Gold in the Hills Any Campaign Setting. A BFRPG Adventure for 2-4 Characters of Levels 1-3

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Gold in the Hills Any Campaign Setting A BFRPG Adventure for 2-4 Characters of Levels 1-3 By Maddog The Highlands Scale 1 hex == 8 miles

Background The ancient dwarven kingdom of Gryk Thalak once spanned The Highlands to the edge of Kingsholm. Several hundred years ago humanoid incursions weakened the kingdom and the southern lands were slowly abandoned to the invaders. About the same time, the dwarves abandoned a few of the lesser mines on the Barrow Valley side of the mountains because they were deemed to be completely worked out. Several persistent dwarves tried to get a little more, but even they gave up eventually. Through the next few hundred years, prospectors and adventurers that braved the monsters found that indeed these mines were empty of anything of value, and it became settled fact that the mines were worthless. Within the last year, gold has started trickling out of one of the mines. The amounts have been steadily growing, as if the supply is actually replenishing itself. The people of Kingsholm and Barrow's Edge are interested in what is happening in the old mine, and any of several people could hire adventurers to find out. Most people who go to the mine do not return for one reason or another. Complications The gold is natural and comes from a vein that a minor earthquake opened up. However, the Black Fang goblin tribe now occupies the mine and does not like all the company. Chief Xikek has been using the gold nuggets to purchase weapons, unaware of the history of the mine and that the vein is almost played out. Getting the Characters Involved Starting in either Kingsholm or Barrow's Edge is the quickest way for the player characters to learn of the recent events in the area. Perhaps they have encountered goblins with gold nuggets or gold dust in their pouches or have accepted payment or paid for items with these nuggets. Maybe they were guards for a trader who sold the weapons to the goblins. They could be new to town but are clearly adventurers and asked to investigate the Old Dwarven Gold Mine after a group of prospectors fails to return. The walk to the mine is about ½ day from Barrow's Edge and a full day from Kingsholm. Wilderness encounters should be rolled accordingly. A character that can speak dwarven would be useful in this adventure.

The Mine The entrance to the mine is rather unremarkable in that it's a 10' to 15' wide portal on the south-side of the mountain. There is no light coming from the portal and if the characters are close enough, they can hear the drip of water falling from inside. There is a small stream of mine runoff coming from the portal. If the characters of careful, they can approach the entrance without alerting the goblins inside. If the search the area outside the mine, they will find evidence of many goblins in the area. If the goblins in area 1 notice the characters, they will fire one volley of arrows and retreat to area 4. One will stop to arm the trap in alcove in area 2. 1: The Guards If the characters did not alert the guards, read the following: This 25' x 30' room appears to be a guard area. Sitting on a bench along the east wall are two goblins. They appear to be asleep. If the characters alerted the goblins, read the following: Located near the east wall in this room is an overturned bench. From down the corridor to the north you can hear something screaming. If any of the characters understand goblin, the screaming consists of things such as, Help! Help! Intruders! Goblins (2) : AC 14, HD 1-1, hp 6,4, Att dagger, Dam 1d4, MV 20', Save F1, ML 7, XP 10. Each goblin has 1d4 gold nuggets worth about 1 gp each and a new dagger. 2: The Pit of Protection There is a 35' long 10' deep pit in this area. This trap was built by the dwarves as a defensive measure for the mine. There is a small alcove with a lever that will disable the pit mechanism on the east wall just north of the pit. When the characters reach the corridor T, they will see a set of stone doubledoors to the east and only a dark chamber to the west.

