Friday, 24 October 2025

A map of Luln

 




This is my version of a map of Luln. In my first blog post on Luln I borrowed a rather nice one from a fellow fan on the Vaults of Pandius. However, this time I have done my own. 

As can be seen, the original village is surrounded by a stone wall 20ft high and with parapets. Refugees from the Black Eagle Barony have made their homes outside this defensive wall and have greatly expanded it, turning it into a town. However, the refugee homes are vulnerable to attack from the Baron's raiders, Iron Ring slavers and various outlaws and creatures lurking in the hills nearby. 

According to the 8 miles/hex map from Gaz1, Luln is in a range of hills. In my version Luln is in a valley with enough space for some fields (yellow-green diagonal stripes on the map) but also some steep slopes nearby. The contours marked in orange are in increments of 50ft. I have also added the Perchstream, a small stream that runs from north to south past the town, providing fresh water - it is too small to be marked on the hex map. However, there are also 2 wells within the town walls which provide water during an attack, and one just outside the wall to the north.

Thus the inner village is considered the well-to-do area and the outer, newer housing is for those who aren't important or wealthy enough to be kept safe. Although traditionally in the D&D Companion set a household is expected to hold 5 people, here there are about 750 houses for 5000 inhabitants. The refugee quarters are particularly crowded, with several families crammed into the larger houses, perhaps one family per floor. 

There are several farms dotted around the town outside the walls - these are rectangular compounds with several buildings each. They are generally much older than the refugee housing sprung up around them. 

This map includes locations mentioned in both DDA3: The Eye of Traldar and my own post on noteworthy inhabitants of Luln

  • 1a) Specularum Gate
  • 1b) Doom Gate
  • 2) The Garrison. As well as holding weapons and armour for militia, there is also a bell on top of this building that is rung in the event of an emergency.
  • 3) Lady Sascia’s mansion
  • 4) Temple of Karameikos run by Talnek Aganthi & Herlla Millanu
  • 5) The Marketplace
  • 6) The Growling Griffon Tavern (run by Morander)
  • 7) The Duke’s Head Inn run by Althea Tuntanti
  • 8) The Church of Traladara run by Leraith



Friday, 17 October 2025

Fungivores of the Shadowdeep

 These creatures are not intended as serious opponents, but more as wildlife that are incidentally encountered while in deep underground environments. As the title of the post suggests, these all eat fungi, though some of them are omnivorous so may consume a range of different foods. This ecological group has other members not described here including the Cave Louse (first detailed by Tilphon), the Cave Locust, the giant fire beetle and the white ape. 

Manticore Rat

Armour Class8
Hit Dice1
Avg. hp5
Movement150ft/swim 60ft
THAC020
Attacks1 tail
Damage1d4
No. Appearing2d8
Morale5
Save AsNM
Treasurenil
AlignmentNeutral
Intelligence3 (Semi)
Size & TypeSmall Animal
XP Value10

These rats are a bit larger than giant rats (about 3ft at the shoulder) and are less aggressive. They are still omnivorous but will only scavenge meat, not hunt for fresh prey. Most of the time they will feed on the various fungi of the Shadowdeep. They have a row of spines along the top of their back and also a tail that bulges with larger sharp spines, resembling that of the much larger manticore, hence their name. The spikes are not detachable, but the rat can swing its tail around like a morning star, lashing at would-be predators. They are a bit too dangerous to domesticate but some subterranean species make a habit of hunting them. As with other rats they are competent swimmers. 


Storgen (cave bufalo) 

Armour Class6
Hit Dice3 or 4
Avg. hp14 or 18
Movement150ft
THAC017
Attacks1 gore
Damage1d6 or 2d4
No. Appearing1d8
Morale8
Save AsF2
Treasurenil
AlignmentNeutral
Intelligence2 (animal)
Size & TypeLarge Animal
XP Value35

The storgen stands about 5ft high at the shoulder, and is clearly related to cattle and buffalo of the surface, though it has an extra pair of legs. It is exclusively fungivorous, and specimens transported to the surface (by dwarf explorers) cannot even digest green grass. The males are bigger than the females (4 hit dice instead of 3) and have an extra pair of horns pointing down below their ears (females do 1d6 damage, males do 2d4 damage). If a storgen can run 30ft or more straight at its opponent, it charges with +2 to hit and double damage for the first round. 

