south of main hall)
  • [gelatinous cube] right in entranceway CR 3
    • [NOTICED PASSIVELY]
  • mostly empty chest with [modified arrow trap] CR 2
    • [Perception DC 25]; [Disable Device DC 20]
    • +15 arrow; 1d8+1; x3
    • filled with a poisonous spider swarm CR 1
Hallway East of Room 3
  • automatically notice [modified pit trap] CR 1
    • [Perception DC 15]; [Disable Device DC 20]
    • 10ft deep pit (1d6 falling damage), DC 20 Reflex avoids
    • 1d4 spikes per target @ +10 melee; 1d4+2 damage each
  • followed by steep incline - [modified tipping stairs trap] CR 3
    • [Perception DC 27]; [Disable Device DC 25]
    • 20ft fall [2d6 falling damage]
    • Reflex DC 20 avoids
Room 4 (branching off the main hallway)
  • [flooding trap] CR 8
    • completely flooded in 10 rounds (1 foot/round)
    • creatures in the path of the rushing water take [2d6] bludgeoning damage per round [DC 20 Reflex] avoids
    • all they need to do is [unclog the drain]
  • moldy, damp beds
  • rotted chest
    • staring box inside - a kobold kid lost theirs when they were resetting the trap
    • [any identifying marks?]
Room 5 (water room)
  • water is just water - dark & mucky
  • [bear traps] CR 2 (up to 12)
    • +10 melee; 2d6+3
    • jaws spring shut around the ankle and half base speed
    • can escape with [DC 20 Disable Device], [DC 22 Escape Artist], or [DC 26 Strength]
Room 6 (combat room) CR 5
  • "yip yip!"
  • ranged ones run quickly to prep trap
  • last two run late to draw PCs
  • kobolds run out of secret passage to seal the top door
  • 3 Bloodscale Warrior
  • 2 Kobold w/ shortbow
    • 1d4+1; x3
  • 1 Kobold Wizard
    • Uses [Shock Arrow] 3/day - gets a +3 to attack roll on wet characters (becomes dry after hit)
      • ranged touch attack @ 1d6+1
Stairs
  • door is sealed at the bottom
    • last kobolds stuck too
    • "first time?"
  • torch is thrown in from the top and door slammed
    • door has [DR 5, 10 HP], [break DC 13 STR]
    • [custom fire trap] CR 4 - using info from the Roiling Oil
      • ignites in explosion of [4d6 damage]
      • [1d6 damage per round spent in the fire]