3: The Elevator to the Underdark This chamber holds what appears to be a large open pit. Mounted in the ceiling above the pit is a block and tackle. The ropes of the block and tackle are well worn. The rope descends into the darkness. Just below the edge of the pit is the mine elevator. The goblins played with it until the ropes slipped and the carriage fell. It is now 20' down into the shaft and wedged slightly sideways. A tentacle worm (goblin garbage disposal) now thinks of it as home. As soon as it notices the characters it will crawl out of the shaft and attack. Tentacle Worm (1) : AC 13, HD 3, hp 18, Att 6 tentacles, Dam paralysis, MV 40', Save F3, ML 9, XP 175. If the characters repair the elevator, it can be used to descend to other levels of the mine but they are up to the DM to develop. However, the ropes are frayed and there is a 5% chance that the ropes will break. The shaft is 100' deep and the characters take 1d6 damage per 10' fallen if the ropes break. 4: The Mine If the goblins are caught off guard: This large well lit area is a mine. To the east is a crevasse which goblins can be seen toiling inside. Along the north wall is a large pile of slag with what appears to be an old piece of mining equipment partially buried in it. There are many goblins and larger hobgoblins in the chamber. The hobgoblins appear to be bullying the goblins and making them mine the gold in the crevasse. If the goblins are on alert, Xikek, Snerk and Yuliak will be here and the whole tribe will be ready for a fight in this room. They will fight to the death as this is their lair. Goblins (15) : AC 14, HD 1-1, hp 7,6,6,6,5,5,4,4,3,3,2,2,2,1,1 Att dagger, Dam 1d4, MV 20', Save F1, ML 7, XP 10. Each goblin has 1d4 gold nuggets worth about 1 gp each and a new dagger. Hobgoblins (3) : AC 14, HD 1, hp 8,8,5, Att mace, Dam 1d6, MV 30', Save F1, ML 8, XP 25. Each goblin has 1d4 gold nuggets worth about 1 gp each and a new mace. The mining equipment is a damaged, but still somewhat operable dwarven mining automaton. The goblins have ignored it as they do not speak dwarven and did not know what is was, therefore they simply piled the mining slag around the machine and have nearly covered it. The automaton looks like a round steel

tube with two legs an two arms that end in drills. The drill bit on it's left arm is heavily damaged and has a 20% chance of catastrophic failure, which will destroy the automaton and cause 2d10 points of damage to all within 20' of it when it explodes. This failure chance only applies if the automaton is in motion. The automaton only understands two word commands in dwarven such as, go dig, move forward, attack enemies. It will only recognize traditional enemies of dwarves. If none are present, it will attack the nearest object or creature. It also recognizes single word commands such as stop and wait. Behind the secret door is another incomplete automaton. It consists of only one leg and an arm mounted on a steel frame. In the back of the room is a toolbox. If the characters have the ability to repair the damaged to the automaton, it can be walked back to a town or city under it's own power and sold for several thousand gold pieces. 5: The Lair This area appears to be the lair of the tribe. There are pallets of straw in the room and a small fire with a large pot of something simmering over it. Five goblins are resting in this area. They seem surprised to see you. There are five goblins in this room. They will not go to help the rest of the tribe in area 4 as this is their day off and they don't care to see the mine today. Goblins (5) : AC 14, HD 1-1, hp 6,4,3,3,2, Att dagger, Dam 1d4, MV 20', Save F1, ML 7, XP 10. Each goblin has 1d4 gold nuggets worth about 1 gp each and a new dagger. 6: The Chief This chamber is better appointed than the rest of the cave complex. On the floor of this room is a bearskin rug. Along the north wall is a bed. A fine oak chair and small oak table stand along the west wall. A chest sits along the wall near the bed. Sitting in the chair is a large hobgoblin. Two other hobgoblins stand nearby. One is dressed in the robes of a wokan. This is where chief Xikek the Loud is resting with his shaman, Yuliak and bodyguard, Snerk. As soon as they see the party, Xikek and Snerk attack; and Yuliak starts casting. If the battle in area 4 persists for more than 6 rounds, they will investigate the problem.

Xikek : AC 15, HD 2, hp 14, Att halberd, Dam 1d10, MV 30', Save F2, ML 10, XP 125. ring of protection +1. Xikek's halberd is a fine weapon. Snerk : AC 14, HD 1+1, hp 9, Att mace, Dam 1d6, MV 30', Save F1, ML 10, XP 37. Snerk's mace is a fine weapon. Yuliak : AC 11, HD 1, hp 4, Att dagger or spell, Dam 1d4, MV 40', Save M1, ML 7, XP 37. Memorized: Magic Missile. Spellbook: Magic Missile, Sleep, Read Magic. Yuliak's dagger is a fine weapon. The chest is trapped with dart that flies from the top of the chest when opened for 1d4 points of damage. Inside are 400gp worth of gold nuggets, 326 cp, 168 sp, 48 gp and 2 potions of healing. Dungeon Map Gold in the Hills 12/12/2007