Storgens are occasionally domesticated by underground humanoid races such as goblins, and a few even use them as beasts of burden. However, most storgens encountered are wild, roaming in small herds with 1 being a male and the rest as females. Their leather is somewhat tougher than cow leather, and is good for leather armour.  


Bat-eared Rabbit

Armour Class6
Hit Dice1/2 (1d4 hp)
Avg. hp 2
Movement180ft
THAC020
Attacks1 bite
Damage1
No. Appearing3d6
Morale2 (always flees)
Save AsNM
Treasurenil
Alignmentneutral
Intelligence2 (animal)
Size & Typetiny animal
XP Value5

The bat-eared rabbit is, like surface rabbits, very timid and effectively a non-combatant. The three things it has in its favour is speed, senses and rapid breeding. As their name suggests, they have very large ears, even for a rabbit, and their eyes are large and round (120ft infravision). They have a basic echo location that means that even if blinded, they can still navigate around solid objects. They can also jump up to 20ft horizontally or 10ft vertically and although they are not quite as fast as a racehorse, they are much more agile (their AC 6 is AC 9 -3 for high dexterity) .  

Some tribes of kobolds have become quite adept at breeding them. Given enough fungi, a pair can produce a litter of 2d6 leverets every month or so. The main problem the kobolds have is keeping them contained - they are very good at escaping. 


Cave Bustard

Armour Class8
Hit Dice1
Avg. hp 4
Movement150ft
THAC020
Attacks1 peck
Damage1d3
No. Appearing2d10
Morale4
Save AsNM
Treasurenil
Alignmentneutral
Intelligence1 (animal)
Size & Typemedium animal
XP Value5

Cave Bustards are flightless birds that have evolved underground. They are mostly fungivorous but will also eat small insects and other tiny creatures. Cave bustards are not brave and will generally flee from anything other than their own species. Once per day a bustard can make a horrible shrieking noise similar to that of a Shrieker fungus. This both acts as a warning to the rest of its flock and also attracts wandering monsters (as shriekers do). Because the wandering monster might attack the bustard rather than the creature threatening the bustard, they only do this in critical situations. If cornered, the cave bustard can peck desperately with its beak though this deals only minor damage. 

Cave bustards are actually relatively easy to domesticate if the farmers can cope with their dreadful noise. Goblin farmers are known to wear heavy ear muffs while herding cave bustards. 


Deep Leviathan

Armour Class6
Hit Dice10
Avg. hp50
Movement90ft
THAC015
Attacks1 horn or 1 tail
Damage2d6 or 2d4
No. Appearing1d4
Morale10
Save AsF5
Treasurenil
Alignmentneutral
Intelligence2 (animal)
Size & TypeHuge Animal
XP Value900

Standing as tall as a mammoth, the Deep Leviathan is the largest fungivore of the shadowdeep. It fills a similar ecological niche to that of elephants, rhinos and sauropod dinosaurs. A deep leviathan is not particularly fast, so when threatened it will usually fight its opponent, either trying to stab it with its horn or, if the enemy is to its rear or flank, bludgeoning it with its muscular tail. Fortunately they are too slow to charge effectively. Male and female leviathans are similar in size and combat ability, though males do have an extra pair of horns growing from the rear of their cheeks where their jaws join their skulls. 

Deep leviathans are very difficult to domesticate, having a stubborn and grumpy disposition like rhinoceroses. They live only in the largest caverns with large forests of fungi that can satisfy their prodigious appetites.


 

Saturday, 11 October 2025

Sample 5.5E NPCs #2: Caldaropolis

 Caldaropolis is a city state on the coast of Caloma, with a population of 120,000, of whom about 80% (97,000) are humans, 15,000 are tieflings and the rest are other various races. 

Caldaropolis is rough and lawless, with crime a constant factor and violence never very far away. Numerous pirates who ply the seas to the west will often stop here. 

The government of Caldaropolis is run by Lord Daschnar, a powerful wizard who is utterly ruthless in holding onto the top spot in the city. He is supported by both the Circle of the Purple Sapphire (an order of wizards and sorcerers) and the Bloodied Blades, a mercenary company that has now become the de-facto city guard. Lord Daschar is not really interested in law and order, and certainly not welfare or justice, but simply maintaining the current status quo. The rest of the city can do as it pleases.

