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). 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

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.

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, 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. 


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