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thE MinES oF chult
a SAVAGE ENCOUNTERS suPPlmenT
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Written by: Shawn Merwin, Tony Petrecca, and Jeff C. Stevens
Cartography: Jeff C. Stevens, colours by Emmet Byrne
e Layout: Jeff C. Stevens, Emmet Byrne
Cover Artist: Nathalie Lehnert
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Graphic Artist: Jay Africa
Interior Art: Wizards of the Coast, Dungeon Masters Guild
Editors: Merric Blackman, Ken Carcas and Shawn Merwin
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DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon
Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the
Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected
under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited
without the express written permission of Wizards of the Coast.
©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH.
Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
All other original material in this work is copyright [2018] by Jeff C. Stevens and published under the Community Content
Agreement for Dungeon Masters Guild
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Encounter Title Written By CR Page
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Time of Our Lives Shawn Merwin 1-4 10
Maps 57
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Shawn Merwin – The Mad Wizard Merwin. Shawn has written many adventures, is
a Guild Adept, and the co-host of the Down with D&D podcast, which is one of my
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favorite D&D podcasts. If you don’t currently listen, be sure to click the link below to
check it out.
Tony Petrecca – One of my favorite Guild writers. Tony’s first publication – Journey
Through the Center of the Underdark – is fantastic! I have to say it’s the product that
has had the most significant impact on my writing and style.
Jeff C. Stevens – That’s me! The man in mimic armor. I want to thank you for picking
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up this product. It’s been a lot of fun to create. I even debute my cartography skills in
this one!
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Thank You!
I just want to say ‘Thank You’ once more for picking up The Mines of Chult. We
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I’d like to thank Shawn Merwin and Tony Petrecca for commoner.
adding their fantastic mine adventures to this supplement.
These gentlemen never fail to impress me with their averaGe ParTY level
imaginations and creativity.
The Average Party Level (APL) can be used to calculate
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Finally, I’d like to thank you for purchasing this supplement. which CR Scaling Suggestion to use. To calculate the APL,
We hope you enjoy the mine adventures we’ve developed. add up the total levels of all characters and divide the sum
It was a lot of fun working on this project! by the number of characters (rounding up for .5 or greater).
the ultroloth.
By Shawn Merwin
Estimated run-time: 90 to 120 minutes PloT hook
Mine of Sorrow is a short lair adventure designed for five Kohla Siggerd, the owner of the Siggerd Emerald Mines, asks
characters of 13th level. Scaling instructions are included to the adventurers to travel to one of her mines in Chult. She
run the adventure for characters from 11th to 15th level. sent her son Kristo there weeks ago, but he has not returned.
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This occurred recently in Chult. With the soporific water DrinkinG from The leThe
came an ultroloth (CR 13; MM, p. 314) called Rigolox. The
ultroloth is hiding from a pit fiend that it attempted to defeat, A creature that drinks or makes contact with the water here
and the pit fiend has sent its servitor devils after the ultroloth. must succeed on a DC 17 Charisma saving throw or gain 2
Caught in the middle are innocent miners, in a stupor from levels of exhaustion and forget everything from the last 10
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carts and crates wait for emeralds. The mine shaft an- area 3
gles steeply into the ground, and the torches attached
to the walls are cold. Light at the bottom of the shaft As the party enters Area 3, read or summarize:
suggests someone—or something—is present.
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This area is devoid of life, and a cold stream cuts through
The shaft leading to Area 1 slopes at a 45-degree angle. the southeastern section of the room. A gigantic gnarled
Wooden boards nailed into the ground offer support during stalagmite is nestled into the northwestern corner.
the descent.
The leThe roPer
General Features The Lethe roper here is a threat the adventurers should
be able to handle; however, the magical trap in the room is
Terrain. Stone, dirt, and loose gravel.
another story.
Weather. Cool in the mine, and even colder within 10 feet
of the waters of the Lethe.
area 1
As the party enters Area 1, read or summarize:
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area 2
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Effect. A creature within the trap area must succeed on a
DC 16 Intelligence saving throw or take 35 (10d6) psychic fails by 4 or more, the character accidentally makes contact
damage and be stunned. A stunned creature can attempt a with the water. Mage hand does not work, although other
DC 16 Intelligence saving throw at the end of each of its telekinesis-style magic can.
turn to remove the stunned condition.
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All creatures in the trap area gain vulnerability to psychic Even after getting the leather sack out, a successful DC 15
damage for 1 minute after the initial blast. This vulnerability Dexterity (Sleight of Hand) check is needed to open the
cancels any resistances to psychic damage, but not sack without getting wet, unless the sack is left to dry for at
immunities. least an hour, or dried using magic.