Lord Daschar, Despot of Caldaropolis 

Medium humanoid (human male), Neutral Evil
source
based on 16th level wizard enchanter
AC 11, HP 59, Speed 30ft, Init +1, Profic Bonus +5
Str 9 (-1), Dex 13 (+1), Con 11 (0), Int 18 (+4), Wis 13 (+1), Cha 15 (+2)
Saves : Int +9, Wis +6
Skill Profic: Arcana (+9), History (+9), Investigation (+9)
Senses: Passive Perception 11 (Advantange on Perception + Darkvision & Truesight 120ft when wearing Robe of Eyes)
Languages: Common, Infernal, Elvish
Challenge: 16 (15,000 xp)
Spellcasting: +9 for spells to hit, Save DC 18
Cantrips (5): Mage Hand, Ray of Frost, Friends, Message, Light
1st level (4): Detect Magic, Feather Fall, Fog Cloud, Charm Person
2nd level (3):Alter Self, Cloud of Daggers, Hold Person
3rd level (3): Dispel Magic, Lightning Bolt, Sending
4th level (3): Charm Monster, Confusion, Ice Storm
5th level (2): Cone of Cold, Modify Memory
6th level (1): Mass Suggestion
7th level (1): Project Image
8th level (1): Dominate Monster
Actions: Dagger melee attack at +11 to hit for 1d4+2 piercing damage
Hypnotic Gaze: 1 creature within 5ft must make wisdom save vs DC 18 or be dazed (speed drops to 0 and cannot take any actions) for that turn. 
Reaction: Instinctive Charm. If an opponent within 30ft makes an attack roll against you, you can use a reaction to divert it towards another creature within range of the attack and closest to the attacker. The attacker must make a DC18 wisdom saving throw or attack the new target.
Notable Gear: Dagger +2, Enduring Spellbook, Ring of Spell Turning, Robe of Eyes. 

For the despotic archmage ruling a large city, Lord Daschar is surprisingly even-tempered. He seems calm and logical about nearly everything, particularly around dealing with problems in Caldaropolis. However, he can get very vengeful and vindictive. Should someone cross him personally then his evil nature will show itself, possibly dragging their friends and family into his punishment. Those around him suddenly get worried when his voice turns from a well-spoken oration to a sibilant hiss (his angry voice). If he had a French accent he would sound like the Merovingian from the Matrix films. 
Lord Daschar is finding the governing of Caldaropolis to be quite a job, and unlike some despotic rulers he has no intentions of taking over more cities or land - that would involve even more administration and people to deal with. Some say that the relative lawlessness of Caldaropolis is due to his lack of enthusiasm about governing the city he now has, and that he really only took over so that he could live comfortably and conduct his magical research with plenty of resources. 

Vanthaine, leader of the Circle of the Purple Sapphire

Medium humanoid (Tiefling female),  Neutral Evil 
source

based on 13th level wizard necromancer, .
AC 10, HP 49 , Speed 30ft (30ft fly with Winged Boots), Init 0, Profic Bonus +5
Str 10 (0), Dex 11 (0), Con 13 (+1), Int 16 (+3), Wis 14 (+2), Cha 13 (+1)  
Saves: Int +8, Wis +7
Resistance to Necrotic Damage
Skill Profics: Arcana (+8), Insight (+6)
Senses: Darkvision 60ft, passive perception 12
Languages: Common, Orcish, Abyssal
Challenge: 13 (10,000 xp)
Spellcasting: +8 for spells to hit, Save DC 16
Cantrips (5): Chill Touch (Cthonic Tiefling), Acid Splash, Toll the Dead, Chill Touch, Fire Bolt, Mage Hand
1st level (4): False Life (Cthonic Tiefling), Burning Hands, Grease, Ray of Sickness, Mage Armour
2nd level (3): Ray of Enfeeblement (Cthonic Tiefling), Darkness, Web, Melf's Acid Arrow, 
3rd level (3): Animate Dead, Vampiric Touch, Fear
4th level (3): Confusion, Greater Invisibility, Summon Aberration
5th level (2): Scrying, Cone of Cold
6th level (1): Create Undead
7th level (1): Finger of Death
Grim Harvest: Any creatures killed by your spells gives you 2hp per spell level , or 3hp per spell level for necromancy spells.
Undead Thralls: Skeletons and zombies animated by you get  +16hp and gets +5 to weapon damage rolls. 
Inured to Undeath: Resistance to necrotic damage, and maximum hit points cannot be reduced. 
Actions: Staff of Striking melee attack at +8 to hit for 1d8 +3 (two-handed) bludgeoning (+ optional 1d6 force damage 10 times per day). 
Notable Gear: Staff of Striking, Wand of Paralysis, Winged Boots

