This adventure is intended for five players of 5th level (using D&D 4th Edition) or 4th level (using D&D Next playtest rules June 2013 Release)
The trick with finding a large lode of a rare and valuable mineral (especially one as coveted as Mithril) is keeping it a secret while you mine it. This week’s encounter brings the heroes into a “lost” mithril mine in search of treasures and historical trinkets. The only (surface) entrance into the mine is through an encoded teleportation circle – a security measure that kept it safe for a very long time.
But while dwellers above never managed to find the mineral trove, those that lurk below have known about it for quite some time…
Setup
The PCs have come across the “code” for activating a linked portal found in a now defunct section of a dwarven mine. Perhaps this information was given as a reward, found in the library of an evil lich, or plucked from the skeletal hand of those lost in a failed expedition. Either way, the dwarves of this community lost access to their most valued treasure: a nearly untapped lode of raw mithril. Whether or not the players share this with the dwarves is up to them (perhaps they are being employed but the leaders of this clanhold or thaig to explore the mine and deem it “safe.”
Whatever the case, the only way in is by incanting the magic words and drawing the required symbols to activate the portal. Everything seems to go fine…but unbeknownst to the party, there were a few errors in the scribing of the instructions.
A Neverwinter Night
This adventure was originally written with the Neverwinter Campaign Setting in mind. As such, the 4th Edition rules incorporate monsters from that source, though subbing them out for any aggressive subterranean Lurker/Artillery combo will suffice.
If you are using this encounter in a Neverwinter/Forgotten Realms game, it likely takes place under the cavernous halls of lost Gauntlgrym, or in chambers adjacent to The Chasm. In this case, you will likely wish to add one of the Plaguechanged themes from page 95 of the campaign setting book to the nothics. Likely, these lower mines have themselves been warped by the Spellplague, and strange properties may effect the mithril found here.
Plot Text
Something is definitely wrong. The harmonic thrum of the teleportation circle is now growling dissonantly. Everything was done perfectly – the words were spoken, the hand motions made, the sigils drawn properly into the runes… there is the expected flash of light as the portal activates, and then you feel nothing below you.
You crash to the ground, having dropped a mere two feet, but losing your footing and orientation. Wherever you are, it’s dark…very dark. The air around you is cold and unmoving, dampness presses against your skin and off in the distance is a faint silver glow. The emanating light is coming from the rocky floor beneath you. As your eyes adjust, you can see its source, a vein of pure mithril.
What you don’t see are your friends. Did they teleport along with you? Were they left behind? Did something…worse happen?
Before you can investigate, a reptilian shriek shatters the grave quiet of the cavern. There’s something out there.
Map
A high-res poster of this map is included in the “Vaults of the Underdark” map pack.
Features of the Area
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•Illumination:The faint glow from the pure mithril gives off dim light in any 10 feet (2 squares) from a mithril vein (visible on the map as silvery swaths on the ground). Otherwise there is no natural light in the mine. A pair of everburning candles sits on the desk in the foreman’s office.
•Rubble: These sections discarded equipment, wrecked and abandoned barrels, overturned carts and debris count as rough terrain. A close inspection with Perception/Intelligence (Search) Moderate DC, reveals 1d100 gp worth of raw mithril among the wreckage of each debris pile (seven piles total).
•Foreman’s Office: Still warm and inviting thanks to the everburning candles on the desk, this small room comprised the office of the mine’s work director. His ledger and logbook contains mostly the boring minutiae of running a mine: weights, measures, shift schedules, etc. if a PC is insistent on poking through the books, they will find that a large load of mithril was exported to a hidden location not far away for “safe keeping.” The logbook includes either a treasure map or a riddle that points to the cache’s location. Obtaining this trove of unprocessed mithril would give the party an additional treasure of no small value.
Also in the office is a locked (Moderate DC) treasure chest containing a few changes of clothes (now moldered with age), and a magical armor of the appropriate level.
At your discretion and for an increased challenge, the chest might also be trapped, with a dead nothic nearby as a hint to what kind of security measures the chest employs.
•Teleportation Circle: This is where the PCs were supposed to arrive when entering the hidden mine. They can escape using the same encoded magical incantations, though they will suffer the same discombobulated arrival on their return trip (which will likely be more meddlesome than disastrous. An Arcana/Intelligence (only if trained in Magical Lore) Moderate DC check will fix the malfunction, allowing for normal use of the portal.
•Exits: The southern corners press on to 10 foot wide corridors leading off into different directions and other passages in the cavern system. Where they lead is up to you.
Monsters
D&D 4th:
x4 Nothic Mindwarp (Neverwinter Campaign Setting pg. 95)
x2 Nothic Plaguegazer (Neverwinter Campaign Setting pg. 94)
D&D Next:
x7 Nothics
Tactics
The nothic make use of the shadowy environment and their predilection towards stealth to make quick strikes against the PCs, blasting them with their gaze attacks or swiping with their claws, then ducking away to hide around a corner. They will try to keep the PCs separated and uncoordinated, keeping two nothics on particularly weak targets, alternating which attacks and which hides. They will take their time to double back or circle around through the maze in order to strike unexpectedly.
Rewards
Consider granting additional experience equivalent to a level 1 monster to account for the initial advantage the nothic’s have in attack their dispersed foes.
Most of the mithril in this mine is inaccessible (since it has yet to actually be mined) but clumps of ore can be found in the wrecked carts and barrels. Selling or trading these might grant the party the equivalent of a monetary treasure parcel (or us the guidelines for random value described in the “Rubble” entry above.)