Countermeasures. A successful DC 20 Intelligence
(Arcana) check as an action notices the field and reveals its nPC: DalTon enTWill
effects. A dispel magic (DC 16) or similar magic removes the Hiding behind the column is a half-elven miner named
field for 24 hours. Dalton Entwill. He is the only miner (except for the children
in Area 7) to shake off the magic of the Lethe and avoid the
Treasure
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The Lethe Roper holds 3 potions of superior healing in its gut.
• Levels 11-12: Decrease the trap damage to 28 (8d6) As the party enters Area 5, read or summarize:
psychic damage. Decrease the Intelligence saving throw to
DC 15.
• Levels 14-15: Increase the trap damage to 55 (10d10) The bodies of several miners rot in the southern section.
psychic damage. Increase the Intelligence saving throw to The coolness of the air prevents the smell from being
DC 17. worse than it is.
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The CorPses
area 4 These corpses are miners that fought against Rigolox and his
allies when they arrived via the stream.
As the party enters Area 4, read or summarize:
Treasure
A wooden footbridge over the stream has rotted and If the adventurers search the bodies, a successful DC 10
washed away. A leather sack, snagged on a piece of the Intelligence (Investigation) check reveals one of the miners
bridge, holds on against the stream’s current. died clutching a family heirloom: a +2 silver dagger.
Across the bridge, a large column of unworked stone supports The Devils
the ceiling in the southwestern section of the chamber. After the adventurers search the bodies, a group of devils
hunting Rigolox arrives, teleporting in from their home. A
horned devil (CR 11; MM, p. 74) leads two chain devils (CR
8; MM, p. 72) on a mission to slay the ultroloth.
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from the stream. A successful DC 20 Wisdom (Insight)
check is needed to ascertain Kristo is under a compulsion.
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Assuming the adventurers have made noise or fought battles
in the mine, Rigolox the ultroloth knows they are present.
He uses invisibility once they approach, waiting for an
opportunity to attack.
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DM’s Note. If your players are into combat, let this be a fight.
If your players are more into roleplaying, give the horned
devil an interesting personality, and have it share the story of
a treacherous ultroloth who betrayed the pit fiend leader and
cloaks and attack.
More than a dozen miners mill about here in a stu- The ChilDren
por, huddling together, wrapped in woolen cloaks for Several children hide in the dark corners of the room.
warmth. One human, who matches the description of Candles light the place, but the children extinguish them if
Kristo Siggerd, moves among them, handing out food they hear anyone approach.
and water, which the miners consume mindlessly.
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firewood and hunt small game for a meal. When they If the adventurers can defeat the creatures in the mine, or at
returned several hours later, the adults were acting least deal with them in such a way that saves the miners and
strangely. removes threats from the mine, Kohla Siggerd gives them the
• Minet has an affinity for magic (she is a potential reward she promised.
sorcerer), and she noticed the water in the stream seemed
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different than before, so she told the other children not Additionally, if you so choose, you might offer the adventurers
to drink it. a stake in the Siggerd Mines. This could yield them a certain
• The children noticed a creature moving among the profit if they spend a certain amount of downtime days
miners. They describe the creature as a big-headed (DM’s discretion). This could also lead to further adventures,
monster-demon with blank white eyes. When they saw because who knows what other dangers lurk in ‘The Mines of
the creature, Minet had them gather provisions and led Chult’!
them here, a place where the children often came to play.
• They brought enough food and water for themselves,
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and they sneak out sometimes to grab more, but the
adults are still acting strangely and don’t even notice.
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total of 250 gp to enter the cavern, see what happened to them emphatically, then hop away.
his prospectors, and remove any danger. He instructs the
adventurers to meet him at the entrance to the tunnel, If the adventurers kill the almiraj, the time reset happens
somewhere south of Port Nyanzaru. immediately. If they kill the almiraj three times, they step out
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of the time loop, and their next death/defeat is final.
The Time Loop
The time loop is a tool for you, as the DM, to reset this General Features
adventure when things go wrong for the characters. As they Ceilings. Ten-feet high, unless otherwise noted.
spring traps and fight incredibly powerful monsters, they Terrain. Stone, dirt, and loose gravel.
can learn from their mistakes and move further along in the Weather. The air in the mine is hot and humid, which
story. How often you use this time loop, and to what effect, is odd. Underground should be cooler and drier, but the
is up to you. opposite is true.
Light. Unless otherwise noted, the mine is dark.
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Characters should be fully healed and recharged after they
reset via this time loop. This encourages them to get into the
spirit of the adventure, throwing themselves into danger with
the knowledge they can learn the best way to proceed and
Smells and Sounds. A slight but constant buzzing fills the
mine and the air tastes of ozone. Arcane casters, or those
proficient in Arcana, recognize the mine is filled with
powerful magic.
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still recover from their experimentation.
If you feel it necessary, you can have them reset with some Area 1
penalties, such as one level of exhaustion, if you wish. This As the party enters Area 1, read or summarize:
greatly increases the challenge of the adventure, however, so
use such penalties with caution.
The passage into the mine slopes down sharply for sev-
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