Vanthaine is in many ways Lord Daschar’s right-hand woman. She is the leader of the Circle of the Purple Sapphire, the order of wizards and sorcerers who keep some semblance of normality in Caldaropolis, and she is beginning to see herself as Lord Daschar’s heir. Unlike her master, Vanthaine can be evil just for the sake of it and some of her necromantic experiments are quite horrific. She moved to Caldaropolis from Venthoris about 20 years ago just as Lord Daschar was emerging as the front-runner in the power struggle to rule the city. She has seen horrible things happen to her tiefling family at the hands of human supremacists and although she does not begrudge humans as a species (plenty of members of the Circle are humans), she will not tolerate bigotry about her tiefling ancestry.  

General Alstaron, Master of the Bloodied Blades. 

Medium humanoid (half-orc male), Lawful Evil 
source

based on 15th level Fighter (Champion), 
AC  18, HP 110 , Speed 30ft, Init 0 (with advantage), Profic Bonus +5
Str 16 (+3), Dex 10 (0), Con 14 (+2), Int 13 (+1), Wis 12 (+1), Cha 12 (+1)
Saves: Strength +8, Constitution +7
Skill Profic: Animal Handling (+6), Insight (+6)
Senses: 120ft Darkvision, Passive Perception 16
Languages: Common, Orcish
Challenge: 15 (13,000 xp)
Action: Battleaxe melee attack at +8 to hit for 1d8+3 slashing damage + Topple (target must make DC 16 Constitution save or be knocked prone).
Handaxe melee attack at +8 to hit for 1d6+3 damage
Action Surge: Take an additional action once per short rest 
Bonus Action: Second Wind, regain 1d10+15hp, usable once per short rest
Two extra attacks
Improved Critical: Critical hit on 19 or 20
Two-Weapon Fighting Style: add strength modifier to off-hand weapon damage
Defence fighting style: +1 to AC when wearing armour
Relentless Endurace: When reduced to 0 hp but not killed outright you can drop to 1hp instead, useable 1/day
Remarkable Athlete : Advantage on Initiative rolls and Athletics check
Notable Gear: Splint Armour +2, Battleaxe, Handaxe, Ring of Regeneration

General Alstaron commands 1,200 mercenary troops who form the Bloodied Blades, a combination of city watch, tax collectors and military defence force. He answers directly to Lord Daschar and he thinks Vanthaine is a bit weird and creepy, though he does not say so to her face. Unlike some other higher ups in the city, Alstaron has a strong sense of law and order (though not necessarily justice or mercy) and he and his Bloodied Blades try to stop the city from tearing itself apart in rioting, gang warfare and possibly even civil war. Vanthaine sometimes teases him about this but Lord Daschar lets him get on with it - Alstaron gets involved in small and local problems that Lord Daschar really is not interested in but knows ought to be resolved. 
General Alstaron is quite good to his troops. Those that serve him well are treated well, with pay, housing and possible promotions - Alstaron got rid of paying for promotions and made sure it happened on merit and job performance. But he does expect loyalty and those who compromise their loyalty (typically bribes but sometimes other temptations) can feel his wrath. 

Kantheri, Gang Leader

Medium Humanoid (human female), Neutral Evil
Based on 10th level Rogue (Arcane Trickster),
AC 17, HP 35, Speed 30ft, Init +3, Profic Bonus +4
Str 14 (+1), Dex 17 (+3), Con 10 (0), Int 14 (+2), Wis 15 (+2), Cha 14 (+2)
Saves: Dex +7, Int +4
Skill Profic: Stealth (+7), Acrobatics (+7), Perception (+6), Deception (+6) (Expertise in all, double bonuses)
Tool Profic: Thieves Tools, Forgers kit
Senses: Passive perception 12
Languages: Common, Thieves Cant
Challenge: 10 (5,900 xp)
Spellcasting: +6 for spells to hit, DC 14 to save vs spells
Cantrips: Mage Hand, Minor Illusion, Shocking Grasp
1st Level (4): Charm Person, Disguise Self, Expeditious Retreat, Feather Fall
2nd level (3): Darkness, Knock, Levitate
Actions: Shortsword melee attack at +10 to hit for 1d6+5 piercing damage + vex (if you hit and damage a creature you have advantage on next attack roll before end of next round) + wounding (+2d6 necrotic damage, and DC 15 Con save or be unable to regain hit points for 1 hour)
Shortbow: Ranged (80ft/320ft) attack at +8 to hit for 1d6 piercing damage
Sneak Attack: If you have advantage on an attack, you may add 5d6 damage. Note this can be combined with weapons with Vex quality (such as shortsword) or Steady Aim
Bonus action: Cunning Action. You may take one of the following as a bonus action: Dash, disengage or Hide. 
Steady Aim: When standing still for the whole turn you get advantage on your attack roll. 
Notable Gear: Leather Armour +2, Shortsword +2 of Wounding (“Raggedtooth”), shortbow, Quiver of Endless Arrows (hold up to 40 arrows, generates 1 arrow per hour until quiver is full)

Kantheri is in it for the money. She dislikes violence, although if she is attacked or cornered she is quite capable of fighting. But she considers her best work is done when nobody else notices until the following morning. She prefers either burglary or confidence tricks - armed robbery seems rather crude and risky (particularly if the intended victim can fight back). 
Kantheri has gathered a collection of fellow rogues who she is teaching the tricks of the trade. She has heard of thieves guilds but she thinks that is rather old-fashioned and not her style. So she runs this small informal band of 22 criminals from the back streets of Caldaropolis. She is on good terms with the landlord of the Welcoming Warthog tavern and she will meet up with fellow gang members and fences in the wine cellars under the Welcoming Warthog. 

Heruune, Leader of  Venom Blade syndicate

Medium humanoid (tiefling female), Chaotic Evil
Based on 10th level Rogue (Assassin)
AC 14, HP 52, Speed 30ft, Init +3 (and with advantage), Profic Bonus +4
Str 13 (+1), Dex 16 (+3), Con 12 (+1), Int 12 (+1), Wis 10 (0), Cha 12 (+1) 
Saves: Dex +7, Int +5
Skill Profic: Acrobatics (+7), Stealth (+7), Intimidate (+5), Investigation (+5). Expertise in all (double all bonuses)
Tool Profic: Disguise Kit, Poisoner's Kit
Senses: Darkvision 120ft, Passive Perception 10
Languages: Common, Thieves Cant, Abyssal
Challenge: 10 (5,900 xp)
Spell-like abilities (Abyssal Tiefling): Resistance to Poison damage, Poison Spray, Ray of Sickness, Hold Person
Actions: 3 attacks/turn Scimitar melee attack at +8 to hit for 1d6+4 damage
Hand Crossbow range 30ft/120ft for 1d6 piercing + poison (2d6 poison damage, target must make DC 15 Constitution save or be poisoned)
Sneak Attack: If you have advantage on an attack, you may add 5d6 damage. Note this can be combined with weapons with Vex quality (such as shortsword) or Steady Aim or Surprising Strike
Steady Aim: When standing still for the whole turn you get advantage on your attack roll. 
Surprising Strike: During first round of combat, you have advantage on attack rolls against any creature that has not taken a turn. If your sneak attack hits any target during that round the target takes extra +10 damage. 
Reaction: Evasion: If subjected to an effect that requires a Dex saving throw to only take half damage, you only take half damage on a failed save, and no damage on a successful save.
Notable Gear: leather armour, Scimitar +1 +2 vs creatures of Good alignment, Scimitar +1 +2 vs orcs, Hand Crossbow, 20 bolts, Poisoner's kit, Disguise kit.

Heruune is a killer for hire, and the leader of other like-minded assassins. She and her gang (currently numbering 40), are the premiere killers in the city, particularly if a target needs to be taken out quietly without warning or fuss. The Venom Blade Syndicate actually spans a number of cities in Caloma, and Heruune has met her counterparts in the Venom Blade Syndicate in Venthoris, Mendopolis and Senthopolis. 
Heruune is quite emotionless and sometimes seems robotic in her tone. She rarely does hits on short notice, preferring time to study and plan. However, every now and then (perhaps once per month) she will let her hair down and go out for a drink. Thats when a whole lot of pent-up emotions flood out, whether it be rage, sorrow, joy - during these binges she can be very volatile and unpredictable, killing on a whim or giving passers by hugs. She was popular at the Caldaropolis Comedy Club for a while when she did a hilarious routine while drunk. But then her popularity there plummeted two months later after an incident involving two murdered bar maids.  

Saturday, 4 October 2025

Scenario #14: Vlastag Silver Mine

 


Introduction

This is a B/X D&D adventure for characters of levels 1-3 and is set in the Black Eagle Barony in Karameikos, with adventure hooks starting in Luln
This is a functioning silver mine, reclaimed and reactivated by the Cult of Chaos without the knowledge of the Black Eagle Barony’s ruler, Baron Von Hendriks. The Iron Ring slavers know of this and provide the slaves in return for a share of the silver produced. 

Hooks

There are various reasons why the PCs should raid the mine. The most obvious ones are:
  • Rescuing citizens kidnapped and enslaved from Luln
  • Following up leads about the Cult of Chaos or Iron Ring slavers from previous encounters, perhaps going after a specific cultist or slaver
  • Silver bullion heist if the PCs are not that bothered with the morality of slavery
  • Rescuing a specific NPC particularly if the NPC is useful to them

Notes on the Slaves 

Although names and very short stats are given for the slaves, they are all unarmed, unarmoured and unwilling to fight. Some of them are chained up  (keeping them to a single location) or are wearing leg irons (movement reduced to 30ft/rnd). Normal weapons cannot break these bonds but the DM may allow attempts to cut chains with magical weapons (the chains are AC -1, 20hp per link and on a to hit roll of a natural 1 the intended blow will strike the bound slave instead). The thoul in room 11 has the bunch of keys that can unlock all the shackles and leg irons. 
If the PCs want to interact with each individual slave it may require a certain level of improvisation from the DM. Most of them come from the Black Eagle Barony though some are from Luln or elsewhere in Karameikos. At the DM's discretion the party may be awarded 10xp per slave freed, +5xp per slave escorted safely to Luln. 

Key to the Map


1) 4 slaves working the kiln, all with leg irons, + 3 hobgoblins keeping an eye on them. 10 ingots of silver worth 100sp each (1000sp or 100gp total value). There is a pile of coal next to the kiln, plus molds for the ingots.
The slaves are: 
Gellma, human female, NM, hp 2, age 40, align N
Torrish, human male, NM, hp 2, age 30, align L
Rennarien, elf male, NM, hp 3, age 320, align N
Wilgon, human male, NM, hp 1, age 77, align L

2) 4 zombies digging the west face + 1 chaotic adept. This is the junction for the rail tracks where the north and south branches meet. The adept is particularly alert as she knows this chamber is the way out for any slaves and the way in for any intruders. 

3) 5 slaves wearing leg irons are working the north face + 2 hobgoblins + 1 hobgoblin lieutenant. The slaves are: 
  • Desder, human male, MU1, hp 2, age 20, align N
  • Palmona, human female, NM, hp 3, age 27, align L
  • Daltheg, human male, NM, hp 3, age 44, align N
  • Norrdor, dwarf female, DW1, hp 6, age 55, align L
  • Edgor, human male, NM, hp 3, age 51, align N

4) This room is considerably lower than the rest of the mine and the passage leading to it is a slope down.  3 zombies digging the northwest and southwest corners and 1 chaotic adept keeping an eye on them from higher up in the passage, next to a stake in the floor with a skull on it (hobgoblin sign for danger). They will attack if commanded to by the adept. The room contains an invisible gas that slowly suffocates those who enter. The zombies are immune to this but the adept knows the gas is heavier than air, so if he stays in the passage higher than the chamber he is safe. 
Anyone spending a round in the gas must make a saving throw each round. First failed saving throw means the person suffers from nausea (-2 to hit and ability checks, unable to concentrate on casting spells for 2d4 turns even after leaving the toxic area). Second failed saving throw means unconsciousness. If removed from the gaseous area by other party members the unconsciousness lasts for 2-8 (2d4) turns after which they have 2d4 turns of nausea. Third failed saving throw means death from suffocation. There is a pile of 30 silver ingots (worth 100sp each, total value 300gp)  at the far end of this room - the chaotic clerics use zombies to pick up and deposit them.  

5) 4 hobgoblins + 5 beds + camp fire + barrel of salted meat. This is the hobgoblin guards’ quarters when they are not overseeing the slaves. The southern rail track also passes through here and the hobgoblins will regularly check the carts. 

6) 1 black widow spider has made its lair here, with lots of cobwebs. It will attack anything that touches its web. The hobgoblins are aware of it but are not sure how to deal with it. There is a skull on a stake in the middle of the passage leading to this chamber, the hobgoblin sign for danger. Suspended in the web are 2 corpses - one of a hobgoblin (9sp still in its pocket) and one of a human adept (who wears a gold chain with a chaotic unholy symbol around his neck worth 120gp).
Black Widow Spider: AC 6, Move 60ft/120ft in webs, HD 3*, hp 10, 12, 14, THAC0 17, Att 1 bite for 2d12 + poison (save or die in 1 turn), Save F2, Ml 8, Align N, 50xp

7) 2 zombies and 4 slaves are working the west side and have dug out alcoves. The slaves are all shackled to a stake in the stone floor with 30ft long chains. There are 2 hobgoblins here standing guard. Also a minecart on the rails. The slaves are:
  • Nissil, human female, NM, hp 2, age 15, align N
  • Kaelan, human male, F1, hp 6, age 18, align L
  • Marriol, halfling female,  NM, hp 2, age 23, align L
  • Cordien, human female, NM, hp 3, age 22, align L

8) Empty

9) 4 zombies + 1 chaotic adept commanding them. The zombies are digging away one in each of the four alcoves but will attack if commanded to by the adept. 

10) 3 hobgoblins + 1 hobgoblin lieutenant around a table. This chamber also has the end of the southern mine rail and a minecart loaded with silver-bearing rock. 

11) Home to a Thoul. This is the leader of the hobgoblins. His ability to paralyse is particularly useful for capturing people alive. He will attack any intruders he does not recognise. This thoul has a bunch of keys that will unlock the shackles for all the slaves in this mine. He has a bed, underneath which are a sack and a box. The box holds 40 silver ingots (worth 100sp each, 400gp value total) and the sack holds 820gp and 25pp
Thoul: AC 6, HD 3**, hp 20, Move 120ft, THAC0 17, Att 2 claws for 1d3/1d3 + paralysis, Save F3, Ml 12, Align C, XP 65. Special abilities: Paralysis. Similar to a ghoul, anyone hit by the thoul's claws must make a save vs paralysis or be paralysed for 2d4 turns. Regeneration: If wounded but still above 0 hp, a thoul will regain 1hp per round, except for damage from fire or acid. Unlike trolls, thouls will not regenerate after being reduced to 0hp or less. 

12) 5 slaves with leg irons + 2 hobgoblins. The slaves are: 
  • Tabrex, halfling male, Hf1, hp 4, age 44, align L
  • Normod, human male, NM, hp 2, age 33, align N
  • Nalgeth, human male, C1, hp 4, age 24, align C (disgraced member of Iron Ring)
  • Welmore, human female, NM, hp 2, age 55, align L
  • Galtheen, human male, NM, age 20, align L

13) 4 zombies + 1 chaotic vicar (C4) as leader of the chaotic clerics and overseer of the zombies. The chaotic vicar does not have proper quarters here in the mine and is only visiting for the day to sort out some new zombies. 
Chaotic Vicar: AC 2, HD C4, hp 17, THAC0 16, Att 1 warhammer for 1d6+2 or 1 spell, Save C4, Ml 11, Align C, XP 125. Equipment: plate mail, shield, Warhammer +1, Ring of the Zombie Master (see description below), unholy symbol, cleric's vestments, golden belt worth 120gp and purse with 26pp. 
Prepared spells: Cure Light Wounds, Darkness, Aura of Shadows

14) Makeshift headquarters of the mine overseer, Zastable Nekrol, (first mentioned here). She has a bodyguard, a hairy bugbear called Vogg. Zastable's usual residence is a lodge about a mile away but this is where she oversees the mining operations from. There is a lamp with a Continual Light spell on a desk, and a chair and couch, as well as a locked chest (which Zastable has the key for) containing 2300gp, 5 gems worth 50gp each and a piece of jewellery worth 600gp (an ornately sculpted gold bracelet) , as well as Zastable's travelling spellbook with the spells Charm Person, Read Magic, Hold Portal, Read Languages, Web, Invisibility, Mirror Image, Locate Object, Dispel Magic & Clairvoyance
Zastable Nekrol: AC 8, HD MU5, hp 15, THAC0 18, Att 1 dagger for 1d4 or by spell or by wand (1d6+1 damage, automatic hit), Save MU5, Ml 9, Align C, XP 300, equipment: dagger, Wand of Magic Missiles (10 charges) , prepared spells: Charm Person, Hold Portal, Web, Invisibility, Dispel Magic
Vogg the BugbearAC 5, Mv 90ft, HD 3+1 (15hp), THAC0 16, Att 1 morning star for 2d4 or 1 throwing axe for 1d6, Spec Abil Stealth (surprise opponents on 1-3 in 6), Ml 9, Save F3, Align C, 50XP, equipment: Bugbear armour (large-sized scale mail), morning star, 2 throwing axes, purse with 130gp & amber gemstone worth 200gp

15) Apparently empty. There are 2 minecarts at the end of the track but one of them contains a gray ooze that attacks if the minecart is disturbed. The other is half-full of silver-bearing rock. 
Gray Ooze: AC 8, Move 10ft, HD 3, hp 15, THAC0 17, Att 1 acidic slam for 2d8, special abilities: acidic slam destroys armour. Automatic damage after first attack as ooze attaches itself to target, immune to cold and fire, Save F2, Ml 12, Align N, 50xp

16) 6 slaves + 2 hobgoblins. This chamber has an unstable roof, propped up by a large wooden post. The slaves are chained to the post. Knocking down the post or otherwise removing it means the ceiling will start to groan and rumble, and will collapse in 1d4 rounds, causing 2d10 damage from falling rocks to all within the chamber. The slaves are: 
  • Thenthar, male dwarf, DW1, hp 5, age 255, align N (can warn PCs about unstable roof)
  • Aldon, human male, NM, hp 3, age 32, align L
  • Westrina, human female, F1, hp 4, age 23, align N
  • Bragden, human male, NM, hp 3, age 65, align N
  • Corven, halfling male, NM, hp 3, age 20, align N
  • Abnerk, human male, MU1, hp 2, age 34, align L

17) The chasm. This room is dominated by a hole in the floor that drops down to a series of natural caverns. The contents and inhabitants of these natural caverns is up to the DM but if the PCs loiter here for too long, something might emerge from the chasm.

Common Monster Stats

Chaotic Adept: AC 4, HD Clr2, hp 7, Mv 90', THAC0 19, Att 1 mace for 1d6, Dave C2, Ml 9, Align C, XP 20, Equipment: Chain mail, shield, mace, unholy symbol, cult robes, 10gp each. Memorized spells: Cure Light Wounds.

Hobgoblin: AC 6, HD 1+1, hp 6, Move 90ft, THAC0 19, Att 1 sword for 1d8, Save F1, Ml 8, Align C, XP 15, equipment: leather armour, shield, sword, 3d6 sp (10sp average) each

Hobgoblin Lieutenant: AC 5, HD 2+2, hp 11, Move 90ft, THAC0 18, Att 1 sword for 1d8, Save F2, Ml 9, Align C, XP 25, equipment: scale mail, shield, sword, 2d6gp (7gp) each

Zombie: AC 8, HD 2, hp 9, Move 90ft, THAC0 19, Att 1 weapon for 1d8, Save F1, Ml 12, Align C, XP 20, equipment: mining pick or shovel (1d8 damage regardless when wielded by zombie). Undead properties: Immune to Sleep, Charm and some other mind-affecting spells, immune to poison and disease. Always attacks last in initiative. 

New Magic Item: Ring of the Zombie Master

This ring is carved from the bone of some fel creature. When worn by a chaotic cleric (in this case the Chaotic Vicar) it allows the wielder to animate a small or medium dead body as a zombie as per the Animate Dead spell once per day. This animation is permanent until the zombie is destroyed or the ring is destroyed. The wearer of the ring can command the zombies directly or may instruct the zombies to obey others as designated by the ring wearer (in this case the chaotic vicar has delegated control of his zombies to his chaotic adepts). 

Leading onto further adventures 

This scenario could be used after DDA3 Eye of Traldar or perhaps before B10 Nights Dark Terror. 
Furthermore, any grateful freed slaves could point the PCs in the direction of further adventuring opportunities.